First cut of pulling out the relevant parts of my original game to make a little framework.
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347
tools/animator.cpp
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347
tools/animator.cpp
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#define FSM_DEBUG 1
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#include "game/sound.hpp"
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#include "ai/ai.hpp"
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#include <iostream>
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#include "graphics/shaders.hpp"
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#include "gui/backend.hpp"
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#include "constants.hpp"
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#include "graphics/animation.hpp"
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#include "tools/animator.hpp"
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#include <unistd.h>
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#include <ranges>
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#include <vector>
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using namespace std::chrono_literals;
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bool YES_SYNC=true;
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namespace animator {
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void FSM::init(const std::string &sprite_name, const std::string &anim_name, const std::string &background) {
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$timer.start();
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$sprite_name = sprite_name;
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$anim_name = anim_name;
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$background = background;
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// this loads the animation
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reload();
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sf::Vector2u new_size{(unsigned int)$anim.sheet.frame_width, (unsigned int)$anim.sheet.frame_height};
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$window = sf::RenderWindow(sf::VideoMode(new_size), "Animation Crafting Tool");
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$window.setPosition({0,0});
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$ui.init($sprite_name, $background, new_size.x, new_size.y);
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// need to keep these around
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$pos = $ui.sprite->getPosition();
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$scale = $ui.sprite->getScale();
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if(YES_SYNC) {
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$window.setVerticalSyncEnabled(VSYNC);
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if(FRAME_LIMIT) $window.setFramerateLimit(FRAME_LIMIT);
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}
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$ui.update_status($anim);
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}
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void FSM::event(Event ev, std::any data) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, ANIMATE, ev);
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FSM_STATE(State, END, ev);
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}
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}
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void FSM::START(Event ev) {
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state(State::ANIMATE);
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}
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void FSM::ANIMATE(Event ev) {
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switch(ev) {
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case Event::PLAY_STOP:
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if($anim.playing) {
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$anim.stop();
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} else {
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$anim.play();
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}
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break;
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case Event::PREV_FORM:
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change_form(-1);
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$ui.update_status($anim);
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break;
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case Event::NEXT_FORM:
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change_form(1);
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$ui.update_status($anim);
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break;
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case Event::RELOAD:
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reload();
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$ui.update_status($anim);
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state(State::START);
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break;
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case Event::TEST_SHADER:
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$ui.effect = $ui.effect == nullptr ? shaders::get("flame") : nullptr;
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break;
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default:
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state(State::START);
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}
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}
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void FSM::END(Event ev) {
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}
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void FSM::change_form(int direction) {
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if($anim.forms.size() == 0) {
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$ui.show_error("NO FORMS!");
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return;
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}
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$cur_form_i = std::clamp($cur_form_i + direction, 0, int($anim.forms.size()) - 1);
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dbc::check($cur_form_i >= 0, "CATASTROPHE! cur_form_i went below 0. How?");
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// this is the dumbest shit ever
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auto key_view = std::views::keys($anim.forms);
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std::vector<std::string> keys(key_view.begin(), key_view.end());
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dbc::check(size_t($cur_form_i) < keys.size(), "form index outside of form keys vector");
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$cur_form = keys[$cur_form_i];
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fmt::println("cur_form_i {}; cur_form: {}", $cur_form_i, $cur_form);
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// set_form will stop the animation
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$anim.set_form($cur_form);
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$anim.play();
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}
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void FSM::update() {
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if($anim.playing) {
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$anim.update();
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$anim.apply(*$ui.sprite);
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if($ui.effect != nullptr) $anim.apply_effect($ui.effect);
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$anim.motion(*$ui.sprite, $pos, $scale);
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}
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}
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void FSM::check_changed() {
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if($timer.getElapsedTime().toDuration() > 500ms) {
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try {
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auto mod_time = std::filesystem::last_write_time("assets/animation.json");
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if($last_mod_time < mod_time) {
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event(Event::RELOAD);
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}
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$timer.restart();
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} catch(const std::filesystem::filesystem_error& err) {
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fmt::println("failed to open {}: {}", err.path1().string(), err.what());
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$timer.restart();
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}
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}
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}
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void FSM::reload() {
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animation::Animation new_anim;
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try {
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new_anim = animation::load("assets/animation.json", $anim_name);
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} catch(...) {
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$ui.show_error("Failed to load JSON");
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return;
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}
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if(!new_anim.has_form($cur_form)) {
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$ui.show_error(fmt::format("No form {}", $cur_form));
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$cur_form = "idle";
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$cur_form_i = 0;
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}
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new_anim.set_form($cur_form);
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try {
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$last_mod_time = std::filesystem::last_write_time("assets/animation.json");
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} catch(...) {
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$ui.show_error("Filesystem error");
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}
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if($anim.form_name == new_anim.form_name) {
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$ui.clear_error();
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}
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$anim = new_anim;
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$anim.play();
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}
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void FSM::handle_keyboard_mouse() {
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while(const auto ev = $window.pollEvent()) {
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using enum game::Event;
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using KEY = sf::Keyboard::Scan;
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auto gui_ev = $router.process_event(ev);
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auto mouse_pos = $window.mapPixelToCoords($router.position);
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switch(gui_ev) {
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case KEY_PRESS:
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if($router.scancode == KEY::Space) {
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event(Event::PLAY_STOP);
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} else if($router.scancode == KEY::Up) {
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event(Event::PREV_FORM);
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} else if($router.scancode == KEY::Down) {
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event(Event::NEXT_FORM);
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} else if($router.scancode == KEY::M) {
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$mute = !$mute;
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sound::mute($mute);
