Make it possible to zoom in/out, but I may make this a combat thing where it's zoomed out until you encounter an enemy.

main
Zed A. Shaw 1 month ago
parent 02a45d890f
commit 9083582420
  1. 45
      gui.cpp
  2. 6
      gui.hpp

@ -54,22 +54,11 @@ GUI::GUI() :
$game_map(GAME_MAP_X, GAME_MAP_Y),
$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
$screen(SCREEN_X, SCREEN_Y),
$map_screen(0,0)
$map_screen(0,0),
$map_font_size(BASE_MAP_FONT_SIZE)
{
$font.loadFromFile("./assets/text.otf");
// calculate display size
sf::Glyph base_glyph = $font.getGlyph(L'', MAP_FONT_SIZE, false);
auto bounds = base_glyph.bounds;
$view_port = {
size_t(std::ceil((VIDEO_X - GAME_MAP_POS) / bounds.width)),
size_t(std::ceil(VIDEO_Y / bounds.height))
};
// set canvas to best size
$canvas = Canvas($view_port.x * 2, $view_port.y * 4);
$map_screen = Screen($view_port.x, $view_port.y);
resize_map(BASE_MAP_FONT_SIZE);
int res = $hit_buf.loadFromFile("./assets/hit.wav");
dbc::check(res, "failed to load hit.wav");
$hit_sound.setBuffer($hit_buf);
@ -128,6 +117,10 @@ bool GUI::handle_events() {
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
player_motion.dy = 1;
event_happened = true;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Equal)) {
resize_map($map_font_size + 10);
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Hyphen)) {
resize_map($map_font_size - 10);
}
}
}
@ -138,11 +131,12 @@ bool GUI::handle_events() {
sf::Sprite &GUI::get_text_sprite(wchar_t tile) {
if(!$sprites.contains(tile)) {
sf::Glyph glyph = $font.getGlyph(tile, MAP_FONT_SIZE, false);
$sprites.clear();
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);
$font_texture = $font.getTexture($map_font_size);
sf::Sprite sprite($font_texture);
sprite.setTextureRect(glyph.textureRect);
$sprites[tile] = sprite;
@ -158,6 +152,21 @@ void GUI::run_systems() {
System::combat($world, player);
}
void GUI::resize_map(int new_size) {
if(MIN_FONT_SIZE < new_size && new_size < MAX_FONT_SIZE) {
$map_font_size = new_size;
sf::Glyph base_glyph = $font.getGlyph(L'', $map_font_size, false);
auto bounds = base_glyph.bounds;
$view_port = {
size_t(std::ceil((VIDEO_X - GAME_MAP_POS) / bounds.width)),
size_t(std::ceil(VIDEO_Y / bounds.height))
};
// set canvas to best size
$canvas = Canvas($view_port.x * 2, $view_port.y * 4);
$map_screen = Screen($view_port.x, $view_port.y);
}
}
void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) {
if(clear) $window.clear();
std::string screenout = $screen.ToString();
@ -170,8 +179,8 @@ void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) {
float y = 0.0f;
float x = GAME_MAP_POS;
const float line_spacing = $font.getLineSpacing(MAP_FONT_SIZE);
sf::Glyph base_glyph = $font.getGlyph(L'', MAP_FONT_SIZE, false);
const float line_spacing = $font.getLineSpacing($map_font_size);
sf::Glyph base_glyph = $font.getGlyph(L'', $map_font_size, false);
auto bg_sprite = get_text_sprite(L'');
bg_sprite.setColor(sf::Color(20,20,20));
auto add_sprite = get_text_sprite(L'!');

@ -17,6 +17,8 @@
using std::string;
using ftxui::Canvas, ftxui::Component, ftxui::Screen;
constexpr int MIN_FONT_SIZE = 20;
constexpr int MAX_FONT_SIZE = 140;
constexpr int GAME_MAP_X = 90;
constexpr int GAME_MAP_Y = 90;
constexpr int GAME_MAP_POS = 600;
@ -24,8 +26,8 @@ constexpr int SCREEN_X = 40;
constexpr int SCREEN_Y = 30;
constexpr int VIDEO_X = 1600;
constexpr int VIDEO_Y = 900;
constexpr int MAP_FONT_SIZE=90;
constexpr int UI_FONT_SIZE=30;
constexpr int BASE_MAP_FONT_SIZE=90;
enum class Value {
BLACK=0, DARK_DARK, DARK_MID,
@ -51,6 +53,7 @@ class GUI {
sf::Texture $font_texture;
std::unordered_map<wchar_t, sf::Sprite> $sprites;
Point $view_port = {0,0};
int $map_font_size;
public:
GUI();
@ -66,6 +69,7 @@ public:
void shake();
void configure_world();
void run_systems();
void resize_map(int new_size);
sf::Sprite &get_text_sprite(wchar_t tile);
int main();

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