I think the actual map drawing is more of a view thing than in the system, so I've moved it to the MapViewUI out of system.

main
Zed A. Shaw 6 days ago
parent 380e18b91a
commit 5adeb4e078
  1. 40
      gui.cpp
  2. 1
      gui.hpp
  3. 37
      systems.cpp
  4. 1
      systems.hpp
  5. 41
      tests/render.cpp

@ -84,10 +84,48 @@ MapViewUI::MapViewUI(DinkyECS::World& world, LightRender& lights, Map& game_map)
$world(world), $lights(lights), $game_map(game_map)
{}
void MapViewUI::draw_map() {
const auto& debug = $world.get_the<Debug>();
const auto& player = $world.get_the<Player>();
const auto& player_position = $world.get<Position>(player.entity);
Point start = $game_map.center_camera(player_position.location, width, height);
auto &tiles = $game_map.tiles();
auto &paths = $game_map.paths();
auto &lighting = $lights.lighting();
// WARN: this is exploiting that -1 in size_t becomes largest
size_t end_x = std::min(size_t(width), $game_map.width() - start.x);
size_t end_y = std::min(size_t(height), $game_map.height() - start.y);
for(size_t y = 0; y < end_y; ++y) {
for(size_t x = 0; x < end_x; ++x) {
const TileCell& tile = tiles.at(start.x+x, start.y+y);
// light value is an integer that's a percent
float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT;
int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
if(debug.PATHS && dnum != WALL_PATH_LIMIT) {
string num = dnum > 15 ? "*" : format("{:x}", dnum);
$canvas.DrawText(x * 2, y * 4, num, [dnum, tile, light_value](auto &pixel) {
pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
pixel.background_color = Color::HSV(30, 20, tile.bg_v * 50 * PERCENT);
});
} else {
$canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
pixel.foreground_color = Color::HSV(tile.fg_h, tile.fg_s, tile.fg_v * light_value);
pixel.background_color = Color::HSV(tile.bg_h, tile.bg_s, tile.bg_v * light_value);
});
}
}
}
System::draw_entities($world, $game_map, lighting, $canvas, start, width, height);
}
void MapViewUI::create_render() {
set_renderer(Renderer([&] {
System::draw_map($world, $game_map, $lights.lighting(), $canvas, width, height);
draw_map();
return canvas($canvas);
}));
}

@ -82,6 +82,7 @@ class MapViewUI : public Panel {
MapViewUI(DinkyECS::World& world, LightRender& lights, Map& game_map);
void create_render();
void resize_canvas();
void draw_map();
};
class GUI {

@ -173,40 +173,3 @@ void System::draw_entities(DinkyECS::World &world, Map &game_map, const Matrix &
}
});
}
void System::draw_map(DinkyECS::World &world, Map &game_map, const Matrix &lighting, ftxui::Canvas &canvas, size_t view_x, size_t view_y) {
const auto& debug = world.get_the<Debug>();
const auto& player = world.get_the<Player>();
const auto& player_position = world.get<Position>(player.entity);
Point start = game_map.center_camera(player_position.location, view_x, view_y);
auto &tiles = game_map.tiles();
auto &paths = game_map.paths();
size_t end_x = std::min(view_x, game_map.width() - start.x);
size_t end_y = std::min(view_y, game_map.height() - start.y);
for(size_t y = 0; y < end_y; ++y) {
for(size_t x = 0; x < end_x; ++x) {
const TileCell& tile = tiles.at(start.x+x, start.y+y);
// light value is an integer that's a percent
float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT;
int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
if(debug.PATHS && dnum != WALL_PATH_LIMIT) {
string num = dnum > 15 ? "*" : format("{:x}", dnum);
canvas.DrawText(x * 2, y * 4, num, [dnum, tile, light_value](auto &pixel) {
pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
pixel.background_color = Color::HSV(30, 20, tile.bg_v * 50 * PERCENT);
});
} else {
canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
pixel.foreground_color = Color::HSV(tile.fg_h, tile.fg_s, tile.fg_v * light_value);
pixel.background_color = Color::HSV(tile.bg_h, tile.bg_s, tile.bg_v * light_value);
});
}
}
}
System::draw_entities(world, game_map, lighting, canvas, start, view_x, view_y);
}

@ -14,7 +14,6 @@ namespace System {
void collision(DinkyECS::World &world, Player &player);
void death(DinkyECS::World &world);
void enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player);
void draw_map(DinkyECS::World &world, Map &game_map, const Matrix &lighting, ftxui::Canvas &canvas, size_t view_x, size_t view_y);
void draw_entities(DinkyECS::World &world, Map &game_map, const Matrix &lighting, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y);
void init_positions(DinkyECS::World &world);
}

@ -41,43 +41,6 @@ TEST_CASE("can render a text panel", "[render]") {
renderer.close();
}
TEST_CASE("can render a text", "[render]") {
SFMLRender renderer;
renderer.init_terminal();
DinkyECS::World world;
save::load_configs(world);
const auto& config = world.get_the<MapConfig>();
Panel map_view(0, 0, 20, 20, true);
Map map(20,20);
WorldBuilder builder(map);
builder.generate();
Player player{world.entity()};
world.set_the<Debug>({});
world.set_the<Player>(player);
world.set<Tile>(player.entity, {config.PLAYER_TILE});
world.set<LightSource>(player.entity, {6,1});
world.set<Position>(player.entity, {map.place_entity(0)});
LightRender lights(map.width(), map.height());
Canvas map_canvas(map_view.width * 2, map_view.height * 4);
map_view.set_renderer(Renderer([&] {
System::draw_map(world, map, lights.lighting(), map_canvas, map_view.width, map_view.height);
return canvas(map_canvas);
}));
run_renderer(renderer, map_view);
for(int i = 2; i < 14; i++) {
renderer.resize_grid(i * 10, map_view);
map_canvas = Canvas(map_view.width * 2, map_view.height * 4);
run_renderer(renderer, map_view);
}
renderer.close();
TEST_CASE("can render a grid", "[render]") {
dbc::log("!!!! NEEDS A REWRITE");
}

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