Move now works better, and the API is a lot cleaner. Now just need to make it not crash.
This commit is contained in:
parent
be7b86a913
commit
e01e697535
5 changed files with 26 additions and 15 deletions
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@ -208,6 +208,7 @@ namespace gui {
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case MOUSE_CLICK:
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case MOUSE_CLICK:
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mouse_action(false);
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mouse_action(false);
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break;
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break;
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case MOUSE_DRAG:
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case MOUSE_MOVE: {
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case MOUSE_MOVE: {
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if($grab_source) {
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if($grab_source) {
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auto& source = $status_ui.get_grab_source(*$grab_source);
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auto& source = $status_ui.get_grab_source(*$grab_source);
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@ -218,13 +219,6 @@ namespace gui {
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case MOUSE_DRAG_START: {
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case MOUSE_DRAG_START: {
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mouse_action(false);
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mouse_action(false);
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} break;
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} break;
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case MOUSE_DRAG: {
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if($grab_source) {
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auto& source = $status_ui.get_grab_source(*$grab_source);
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source.move($router.position);
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}
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mouse_action(true);
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} break;
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case MOUSE_DROP:
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case MOUSE_DROP:
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mouse_action(false);
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mouse_action(false);
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break;
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break;
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@ -21,11 +21,20 @@ namespace guecs {
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}
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}
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DinkyECS::Entity GrabSource::grab() {
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DinkyECS::Entity GrabSource::grab() {
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fmt::println("grab! {}", world_entity);
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return world_entity;
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return world_entity;
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}
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}
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void GrabSource::move(sf::Vector2i position) {
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void GrabSource::setSprite(guecs::UI& gui, DinkyECS::Entity gui_id) {
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fmt::println("move! {} to {},{}", world_entity, position.x, position.y);
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dbc::check(gui.has<guecs::Sprite>(gui_id), "GrabSource given sprite gui_id that doesn't exist");
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auto& sp = gui.get<guecs::Sprite>(gui_id);
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sprite = sp.sprite;
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}
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void GrabSource::move(sf::Vector2i pos) {
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if(sprite) {
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sprite->setPosition({
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float(pos.x), float(pos.y)});
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}
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}
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}
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}
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}
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@ -11,9 +11,11 @@ namespace guecs {
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struct GrabSource {
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struct GrabSource {
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DinkyECS::Entity world_entity;
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DinkyECS::Entity world_entity;
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std::function<void()> commit;
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std::function<void()> commit;
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std::shared_ptr<sf::Sprite> sprite = nullptr;
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DinkyECS::Entity grab();
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DinkyECS::Entity grab();
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void move(sf::Vector2i position);
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void setSprite(guecs::UI& gui, DinkyECS::Entity gui_id);
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void move(sf::Vector2i pos);
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};
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};
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struct DropTarget {
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struct DropTarget {
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@ -67,8 +67,11 @@ namespace gui {
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"item in inventory UI doesn't exist in world. New level?");
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"item in inventory UI doesn't exist in world. New level?");
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auto& sprite = $level.world->get<components::Sprite>(item);
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auto& sprite = $level.world->get<components::Sprite>(item);
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$gui.set_init<guecs::Sprite>(id, {sprite.name});
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$gui.set_init<guecs::Sprite>(id, {sprite.name});
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$gui.set<guecs::GrabSource>(id, {
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item, [&, id]() { return remove_slot(id); }});
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guecs::GrabSource grabber{
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item, [&, id]() { return remove_slot(id); }};
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grabber.setSprite($gui, id);
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$gui.set<guecs::GrabSource>(id, grabber);
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} else {
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} else {
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$gui.set<guecs::DropTarget>(id, {
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$gui.set<guecs::DropTarget>(id, {
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[&, id](DinkyECS::Entity world_entity) -> bool { return place_slot(id, world_entity); }
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[&, id](DinkyECS::Entity world_entity) -> bool { return place_slot(id, world_entity); }
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@ -89,8 +89,11 @@ namespace gui {
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if($level.world->has<components::Sprite>(world_entity)) {
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if($level.world->has<components::Sprite>(world_entity)) {
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auto& sprite = $level.world->get<components::Sprite>(world_entity);
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auto& sprite = $level.world->get<components::Sprite>(world_entity);
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$gui.set_init<guecs::Sprite>(gui_id, {sprite.name});
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$gui.set_init<guecs::Sprite>(gui_id, {sprite.name});
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$gui.set<guecs::GrabSource>(gui_id, {world_entity,
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guecs::GrabSource grabber{ world_entity,
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[&, gui_id]() { return remove_slot(gui_id); }});
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[&, gui_id]() { return remove_slot(gui_id); }};
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grabber.setSprite($gui, gui_id);
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$gui.set<guecs::GrabSource>(gui_id, grabber);
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contents.insert_or_assign(gui_id, world_entity);
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contents.insert_or_assign(gui_id, world_entity);
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return true;
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return true;
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} else {
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} else {
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