Move the map_view and mini_map into gui as well.
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bed5ce22d2
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a2246d2b71
6 changed files with 5 additions and 6 deletions
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@ -9,8 +9,8 @@
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#include "gui/status_ui.hpp"
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#include "gui/loot_ui.hpp"
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#include "gui/boss_fight_ui.hpp"
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#include "map_view.hpp"
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#include "mini_map.hpp"
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#include "gui/map_view.hpp"
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#include "gui/mini_map.hpp"
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namespace gui {
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enum class State {
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70
gui/map_view.cpp
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70
gui/map_view.cpp
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#include "map_view.hpp"
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#include <functional>
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#include <string>
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#include "dbc.hpp"
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#include "components.hpp"
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#include "rand.hpp"
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#include "animation.hpp"
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#include "systems.hpp"
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#include "rand.hpp"
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#include <codecvt>
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#include <iostream>
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#include <fmt/xchar.h>
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namespace gui {
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using namespace components;
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MapViewUI::MapViewUI(GameLevel &level) :
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$level(level),
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$paper(textures::get("full_screen_paper"))
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{
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}
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void MapViewUI::update_level(GameLevel &level) {
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$level = level;
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}
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void MapViewUI::init() {
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//auto top_right = overlay.entity("top_right");
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//auto cell = overlay.cell_for(top_right);
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$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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$gui.layout(
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"[status| *%(200)map_grid | _ ]"
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);
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auto grid = $gui.entity("map_grid");
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$gui.set<guecs::Textual>(grid,
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{L"Loading...", 65, {27, 26, 23, 150}, 10});
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auto status = $gui.entity("status");
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$gui.set<guecs::Textual>(status,
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{L"Loading...", 25, {37, 36, 33}, 25});
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$paper.sprite->setPosition({0, 0});
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$gui.init();
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}
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void MapViewUI::render(sf::RenderWindow &window, int compass_dir) {
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window.draw(*$paper.sprite);
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auto grid = $gui.entity("map_grid");
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auto status = $gui.entity("status");
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std::wstring map_out = System::draw_map($level, 23, 9, compass_dir);
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auto& map_text = $gui.get<guecs::Textual>(grid);
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map_text.update(map_out);
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auto& status_text = $gui.get<guecs::Textual>(status);
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std::wstring status_out = fmt::format(
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L"Level: {}\n"
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L"Enemies Killed: A Lot\n",
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$level.index + 1);
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status_text.update(status_out);
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$gui.render(window);
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// $gui.debug_layout(window);
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}
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}
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19
gui/map_view.hpp
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19
gui/map_view.hpp
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#pragma once
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#include "levelmanager.hpp"
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#include "textures.hpp"
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#include <guecs/ui.hpp>
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#include "tilemap.hpp"
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namespace gui {
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class MapViewUI {
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public:
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guecs::UI $gui;
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GameLevel $level;
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textures::SpriteTexture $paper;
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MapViewUI(GameLevel &level);
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void init();
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void render(sf::RenderWindow &window, int compass_dir);
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void update_level(GameLevel &level);
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};
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}
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39
gui/mini_map.cpp
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39
gui/mini_map.cpp
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#include "mini_map.hpp"
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#include <functional>
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#include <string>
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#include "dbc.hpp"
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#include "components.hpp"
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#include "rand.hpp"
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#include "animation.hpp"
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#include "systems.hpp"
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#include "rand.hpp"
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#include <codecvt>
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#include <iostream>
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#include <memory>
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namespace gui {
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using namespace components;
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MiniMapUI::MiniMapUI(GameLevel &level) :
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$map_grid{L"...", 45, {200, 200, 200, 100}, 10},
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$level(level)
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{
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$font = std::make_shared<sf::Font>(FONT_FILE_NAME);
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}
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void MiniMapUI::update_level(GameLevel &level) {
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$level = level;
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}
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void MiniMapUI::init(guecs::UI& overlay) {
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auto top_right = overlay.entity("top_right");
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auto cell = overlay.cell_for(top_right);
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$map_grid.init(cell, $font);
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}
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void MiniMapUI::render(sf::RenderWindow &window, int compass_dir) {
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std::wstring map_out = System::draw_map($level, 5, 3, compass_dir);
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$map_grid.update(map_out);
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window.draw(*$map_grid.text);
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}
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}
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20
gui/mini_map.hpp
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20
gui/mini_map.hpp
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#pragma once
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#include "levelmanager.hpp"
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#include "textures.hpp"
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#include <guecs/ui.hpp>
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#include "tilemap.hpp"
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namespace gui {
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class MiniMapUI {
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public:
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guecs::Textual $map_grid;
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guecs::UI $gui;
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GameLevel $level;
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shared_ptr<sf::Font> $font = nullptr;
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MiniMapUI(GameLevel &level);
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void init(guecs::UI& overlay);
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void render(sf::RenderWindow &window, int compass_dir);
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void update_level(GameLevel &level);
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};
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}
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