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

243 lines
7.2 KiB

#include "render.hpp"
#include "ansi_parser.hpp"
#include <cmath>
#include <fmt/core.h>
#include <array>
#include "map.hpp"
#include <iostream>
using namespace fmt;
std::array<sf::Color, 10> VALUES{
sf::Color{1, 4, 2}, // black
sf::Color{9, 29, 16}, // dark dark
sf::Color{14, 50, 26}, // dark mid
sf::Color{0, 109, 44}, // dark light
sf::Color{63, 171, 92}, // mid
sf::Color{161, 217, 155}, // light dark
sf::Color{199, 233, 192}, // light mid
sf::Color{229, 245, 224}, // light light
sf::Color{255, 255, 255}, // white
sf::Color::Transparent, // white
};
sf::Color SFMLRender::color(int val) {
return VALUES[size_t(val)];
}
sf::Color SFMLRender::color(Value val) {
return VALUES[size_t(val)];
}
SFMLRender::SFMLRender() :
$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
$map_font_size(0),
$line_spacing(0),
$default_fg(color(Value::LIGHT_MID)),
$default_bg(color(Value::BLACK)),
$ansi($default_fg, $default_bg)
{
// force true color, but maybe I want to support different color sets
$font.loadFromFile("./assets/text.otf");
$ui_text.setFont($font);
$ui_text.setPosition(0,0);
$ui_text.setCharacterSize(UI_FONT_SIZE);
$ui_text.setFillColor(color(Value::LIGHT_MID));
sf::Glyph glyph = $font.getGlyph(UI_BASE_CHAR, 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 $sprites[tile];
}
inline bool base_glyph_check(sf::Font &font, sf::Glyph &base_glyph, Point &view_port, int &font_size, int new_size) {
auto glyph = font.getGlyph(BG_TILE, new_size, false);
int view_x = std::ceil((VIDEO_X - GAME_MAP_POS) / glyph.bounds.width);
int view_y = std::ceil(VIDEO_Y / glyph.bounds.height);
// don't allow resizing beyond/below game map size
if(view_x <= GAME_MAP_X && view_y <= GAME_MAP_Y) {
// looks good, set 'em all
base_glyph = glyph;
view_port = {size_t(view_x), size_t(view_y)};
font_size = new_size;
return true;
} else {
return false;
}
}
bool SFMLRender::resize_map(int new_size, Point &view_port) {
if($map_font_size == new_size || new_size < MIN_FONT_SIZE || new_size > MAX_FONT_SIZE) return false;
if(base_glyph_check($font, $base_glyph, view_port, $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(BG_TILE);
$bg_bounds = $bg_sprite.getLocalBounds();
return true;
} else {
// something else here
return false;
}
}
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, 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;
sf::Color cur_fg = $default_fg;
// make a copy so we don't modify the cached one
$ansi.parse(text, [&](sf::Color fg, sf::Color bg) {
cur_fg = fg;
$bg_sprite.setColor(bg);
},
[&](wchar_t tile) {
if(tile == '\n') {
// don't bother processing newlines, just skip
y += $line_spacing;
x = start_x;
} else if(tile == L'\r') {
return; // skip these, just windows junk
} else {
$bg_sprite.setPosition({x, y});
// 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);
$window.draw($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 bgcolor, 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);
sf::RectangleShape backing({bounds.width, bounds.height});
backing.setFillColor(bgcolor);
backing.setPosition({bounds.left, bounds.top + BG_BOX_OFFSET});
#ifdef DEBUG
backing.setOutlineColor(int(y) % 4 ? sf::Color::Red : sf::Color::Yellow);
backing.setOutlineThickness(1);
#endif
window.draw(backing);
window.draw(text);
out.clear();
return bounds;
}
void SFMLRender::render_text(const std::wstring &text, float start_x, float start_y) {
std::wstring out;
float x = start_x;
float y = start_y;
sf::Color bgcolor = $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, bgcolor, x, y, out);
x += bounds.width;
}
bgcolor = 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, bgcolor, 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, $ui_text, bgcolor, x, y, out);
}
}
void SFMLRender::draw_text(Panel &panel, bool with_border) {
sf::RectangleShape backing(
sf::Vector2f($ui_bounds.width * panel.width,
$ui_bounds.height * panel.height));
backing.setFillColor(sf::Color(0, 0, 0));
if(with_border) {
backing.setOutlineColor(color(Value::MID));
backing.setOutlineThickness(5);
}
backing.setPosition(panel.x, panel.y);
$window.draw(backing);
panel.render();
const std::wstring &panelout = panel.to_string();
render_text(panelout, panel.x, panel.y);
}
void SFMLRender::draw_grid(Panel &panel, float x, float y) {
panel.render();
const std::wstring &panelout = panel.to_string();
render_grid(panelout, panel.x + x, panel.y + y);
}