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

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3.2 KiB

// Copyright 2020 Arthur Sonzogni. All rights reserved.
// Use of this source code is governed by the MIT license that can be found in
// the LICENSE file.
#ifndef FTXUI_COMPONENT_SCREEN_INTERACTIVE_HPP
#define FTXUI_COMPONENT_SCREEN_INTERACTIVE_HPP
#include <atomic> // for atomic
#include <ftxui/component/receiver.hpp> // for Receiver, Sender
#include <functional> // for function
#include <memory> // for shared_ptr
#include <string> // for string
#include <thread> // for thread
#include <variant> // for variant
#include <ftxui/component/animation.hpp> // for TimePoint
#include <ftxui/component/captured_mouse.hpp> // for CapturedMouse
#include <ftxui/component/event.hpp> // for Event
#include <ftxui/component/task.hpp> // for Task, Closure
#include <ftxui/screen/screen.hpp> // for Screen
using ftxui::Component, ftxui::Task, ftxui::Closure, ftxui::Event, ftxui::Sender, ftxui::Receiver;
namespace ftxui {
class ComponentBase;
struct Event;
using Component = std::shared_ptr<ComponentBase>;
class SFMLScreenPrivate;
}
class SFMLScreen : public ftxui::Screen {
public:
// Constructors:
static SFMLScreen FixedSize(int dimx, int dimy);
static SFMLScreen Fullscreen();
static SFMLScreen FitComponent();
static SFMLScreen TerminalOutput();
// Options. Must be called before Loop().
void TrackMouse(bool enable = true);
// Return the currently active screen, nullptr if none.
static SFMLScreen* Active();
// Start/Stop the main loop.
void Exit();
Closure ExitLoopClosure();
// Post tasks to be executed by the loop.
void Post(Task task);
void PostEvent(Event event);
void RequestAnimationFrame();
// Decorate a function. The outputted one will execute similarly to the
// inputted one, but with the currently active screen terminal hooks
// temporarily uninstalled.
ftxui::Closure WithRestoredIO(ftxui::Closure);
void ExitNow();
void Install();
void Uninstall();
void PreMain();
void PostMain();
bool HasQuitted();
void RunOnce(Component component);
void RunOnceBlocking(Component component);
void HandleTask(Component component, Task& task);
void Draw(Component component);
void ResetCursorPosition();
SFMLScreen* suspended_screen_ = nullptr;
enum class Dimension {
FitComponent,
Fixed,
Fullscreen,
TerminalOutput,
};
Dimension dimension_ = Dimension::Fixed;
bool use_alternative_screen_ = false;
SFMLScreen(int dimx,
int dimy,
Dimension dimension,
bool use_alternative_screen);
bool track_mouse_ = true;
Sender<Task> task_sender_;
Receiver<Task> task_receiver_;
std::string set_cursor_position;
std::string reset_cursor_position;
std::thread event_listener_;
std::thread animation_listener_;
bool animation_requested_ = false;
ftxui::animation::TimePoint previous_animation_time_;
int cursor_x_ = 1;
int cursor_y_ = 1;
bool mouse_captured = false;
bool previous_frame_resized_ = false;
bool frame_valid_ = false;
};
#endif /* end of include guard: FTXUI_COMPONENT_SCREEN_INTERACTIVE_HPP */