Ripped out the string based map and created a Matrix map drawing function.

master
Zed A. Shaw 23 hours ago
parent d9219a8c64
commit dd541ae59d
  1. 12
      gui/map_view.cpp
  2. 4
      gui/mini_map.cpp
  3. 21
      systems.cpp
  4. 2
      systems.hpp

@ -46,23 +46,21 @@ namespace gui {
}
void MapViewUI::render(sf::RenderWindow &window, int compass_dir) {
(void)compass_dir;
window.draw(*$paper.sprite);
auto grid = $gui.entity("map_grid");
std::wstring map_out = System::draw_map($level, 23, 9, compass_dir);
// System::draw_map
auto& map_text = $gui.get<Textual>(grid);
map_text.update(map_out);
map_text.update(L"MAP BROKEN");
$gui.render(window);
// $gui.debug_layout(window);
}
void MapViewUI::save_map(const std::string& outfile, int compass_dir) {
std::wstring map_out = System::draw_map(
$level, $level.map->width(), $level.map->height(), compass_dir);
dbc::check(map_out.size() > 0, "WHAT? printed map has nothing in it.");
(void)compass_dir;
std::wstring map_out = L"I'M BROKEN";
std::wofstream out(outfile, std::ios::binary);
std::locale loc(std::locale::classic(), new std::codecvt_utf8<wchar_t>);

@ -32,8 +32,8 @@ namespace gui {
}
void MiniMapUI::render(sf::RenderWindow &window, int compass_dir) {
std::wstring map_out = System::draw_map($level, 5, 3, compass_dir);
$map_grid.update(map_out);
(void)compass_dir;
$map_grid.update(L"I'M BROKEN");
window.draw(*$map_grid.text);
}
}

@ -407,22 +407,17 @@ void System::plan_motion(World& world, Position move_to) {
motion.dy = move_to.location.y - player_position.location.y;
}
/*
* This one is called inside the MapViewUI very often so
* just avoid GameMap unlike the others.
*/
std::wstring System::draw_map(GameLevel& level, size_t view_x, size_t view_y, int compass_dir) {
void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
World &world = *level.world;
Map &map = *level.map;
size_t view_x = matrix::width(grid);
size_t view_y = matrix::height(grid);
auto player_pos = world.get<Position>(level.player).location;
Point cam_orig = map.center_camera(player_pos, view_x, view_y);
auto &tiles = map.tiles();
auto &tile_set = textures::get_map_tile_set();
// make a grid of chars to work with
auto grid = shiterator::make<wchar_t>(view_x+1, view_y+1);
// first fill it with the map cells
for(shiterator::each_cell_t it{grid}; it.next();) {
size_t tile_y = size_t(it.y) + cam_orig.y;
@ -449,16 +444,6 @@ std::wstring System::draw_map(GameLevel& level, size_t view_x, size_t view_y, in
}
}
});
// then generate the string to display, but this goes away soon
std::wstring result;
for(shiterator::each_row_t it{grid}; it.next();) {
result += grid[it.y][it.x];
if(it.row) result += '\n';
}
return result;
}
void System::player_status(GameLevel &level) {

@ -19,7 +19,7 @@ namespace System {
void init_positions(World &world, SpatialMap &collider);
void device(World &world, Entity actor, Entity item);
void plan_motion(World& world, Position move_to);
std::wstring draw_map(GameLevel& level, size_t view_x, size_t view_y, int compass_dir);
void draw_map(GameLevel& level, Matrix& grid, int compass_dir);
Entity spawn_item(World& world, const string& name);
bool drop_item(GameLevel& level, Entity item);

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