Ripped out the string based map and created a Matrix map drawing function.

This commit is contained in:
Zed A. Shaw 2025-07-12 10:51:55 -04:00
parent d9219a8c64
commit dd541ae59d
4 changed files with 11 additions and 28 deletions

View file

@ -407,22 +407,17 @@ void System::plan_motion(World& world, Position move_to) {
motion.dy = move_to.location.y - player_position.location.y;
}
/*
* This one is called inside the MapViewUI very often so
* just avoid GameMap unlike the others.
*/
std::wstring System::draw_map(GameLevel& level, size_t view_x, size_t view_y, int compass_dir) {
void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
World &world = *level.world;
Map &map = *level.map;
size_t view_x = matrix::width(grid);
size_t view_y = matrix::height(grid);
auto player_pos = world.get<Position>(level.player).location;
Point cam_orig = map.center_camera(player_pos, view_x, view_y);
auto &tiles = map.tiles();
auto &tile_set = textures::get_map_tile_set();
// make a grid of chars to work with
auto grid = shiterator::make<wchar_t>(view_x+1, view_y+1);
// first fill it with the map cells
for(shiterator::each_cell_t it{grid}; it.next();) {
size_t tile_y = size_t(it.y) + cam_orig.y;
@ -449,16 +444,6 @@ std::wstring System::draw_map(GameLevel& level, size_t view_x, size_t view_y, in
}
}
});
// then generate the string to display, but this goes away soon
std::wstring result;
for(shiterator::each_row_t it{grid}; it.next();) {
result += grid[it.y][it.x];
if(it.row) result += '\n';
}
return result;
}
void System::player_status(GameLevel &level) {