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@ -103,7 +103,22 @@ void SFMLRender::draw_main_ui() { |
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$window.draw($ui_text); |
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} |
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inline void configure_tile(const sf::Sprite &sprite, sf::FloatRect &sp_bounds, sf::FloatRect bg_bounds, float &width_delta, float &height_delta) { |
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// should look into caching all this instead of calcing it each time
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sp_bounds = sprite.getLocalBounds(); |
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// calculate where to center the sprite, but only if it's smaller
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width_delta = bg_bounds.width > sp_bounds.width ? (bg_bounds.width - sp_bounds.width) / 2 : 0; |
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height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0; |
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} |
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void SFMLRender::render_text(std::string &text, float x, float y) { |
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wchar_t last_tile = '#'; |
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sf::FloatRect sp_bounds; |
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float width_delta = 0; |
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float height_delta = 0; |
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sf::Sprite &sprite = get_text_sprite(last_tile); |
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// make a copy so we don't modify the cached one
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$ansi.parse(text, [&](sf::Color bg, sf::Color fg, wchar_t tile) { |
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if(tile == '\n') { |
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@ -114,15 +129,14 @@ void SFMLRender::render_text(std::string &text, float x, float y) { |
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return; // skip these, just windows junk
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} else { |
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$bg_sprite.setPosition({x, y}); |
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sf::Sprite &sprite = get_text_sprite(tile); |
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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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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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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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// only get a new sprite if the tile changed
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if(last_tile != tile) { |
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last_tile = tile; // update last tile seen
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sprite = get_text_sprite(tile); |
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configure_tile(sprite, sp_bounds, $bg_bounds, width_delta, height_delta); |
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} |
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sprite.setPosition({x+width_delta, y+height_delta}); |
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sprite.setColor(fg); |
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