A really bad quick SFML based UI to get started with the FTXUI removal, and a slight reworking of the default .tarpit.json so that it's just a sample and I can use my own config for my dev and have different sounds.
This commit is contained in:
parent
015b4aac45
commit
df6944b0fb
4 changed files with 54 additions and 18 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -4,6 +4,7 @@
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*.sqlite3-wal
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*.sqlite3-wal
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*.sqlite3-shm
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*.sqlite3-shm
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debug
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debug
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imgui.ini
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coverage/
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coverage/
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.coverage
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.coverage
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builddir
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builddir
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@ -3,7 +3,7 @@
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"you_died": "./assets/you_died.mp3",
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"you_died": "./assets/you_died.mp3",
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"build_works": "./assets/build_works.mp3",
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"build_works": "./assets/build_works.mp3",
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"build_failed": "./assets/build_failed.mp3",
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"build_failed": "./assets/build_failed.mp3",
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"building": "./assets/nothing.mp3"
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"building": "./assets/building.mp3"
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},
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},
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"git_path": ".\\",
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"git_path": ".\\",
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"build_cmd": "meson compile -C builddir"
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"build_cmd": "meson compile -C builddir"
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BIN
assets/sprite.png
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BIN
assets/sprite.png
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After Width: | Height: | Size: 2.7 KiB |
69
sfmltest.cpp
69
sfmltest.cpp
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#include <SFML/Audio.hpp>
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#include <SFML/Audio.hpp>
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/Event.hpp>
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using namespace ImGui;
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constexpr int FPS=30;
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constexpr int FPS=30;
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constexpr int X_DIM = 1920 / 2;
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constexpr int X_DIM = 1920 / 2;
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constexpr int Y_DIM = 1080 / 2;
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constexpr int Y_DIM = 1080 / 2;
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bool window_active_out = true;
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void ImGui_setup(sf::RenderWindow &window) {
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void ImGui_setup(sf::RenderWindow &window) {
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bool res = ImGui::SFML::Init(window);
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bool res = SFML::Init(window);
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fmt::println("IMGUI returned {}", res);
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fmt::println("IMGUI returned {}", res);
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}
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}
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void ImGui_update(sf::RenderWindow &window, sf::Clock &deltaClock, sf::Time &tick) {
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void ImGui_update(sf::RenderWindow &window, sf::Clock &deltaClock, sf::Time &tick) {
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ImGui::SFML::Update(window, deltaClock.restart());
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// ImGui::ShowDemoWindow();
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ImGui::Begin("Clock");
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sf::Vector2u size = window.getSize();
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sf::Vector2u size = window.getSize();
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ImGui::SetWindowPos(ImVec2(size.x - 150, 0));
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ImGui::SetWindowSize(ImVec2(150, 50));
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SFML::Update(window, deltaClock.restart());
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std::string msg = fmt::format("Time: {}\n", tick.asSeconds());
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ImGui::Button(msg.c_str());
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SetNextWindowPos(ImVec2(0, size.y / 2));
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ImGui::End();
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SetNextWindowSize(ImVec2(size.x, size.y / 2));
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Begin("Turing's Tarpit", &window_active_out);
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// HP | Hits Taken | Round | Streak
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Text("HP X"); SameLine();
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Text("Hits Taken X"); SameLine();
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Text("Round X"); SameLine();
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Text("Streak X");
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// HP BAR
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float hp = 50.0f;
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SliderFloat("HP", &hp, 0.0f, 100.0f);
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// Build Log
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TextColored(ImVec4(1,1,0,1), "Build Log");
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BeginChild("Scrolling");
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for(int n = 0; n < 50; n++) {
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TextWrapped("%04d: Some Text", n);
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}
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EndChild();
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// image placeholder
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End();
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}
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}
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void Window_update(sf::RenderWindow &window) {
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void Window_update(sf::RenderWindow &window, sf::Sprite &player) {
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window.clear();
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window.clear();
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ImGui::SFML::Render(window);
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window.draw(player);
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SFML::Render(window);
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window.display();
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window.display();
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}
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}
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// is this a main event loop
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// is this a main event loop
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while (window.pollEvent(event)) {
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while (window.pollEvent(event)) {
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ImGui::SFML::ProcessEvent(window, event);
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SFML::ProcessEvent(window, event);
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switch(event.type) {
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switch(event.type) {
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}
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}
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}
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}
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sf::Time Update_entities(sf::RenderWindow &window, sf::Clock &clock, sf::Clock &deltaClock, sf::Time &tick) {
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sf::Time Update_entities(sf::RenderWindow &window, sf::Sprite &player, sf::Clock &clock, sf::Clock &deltaClock, sf::Time &tick) {
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sf::Vector2u winSize = window.getSize();
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sf::Vector2u winSize = window.getSize();
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float timeStep = 1.0f / FPS;
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float timeStep = 1.0f / FPS;
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sf::Time since = clock.getElapsedTime();
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sf::Time since = clock.getElapsedTime();
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sf::Time nextTick = since - tick > sf::seconds(1) ? since : tick;
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sf::Time nextTick = since - tick > sf::seconds(1) ? since : tick;
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player.setPosition(winSize.x/2, 0);
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player.setScale({2.0f, 2.0f});
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ImGui_update(window, deltaClock, tick);
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ImGui_update(window, deltaClock, tick);
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Window_update(window);
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Window_update(window, player);
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return nextTick;
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return nextTick;
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}
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}
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sf::Clock deltaClock;
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sf::Clock deltaClock;
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sf::Clock clock;
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sf::Clock clock;
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sf::Time tick = clock.getElapsedTime();
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sf::Time tick = clock.getElapsedTime();
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sf::Texture texture;
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sf::Sprite player;
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while (window.isOpen()) {
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// fake image here
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if(!texture.loadFromFile("./assets/sprite.png")) {
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fmt::println("Error loading sprite!");
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}
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texture.setSmooth(true);
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player.setTexture(texture);
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while (window.isOpen() && window_active_out) {
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Handle_events(window);
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Handle_events(window);
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// preparing for refactoring this into a class or struct for everything
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// preparing for refactoring this into a class or struct for everything
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tick = Update_entities(window, clock, deltaClock, tick);
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tick = Update_entities(window, player, clock, deltaClock, tick);
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}
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}
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ImGui::SFML::Shutdown();
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SFML::Shutdown();
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}
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}
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