Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor.
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9 changed files with 48 additions and 61 deletions
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@ -64,19 +64,6 @@ namespace gui {
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}
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}
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auto healing_button = $gui.entity("healing_button");
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auto& inventory = $level.world->get<inventory::Model>($level.player);
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if(inventory.has("pocket_l")) {
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$gui.set<Icon>(healing_button, {"healing_potion_small"});
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$gui.set<Clickable>(healing_button, {[&](auto gui_id, auto) {
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use_item(gui_id, "pocket_l");
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}});
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} else {
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$gui.remove<Icon>(healing_button);
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$gui.remove<Clickable>(healing_button);
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}
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auto hp_gauge = $gui.entity("hp_gauge");
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$gui.set<Sprite>(hp_gauge, {"stone_doll_cursed"});
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$gui.set<Clickable>(hp_gauge,
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@ -85,15 +72,6 @@ namespace gui {
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$gui.init();
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}
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void CombatUI::use_item(guecs::Entity gui_id, const string& slot) {
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auto& inventory = $level.world->get<inventory::Model>($level.player);
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dbc::check(inventory.has(slot), fmt::format(
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"attempted to use an item but {} isn't in your inventory", slot));
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auto healing_item = inventory.get(slot);
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$level.world->send<Events::GUI>(Events::GUI::USE_ITEM, gui_id, {healing_item});
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}
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void CombatUI::render(sf::RenderWindow& window) {
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$gui.render(window);
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}
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