Now have a nice panel to hold all the UI panels we'll use later.
This commit is contained in:
parent
baaf56d4de
commit
9bc9c9007f
12 changed files with 123 additions and 83 deletions
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@ -2,7 +2,6 @@
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#line 1 "ansi_parser.rl"
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#line 1 "ansi_parser.rl"
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#include <fmt/core.h>
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#include <fmt/core.h>
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#include <string_view>
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#include <string_view>
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#include <charconv>
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#include "dbc.hpp"
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#include "dbc.hpp"
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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#include "ansi_parser.hpp"
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#include "ansi_parser.hpp"
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@ -10,11 +9,11 @@
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using namespace fmt;
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using namespace fmt;
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#line 81 "ansi_parser.rl"
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#line 80 "ansi_parser.rl"
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#line 13 "ansi_parser.cpp"
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#line 12 "ansi_parser.cpp"
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static const char _foo_actions[] = {
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static const char _foo_actions[] = {
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0, 1, 0, 1, 3, 1, 4, 1,
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0, 1, 0, 1, 3, 1, 4, 1,
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5, 1, 6, 1, 7, 1, 11, 1,
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5, 1, 6, 1, 7, 1, 11, 1,
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@ -85,7 +84,7 @@ static const int foo_error = 0;
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static const int foo_en_main = 19;
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static const int foo_en_main = 19;
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#line 84 "ansi_parser.rl"
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#line 83 "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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@ -99,11 +98,6 @@ ANSIParser::ANSIParser(sf::Color default_fg, sf::Color default_bg) :
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}
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}
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}
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}
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bool ANSIParser::parse(const std::string &screen, WriteCB write) {
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std::wstring screen_utf8 = $converter.from_bytes(screen);
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return parse(screen_utf8, write);
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}
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bool ANSIParser::parse(std::wstring_view codes, WriteCB write) {
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bool ANSIParser::parse(std::wstring_view codes, WriteCB write) {
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const wchar_t *start = NULL;
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const wchar_t *start = NULL;
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int cs = 0;
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int cs = 0;
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@ -116,14 +110,14 @@ bool ANSIParser::parse(std::wstring_view codes, WriteCB write) {
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sf::Color &target = color;
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sf::Color &target = color;
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#line 111 "ansi_parser.cpp"
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#line 105 "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 114 "ansi_parser.rl"
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#line 108 "ansi_parser.rl"
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#line 114 "ansi_parser.cpp"
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#line 108 "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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@ -197,13 +191,13 @@ _match:
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switch ( *_acts++ )
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switch ( *_acts++ )
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{
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{
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case 0:
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case 0:
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#line 14 "ansi_parser.rl"
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#line 13 "ansi_parser.rl"
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{
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{
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start = p;
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start = p;
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}
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}
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break;
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break;
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case 1:
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case 1:
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#line 18 "ansi_parser.rl"
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#line 17 "ansi_parser.rl"
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{
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{
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value = 0;
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value = 0;
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size_t len = p - start;
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size_t len = p - start;
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@ -227,56 +221,56 @@ _match:
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}
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}
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break;
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break;
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case 2:
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case 2:
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#line 40 "ansi_parser.rl"
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#line 39 "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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case 3:
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case 3:
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#line 41 "ansi_parser.rl"
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#line 40 "ansi_parser.rl"
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{
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{
