#include "gui.hpp" #include #include #include #include #include "components.hpp" #include using namespace components; namespace gui { FSM::FSM() : $window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"), $font{"./assets/text.otf"}, $text{$font}, $rayview($window, $textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT) { $window.setVerticalSyncEnabled(VSYNC); $window.setFramerateLimit(FRAME_LIMIT); $text.setFillColor({255,255,255}); $text.setPosition({10,10}); $textures.load_tiles(); $textures.load_sprites(); $rayview.init_shaders(); } void FSM::event(Event ev) { switch($state) { FSM_STATE(State, START, ev); FSM_STATE(State, MOVING, ev); FSM_STATE(State, ROTATING, ev); FSM_STATE(State, IDLE, ev); FSM_STATE(State, END, ev); } } void FSM::START(Event ) { // ZED: this must die $rayview.$map = generate_map(); $rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y); $rayview.position_camera($player.x + 0.5, $player.y + 0.5); state(State::IDLE); } void FSM::MOVING(Event ) { if($camera.play_move($rayview)) { state(State::IDLE); } } void FSM::ROTATING(Event ) { if($camera.play_rotate($rayview)) { state(State::IDLE); } } void FSM::IDLE(Event ev) { using FU = Event; switch(ev) { case FU::QUIT: $window.close(); state(State::END); break; case FU::MOVE_FORWARD: $camera.plan_run($rayview, 1); state(State::MOVING); break; case FU::MOVE_BACK: $camera.plan_run($rayview, -1); state(State::MOVING); break; case FU::MOVE_LEFT: $camera.plan_strafe($rayview, 1); state(State::MOVING); break; case FU::MOVE_RIGHT: $camera.plan_strafe($rayview, -1); state(State::MOVING); break; case FU::ROTATE_LEFT: $camera.plan_rotate($rayview, 1); state(State::ROTATING); break; case FU::ROTATE_RIGHT: $camera.plan_rotate($rayview, -1); state(State::ROTATING); break; default: dbc::sentinel("unhandled event in IDLE"); } } void FSM::END(Event ev) { fmt::println("END: received event after done: {}", int(ev)); } void FSM::keyboard() { while(const auto keyev = $window.pollEvent()) { if(keyev->is()) { event(Event::QUIT); } if(const auto* key = keyev->getIf()) { using KEY = sf::Keyboard::Scan; switch(key->scancode) { case KEY::W: event(Event::MOVE_FORWARD); break; case KEY::S: event(Event::MOVE_BACK); break; case KEY::Q: event(Event::ROTATE_LEFT); break; case KEY::E: event(Event::ROTATE_RIGHT); break; case KEY::D: event(Event::MOVE_RIGHT); break; case KEY::A: event(Event::MOVE_LEFT); break; case KEY::R: $stats.reset(); break; case KEY::P: if($rayview.$active_shader == nullptr) { $rayview.$active_shader = &$rayview.$paused; } else { $rayview.$active_shader = nullptr; } break; default: break; // ignored } } } } void FSM::draw_weapon() { auto weapon = $rayview.$textures.sword.sprite; weapon->setPosition({SCREEN_WIDTH/2, SCREEN_HEIGHT/2}); weapon->setRotation(sf::degrees($rotation)); $window.draw(*weapon); } void FSM::draw_gui() { sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT}); rect.setPosition({0,0}); rect.setFillColor({50, 50, 50}); $window.draw(rect); $text.setString( fmt::format("FPS\n" "mean:{:>8.5}\n" "sdev: {:>8.5}\n" "min: {:>8.5}\n" "max: {:>8.5}\n" "count:{:<10}\n\n" "VSync? {}\n" "FR Limit: {}\n" "Debug? {}\n\n" "Hit R to reset.\n\n" "dir: {:>2.02},{:>2.02}\n" "pos: {:>2.02},{:>2.02}", $stats.mean(), $stats.stddev(), $stats.min, $stats.max, $stats.n, VSYNC, FRAME_LIMIT, DEBUG_BUILD, $rayview.$dirX, $rayview.$dirY, $rayview.$posX, $rayview.$posY)); $window.draw($text); } void FSM::render() { auto start = std::chrono::high_resolution_clock::now(); $rayview.render(); auto end = std::chrono::high_resolution_clock::now(); auto elapsed = std::chrono::duration(end - start); $stats.sample(1/elapsed.count()); draw_gui(); draw_weapon(); $window.display(); } void FSM::mouse() { if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) { $rayview.$anim.play(false); $rotation = -30.0f; } else { $rotation = -10.0f; } } Matrix FSM::generate_map() { auto& level = $levels.current(); auto& tiles = level.map->tiles(); auto& player = level.world->get_the(); auto& player_position = level.world->get(player.entity); $player = player_position.location; return $textures.convert_char_to_texture(tiles.$tile_ids); } bool FSM::active() { return !in_state(State::END); } }