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} else if($router.scancode == KEY::S) {
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event(Event::TEST_SHADER);
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}
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break;
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case MOUSE_CLICK:
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$ui.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS);
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break;
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case MOUSE_MOVE:
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$ui.mouse(mouse_pos.x, mouse_pos.y, {1 << guecs::ModBit::hover});
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break;
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case QUIT:
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state(State::END);
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default:
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break; // ignored
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}
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}
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}
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void FSM::render() {
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$window.clear();
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$ui.render($window, false);
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$window.display();
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}
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bool FSM::active() {
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return !in_state(State::END);
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}
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void UI::init(const std::string& sprite_name, const std::string& background, int width, int height) {
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$ui.position(0,0, width, height);
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$ui.layout("[=viewer]");
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if(background != "") {
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$ui.set<guecs::Background>($ui.MAIN, {$ui.$parser, guecs::THEME.TRANSPARENT});
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auto& bg = $ui.get<guecs::Background>($ui.MAIN);
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bg.set_sprite(background, true);
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}
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auto viewer = $ui.entity("viewer");
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// BUG: this is some jank bullshit but it works
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$ui.set<guecs::Sprite>(viewer, {sprite_name, 0, false});
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$ui.init();
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sprite = $ui.get<guecs::Sprite>(viewer).sprite;
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dbc::check(sprite != nullptr, "failed to initialize $ui.sprite");
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$ui.remove<guecs::Sprite>(viewer);
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$overlay.position(0, 0, width/4, height/4);
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$overlay.layout(
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"[form]"
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"[sequence]"
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"[transform]"
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"[error]");
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$overlay.init();
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$initialized_this_sucks_ass = true;
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}
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void UI::render(sf::RenderWindow& window, bool debug) {
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$ui.render(window);
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window.draw(*sprite, effect.get());
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$overlay.render(window);
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if(debug) {
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$ui.debug_layout(window);
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$overlay.debug_layout(window);
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}
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}
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bool UI::mouse(float x, float y, guecs::Modifiers mods) {
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return $ui.mouse(x, y, mods);
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}
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void UI::update_status(animation::Animation& anim) {
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$overlay.show_text("form", guecs::to_wstring(anim.form_name));
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$overlay.show_text("sequence", guecs::to_wstring(anim.sequence_name));
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$overlay.show_text("transform", guecs::to_wstring(anim.transform_name));
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}
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void UI::show_error(const std::string& message) {
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if($initialized_this_sucks_ass) {
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$overlay.show_text("error", guecs::to_wstring(message));
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} else {
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dbc::log(message);
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}
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}
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void UI::clear_error() {
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if($initialized_this_sucks_ass) {
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$overlay.show_text("error", L"");
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}
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}
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std::shared_ptr<sf::Sprite> UI::get_sprite() {
