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#include "gui.hpp"
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#include <stdlib.h> // for EXIT_SUCCESS
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#include <chrono> // for milliseconds
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#include <fmt/core.h>
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#include <ftxui/component/event.hpp> // for Event
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#include <ftxui/component/mouse.hpp> // for ftxui
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#include <ftxui/dom/elements.hpp> // for text, separator, Element, operator|, vbox, border
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#include <memory> // for allocator, shared_ptr
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#include <string> // for operator+, to_string
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#include <thread> // for sleep_for
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#include "ftxui/component/component.hpp" // for CatchEvent, Renderer, operator|=
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#include "ftxui/component/loop.hpp" // for Loop
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#include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive
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#include <vector>
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using namespace ftxui;
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using namespace std;
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using namespace fmt;
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namespace fs = std::filesystem;
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void GUI::output(const string &msg) {
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lines.push_back(msg);
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}
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int GUI::main_loop(GameEngine &game, std::function<bool()> runner) {
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auto screen = ScreenInteractive::Fullscreen();
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screen.TrackMouse(true);
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// Create a component counting the number of frames drawn and event handled.
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float scroll_x = 0.1;
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float scroll_y = 1.0;
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auto status = Renderer([&] {
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return vbox({
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text(fmt::format("HP {} | Hits Taken {} | Round {} | Streak {}", game.hit_points, game.hits_taken, game.rounds, game.streak)),
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separator(),
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hbox({
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text("HP "),
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gauge(game.hit_points / 100.0f),
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}),
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});
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});
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auto content = Renderer([&] {
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vector<Element> output;
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for(const auto line : lines) {
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output.push_back(text(line));
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}
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return vbox(output);
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});
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auto game_stuff = Renderer([&] {
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return vbox({
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text("Welcome to...Turing's Tarpit!"),
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separator(),
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hbox({
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text("left") | border | flex ,
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text("middle") | border | flex,
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text("right") | border | flex,
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}) | yflex_grow
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});
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});
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auto build_log = Renderer(content,
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[&, content] {
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return content->Render()
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| focusPositionRelative(scroll_x, scroll_y)
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| frame | flex;
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});
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auto component = Renderer(build_log, [&] {
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return vbox({
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game_stuff->Render() | flex | size(HEIGHT, GREATER_THAN, 20),
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separator(),
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build_log->Render() | vscroll_indicator | yframe | yflex_grow,
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separator(),
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status->Render()
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}) | border;
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});
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component |= CatchEvent([&](Event) -> bool {
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return false;
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});
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Loop loop(&screen, component);
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while (!loop.HasQuitted()) {
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int run_error = runner();
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if(run_error != 0) output("RUNNER ERROR!!!! CATASTROPHIC!!!");
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loop.RunOnce();
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screen.Post(Event::Custom);
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std::this_thread::sleep_for(std::chrono::milliseconds(10));
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}
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return EXIT_SUCCESS;
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}
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