Clean up the debug UI so that it's not using the jank debug component I didn't use anyway.
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parent
e8199a973c
commit
b8d2d1870d
5 changed files with 22 additions and 36 deletions
28
gui/fsm.cpp
28
gui/fsm.cpp
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@ -46,19 +46,16 @@ namespace gui {
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void FSM::START(Event ) {
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$main_ui.update_level($level);
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$level.world->set_the<Debug>({});
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$main_ui.init();
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$loot_ui.init();
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// BUG: maybe this is a function on main_ui?
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auto cell = $main_ui.$overlay_ui.$gui.cell_for("left");
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$debug_ui.init(cell);
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$debug_ui.update_level($level);
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$combat_ui.init();
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$status_ui.init();
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$boss_fight_ui = $levels.create_bossfight($level.world);
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$boss_fight_ui->init();
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@ -267,7 +264,7 @@ namespace gui {
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event(Event::STAIRS_DOWN);
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}
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} else {
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$debug_ui.mouse(pos.x, pos.y, false);
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if($debug_ui.active) $debug_ui.mouse(pos.x, pos.y, false);
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$combat_ui.mouse(pos.x, pos.y, false);
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$status_ui.mouse(pos.x, pos.y, false);
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$main_ui.mouse(pos.x, pos.y, false);
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@ -276,7 +273,7 @@ namespace gui {
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}
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} else if(const auto* mouse = ev->getIf<sf::Event::MouseMoved>()) {
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sf::Vector2f pos = $window.mapPixelToCoords(mouse->position);
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$debug_ui.mouse(pos.x, pos.y, true);
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if($debug_ui.active) $debug_ui.mouse(pos.x, pos.y, true);
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$combat_ui.mouse(pos.x, pos.y, true);
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$status_ui.mouse(pos.x, pos.y, true);
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$main_ui.mouse(pos.x, pos.y, true);
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@ -321,7 +318,6 @@ namespace gui {
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if(!sound::playing("ambient_1")) sound::play("ambient_1", true);
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$debug_ui.debug();
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shaders::reload();
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dbc::log("save map!");
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$map_ui.save_map("map.txt", $main_ui.$compass_dir);
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break;
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case KEY::O:
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@ -340,15 +336,23 @@ namespace gui {
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}
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}
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void FSM::debug_render() {
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auto start = $debug_ui.time_start();
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$main_ui.render();
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$debug_ui.sample_time(start);
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$debug_ui.render($window);
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}
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void FSM::draw_gui() {
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if(in_state(State::NEXT_LEVEL)) {
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$boss_fight_ui->render($window);
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} else {
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// BUG: maybe pass the stats to main_ui for this?
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auto start = $debug_ui.time_start();
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$main_ui.render();
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$debug_ui.sample_time(start);
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$debug_ui.render($window);
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if($debug_ui.active) {
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debug_render();
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} else {
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$main_ui.render();
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}
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$status_ui.render($window);
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$combat_ui.render($window);
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@ -416,7 +420,6 @@ namespace gui {
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event(Event::START_COMBAT);
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break;
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case eGUI::ENEMY_SPAWN:
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$debug_ui.update_level($level);
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$main_ui.update_level($level);
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run_systems();
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break;
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@ -469,7 +472,6 @@ namespace gui {
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$levels.create_level($level.world);
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$level = $levels.next();
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$debug_ui.update_level($level);
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$status_ui.update_level($level);
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$map_ui.update_level($level);
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$mini_map.update_level($level);
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