Now have a nice panel to hold all the UI panels we'll use later.

main
Zed A. Shaw 1 month ago
parent baaf56d4de
commit 9bc9c9007f
  1. 52
      ansi_parser.cpp
  2. 1
      ansi_parser.hpp
  3. 6
      ansi_parser.rl
  4. 35
      gui.cpp
  5. 8
      gui.hpp
  6. 2
      meson.build
  7. 24
      panel.cpp
  8. 39
      panel.hpp
  9. 26
      render.cpp
  10. 7
      render.hpp
  11. 1
      status.txt
  12. 5
      tests/ansi_parser.cpp

@ -2,7 +2,6 @@
#line 1 "ansi_parser.rl"
#include <fmt/core.h>
#include <string_view>
#include <charconv>
#include "dbc.hpp"
#include <SFML/Graphics.hpp>
#include "ansi_parser.hpp"
@ -10,11 +9,11 @@
using namespace fmt;
#line 81 "ansi_parser.rl"
#line 80 "ansi_parser.rl"
#line 13 "ansi_parser.cpp"
#line 12 "ansi_parser.cpp"
static const char _foo_actions[] = {
0, 1, 0, 1, 3, 1, 4, 1,
5, 1, 6, 1, 7, 1, 11, 1,
@ -85,7 +84,7 @@ static const int foo_error = 0;
static const int foo_en_main = 19;
#line 84 "ansi_parser.rl"
#line 83 "ansi_parser.rl"
#include <ftxui/screen/terminal.hpp>
@ -99,11 +98,6 @@ ANSIParser::ANSIParser(sf::Color default_fg, sf::Color default_bg) :
}
}
bool ANSIParser::parse(const std::string &screen, WriteCB write) {
std::wstring screen_utf8 = $converter.from_bytes(screen);
return parse(screen_utf8, write);
}
bool ANSIParser::parse(std::wstring_view codes, WriteCB write) {
const wchar_t *start = NULL;
int cs = 0;
@ -116,14 +110,14 @@ bool ANSIParser::parse(std::wstring_view codes, WriteCB write) {
sf::Color &target = color;
#line 111 "ansi_parser.cpp"
#line 105 "ansi_parser.cpp"
{
cs = foo_start;
}
#line 114 "ansi_parser.rl"
#line 108 "ansi_parser.rl"
#line 114 "ansi_parser.cpp"
#line 108 "ansi_parser.cpp"
{
int _klen;
unsigned int _trans;
@ -197,13 +191,13 @@ _match:
switch ( *_acts++ )
{
case 0:
#line 14 "ansi_parser.rl"
#line 13 "ansi_parser.rl"
{
start = p;
}
break;
case 1:
#line 18 "ansi_parser.rl"
#line 17 "ansi_parser.rl"
{
value = 0;
size_t len = p - start;
@ -227,56 +221,56 @@ _match:
}
break;
case 2:
#line 40 "ansi_parser.rl"
#line 39 "ansi_parser.rl"
{ }
break;
case 3:
#line 41 "ansi_parser.rl"
#line 40 "ansi_parser.rl"
{
target = color;
}
break;
case 4:
#line 44 "ansi_parser.rl"
#line 43 "ansi_parser.rl"
{
target = bgcolor;
}
break;
case 5:
#line 48 "ansi_parser.rl"
#line 47 "ansi_parser.rl"
{
write(bgcolor, color, (*p));
}
break;
case 6:
#line 52 "ansi_parser.rl"
#line 51 "ansi_parser.rl"
{ color = $default_fg; }
break;
case 7:
#line 53 "ansi_parser.rl"
#line 52 "ansi_parser.rl"
{ bgcolor = $default_bg; }
break;
case 8:
#line 55 "ansi_parser.rl"
#line 54 "ansi_parser.rl"
{ target.r = value; }
break;
case 9:
#line 56 "ansi_parser.rl"
#line 55 "ansi_parser.rl"
{ target.g = value; }
break;
case 10:
#line 57 "ansi_parser.rl"
#line 56 "ansi_parser.rl"
{ target.b = value; }
break;
case 11:
#line 58 "ansi_parser.rl"
#line 57 "ansi_parser.rl"
{ value = 0; }
break;
case 12:
#line 59 "ansi_parser.rl"
#line 58 "ansi_parser.rl"
{ }
break;
#line 253 "ansi_parser.cpp"
#line 247 "ansi_parser.cpp"
}
}
@ -293,10 +287,10 @@ _again:
while ( __nacts-- > 0 ) {
switch ( *__acts++ ) {
case 12:
#line 59 "ansi_parser.rl"
#line 58 "ansi_parser.rl"
{ }
break;
#line 271 "ansi_parser.cpp"
#line 265 "ansi_parser.cpp"
}
}
}
@ -304,7 +298,7 @@ _again:
_out: {}
}
#line 115 "ansi_parser.rl"
#line 109 "ansi_parser.rl"
return p - pe == 0;
}

