#include "render.hpp" #include "ansi_parser.hpp" #include #include #include #include "map.hpp" #include #include "color.hpp" #if defined(_WIN64) || defined(_WIN32) #include #include #include #endif using namespace fmt; SFMLRender::SFMLRender() : $window(sf::VideoMode($config.video_x,$config.video_y), "Roguish"), $map_font_size(0), $line_spacing(0), $default_fg(ColorValue::LIGHT_MID), $default_bg(ColorValue::BLACK), $ansi($default_fg, $default_bg) { // force true color, but maybe I want to support different color sets $font.loadFromFile(FONT_FILE_NAME); $font.setSmooth(false); $ui_text.setFont($font); $ui_text.setPosition(0,0); $ui_text.setCharacterSize($config.ui_font_size); $ui_text.setFillColor(ColorValue::LIGHT_MID); sf::Glyph glyph = $font.getGlyph($config.ui_base_char, $config.ui_font_size, false); $text_bounds = glyph.bounds; } sf::Sprite &SFMLRender::get_text_sprite(wchar_t tile) { if(!$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]; } void SFMLRender::clear_cache() { $sprites.clear(); $font.loadFromFile("./assets/text.otf"); $font.setSmooth(false); $ui_text.setFont($font); } void SFMLRender::resize_grid(int new_size, Panel &panel_out) { auto glyph = $font.getGlyph($config.bg_tile, new_size, false); int view_x = std::ceil(($config.video_x - panel_out.x) / glyph.bounds.width); int view_y = std::ceil(($config.video_y - panel_out.y) / glyph.bounds.height); // looks good, set 'em all $base_glyph = glyph; $map_font_size = new_size; $sprites.clear(); // need to reset the sprites for the new size $line_spacing = $font.getLineSpacing($map_font_size); $bg_sprite = get_text_sprite($config.bg_tile); $grid_bounds = $bg_sprite.getLocalBounds(); panel_out.resize(view_x, view_y); } inline void configure_tile(const sf::Sprite &sprite, sf::FloatRect &sp_bounds, sf::FloatRect grid_bounds, float &width_delta, float &height_delta) { // BUG: I think I could create a struct that kept this info for all sprites loaded // 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 = grid_bounds.width > sp_bounds.width ? (grid_bounds.width - sp_bounds.width) / 2 : 0; height_delta = grid_bounds.height > sp_bounds.width ? (grid_bounds.height - sp_bounds.height) / 2 : 0; } void SFMLRender::render_grid(const std::wstring &text, sf::Color default_fg, sf::Color default_bg, float x, float y) { wchar_t last_tile = $config.bg_tile; sf::FloatRect sp_bounds; float width_delta = 0; float height_delta = 0; sf::Sprite &sprite = get_text_sprite(last_tile); const float start_x = x; sf::Color cur_fg = default_fg; sf::Color cur_bg = default_bg; $ansi.parse(text, [&](auto fg, auto bg) { cur_fg = fg; cur_bg = bg; }, [&](wchar_t tile) { switch(tile) { case '\r': break; // ignore it case '\n': { // don't bother processing newlines, just skip y += $line_spacing; x = start_x; } break; default: { // only get a new sprite if the tile changed if(last_tile != tile) { sprite = get_text_sprite(tile); configure_tile(sprite, sp_bounds, $grid_bounds, width_delta, height_delta); last_tile = tile; // update last tile seen } sprite.setPosition({x+width_delta, y+height_delta}); sprite.setColor(cur_fg); // only draw background char if it's different from default if(cur_bg != default_bg) { $bg_sprite.setPosition({x, y}); $bg_sprite.setColor(cur_bg); $window.draw($bg_sprite); } $window.draw(sprite); // next cell x += $base_glyph.advance; } } }); } inline sf::FloatRect draw_chunk(sf::RenderWindow& window, sf::FloatRect text_bounds, sf::Text& text, sf::Color default_bg, sf::Color bgcolor, int bg_box_offset, float x, float y, std::wstring &out) { text.setString(out); text.setPosition({x, y}); // get a base character for the cell size sf::FloatRect bounds(x, y, text_bounds.width * out.size(), text_bounds.height); if(default_bg != bgcolor) { sf::RectangleShape backing({bounds.width, bounds.height}); backing.setFillColor(bgcolor); backing.setPosition({bounds.left, bounds.top + bg_box_offset}); window.draw(backing); } window.draw(text); out.clear(); return bounds; } void SFMLRender::render_text(const std::wstring &text, sf::Color default_fg, sf::Color default_bg, float start_x, float start_y) { std::wstring out; float x = start_x; float y = start_y; sf::Color cur_bg = default_bg; // start with the default_fg until it's changed $ui_text.setFillColor(default_fg); $ansi.parse(text, [&](auto fg, auto bg) { if(out.size() > 0 ) { auto bounds = draw_chunk($window, $text_bounds, $ui_text, default_bg, cur_bg, $config.bg_box_offset, x, y, out); x += bounds.width; } cur_bg = bg; $ui_text.setFillColor(fg); }, [&](wchar_t tile) { switch(tile) { case '\r': break; // ignore it case '\n': { sf::FloatRect bounds; if(out.size() > 0) { bounds = draw_chunk($window, $text_bounds, $ui_text, default_bg, cur_bg, $config.bg_box_offset, x, y, out); } else { bounds = $ui_text.getLocalBounds(); } y += bounds.height; x = start_x; // reset to the original position } break; default: out += tile; break; } } ); if(out.size() > 0) { draw_chunk($window, $text_bounds, $ui_text, default_bg, cur_bg, $config.bg_box_offset, x, y, out); } } /* * Does not render the panel, you have to do that so you can control * when things render. */ void SFMLRender::draw(Panel &panel, float x_offset, float y_offset) { const std::wstring &panelout = panel.to_string(); auto bounds = panel.grid ? $grid_bounds : $text_bounds; sf::RectangleShape backing( sf::Vector2f(bounds.width * panel.width + panel.border_px, bounds.height * panel.height + panel.border_px)); backing.setFillColor(panel.default_bg); if(panel.has_border) { backing.setOutlineColor(panel.border_color); backing.setOutlineThickness(panel.border_px); } backing.setPosition(panel.x + x_offset, panel.y + y_offset); $window.draw(backing); if(panel.grid) { render_grid(panelout, panel.default_fg, panel.default_bg, panel.x + x_offset, panel.y + y_offset); } else { render_text(panelout, panel.default_fg, panel.default_bg, panel.x + x_offset, panel.y + y_offset); } } bool SFMLRender::mouse_position(Panel &panel, Point &out) { // yes, you have to do this in sfml sf::Vector2f pos = $window.mapPixelToCoords(sf::Mouse::getPosition($window)); auto bounds = panel.grid ? $grid_bounds : $text_bounds; println("mouse position pos={},{} panel.pos={},{} panel.size={},{}", pos.x, pos.y, panel.x, panel.y, panel.width, panel.height); if(pos.x >= panel.x && pos.y >= panel.y && pos.x <= (panel.x + panel.width * bounds.width) && pos.y <= (panel.y + panel.height * bounds.height)) { out = { size_t((pos.x - panel.x) / bounds.width), size_t((pos.y - panel.y) / bounds.height) }; return true; } return false; } void SFMLRender::init_terminal() { #if defined(_WIN64) || defined(_WIN32) _setmode(_fileno(stdout), _O_U16TEXT); #endif ftxui::Terminal::SetColorSupport(ftxui::Terminal::Color::TrueColor); }