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#include "render.hpp" |
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#include <cmath> |
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std::array<sf::Color, 10> VALUES{ |
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sf::Color{1, 4, 2}, // black
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sf::Color{9, 29, 16}, // dark dark
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sf::Color{14, 50, 26}, // dark mid
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sf::Color{0, 109, 44}, // dark light
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sf::Color{63, 171, 92}, // mid
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sf::Color{161, 217, 155}, // light dark
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sf::Color{199, 233, 192}, // light mid
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sf::Color{229, 245, 224}, // light light
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sf::Color{255, 255, 255}, // white
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sf::Color::Transparent, // white
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}; |
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sf::Color SFMLRender::color(int val) { |
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return VALUES[size_t(val)]; |
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} |
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sf::Color SFMLRender::color(Value val) { |
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return VALUES[size_t(val)]; |
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} |
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SFMLRender::SFMLRender(Canvas &canvas, Screen &map_screen, Screen &screen) : |
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$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"), |
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$map_font_size(BASE_MAP_FONT_SIZE), |
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$line_spacing(0), |
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$canvas(canvas), |
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$map_screen(map_screen), |
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$screen(screen) |
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{ |
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$font.loadFromFile("./assets/text.otf"); |
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$ui_text.setFont($font); |
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$ui_text.setPosition(0,0); |
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$ui_text.setCharacterSize(UI_FONT_SIZE); |
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$ui_text.setFillColor(color(Value::LIGHT_LIGHT)); |
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} |
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sf::Sprite &SFMLRender::get_text_sprite(wchar_t tile) { |
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if(!$sprites.contains(tile)) { |
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sf::Glyph glyph = $font.getGlyph(tile, $map_font_size, false); |
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// WARNING! we actually have to do this here because SFML caches
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// the glyphs on the font texture, so this gets loaded each time
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// we get a new glyph from the font.
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$font_texture = $font.getTexture($map_font_size); |
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sf::Sprite sprite($font_texture); |
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sprite.setTextureRect(glyph.textureRect); |
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$sprites[tile] = sprite; |
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} |
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return $sprites[tile]; |
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} |
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bool SFMLRender::resize_map(int new_size) { |
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if(MIN_FONT_SIZE < new_size && new_size < MAX_FONT_SIZE) { |
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$sprites.clear(); // need to reset the sprites for the new size
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$map_font_size = new_size; |
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$base_glyph = $font.getGlyph(L'█', $map_font_size, false); |
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$line_spacing = $font.getLineSpacing($map_font_size); |
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return true; |
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} else { |
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// something else here
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return false; |
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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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std::string screenout = $screen.ToString(); |
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std::wstring main_screen_utf8 = $converter.from_bytes(screenout); |
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$ui_text.setString(main_screen_utf8); |
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$window.draw($ui_text); |
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std::string map_screenout = $map_screen.ToString(); |
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std::wstring map_screen_utf8 = $converter.from_bytes(map_screenout); |
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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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auto bg_sprite = get_text_sprite(L'█'); |
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auto bg_bounds = bg_sprite.getLocalBounds(); |
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bg_sprite.setColor(sf::Color(20,20,20)); |
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auto add_sprite = get_text_sprite(L'!'); |
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bool has_add = false; |
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for(size_t i = 0; i < map_screen_utf8.size(); i++) { |
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wchar_t tile = map_screen_utf8[i]; |
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if(tile == L'\n') { |
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// don't bother processing newlines, just skip
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y += $line_spacing; |
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x = GAME_MAP_POS; |
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} else if(tile == L'\r') { |
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continue; // skip these, just windows junk
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} else { |
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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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// 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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// TODO: need to center it inside the bg_sprite
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sprite.setPosition({x+width_delta+map_off_x, y+height_delta+map_off_y}); |
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// get the entity combat and make them light gray if dead
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if(tile == L'█') { |
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sprite.setColor(sf::Color(80,80,80)); |
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} else if(tile == L'☺') { |
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sprite.setColor(sf::Color::Blue); |
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} else if(tile == L'Ω') { |
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sprite.setColor(sf::Color::Red); |
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// HACK: just playing with adding multiple characters for drawing
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add_sprite.setColor(sf::Color::Red); |
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add_sprite.setPosition({x-3,y-3}); |
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has_add = true; |
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} else if(tile == L'#') { |
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sprite.setColor(sf::Color(5,5,5)); |
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} else { |
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sprite.setColor(color(Value::MID)); |
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} |
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// now draw the background sprite and sprite
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// TODO: this can become a standard sprite description
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$window.draw(bg_sprite); |
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$window.draw(sprite); |
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if(has_add) { |
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$window.draw(add_sprite); |
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has_add = false; |
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} |
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// next cell
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x += $base_glyph.advance; |
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} |
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} |
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$window.display(); |
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} |
@ -0,0 +1,53 @@ |
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#pragma once |
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#include <ftxui/screen/screen.hpp> |
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#include <ftxui/dom/canvas.hpp> |
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#include <SFML/Window.hpp> |
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#include <SFML/System.hpp> |
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#include <SFML/Graphics.hpp> |
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#include "point.hpp" |
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#include <codecvt> |
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using ftxui::Canvas, ftxui::Screen; |
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constexpr int VIDEO_X = 1600; |
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constexpr int VIDEO_Y = 900; |
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constexpr int MIN_FONT_SIZE = 20; |
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constexpr int MAX_FONT_SIZE = 140; |
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constexpr int GAME_MAP_X = 90; |
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constexpr int GAME_MAP_Y = 90; |
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constexpr int GAME_MAP_POS = 600; |
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constexpr int UI_FONT_SIZE=30; |
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constexpr int BASE_MAP_FONT_SIZE=90; |
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enum class Value { |
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BLACK=0, DARK_DARK, DARK_MID, |
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DARK_LIGHT, MID, LIGHT_DARK, LIGHT_MID, |
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LIGHT_LIGHT, WHITE, TRANSPARENT |
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}; |
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struct SFMLRender { |
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sf::RenderWindow $window; |
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int $map_font_size; |
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float $line_spacing; |
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std::unordered_map<wchar_t, sf::Sprite> $sprites; |
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sf::Font $font; |
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sf::Texture $font_texture; |
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sf::Glyph $base_glyph; |
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Canvas& $canvas; |
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Screen& $map_screen; |
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Screen& $screen; |
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sf::Text $ui_text; |
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> $converter; |
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SFMLRender(Canvas &canvas, Screen &map_screen, Screen &screen); |
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// disable copy
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SFMLRender(SFMLRender &other) = delete; |
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sf::Color color(int val); |
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sf::Color color(Value val); |
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sf::Sprite &get_text_sprite(wchar_t tile); |
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bool resize_map(int new_size); |
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void draw_screen(bool clear=true, float map_off_x=0.0f, float map_off_y=0.0f); |
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}; |
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