106 lines
2.8 KiB
C++
106 lines
2.8 KiB
C++
#include "boss/ui.hpp"
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#include "scene.hpp"
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#include "constants.hpp"
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#include "components.hpp"
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#include "animation.hpp"
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namespace boss {
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using namespace guecs;
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UI::UI(components::AnimatedScene& scene, Entity boss_id) :
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$boss_id(boss_id),
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$combat_ui(true),
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$arena(scene),
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$view_texture({BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}),
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$view_sprite($view_texture.getTexture()),
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$zoom_anim(animation::load("test_zoom"))
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{
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$view_sprite.setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
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}
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void UI::init() {
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$arena.init();
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$actions.position(0,0, SCREEN_WIDTH-BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
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$actions.layout(
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"[*(200,400)combat|_]"
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"[_|_]"
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"[_|_]"
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"[_|_]"
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"[*(200,300)stats]"
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"[_]"
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"[_]");
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auto stats = $actions.entity("stats");
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$actions.set<Rectangle>(stats, {});
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$actions.set<Text>(stats, {L"stats"});
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$actions.init();
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auto& cell = $actions.cell_for("combat");
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$combat_ui.init(cell.x, cell.y, cell.w, cell.h);
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}
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void UI::render(sf::RenderWindow& window) {
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$actions.render(window);
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$combat_ui.render(window);
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if($zoom_anim.playing) {
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zoom("player2");
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}
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$arena.render($view_texture);
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$view_texture.display();
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window.draw($view_sprite);
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}
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bool UI::mouse(float x, float y, Modifiers mods) {
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// BUG: arena is getting the _window_ coordinates, not the rendertexture
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return $combat_ui.mouse(x, y, mods)
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|| $actions.mouse(x, y, mods) || $arena.mouse(x, y, mods);
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}
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void UI::status(const std::wstring& msg) {
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$arena.$ui.show_text("status", msg);
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}
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void UI::move_actor(const std::string& actor, const std::string& cell_name) {
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$arena.move_actor(actor, cell_name);
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}
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void UI::animate_actor(const std::string& actor) {
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$arena.animate_actor(actor);
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}
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void UI::play_animations() {
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$arena.play_animations();
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}
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void UI::zoom(const std::string &cell_name) {
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if(cell_name == "") {
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sf::View zoom{{BOSS_VIEW_WIDTH/2,BOSS_VIEW_HEIGHT/2}, {BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}};
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$view_texture.setView(zoom);
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} else if($zoom_anim.playing) {
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auto& cell = $arena.$ui.cell_for(cell_name);
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sf::Vector2f scale{$zoom_anim.min_x, $zoom_anim.min_y};
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sf::Vector2f pos{float(cell.x), float(cell.y)};
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sf::IntRect rect{{0,0}, {cell.w, cell.h}};
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$zoom_anim.step(scale, pos, rect);
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fmt::println("SCALE: {},{}; pos: {},{}; rect: {},{};{},{}",
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scale.x, scale.y, pos.x, pos.y,
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rect.position.x, rect.position.y,
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rect.size.x, rect.size.y);
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sf::View zoom{pos,
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{float(cell.w * 2), float(cell.h * 2)}};
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if($zoom_anim.scaled) {
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zoom.zoom(scale.x);
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}
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$view_texture.setView(zoom);
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}
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$view_sprite.setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
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}
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}
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