A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/tools/icongen.cpp

154 lines
3.8 KiB

#include <fmt/core.h>
#include "dbc.hpp"
#include <SFML/Graphics.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include "constants.hpp"
#include "config.hpp"
#include <filesystem>
#include "shiterator.hpp"
#include <functional>
namespace fs = std::filesystem;
constexpr const int TILE_COUNT=10;
using namespace shiterator;
using MapRow = BaseRow<wchar_t>;
using MapGrid = Base<wchar_t>;
struct MapTileBuilder {
unsigned int $font_size = 20;
sf::Glyph $glyph;
sf::Font $font{FONT_FILE_NAME};
sf::Vector2u $size;
sf::Vector2u $image_size;
sf::RenderTexture $render;
sf::RenderTexture $temp_render;
MapTileBuilder(size_t x, size_t y) :
$size(x, y),
$image_size($size.x * TILE_COUNT, $size.y * TILE_COUNT),
$render($image_size),
$temp_render($size)
{
$font.setSmooth(false);
$render.setSmooth(false);
}
void best_size(wchar_t for_char) {
$font_size = 20; // reset the size
// fit the glyph in our box height
auto temp = $font.getGlyph(for_char, $font_size, false);
auto temp_size = $font_size;
while(temp.textureRect.size.y < int($size.y)-1
&& temp.textureRect.size.x < int($size.x)-1)
{
$glyph = temp;
$font_size = temp_size;
temp_size++;
temp = $font.getGlyph(for_char, temp_size, false);
}
}
void save_image(std::string icon_path) {
fs::path out_path{icon_path};
if(fs::exists(out_path)) {
fs::remove(out_path);
}
sf::Image out_img = $render.getTexture().copyToImage();
bool worked = out_img.saveToFile(out_path);
dbc::check(worked, "Failed to write screenshot.png");
}
void run(MapGrid& map) {
sf::Vector2f cell_pos{0.0f,0.0f};
for(each_row_t<MapGrid> it{map}; it.next();) {
// skip empty slots
if(map[it.y][it.x] == 0) continue;
cell_pos.x = it.x * $size.x;
cell_pos.y = it.y * $size.y;
wchar_t display_char = map[it.y][it.x];
std::wstring content{display_char};
best_size(display_char);
sf::Text icon{$font, content, $font_size};
icon.setFillColor({0, 0, 0, 255});
$temp_render.draw(icon);
$temp_render.clear({0,0,0,0});
auto font_texture = $font.getTexture($font_size);
sf::Sprite sprite{font_texture, $glyph.textureRect};
auto t_size = $glyph.textureRect.size;
dbc::check(int($size.x - t_size.x) > 0, "font too big on x");
dbc::check(int($size.y - t_size.y) > 0, "font too big on y");
sf::Vector2f center{
(float($size.x) - float(t_size.x)) / 2.0f,
(float($size.y) - float(t_size.y)) / 2.0f};
sf::Vector2f scale{float($size.x) / float(t_size.x), float($size.y) / float(t_size.y)};
sprite.setScale(scale);
sprite.setPosition(cell_pos);
sprite.setColor({0, 0, 0, 255});
$render.draw(sprite);
}
$render.display();
}
};
void load_config(MapGrid& map, each_row_t<MapGrid>& it, std::string path,
std::function<wchar_t(nlohmann::json&)> finder) {
Config tiles(path);
for(auto [key, val] : tiles.json().items()) {
it.next();
map[it.y][it.x] = finder(val);
}
}
wchar_t component_display(nlohmann::json& val) {
auto& components = val["components"];
for(auto& comp : components) {
if(comp["_type"] == "Tile") {
return comp["display"];
}
}
dbc::log("BAD CHAR");
return L'!';
}
int main() {
MapGrid map = make<wchar_t>(TILE_COUNT, TILE_COUNT);
each_row_t<MapGrid> it{map};
load_config(map, it, "./assets/tiles.json", [](nlohmann::json& val) -> wchar_t {
return val["display"];
});
load_config(map, it, "./assets/items.json", component_display);
load_config(map, it, "./assets/devices.json", component_display);
load_config(map, it, "./assets/enemies.json", component_display);
MapTileBuilder builder(32, 32);
builder.run(map);
builder.save_image("./assets/map_tiles.png");
return 0;
}