Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed.
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5 changed files with 99 additions and 43 deletions
75
gui_gadgets.hpp
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75
gui_gadgets.hpp
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#pragma once
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/Graphics/Font.hpp>
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#include <SFML/Graphics/Text.hpp>
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#include "lel.hpp"
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namespace gui {
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struct Label {
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sf::Font &font;
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sf::Text text;
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lel::Cell& cell;
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Label(lel::Cell& cell, std::string label_text, sf::Font &font) :
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font(font),
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text(font, label_text),
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cell(cell)
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{
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auto bounds = text.getLocalBounds();
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auto text_cell = lel::center(bounds.size.x, bounds.size.y, cell);
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// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
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text.setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2});
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}
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void draw(sf::RenderWindow& window) {
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window.draw(text);
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}
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};
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struct Button {
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Label label;
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lel::Cell& cell;
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sf::RectangleShape shape;
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Button(lel::Cell& cell, std::string label_text, sf::Font &font) :
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label(cell, label_text, font),
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cell(cell)
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{
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shape.setPosition({float(cell.x + 3), float(cell.y + 3)});
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shape.setSize({float(cell.w - 6), float(cell.h - 6)});
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shape.setFillColor(ColorValue::DARK_MID);
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shape.setOutlineColor(ColorValue::MID);
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shape.setOutlineThickness(1);
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}
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void draw(sf::RenderWindow& window) {
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window.draw(shape);
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label.draw(window);
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}
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};
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struct Meter {
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sf::RectangleShape shape;
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lel::Cell& cell;
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Meter(lel::Cell& cell) :
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cell(cell)
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{
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shape.setPosition({float(cell.x + 3), float(cell.y + 3)});
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shape.setSize({float(cell.w - 6), float(cell.h - 6)});
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shape.setFillColor(ColorValue::DARK_MID);
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shape.setOutlineColor(ColorValue::MID);
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shape.setOutlineThickness(1);
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}
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void draw(sf::RenderWindow& window) {
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window.draw(shape);
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}
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void set_percent(float percent) {
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float level = percent * float(cell.w);
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// ZED: this 6 is a border to make it a thing
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shape.setSize({std::max(level, 0.0f), float(cell.h - 6)});
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}
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};
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}
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