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target = color;
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target = color;
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}
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}
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break;
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break;
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case 4:
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case 4:
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#line 44 "ansi_parser.rl"
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#line 43 "ansi_parser.rl"
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{
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{
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target = bgcolor;
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target = bgcolor;
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}
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}
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break;
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break;
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case 5:
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case 5:
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#line 48 "ansi_parser.rl"
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#line 47 "ansi_parser.rl"
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{
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{
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write(bgcolor, color, (*p));
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write(bgcolor, color, (*p));
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}
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}
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break;
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break;
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case 6:
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case 6:
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#line 52 "ansi_parser.rl"
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#line 51 "ansi_parser.rl"
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{ color = $default_fg; }
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{ color = $default_fg; }
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break;
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break;
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case 7:
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case 7:
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#line 53 "ansi_parser.rl"
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#line 52 "ansi_parser.rl"
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{ bgcolor = $default_bg; }
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{ bgcolor = $default_bg; }
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break;
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break;
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case 8:
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case 8:
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#line 55 "ansi_parser.rl"
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#line 54 "ansi_parser.rl"
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{ target.r = value; }
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{ target.r = value; }
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break;
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break;
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case 9:
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case 9:
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#line 56 "ansi_parser.rl"
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#line 55 "ansi_parser.rl"
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{ target.g = value; }
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{ target.g = value; }
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break;
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break;
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case 10:
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case 10:
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#line 57 "ansi_parser.rl"
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#line 56 "ansi_parser.rl"
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{ target.b = value; }
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{ target.b = value; }
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break;
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break;
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case 11:
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case 11:
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#line 58 "ansi_parser.rl"
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#line 57 "ansi_parser.rl"
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{ value = 0; }
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{ value = 0; }
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break;
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break;
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case 12:
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case 12:
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#line 59 "ansi_parser.rl"
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#line 58 "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 253 "ansi_parser.cpp"
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#line 247 "ansi_parser.cpp"
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}
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}
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}
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}
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@ -293,10 +287,10 @@ _again:
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while ( __nacts-- > 0 ) {
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while ( __nacts-- > 0 ) {
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switch ( *__acts++ ) {
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switch ( *__acts++ ) {
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case 12:
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case 12:
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#line 59 "ansi_parser.rl"
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#line 58 "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 271 "ansi_parser.cpp"
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#line 265 "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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@ -304,7 +298,7 @@ _again:
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_out: {}
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_out: {}
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}
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}
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#line 115 "ansi_parser.rl"
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#line 109 "ansi_parser.rl"
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return p - pe == 0;
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return p - pe == 0;
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}
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}
