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@ -55,7 +55,9 @@ GUI::GUI() : |
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$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"), |
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$screen(SCREEN_X, SCREEN_Y), |
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$map_screen(0,0), |
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$map_font_size(BASE_MAP_FONT_SIZE) |
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$view_port{0,0}, |
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$map_font_size(BASE_MAP_FONT_SIZE), |
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$line_spacing(0) |
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{ |
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$font.loadFromFile("./assets/text.otf"); |
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resize_map(BASE_MAP_FONT_SIZE); |
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@ -131,7 +133,6 @@ bool GUI::handle_events() { |
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sf::Sprite &GUI::get_text_sprite(wchar_t tile) { |
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if(!$sprites.contains(tile)) { |
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$sprites.clear(); |
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sf::Glyph glyph = $font.getGlyph(tile, $map_font_size, false); |
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// WARNING! we actually have to do this here because SFML caches
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// the glyphs on the font texture, so this gets loaded each time
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@ -154,9 +155,11 @@ void GUI::run_systems() { |
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void GUI::resize_map(int new_size) { |
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if(MIN_FONT_SIZE < new_size && new_size < MAX_FONT_SIZE) { |
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$sprites.clear(); // need to reset the sprites for the new size
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$map_font_size = new_size; |
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sf::Glyph base_glyph = $font.getGlyph(L'█', $map_font_size, false); |
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auto bounds = base_glyph.bounds; |
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$base_glyph = $font.getGlyph(L'█', $map_font_size, false); |
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auto bounds = $base_glyph.bounds; |
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$line_spacing = $font.getLineSpacing($map_font_size); |
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$view_port = { |
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size_t(std::ceil((VIDEO_X - GAME_MAP_POS) / bounds.width)), |
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size_t(std::ceil(VIDEO_Y / bounds.height)) |
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@ -179,48 +182,64 @@ void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) { |
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float y = 0.0f; |
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float x = GAME_MAP_POS; |
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const float line_spacing = $font.getLineSpacing($map_font_size); |
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sf::Glyph base_glyph = $font.getGlyph(L'█', $map_font_size, false); |
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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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sf::Sprite &sprite = get_text_sprite(tile); |
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sprite.setPosition({x, y}); |
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bg_sprite.setPosition({x, y}); |
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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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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 if(tile == L'\r') { |
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continue; // skip these, just windows junk
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} else if(tile == L'\n') { |
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// newline
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y += line_spacing; |
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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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continue; |
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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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sprite.setColor(color(Value::MID)); |
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} |
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// it's a visual cell
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bg_sprite.setPosition({x, 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, y+height_delta}); |
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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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$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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// 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 += $base_glyph.advance; |
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} |
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x += base_glyph.advance; |
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} |
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$window.display(); |
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