GUECS: Minimal components from zedcaster that will let me make a GUI for a game.
This commit is contained in:
parent
10ecf50bc0
commit
1be770d62d
28 changed files with 2528 additions and 30 deletions
310
guecs.cpp
Normal file
310
guecs.cpp
Normal file
|
@ -0,0 +1,310 @@
|
|||
#include "guecs.hpp"
|
||||
#include "shaders.hpp"
|
||||
#include "sound.hpp"
|
||||
|
||||
namespace guecs {
|
||||
|
||||
void Textual::init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr) {
|
||||
dbc::check(font_ptr != nullptr, "you failed to initialize this WideText");
|
||||
if(font == nullptr) font = font_ptr;
|
||||
if(text == nullptr) text = make_shared<sf::Text>(*font, content, size);
|
||||
text->setFillColor(color);
|
||||
|
||||
if(centered) {
|
||||
auto bounds = text->getLocalBounds();
|
||||
auto text_cell = lel::center(bounds.size.x, bounds.size.y, cell);
|
||||
// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
|
||||
text->setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2});
|
||||
} else {
|
||||
text->setPosition({float(cell.x + padding * 2), float(cell.y + padding * 2)});
|
||||
}
|
||||
|
||||
text->setCharacterSize(size);
|
||||
}
|
||||
|
||||
void Textual::update(std::wstring& new_content) {
|
||||
content = new_content;
|
||||
text->setString(content);
|
||||
}
|
||||
|
||||
void Sprite::init(lel::Cell &cell) {
|
||||
auto sprite_texture = textures::get(name);
|
||||
|
||||
sprite = make_shared<sf::Sprite>(
|
||||
*sprite_texture.texture,
|
||||
sprite_texture.sprite->getTextureRect());
|
||||
|
||||
sprite->setPosition({
|
||||
float(cell.x + padding),
|
||||
float(cell.y + padding)});
|
||||
|
||||
auto bounds = sprite->getLocalBounds();
|
||||
|
||||
sprite->setScale({
|
||||
float(cell.w - padding * 2) / bounds.size.x,
|
||||
float(cell.h - padding * 2) / bounds.size.y});
|
||||
}
|
||||
|
||||
void Rectangle::init(lel::Cell& cell) {
|
||||
sf::Vector2f size{float(cell.w) - padding * 2, float(cell.h) - padding * 2};
|
||||
if(shape == nullptr) shape = make_shared<sf::RectangleShape>(size);
|
||||
shape->setPosition({float(cell.x + padding), float(cell.y + padding)});
|
||||
shape->setFillColor(color);
|
||||
shape->setOutlineColor(border_color);
|
||||
shape->setOutlineThickness(border_px);
|
||||
}
|
||||
|
||||
|
||||
void Meter::init(lel::Cell& cell) {
|
||||
bar.init(cell);
|
||||
}
|
||||
|
||||
void Sound::play(bool hover) {
|
||||
if(!hover) {
|
||||
sound::play(on_click);
|
||||
}
|
||||
}
|
||||
|
||||
void Background::init() {
|
||||
sf::Vector2f size{float(w), float(h)};
|
||||
if(shape == nullptr) shape = make_shared<sf::RectangleShape>(size);
|
||||
shape->setPosition({float(x), float(y)});
|
||||
shape->setFillColor(color);
|
||||
}
|
||||
|
||||
void Effect::init(lel::Cell &cell) {
|
||||
$shader_version = shaders::version();
|
||||
$shader = shaders::get(name);
|
||||
$shader->setUniform("u_resolution", sf::Vector2f({float(cell.w), float(cell.h)}));
|
||||
$clock = std::make_shared<sf::Clock>();
|
||||
}
|
||||
|
||||
void Effect::step() {
|
||||
sf::Time cur_time = $clock->getElapsedTime();
|
||||
float u_time = cur_time.asSeconds();
|
||||
|
||||
if(u_time < $u_time_end) {
|
||||
$shader->setUniform("u_duration", duration);
|
||||
$shader->setUniform("u_time_end", $u_time_end);
|
||||
$shader->setUniform("u_time", u_time);
|
||||
} else {
|
||||
$active = false;
|
||||
}
|
||||
}
|
