Very early prototype of the ritual crafting UI, but it needs its own thing.
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6 changed files with 109 additions and 7 deletions
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@ -51,7 +51,8 @@
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"devils_fingers_sprite": "assets/devils_fingers_sprite.png",
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"devils_fingers_sprite": "assets/devils_fingers_sprite.png",
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"devils_fingers_stage": "assets/devils_fingers_stage.png",
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"devils_fingers_stage": "assets/devils_fingers_stage.png",
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"tunnel_with_rocks": "assets/tunnel_with_rocks.png",
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"tunnel_with_rocks": "assets/tunnel_with_rocks.png",
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"tunnel_with_rocks_stage": "assets/tunnel_with_rocks_stage.png"
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"tunnel_with_rocks_stage": "assets/tunnel_with_rocks_stage.png",
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"ritual_crafting_area": "assets/ritual_crafting_area.png"
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},
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},
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"worldgen": {
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"worldgen": {
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"enemy_probability": 50,
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"enemy_probability": 50,
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BIN
assets/ritual_crafting_area.png
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BIN
assets/ritual_crafting_area.png
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Binary file not shown.
After Width: | Height: | Size: 666 KiB |
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@ -32,6 +32,7 @@ namespace components {
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void Animation::play() {
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void Animation::play() {
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if(!playing) {
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if(!playing) {
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current = 0;
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current = 0;
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subframe = 0.0f;
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playing = true;
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playing = true;
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}
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}
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}
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}
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@ -71,6 +72,14 @@ namespace components {
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subframe += speed;
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subframe += speed;
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current = int(subframe);
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current = int(subframe);
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} else if(!looped) {
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playing = false;
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current = frames - 1;
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subframe = float(frames - 1);
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if(!simple) {
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rect_out.position.x += current * texture_width;
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}
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} else {
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} else {
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playing = false;
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playing = false;
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current = 0;
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current = 0;
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@ -120,7 +120,9 @@ namespace components {
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bool stationary = false;
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bool stationary = false;
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int current = 0;
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int current = 0;
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bool playing = false;
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bool playing = false;
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float subframe = 1.0f;
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float subframe = 0.0f;
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bool looped = false;
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// BUG: this is weirdly not used in most animations but also named wrong should be frame_width
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int texture_width = TEXTURE_WIDTH;
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int texture_width = TEXTURE_WIDTH;
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void play();
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void play();
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@ -14,9 +14,9 @@ namespace gui {
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{
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{
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$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
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$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
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$gui.layout(
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$gui.layout(
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"[ ritual_ui ]"
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"[inv_slot1 | inv_slot2 | inv_slot3]"
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"[inv_slot1 | inv_slot2 | inv_slot3]"
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"[inv_slot4 | inv_slot5 | inv_slot6]"
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"[inv_slot4 | inv_slot5 | inv_slot6]"
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"[inv_slot7 | inv_slot8 | inv_slot9]"
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"[*%(100,300)log_view]"
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"[*%(100,300)log_view]"
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"[_]"
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"[_]"
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"[_]");
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"[_]");
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@ -42,15 +42,54 @@ namespace gui {
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$gui.set<Rectangle>(button, {});
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$gui.set<Rectangle>(button, {});
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$gui.set<Textual>(button, {""});
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$gui.set<Textual>(button, {""});
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$gui.set<ActionData>(button, {make_any<string>(name)});
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$gui.set<ActionData>(button, {make_any<string>(name)});
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$gui.set<Clickable>(button, {
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[this](auto ent, auto data){ select_slot(ent, data); }
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if(name == "ritual_ui") {
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});
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$gui.set<Clickable>(button, {
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[this](auto, auto){ select_ritual(); }
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});
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} else {
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$gui.set<Clickable>(button, {
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[this](auto ent, auto data){ select_slot(ent, data); }
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});
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}
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}
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}
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}
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}
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$ritual_ui = textures::get("ritual_crafting_area");
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$ritual_ui.sprite->setPosition({0,0});
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$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
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$ritual_state = RitualUIState::CLOSED;