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// disable copying
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// disable copying
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ANSIParser(ANSIParser& ap) = delete;
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ANSIParser(ANSIParser& ap) = delete;
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bool parse(const std::string &screen, WriteCB write);
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bool parse(std::wstring_view codes, WriteCB write);
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bool parse(std::wstring_view codes, WriteCB write);
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};
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};
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#include <fmt/core.h>
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#include <fmt/core.h>
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#include <string_view>
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#include <string_view>
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#include <charconv>
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#include "dbc.hpp"
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#include "dbc.hpp"
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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#include "ansi_parser.hpp"
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#include "ansi_parser.hpp"
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}
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}
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}
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}
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bool ANSIParser::parse(const std::string &screen, WriteCB write) {
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std::wstring screen_utf8 = $converter.from_bytes(screen);
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return parse(screen_utf8, write);
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}
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bool ANSIParser::parse(std::wstring_view codes, WriteCB write) {
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bool ANSIParser::parse(std::wstring_view codes, WriteCB write) {
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const wchar_t *start = NULL;
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const wchar_t *start = NULL;
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int cs = 0;
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int cs = 0;
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35
gui.cpp
35
gui.cpp
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@ -32,9 +32,9 @@ using namespace components;
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GUI::GUI(DinkyECS::World &world, Map& game_map) :
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GUI::GUI(DinkyECS::World &world, Map& game_map) :
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$game_map(game_map),
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$game_map(game_map),
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$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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$map_view(0, 0, GAME_MAP_POS, 0, false),
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$view_port{0,0},
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$view_port{0,0},
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$status_screen(SCREEN_X, SCREEN_Y),
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$map_screen(0,0),
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$world(world),
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$world(world),
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$sounds("./assets"),
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$sounds("./assets"),
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$renderer()
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$renderer()
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if($renderer.resize_map(new_size, $view_port)) {
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if($renderer.resize_map(new_size, $view_port)) {
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// set canvas to best size
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// set canvas to best size
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$canvas = Canvas($view_port.x * 2, $view_port.y * 4);
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$canvas = Canvas($view_port.x * 2, $view_port.y * 4);
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$map_screen = Screen($view_port.x, $view_port.y);
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$map_view.resize($view_port.x, $view_port.y);
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}
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}
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}
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}
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Terminal::SetColorSupport(Terminal::Color::TrueColor);
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Terminal::SetColorSupport(Terminal::Color::TrueColor);
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auto player = $world.get_the<Player>();
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auto player = $world.get_the<Player>();
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$map_view = Renderer([&] {
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$map_view.set_renderer([&] {
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System::draw_map($world, $game_map, $canvas, $view_port.x, $view_port.y);
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System::draw_map($world, $game_map, $canvas, $view_port.x, $view_port.y);
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return canvas($canvas);
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return canvas($canvas);
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});
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});
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$prompt = Renderer([&] {
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$status_ui.set_renderer([&, player]{
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return hbox({hflow(vbox(text("HELLO!")))}) | border;
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});
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$status_ui = Renderer([&, player]{
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const auto& player_combat = $world.get<Combat>(player.entity);
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const auto& player_combat = $world.get<Combat>(player.entity);
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const auto& inventory = $world.get<Inventory>(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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$status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!";
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void GUI::shake() {
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void GUI::shake() {
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for(int i = 0; i < 10; ++i) {
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for(int i = 0; i < 10; ++i) {
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int x = Random::uniform<int>(-10,10);