||||
|
||||
void Effect::run() {
|
||||
$active = true;
|
||||
sf::Time u_time = $clock->getElapsedTime();
|
||||
$u_time_end = u_time.asSeconds() + duration;
|
||||
}
|
||||
|
||||
shared_ptr<sf::Shader> Effect::checkout_ptr() {
|
||||
if(shaders::updated($shader_version)) {
|
||||
$shader = shaders::get(name);
|
||||
$shader_version = shaders::version();
|
||||
}
|
||||
|
||||
return $shader;
|
||||
}
|
||||
|
||||
UI::UI() {
|
||||
$font = make_shared<sf::Font>(FONT_FILE_NAME);
|
||||
}
|
||||
|
||||
void UI::position(int x, int y, int width, int height) {
|
||||
$parser.position(x, y, width, height);
|
||||
}
|
||||
|
||||
void UI::layout(std::string grid) {
|
||||
$grid = grid;
|
||||
bool good = $parser.parse($grid);
|
||||
dbc::check(good, "LEL parsing failed.");
|
||||
|
||||
for(auto& [name, cell] : $parser.cells) {
|
||||
auto ent = init_entity(name);
|
||||
$world.set<lel::Cell>(ent, cell);
|
||||
}
|
||||
}
|
||||
|
||||
DinkyECS::Entity UI::init_entity(std::string name) {
|
||||
auto entity = $world.entity();
|
||||
// this lets you look up an entity by name
|
||||
$name_ents.insert_or_assign(name, entity);
|
||||
// this makes it easier to get the name during querying
|
||||
$world.set<CellName>(entity, {name});
|
||||
return entity;
|
||||
}
|
||||
|
||||
DinkyECS::Entity UI::entity(std::string name) {
|
||||
dbc::check($name_ents.contains(name),
|
||||
fmt::format("GUECS entity {} does not exist. Forgot to init_entity?", name));
|
||||
return $name_ents.at(name);
|
||||
}
|
||||
|
||||
void UI::init() {
|
||||
if($world.has_the<Background>()) {
|
||||
auto& bg = $world.get_the<Background>();
|
||||
bg.init();
|
||||
}
|
||||
|
||||
$world.query<Background>([](auto, auto& bg) {
|
||||
bg.init();
|
||||
});
|
||||
|
||||
$world.query<lel::Cell, Rectangle>([](auto, auto& cell, auto& rect) {
|
||||
rect.init(cell);
|
||||
});
|
||||
|
||||
$world.query<lel::Cell, Effect>([](auto, auto& cell, auto& shader) {
|
||||
shader.init(cell);
|
||||
});
|
||||
|
||||
$world.query<Rectangle, Meter>([](auto, auto& bg, auto &) {
|
||||
bg.shape->setFillColor(ColorValue::BLACK);
|
||||
});
|
||||
|
||||
$world.query<lel::Cell, Meter>([](auto, auto &cell, auto& meter) {
|
||||
meter.init(cell);
|
||||
});
|
||||
|
||||
$world.query<lel::Cell, Textual>([this](auto, auto& cell, auto& text) {
|
||||
text.init(cell, $font);
|
||||
});
|
||||
|
||||
$world.query<lel::Cell, Label>([this](auto, auto& cell, auto& text) {
|
||||
text.init(cell, $font);
|
||||
});
|
||||
|
||||
$world.query<lel::Cell, Sprite>([&](auto, auto &cell, auto &sprite) {
|
||||
sprite.init(cell);
|
||||
});
|
||||
}
|
||||
|
||||
void UI::debug_layout(sf::RenderWindow& window) {
|
||||
$world.query<lel::Cell>([&](const auto, auto &cell) {
|
||||
sf::RectangleShape rect{{float(cell.w), float(cell.h)}};
|
||||
rect.setPosition({float(cell.x), float(cell.y)});
|
||||
rect.setFillColor(sf::Color::Transparent);
|
||||
rect.setOutlineColor(sf::Color::Red);
|
||||
rect.setOutlineThickness(2.0f);
|
||||
window.draw(rect);
|
||||
});
|
||||
}
|
||||
|
||||
void UI::render(sf::RenderWindow& window) {
|
||||
if($world.has_the<Background>()) {
|
||||
auto& bg = $world.get_the<Background>();
|
||||
window.draw(*bg.shape);
|
||||
}
|
||||
|
||||
$world.query<Effect>([&](auto, auto& shader) {
|
||||
if(shader.$active) shader.step();
|
||||
});
|
||||
|
||||
