Cleaned up the gui display some more for future GUI elements.
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2ced72a475
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7b5c84b5f7
5 changed files with 58 additions and 34 deletions
31
gui.cpp
31
gui.cpp
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@ -33,11 +33,11 @@ GUI::GUI(DinkyECS::World &world, Map& game_map) :
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$game_map(game_map),
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$log({{"Welcome to the game!"}}),
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$view_port{0,0},
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$screen(SCREEN_X, SCREEN_Y),
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$status_screen(SCREEN_X, SCREEN_Y),
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$map_screen(0,0),
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$world(world),
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$sounds("./assets"),
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$renderer($canvas, $map_screen, $screen)
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$renderer()
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{
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// this needs a config file soon
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// $sounds.load("ambient", "ambient_sound.mp3");
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@ -70,7 +70,12 @@ void GUI::create_renderer() {
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return canvas($canvas);
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});
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$document = Renderer([&, player]{
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$prompt = Renderer([&] {
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return hbox({hflow(vbox(text("HELLO!")))}) | border;
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});
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$status_ui = Renderer([&, player]{
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const auto& player_combat = $world.get<Combat>(player.entity);
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const auto& inventory = $world.get<Inventory>(player.entity);
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$status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!";
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@ -192,17 +197,29 @@ void GUI::shake() {
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int x = Random::uniform<int>(-10,10);
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int y = Random::uniform<int>(-10,10);
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// add x/y back to draw screen
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$renderer.draw_screen(true, x, y);
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$renderer.draw_screen($map_screen, x, y);
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std::this_thread::sleep_for(1ms);
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}
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}
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void GUI::render_scene() {
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$screen.Clear();
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$renderer.clear();
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$status_screen.Clear();
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Render($status_screen, $status_ui->Render());
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$renderer.draw_text_ui($status_screen, 0, 0);
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$map_screen.Clear();
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Render($map_screen, $map_view->Render());
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Render($screen, $document->Render());
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$renderer.draw_screen();
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$renderer.draw_screen($map_screen);
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/*
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Screen prompt_screen(30,10);
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Render(prompt_screen, $prompt->Render());
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$renderer.draw_text_ui(prompt_screen, 700, 300);
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*/
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$renderer.display();
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}
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int GUI::main() {
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5
gui.hpp
5
gui.hpp
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@ -35,12 +35,13 @@ struct ActionLog {
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class GUI {
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string $status_text = "NOT DEAD";
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Canvas $canvas;
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Component $document;
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Component $status_ui;
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Component $prompt;
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Component $map_view;
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Map& $game_map;
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ActionLog $log;
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Point $view_port;
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Screen $screen;
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Screen $status_screen;
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Screen $map_screen;
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DinkyECS::World& $world;
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SoundManager $sounds;
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41
render.cpp
41
render.cpp
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@ -28,13 +28,10 @@ sf::Color SFMLRender::color(Value val) {
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return VALUES[size_t(val)];
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}
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SFMLRender::SFMLRender(Canvas &canvas, Screen &map_screen, Screen &screen) :
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SFMLRender::SFMLRender() :
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$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
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$map_font_size(0),
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$line_spacing(0),
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$canvas(canvas),
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$map_screen(map_screen),
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$screen(screen),
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$default_fg(color(Value::LIGHT_MID)),
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$default_bg(color(Value::BLACK)),
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$ansi($default_fg, $default_bg)
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@ -44,7 +41,9 @@ SFMLRender::SFMLRender(Canvas &canvas, Screen &map_screen, Screen &screen) :
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$ui_text.setFont($font);
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$ui_text.setPosition(0,0);
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$ui_text.setCharacterSize(UI_FONT_SIZE);
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$ui_text.setFillColor(color(Value::LIGHT_LIGHT));
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$ui_text.setFillColor(color(Value::LIGHT_MID));
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sf::Glyph glyph = $font.getGlyph(L'H', UI_FONT_SIZE, false);
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$ui_bounds = glyph.bounds;
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}
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sf::Sprite &SFMLRender::get_text_sprite(wchar_t tile) {
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@ -96,13 +95,6 @@ bool SFMLRender::resize_map(int new_size, Point &view_port) {
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}
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}
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void SFMLRender::draw_main_ui() {
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std::string screenout = $screen.ToString();
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std::wstring main_screen_utf8 = $converter.from_bytes(screenout);
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$ui_text.setString(main_screen_utf8);
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$window.draw($ui_text);
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}
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inline void configure_tile(const sf::Sprite &sprite, sf::FloatRect &sp_bounds, sf::FloatRect bg_bounds, float &width_delta, float &height_delta) {
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// should look into caching all this instead of calcing it each time
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sp_bounds = sprite.getLocalBounds();
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@ -149,11 +141,24 @@ void SFMLRender::render_text(std::string &text, float x, float y) {
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});
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}
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void SFMLRender::draw_screen(bool clear, float map_off_x, float map_off_y) {
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if(clear) $window.clear();
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draw_main_ui();
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void SFMLRender::draw_text_ui(Screen &screen, float x, float y) {
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sf::RectangleShape backing(
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sf::Vector2f($ui_bounds.width * screen.dimx() * 1.4,
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$ui_bounds.height * screen.dimy() * 1.6));
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std::string map_screenout = $map_screen.ToString();
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render_text(map_screenout, GAME_MAP_POS+map_off_x, map_off_y);
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$window.display();
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backing.setFillColor(sf::Color(0, 0, 0));
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backing.setPosition(x, y);
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$window.draw(backing);
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std::string screenout = screen.ToString();
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std::wstring main_screen_utf8 = $converter.from_bytes(screenout);
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$ui_text.setPosition(x, y);
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$ui_text.setString(main_screen_utf8);
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$window.draw($ui_text);
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}
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void SFMLRender::draw_screen(Screen &screen, float x, float y) {
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std::string screenout = screen.ToString();
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render_text(screenout, GAME_MAP_POS+x, y);
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}
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13
render.hpp
13
render.hpp
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@ -38,16 +38,14 @@ struct SFMLRender {
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sf::Glyph $base_glyph;
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sf::Sprite $bg_sprite;
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sf::FloatRect $bg_bounds;
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Canvas& $canvas;
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Screen& $map_screen;
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Screen& $screen;
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sf::Text $ui_text;
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> $converter;
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sf::Color $default_fg;
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sf::Color $default_bg;
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ANSIParser $ansi;
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sf::FloatRect $ui_bounds;
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SFMLRender(Canvas &canvas, Screen &map_screen, Screen &screen);
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SFMLRender();
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// disable copy
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SFMLRender(SFMLRender &other) = delete;
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@ -57,8 +55,8 @@ struct SFMLRender {
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sf::Sprite &get_text_sprite(wchar_t tile);
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bool resize_map(int new_size, Point &view_port);
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void render_text(std::string &text, float x, float y);
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void draw_main_ui();
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void draw_screen(bool clear=true, float map_off_x=0.0f, float map_off_y=0.0f);
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void draw_text_ui(Screen &screen, float x, float y);
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void draw_screen(Screen &screen, float map_off_x=0.0f, float map_off_y=0.0f);
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bool poll_event(sf::Event &event) {
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return $window.pollEvent(event);
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@ -69,5 +67,6 @@ struct SFMLRender {
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bool is_open() { return $window.isOpen(); }
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int font_size() { return $map_font_size; }
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void clear() { $window.clear(); }
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void display() { $window.display(); }
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};
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@ -16,3 +16,5 @@ TODO:
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* Lua integration?
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* check out SoLoud.
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* BUG: When enemies die they can be overlapping another enemy.
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