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auto viewer = $ui.entity("viewer");
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return $ui.get<guecs::Sprite>(viewer).sprite;
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}
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}
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int error_usage() {
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fmt::println("USAGE: animator -h -b <background> -s <sprite> -a <animation>");
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return 1;
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}
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int main(int argc, char* argv[]) {
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ai::init("ai");
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components::init();
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gui::Backend backend;
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guecs::init(&backend);
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shaders::init();
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std::string sprite_name;
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std::string background;
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std::string anim_name;
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int opt = 0;
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while((opt = getopt(argc, argv, "hb:s:a:")) != -1) {
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switch(opt) {
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case 'b':
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background = optarg;
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break;
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case 's':
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sprite_name = optarg;
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break;
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case 'a':
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anim_name = optarg;
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break;
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case 'h': // fallthrough
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error_usage();
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break;
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default:
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return error_usage();
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break;
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}
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}
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if(sprite_name == "") {
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return error_usage();
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} else if(anim_name == "") {
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anim_name = sprite_name; // default to the same
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}
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sound::mute(true);
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animator::FSM main;
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main.init(sprite_name, anim_name, background);
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while(main.active()) {
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main.update();
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main.render();
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main.check_changed();
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main.handle_keyboard_mouse();
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}
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return 0;
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}
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75
tools/animator.hpp
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75
tools/animator.hpp
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@ -0,0 +1,75 @@
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#pragma once
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#include <guecs/ui.hpp>
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#include "gui/event_router.hpp"
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#include "gui/guecstra.hpp"
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#include "events.hpp"
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#include <filesystem>
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namespace animator {
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enum class State {
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START=__LINE__,
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ANIMATE=__LINE__,
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END=__LINE__,
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};
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enum class Event {
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TICK=__LINE__,
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PLAY_STOP=__LINE__,
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NEXT_FORM=__LINE__,
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PREV_FORM=__LINE__,
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TEST_SHADER=__LINE__,
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RELOAD=__LINE__,
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};
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struct FSM;
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struct UI {
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guecs::UI $ui;
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guecs::UI $overlay;
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std::shared_ptr<sf::Sprite> sprite = nullptr;
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std::shared_ptr<sf::Shader> effect = nullptr;
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bool $initialized_this_sucks_ass = false;
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void button(const std::string& name, std::function<void(guecs::Modifiers mods)> cb);
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void init(const std::string& sprite_name, const std::string& background, int width, int height);
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void render(sf::RenderWindow& window, bool debug=false);
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bool mouse(float x, float y, guecs::Modifiers mods);
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void update_status(animation::Animation& anim);
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std::shared_ptr<sf::Sprite> get_sprite();
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void show_error(const std::string& message);
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void clear_error();
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};
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struct FSM : public DeadSimpleFSM<State, Event> {
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UI $ui;
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gui::routing::Router $router;
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sf::RenderWindow $window;
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sf::Vector2f $pos{0,0};
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sf::Vector2f $scale{0,0};
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animation::Animation $anim;
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std::string $sprite_name="";
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std::string $anim_name="";
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std::string $background="";
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std::filesystem::file_time_type $last_mod_time;
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sf::Clock $timer;
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std::string $cur_form = "idle";
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int $cur_form_i = 0;
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bool $mute = true;
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void init(const std::string &sprite_name, const std::string& background, const std::string &anim_name);
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void event(Event ev, std::any data={});
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void START(Event ev);
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void ANIMATE(Event ev);
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void END(Event ev);
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void handle_keyboard_mouse();
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void render();
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bool active();
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void update();
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void reload();
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void check_changed();
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void change_form(int direction);
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};
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}
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123
tools/fragviewer.cpp
Normal file
123
tools/fragviewer.cpp
Normal file
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@ -0,0 +1,123 @@
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#include "graphics/textures.hpp"
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#include <SFML/Graphics.hpp>
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#include <SFML/System.hpp>
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#include <SFML/Audio.hpp>
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#include <SFML/Window/Event.hpp>
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#include "dbc.hpp"
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#include <fmt/core.h>
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#include <unistd.h>
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bool SHADER_RELOAD = true;
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void Handle_events(sf::RenderWindow &window) {
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// is this a main event loop
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while (const auto event = window.pollEvent()) {
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if(event->is<sf::Event::Closed>()) {
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window.close();
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} else if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
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using KEY = sf::Keyboard::Scan;
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if(key->scancode == KEY::Escape || key->scancode == KEY::Space) {
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SHADER_RELOAD = true;
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}
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}
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}
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}
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int main(int argc, char *argv[]) {
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int opt = 0;
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bool load_sprite = false;
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std::string sprite_name;
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std::string frag_name;
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sf::Clock clock;
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sf::Shader shader;
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sf::RectangleShape rect;
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textures::SpriteTexture sprite_texture;
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sf::Vector2f u_resolution{720.0, 720.0};
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sf::Vector2u screen_resolution{720, 720};
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textures::init();
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dbc::check(sf::Shader::isAvailable(), "You apparently are a time traveler from the 80s who doesn't have shaders.");
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while((opt = getopt(argc, argv, "hs:f:x:y:")) != -1) {
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switch(opt) {
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case 's':
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sprite_name = optarg;
