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#pragma once
#include <SFML/Graphics.hpp>
#include <list>
class Curses {
public:
struct Slot {
Slot(wchar_t unicode_value_,
sf::Color font_color_,
sf::Color backfill_color_) :
unicode_value(unicode_value_),
font_color(font_color_),
backfill_color(backfill_color_)
{};
wchar_t unicode_value;
sf::Color font_color;
sf::Color backfill_color;
};
struct Tile {
public:
Tile(sf::Vector2i position_) :
blank_standby(L'\u0020', sf::Color::Transparent, sf::Color::Black),
position(position_)
{ };
private:
Slot blank_standby;
int index = 0; // What index in the vector are we. Backbone for blinking and scrolling
int ratio_counter = 0; // Secondary counter to hold index positions for (ratio) length of time
int ratio_value = 0;
std::vector<Slot> slot_stack; // The icon that aligns with the index
sf::Vector2i position; // Position of the text, and backfill
public:
void set_ratio(int ratio_) {
ratio_value = ratio_;
}
sf::Vector2i getPosition() const {
return position;
}
void push_back(Slot s) {
slot_stack.push_back(s);
}
void clear_and_set(Slot s) {
slot_stack.clear();
slot_stack.push_back(s);
}
void clear() {
slot_stack.clear();
}
sf::Color current_font_color() {
if (slot_stack.size() > 0)
return slot_stack.at(index).font_color;
else
return blank_standby.font_color;
}
sf::Color current_backfill_color() {
if (slot_stack.size() > 0)
return slot_stack.at(index).backfill_color;
else
return blank_standby.backfill_color;
}
wchar_t current_unicode_value() {
if (slot_stack.size() > 0)
return slot_stack.at(index).unicode_value;
else
return blank_standby.unicode_value;
}
void inc_index() {
if (index >= slot_stack.size() - 1) {
index = 0;
}
else if (ratio_counter == ratio_value) {
ratio_counter = 0;
index++;
}
else
ratio_counter++;
}
};
Curses(sf::Vector2i tile_size_, sf::Vector2i grid_dimensions);
~Curses();
void Update(double delta_time_);
void Render();
void setTile(Tile tile_);
void setTiles(std::vector<Tile> tiles_); // Can be seperate, non-adjacent tiles
void Clear();
Tile* getTile(sf::Vector2i position_);
std::vector<Curses::Tile*> getTiles(sf::Vector2i start_, sf::Vector2i end_);
void ResizeTiles(sf::Vector2i size_);
void ResizeTileGrid(sf::Vector2i grid_dimensions_);
void setBlink(int ratio_, sf::Vector2i position_);
void setScroll(int ratio_, sf::Vector2i start_, sf::Vector2i end_);
void setScroll(int ratio_, sf::Vector2i start_, std::list<Slot> tiles_);
private:
sf::Vector2i grid_dimensions;
sf::Vector2i tile_pixel_dimensions;
sf::RenderWindow window;
std::vector<Tile> tiles;
sf::Font font;
int multi_to_linear(sf::Vector2i position_) const;
sf::Vector2i linear_to_multi(int position_) const;
void set_tile_ratio(int ratio_, sf::Vector2i tile_position_);
void append_slots(sf::Vector2i start_, std::list<Slot> values_);
};