$world.query<Rectangle>([&](auto ent, auto& rect) {
|
||||
render_helper(window, ent, true, rect.shape);
|
||||
});
|
||||
|
||||
$world.query<lel::Cell, Meter>([&](auto ent, auto& cell, const auto &meter) {
|
||||
float level = std::clamp(meter.percent, 0.0f, 1.0f) * float(cell.w);
|
||||
// ZED: this 6 is a border width, make it a thing
|
||||
meter.bar.shape->setSize({std::max(level, 0.0f), float(cell.h - 6)});
|
||||
render_helper(window, ent, true, meter.bar.shape);
|
||||
});
|
||||
|
||||
$world.query<Sprite>([&](auto ent, auto& sprite) {
|
||||
render_helper(window, ent, false, sprite.sprite);
|
||||
});
|
||||
|
||||
$world.query<Label>([&](auto ent, auto& text) {
|
||||
render_helper(window, ent, false, text.text);
|
||||
});
|
||||
|
||||
$world.query<Textual>([&](auto ent, auto& text) {
|
||||
render_helper(window, ent, true, text.text);
|
||||
});
|
||||
}
|
||||
|
||||
bool UI::mouse(float x, float y, bool hover) {
|
||||
int action_count = 0;
|
||||
|
||||
$world.query<lel::Cell, Clickable>([&](auto ent, auto& cell, auto &clicked) {
|
||||
if((x >= cell.x && x <= cell.x + cell.w) &&
|
||||
(y >= cell.y && y <= cell.y + cell.h))
|
||||
{
|
||||
do_if<Effect>(ent, [hover](auto& effect) {
|
||||
effect.$shader->setUniform("hover", hover);
|
||||
effect.run();
|
||||
});
|
||||
|
||||
do_if<Sound>(ent, [hover](auto& sound) {
|
||||
// here set that it played then only play once
|
||||
sound.play(hover);
|
||||
});
|
||||
|
||||
if(hover) return; // kinda gross
|
||||
|
||||
if(auto action_data = get_if<ActionData>(ent)) {
|
||||
clicked.action(ent, action_data->data);
|
||||
} else {
|
||||
clicked.action(ent, {});
|
||||
}
|
||||
|
||||
action_count++;
|
||||
} else {
|
||||
// via ORBLISHJ
|
||||
// just reset the hover trigger for all that aren't hit
|
||||
// then in the ^^ positive branch play it and set it played
|
||||
}
|
||||
});
|
||||
|
||||
return action_count > 0;
|
||||
}
|
||||
|
||||
void UI::show_sprite(string region, string sprite_name) {
|
||||
auto ent = entity(region);
|
||||
|
||||
if(!has<Sprite>(ent)) {
|
||||
Sprite to_show{sprite_name};
|
||||
auto& cell = cell_for(ent);
|
||||
to_show.init(cell);
|
||||
set<guecs::Sprite>(ent, to_show);
|
||||
}
|
||||
}
|
||||
|
||||
void UI::show_text(string region, wstring content) {
|
||||
auto ent = entity(region);
|
||||
|
||||
if(auto text = get_if<Textual>(ent)) {
|
||||
text->text->setString(content);
|
||||
} else {
|
||||
auto &cell = cell_for(ent);
|
||||
Textual to_set{content, 20};
|
||||
to_set.init(cell, $font);
|
||||
to_set.text->setFillColor(ColorValue::LIGHT_MID);
|
||||
set<Textual>(ent, to_set);
|
||||
}
|
||||
}
|
||||
|
||||
void UI::show_label(string region, wstring content) {
|
||||
auto ent = entity(region);
|
||||
|
||||
if(auto text = get_if<Label>(ent)) {
|
||||
text->text->setString(content);
|
||||
} else {
|
||||
auto &cell = cell_for(ent);
|
||||
Label to_set{content, 20};
|
||||
to_set.init(cell, $font);
|
||||
to_set.text->setFillColor(ColorValue::LIGHT_MID);
|
||||
set<Label>(ent, to_set);
|
||||
}
|
||||
}
|
||||
|
||||
Clickable make_action(DinkyECS::World& target, Events::GUI event) {
|
||||
return {[&, event](auto ent, auto data){
|
||||
// remember that ent is passed in from the UI::mouse handler
|
||||
target.send<Events::GUI>(event, ent, data);
|
||||
}};
|
||||
}
|
||||
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue