The gui can now pop open a modal based on clicking a button but I need to manage focus next.
This commit is contained in:
parent
34c84343db
commit
64855f3c90
6 changed files with 80 additions and 45 deletions
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@ -10,7 +10,7 @@
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using namespace fmt;
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using namespace fmt;
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#line 107 "ansi_parser.rl"
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#line 110 "ansi_parser.rl"
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@ -24,15 +24,16 @@ static const char _foo_actions[] = {
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};
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};
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static const char _foo_key_offsets[] = {
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static const char _foo_key_offsets[] = {
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0, 0, 1, 2, 8, 9, 11, 12,
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0, 0, 1, 2, 10, 11, 13, 16,
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15, 16, 17, 18, 20, 23, 25, 28,
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19, 20, 23, 24, 25, 26, 28, 31,
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30, 33, 34, 37, 38, 39, 40, 41,
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33, 36, 38, 41, 42, 45, 46, 47,
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42
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48, 49, 50
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};
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};
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static const int _foo_trans_keys[] = {
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static const int _foo_trans_keys[] = {
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27, 91, 50, 51, 52, 55, 48, 54,
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27, 91, 49, 50, 51, 52, 55, 57,
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109, 55, 109, 109, 56, 57, 109, 59,
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48, 54, 109, 48, 109, 34, 48, 55,
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50, 55, 109, 109, 56, 57, 109, 59,
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50, 59, 48, 57, 59, 48, 57, 48,
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50, 59, 48, 57, 59, 48, 57, 48,
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57, 59, 48, 57, 48, 57, 109, 48,
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57, 59, 48, 57, 48, 57, 109, 48,
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57, 109, 56, 57, 109, 59, 50, 109,
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57, 109, 56, 57, 109, 59, 50, 109,
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@ -40,63 +41,65 @@ static const int _foo_trans_keys[] = {
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};
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};
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static const char _foo_single_lengths[] = {
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static const char _foo_single_lengths[] = {
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0, 1, 1, 4, 1, 2, 1, 3,
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0, 1, 1, 6, 1, 2, 3, 3,
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1, 1, 1, 0, 1, 0, 1, 0,
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1, 3, 1, 1, 1, 0, 1, 0,
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1, 1, 3, 1, 1, 1, 1, 1,
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1, 0, 1, 1, 3, 1, 1, 1,
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1
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1, 1, 1
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};
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};
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static const char _foo_range_lengths[] = {
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static const char _foo_range_lengths[] = {
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0, 0, 0, 1, 0, 0, 0, 0,
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0, 0, 0, 1, 0, 0, 0, 0,
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0, 0, 0, 1, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 1, 1, 1,
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1, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 0, 0, 0, 0, 0,
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0
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0, 0, 0
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};
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};
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static const char _foo_index_offsets[] = {
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static const char _foo_index_offsets[] = {
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0, 0, 2, 4, 10, 12, 15, 17,
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0, 0, 2, 4, 12, 14, 17, 21,
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21, 23, 25, 27, 29, 32, 34, 37,
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25, 27, 31, 33, 35, 37, 39, 42,
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39, 42, 44, 48, 50, 52, 54, 56,
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44, 47, 49, 52, 54, 58, 60, 62,
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58
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64, 66, 68
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};
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};
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static const char _foo_trans_targs[] = {
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static const char _foo_trans_targs[] = {
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2, 1, 3, 0, 5, 7, 18, 22,
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2, 1, 3, 0, 5, 7, 9, 20,
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4, 0, 24, 0, 6, 24, 0, 24,
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24, 6, 4, 0, 26, 0, 6, 26,
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0, 8, 17, 24, 0, 9, 0, 10,
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0, 4, 4, 4, 0, 4, 8, 26,
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0, 11, 0, 12, 0, 13, 12, 0,
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0, 26, 0, 10, 19, 26, 0, 11,
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14, 0, 15, 14, 0, 16, 0, 24,
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0, 12, 0, 13, 0, 14, 0, 15,
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16, 0, 24, 0, 19, 21, 24, 0,
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14, 0, 16, 0, 17, 16, 0, 18,
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20, 0, 10, 0, 24, 0, 24, 0,
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0, 26, 18, 0, 26, 0, 21, 23,
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2, 1, 2, 1, 0
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26, 0, 22, 0, 12, 0, 26, 0,
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26, 0, 2, 1, 2, 1, 0
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};
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};
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static const char _foo_trans_actions[] = {
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static const char _foo_trans_actions[] = {
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0, 7, 0, 0, 19, 19, 19, 19,
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0, 7, 0, 0, 19, 19, 19, 19,
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19, 0, 0, 0, 0, 17, 0, 15,
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19, 19, 19, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 3,
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0, 0, 0, 0, 0, 0, 0, 17,
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0, 0, 0, 1, 0, 23, 0, 0,
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0, 15, 0, 0, 0, 0, 0, 0,
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1, 0, 26, 0, 0, 1, 0, 32,
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0, 3, 0, 0, 0, 1, 0, 23,
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0, 0, 9, 0, 0, 0, 0, 0,
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0, 0, 1, 0, 26, 0, 0, 1,
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0, 0, 5, 0, 11, 0, 13, 0,
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0, 32, 0, 0, 9, 0, 0, 0,
