Buttons on screens work and most screens now have a continue/quit button.
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532366091b
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17f05e7093
9 changed files with 165 additions and 17 deletions
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@ -1,16 +1,60 @@
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#include "gui/scene_ui.hpp"
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#include "game/config.hpp"
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#include "events.hpp"
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#include "gui/guecstra.hpp"
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#include <iostream>
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#define DEBUG 0
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namespace gui {
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void SceneUI::init() {
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$view_sprite.setPosition({0,0});
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$scene.init();
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create_buttons($scene.buttons());
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}
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void SceneUI::create_buttons(nlohmann::json& buttons) {
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// buttons are optional
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if(buttons.size() == 0) return;
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// alright have buttons
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has_buttons = true;
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std::string layout{};
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auto& actions = buttons["actions"];
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for(auto& line : buttons["layout"]) {
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layout.append(line);
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}
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auto& button_cell = $scene.button_cell();
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$ui.position(button_cell.x, button_cell.y, button_cell.w, button_cell.h);
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$ui.layout(layout);
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for(auto& [name, cell] : $ui.cells()) {
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auto ui_id = $ui.entity(name);
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$ui.set<guecs::Text>(ui_id, {guecs::to_wstring(name)});
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$ui.set<guecs::Rectangle>(ui_id, {});
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$ui.set<guecs::Effect>(ui_id, {});
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if(actions.contains(name)) {
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auto event_id = actions[name];
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$ui.set<guecs::Clickable>(ui_id, guecs::make_action(ui_id, event_id));
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}
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}
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$ui.init();
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}
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void SceneUI::render(sf::RenderTarget &target) {
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$scene.render($view_texture);
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target.draw($view_sprite);
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if(has_buttons) {
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$ui.render(target);
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if(DEBUG) $ui.debug_layout(target);
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}
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}
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void SceneUI::update() {
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@ -19,6 +63,7 @@ namespace gui {
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bool SceneUI::mouse(float x, float y, guecs::Modifiers mods) {
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$scene.mouse(x, y, mods);
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$ui.mouse(x, y, mods);
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return false;
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}
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