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244 lines
7.3 KiB
244 lines
7.3 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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#include <iostream>
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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() :
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$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
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$map_font_size(0),
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$line_spacing(0),
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$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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$font.setSmooth(false);
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$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_MID));
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sf::Glyph glyph = $font.getGlyph(UI_BASE_CHAR, UI_FONT_SIZE, false);
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$ui_bounds = glyph.bounds;
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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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inline void configure_tile(const sf::Sprite &sprite, sf::FloatRect &sp_bounds, sf::FloatRect bg_bounds, float &width_delta, float &height_delta) {
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// should look into caching all this instead of calcing it each time
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sp_bounds = sprite.getLocalBounds();
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// calculate where to center the sprite, but only if it's smaller
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width_delta = bg_bounds.width > sp_bounds.width ? (bg_bounds.width - sp_bounds.width) / 2 : 0;
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height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0;
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}
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void SFMLRender::render_grid(const std::wstring &text, float x, float y) {
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wchar_t last_tile = '#';
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sf::FloatRect sp_bounds;
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float width_delta = 0;
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float height_delta = 0;
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sf::Sprite &sprite = get_text_sprite(last_tile);
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const float start_x = x;
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sf::Color cur_fg = $default_fg;
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// make a copy so we don't modify the cached one
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$ansi.parse(text, [&](sf::Color fg, sf::Color bg) {
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cur_fg = fg;
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$bg_sprite.setColor(bg);
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},
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[&](wchar_t tile) {
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switch(tile) {
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case '\r': break; // ignore it
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case '\n': {
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// don't bother processing newlines, just skip
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y += $line_spacing;
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x = start_x;
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}
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break;
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default: {
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$bg_sprite.setPosition({x, y});
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// only get a new sprite if the tile changed
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if(last_tile != tile) {
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last_tile = tile; // update last tile seen
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sprite = get_text_sprite(tile);
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configure_tile(sprite, sp_bounds, $bg_bounds, width_delta, height_delta);
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}
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sprite.setPosition({x+width_delta, y+height_delta});
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sprite.setColor(cur_fg);
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$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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}
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inline sf::FloatRect draw_chunk(sf::RenderWindow& window,
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sf::FloatRect ui_bounds, sf::Text& text,
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sf::Color bgcolor, float x, float y, std::wstring &out)
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{
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text.setString(out);
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text.setPosition({x, y});
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// get a base character for the cell size
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sf::FloatRect bounds(x, y, ui_bounds.width * out.size(), ui_bounds.height);
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sf::RectangleShape backing({bounds.width, bounds.height});
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backing.setFillColor(bgcolor);
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backing.setPosition({bounds.left, bounds.top + BG_BOX_OFFSET});
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#ifdef DEBUG
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backing.setOutlineColor(int(y) % 4 ? sf::Color::Red : sf::Color::Yellow);
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backing.setOutlineThickness(1);
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#endif
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window.draw(backing);
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window.draw(text);
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out.clear();
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return bounds;
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}
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void SFMLRender::render_text(const std::wstring &text, float start_x, float start_y) {
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std::wstring out;
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float x = start_x;
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float y = start_y;
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sf::Color bgcolor = $default_bg;
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// start with the default_fg until it's changed
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$ui_text.setFillColor($default_fg);
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$ansi.parse(text,
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[&](sf::Color fg, sf::Color bg) {
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if(out.size() > 0 ) {
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auto bounds = draw_chunk($window, $ui_bounds, $ui_text, bgcolor, x, y, out);
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x += bounds.width;
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}
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bgcolor = bg;
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$ui_text.setFillColor(fg);
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},
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[&](wchar_t tile) {
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switch(tile) {
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case '\r': break; // ignore it
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case '\n': {
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sf::FloatRect bounds;
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if(out.size() > 0) {
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bounds = draw_chunk($window, $ui_bounds, $ui_text, bgcolor, x, y, out);
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} else {
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bounds = $ui_text.getLocalBounds();
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}
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y += bounds.height;
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x = start_x; // reset to the original position
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}
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break;
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default:
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out += tile;
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break;
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}
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}
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);
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if(out.size() > 0) {
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draw_chunk($window, $ui_bounds, $ui_text, bgcolor, x, y, out);
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}
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}
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void SFMLRender::draw(Panel &panel, float x_offset, float y_offset) {
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panel.render();
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const std::wstring &panelout = panel.to_string();
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if(panel.grid) {
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render_grid(panelout, panel.x + x_offset, panel.y + y_offset);
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} else {
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sf::RectangleShape backing(
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sf::Vector2f($ui_bounds.width * panel.width + panel.border_px,
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$ui_bounds.height * panel.height + panel.border_px));
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backing.setFillColor(panel.default_bg);
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if(panel.has_border) {
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backing.setOutlineColor(panel.border_color);
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backing.setOutlineThickness(panel.border_px);
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}
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backing.setPosition(panel.x + x_offset, panel.y + y_offset);
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$window.draw(backing);
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render_text(panelout, panel.x, panel.y);
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}
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}
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