under_the_ashland_dome/src/gui/scene_ui.cpp

74 lines
1.7 KiB
C++

#include "gui/scene_ui.hpp"
#include "game/config.hpp"
#include "events.hpp"
#include "gui/guecstra.hpp"
#include <iostream>
#define DEBUG 0
namespace gui {
void SceneUI::init() {
$view_sprite.setPosition({0,0});
$scene.init();
create_buttons($scene.buttons());
}
void SceneUI::create_buttons(nlohmann::json& buttons) {
// buttons are optional
if(buttons.size() == 0) return;
// alright have buttons
has_buttons = true;
std::string layout{};
auto& actions = buttons["actions"];
for(auto& line : buttons["layout"]) {
layout.append(line);
}
auto& button_cell = $scene.button_cell();
$ui.position(button_cell.x, button_cell.y, button_cell.w, button_cell.h);
$ui.layout(layout);
for(auto& [name, cell] : $ui.cells()) {
auto ui_id = $ui.entity(name);
$ui.set<guecs::Text>(ui_id, {guecs::to_wstring(name)});
$ui.set<guecs::Rectangle>(ui_id, {});
$ui.set<guecs::Effect>(ui_id, {});
if(actions.contains(name)) {
auto event_id = actions[name];
$ui.set<guecs::Clickable>(ui_id, guecs::make_action(ui_id, event_id));
}
}
$ui.init();
}
void SceneUI::render(sf::RenderTarget &target) {
$scene.render($view_texture);
target.draw($view_sprite);
if(has_buttons) {
$ui.render(target);
if(DEBUG) $ui.debug_layout(target);
}
}
void SceneUI::update() {
$scene.update();
}
bool SceneUI::mouse(float x, float y, guecs::Modifiers mods) {
$scene.mouse(x, y, mods);
$ui.mouse(x, y, mods);
return false;
}
AnimatedScene SceneUI::load_scene(const std::string& name) {
auto scene_config = settings::get("scenes")[name];
return components::convert<AnimatedScene>(scene_config);
}
}