First cut of pulling out the relevant parts of my original game to make a little framework.
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6a0c9e8d46
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37
src/gui/loot_ui.hpp
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37
src/gui/loot_ui.hpp
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#pragma once
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#include "gui/guecstra.hpp"
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/Font.hpp>
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#include <guecs/ui.hpp>
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#include "events.hpp"
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#include "game/inventory.hpp"
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namespace gui {
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class LootUI {
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public:
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bool active = false;
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guecs::UI $gui;
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DinkyECS::Entity $temp_loot = DinkyECS::NONE;
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DinkyECS::Entity $target = DinkyECS::NONE;
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LootUI();
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void set_target(DinkyECS::Entity entity) {
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$target = entity;
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}
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void init();
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void update();
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void render(sf::RenderWindow& window);
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void update_level();
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bool mouse(float x, float y, guecs::Modifiers mods);
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void make_button(const std::string &name, const std::wstring& label, game::Event event);
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void remove_slot(guecs::Entity slot_id);
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bool place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity);
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void add_loose_item(DinkyECS::Entity entity);
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void drop_item(DinkyECS::Entity item_id);
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bool occupied(guecs::Entity gui_id);
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void swap(guecs::Entity gui_a, guecs::Entity gui_b);
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};
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}
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