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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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vector<string> lines; |
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void output(const string &msg) { |
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lines.push_back(msg); |
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} |
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ButtonOption Style() { |
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auto option = ButtonOption::Animated(); |
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option.transform = [](const EntryState& s) { |
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auto element = paragraph(s.label); |
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if (s.focused) { |
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element |= bold; |
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} |
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return element | center | borderEmpty | flex; |
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}; |
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return option; |
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} |
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int 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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paragraph(fmt::format("HP {}", game.hit_points)), |
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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 scrollable_content = 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(scrollable_content, [&] { |
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return vbox({ |
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status->Render(), |
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separator(), |
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scrollable_content->Render() | vscroll_indicator | yframe | size(HEIGHT, LESS_THAN, 20), |
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}) | |
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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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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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} |
@ -0,0 +1,10 @@ |
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#pragma once |
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#include <efsw/efsw.hpp> |
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#include "game_engine.hpp" |
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#include <filesystem> |
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#include <string> |
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void output(const string &msg); |
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|
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int main_loop(GameEngine &game, std::function<bool()> runner); |
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