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int x = Random::uniform<int>(-20,20);
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int y = Random::uniform<int>(-10,10);
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int y = Random::uniform<int>(-20,20);
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// add x/y back to draw screen
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// add x/y back to draw screen
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$renderer.draw_screen($map_screen, x, y);
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$renderer.draw_screen($map_view, x, y);
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std::this_thread::sleep_for(1ms);
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std::this_thread::sleep_for(1ms);
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}
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}
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}
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}
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void GUI::render_scene() {
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void GUI::render_scene() {
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$renderer.clear();
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$renderer.clear();
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$status_screen.Clear();
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$renderer.draw_text_ui($status_ui);
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Render($status_screen, $status_ui->Render());
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$renderer.draw_screen($map_view);
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$renderer.draw_text_ui($status_screen, 0, 0);
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Render($map_screen, $map_view->Render());
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$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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$renderer.display();
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$renderer.display();
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}
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}
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8
gui.hpp
8
gui.hpp
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#include "components.hpp"
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#include "components.hpp"
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#include "sound.hpp"
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#include "sound.hpp"
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#include "render.hpp"
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#include "render.hpp"
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#include "panel.hpp"
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using std::string;
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using std::string;
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using ftxui::Canvas, ftxui::Component, ftxui::Screen;
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using ftxui::Canvas, ftxui::Component, ftxui::Screen;
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class GUI {
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class GUI {
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string $status_text = "NOT DEAD";
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string $status_text = "NOT DEAD";
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Canvas $canvas;
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Canvas $canvas;
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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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Map& $game_map;
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ActionLog $log;
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ActionLog $log;
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Panel $status_ui;
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Panel $map_view;
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Point $view_port;
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Point $view_port;
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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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DinkyECS::World& $world;
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SoundManager $sounds;
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SoundManager $sounds;
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SFMLRender $renderer;
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SFMLRender $renderer;
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@ -22,6 +22,7 @@ runtests = executable('runtests', [
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'ansi_parser.cpp',
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'ansi_parser.cpp',
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'config.cpp',
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'config.cpp',
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'save.cpp',
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'save.cpp',
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'panel.cpp',
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'tests/fsm.cpp',
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'tests/fsm.cpp',
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'tests/dbc.cpp',
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'tests/dbc.cpp',
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'tests/map.cpp',
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'tests/map.cpp',
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@ -48,6 +49,7 @@ roguish = executable('roguish', [
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'render.cpp',
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'render.cpp',
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'config.cpp',
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'config.cpp',
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'save.cpp',
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'save.cpp',
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'panel.cpp',
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],
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],
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dependencies: dependencies)
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dependencies: dependencies)
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24
panel.cpp
Normal file
24
panel.cpp
Normal file
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@ -0,0 +1,24 @@
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#include "panel.hpp"
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void Panel::resize(int width, int height) {
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$screen = Screen(width, height);
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}
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void Panel::set_renderer(std::function< Element()> render) {
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$component = Renderer(render);
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}
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Screen &Panel::render() {
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if($must_clear) $screen.Clear();
