The next little game in the series where I make a fancy rogue game.
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roguish/gui.cpp

371 lines
11 KiB

#include <chrono> // for operator""s, chrono_literals
#include <iostream> // for cout, ostream
#include <fstream>
#include <memory> // for allocator, shared_ptr
#include <string> // for string, operator<<
#include <thread> // for sleep_for
#include <array>
#include <ftxui/dom/elements.hpp> // for hflow, paragraph, separator, hbox, vbox, filler, operator|, border, Element
#include <ftxui/dom/node.hpp> // for Render
#include <ftxui/screen/box.hpp> // for ftxui
#include <ftxui/component/loop.hpp>
#include <ftxui/screen/color.hpp>
#include <SFML/Window.hpp>
#include <SFML/System.hpp>
#include <SFML/Graphics.hpp>
#include <fmt/core.h>
#include "dbc.hpp"
#include "gui.hpp"
#include "rand.hpp"
#include "systems.hpp"
#include "collider.hpp"
#include "events.hpp"
using std::string;
using namespace fmt;
using namespace std::chrono_literals;
using namespace ftxui;
using namespace Components;
std::array<sf::Color, 10> 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 GUI::color(int val) {
return VALUES[size_t(val)];
}
sf::Color GUI::color(Value val) {
return VALUES[size_t(val)];
}
GUI::GUI() :
$game_map(GAME_MAP_X, GAME_MAP_Y),
$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
$screen(SCREEN_X, SCREEN_Y),
$map_screen(0,0),
$view_port{0,0},
$map_font_size(BASE_MAP_FONT_SIZE),
$line_spacing(0),
$sounds("./assets"),
$log({{"Welcome to the game!"}})
{
// this needs a config file soon
$font.loadFromFile("./assets/text.otf");
resize_map(BASE_MAP_FONT_SIZE);
$sounds.load("hit", "hit.wav");
$ui_text.setFont($font);
$ui_text.setPosition(0,0);
$ui_text.setCharacterSize(UI_FONT_SIZE);
$ui_text.setFillColor(color(Value::LIGHT_LIGHT));
$game_map.generate();
}
void GUI::create_renderer() {
auto player = $world.get_the<Player>();
$map_view = Renderer([&] {
System::draw_map($world, $game_map, $canvas, $view_port.x, $view_port.y);
return canvas($canvas);
});
$document = Renderer([&, player]{
const auto& player_combat = $world.get<Combat>(player.entity);
$status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!";
std::vector<Element> log_list;
for(auto msg : $log.messages) {
log_list.push_back(text(msg));
}
auto log_box = vbox(log_list) | yflex_grow | border;
return hbox({
hflow(
vbox(
text(format("HP: {: >3}", player_combat.hp)) | border,
text($status_text) | border,
separator(),
log_box
) | flex_grow
),
separator(),
hbox(),
});
});
}
void GUI::handle_world_events() {
auto player = $world.get_the<Player>();
while($world.has_event<GUIEvent>()) {
auto [evt, entity] = $world.recv<GUIEvent>();
switch(evt) {
case GUIEvent::HIT: {
auto combat = $world.get<Combat>(entity);
if(entity == player.entity) {
$log.log(format("Enemy HIT YOU, you have {} HP!", combat.hp));
$sounds.play("hit");
shake();
} else {
$log.log(format("You HIT enemy, they have {} HP!", combat.hp));
$sounds.play("hit");
shake();
}
} break;
case GUIEvent::MISS:
if(entity == player.entity) {
$log.log("You MISSED the enemy.");
} else {
$log.log("Enemy MISSED YOU.");
}
break;
case GUIEvent::DEAD:
$log.log("--- ENEMY DEAD!");
break;
default:
$log.log(format("INVALID EVENT! {},{}", evt, entity));
}
}
}
bool GUI::handle_ui_events() {
sf::Event event;
bool event_happened = false;
auto player = $world.get_the<Player>();
while($window.pollEvent(event)) {
if(event.type == sf::Event::Closed) {
$window.close();
} else if(event.type == sf::Event::KeyPressed) {
auto& player_motion = $world.get<Motion>(player.entity);
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
player_motion.dx = -1;
event_happened = true;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
player_motion.dx = 1;
event_happened = true;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
player_motion.dy = -1;
event_happened = true;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
player_motion.dy = 1;
event_happened = true;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Equal)) {
resize_map($map_font_size + 10);
