raycaster/boss/ui.cpp

66 lines
1.5 KiB
C++

#include "boss/ui.hpp"
#include "scene.hpp"
#include "constants.hpp"
#include <chrono>
#include <thread>
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<Rectangle>(stats, {});
$actions.set<Text>(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();
}
}