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load_sprite = true;
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break;
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case 'f':
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frag_name = optarg;
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break;
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case 'x':
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screen_resolution.x = std::atoi(optarg);
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u_resolution.x = screen_resolution.x;
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break;
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case 'y':
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screen_resolution.y = std::atoi(optarg);
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u_resolution.y = screen_resolution.y;
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break;
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case 'h':
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fmt::println(
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"fragviewer is a simple tool to play fragment shaders.\n"
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"USAGE: fragviewer [-x size_x -y size_y] [-s sprite_name] -f shader.frag");
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return 0;
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default:
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fmt::println("USAGE: fragviewer [-x size_x -y size_y] [-s sprite_name] -f shader.frag");
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return -1;
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}
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}
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fmt::println("sprite is", sprite_name);
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dbc::check(frag_name != "", "You must set the -f shader.frag option.");
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|
||||
sf::RenderWindow window(sf::VideoMode(screen_resolution), "SFML Frag Shader Viewer");
|
||||
window.setFramerateLimit(60);
|
||||
window.setVerticalSyncEnabled(true);
|
||||
|
||||
if(load_sprite) {
|
||||
sprite_texture = textures::get_sprite(sprite_name);
|
||||
sprite_texture.sprite->setPosition({0,0});
|
||||
auto bounds = sprite_texture.sprite->getLocalBounds();
|
||||
sf::Vector2f scale{u_resolution.x / bounds.size.x,
|
||||
u_resolution.y / bounds.size.y};
|
||||
sprite_texture.sprite->setScale(scale);
|
||||
shader.setUniform("source", sf::Shader::CurrentTexture);
|
||||
} else {
|
||||
rect.setPosition({0,0});
|
||||
rect.setSize(u_resolution);
|
||||
}
|
||||
|
||||
|
||||
while(window.isOpen()) {
|
||||
Handle_events(window);
|
||||
|
||||
if(SHADER_RELOAD) {
|
||||
bool good_shader = shader.loadFromFile(frag_name, sf::Shader::Type::Fragment);
|
||||
|
||||
if(!good_shader) {
|
||||
fmt::print("!!!!!! failed to load shader {}\n", frag_name);
|
||||
}
|
||||
|
||||
shader.setUniform("u_resolution", u_resolution);
|
||||
SHADER_RELOAD = false;
|
||||
}
|
||||
|
||||
sf::Time u_time = clock.getElapsedTime();
|
||||
sf::Vector2i mouse_at = sf::Mouse::getPosition(window);
|
||||
sf::Vector2f u_mouse{float(mouse_at.x), float(mouse_at.y)};
|
||||
|
||||
shader.setUniform("u_mouse", u_mouse);
|
||||
shader.setUniform("u_time", u_time.asSeconds());
|
||||
|
||||
window.clear();
|
||||
|
||||
if(load_sprite) {
|
||||
window.draw(*sprite_texture.sprite, &shader);
|
||||
} else {
|
||||
window.draw(rect, &shader);
|
||||
}
|
||||
|
||||
window.display();
|
||||
}
|
||||
}
|
||||
266
tools/icongen.cpp
Normal file
266
tools/icongen.cpp
Normal file
|
|
@ -0,0 +1,266 @@
|
|||
#include <fmt/core.h>
|
||||
#include "dbc.hpp"
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <SFML/Graphics/RenderWindow.hpp>
|
||||
#include "constants.hpp"
|
||||
#include "game/config.hpp"
|
||||
#include <filesystem>
|
||||
#include "algos/shiterator.hpp"
|
||||
#include <functional>
|
||||
#include <iostream>
|
||||
#include "graphics/textures.hpp"
|
||||
#include "graphics/palette.hpp"
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
constexpr const int TILE_COUNT=10;
|
||||
constexpr const sf::Color DEFAULT_COLOR{255, 255, 255, 255};
|
||||
using namespace nlohmann;
|
||||
|
||||
using namespace shiterator;
|
||||
|
||||
using MapRow = BaseRow<wchar_t>;
|
||||
using MapGrid = Base<wchar_t>;
|
||||
|
||||
using BoolRow = BaseRow<bool>;
|
||||
using BoolGrid = Base<bool>;
|
||||
|
||||
struct MapConfig {
|
||||
MapGrid map = make<wchar_t>(TILE_COUNT, TILE_COUNT);
|
||||
BoolGrid centered = make<bool>(TILE_COUNT, TILE_COUNT);
|
||||
std::unordered_map<wchar_t, sf::Color> colors;
|
||||
std::unordered_map<wchar_t, sf::Color> backgrounds;
|
||||
std::unordered_map<wchar_t, std::string> names;
|
||||
each_row_t<MapGrid> it{map};
|
||||
};
|
||||
|
||||
struct MapTileBuilder {
|
||||
unsigned int $font_size = 20;
|
||||
sf::Glyph $glyph;
|
||||
sf::Font $font{FONT_FILE_NAME};
|
||||
std::shared_ptr<sf::RenderTexture> $render = nullptr;
|
||||
sf::Vector2i $size;
|
||||
sf::Vector2i $image_size;
|
||||
sf::RenderTexture $temp_render;
|
||||
|
||||
MapTileBuilder(size_t x, size_t y) :
|
||||
$size(x, y),
|
||||
$image_size($size.x * TILE_COUNT, $size.y * TILE_COUNT),
|
||||
$temp_render({(unsigned int)$size.x, (unsigned int)$size.y})
|
||||
{
|
||||
$font.setSmooth(false);
|
||||
}
|
||||
|
||||
void best_size(wchar_t for_char, bool centered) {
|
||||
float factor = centered ? 0.8f : 1.0f;
|
||||
sf::Vector2i adjusted_size = {int($size.x * factor), int($size.y * factor)};
|
||||
$font_size = 20; // reset the size
|
||||
// fit the glyph in our box height
|
||||
auto temp = $font.getGlyph(for_char, $font_size, false);
|
||||
auto temp_size = $font_size;
|
||||
|
||||
while(temp.textureRect.size.y <= adjusted_size.y
|
||||
&& temp.textureRect.size.x <= adjusted_size.x)
|
||||
{
|
||||
$glyph = temp;
|
||||
$font_size = temp_size;
|
||||
|
||||
temp_size++;
|
||||
temp = $font.getGlyph(for_char, temp_size, false);
|
||||
}
|
||||
}
|
||||
|
||||
void save_image(std::string icon_path) {
|
||||
dbc::check($render != nullptr, "You have to call run() first.");
|
||||
fs::path out_path{icon_path};
|
||||
|
||||
if(fs::exists(out_path)) {
|
||||
fs::remove(out_path);
|
