under_the_ashland_dome/src/gui/body_ui.cpp
2026-04-01 12:13:48 -04:00

64 lines
1.7 KiB
C++

#include "gui/body_ui.hpp"
#include "game/components.hpp"
#include <guecs/ui.hpp>
#include "algos/rand.hpp"
#include <fmt/xchar.h>
#include "gui/guecstra.hpp"
#include "game/systems.hpp"
#include "game/inventory.hpp"
#include "game/level.hpp"
namespace gui {
using namespace guecs;
using std::any, std::any_cast, std::string, std::make_any;
void BodyUI::init(size_t x, size_t y, size_t width, size_t height) {
$gui.position(x, y, width, height);
$gui.layout(
"[head]"
"[chest]"
"[stomach]"
"[right_arm]"
"[left_arm]"
"[right_leg]"
"[left_leg]");
$gui.set<Background>($gui.MAIN, {$gui.$parser, });
for(auto& [name, cell] : $gui.cells()) {
auto gui_id = $gui.entity(name);
$gui.set<Text>(gui_id, {guecs::to_wstring(name)});
$gui.set<Rectangle>(gui_id, {1, {255, 0, 0, 255}});
$gui.set<Meter>(gui_id, {1.0f, THEME.DARK_MID, {}});
}
$gui.init();
update();
}
bool BodyUI::mouse(float x, float y, guecs::Modifiers mods) {
return $gui.mouse(x, y, mods);
}
void BodyUI::update() {
auto world = GameDB::current_world();
auto& player = world->get_the<components::Player>();
auto& player_combat = world->get<components::Combat>(player.entity);
for(auto& [key, value] : player_combat.body_parts) {
auto gui_id = $gui.entity(key);
if(auto meter = $gui.get_if<Meter>(gui_id)) {
meter->percent = float(value) / float(player_combat.max_hp);
}
$gui.show_text(key, fmt::format(L"{}: {}", guecs::to_wstring(key), value));
}
}
void BodyUI::render(sf::RenderWindow &window) {
$gui.render(window);
// $gui.debug_layout(window);
}
}