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Hyphen)) {
resize_map($map_font_size - 10);
}
}
}
return event_happened;
}
sf::Sprite &GUI::get_text_sprite(wchar_t tile) {
if(!$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 GUI::run_systems() {
auto player = $world.get_the<Player>();
System::enemy_pathing($world, $game_map, player);
System::motion($world, $game_map);
System::combat($world, player);
System::death($world);
}
void GUI::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(L'', $map_font_size, false);
auto bounds = $base_glyph.bounds;
$line_spacing = $font.getLineSpacing($map_font_size);
$view_port = {
size_t(std::ceil((VIDEO_X - GAME_MAP_POS) / bounds.width)),
size_t(std::ceil(VIDEO_Y / bounds.height))
};
// set canvas to best size
$canvas = Canvas($view_port.x * 2, $view_port.y * 4);
$map_screen = Screen($view_port.x, $view_port.y);
}
}
void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) {
if(clear) $window.clear();
std::string screenout = $screen.ToString();
std::wstring main_screen_utf8 = $converter.from_bytes(screenout);
$ui_text.setString(main_screen_utf8);
$window.draw($ui_text);
std::string map_screenout = $map_screen.ToString();
std::wstring map_screen_utf8 = $converter.from_bytes(map_screenout);
float y = 0.0f;
float x = GAME_MAP_POS;
// make a copy so we don't modify the cached one
auto bg_sprite = get_text_sprite(L'');
auto bg_bounds = bg_sprite.getLocalBounds();
bg_sprite.setColor(sf::Color(20,20,20));
auto add_sprite = get_text_sprite(L'!');
bool has_add = false;
for(size_t i = 0; i < map_screen_utf8.size(); i++) {
wchar_t tile = map_screen_utf8[i];
if(tile == L'\n') {
// don't bother processing newlines, just skip
y += $line_spacing;
x = GAME_MAP_POS;
} else if(tile == L'\r') {
continue; // skip these, just windows junk
} else {
// it's a visual cell
bg_sprite.setPosition({x+map_off_x, y+map_off_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+map_off_x, y+height_delta+map_off_y});
// get the entity combat and make them light gray if dead
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));
}
// now draw the background sprite and sprite
// TODO: this can become a standard sprite description
$window.draw(bg_sprite);
$window.draw(sprite);
if(has_add) {
$window.draw(add_sprite);
has_add = false;
}
// next cell
x += $base_glyph.advance;
}
}
$window.display();
}
void GUI::shake() {
for(int i = 0; i < 10; ++i) {
int x = Random::uniform<int>(-10,10);
int y = Random::uniform<int>(-10,10);
// add x/y back to draw screen
draw_screen(true, x, y);
std::this_thread::sleep_for(1ms);
}
}
void GUI::configure_world() {
// this sets up the gui event system
$world.set_the<GUIEvent>(GUIEvent::START);
dbc::check($game_map.room_count() > 1, "not enough rooms in map.");
// configure a player as a fact of the world
Player player{$world.entity()};
$world.set_the<Player>(player);
spatial_map collider;
$world.set_the<spatial_map>(collider);
$world.set<Position>(player.entity, {$game_map.place_entity(0)});
$world.set<Motion>(player.entity, {0, 0});
$world.set<Combat>(player.entity, {100, 10});
$world.set<Tile>(player.entity, {PLAYER_TILE});
auto enemy = $world.entity();
$world.set<Position>(enemy, {$game_map.place_entity(1)});
$world.set<Motion>(enemy, {0,0});
$world.set<Combat>(enemy, {20, 10});
$world.set<Tile>(enemy, {ENEMY_TILE});
auto enemy2 = $world.entity();
$world.set<Position>(enemy2, {$game_map.place_entity(2)});
$world.set<Motion>(enemy2, {0,0});
$world.set<Combat>(enemy2, {20, 10});
$world.set<Tile>(enemy2, {"*"});
auto gold = $world.entity();
$world.set<Position>(gold, {$game_map.place_entity($game_map.room_count() - 1)});
$world.set<Treasure>(gold, {100});
$world.set<Tile>(gold, {"$"});
System::init_positions($world);
}
void GUI::render_scene() {
$screen.Clear();
$map_screen.Clear();
Render($map_screen, $map_view->Render());
Render($screen, $document->Render());
draw_screen();
}
int GUI::main() {
configure_world();
create_renderer();
run_systems();
while($window.isOpen()) {
render_scene();
if(handle_ui_events()) {
run_systems();
}
handle_world_events();
std::this_thread::sleep_for(10ms);
}
return 0;
}