#include "boss/ui.hpp" #include "scene.hpp" #include "constants.hpp" #include #include namespace boss { using namespace guecs; UI::UI(components::AnimatedScene& scene, Entity boss_id) : $boss_id(boss_id), $combat_ui(true), $arena(scene) { } void UI::init() { $arena.init(); $actions.position(0,0, SCREEN_WIDTH-BOSS_VIEW_WIDTH, SCREEN_HEIGHT); $actions.layout( "[*(200,400)combat|_]" "[_|_]" "[_|_]" "[_|_]" "[*(200,300)stats]" "[_]" "[_]"); auto stats = $actions.entity("stats"); $actions.set(stats, {}); $actions.set(stats, {L"stats"}); $actions.init(); auto& cell = $actions.cell_for("combat"); $combat_ui.init(cell.x, cell.y, cell.w, cell.h); } void UI::render(sf::RenderWindow& window) { $actions.render(window); $combat_ui.render(window); $arena.render(window); } bool UI::mouse(float x, float y, Modifiers mods) { return $arena.mouse(x, y, mods) || $combat_ui.mouse(x, y, mods) || $actions.mouse(x, y, mods); } void UI::status(const std::wstring& msg) { $arena.$ui.show_text("status", msg); } void UI::move_actor(const std::string& actor, const std::string& cell_name) { $arena.move_actor(actor, cell_name); } void UI::animate_actor(const std::string& actor) { $arena.animate_actor(actor); } void UI::play_animations() { $arena.play_animations(); } }