A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits.

main
Zed A. Shaw 1 month ago
parent 9083582420
commit e57a13846f
  1. 89
      gui.cpp
  2. 4
      gui.hpp

@ -55,7 +55,9 @@ GUI::GUI() :
$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"), $window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
$screen(SCREEN_X, SCREEN_Y), $screen(SCREEN_X, SCREEN_Y),
$map_screen(0,0), $map_screen(0,0),
$map_font_size(BASE_MAP_FONT_SIZE) $view_port{0,0},
$map_font_size(BASE_MAP_FONT_SIZE),
$line_spacing(0)
{ {
$font.loadFromFile("./assets/text.otf"); $font.loadFromFile("./assets/text.otf");
resize_map(BASE_MAP_FONT_SIZE); resize_map(BASE_MAP_FONT_SIZE);
@ -131,7 +133,6 @@ bool GUI::handle_events() {
sf::Sprite &GUI::get_text_sprite(wchar_t tile) { sf::Sprite &GUI::get_text_sprite(wchar_t tile) {
if(!$sprites.contains(tile)) { if(!$sprites.contains(tile)) {
$sprites.clear();
sf::Glyph glyph = $font.getGlyph(tile, $map_font_size, false); sf::Glyph glyph = $font.getGlyph(tile, $map_font_size, false);
// WARNING! we actually have to do this here because SFML caches // WARNING! we actually have to do this here because SFML caches
// the glyphs on the font texture, so this gets loaded each time // the glyphs on the font texture, so this gets loaded each time
@ -154,9 +155,11 @@ void GUI::run_systems() {
void GUI::resize_map(int new_size) { void GUI::resize_map(int new_size) {
if(MIN_FONT_SIZE < new_size && new_size < MAX_FONT_SIZE) { if(MIN_FONT_SIZE < new_size && new_size < MAX_FONT_SIZE) {
$sprites.clear(); // need to reset the sprites for the new size
$map_font_size = new_size; $map_font_size = new_size;
sf::Glyph base_glyph = $font.getGlyph(L'', $map_font_size, false); $base_glyph = $font.getGlyph(L'', $map_font_size, false);
auto bounds = base_glyph.bounds; auto bounds = $base_glyph.bounds;
$line_spacing = $font.getLineSpacing($map_font_size);
$view_port = { $view_port = {
size_t(std::ceil((VIDEO_X - GAME_MAP_POS) / bounds.width)), size_t(std::ceil((VIDEO_X - GAME_MAP_POS) / bounds.width)),
size_t(std::ceil(VIDEO_Y / bounds.height)) size_t(std::ceil(VIDEO_Y / bounds.height))
@ -179,48 +182,64 @@ void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) {
float y = 0.0f; float y = 0.0f;
float x = GAME_MAP_POS; float x = GAME_MAP_POS;
const float line_spacing = $font.getLineSpacing($map_font_size); // make a copy so we don't modify the cached one
sf::Glyph base_glyph = $font.getGlyph(L'', $map_font_size, false);
auto bg_sprite = get_text_sprite(L''); auto bg_sprite = get_text_sprite(L'');
auto bg_bounds = bg_sprite.getLocalBounds();
bg_sprite.setColor(sf::Color(20,20,20)); bg_sprite.setColor(sf::Color(20,20,20));
auto add_sprite = get_text_sprite(L'!'); auto add_sprite = get_text_sprite(L'!');
bool has_add = false; bool has_add = false;
for(size_t i = 0; i < map_screen_utf8.size(); i++) { for(size_t i = 0; i < map_screen_utf8.size(); i++) {
wchar_t tile = map_screen_utf8[i]; wchar_t tile = map_screen_utf8[i];
sf::Sprite &sprite = get_text_sprite(tile);
sprite.setPosition({x, y}); if(tile == L'\n') {
bg_sprite.setPosition({x, y}); // don't bother processing newlines, just skip
y += $line_spacing;
if(tile == L'') {
sprite.setColor(sf::Color(80,80,80));
} else if(tile == L'') {
sprite.setColor(sf::Color::Blue);
} else if(tile == L'Ω') {
sprite.setColor(sf::Color::Red);
add_sprite.setColor(sf::Color::Red);
add_sprite.setPosition({x-3,y-3});
has_add = true;
} else if(tile == L'#') {
sprite.setColor(sf::Color(5,5,5));
} else if(tile == L'\r') {
continue; // skip these, just windows junk
} else if(tile == L'\n') {
// newline
y += line_spacing;
x = GAME_MAP_POS; x = GAME_MAP_POS;
continue; } else if(tile == L'\r') {
continue; // skip these, just windows junk
} else { } else {
sprite.setColor(color(Value::MID)); // it's a visual cell
} bg_sprite.setPosition({x, y});
sf::Sprite &sprite = get_text_sprite(tile);
// should look into caching all this instead of calcing it each time
auto sp_bounds = sprite.getLocalBounds();
// calculate where to center the sprite, but only if it's smaller
auto width_delta = bg_bounds.width > sp_bounds.width ? (bg_bounds.width - sp_bounds.width) / 2 : 0;
auto height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0;
// TODO: need to center it inside the bg_sprite
sprite.setPosition({x+width_delta, y+height_delta});
if(tile == L'') {
sprite.setColor(sf::Color(80,80,80));
} else if(tile == L'') {
sprite.setColor(sf::Color::Blue);
} else if(tile == L'Ω') {
sprite.setColor(sf::Color::Red);
// HACK: just playing with adding multiple characters for drawing
add_sprite.setColor(sf::Color::Red);
add_sprite.setPosition({x-3,y-3});
has_add = true;
} else if(tile == L'#') {
sprite.setColor(sf::Color(5,5,5));
} else {
sprite.setColor(color(Value::MID));
}
$window.draw(bg_sprite); // now draw the background sprite and sprite
$window.draw(sprite); // TODO: this can become a standard sprite description
if(has_add) { $window.draw(bg_sprite);
$window.draw(add_sprite); $window.draw(sprite);
has_add = false; if(has_add) {
$window.draw(add_sprite);
has_add = false;
}
// next cell
x += $base_glyph.advance;
} }
x += base_glyph.advance;
} }
$window.display(); $window.display();

@ -52,8 +52,10 @@ class GUI {
DinkyECS::World $world; DinkyECS::World $world;
sf::Texture $font_texture; sf::Texture $font_texture;
std::unordered_map<wchar_t, sf::Sprite> $sprites; std::unordered_map<wchar_t, sf::Sprite> $sprites;
Point $view_port = {0,0}; Point $view_port;
int $map_font_size; int $map_font_size;
sf::Glyph $base_glyph;
float $line_spacing;
public: public:
GUI(); GUI();

Loading…
Cancel
Save