Added camera movement with the mouse, but I need to change how it worksmaster
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c5858bca3e
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#pragma once
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#include "Curses.h"
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#include <iostream>
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#include <list>
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Curses::Curses(sf::Vector2i tile_size_, sf::Vector2i grid_dimensions_) :
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window(sf::VideoMode(tile_size_.x * grid_dimensions_.x, tile_size_.y * grid_dimensions_.y), "SimpleFML Curses"),
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grid_dimensions(grid_dimensions_),
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tile_pixel_dimensions(tile_size_){
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font.loadFromFile("unifont.ttf");
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for (int y = 0; y < grid_dimensions_.y; y++) {
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for (int x = 0 ; x < grid_dimensions_.x; x++) {
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tiles.emplace_back(Tile(sf::Vector2i(x, y)));
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// L'\u0020' = space char
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}
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}
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// Set screen values to increasing unicode chars
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/*wchar_t char_ind = L'\u0041';
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for (int i = 0; i < tiles.size(); i++) {
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tiles.at(i).push_clear(char_ind++, sf::Color::White, sf::Color::Black);
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}*/
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}
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Curses::~Curses() {
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}
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void Curses::Update(double delta_time_) {
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for (Tile &tile : tiles) {
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tile.inc_index();
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}
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sf::Event event;
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while (window.pollEvent(event)) {
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if (event.type == sf::Event::Closed)
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window.close();
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}
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}
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void Curses::Render() {
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window.clear();
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sf::Texture font_texture = font.getTexture(tile_pixel_dimensions.x);
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// Draw text and backfills
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sf::VertexArray backfill_v_arr(sf::Quads, grid_dimensions.x * grid_dimensions.y * 4);
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sf::VertexArray font_v_arr(sf::Quads, grid_dimensions.x * grid_dimensions.y * 4);
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int tile_index = 0;
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for (int i = 0; i < backfill_v_arr.getVertexCount(); i += 4) {
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Tile* tile = &tiles.at(tile_index);
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sf::Glyph glyph = font.getGlyph(tile->current_unicode_value(), tile_pixel_dimensions.x, false);
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// Backfill the tile with the specified backfill color
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backfill_v_arr[i + 0].position = sf::Vector2f(tile->getPosition().x * tile_pixel_dimensions.x, tile->getPosition().y * tile_pixel_dimensions.y);
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backfill_v_arr[i + 1].position = sf::Vector2f(tile->getPosition().x * tile_pixel_dimensions.x + tile_pixel_dimensions.x, tile->getPosition().y * tile_pixel_dimensions.y);
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backfill_v_arr[i + 2].position = sf::Vector2f(tile->getPosition().x * tile_pixel_dimensions.x + tile_pixel_dimensions.x, tile->getPosition().y * tile_pixel_dimensions.y + tile_pixel_dimensions.y);
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backfill_v_arr[i + 3].position = sf::Vector2f(tile->getPosition().x * tile_pixel_dimensions.x, tile->getPosition().y * tile_pixel_dimensions.y + tile_pixel_dimensions.y);
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backfill_v_arr[i + 0].color = tile->current_backfill_color();
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backfill_v_arr[i + 1].color = tile->current_backfill_color();
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backfill_v_arr[i + 2].color = tile->current_backfill_color();
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backfill_v_arr[i + 3].color = tile->current_backfill_color();
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// Draw the font with the correct size, texture location, window location, and color
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font_v_arr[i + 0].position = sf::Vector2f(tile->getPosition().x * tile_pixel_dimensions.x, tile->getPosition().y * tile_pixel_dimensions.y);
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font_v_arr[i + 1].position = sf::Vector2f(tile->getPosition().x * tile_pixel_dimensions.x + glyph.textureRect.width, tile->getPosition().y * tile_pixel_dimensions.y);
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font_v_arr[i + 2].position = sf::Vector2f(tile->getPosition().x * tile_pixel_dimensions.x + glyph.textureRect.width, tile->getPosition().y * tile_pixel_dimensions.y + glyph.textureRect.height);
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font_v_arr[i + 3].position = sf::Vector2f(tile->getPosition().x * tile_pixel_dimensions.x, tile->getPosition().y * tile_pixel_dimensions.y + glyph.textureRect.height);
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// Make the letter appear in the center of the tile by applying an offset
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sf::Vector2f position_offset = sf::Vector2f(tile_pixel_dimensions.x / 4, tile_pixel_dimensions.y / 4);
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font_v_arr[i + 0].position += position_offset;
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font_v_arr[i + 1].position += position_offset;
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font_v_arr[i + 2].position += position_offset;
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font_v_arr[i + 3].position += position_offset;
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font_v_arr[i + 0].texCoords = sf::Vector2f(glyph.textureRect.left, glyph.textureRect.top);
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font_v_arr[i + 1].texCoords = sf::Vector2f(glyph.textureRect.width + glyph.textureRect.left, glyph.textureRect.top);
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font_v_arr[i + 2].texCoords = sf::Vector2f(glyph.textureRect.width + glyph.textureRect.left, glyph.textureRect.top + glyph.textureRect.height);
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font_v_arr[i + 3].texCoords = sf::Vector2f(glyph.textureRect.left, glyph.textureRect.top + glyph.textureRect.height);
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font_v_arr[i + 0].color = tile->current_font_color();
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font_v_arr[i + 1].color = tile->current_font_color();
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font_v_arr[i + 2].color = tile->current_font_color();
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font_v_arr[i + 3].color = tile->current_font_color();
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tile_index++;
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}
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window.draw(backfill_v_arr);
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window.draw(font_v_arr, &font_texture);
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window.display();
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}
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void Curses::setTile(Tile tile_) {
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tiles.at(multi_to_linear(tile_.getPosition())) = tile_;
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}
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void Curses::setTiles(std::vector<Tile> tiles_) {
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for (Tile tile: tiles_) {
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tiles.at(multi_to_linear(tile.getPosition())) = tile;
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}
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}
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void Curses::Clear() {
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for (Tile &tile : tiles) {
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tile.clear();
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}
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}
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Curses::Tile* Curses::getTile(sf::Vector2i position_) {
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return &tiles.at(multi_to_linear(position_));
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}
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std::vector<Curses::Tile*> Curses::getTiles(sf::Vector2i start_, sf::Vector2i end_) {
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std::vector<Curses::Tile*> ret;
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for (int i = multi_to_linear(start_); i < multi_to_linear(end_); i++) {
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ret.push_back(&tiles.at(i));
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}
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return ret;
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}
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void Curses::setScroll(int ratio_, sf::Vector2i start_, std::list<Slot> scroll_text_) {
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// Scrolling and it's scroll ratio is faux implemented by
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// essentially stacking values and repeating them to slow the scroll down
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for (int i = 0; i < scroll_text_.size(); i++) {
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append_slots(start_, scroll_text_);
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scroll_text_.push_back(scroll_text_.front());
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scroll_text_.pop_front();
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}
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}
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void Curses::set_tile_ratio(int ratio_, sf::Vector2i tile_position_) {
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getTile(tile_position_)->set_ratio(ratio_);
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}
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void Curses::append_slots(sf::Vector2i start_, std::list<Slot> values_)
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{
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std::vector<Tile*> tiles = getTiles(start_,
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sf::Vector2i((values_.size() + start_.x) % grid_dimensions.x,
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(values_.size() + start_.x) / grid_dimensions.x + start_.y));
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if (tiles.size() != values_.size()) {
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std::cout << "Values did not match up to slots when appending\n";
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return;
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}
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std::list<Slot>::iterator beg_slot_it = values_.begin();
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std::list<Slot>::iterator end_slot_it = values_.end();
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std::list<Slot>::iterator slot_it;
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std::vector<Tile*>::iterator beg_tile_it = tiles.begin();
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std::vector<Tile*>::iterator end_tile_it = tiles.end();
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std::vector<Tile*>::iterator tile_it;
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for (slot_it = beg_slot_it, tile_it = beg_tile_it;
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(slot_it != end_slot_it) && (tile_it != end_tile_it);
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++slot_it, ++tile_it) {
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Tile* t = *tile_it;
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t->push_back(*slot_it);
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}
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}
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sf::Vector2i Curses::linear_to_multi(int position_) const {
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return sf::Vector2i(position_ % grid_dimensions.x, position_ / grid_dimensions.x);
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}
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int Curses::multi_to_linear(sf::Vector2i position_) const {
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return position_.y * grid_dimensions.x + position_.x;
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}
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#pragma once
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#include <SFML/Graphics.hpp>
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#include <list>
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class Curses {
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public:
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struct Slot {
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Slot(wchar_t unicode_value_,
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sf::Color font_color_,
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sf::Color backfill_color_) :
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unicode_value(unicode_value_),