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$ritual_anim.simple = false;
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$ritual_anim.looped = false;
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$ritual_anim.easing = ease::NONE;
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$ritual_anim.stationary = true;
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$ritual_anim.texture_width = 380;
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$ritual_anim.frames = 3;
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$ritual_anim.speed = 0.2f;
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$gui.init();
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$gui.init();
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}
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}
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void StatusUI::select_ritual() {
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using enum RitualUIState;
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switch($ritual_state) {
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case OPEN:
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$ritual_state = CLOSING;
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break;
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case CLOSED:
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$ritual_state = OPENING;
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$ritual_anim.play();
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break;
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case OPENING: // ignored
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break;
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case CLOSING: // ignored
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break;
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default:
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dbc::sentinel("INVALID RitualUIState");
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}
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}
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void StatusUI::select_slot(DinkyECS::Entity ent, any slot_name) {
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void StatusUI::select_slot(DinkyECS::Entity ent, any slot_name) {
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dbc::check(slot_name.has_value(), "passed select_slot an any without a value");
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dbc::check(slot_name.has_value(), "passed select_slot an any without a value");
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@ -113,7 +152,45 @@ namespace gui {
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}
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}
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void StatusUI::render(sf::RenderWindow &window) {
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void StatusUI::render(sf::RenderWindow &window) {
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$gui.render(window);
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sf::IntRect rect;
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sf::Vector2f scale{1.0, 1.0};
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sf::Vector2f pos{0, 0};
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using enum RitualUIState;
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switch($ritual_state) {
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case OPEN: {
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rect = $ritual_open_rect;
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} break;
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case CLOSED: {
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$gui.render(window);
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rect = $ritual_closed_rect;
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}
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break;
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case OPENING: {
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$gui.render(window);
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if($ritual_anim.playing) {
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rect = $ritual_closed_rect;
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$ritual_anim.step(scale, pos, rect);
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} else {
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$ritual_state = OPEN;
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rect = $ritual_open_rect;
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}
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}
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break;
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case CLOSING: {
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$gui.render(window);
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rect = $ritual_closed_rect;
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$ritual_state = CLOSED;
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} break;
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default:
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dbc::sentinel("INVALID RitualUIState");
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}
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$ritual_ui.sprite->setTextureRect(rect);
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$ritual_ui.sprite->setPosition(pos);
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$ritual_ui.sprite->setScale(scale);
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window.draw(*$ritual_ui.sprite);
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}
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}
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void StatusUI::log(string msg) {
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void StatusUI::log(string msg) {
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@ -6,8 +6,20 @@
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#include "guecs.hpp"
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#include "guecs.hpp"
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namespace gui {
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namespace gui {
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enum class RitualUIState {
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OPEN=0,
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CLOSED=1,
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OPENING=2,
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CLOSING=3
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};
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class StatusUI {
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class StatusUI {
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public:
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public:
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sf::IntRect $ritual_closed_rect{{0,0},{380,720}};
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sf::IntRect $ritual_open_rect{{380 * 2,0},{380,720}};
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RitualUIState $ritual_state = RitualUIState::CLOSED;
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textures::SpriteTexture $ritual_ui;
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components::Animation $ritual_anim;
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guecs::UI $gui;
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guecs::UI $gui;
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DinkyECS::Entity $log_to;
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DinkyECS::Entity $log_to;
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std::map<std::string, size_t> $slots;
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std::map<std::string, size_t> $slots;
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@ -16,6 +28,7 @@ namespace gui {
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StatusUI(GameLevel level);
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StatusUI(GameLevel level);
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void select_slot(DinkyECS::Entity ent, std::any data);
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void select_slot(DinkyECS::Entity ent, std::any data);
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void select_ritual();
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void update_level(GameLevel &level);
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void update_level(GameLevel &level);
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void log(std::string msg);
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void log(std::string msg);
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void init();
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void init();
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