raycaster/boss/ui.cpp

135 lines
3.7 KiB
C++

#include "boss/ui.hpp"
#include "scene.hpp"
#include "constants.hpp"
#include "components.hpp"
#include "animation.hpp"
#include <fmt/xchar.h>
#include "game_level.hpp"
#include "gui/guecstra.hpp"
#include "gui/fsm_events.hpp"
namespace boss {
using namespace guecs;
using namespace DinkyECS;
UI::UI(shared_ptr<World> world, Entity boss_id, Entity player_id) :
$world(world),
$boss_id(boss_id),
$player_id(player_id),
$combat_ui(true),
$arena(world->get<components::AnimatedScene>($boss_id)),
$view_texture({BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}),
$view_sprite($view_texture.getTexture())
{
$view_sprite.setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
$camera.style("shake");
}
void UI::init() {
$arena.init();
$actions.position(0,0, SCREEN_WIDTH-BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
$actions.layout(
"[*%(100,400)combat]"
"[_]"
"[_]"
"[_]"
"[commit]"
"[*%(100,300)stats]"
"[_]"
"[_]");
auto commit = $actions.entity("commit");
$actions.set<Rectangle>(commit, {});
$actions.set<Text>(commit, {L"COMMIT"});
$actions.set<Effect>(commit, {});
$actions.set<Clickable>(commit,
guecs::make_action(commit, Events::GUI::COMBAT_START, {}));
auto stats = $actions.entity("stats");
$actions.set<Rectangle>(stats, {});
update_stats();
$actions.init();
auto& cell = $actions.cell_for("combat");
$combat_ui.init(cell.x, cell.y, cell.w, cell.h);
}
void UI::update_stats() {
auto& player_combat = $world->get<components::Combat>($player_id);
auto& boss_combat = $world->get<components::Combat>($boss_id);
std::wstring status = fmt::format(
L"--PLAYER--\nHP:{}/{}\nAP:{}/{}\n\n--BOSS--\nHP:{}/{}\nAP:{}/{}\n----\n",
player_combat.hp, player_combat.max_hp,
player_combat.ap, player_combat.max_ap,
boss_combat.hp, boss_combat.max_hp,
boss_combat.ap, boss_combat.max_ap);
if($world->has_event<Events::GUI>()) {
auto [evt, entity, data] = $world->recv<Events::GUI>();
auto result = std::any_cast<Events::Combat>(data);
if(result.player_did > 0) {
status += L"\nYOU HIT!";
} else {
status += L"\nYOU MISSED!";
}
if(result.enemy_did > 0) {
status += L"\nBOSS HIT!";
} else {
status += L"\nBOSS MISSED!";
}
}
$actions.show_text("stats", status);
}
void UI::render(sf::RenderWindow& window) {
$actions.render(window);
$combat_ui.render(window);
$arena.render($view_texture);
$camera.render($view_texture);
$view_texture.display();
window.draw($view_sprite);
}
bool UI::mouse(float x, float y, Modifiers mods) {
// BUG: arena is getting the _window_ coordinates, not the rendertexture
return $combat_ui.mouse(x, y, mods)
|| $actions.mouse(x, y, mods) || $arena.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();
}
void UI::zoom(const std::string &cell_name, double ratio) {
if(cell_name == "") {
dbc::log("!!!!!!!!! you should add this to guecs");
$camera.reset($view_texture, BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT);
} else {
auto& cell = $arena.$ui.cell_for(cell_name);
$camera.resize(double(BOSS_VIEW_WIDTH)/ratio, double(BOSS_VIEW_HEIGHT)/ratio);
$camera.move(float(cell.mid_x), float(cell.mid_y));
$camera.play();
}
}
}