Finally unified all of my events into one place.

This commit is contained in:
Zed A. Shaw 2025-12-17 12:51:15 -05:00
parent 6c34fea64a
commit c618a4828f
30 changed files with 215 additions and 216 deletions

View file

@ -16,7 +16,7 @@ namespace gui {
guecs::Entity CombatUI::make_button(
guecs::Entity button,
Events::GUI event,
game::Event event,
int action,
const std::string &icon_name,
const std::string &sound,
@ -62,15 +62,15 @@ namespace gui {
switch(ritual.element) {
case FIRE:
make_button(button, Events::GUI::ATTACK,
make_button(button, game::Event::ATTACK,
slot, "broken_yoyo", "fireball_01", "flame");
break;
case LIGHTNING:
make_button(button, Events::GUI::ATTACK,
make_button(button, game::Event::ATTACK,
slot, "pocket_watch", "electric_shock_01", "lightning");
break;
default:
make_button(button, Events::GUI::ATTACK,
make_button(button, game::Event::ATTACK,
slot, "severed_finger", "punch_cartoony", "ui_shader");
}
}
@ -80,7 +80,7 @@ namespace gui {
auto hp_gauge = $gui.entity("hp_gauge");
$gui.set<Sprite>(hp_gauge, {"stone_doll_cursed"});
$gui.set<Clickable>(hp_gauge,
guecs::make_action(hp_gauge, Events::GUI::HP_STATUS, {}));
guecs::make_action(hp_gauge, game::Event::HP_STATUS, {}));
}
$gui.init();

View file

@ -16,7 +16,7 @@ namespace gui {
void render(sf::RenderWindow& window);
void update_level();
bool mouse(float x, float y, guecs::Modifiers mods);
guecs::Entity make_button(guecs::Entity button, Events::GUI event,
guecs::Entity make_button(guecs::Entity button, game::Event event,
int action, const std::string &icon_name,
const std::string &sound, const std::string &effect_name);
};

View file

@ -41,7 +41,7 @@ namespace gui {
dbc::log("THIS FUNCTION NEEDS A REWRITE");
// auto ent = $level_mgr.spawn_enemy(enemy_key);
// auto& level = $level_mgr.current();
// level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, ent, {});
// level.world->send<game::Event>(game::Event::ENTITY_SPAWN, ent, {});
}
void DebugUI::render(sf::RenderWindow& window) {

View file

@ -2,6 +2,7 @@
#include "gui/dnd_loot.hpp"
namespace gui {
using Event = game::Event;
DNDLoot::DNDLoot(StatusUI& status_ui, LootUI& loot_ui, sf::RenderWindow &window, routing::Router& router) :
$status_ui(status_ui),
@ -9,7 +10,7 @@ namespace gui {
$window(window),
$router(router)
{
event(Event::STARTED);
event(Event::START);
}
bool DNDLoot::event(Event ev, std::any data) {
@ -30,7 +31,7 @@ namespace gui {
void DNDLoot::START(Event ev) {
using enum Event;
dbc::check(ev == STARTED, "START not given a STARTED event.");
dbc::check(ev == START, "START not given a STARTED event.");
END(CLOSE);
}

View file

@ -4,6 +4,7 @@
#include "gui/status_ui.hpp"
#include "gui/loot_ui.hpp"
#include "gui/event_router.hpp"
#include "events.hpp"
namespace gui {
enum class DNDState {
@ -16,7 +17,7 @@ namespace gui {
END=106
};
class DNDLoot : public DeadSimpleFSM<DNDState, Event> {
class DNDLoot : public DeadSimpleFSM<DNDState, game::Event> {
public:
std::optional<guecs::Entity> $grab_source = std::nullopt;
std::shared_ptr<sf::Sprite> $grab_sprite = nullptr;
@ -29,17 +30,17 @@ namespace gui {
LootUI& loot_ui, sf::RenderWindow& window,
routing::Router& router);
bool event(Event ev, std::any data={});
bool event(game::Event ev, std::any data={});
void START(Event ev);
void LOOTING(Event ev, std::any data);
void LOOT_GRAB(Event ev, std::any data);
void INV_GRAB(Event ev, std::any data);
void END(Event ev, std::any data={});
void ITEM_PICKUP(Event ev, std::any data);
void INV_PICKUP(Event ev, std::any data);
void START(game::Event ev);
void LOOTING(game::Event ev, std::any data);
void LOOT_GRAB(game::Event ev, std::any data);
void INV_GRAB(game::Event ev, std::any data);
void END(game::Event ev, std::any data={});
void ITEM_PICKUP(game::Event ev, std::any data);
void INV_PICKUP(game::Event ev, std::any data);
void handle_mouse(Event ev, guecs::UI& gui);
void handle_mouse(game::Event ev, guecs::UI& gui);
void render();
void open();
void close();

View file

@ -7,11 +7,11 @@ namespace gui {
using enum Event;
using enum State;
gui::Event Router::process_event(std::optional<sf::Event> ev) {
$next_event = gui::Event::TICK;
game::Event Router::process_event(std::optional<sf::Event> ev) {
$next_event = game::Event::TICK;
if(ev->is<sf::Event::Closed>()) {
return gui::Event::QUIT;
return game::Event::QUIT;
}
if(const auto* mouse = ev->getIf<sf::Event::MouseButtonPressed>()) {
@ -58,18 +58,18 @@ namespace gui {
switch(ev) {
case MOUSE_DOWN:
move_count=0;
set_event(gui::Event::TICK);
set_event(game::Event::TICK);
state(State::MOUSE_ACTIVE);
break;
case MOUSE_UP:
set_event(gui::Event::MOUSE_CLICK);
set_event(game::Event::MOUSE_CLICK);
state(State::IDLE);
break;
case MOUSE_MOVE:
set_event(gui::Event::MOUSE_MOVE);
set_event(game::Event::MOUSE_MOVE);
break;
case KEY_PRESS:
set_event(gui::Event::KEY_PRESS);
set_event(game::Event::KEY_PRESS);
break;
default:
dbc::sentinel(fmt::format("invalid event: {}", int(ev)));
@ -79,16 +79,16 @@ namespace gui {
void Router::MOUSE_ACTIVE(Event ev) {
switch(ev) {
case MOUSE_UP:
set_event(gui::Event::MOUSE_CLICK);
set_event(game::Event::MOUSE_CLICK);
state(State::IDLE);
break;
case MOUSE_MOVE:
move_count++;
set_event(gui::Event::MOUSE_DRAG);
set_event(game::Event::MOUSE_DRAG);
state(State::MOUSE_MOVING);
break;
case KEY_PRESS:
set_event(gui::Event::KEY_PRESS);
set_event(game::Event::KEY_PRESS);
state(State::IDLE);
break;
default:
@ -100,21 +100,21 @@ namespace gui {
switch(ev) {
case MOUSE_UP: {
dbc::check(move_count < $drag_tolerance, "mouse up but not in dragging state");
set_event(gui::Event::MOUSE_CLICK);
set_event(game::Event::MOUSE_CLICK);
state(State::IDLE);
} break;
case MOUSE_MOVE:
move_count++;
if(move_count < $drag_tolerance) {
set_event(gui::Event::MOUSE_DRAG);
set_event(game::Event::MOUSE_DRAG);
} else {
set_event(gui::Event::MOUSE_DRAG_START);
set_event(game::Event::MOUSE_DRAG_START);
state(State::MOUSE_DRAGGING);
}
break;
case KEY_PRESS:
set_event(gui::Event::KEY_PRESS);
set_event(game::Event::KEY_PRESS);
break;
default:
dbc::sentinel("invalid event");
@ -125,15 +125,15 @@ namespace gui {
void Router::MOUSE_DRAGGING(Event ev) {
switch(ev) {
case MOUSE_UP:
set_event(gui::Event::MOUSE_DROP);
set_event(game::Event::MOUSE_DROP);
state(State::IDLE);
break;
case MOUSE_MOVE:
move_count++;
set_event(gui::Event::MOUSE_DRAG);
set_event(game::Event::MOUSE_DRAG);
break;
case KEY_PRESS:
set_event(gui::Event::KEY_PRESS);
set_event(game::Event::KEY_PRESS);
break;
default:
dbc::sentinel("invalid events");