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Render($screen, $component->Render());
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return $screen;
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}
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std::wstring Panel::to_string() {
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std::string screenout = $screen.ToString();
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return $converter.from_bytes(screenout);
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}
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Screen &Panel::screen() {
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return $screen;
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}
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39
panel.hpp
Normal file
39
panel.hpp
Normal file
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@ -0,0 +1,39 @@
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#pragma once
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#include <ftxui/dom/node.hpp> // for Render
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#include <ftxui/component/component.hpp>
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#include <ftxui/screen/screen.hpp>
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#include <ftxui/dom/canvas.hpp>
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#include <ftxui/screen/screen.hpp>
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||||||
|
#include <ftxui/dom/canvas.hpp>
|
||||||
|
#include <ftxui/screen/screen.hpp>
|
||||||
|
#include <ftxui/dom/canvas.hpp>
|
||||||
|
#include <locale>
|
||||||
|
#include <codecvt>
|
||||||
|
|
||||||
|
using ftxui::Renderer, ftxui::Component, ftxui::Element, ftxui::Screen;
|
||||||
|
|
||||||
|
struct Panel {
|
||||||
|
int x;
|
||||||
|
int y;
|
||||||
|
int width;
|
||||||
|
int height;
|
||||||
|
Component $component;
|
||||||
|
Screen $screen;
|
||||||
|
bool $must_clear = true;
|
||||||
|
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> $converter;
|
||||||
|
|
||||||
|
Panel(int width, int height, int x, int y, bool must_clear=true) :
|
||||||
|
x(x),
|
||||||
|
y(y),
|
||||||
|
width(width),
|
||||||
|
height(height),
|
||||||
|
$screen(width, height),
|
||||||
|
$must_clear(must_clear)
|
||||||
|
{};
|
||||||
|
|
||||||
|
void resize(int width, int height);
|
||||||
|
void set_renderer(std::function< Element()> render);
|
||||||
|
Screen &render();
|
||||||
|
std::wstring to_string();
|
||||||
|
Screen &screen();
|
||||||
|
};
|
26
render.cpp
26
render.cpp
|
@ -104,7 +104,7 @@ inline void configure_tile(const sf::Sprite &sprite, sf::FloatRect &sp_bounds,
|
||||||
height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0;
|
height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SFMLRender::render_text(std::string &text, float x, float y) {
|
void SFMLRender::render_text(std::wstring &text, float x, float y) {
|
||||||
wchar_t last_tile = '#';
|
wchar_t last_tile = '#';
|
||||||
sf::FloatRect sp_bounds;
|
sf::FloatRect sp_bounds;
|
||||||
float width_delta = 0;
|
float width_delta = 0;
|
||||||
|
@ -141,24 +141,24 @@ void SFMLRender::render_text(std::string &text, float x, float y) {
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
void SFMLRender::draw_text_ui(Screen &screen, float x, float y) {
|
void SFMLRender::draw_text_ui(Panel &panel) {
|
||||||
sf::RectangleShape backing(
|
sf::RectangleShape backing(
|
||||||
sf::Vector2f($ui_bounds.width * screen.dimx(),
|
sf::Vector2f($ui_bounds.width * panel.width,
|
||||||
$ui_bounds.height * screen.dimy()));
|
$ui_bounds.height * panel.height));
|
||||||
|
|
||||||
backing.setFillColor(sf::Color(0, 0, 0));
|
backing.setFillColor(sf::Color(0, 0, 0));
|
||||||
backing.setPosition(x, y);
|
backing.setPosition(panel.x, panel.y);
|
||||||
$window.draw(backing);
|
$window.draw(backing);
|
||||||
|
|
||||||
std::string screenout = screen.ToString();
|
panel.render();
|
||||||
std::wstring main_screen_utf8 = $converter.from_bytes(screenout);
|
std::wstring panelout = panel.to_string();
|
||||||
|
$ui_text.setPosition(panel.x, panel.y);
|
||||||
$ui_text.setPosition(x, y);
|
$ui_text.setString(panelout);
|
||||||
$ui_text.setString(main_screen_utf8);
|
|
||||||
$window.draw($ui_text);
|
$window.draw($ui_text);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SFMLRender::draw_screen(Screen &screen, float x, float y) {
|
void SFMLRender::draw_screen(Panel &panel, float x, float y) {
|
||||||
std::string screenout = screen.ToString();
|
panel.render();
|
||||||
render_text(screenout, GAME_MAP_POS+x, y);
|
std::wstring panelout = panel.to_string();
|
||||||
|
render_text(panelout, panel.x + x, panel.y + y);
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,6 +9,7 @@
|
||||||
#include "point.hpp"
|
#include "point.hpp"
|
||||||
#include <codecvt>
|
#include <codecvt>
|
||||||
#include "ansi_parser.hpp"
|
#include "ansi_parser.hpp"
|
||||||
|
#include "panel.hpp"
|
||||||
|
|
||||||
using ftxui::Canvas, ftxui::Screen;
|
using ftxui::Canvas, ftxui::Screen;
|
||||||
|
|
||||||
|
@ -54,9 +55,9 @@ struct SFMLRender {
|
||||||
sf::Color color(Value val);
|
sf::Color color(Value val);
|
||||||
sf::Sprite &get_text_sprite(wchar_t tile);
|
sf::Sprite &get_text_sprite(wchar_t tile);
|
||||||
bool resize_map(int new_size, Point &view_port);
|
bool resize_map(int new_size, Point &view_port);
|
||||||
void render_text(std::string &text, float x, float y);
|
void render_text(std::wstring &text, float x, float y);
|
||||||
void draw_text_ui(Screen &screen, float x, float y);
|
void draw_text_ui(Panel &panel);
|
||||||
void draw_screen(Screen &screen, float map_off_x=0.0f, float map_off_y=0.0f);
|
void draw_screen(Panel &panel, float map_off_x=0.0f, float map_off_y=0.0f);
|
||||||
|
|
||||||
bool poll_event(sf::Event &event) {
|
bool poll_event(sf::Event &event) {
|
||||||
return $window.pollEvent(event);
|
return $window.pollEvent(event);
|
||||||
|
|
|
@ -2,6 +2,7 @@ NOTES:
|
||||||
|
|
||||||
|
|
||||||
TODO:
|
TODO:
|
||||||
|
* camera shake broken
|
||||||
* draw_screen doesn't do x axis offset render
|
* draw_screen doesn't do x axis offset render
|
||||||
* Can std::any be defaulted to a noop in the events?
|
* Can std::any be defaulted to a noop in the events?
|
||||||
* Save file isn't saving gold.
|
* Save file isn't saving gold.
|
||||||
|
|
|
@ -56,11 +56,14 @@ TEST_CASE("test out ragel parser", "[gui]") {
|
||||||
|
|
||||||
// this sets the Truecolor so need to do it first
|
// this sets the Truecolor so need to do it first
|
||||||
ANSIParser ansi(default_fg, default_bg);
|
ANSIParser ansi(default_fg, default_bg);
|
||||||
|
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> $converter;
|
||||||
std::string colors = generate_colors();
|
std::string colors = generate_colors();
|
||||||
|
std::wstring colors_utf = $converter.from_bytes(colors);
|
||||||
|
|
||||||
std::cout << colors;
|
std::cout << colors;
|
||||||
|
|
||||||
|
|
||||||
bool good = ansi.parse(colors, [&](sf::Color bgcolor, sf::Color color, wchar_t ch) {
|
bool good = ansi.parse(colors_utf, [&](sf::Color bgcolor, sf::Color color, wchar_t ch) {
|
||||||
bool correct_char = ch == '#' || ch == ' ' || ch == '\n' || ch == '\r';
|
bool correct_char = ch == '#' || ch == ' ' || ch == '\n' || ch == '\r';
|
||||||
REQUIRE(correct_char);
|
REQUIRE(correct_char);
|
||||||
});
|
});
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue