Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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21 changed files with 270 additions and 123 deletions
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@ -5,6 +5,7 @@
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#include <fmt/xchar.h>
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#include "gui/guecstra.hpp"
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#include "systems.hpp"
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#include "inventory.hpp"
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namespace gui {
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using namespace guecs;
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@ -27,28 +28,29 @@ namespace gui {
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$gui.set<Background>($gui.MAIN, {$gui.$parser});
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for(auto& [name, cell] : $gui.cells()) {
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auto gui_id = $gui.entity(name);
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$slot_to_name.insert_or_assign(gui_id, name);
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if(name == "character_view") {
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auto char_view = $gui.entity(name);
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$gui.set<Rectangle>(char_view, {});
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$gui.set<Sprite>(char_view, {"armored_knight"});
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$gui.set<Rectangle>(gui_id, {});
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$gui.set<Sprite>(gui_id, {"armored_knight"});
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} else {
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auto button = $gui.entity(name);
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$gui.set<Rectangle>(button, {});
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$gui.set<ActionData>(button, {make_any<string>(name)});
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$gui.set<Rectangle>(gui_id, {});
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$gui.set<ActionData>(gui_id, {make_any<string>(name)});
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if(name == "ritual_ui") {
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$gui.set<Clickable>(button, {
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$gui.set<Clickable>(gui_id, {
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[this](auto, auto){ select_ritual(); }
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});
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$gui.set<Sound>(button, {"pickup"});
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$gui.set<Sound>(gui_id, {"pickup"});
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} else {
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$gui.set<Textual>(button, {guecs::to_wstring(name)});
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$gui.set<Clickable>(button, {
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guecs::make_action($level, Events::GUI::INV_SELECT, {button})
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$gui.set<Textual>(gui_id, {guecs::to_wstring(name)});
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$gui.set<Clickable>(gui_id, {
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guecs::make_action($level, Events::GUI::INV_SELECT, {gui_id})
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});
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$gui.set<DropTarget>(button, {
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.commit=[&, button](DinkyECS::Entity world_target) -> bool {
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return place_slot(button, world_target);
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$gui.set<DropTarget>(gui_id, {
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.commit=[&, gui_id](DinkyECS::Entity world_target) -> bool {
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return place_slot(gui_id, world_target);
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}
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});
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}
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@ -57,6 +59,7 @@ namespace gui {
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$ritual_ui.event(ritual::Event::STARTED);
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$gui.init();
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update();
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}
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bool StatusUI::mouse(float x, float y, bool hover) {
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@ -72,7 +75,17 @@ namespace gui {
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}
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void StatusUI::update() {
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dbc::log("REWRITE ME!");
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auto& inventory = $level.world->get_the<inventory::Model>();
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for(auto& [slot, world_entity] : inventory.by_slot) {
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auto gui_id = $gui.entity(slot);
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auto& sprite = $level.world->get<components::Sprite>(world_entity);
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$gui.set_init<guecs::Sprite>(gui_id, {sprite.name});
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guecs::GrabSource grabber{ world_entity,
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[&, gui_id]() { return remove_slot(gui_id); }};
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grabber.setSprite($gui, gui_id);
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$gui.set<guecs::GrabSource>(gui_id, grabber);
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}
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}
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void StatusUI::render(sf::RenderWindow &window) {
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@ -87,30 +100,30 @@ namespace gui {
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}
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bool StatusUI::place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity) {
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if($level.world->has<components::Sprite>(world_entity)) {
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auto& sprite = $level.world->get<components::Sprite>(world_entity);
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$gui.set_init<guecs::Sprite>(gui_id, {sprite.name});
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guecs::GrabSource grabber{ world_entity,
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[&, gui_id]() { return remove_slot(gui_id); }};
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grabber.setSprite($gui, gui_id);
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$gui.set<guecs::GrabSource>(gui_id, grabber);
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contents.insert_or_assign(gui_id, world_entity);
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return true;
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} else {
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return false;
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}
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auto& slot_name = $slot_to_name.at(gui_id);
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auto& inventory = $level.world->get_the<inventory::Model>();
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inventory.add(slot_name, world_entity);
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update();
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return true;
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}
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bool StatusUI::drop_item(DinkyECS::Entity item_id) {
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return System::drop_item($level, item_id);
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bool dropped = System::drop_item($level, item_id);
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if(dropped) update();
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return dropped;
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}
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// NOTE: do I need this or how does it relate to drop_item?
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void StatusUI::remove_slot(guecs::Entity slot_id) {
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if(contents.contains(slot_id)) {
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contents.erase(slot_id);
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$gui.remove<guecs::GrabSource>(slot_id);
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$gui.remove<guecs::Sprite>(slot_id);
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}
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// NOTE: really the System should coordinate either dropping on the
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// ground or moving from one container or another, so when loot_ui
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// moves to use an ECS id to a container I can have the System
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// do it.
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auto& slot_name = $slot_to_name.at(slot_id);
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auto& inventory = $level.world->get_the<inventory::Model>();
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inventory.remove(slot_name);
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$gui.remove<guecs::GrabSource>(slot_id);
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$gui.remove<guecs::Sprite>(slot_id);
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}
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}
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