View file

@ -1,6 +1,6 @@
#pragma once
#include "events.hpp"
#include "gui/fsm_events.hpp"
#include "events.hpp"
#include "simplefsm.hpp"
#include <SFML/Graphics.hpp>
@ -26,7 +26,7 @@ namespace gui {
public:
sf::Vector2i position;
sf::Keyboard::Scancode scancode;
gui::Event $next_event = gui::Event::TICK;
game::Event $next_event = game::Event::TICK;
int move_count = 0;
bool left_button = true;
int $drag_tolerance = 4;
@ -39,9 +39,9 @@ namespace gui {
void MOUSE_MOVING(Event ev);
void MOUSE_DRAGGING(Event ev);
gui::Event process_event(std::optional<sf::Event> ev);
game::Event process_event(std::optional<sf::Event> ev);
void set_event(gui::Event ev) {
void set_event(game::Event ev) {
$next_event = ev;
}
};

View file

@ -6,7 +6,6 @@
#include "components.hpp"
#include <numbers>
#include "systems.hpp"
#include "gui/fsm_events.hpp"
#include "events.hpp"
#include "sound.hpp"
#include "shaders.hpp"
@ -17,6 +16,7 @@
namespace gui {
using namespace components;
using game::Event;
FSM::FSM() :
$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
@ -83,7 +83,7 @@ namespace gui {
run_systems();
state(State::IN_COMBAT);
} break;
case STOP_COMBAT:
case COMBAT_STOP:
state(State::IDLE);
break;
case ATTACK: {
@ -165,7 +165,7 @@ namespace gui {
case ATTACK:
state(State::ATTACKING);
break;
case START_COMBAT:
case COMBAT_START:
$map_open = false;
state(State::IN_COMBAT);
break;
@ -215,7 +215,7 @@ namespace gui {
dbc::check($boss_fight != nullptr, "$boss_fight not initialized");
if($boss_scene->playing()) {
if(ev == gui::Event::MOUSE_CLICK) {
if(ev == game::Event::MOUSE_CLICK) {
$boss_scene->mouse(0,0, 0);
}
return;
@ -223,7 +223,7 @@ namespace gui {
$boss_fight->mouse_pos = mouse_position();
if(ev == gui::Event::QUIT) {
if(ev == game::Event::QUIT) {
// just epsilon straight to the exit
IDLE(ev, data);
} if($boss_fight->event(ev, data)) {
@ -260,7 +260,7 @@ namespace gui {
$main_ui.plan_rotate(1, DEFAULT_ROTATE);
state(State::COMBAT_ROTATE);
break;
case STOP_COMBAT:
case COMBAT_STOP:
$main_ui.$overlay_ui.close_sprite("top_right");
state(State::IDLE);
break;
@ -436,7 +436,7 @@ namespace gui {
}
void FSM::handle_world_events() {
using eGUI = Events::GUI;
using eGUI = game::Event;
auto world = GameDB::current_world();
while(world->has_event<eGUI>()) {
@ -447,7 +447,7 @@ namespace gui {
switch(evt) {
case eGUI::COMBAT: {
auto &damage = std::any_cast<Events::Combat&>(data);
auto &damage = std::any_cast<components::CombatResult&>(data);
if(damage.enemy_did > 0) {
$map_ui.log(fmt::format(L"Enemy HIT YOU for {} damage!", damage.enemy_did));
@ -463,7 +463,7 @@ namespace gui {
}
break;
case eGUI::COMBAT_START:
event(Event::START_COMBAT);
event(Event::COMBAT_START);
break;
case eGUI::ENTITY_SPAWN: {
auto& sprite = world->get<components::Sprite>(entity);
@ -472,7 +472,7 @@ namespace gui {
run_systems();
} break;
case eGUI::NO_NEIGHBORS:
event(Event::STOP_COMBAT);
event(Event::COMBAT_STOP);
break;
case eGUI::LOOT_CLOSE:
// BUG: need to resolve GUI events vs. FSM events better

View file

@ -13,6 +13,7 @@
#include "gui/event_router.hpp"
#include "gui/dnd_loot.hpp"
#include "storyboard/ui.hpp"
#include "events.hpp"
namespace gui {
enum class State {
@ -28,7 +29,7 @@ namespace gui {
END=9
};
class FSM : public DeadSimpleFSM<State, Event> {
class FSM : public DeadSimpleFSM<State, game::Event> {
public:
sf::RenderWindow $window;
bool $draw_stats = false;
@ -48,21 +49,21 @@ namespace gui {
FSM();
void event(Event ev, std::any data={});
void event(game::Event ev, std::any data={});
void autowalk();
void start_autowalk(double rot_speed);
void START(Event ev);
void MOVING(Event ev);
void ATTACKING(Event ev, std::any data);
void MAPPING(Event ev);
void ROTATING(Event ev);
void IDLE(Event ev, std::any data);
void IN_COMBAT(Event ev);
void COMBAT_ROTATE(Event ev);
void BOSS_FIGHT(Event ev, std::any data);
void LOOTING(Event ev, std::any data);
void END(Event ev);
void START(game::Event ev);
void MOVING(game::Event ev);
void ATTACKING(game::Event ev, std::any data);
void MAPPING(game::Event ev);
void ROTATING(game::Event ev);
void IDLE(game::Event ev, std::any data);
void IN_COMBAT(game::Event ev);
void COMBAT_ROTATE(game::Event ev);
void BOSS_FIGHT(game::Event ev, std::any data);
void LOOTING(game::Event ev, std::any data);
void END(game::Event ev);
void try_move(int dir, bool strafe);
sf::Vector2f mouse_position();

View file

@ -1,35 +0,0 @@
#pragma once
namespace gui {
enum class Event {
STARTED=0,
TICK=1,
MOVE_FORWARD = 2,
MOVE_BACK = 3,
MOVE_LEFT = 4,
MOVE_RIGHT = 5,
MAP_OPEN = 6,
CLOSE = 7,
ROTATE_LEFT = 8,
ROTATE_RIGHT = 9,
ATTACK = 10,
START_COMBAT = 11,
STOP_COMBAT = 12,
BOSS_START = 13,
BOSS_END = 14,
LOOT_OPEN=15,
LOOT_ITEM=16,
LOOT_SELECT=17,
INV_SELECT=18,
USE_ITEM=19,
QUIT = 20,
MOUSE_CLICK=21,
MOUSE_MOVE=22,
MOUSE_DRAG=23,
MOUSE_DRAG_START=24,
MOUSE_DROP=25,
KEY_PRESS=26,
AIM_CLICK=27,
COMBAT=28
};
}

View file

@ -3,17 +3,17 @@
namespace guecs {
Clickable make_action(guecs::Entity gui_id, Events::GUI event) {
Clickable make_action(guecs::Entity gui_id, game::Event event) {
return {[&, gui_id, event](auto){
auto world = GameDB::current_world();
world->send<Events::GUI>(event, gui_id, {});
world->send<game::Event>(event, gui_id, {});
}};
}
Clickable make_action(guecs::Entity gui_id, Events::GUI event, std::any data) {
Clickable make_action(guecs::Entity gui_id, game::Event event, std::any data) {
return {[&, event, data](auto){
auto world = GameDB::current_world();
world->send<Events::GUI>(event, gui_id, data);
world->send<game::Event>(event, gui_id, data);
}};
}

