A bit of some clean up, API unifying, and some performance tweaks.
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parent
a4926bedcb
commit
fb1fd9d8bc
8 changed files with 72 additions and 42 deletions
60
render.cpp
60
render.cpp
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@ -69,19 +69,21 @@ inline void configure_tile(const sf::Sprite &sprite, sf::FloatRect &sp_bounds,
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height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0;
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}
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void SFMLRender::render_grid(const std::wstring &text, float x, float y) {
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void SFMLRender::render_grid(const std::wstring &text, sf::Color default_fg, sf::Color default_bg, float x, float y) {
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wchar_t last_tile = '#';
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sf::FloatRect sp_bounds;
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float width_delta = 0;
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float height_delta = 0;
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sf::Sprite &sprite = get_text_sprite(last_tile);
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const float start_x = x;
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sf::Color cur_fg = $default_fg;
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// BUG: get default_fg from panel too
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sf::Color cur_fg = default_fg;
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sf::Color cur_bg = default_bg;
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// make a copy so we don't modify the cached one
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$ansi.parse(text, [&](sf::Color fg, sf::Color bg) {
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cur_fg = fg;
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$bg_sprite.setColor(bg);
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cur_bg = bg;
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},
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[&](wchar_t tile) {
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@ -94,7 +96,6 @@ void SFMLRender::render_grid(const std::wstring &text, float x, float y) {
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}
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break;
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default: {
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$bg_sprite.setPosition({x, y});
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// only get a new sprite if the tile changed
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if(last_tile != tile) {
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@ -106,7 +107,13 @@ void SFMLRender::render_grid(const std::wstring &text, float x, float y) {
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sprite.setPosition({x+width_delta, y+height_delta});
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sprite.setColor(cur_fg);
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$window.draw($bg_sprite);
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// only draw background char if it's different from default
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if(cur_bg != default_bg) {
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$bg_sprite.setPosition({x, y});
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$bg_sprite.setColor(cur_bg);
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$window.draw($bg_sprite);
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}
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$window.draw(sprite);
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// next cell
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x += $base_glyph.advance;
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@ -135,14 +142,14 @@ inline sf::FloatRect draw_chunk(sf::RenderWindow& window,
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return bounds;
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}
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void SFMLRender::render_text(const std::wstring &text, sf::Color default_bg, float start_x, float start_y) {
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void SFMLRender::render_text(const std::wstring &text, sf::Color default_fg, sf::Color default_bg, float start_x, float start_y) {
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std::wstring out;
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float x = start_x;
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float y = start_y;
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sf::Color cur_bg = default_bg;
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// start with the default_fg until it's changed
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$ui_text.setFillColor($default_fg);
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$ui_text.setFillColor(default_fg);
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$ansi.parse(text,
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[&](sf::Color fg, sf::Color bg) {
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@ -184,26 +191,33 @@ void SFMLRender::render_text(const std::wstring &text, sf::Color default_bg, flo
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}
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}
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/*
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* Does not render the panel, you have to do that so you can control
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* when things render.
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*/
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void SFMLRender::draw(Panel &panel, float x_offset, float y_offset) {
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panel.render();
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const std::wstring &panelout = panel.to_string();
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// BUG: ui vs bg doesn't make sense. maybe grid vs. text?
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auto bounds = panel.grid ? $bg_bounds : $ui_bounds;
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sf::RectangleShape backing(
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sf::Vector2f(bounds.width * panel.width + panel.border_px,
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bounds.height * panel.height + panel.border_px));
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backing.setFillColor(panel.default_bg);
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if(panel.has_border) {
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backing.setOutlineColor(panel.border_color);
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backing.setOutlineThickness(panel.border_px);
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}
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backing.setPosition(panel.x + x_offset, panel.y + y_offset);
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$window.draw(backing);
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if(panel.grid) {
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render_grid(panelout, panel.x + x_offset, panel.y + y_offset);
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render_grid(panelout, panel.default_fg, panel.default_bg, panel.x + x_offset, panel.y + y_offset);
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} else {
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sf::RectangleShape backing(
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sf::Vector2f($ui_bounds.width * panel.width + panel.border_px,
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$ui_bounds.height * panel.height + panel.border_px));
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backing.setFillColor(panel.default_bg);
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if(panel.has_border) {
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backing.setOutlineColor(panel.border_color);
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backing.setOutlineThickness(panel.border_px);
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}
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backing.setPosition(panel.x + x_offset, panel.y + y_offset);
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$window.draw(backing);
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render_text(panelout, panel.default_bg, panel.x, panel.y);
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render_text(panelout, panel.default_fg, panel.default_bg, panel.x + x_offset, panel.y + y_offset);
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}
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}
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