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

241 lines
6.7 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 <algorithm>
#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 <fmt/core.h>
#include "dbc.hpp"
#include "gui.hpp"
#include "rand.hpp"
#include "systems.hpp"
#include "events.hpp"
#include "render.hpp"
#include "save.hpp"
using std::string;
using namespace fmt;
using namespace std::chrono_literals;
using namespace ftxui;
using namespace components;
GUI::GUI(DinkyECS::World &world, Map& game_map) :
$game_map(game_map),
$log({{"Welcome to the game!"}}),
$view_port{0,0},
$status_screen(SCREEN_X, SCREEN_Y),
$map_screen(0,0),
$world(world),
$sounds("./assets"),
$renderer()
{
// this needs a config file soon
// $sounds.load("ambient", "ambient_sound.mp3");
$sounds.load("loot_gold", "loot_gold.mp3");
$sounds.load("combat_player_hit", "combat_player_hit.mp3");
$sounds.load("combat_enemy_hit", "combat_enemy_hit.mp3");
$sounds.load("combat_miss", "combat_miss.mp3");
resize_map(MAX_FONT_SIZE);
}
void GUI::resize_map(int new_size) {
if($renderer.resize_map(new_size, $view_port)) {
// 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::save_world() {
$log.log("Game saved!");
save::to_file("./savefile.world", $world, $game_map);
}
void GUI::create_renderer() {
Terminal::SetColorSupport(Terminal::Color::TrueColor);
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);
});
$prompt = Renderer([&] {
return hbox({hflow(vbox(text("HELLO!")))}) | border;
});
$status_ui = Renderer([&, player]{
const auto& player_combat = $world.get<Combat>(player.entity);
const auto& inventory = $world.get<Inventory>(player.entity);
$status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!";
std::vector<Element> log_list;
for(auto msg : $log.messages) {
log_list.push_back(text(msg));
}
auto log_box = vbox(log_list) | yflex_grow | border;
return hbox({
hflow(
vbox(
text(format("HP: {: >3} GOLD: {: >3}",
player_combat.hp, inventory.gold)) | border,
text($status_text) | border,
separator(),
log_box
) | flex_grow
),
separator(),
hbox(),
});
});
}
void GUI::handle_world_events() {
using eGUI = Events::GUI;
auto player = $world.get_the<Player>();
while($world.has_event<eGUI>()) {
auto [evt, entity, data] = $world.recv<eGUI>();
switch(evt) {
case eGUI::COMBAT: {
auto &damage = std::any_cast<Events::Combat&>(data);
auto enemy_combat = $world.get<Combat>(entity);
if(damage.enemy_did > 0) {
$log.log(format("Enemy HIT YOU for {} damage!", damage.enemy_did));
$log.log(format("-- Enemy has {} HP left.", enemy_combat.hp));
$sounds.play("combat_enemy_hit");
shake();
} else {
$log.log("Enemy MISSED YOU.");
}
if(damage.player_did > 0) {
$log.log(format("You HIT enemy for {} damage!", damage.player_did));
$sounds.play("combat_player_hit");
} else {
$sounds.play("combat_miss");
$log.log("You MISSED the enemy.");
}
} break;
case eGUI::LOOT: {
auto &loot = std::any_cast<Loot&>(data);
auto inventory = $world.get<Inventory>(player.entity);
$sounds.play("loot_gold");
$log.log(format("You found {} gold. You have {} now.",
loot.amount, inventory.gold));
}
break;
default:
$log.log(format("INVALID EVENT! {},{}", evt, entity));
}
}
}
bool GUI::handle_ui_events() {
bool event_happened = false;
sf::Event event;
auto player = $world.get_the<Player>();
int map_font_size = $renderer.font_size();
while($renderer.poll_event(event)) {
if(event.type == sf::Event::Closed) {
$renderer.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);
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
save_world();
}
}
}
return event_happened;
}
void GUI::run_systems() {
auto player = $world.get_the<Player>();
System::enemy_pathing($world, $game_map, player);
System::motion($world, $game_map);
System::collision($world, player);
System::death($world);
}
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
$renderer.draw_screen($map_screen, x, y);
std::this_thread::sleep_for(1ms);
}
}
void GUI::render_scene() {
$renderer.clear();
$status_screen.Clear();
Render($status_screen, $status_ui->Render());
$renderer.draw_text_ui($status_screen, 0, 0);
Render($map_screen, $map_view->Render());
$renderer.draw_screen($map_screen);
/*
Screen prompt_screen(30,10);
Render(prompt_screen, $prompt->Render());
$renderer.draw_text_ui(prompt_screen, 700, 300);
*/
$renderer.display();
}
int GUI::main() {
// $sounds.play("ambient");
create_renderer();
run_systems();
while($renderer.is_open()) {
render_scene();
if(handle_ui_events()) {
run_systems();
}
handle_world_events();
std::this_thread::sleep_for(10ms);
}
return 0;
}