ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
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6ca4614fcb
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9 changed files with 136 additions and 139 deletions
54
render.cpp
54
render.cpp
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@ -1,5 +1,7 @@
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#include "render.hpp"
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#include "ansi_parser.hpp"
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#include <cmath>
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#include <fmt/core.h>
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std::array<sf::Color, 10> VALUES{
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sf::Color{1, 4, 2}, // black
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@ -66,13 +68,16 @@ bool SFMLRender::resize_map(int new_size) {
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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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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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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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std::string map_screenout = $map_screen.ToString();
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std::wstring map_screen_utf8 = $converter.from_bytes(map_screenout);
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@ -82,23 +87,23 @@ void SFMLRender::draw_screen(bool clear, float map_off_x, float map_off_y) {
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// make a copy so we don't modify the cached one
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auto bg_sprite = get_text_sprite(L'█');
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auto bg_bounds = bg_sprite.getLocalBounds();
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bg_sprite.setColor(sf::Color(20,20,20));
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auto add_sprite = get_text_sprite(L'!');
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bool has_add = false;
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sf::Color def_fg(color(Value::LIGHT_LIGHT));
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sf::Color def_bg(color(Value::BLACK));
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for(size_t i = 0; i < map_screen_utf8.size(); i++) {
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wchar_t tile = map_screen_utf8[i];
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if(tile == L'\n') {
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parse_ansi(map_screenout, def_fg, def_bg, [&](sf::Color bg, sf::Color fg, char tile) {
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if(tile == '\n') {
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// don't bother processing newlines, just skip
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y += $line_spacing;
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x = GAME_MAP_POS;
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} else if(tile == L'\r') {
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continue; // skip these, just windows junk
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return; // skip these, just windows junk
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} else {
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// fmt::println("FG: {},{},{},{}; BG: {},{},{},{}; ch: {}",
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// fg.r, fg.g, fg.b, fg.a, bg.r, bg.g, bg.b, bg.a, int(tile));
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// it's a visual cell
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bg_sprite.setPosition({x+map_off_x, y+map_off_y});
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sf::Sprite &sprite = get_text_sprite(tile);
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bg_sprite.setColor(bg);
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// should look into caching all this instead of calcing it each time
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auto sp_bounds = sprite.getLocalBounds();
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@ -107,38 +112,15 @@ void SFMLRender::draw_screen(bool clear, float map_off_x, float map_off_y) {
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auto width_delta = bg_bounds.width > sp_bounds.width ? (bg_bounds.width - sp_bounds.width) / 2 : 0;
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auto height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0;
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// TODO: need to center it inside the bg_sprite
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sprite.setPosition({x+width_delta+map_off_x, y+height_delta+map_off_y});
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sprite.setColor(fg);
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// get the entity combat and make them light gray if dead
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if(tile == L'█') {
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sprite.setColor(sf::Color(80,80,80));
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} else if(tile == L'☺') {
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sprite.setColor(sf::Color::Blue);
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} else if(tile == L'Ω') {
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sprite.setColor(sf::Color::Red);
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// HACK: just playing with adding multiple characters for drawing
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add_sprite.setColor(sf::Color::Red);
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add_sprite.setPosition({x-3,y-3});
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has_add = true;
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} else if(tile == L'#') {
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sprite.setColor(sf::Color(5,5,5));
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} else {
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sprite.setColor(color(Value::MID));
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}
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// now draw the background sprite and sprite
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// TODO: this can become a standard sprite description
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$window.draw(bg_sprite);
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$window.draw(sprite);
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if(has_add) {
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$window.draw(add_sprite);
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has_add = false;
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}
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// next cell
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x += $base_glyph.advance;
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}
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}
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});
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$window.display();
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}
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