You can grab stuff off the ground and put in your inventory but it doesn't show the sprite while you do it yet.
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parent
cd02507023
commit
ca74b817e5
2 changed files with 31 additions and 6 deletions
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@ -1,3 +1,4 @@
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#define FSM_DEBUG 1
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#include "gui/guecstra.hpp"
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#include "gui/dnd_loot.hpp"
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#include "gui/uisystems.hpp"
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@ -19,6 +20,7 @@ namespace gui {
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FSM_STATE(DNDState, LOOTING, ev, data);
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FSM_STATE(DNDState, LOOT_GRAB, ev, data);
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FSM_STATE(DNDState, INV_GRAB, ev, data);
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FSM_STATE(DNDState, ITEM_PICKUP, ev, data);
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FSM_STATE(DNDState, END, ev);
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default:
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dbc::log(fmt::format("event received with data but state={} is not handled", int($state)));
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@ -105,15 +107,35 @@ namespace gui {
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}
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}
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void DNDLoot::ITEM_PICKUP(Event ev, std::any data) {
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using enum Event;
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switch(ev) {
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case INV_SELECT:
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if(UISystem::loot_drop($loot_ui.$gui,
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$status_ui.$gui, $grab_source, data))
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{
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state(DNDState::END);
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}
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break;
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case LOOT_ITEM:
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dbc::log("PUT IT BACK!");
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break;
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default:
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handle_mouse(ev, $loot_ui.$gui);
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}
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}
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void DNDLoot::END(Event ev) {
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using enum Event;
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switch(ev) {
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case LOOT_ITEM:
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$loot_ui.active = true;
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$grab_source = std::nullopt;
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state(DNDState::LOOTING);
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break;
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case LOOT_ITEM: {
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// NOTE: if > 1 items, go to LOOT_OPEN instead
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auto gui_id = $loot_ui.$gui.entity("item_0");
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$grab_source = UISystem::loot_grab($loot_ui.$gui, gui_id);
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if($grab_source) state(DNDState::ITEM_PICKUP);
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} break;
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case LOOT_OPEN:
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$loot_ui.active = true;
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$grab_source = std::nullopt;
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@ -144,6 +166,7 @@ namespace gui {
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case MOUSE_DRAG:
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case MOUSE_MOVE: {
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if($grab_source) {
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fmt::println("MOVING that thing");
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auto& source = gui.get<guecs::GrabSource>(*$grab_source);
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source.move($window.mapPixelToCoords($router.position));
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}
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