fun with layers, and inventory display refactor
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50e3cb50bc
commit
b7b2061228
7 changed files with 122 additions and 129 deletions
88
src/gui.rs
88
src/gui.rs
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@ -136,32 +136,9 @@ pub enum ItemMenuResult {
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Selected,
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}
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pub fn show_inventory(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Option<Entity>) {
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let player_entity = gs.ecs.fetch::<Entity>();
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let names = gs.ecs.read_storage::<Name>();
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let backpack = gs.ecs.read_storage::<InBackpack>();
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let entities = gs.ecs.entities();
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// FIXME: This is unwieldy. Having a separate data structure for (items, id) and (items, count) is not good.
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// But it works, and this might get cut anyway as I get further along in the design, so leaving as is atm.
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let mut inventory_ids: BTreeMap<String, Entity> = BTreeMap::new();
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let mut player_inventory: BTreeMap<(String, String), i32> = BTreeMap::new();
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for (entity, _pack, name) in (&entities, &backpack, &names).join().filter(|item| item.1.owner == *player_entity) {
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player_inventory
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.entry((name.name.to_string(), name.plural.to_string()))
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.and_modify(|count| *count += 1)
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.or_insert(1);
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inventory_ids.entry(name.name.to_string()).or_insert(entity);
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}
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let count = player_inventory.len();
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let mut y = (25 - (count / 2)) as i32;
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ctx.draw_box(15, y - 2, 45, (count + 3) as i32, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK));
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ctx.print_color(18, y - 2, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "Inventory");
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ctx.print_color(18, y + count as i32 + 1, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "ESC to cancel");
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pub fn print_options(inventory: BTreeMap<(String, String), i32>, mut y: i32, ctx: &mut Rltk) {
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let mut j = 0;
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for (name, item_count) in &player_inventory {
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for (name, item_count) in &inventory {
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// Print the character required to access this item. i.e. (a)
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ctx.set(17, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), rltk::to_cp437('('));
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ctx.set(18, y, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), 97 + j as rltk::FontCharType);
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@ -191,6 +168,33 @@ pub fn show_inventory(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Option
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y += 1;
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j += 1;
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}
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}
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pub fn show_inventory(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Option<Entity>) {
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let player_entity = gs.ecs.fetch::<Entity>();
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let names = gs.ecs.read_storage::<Name>();
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let backpack = gs.ecs.read_storage::<InBackpack>();
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let entities = gs.ecs.entities();
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// FIXME: This is unwieldy. Having a separate data structure for (name, id) and (name, count) is not good.
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// But it works, and this might get cut anyway as I get further along in the design, so leaving as is atm.
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let mut inventory_ids: BTreeMap<String, Entity> = BTreeMap::new();
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let mut player_inventory: BTreeMap<(String, String), i32> = BTreeMap::new();
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for (entity, _pack, name) in (&entities, &backpack, &names).join().filter(|item| item.1.owner == *player_entity) {
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player_inventory
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.entry((name.name.to_string(), name.plural.to_string()))
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.and_modify(|count| *count += 1)
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.or_insert(1);
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inventory_ids.entry(name.name.to_string()).or_insert(entity);
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}
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let count = player_inventory.len();
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let y = (25 - (count / 2)) as i32;
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ctx.draw_box(15, y - 2, 45, (count + 3) as i32, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK));
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ctx.print_color(18, y - 2, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "Inventory");
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ctx.print_color(18, y + count as i32 + 1, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "ESC to cancel");
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print_options(player_inventory, y, ctx);
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match ctx.key {
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None => (ItemMenuResult::NoResponse, None),
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@ -224,42 +228,12 @@ pub fn drop_item_menu(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Option
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}
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let count = player_inventory.len();
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let mut y = (25 - (count / 2)) as i32;
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let y = (25 - (count / 2)) as i32;
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ctx.draw_box(15, y - 2, 45, (count + 3) as i32, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK));
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ctx.print_color(18, y - 2, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "Drop what?");
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ctx.print_color(18, y + count as i32 + 1, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "ESC to cancel");
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let mut j = 0;
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for (name, item_count) in &player_inventory {
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// Print the character required to access this item. i.e. (a)
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ctx.set(17, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), rltk::to_cp437('('));
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ctx.set(18, y, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), 97 + j as rltk::FontCharType);
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ctx.set(19, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), rltk::to_cp437(')'));
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let mut x = 21;
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if item_count > &1 {
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// If more than one, print the number and pluralise
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// i.e. (a) 3 daggers
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ctx.print(x, y, item_count);
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x += 2;
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ctx.print(x, y, name.1.to_string());
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} else {
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if ['a', 'e', 'i', 'o', 'u'].iter().any(|&v| name.0.starts_with(v)) {
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// If one and starts with a vowel, print 'an'
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// i.e. (a) an apple
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ctx.print(x, y, "an");
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x += 3;
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} else {
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// If one and not a vowel, print 'a'
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// i.e. (a) a dagger
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ctx.print(x, y, "a");
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x += 2;
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}
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ctx.print(x, y, name.0.to_string());
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}
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y += 1;
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j += 1;
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}
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print_options(player_inventory, y, ctx);
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match ctx.key {
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None => (ItemMenuResult::NoResponse, None),
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