Refactored the ansi_parser into a class that can be reused between render calls.

This commit is contained in:
Zed A. Shaw 2024-11-02 16:56:46 -04:00
parent e864e14eab
commit fd8180bc61
6 changed files with 68 additions and 27 deletions

View file

@ -30,7 +30,10 @@ SFMLRender::SFMLRender(Canvas &canvas, Screen &map_screen, Screen &screen) :
$line_spacing(0),
$canvas(canvas),
$map_screen(map_screen),
$screen(screen)
$screen(screen),
$default_fg(color(Value::LIGHT_MID)),
$default_bg(color(Value::BLACK)),
$ansi($default_fg, $default_bg)
{
$font.loadFromFile("./assets/text.otf");
$ui_text.setFont($font);
@ -80,17 +83,14 @@ void SFMLRender::draw_screen(bool clear, float map_off_x, float map_off_y) {
draw_main_ui();
std::string map_screenout = $map_screen.ToString();
std::wstring map_screen_utf8 = $converter.from_bytes(map_screenout);
float y = 0.0f;
float x = GAME_MAP_POS;
// make a copy so we don't modify the cached one
auto bg_sprite = get_text_sprite(BG_TILE);
auto bg_bounds = bg_sprite.getLocalBounds();
sf::Color def_fg(color(Value::MID));
sf::Color def_bg(color(Value::BLACK));
parse_ansi(map_screen_utf8, def_fg, def_bg, [&](sf::Color bg, sf::Color fg, wchar_t tile) {
$ansi.parse(map_screenout, [&](sf::Color bg, sf::Color fg, wchar_t tile) {
if(tile == '\n') {
// don't bother processing newlines, just skip
y += $line_spacing;