#include "boss/ui.hpp" #include "constants.hpp" #include "components.hpp" #include "animation.hpp" #include #include #include "sound.hpp" const bool DEBUG=false; const bool YOU_REMOVED_MID_CELL_IDIOT=false; namespace boss { using namespace guecs; UI::UI(shared_ptr world, Entity boss_id) : $world(world), $boss_id(boss_id), $scene(world->get($boss_id)), $combat_ui(true) { for(auto& config : $scene.actors) { std::string sprite_name = config["sprite"]; auto st = textures::get_sprite(sprite_name); float scale_x = config["scale_x"]; float scale_y = config["scale_y"]; auto anim = animation::load(sprite_name); anim.scale_x = scale_x; anim.scale_y = scale_y; auto& cell = config["cell"]; std::string key = config["name"]; dbc::check(!$actor_name_ids.contains(key), fmt::format("actors key {} already exists", key)); $actors.emplace_back(st, anim, cell, scale_x, scale_y, 0, 0); $actor_name_ids.try_emplace(key, $actors.size() - 1); } // floor is std::optional if($scene.floor) { $floor_sprite = textures::get_sprite(*$scene.floor); } for(auto& fixture : $scene.fixtures) { std::string name = fixture["name"]; auto st = textures::get_sprite(name); // clone the sprite so it can be positioned st.sprite = std::make_shared(*st.texture); float scale_x = fixture["scale_x"]; float scale_y = fixture["scale_y"]; auto anim = animation::load(name); anim.scale_x = scale_x; anim.scale_y = scale_y; anim.play(); std::string cell = fixture["cell"]; float x = fixture["x"]; float y = fixture["y"]; $fixtures.emplace_back(st, anim, cell, scale_x, scale_y, x, y); } } void UI::init() { $arena.position(SCREEN_WIDTH-BOSS_VIEW_WIDTH,0, BOSS_VIEW_WIDTH, SCREEN_HEIGHT); $arena.set($arena.MAIN, {$arena.$parser, THEME.TRANSPARENT}); auto& background = $arena.get($arena.MAIN); background.set_sprite($scene.background, true); $arena.layout( "[status|boss1 |boss2 |boss3 |boss4 |_]" "[torch1|boss5 |boss6 |boss7 |boss8 |torch2]" "[floor1|boss9 |boss10|boss11|boss12|_]" "[floor2|boss13|boss14|boss15|boss16|_]" "[floor3|player1|player2|player3|player4|_]" "[floor4|player5|player6|player7|player8|_]" ); if($scene.floor) { position_sprite($floor_sprite, $scene.floor_pos, 1.0f, 1.0f, false); } for(auto& actor : $actors) { actor.pos = position_sprite(actor.st, actor.cell, actor.scale_x, actor.scale_y, false, actor.x, actor.y); } for(auto& fixture : $fixtures) { fixture.pos = position_sprite(fixture.st, fixture.cell, fixture.scale_x, fixture.scale_y, false, fixture.x, fixture.y); } $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); } sf::Vector2f UI::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff, float y_diff) { auto& cell = $arena.cell_for(cell_name); float x = float(at_mid ? cell.mid_x : cell.x); float y = float(at_mid ? cell.mid_y : cell.y); sf::Vector2f pos{x + x_diff, y + y_diff}; st.sprite->setPosition(pos); st.sprite->setScale({scale_x, scale_y}); return pos; } void UI::render(sf::RenderWindow& window) { $actions.render(window); $combat_ui.render(window); if($floor_sprite.sprite) { window.draw(*$floor_sprite.sprite); } $arena.render(window); for(auto& fixture : $fixtures) { window.draw(*fixture.st.sprite); } for(auto& actor : $actors) { window.draw(*actor.st.sprite); } if(DEBUG) $arena.debug_layout(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.show_text("status", msg); } void UI::move_actor(const std::string& actor, const std::string& cell_name) { auto& config = $actors.at($actor_name_ids.at(actor)); config.cell = cell_name; config.pos = position_sprite(config.st, config.cell, config.scale_x, config.scale_y, YOU_REMOVED_MID_CELL_IDIOT); } void UI::animate_actor(const std::string& actor) { auto& config = $actors.at($actor_name_ids.at(actor)); config.anim.play(); } void UI::play_animations() { for(auto& fixture : $fixtures) { if(fixture.anim.playing) { animation::apply(fixture.anim, *fixture.st.sprite, fixture.pos); } } for(auto& actor : $actors) { if(actor.anim.playing) { animation::apply(actor.anim, *actor.st.sprite, actor.pos); } } } }