More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay.
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parent
23ed1594f2
commit
dd4f77a106
6 changed files with 89 additions and 45 deletions
52
gui_fsm.cpp
52
gui_fsm.cpp
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@ -19,8 +19,7 @@ namespace gui {
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$map_ui($level),
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$combat_ui($level),
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$status_ui($level),
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$font{FONT_FILE_NAME},
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$rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
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$font{FONT_FILE_NAME}
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{
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$textures.load_tiles();
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$textures.load_sprites();
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@ -41,13 +40,11 @@ namespace gui {
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}
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void FSM::START(Event ) {
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generate_map();
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$main_ui.generate_map();
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$level.world->set_the<Debug>({});
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$rayview.init_shaders();
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$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
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$main_ui.render();
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$main_ui.init();
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$combat_ui.render($textures);
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$status_ui.render($textures);
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$status_ui.log("Welcome to the game!");
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@ -79,8 +76,9 @@ namespace gui {
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}
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void FSM::MOVING(Event ) {
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if($camera.play_move($rayview)) {
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System::plan_motion(*$level.world, {size_t($camera.target_x), size_t($camera.target_y)});
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// this should be an optional that returns a point
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if($main_ui.play_move()) {
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System::plan_motion(*$level.world, {size_t($main_ui.$camera.target_x), size_t($main_ui.$camera.target_y)});
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run_systems();
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state(State::IDLE);
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}
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@ -107,13 +105,13 @@ namespace gui {
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}
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void FSM::ROTATING(Event ) {
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if($camera.play_rotate($rayview)) {
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if($main_ui.play_rotate()) {
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state(State::IDLE);
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}
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}
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void FSM::COMBAT_ROTATE(Event ) {
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if($camera.play_rotate($rayview)) {
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if($main_ui.play_rotate()) {
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state(State::IN_COMBAT);
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}
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}
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@ -139,11 +137,11 @@ namespace gui {
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try_move(-1, true);
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break;
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case ROTATE_LEFT:
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$camera.plan_rotate($rayview, 1);
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$main_ui.plan_rotate(1);
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state(State::ROTATING);
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break;
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case ROTATE_RIGHT:
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$camera.plan_rotate($rayview, -1);
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$main_ui.plan_rotate(-1);
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state(State::ROTATING);
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break;
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case MAP_OPEN:
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@ -179,11 +177,11 @@ namespace gui {
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state(State::ATTACKING);
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break;
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case ROTATE_LEFT:
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$camera.plan_rotate($rayview, 1);
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$main_ui.plan_rotate(1);
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state(State::COMBAT_ROTATE);
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break;
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case ROTATE_RIGHT:
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$camera.plan_rotate($rayview, -1);
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$main_ui.plan_rotate(-1);
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state(State::COMBAT_ROTATE);
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break;
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case STOP_COMBAT:
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@ -202,13 +200,13 @@ namespace gui {
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void FSM::try_move(int dir, bool strafe) {
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using enum State;
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// prevent moving into occupied space
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Point move_to = $camera.plan_move($rayview, dir, strafe);
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Point move_to = $main_ui.plan_move(dir, strafe);
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if($level.map->can_move(move_to) && !$level.collision->occupied(move_to)) {
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state(MOVING);
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} else {
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state(IDLE);
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$camera.abort_plan($rayview);
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$main_ui.abort_plan();
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}
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}
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@ -262,7 +260,6 @@ namespace gui {
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}
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}
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void FSM::draw_gui() {
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$status_ui.draw($window);
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$combat_ui.draw($window);
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@ -275,14 +272,7 @@ namespace gui {
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$map_ui.render();
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$renderer.draw($map_ui);
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} else {
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auto start = std::chrono::high_resolution_clock::now();
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$rayview.draw($window);
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auto end = std::chrono::high_resolution_clock::now();
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auto elapsed = std::chrono::duration<double>(end - start);
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$main_ui.$stats.sample(1/elapsed.count());
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draw_gui();
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$main_ui.draw_blood();
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}
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$window.display();
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@ -293,17 +283,10 @@ namespace gui {
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sf::Vector2f pos = $window.mapPixelToCoords(sf::Mouse::getPosition($window));
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$combat_ui.$gui.mouse(pos.x, pos.y);
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$status_ui.$gui.mouse(pos.x, pos.y);
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$main_ui.mouse(pos.x, pos.y);
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}
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}
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void FSM::generate_map() {
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// ZED: this should eventually go away now that level manager is in play
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auto& player = $level.world->get_the<Player>();
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auto& player_position = $level.world->get<Position>(player.entity);
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$player = player_position.location;
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$rayview.set_level($level);
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}
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void FSM::run_systems() {
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System::enemy_pathing($level);
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System::collision($level);
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@ -361,8 +344,7 @@ namespace gui {
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break;
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case eGUI::DEATH: {
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if(entity != player.entity) {
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auto &sprite = $level.world->get<Sprite>(entity);
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$rayview.update_sprite(entity, sprite);
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$main_ui.dead_entity(entity);
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}
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} break;
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case eGUI::NOOP:
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