A weird game.
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turings-tarpit/gui.cpp

99 lines
2.6 KiB

#include "gui.hpp"
#include <stdlib.h> // for EXIT_SUCCESS
#include <chrono> // for milliseconds
#include <fmt/core.h>
#include <ftxui/component/event.hpp> // for Event
#include <ftxui/component/mouse.hpp> // for ftxui
#include <ftxui/dom/elements.hpp> // for text, separator, Element, operator|, vbox, border
#include <memory> // for allocator, shared_ptr
#include <string> // for operator+, to_string
#include <thread> // for sleep_for
#include "ftxui/component/component.hpp" // for CatchEvent, Renderer, operator|=
#include "ftxui/component/loop.hpp" // for Loop
#include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive
#include <vector>
using namespace ftxui;
using namespace std;
using namespace fmt;
namespace fs = std::filesystem;
vector<string> lines;
void output(const string &msg) {
lines.push_back(msg);
}
ButtonOption Style() {
auto option = ButtonOption::Animated();
option.transform = [](const EntryState& s) {
auto element = paragraph(s.label);
if (s.focused) {
element |= bold;
}
return element | center | borderEmpty | flex;
};
return option;
}
int main_loop(GameEngine &game, std::function<bool()> runner) {
auto screen = ScreenInteractive::Fullscreen();
screen.TrackMouse(true);
// Create a component counting the number of frames drawn and event handled.
float scroll_x = 0.1;
float scroll_y = 1.0;
auto status = Renderer([&] {
return vbox({
paragraph(fmt::format("HP {}", game.hit_points)),
separator(),
hbox({
text("HP"),
gauge(game.hit_points / 100.0f),
}),
});
});
auto content = Renderer([&] {
vector<Element> output;
for(const auto line : lines) {
output.push_back(text(line));
}
return vbox(output);
});
auto scrollable_content = Renderer(content,
[&, content] {
return content->Render()
| focusPositionRelative(scroll_x, scroll_y)
| frame | flex;
});
auto component = Renderer(scrollable_content, [&] {
return vbox({
status->Render(),
separator(),
scrollable_content->Render() | vscroll_indicator | yframe | size(HEIGHT, LESS_THAN, 20),
}) |
border;
});
component |= CatchEvent([&](Event) -> bool {
return false;
});
Loop loop(&screen, component);
while (!loop.HasQuitted()) {
int run_error = runner();
loop.RunOnce();
screen.Post(Event::Custom);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
return EXIT_SUCCESS;
}