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font_color(font_color_),
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backfill_color(backfill_color_)
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{};
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wchar_t unicode_value;
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sf::Color font_color;
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sf::Color backfill_color;
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};
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struct Tile {
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public:
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Tile(sf::Vector2i position_) :
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blank_standby(L'\u0020', sf::Color::Transparent, sf::Color::Black),
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position(position_)
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{ };
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private:
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Slot blank_standby;
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int index = 0; // What index in the vector are we. Backbone for blinking and scrolling
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int ratio_counter = 0; // Secondary counter to hold index positions for (ratio) length of time
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int ratio_value = 0;
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std::vector<Slot> slot_stack; // The icon that aligns with the index
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sf::Vector2i position; // Position of the text, and backfill
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public:
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void set_ratio(int ratio_) {
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ratio_value = ratio_;
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}
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sf::Vector2i getPosition() const {
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return position;
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}
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void push_back(Slot s) {
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slot_stack.push_back(s);
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}
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void clear_and_set(Slot s) {
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slot_stack.clear();
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slot_stack.push_back(s);
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}
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void clear() {
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slot_stack.clear();
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}
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sf::Color current_font_color() {
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if (slot_stack.size() > 0)
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return slot_stack.at(index).font_color;
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else
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return blank_standby.font_color;
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}
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sf::Color current_backfill_color() {
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if (slot_stack.size() > 0)
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return slot_stack.at(index).backfill_color;
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else
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return blank_standby.backfill_color;
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}
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wchar_t current_unicode_value() {
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if (slot_stack.size() > 0)
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return slot_stack.at(index).unicode_value;
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else
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return blank_standby.unicode_value;
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}
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void inc_index() {
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if (index >= slot_stack.size() - 1) {
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index = 0;
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}
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else if (ratio_counter == ratio_value) {
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ratio_counter = 0;
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index++;
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}
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else
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ratio_counter++;
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}
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};
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Curses(sf::Vector2i tile_size_, sf::Vector2i grid_dimensions);
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~Curses();
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void Update(double delta_time_);
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void Render();
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void setTile(Tile tile_);
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void setTiles(std::vector<Tile> tiles_); // Can be seperate, non-adjacent tiles
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void Clear();
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Tile* getTile(sf::Vector2i position_);
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std::vector<Curses::Tile*> getTiles(sf::Vector2i start_, sf::Vector2i end_);
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void ResizeTiles(sf::Vector2i size_);
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void ResizeTileGrid(sf::Vector2i grid_dimensions_);
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void setBlink(int ratio_, sf::Vector2i position_);
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void setScroll(int ratio_, sf::Vector2i start_, sf::Vector2i end_);
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void setScroll(int ratio_, sf::Vector2i start_, std::list<Slot> tiles_);
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private:
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sf::Vector2i grid_dimensions;
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sf::Vector2i tile_pixel_dimensions;
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sf::RenderWindow window;
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std::vector<Tile> tiles;
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sf::Font font;
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int multi_to_linear(sf::Vector2i position_) const;
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sf::Vector2i linear_to_multi(int position_) const;
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void set_tile_ratio(int ratio_, sf::Vector2i tile_position_);
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void append_slots(sf::Vector2i start_, std::list<Slot> values_);
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};
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