#include "render.hpp" #include "ansi_parser.hpp" #include #include #include 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(Canvas &canvas, Screen &map_screen, Screen &screen) : $window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"), $map_font_size(BASE_MAP_FONT_SIZE), $line_spacing(0), $canvas(canvas), $map_screen(map_screen), $screen(screen), $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); $ui_text.setFillColor(color(Value::LIGHT_LIGHT)); } sf::Sprite &SFMLRender::get_text_sprite(wchar_t tile) { if(!$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]; } bool SFMLRender::resize_map(int new_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; $base_glyph = $font.getGlyph(BG_TILE, $map_font_size, false); $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; } } void SFMLRender::draw_main_ui() { std::string screenout = $screen.ToString(); std::wstring main_screen_utf8 = $converter.from_bytes(screenout); $ui_text.setString(main_screen_utf8); $window.draw($ui_text); } void SFMLRender::render_text(std::string &text, float x, float y) { // 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}); sf::Sprite &sprite = get_text_sprite(tile); $bg_sprite.setColor(bg); // 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; 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_screen(bool clear, float map_off_x, float map_off_y) { if(clear) $window.clear(); draw_main_ui(); std::string map_screenout = $map_screen.ToString(); render_text(map_screenout, GAME_MAP_POS+map_off_x, map_off_y); $window.display(); }