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

126 lines
4.0 KiB

#include "render.hpp"
#include "ansi_parser.hpp"
#include <cmath>
#include <fmt/core.h>
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 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)
{
$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(L'', $map_font_size, false);
$line_spacing = $font.getLineSpacing($map_font_size);
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::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();
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();
sf::Color def_fg(color(Value::LIGHT_LIGHT));
sf::Color def_bg(color(Value::BLACK));
parse_ansi(map_screenout, def_fg, def_bg, [&](sf::Color bg, sf::Color fg, char 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 {
// fmt::println("FG: {},{},{},{}; BG: {},{},{},{}; ch: {}",
// fg.r, fg.g, fg.b, fg.a, bg.r, bg.g, bg.b, bg.a, int(tile));
// it's a visual cell
bg_sprite.setPosition({x+map_off_x, y+map_off_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+map_off_x, y+height_delta+map_off_y});
sprite.setColor(fg);
$window.draw(bg_sprite);
$window.draw(sprite);
// next cell
x += $base_glyph.advance;
}
});
$window.display();
}