||||
}
|
||||
|
||||
sf::Image out_img = $render->getTexture().copyToImage();
|
||||
|
||||
bool worked = out_img.saveToFile(out_path);
|
||||
dbc::check(worked, "Failed to write screenshot.png");
|
||||
}
|
||||
|
||||
void run_real_textures(MapConfig &config) {
|
||||
textures::init();
|
||||
sf::Vector2u crop{$size.x * (unsigned int)config.it.width, ($size.y) * ((unsigned int)config.it.y + 1)};
|
||||
$render = std::make_shared<sf::RenderTexture>(crop);
|
||||
$render->clear({0,0,0,0});
|
||||
|
||||
$render->setSmooth(false);
|
||||
sf::Vector2f cell_pos{0.0f,0.0f};
|
||||
|
||||
for(each_row_t<MapGrid> it{config.map}; it.next();) {
|
||||
wchar_t display_char = config.map[it.y][it.x];
|
||||
// stop when there's no more cells set
|
||||
if(display_char == 0) break;
|
||||
|
||||
cell_pos.x = it.x * $size.x;
|
||||
cell_pos.y = it.y * $size.y;
|
||||
|
||||
auto& name = config.names.at(display_char);
|
||||
auto id = textures::get_id(name);
|
||||
auto& img = textures::get_surface_img(id);
|
||||
auto img_size = img.getSize();
|
||||
|
||||
sf::Texture surface{img};
|
||||
|
||||
sf::Vector2f scale{float($size.x) / float(img_size.x),
|
||||
float($size.y) / float(img_size.y)};
|
||||
|
||||
sf::Sprite sprite{surface};
|
||||
sprite.setScale(scale);
|
||||
sprite.setPosition(cell_pos);
|
||||
$render->draw(sprite);
|
||||
$render->display();
|
||||
}
|
||||
}
|
||||
|
||||
void run(MapConfig& config) {
|
||||
sf::Vector2u crop{$size.x * (unsigned int)config.it.width, $size.y * ((unsigned int)config.it.y+1)};
|
||||
$render = std::make_shared<sf::RenderTexture>(crop);
|
||||
$render->clear({0,0,0,0});
|
||||
|
||||
$render->setSmooth(false);
|
||||
sf::Vector2f cell_pos{0.0f,0.0f};
|
||||
sf::RectangleShape background({(float)$size.x, (float)$size.y});
|
||||
|
||||
for(each_row_t<MapGrid> it{config.map}; it.next();) {
|
||||
// a 0 slot means we're done
|
||||
if(config.map[it.y][it.x] == 0) break;
|
||||
|
||||
cell_pos.x = it.x * $size.x;
|
||||
cell_pos.y = it.y * $size.y;
|
||||
bool is_centered = config.centered[it.y][it.x];
|
||||
|
||||
wchar_t display_char = config.map[it.y][it.x];
|
||||
std::wstring content{display_char};
|
||||
auto bg = config.backgrounds.at(display_char);
|
||||
auto fg = config.colors.at(display_char);
|
||||
|
||||
best_size(display_char, is_centered);
|
||||
|
||||
sf::Text icon{$font, content, $font_size};
|
||||
icon.setFillColor({255, 255, 255, 255});
|
||||
$temp_render.draw(icon);
|
||||
$temp_render.clear({0,0,0,0});
|
||||
|
||||
auto& font_texture = $font.getTexture($font_size);
|
||||
sf::Sprite sprite{font_texture, $glyph.textureRect};
|
||||
auto t_size = $glyph.textureRect.size;
|
||||
|
||||
dbc::check($size.x - t_size.x >= 0, "font too big on x");
|
||||
dbc::check($size.y - t_size.y >= 0, "font too big on y");
|
||||
|
||||
// draw the background first
|
||||
background.setFillColor(bg);
|
||||
|
||||
if(is_centered) {
|
||||
sf::Vector2f center{
|
||||
float(($size.x - t_size.x) / 2),
|
||||
float(($size.y - t_size.y) / 2)};
|
||||
|
||||
sprite.setScale({1.0f, 1.0f});
|
||||
sprite.setPosition({cell_pos.x + center.x, cell_pos.y + center.y});
|
||||
} else {
|
||||
sf::Vector2f scale{float($size.x) / float(t_size.x), float($size.y) / float(t_size.y)};
|
||||
sprite.setScale(scale);
|
||||
sprite.setPosition(cell_pos);
|
||||
background.setPosition(cell_pos);
|
||||
}
|
||||
|
||||
sprite.setColor(fg);
|
||||
|
||||
$render->draw(background);
|
||||
$render->draw(sprite);
|
||||
$render->display();
|
||||
}
|
||||
}
|
||||
|
||||
void save_config(MapConfig& config, const std::string &path) {
|
||||
(void)path;
|
||||
json result = json::array();
|
||||
|
||||
for(each_row_t<MapGrid> it{config.map}; it.next();) {
|
||||
if(config.map[it.y][it.x] == 0) break;
|
||||
|
||||
json val;
|
||||
|
||||
val["x"] = $size.x * it.x;
|
||||
val["y"] = $size.y * it.y;
|
||||
val["display"] = (int)config.map[it.y][it.x];
|
||||
val["centered"] = config.centered[it.y][it.x];
|
||||
|
||||
result.push_back(val);
|
||||
}
|
||||
|
||||
std::ofstream o(path, std::ios::out | std::ios::binary);
|
||||
o << std::setw(4) << result << std::endl;
|
||||
}
|
||||
};
|
||||
|
||||
void load_config(MapConfig& config, bool is_centered, std::string path, std::function<json&(json&)> finder)
|
||||
{
|
||||
auto tiles = settings::get(path);
|
||||
|
||||
for(auto [key, val] : tiles.json().items()) {
|
||||
config.it.next();
|
||||
auto data = finder(val);
|
||||
wchar_t display = data["display"];
|
||||
config.map[config.it.y][config.it.x] = display;
|
||||
config.centered[config.it.y][config.it.x] = is_centered;
|
||||
config.names.insert_or_assign(display, key);
|
||||
|
||||
dbc::check(!config.colors.contains(display),
|
||||
fmt::format("duplicate icon for display={} key={}",
|
||||
(int)display, (std::string)key));
|
||||
|
||||
dbc::check(data.contains("foreground"),
|
||||
fmt::format("{} has no foreground", std::string(key)));
|
||||
|
||||
auto fg = palette::get(data["foreground"]);
|
||||
config.colors.insert_or_assign(display, fg);
|
||||
|
||||
dbc::check(data.contains("background"),
|
||||
fmt::format("{} has no background", std::string(key)));
|
||||
|
||||
auto bg = palette::get(data["background"]);
|
||||
config.backgrounds.insert_or_assign(display, bg);
|
||||
}
|
||||
}
|
||||
|
||||
json& component_display(json& val) {
|
||||
auto& components = val["components"];
|
||||
|
||||
for(auto& comp : components) {
|
||||
if(comp["_type"] == "Tile") {
|
||||
return comp;
|
||||
}
|
||||
}
|
||||
|
||||
dbc::log("BAD CHAR");
|
||||
return val;
|
||||
}
|
||||
|
||||
int main() {
|
||||
palette::init();
|
||||
MapConfig config;
|
||||
|
||||
load_config(config, false, "tiles", [](json& val) -> json& {
|
||||
return val;
|
||||
});
|
||||
|
||||
load_config(config, true, "items", component_display);
|
||||
load_config(config, true, "devices", component_display);
|
||||
load_config(config, true, "enemies", component_display);
|
||||
|
||||
fmt::println("-----------------------------------------");
|
||||
MapTileBuilder builder(ICONGEN_MAP_TILE_DIM, ICONGEN_MAP_TILE_DIM);
|
||||
builder.run(config);
|
||||
|
||||
builder.save_image("./assets/map_tiles.png");
|
||||
builder.save_config(config, "./assets/map_tiles.json");
|
||||
return 0;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue