Get the FSM for the GUIworked out and fix the rendering so it works right.

This commit is contained in:
Zed A. Shaw 2026-01-18 23:12:19 -05:00
parent 81cbc24064
commit d81e127686
3 changed files with 95 additions and 61 deletions

View file

@ -15,38 +15,103 @@
using namespace std::chrono_literals;
struct UI {
guecs::UI $ui;
namespace animator {
struct UI {
guecs::UI $ui;
void init(const std::string& sprite_name) {
$ui.position(0,0, SCREEN_WIDTH, SCREEN_HEIGHT);
$ui.layout(
"[*%(100,200)data|*%=(300,200)viewer|_|_]"
"[_|_|_|_]");
void init(const std::string& sprite_name) {
$ui.position(0,0, SCREEN_WIDTH, SCREEN_HEIGHT);
$ui.layout(
"[*%(100,200)data|*%=(300,200)viewer|_|_]"
"[_|_|_|_]");
for(auto& [name, cell] : $ui.cells()) {
auto comp = $ui.entity(name);
if(name == "viewer") {
$ui.set<guecs::Sprite>(comp, {
sprite_name, 0, false});
} else {
$ui.set<guecs::Rectangle>(comp, {});
$ui.set<guecs::Text>(comp, {guecs::to_wstring(name)});
$ui.set<guecs::Effect>(comp, {});
for(auto& [name, cell] : $ui.cells()) {
auto comp = $ui.entity(name);
if(name == "viewer") {
$ui.set<guecs::Sprite>(comp, {
sprite_name, 0, false});
} else {
$ui.set<guecs::Rectangle>(comp, {});
$ui.set<guecs::Text>(comp, {guecs::to_wstring(name)});
$ui.set<guecs::Effect>(comp, {});
}
}
$ui.init();
}
void render(sf::RenderWindow& window) {
$ui.render(window);
}
bool mouse(float x, float y, guecs::Modifiers mods) {
return $ui.mouse(x, y, mods);
}
};
enum class State {
START=__LINE__,
END=__LINE__,
};
struct FSM : public DeadSimpleFSM<State, game::Event> {
UI $ui;
gui::routing::Router $router;
sf::RenderWindow $window{sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Animation Crafting Tool"};
void init(const std::string &sprite_name) {
$ui.init(sprite_name);
$window.setVerticalSyncEnabled(VSYNC);
if(FRAME_LIMIT) $window.setFramerateLimit(FRAME_LIMIT);
$window.setPosition({0,0});
}
void event(game::Event ev, std::any data={}) {
switch($state) {
FSM_STATE(State, START, ev);
FSM_STATE(State, END, ev);
}
}
$ui.init();
}
void START(game::Event ev) {
state(State::START);
}
void render(sf::RenderWindow& window) {
$ui.render(window);
}
void END(game::Event ev) {
}
bool mouse(float x, float y, guecs::Modifiers mods) {
return $ui.mouse(x, y, mods);
}
};
void handle_keyboard_mouse() {
while(const auto ev = $window.pollEvent()) {
using enum game::Event;
auto gui_ev = $router.process_event(ev);
auto mouse_pos = $window.mapPixelToCoords($router.position);
switch(gui_ev) {
case MOUSE_CLICK:
$ui.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS);
break;
case MOUSE_MOVE:
$ui.mouse(mouse_pos.x, mouse_pos.y, {1 << guecs::ModBit::hover});
break;
case QUIT:
state(State::END);
default:
break; // ignored
}
}
}
void render() {
$window.clear();
$ui.render($window);
$window.display();
}
bool active() {
return !in_state(State::END);
}
};
}
int main(int argc, char* argv[]) {
shaders::init();
@ -59,44 +124,15 @@ int main(int argc, char* argv[]) {
dbc::check(argc == 2, "USAGE: animator <sprite>");
std::string sprite_name{argv[1]};
sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Animation Crafting Tool");
window.setVerticalSyncEnabled(VSYNC);
if(FRAME_LIMIT) window.setFramerateLimit(FRAME_LIMIT);
window.setPosition({0,0});
sound::mute(true);
sound::play("ambient_1", true);
UI main{};
main.init(sprite_name);
gui::routing::Router router;
animator::FSM main;
main.init(argv[1]);
while(true) {
while(const auto ev = window.pollEvent()) {
using enum game::Event;
auto gui_ev = router.process_event(ev);
auto mouse_pos = window.mapPixelToCoords(router.position);
switch(gui_ev) {
case MOUSE_CLICK:
main.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS);
break;
case MOUSE_MOVE:
main.mouse(mouse_pos.x, mouse_pos.y, {1 << guecs::ModBit::hover});
break;
case QUIT:
return 0;
default:
break; // ignored
}
window.clear();
main.render(window);
window.display();
}
std::this_thread::sleep_for(10ms);
while(main.active()) {
main.render();
main.handle_keyboard_mouse();
}
return 0;