#include "render.hpp" #include "ansi_parser.hpp" #include #include #include #include "map.hpp" using namespace fmt; std::array VALUES{ sf::Color{1, 4, 2}, // black sf::Color{9, 29, 16}, // dark dark sf::Color{14, 50, 26}, // dark mid sf::Color{0, 109, 44}, // dark light sf::Color{63, 171, 92}, // mid sf::Color{161, 217, 155}, // light dark sf::Color{199, 233, 192}, // light mid sf::Color{229, 245, 224}, // light light sf::Color{255, 255, 255}, // white sf::Color::Transparent, // white }; sf::Color SFMLRender::color(int val) { return VALUES[size_t(val)]; } sf::Color SFMLRender::color(Value val) { return VALUES[size_t(val)]; } SFMLRender::SFMLRender() : $window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"), $map_font_size(0), $line_spacing(0), $default_fg(color(Value::LIGHT_MID)), $default_bg(color(Value::BLACK)), $ansi($default_fg, $default_bg) { // force true color, but maybe I want to support different color sets $font.loadFromFile("./assets/text.otf"); $ui_text.setFont($font); $ui_text.setPosition(0,0); $ui_text.setCharacterSize(UI_FONT_SIZE); $ui_text.setFillColor(color(Value::LIGHT_MID)); sf::Glyph glyph = $font.getGlyph(L'H', UI_FONT_SIZE, false); $ui_bounds = glyph.bounds; } sf::Sprite &SFMLRender::get_text_sprite(wchar_t tile) { if(!$sprites.contains(tile)) { 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); sf::Sprite sprite($font_texture); sprite.setTextureRect(glyph.textureRect); $sprites[tile] = sprite; } return $sprites[tile]; } inline bool base_glyph_check(sf::Font &font, sf::Glyph &base_glyph, Point &view_port, int &font_size, int new_size) { auto glyph = font.getGlyph(BG_TILE, new_size, false); int view_x = std::ceil((VIDEO_X - GAME_MAP_POS) / glyph.bounds.width); int view_y = std::ceil(VIDEO_Y / glyph.bounds.height); // don't allow resizing beyond/below game map size if(view_x <= GAME_MAP_X && view_y <= GAME_MAP_Y) { // looks good, set 'em all base_glyph = glyph; view_port = {size_t(view_x), size_t(view_y)}; font_size = new_size; return true; } else { return false; } } bool SFMLRender::resize_map(int new_size, Point &view_port) { if($map_font_size == new_size || new_size < MIN_FONT_SIZE || new_size > MAX_FONT_SIZE) return false; if(base_glyph_check($font, $base_glyph, view_port, $map_font_size, new_size)) { $sprites.clear(); // need to reset the sprites for the new size $line_spacing = $font.getLineSpacing($map_font_size); $bg_sprite = get_text_sprite(BG_TILE); $bg_bounds = $bg_sprite.getLocalBounds(); return true; } else { // something else here return false; } } inline void configure_tile(const sf::Sprite &sprite, sf::FloatRect &sp_bounds, sf::FloatRect bg_bounds, float &width_delta, float &height_delta) { // should look into caching all this instead of calcing it each time sp_bounds = sprite.getLocalBounds(); // calculate where to center the sprite, but only if it's smaller width_delta = bg_bounds.width > sp_bounds.width ? (bg_bounds.width - sp_bounds.width) / 2 : 0; 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) { wchar_t last_tile = '#'; sf::FloatRect sp_bounds; float width_delta = 0; float height_delta = 0; sf::Sprite &sprite = get_text_sprite(last_tile); // make a copy so we don't modify the cached one $ansi.parse(text, [&](sf::Color bg, sf::Color fg, wchar_t tile) { if(tile == '\n') { // don't bother processing newlines, just skip y += $line_spacing; x = GAME_MAP_POS; } else if(tile == L'\r') { return; // skip these, just windows junk } else { $bg_sprite.setPosition({x, y}); $bg_sprite.setColor(bg); // only get a new sprite if the tile changed if(last_tile != tile) { last_tile = tile; // update last tile seen sprite = get_text_sprite(tile); configure_tile(sprite, sp_bounds, $bg_bounds, width_delta, height_delta); } sprite.setPosition({x+width_delta, y+height_delta}); sprite.setColor(fg); $window.draw($bg_sprite); $window.draw(sprite); // next cell x += $base_glyph.advance; } }); } void SFMLRender::draw_text_ui(Screen &screen, float x, float y) { sf::RectangleShape backing( sf::Vector2f($ui_bounds.width * screen.dimx() * 1.4, $ui_bounds.height * screen.dimy() * 1.6)); backing.setFillColor(sf::Color(0, 0, 0)); backing.setPosition(x, 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); $window.draw($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); }