@ -16,6 +16,5 @@ public:
// disable copying
ANSIParser(ANSIParser& ap) = delete;
bool parse(const std::string &screen, WriteCB write);
bool parse(std::wstring_view codes, WriteCB write);
};

@ -1,6 +1,5 @@
#include <fmt/core.h>
#include <string_view>
#include <charconv>
#include "dbc.hpp"
#include <SFML/Graphics.hpp>
#include "ansi_parser.hpp"
@ -94,11 +93,6 @@ ANSIParser::ANSIParser(sf::Color default_fg, sf::Color default_bg) :
}
}
bool ANSIParser::parse(const std::string &screen, WriteCB write) {
std::wstring screen_utf8 = $converter.from_bytes(screen);
return parse(screen_utf8, write);
}
bool ANSIParser::parse(std::wstring_view codes, WriteCB write) {
const wchar_t *start = NULL;
int cs = 0;

@ -32,9 +32,9 @@ using namespace components;
GUI::GUI(DinkyECS::World &world, Map& game_map) :
$game_map(game_map),
$log({{"Welcome to the game!"}}),
$status_ui(SCREEN_X, SCREEN_Y, 0, 0),
$map_view(0, 0, GAME_MAP_POS, 0, false),
$view_port{0,0},
$status_screen(SCREEN_X, SCREEN_Y),
$map_screen(0,0),
$world(world),
$sounds("./assets"),
$renderer()
@ -52,7 +52,7 @@ void GUI::resize_map(int new_size) {
if($renderer.resize_map(new_size, $view_port)) {
// set canvas to best size
$canvas = Canvas($view_port.x * 2, $view_port.y * 4);
$map_screen = Screen($view_port.x, $view_port.y);
$map_view.resize($view_port.x, $view_port.y);
}
}
@ -65,17 +65,12 @@ void GUI::create_renderer() {
Terminal::SetColorSupport(Terminal::Color::TrueColor);
auto player = $world.get_the<Player>();
$map_view = Renderer([&] {
$map_view.set_renderer([&] {
System::draw_map($world, $game_map, $canvas, $view_port.x, $view_port.y);
return canvas($canvas);
});
$prompt = Renderer([&] {
return hbox({hflow(vbox(text("HELLO!")))}) | border;
});
$status_ui = Renderer([&, player]{
$status_ui.set_renderer([&, player]{
const auto& player_combat = $world.get<Combat>(player.entity);
const auto& inventory = $world.get<Inventory>(player.entity);
$status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!";
@ -194,10 +189,10 @@ void GUI::run_systems() {
void GUI::shake() {
for(int i = 0; i < 10; ++i) {
int x = Random::uniform<int>(-10,10);
int y = Random::uniform<int>(-10,10);
int x = Random::uniform<int>(-20,20);
int y = Random::uniform<int>(-20,20);
// add x/y back to draw screen
$renderer.draw_screen($map_screen, x, y);
$renderer.draw_screen($map_view, x, y);
std::this_thread::sleep_for(1ms);
}
}
@ -205,18 +200,8 @@ void GUI::shake() {
void GUI::render_scene() {
$renderer.clear();
$status_screen.Clear();
Render($status_screen, $status_ui->Render());
$renderer.draw_text_ui($status_screen, 0, 0);
Render($map_screen, $map_view->Render());
$renderer.draw_screen($map_screen);
/*
Screen prompt_screen(30,10);
Render(prompt_screen, $prompt->Render());
$renderer.draw_text_ui(prompt_screen, 700, 300);
*/
$renderer.draw_text_ui($status_ui);
$renderer.draw_screen($map_view);
$renderer.display();
}

@ -14,6 +14,7 @@
#include "components.hpp"
#include "sound.hpp"
#include "render.hpp"
#include "panel.hpp"
using std::string;
using ftxui::Canvas, ftxui::Component, ftxui::Screen;
@ -35,14 +36,11 @@ struct ActionLog {
class GUI {
string $status_text = "NOT DEAD";
Canvas $canvas;
Component $status_ui;
Component $prompt;
Component $map_view;
Map& $game_map;
ActionLog $log;
Panel $status_ui;
Panel $map_view;
Point $view_port;
Screen $status_screen;
Screen $map_screen;
DinkyECS::World& $world;
SoundManager $sounds;
SFMLRender $renderer;

@ -22,6 +22,7 @@ runtests = executable('runtests', [
'ansi_parser.cpp',
'config.cpp',
'save.cpp',
'panel.cpp',
'tests/fsm.cpp',
'tests/dbc.cpp',
'tests/map.cpp',
@ -48,6 +49,7 @@ roguish = executable('roguish', [
'render.cpp',
'config.cpp',
'save.cpp',
'panel.cpp',
],
dependencies: dependencies)

@ -0,0 +1,24 @@
#include "panel.hpp"
void Panel::resize(int width, int height) {
$screen = Screen(width, height);
}
void Panel::set_renderer(std::function< Element()> render) {
$component = Renderer(render);
}
Screen &Panel::render() {
if($must_clear) $screen.Clear();
Render($screen, $component->Render());
return $screen;
}
std::wstring Panel::to_string() {
std::string screenout = $screen.ToString();
return $converter.from_bytes(screenout);
}
Screen &Panel::screen() {
return $screen;
}

@ -0,0 +1,39 @@
#pragma once
#include <ftxui/dom/node.hpp> // for Render
#include <ftxui/component/component.hpp>
#include <ftxui/screen/screen.hpp>
#include <ftxui/dom/canvas.hpp>
#include <ftxui/screen/screen.hpp>
#include <ftxui/dom/canvas.hpp>
#include <ftxui/screen/screen.hpp>
#include <ftxui/dom/canvas.hpp>
#include <locale>
#include <codecvt>
using ftxui::Renderer, ftxui::Component, ftxui::Element, ftxui::Screen;
struct Panel {
int x;
int y;
int width;
int height;
Component $component;
Screen $screen;
bool $must_clear = true;
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> $converter;
Panel(int width, int height, int x, int y, bool must_clear=true) :
x(x),
y(y),
width(width),
height(height),
$screen(width, height),
$must_clear(must_clear)
{};
void resize(int width, int height);
void set_renderer(std::function< Element()> render);
Screen &render();
std::wstring to_string();
Screen &screen();
};

@ -104,7 +104,7 @@ inline void configure_tile(const sf::Sprite &sprite, sf::FloatRect &sp_bounds,
height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0;
}
void SFMLRender::render_text(std::string &text, float x, float y) {
void SFMLRender::render_text(std::wstring &text, float x, float y) {
wchar_t last_tile = '#';
sf::FloatRect sp_bounds;
float width_delta = 0;
@ -141,24 +141,24 @@ void SFMLRender::render_text(std::string &text, float x, float y) {
});
}
void SFMLRender::draw_text_ui(Screen &screen, float x, float y) {
void SFMLRender::draw_text_ui(Panel &panel) {
sf::RectangleShape backing(
sf::Vector2f($ui_bounds.width * screen.dimx(),
$ui_bounds.height * screen.dimy()));
sf::Vector2f($ui_bounds.width * panel.width,
$ui_bounds.height * panel.height));
backing.setFillColor(sf::Color(0, 0, 0));
backing.setPosition(x, y);
backing.setPosition(panel.x, panel.y);
$window.draw(backing);
std::string screenout = screen.ToString();
std::wstring main_screen_utf8 = $converter.from_bytes(screenout);
$ui_text.setPosition(x, y);
$ui_text.setString(main_screen_utf8);
panel.render();
std::wstring panelout = panel.to_string();
$ui_text.setPosition(panel.x, panel.y);
$ui_text.setString(panelout);
$window.draw($ui_text);
}
void SFMLRender::draw_screen(Screen &screen, float x, float y) {
std::string screenout = screen.ToString();
render_text(screenout, GAME_MAP_POS+x, y);
void SFMLRender::draw_screen(Panel &panel, float x, float y) {
panel.render();
std::wstring panelout = panel.to_string();
render_text(panelout, panel.x + x, panel.y + y);
}

@ -9,6 +9,7 @@
#include "point.hpp"
#include <codecvt>
#include "ansi_parser.hpp"
#include "panel.hpp"
using ftxui::Canvas, ftxui::Screen;
@ -54,9 +55,9 @@ struct SFMLRender {
sf::Color color(Value val);
sf::Sprite &get_text_sprite(wchar_t tile);
bool resize_map(int new_size, Point &view_port);
void render_text(std::string &text, float x, float y);
void draw_text_ui(Screen &screen, float x, float y);
void draw_screen(Screen &screen, float map_off_x=0.0f, float map_off_y=0.0f);
void render_text(std::wstring &text, float x, float y);
void draw_text_ui(Panel &panel);
void draw_screen(Panel &panel, float map_off_x=0.0f, float map_off_y=0.0f);
bool poll_event(sf::Event &event) {
return $window.pollEvent(event);

@ -2,6 +2,7 @@ NOTES:
TODO:
* camera shake broken
* draw_screen doesn't do x axis offset render
* Can std::any be defaulted to a noop in the events?
* Save file isn't saving gold.

@ -56,11 +56,14 @@ TEST_CASE("test out ragel parser", "[gui]") {
// this sets the Truecolor so need to do it first
ANSIParser ansi(default_fg, default_bg);
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> $converter;
std::string colors = generate_colors();
std::wstring colors_utf = $converter.from_bytes(colors);
std::cout << colors;
bool good = ansi.parse(colors, [&](sf::Color bgcolor, sf::Color color, wchar_t ch) {
bool good = ansi.parse(colors_utf, [&](sf::Color bgcolor, sf::Color color, wchar_t ch) {
bool correct_char = ch == '#' || ch == ' ' || ch == '\n' || ch == '\r';
REQUIRE(correct_char);
});

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