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@ -64,6 +64,8 @@ bool SFMLRender::resize_map(int new_size) { |
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$map_font_size = new_size; |
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$map_font_size = new_size; |
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$base_glyph = $font.getGlyph(BG_TILE, $map_font_size, false); |
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$base_glyph = $font.getGlyph(BG_TILE, $map_font_size, false); |
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$line_spacing = $font.getLineSpacing($map_font_size); |
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$line_spacing = $font.getLineSpacing($map_font_size); |
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$bg_sprite = get_text_sprite(BG_TILE); |
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$bg_bounds = $bg_sprite.getLocalBounds(); |
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return true; |
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return true; |
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} else { |
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} else { |
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// something else here
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// something else here
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@ -78,19 +80,9 @@ void SFMLRender::draw_main_ui() { |
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$window.draw($ui_text); |
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$window.draw($ui_text); |
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} |
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} |
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void SFMLRender::draw_screen(bool clear, float map_off_x, float map_off_y) { |
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void SFMLRender::render_text(std::string &text, float x, float y) { |
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if(clear) $window.clear(); |
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draw_main_ui(); |
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std::string map_screenout = $map_screen.ToString(); |
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float y = 0.0f; |
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float x = GAME_MAP_POS; |
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// make a copy so we don't modify the cached one
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// make a copy so we don't modify the cached one
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auto bg_sprite = get_text_sprite(BG_TILE); |
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$ansi.parse(text, [&](sf::Color bg, sf::Color fg, wchar_t tile) { |
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auto bg_bounds = bg_sprite.getLocalBounds(); |
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$ansi.parse(map_screenout, [&](sf::Color bg, sf::Color fg, wchar_t tile) { |
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if(tile == '\n') { |
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if(tile == '\n') { |
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// don't bother processing newlines, just skip
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// don't bother processing newlines, just skip
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y += $line_spacing; |
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y += $line_spacing; |
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@ -98,29 +90,33 @@ void SFMLRender::draw_screen(bool clear, float map_off_x, float map_off_y) { |
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} else if(tile == L'\r') { |
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} else if(tile == L'\r') { |
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return; // skip these, just windows junk
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return; // skip these, just windows junk
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} else { |
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} else { |
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// fmt::println("FG: {},{},{},{}; BG: {},{},{},{}; ch: {}",
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$bg_sprite.setPosition({x, y}); |
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// fg.r, fg.g, fg.b, fg.a, bg.r, bg.g, bg.b, bg.a, int(tile));
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// it's a visual cell
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bg_sprite.setPosition({x+map_off_x, y+map_off_y}); |
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sf::Sprite &sprite = get_text_sprite(tile); |
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sf::Sprite &sprite = get_text_sprite(tile); |
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bg_sprite.setColor(bg); |
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$bg_sprite.setColor(bg); |
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// should look into caching all this instead of calcing it each time
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// should look into caching all this instead of calcing it each time
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auto sp_bounds = sprite.getLocalBounds(); |
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auto sp_bounds = sprite.getLocalBounds(); |
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// calculate where to center the sprite, but only if it's smaller
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// calculate where to center the sprite, but only if it's smaller
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auto width_delta = bg_bounds.width > sp_bounds.width ? (bg_bounds.width - sp_bounds.width) / 2 : 0; |
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auto width_delta = $bg_bounds.width > sp_bounds.width ? ($bg_bounds.width - sp_bounds.width) / 2 : 0; |
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auto height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0; |
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auto height_delta = $bg_bounds.height > sp_bounds.width ? ($bg_bounds.height - sp_bounds.height) / 2 : 0; |
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sprite.setPosition({x+width_delta+map_off_x, y+height_delta+map_off_y}); |
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sprite.setPosition({x+width_delta, y+height_delta}); |
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sprite.setColor(fg); |
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sprite.setColor(fg); |
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$window.draw(bg_sprite); |
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$window.draw($bg_sprite); |
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$window.draw(sprite); |
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$window.draw(sprite); |
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// next cell
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// next cell
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x += $base_glyph.advance; |
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x += $base_glyph.advance; |
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} |
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} |
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}); |
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}); |
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} |
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void SFMLRender::draw_screen(bool clear, float map_off_x, float map_off_y) { |
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if(clear) $window.clear(); |
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draw_main_ui(); |
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std::string map_screenout = $map_screen.ToString(); |
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render_text(map_screenout, GAME_MAP_POS+map_off_x, map_off_y); |
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$window.display(); |
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$window.display(); |
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} |
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} |
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