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0, 7, 21, 29, 0
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0, 0, 0, 0, 5, 0, 11, 0,
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13, 0, 0, 7, 21, 29, 0
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};
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};
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static const char _foo_eof_actions[] = {
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static const char _foo_eof_actions[] = {
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0,
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21
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0, 0, 21
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};
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};
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static const int foo_start = 23;
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static const int foo_start = 25;
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static const int foo_first_final = 23;
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static const int foo_first_final = 25;
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static const int foo_error = 0;
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static const int foo_error = 0;
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static const int foo_en_main = 23;
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static const int foo_en_main = 25;
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#line 110 "ansi_parser.rl"
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#line 113 "ansi_parser.rl"
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#include <ftxui/screen/terminal.hpp>
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#include <ftxui/screen/terminal.hpp>
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@ -122,14 +125,14 @@ bool ANSIParser::parse(std::wstring_view codes, ColorCB color_cb, WriteCB write_
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sf::Color &target = color;
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sf::Color &target = color;
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#line 117 "ansi_parser.cpp"
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#line 120 "ansi_parser.cpp"
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{
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{
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cs = foo_start;
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cs = foo_start;
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}
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}
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#line 135 "ansi_parser.rl"
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#line 138 "ansi_parser.rl"
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#line 120 "ansi_parser.cpp"
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#line 123 "ansi_parser.cpp"
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{
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{
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int _klen;
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int _klen;
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unsigned int _trans;
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unsigned int _trans;
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@ -307,7 +310,7 @@ _match:
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#line 75 "ansi_parser.rl"
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#line 75 "ansi_parser.rl"
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{}
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{}
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break;
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break;
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#line 281 "ansi_parser.cpp"
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#line 284 "ansi_parser.cpp"
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}
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}
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}
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}
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@ -327,7 +330,7 @@ _again:
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#line 75 "ansi_parser.rl"
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#line 75 "ansi_parser.rl"
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{}
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{}
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break;
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break;
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#line 299 "ansi_parser.cpp"
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#line 302 "ansi_parser.cpp"
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}
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}
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}
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}
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}
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}
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@ -335,12 +338,13 @@ _again:
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_out: {}
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_out: {}
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}
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}
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#line 136 "ansi_parser.rl"
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#line 139 "ansi_parser.rl"
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bool good = p - pe == 0;
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bool good = p - pe == 0;
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if(!good) {
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if(!good) {
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println("FAIL AT {}", p - pe);
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println("FAIL AT {}", p - pe);
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p -= 10;
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// dear cthuhlu, save me from the pain that is wstring
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// dear cthuhlu, save me from the pain that is wstring
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for(int i = 0; i < 100; i++) {
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for(int i = 0; i < 100; i++) {
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print("{}", char(p[i]));
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print("{}", char(p[i]));
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@ -96,7 +96,10 @@ using namespace fmt;
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"5" |
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"5" |
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"6" |
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"6" |
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"7" %invert |
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"7" %invert |
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"22" |
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"27" %reset_invert |
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"27" %reset_invert |
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"9" ["0"-"7"] |
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"10" ["0"-"7"] |
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(fg|bg) (color24b num %red ";" num %blue ";" num %green ) %color_out
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(fg|bg) (color24b num %red ";" num %blue ";" num %green ) %color_out
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) "m" %end
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) "m" %end
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);
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);
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@ -138,6 +141,7 @@ bool ANSIParser::parse(std::wstring_view codes, ColorCB color_cb, WriteCB write_
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if(!good) {
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if(!good) {
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println("FAIL AT {}", p - pe);
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println("FAIL AT {}", p - pe);
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p -= 10;
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// dear cthuhlu, save me from the pain that is wstring
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// dear cthuhlu, save me from the pain that is wstring
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for(int i = 0; i < 100; i++) {
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for(int i = 0; i < 100; i++) {
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print("{}", char(p[i]));
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print("{}", char(p[i]));
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24
gui.cpp
24
gui.cpp
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@ -34,6 +34,7 @@ GUI::GUI(DinkyECS::World &world, Map& game_map) :
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$log({{"Welcome to the game!"}}),
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$log({{"Welcome to the game!"}}),
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$status_ui(SCREEN_X, SCREEN_Y, 0, 0),
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$status_ui(SCREEN_X, SCREEN_Y, 0, 0),
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$map_view(0, 0, GAME_MAP_POS, 0, false),
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$map_view(0, 0, GAME_MAP_POS, 0, false),
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$modal_test(SCREEN_X/2, SCREEN_Y/4, 800, 200, false),
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$view_port{0,0},
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$view_port{0,0},
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$world(world),
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$world(world),
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$sounds("./assets"),
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$sounds("./assets"),
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@ -70,7 +71,24 @@ void GUI::create_renderer() {
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return canvas($canvas);
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return canvas($canvas);
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}));
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}));
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auto test_button = Button("TEST", [&]{ println("pressed"); });
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auto modal_buttons = Container::Horizontal({
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Button("OK", [&]{ println("OK pressed"); }),
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Button("CANCEL", [&]{ println("CANCEL pressed"); }),
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});
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$modal_test.set_renderer(Renderer([&, modal_buttons] {
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return hbox({
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hflow(
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vbox(
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text("Hello!"),
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modal_buttons->Render()
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))}) | border;
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}));
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auto test_button = Container::Horizontal({
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Button("Open Test Modal", [&]{ $show_modal = true; }),
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Button("Close It", [&]{ $show_modal = false; }),
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});
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auto status_rend = Renderer(test_button, [&, test_button, player]{
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auto status_rend = Renderer(test_button, [&, test_button, player]{
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const auto& player_combat = $world.get<Combat>(player.entity);
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const auto& player_combat = $world.get<Combat>(player.entity);
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@ -214,6 +232,10 @@ void GUI::render_scene() {
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$renderer.draw_text($status_ui);
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$renderer.draw_text($status_ui);
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$renderer.draw_grid($map_view);
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$renderer.draw_grid($map_view);
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if($show_modal) {
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$renderer.draw_text($modal_test);
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}
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$renderer.display();
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$renderer.display();
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}
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}
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2
gui.hpp
2
gui.hpp
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@ -43,6 +43,8 @@ class GUI {
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ActionLog $log;
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ActionLog $log;
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Panel $status_ui;
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Panel $status_ui;
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Panel $map_view;
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Panel $map_view;
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Panel $modal_test;
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bool $show_modal = false;
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Point $view_port;
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Point $view_port;
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Component $test_button;
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Component $test_button;
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DinkyECS::World& $world;
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DinkyECS::World& $world;
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@ -39,6 +39,7 @@ SFMLRender::SFMLRender() :
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{
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{
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// force true color, but maybe I want to support different color sets
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// force true color, but maybe I want to support different color sets
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$font.loadFromFile("./assets/text.otf");
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$font.loadFromFile("./assets/text.otf");
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$font.setSmooth(false);
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$ui_text.setFont($font);
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$ui_text.setFont($font);
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$ui_text.setPosition(0,0);
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$ui_text.setPosition(0,0);
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$ui_text.setCharacterSize(UI_FONT_SIZE);
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$ui_text.setCharacterSize(UI_FONT_SIZE);
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@ -5,6 +5,8 @@ TODAY'S GOAL:
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TODO:
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TODO:
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* panels and everything except renderer should use character coodinates
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* panels and everything except renderer should use character coodinates
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* panels should know if they're text vs. grid rendered
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* panels need a background and border setting
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* Can std::any be defaulted to a noop in the events?
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* Can std::any be defaulted to a noop in the events?
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* Save file isn't saving gold.
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* Save file isn't saving gold.
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* Inventory needs to be better, but need some kinds of "weapons" or other loot to get and not just gold.
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* Inventory needs to be better, but need some kinds of "weapons" or other loot to get and not just gold.
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