View file

@ -5,8 +5,8 @@
#include "textures.hpp"
namespace guecs {
Clickable make_action(guecs::Entity gui_id, Events::GUI event);
Clickable make_action(guecs::Entity gui_id, Events::GUI event, std::any data);
Clickable make_action(guecs::Entity gui_id, game::Event event);
Clickable make_action(guecs::Entity gui_id, game::Event event, std::any data);
struct GrabSource {
DinkyECS::Entity world_entity;

View file

@ -26,7 +26,7 @@ namespace gui {
world->make_constant($temp_loot);
}
void LootUI::make_button(const std::string &name, const std::wstring& label, Events::GUI event) {
void LootUI::make_button(const std::string &name, const std::wstring& label, game::Event event) {
auto button = $gui.entity(name);
$gui.set<guecs::Rectangle>(button, {});
@ -41,9 +41,9 @@ namespace gui {
bg_color.a = 140;
$gui.set<Background>($gui.MAIN, {$gui.$parser, bg_color});
make_button("close", L"CLOSE", Events::GUI::LOOT_CLOSE);
make_button("take_all", L"TAKE ALL", Events::GUI::LOOT_CLOSE);
make_button("destroy", L"DESTROY", Events::GUI::LOOT_CLOSE);
make_button("close", L"CLOSE", game::Event::LOOT_CLOSE);
make_button("take_all", L"TAKE ALL", game::Event::LOOT_CLOSE);
make_button("destroy", L"DESTROY", game::Event::LOOT_CLOSE);
for(int i = 0; i < INV_SLOTS; i++) {
auto name = fmt::format("item_{}", i);
@ -53,7 +53,7 @@ namespace gui {
THEME.TRANSPARENT, THEME.LIGHT_MID });
$gui.set<guecs::Effect>(id, {0.4f, "ui_shader"});
$gui.set<guecs::Clickable>(id, {
guecs::make_action(id, Events::GUI::LOOT_SELECT, {id})
guecs::make_action(id, game::Event::LOOT_SELECT, {id})
});
}

View file

@ -25,7 +25,7 @@ namespace gui {
void render(sf::RenderWindow& window);
void update_level();
bool mouse(float x, float y, guecs::Modifiers mods);
void make_button(const std::string &name, const std::wstring& label, Events::GUI event);
void make_button(const std::string &name, const std::wstring& label, game::Event event);
void remove_slot(guecs::Entity slot_id);
bool place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity);

View file

@ -24,7 +24,7 @@ namespace gui {
gui.set<Clickable>(area, {
[&](auto) {
auto world = GameDB::current_world();
world->send<Events::GUI>(Events::GUI::AIM_CLICK, area, {});
world->send<game::Event>(game::Event::AIM_CLICK, area, {});
}
});
}

View file

@ -191,7 +191,7 @@ namespace gui {
auto ritual = $ritual_engine.finalize($craft_state);
auto& belt = world->get_the<::ritual::Belt>();
belt.equip(belt.next(), ritual);
world->send<Events::GUI>(Events::GUI::NEW_RITUAL, player, {});
world->send<game::Event>(game::Event::NEW_RITUAL, player, {});
blanket().consume_crafting();
clear_craft_result();

View file

@ -44,7 +44,7 @@ namespace gui {
} else {
$gui.set<Text>(gui_id, {guecs::to_wstring(name)});
$gui.set<Clickable>(gui_id, {
guecs::make_action(gui_id, Events::GUI::INV_SELECT, {gui_id})
guecs::make_action(gui_id, game::Event::INV_SELECT, {gui_id})
});
$gui.set<DropTarget>(gui_id, {
.commit=[&, gui_id](DinkyECS::Entity world_target) -> bool {