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145 lines
4.5 KiB
145 lines
4.5 KiB
#include "render.hpp"
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#include "ansi_parser.hpp"
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#include <cmath>
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#include <fmt/core.h>
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#include <array>
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#include "map.hpp"
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using namespace fmt;
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std::array<sf::Color, 10> VALUES{
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sf::Color{1, 4, 2}, // black
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sf::Color{9, 29, 16}, // dark dark
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sf::Color{14, 50, 26}, // dark mid
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sf::Color{0, 109, 44}, // dark light
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sf::Color{63, 171, 92}, // mid
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sf::Color{161, 217, 155}, // light dark
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sf::Color{199, 233, 192}, // light mid
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sf::Color{229, 245, 224}, // light light
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sf::Color{255, 255, 255}, // white
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sf::Color::Transparent, // white
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};
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sf::Color SFMLRender::color(int val) {
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return VALUES[size_t(val)];
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}
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sf::Color SFMLRender::color(Value val) {
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return VALUES[size_t(val)];
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}
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SFMLRender::SFMLRender(Canvas &canvas, Screen &map_screen, Screen &screen) :
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$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
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$map_font_size(0),
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$line_spacing(0),
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$canvas(canvas),
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$map_screen(map_screen),
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$screen(screen),
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$default_fg(color(Value::LIGHT_MID)),
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$default_bg(color(Value::BLACK)),
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$ansi($default_fg, $default_bg)
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{
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// force true color, but maybe I want to support different color sets
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$font.loadFromFile("./assets/text.otf");
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$ui_text.setFont($font);
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$ui_text.setPosition(0,0);
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$ui_text.setCharacterSize(UI_FONT_SIZE);
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$ui_text.setFillColor(color(Value::LIGHT_LIGHT));
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}
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sf::Sprite &SFMLRender::get_text_sprite(wchar_t tile) {
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if(!$sprites.contains(tile)) {
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sf::Glyph glyph = $font.getGlyph(tile, $map_font_size, false);
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// WARNING! we actually have to do this here because SFML caches
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// the glyphs on the font texture, so this gets loaded each time
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// we get a new glyph from the font.
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$font_texture = $font.getTexture($map_font_size);
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sf::Sprite sprite($font_texture);
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sprite.setTextureRect(glyph.textureRect);
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$sprites[tile] = sprite;
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}
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return $sprites[tile];
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}
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inline bool base_glyph_check(sf::Font &font, sf::Glyph &base_glyph, Point &view_port, int &font_size, int new_size) {
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auto glyph = font.getGlyph(BG_TILE, new_size, false);
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int view_x = std::ceil((VIDEO_X - GAME_MAP_POS) / glyph.bounds.width);
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int view_y = std::ceil(VIDEO_Y / glyph.bounds.height);
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// don't allow resizing beyond/below game map size
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if(view_x <= GAME_MAP_X && view_y <= GAME_MAP_Y) {
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// looks good, set 'em all
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base_glyph = glyph;
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view_port = {size_t(view_x), size_t(view_y)};
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font_size = new_size;
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return true;
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} else {
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return false;
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}
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}
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bool SFMLRender::resize_map(int new_size, Point &view_port) {
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if($map_font_size == new_size || new_size < MIN_FONT_SIZE || new_size > MAX_FONT_SIZE) return false;
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if(base_glyph_check($font, $base_glyph, view_port, $map_font_size, new_size)) {
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$sprites.clear(); // need to reset the sprites for the new size
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$line_spacing = $font.getLineSpacing($map_font_size);
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$bg_sprite = get_text_sprite(BG_TILE);
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$bg_bounds = $bg_sprite.getLocalBounds();
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return true;
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} else {
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// something else here
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return false;
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}
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}
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void SFMLRender::draw_main_ui() {
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std::string screenout = $screen.ToString();
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std::wstring main_screen_utf8 = $converter.from_bytes(screenout);
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$ui_text.setString(main_screen_utf8);
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$window.draw($ui_text);
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}
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void SFMLRender::render_text(std::string &text, float x, float y) {
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// make a copy so we don't modify the cached one
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$ansi.parse(text, [&](sf::Color bg, sf::Color fg, wchar_t tile) {
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if(tile == '\n') {
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// don't bother processing newlines, just skip
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y += $line_spacing;
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x = GAME_MAP_POS;
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} else if(tile == L'\r') {
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return; // skip these, just windows junk
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} else {
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$bg_sprite.setPosition({x, y});
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sf::Sprite &sprite = get_text_sprite(tile);
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$bg_sprite.setColor(bg);
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// should look into caching all this instead of calcing it each time
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auto sp_bounds = sprite.getLocalBounds();
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// calculate where to center the sprite, but only if it's smaller
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auto width_delta = $bg_bounds.width > sp_bounds.width ? ($bg_bounds.width - sp_bounds.width) / 2 : 0;
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auto height_delta = $bg_bounds.height > sp_bounds.width ? ($bg_bounds.height - sp_bounds.height) / 2 : 0;
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sprite.setPosition({x+width_delta, y+height_delta});
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sprite.setColor(fg);
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$window.draw($bg_sprite);
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$window.draw(sprite);
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// next cell
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x += $base_glyph.advance;
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}
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});
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}
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void SFMLRender::draw_screen(bool clear, float map_off_x, float map_off_y) {
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if(clear) $window.clear();
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draw_main_ui();
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std::string map_screenout = $map_screen.ToString();
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render_text(map_screenout, GAME_MAP_POS+map_off_x, map_off_y);
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$window.display();
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}
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