The next little game in the series where I make a fancy rogue game.
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roguish/render.cpp

223 lines
6.9 KiB

#include "render.hpp"
#include "ansi_parser.hpp"
#include <cmath>
#include <fmt/core.h>
#include <array>
#include "map.hpp"
#include <iostream>
#include "color.hpp"
using namespace fmt;
SFMLRender::SFMLRender() :
$window(sf::VideoMode($config.video_x,$config.video_y), "Roguish"),
$map_font_size(0),
$line_spacing(0),
$default_fg(color::LIGHT_MID),
$default_bg(color::BLACK),
$ansi($default_fg, $default_bg)
{
// force true color, but maybe I want to support different color sets
$font.loadFromFile("./assets/text.otf");
$font.setSmooth(false);
$ui_text.setFont($font);
$ui_text.setPosition(0,0);
$ui_text.setCharacterSize($config.ui_font_size);
$ui_text.setFillColor(color::LIGHT_MID);
sf::Glyph glyph = $font.getGlyph($config.ui_base_char, $config.ui_font_size, false);
$ui_bounds = glyph.bounds;
}
sf::Sprite &SFMLRender::get_text_sprite(wchar_t tile) {
if(!$sprites.contains(tile)) {
sf::Glyph glyph = $font.getGlyph(tile, $map_font_size, false);
// WARNING! we actually have to do this here because SFML caches
// the glyphs on the font texture, so this gets loaded each time
// we get a new glyph from the font.
$font_texture = $font.getTexture($map_font_size);
sf::Sprite sprite($font_texture);
sprite.setTextureRect(glyph.textureRect);
$sprites[tile] = sprite;
}
return $sprites[tile];
}
void SFMLRender::resize_grid(int new_size, Panel &panel_out) {
auto glyph = $font.getGlyph($config.bg_tile, new_size, false);
int view_x = std::ceil(($config.video_x - panel_out.x) / glyph.bounds.width);
int view_y = std::ceil(($config.video_y - panel_out.y) / glyph.bounds.height);
// looks good, set 'em all
$base_glyph = glyph;
$map_font_size = new_size;
$sprites.clear(); // need to reset the sprites for the new size
$line_spacing = $font.getLineSpacing($map_font_size);
$bg_sprite = get_text_sprite($config.bg_tile);
$bg_bounds = $bg_sprite.getLocalBounds();
panel_out.resize(view_x, view_y);
}
inline void configure_tile(const sf::Sprite &sprite, sf::FloatRect &sp_bounds, sf::FloatRect bg_bounds, float &width_delta, float &height_delta) {
// should look into caching all this instead of calcing it each time
sp_bounds = sprite.getLocalBounds();
// calculate where to center the sprite, but only if it's smaller
width_delta = bg_bounds.width > sp_bounds.width ? (bg_bounds.width - sp_bounds.width) / 2 : 0;
height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0;
}
void SFMLRender::render_grid(const std::wstring &text, sf::Color default_fg, sf::Color default_bg, float x, float y) {
wchar_t last_tile = '#';
sf::FloatRect sp_bounds;
float width_delta = 0;
float height_delta = 0;
sf::Sprite &sprite = get_text_sprite(last_tile);
const float start_x = x;
// BUG: get default_fg from panel too
sf::Color cur_fg = default_fg;
sf::Color cur_bg = default_bg;
// make a copy so we don't modify the cached one
$ansi.parse(text, [&](sf::Color fg, sf::Color bg) {
cur_fg = fg;
cur_bg = bg;
},
[&](wchar_t tile) {
switch(tile) {
case '\r': break; // ignore it
case '\n': {
// don't bother processing newlines, just skip
y += $line_spacing;
x = start_x;
}
break;
default: {
// only get a new sprite if the tile changed
if(last_tile != tile) {
last_tile = tile; // update last tile seen
sprite = get_text_sprite(tile);
configure_tile(sprite, sp_bounds, $bg_bounds, width_delta, height_delta);
}
sprite.setPosition({x+width_delta, y+height_delta});
sprite.setColor(cur_fg);
// only draw background char if it's different from default
if(cur_bg != default_bg) {
$bg_sprite.setPosition({x, y});
$bg_sprite.setColor(cur_bg);
$window.draw($bg_sprite);
}
$window.draw(sprite);
// next cell
x += $base_glyph.advance;
}
}
});
}
inline sf::FloatRect draw_chunk(sf::RenderWindow& window,
sf::FloatRect ui_bounds, sf::Text& text, sf::Color default_bg,
sf::Color bgcolor, int bg_box_offset, float x, float y, std::wstring &out)
{
text.setString(out);
text.setPosition({x, y});
// get a base character for the cell size
sf::FloatRect bounds(x, y, ui_bounds.width * out.size(), ui_bounds.height);
if(default_bg != bgcolor) {
sf::RectangleShape backing({bounds.width, bounds.height});
backing.setFillColor(bgcolor);
backing.setPosition({bounds.left, bounds.top + bg_box_offset});
window.draw(backing);
}
window.draw(text);
out.clear();
return bounds;
}
void SFMLRender::render_text(const std::wstring &text, sf::Color default_fg, sf::Color default_bg, float start_x, float start_y) {
std::wstring out;
float x = start_x;
float y = start_y;
sf::Color cur_bg = default_bg;
// start with the default_fg until it's changed
$ui_text.setFillColor(default_fg);
$ansi.parse(text,
[&](sf::Color fg, sf::Color bg) {
if(out.size() > 0 ) {
auto bounds = draw_chunk($window,
$ui_bounds, $ui_text,
default_bg, cur_bg, $config.bg_box_offset, x, y, out);
x += bounds.width;
}
cur_bg = bg;
$ui_text.setFillColor(fg);
},
[&](wchar_t tile) {
switch(tile) {
case '\r': break; // ignore it
case '\n': {
sf::FloatRect bounds;
if(out.size() > 0) {
bounds = draw_chunk($window, $ui_bounds,
$ui_text, default_bg, cur_bg, $config.bg_box_offset, x, y, out);
} else {
bounds = $ui_text.getLocalBounds();
}
y += bounds.height;
x = start_x; // reset to the original position
}
break;
default:
out += tile;
break;
}
}
);
if(out.size() > 0) {
draw_chunk($window, $ui_bounds, $ui_text, default_bg, cur_bg, $config.bg_box_offset, x, y, out);
}
}
/*
* Does not render the panel, you have to do that so you can control
* when things render.
*/
void SFMLRender::draw(Panel &panel, float x_offset, float y_offset) {
const std::wstring &panelout = panel.to_string();
// BUG: ui vs bg doesn't make sense. maybe grid vs. text?
auto bounds = panel.grid ? $bg_bounds : $ui_bounds;
sf::RectangleShape backing(
sf::Vector2f(bounds.width * panel.width + panel.border_px,
bounds.height * panel.height + panel.border_px));
backing.setFillColor(panel.default_bg);
if(panel.has_border) {
backing.setOutlineColor(panel.border_color);
backing.setOutlineThickness(panel.border_px);
}
backing.setPosition(panel.x + x_offset, panel.y + y_offset);
$window.draw(backing);
if(panel.grid) {
render_grid(panelout, panel.default_fg, panel.default_bg, panel.x + x_offset, panel.y + y_offset);
} else {
render_text(panelout, panel.default_fg, panel.default_bg, panel.x + x_offset, panel.y + y_offset);
}
}