Very early prototype of the ritual crafting UI, but it needs its own thing.
This commit is contained in:
parent
a6d83db20c
commit
f1cc9f86c1
6 changed files with 109 additions and 7 deletions
|
@ -14,9 +14,9 @@ namespace gui {
|
|||
{
|
||||
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
|
||||
$gui.layout(
|
||||
"[ ritual_ui ]"
|
||||
"[inv_slot1 | inv_slot2 | inv_slot3]"
|
||||
"[inv_slot4 | inv_slot5 | inv_slot6]"
|
||||
"[inv_slot7 | inv_slot8 | inv_slot9]"
|
||||
"[*%(100,300)log_view]"
|
||||
"[_]"
|
||||
"[_]");
|
||||
|
@ -42,15 +42,54 @@ namespace gui {
|
|||
$gui.set<Rectangle>(button, {});
|
||||
$gui.set<Textual>(button, {""});
|
||||
$gui.set<ActionData>(button, {make_any<string>(name)});
|
||||
$gui.set<Clickable>(button, {
|
||||
[this](auto ent, auto data){ select_slot(ent, data); }
|
||||
});
|
||||
|
||||
if(name == "ritual_ui") {
|
||||
$gui.set<Clickable>(button, {
|
||||
[this](auto, auto){ select_ritual(); }
|
||||
});
|
||||
} else {
|
||||
$gui.set<Clickable>(button, {
|
||||
[this](auto ent, auto data){ select_slot(ent, data); }
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
$ritual_ui = textures::get("ritual_crafting_area");
|
||||
$ritual_ui.sprite->setPosition({0,0});
|
||||
$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
|
||||
$ritual_state = RitualUIState::CLOSED;
|
||||
$ritual_anim.simple = false;
|
||||
$ritual_anim.looped = false;
|
||||
$ritual_anim.easing = ease::NONE;
|
||||
$ritual_anim.stationary = true;
|
||||
$ritual_anim.texture_width = 380;
|
||||
$ritual_anim.frames = 3;
|
||||
$ritual_anim.speed = 0.2f;
|
||||
|
||||
$gui.init();
|
||||
}
|
||||
|
||||
void StatusUI::select_ritual() {
|
||||
using enum RitualUIState;
|
||||
|
||||
switch($ritual_state) {
|
||||
case OPEN:
|
||||
$ritual_state = CLOSING;
|
||||
break;
|
||||
case CLOSED:
|
||||
$ritual_state = OPENING;
|
||||
$ritual_anim.play();
|
||||
break;
|
||||
case OPENING: // ignored
|
||||
break;
|
||||
case CLOSING: // ignored
|
||||
break;
|
||||
default:
|
||||
dbc::sentinel("INVALID RitualUIState");
|
||||
}
|
||||
}
|
||||
|
||||
void StatusUI::select_slot(DinkyECS::Entity ent, any slot_name) {
|
||||
dbc::check(slot_name.has_value(), "passed select_slot an any without a value");
|
||||
|
||||
|
@ -113,7 +152,45 @@ namespace gui {
|
|||
}
|
||||
|
||||
void StatusUI::render(sf::RenderWindow &window) {
|
||||
$gui.render(window);
|
||||
sf::IntRect rect;
|
||||
sf::Vector2f scale{1.0, 1.0};
|
||||
sf::Vector2f pos{0, 0};
|
||||
|
||||
using enum RitualUIState;
|
||||
switch($ritual_state) {
|
||||
case OPEN: {
|
||||
rect = $ritual_open_rect;
|
||||
} break;
|
||||
case CLOSED: {
|
||||
$gui.render(window);
|
||||
rect = $ritual_closed_rect;
|
||||
}
|
||||
break;
|
||||
case OPENING: {
|
||||
$gui.render(window);
|
||||
if($ritual_anim.playing) {
|
||||
rect = $ritual_closed_rect;
|
||||
$ritual_anim.step(scale, pos, rect);
|
||||
} else {
|
||||
$ritual_state = OPEN;
|
||||
rect = $ritual_open_rect;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CLOSING: {
|
||||
$gui.render(window);
|
||||
rect = $ritual_closed_rect;
|
||||
$ritual_state = CLOSED;
|
||||
} break;
|
||||
default:
|
||||
dbc::sentinel("INVALID RitualUIState");
|
||||
}
|
||||
|
||||
$ritual_ui.sprite->setTextureRect(rect);
|
||||
$ritual_ui.sprite->setPosition(pos);
|
||||
$ritual_ui.sprite->setScale(scale);
|
||||
|
||||
window.draw(*$ritual_ui.sprite);
|
||||
}
|
||||
|
||||
void StatusUI::log(string msg) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue