use crossterm::cursor::MoveTo; use crossterm::{execute, queue, Output}; use log::debug; use std::io::{stdout, Write}; use crate::entities::{Character, Entity, Player}; use crate::state::State; use crate::tiling::{tile_to_str, Tile, TileGrid, TileType}; use crate::world::{apply_movement, Dungeon, Generatable, Level, Movement}; pub trait ViewPort { fn render_state(&mut self, state: &State); } pub struct CrossTermViewPort { xsize: usize, ysize: usize, // Use below when switching to moveable window //start: (usize, usize) } impl CrossTermViewPort { pub fn new(xsize: usize, ysize: usize) -> CrossTermViewPort { CrossTermViewPort { xsize, ysize } } fn draw_level(&self, state: &State) { let mut sout = stdout(); let grid = state.get_grid().unwrap(); execute!(sout, MoveTo(0, 0)).unwrap(); for (linenum, line) in grid.raw_data().iter().enumerate() { debug!("Drawing linenum {} -- {:?}", linenum, line); let linestr = line.iter().map(tile_to_str).collect::>(); let mut linestr2 = String::from(""); for chr in linestr { linestr2.push_str(chr); } queue!(sout, Output(linestr2), MoveTo(0, linenum as u16)).unwrap(); sout.flush().unwrap(); } } fn draw_entity(&self, state: &State, entity: &dyn Entity) { if !entity.is_visible() || !entity.is_dirty() { return; } let grid = state.get_grid().unwrap(); let dirt = entity.previous_location(); let background = grid.block_at(dirt.0, dirt.1); let mut sout = stdout(); queue!( sout, MoveTo(dirt.0 as u16, dirt.1 as u16), Output(tile_to_str(background)), MoveTo(entity.location().0 as u16, entity.location().1 as u16), Output(tile_to_str(entity.tile())) ) .unwrap(); sout.flush().unwrap(); } fn draw_entities(&self, state: &State) { for e in state.current_level().entities.iter() { self.draw_entity(state, &**e); } } fn draw_player(&mut self, state: &State) { self.draw_entity(state, state.get_player()); } fn ui_state_position(&self) -> MoveTo { MoveTo(0, (self.ysize) as u16) } fn ui_notification_position(&self) -> MoveTo { MoveTo(0, (self.ysize + 1) as u16) } fn draw_ui(&self, state: &State) { let mut sout = stdout(); queue!( sout, self.ui_state_position(), Output(state.get_player().stats()) ) .unwrap(); sout.flush().unwrap(); } pub fn notify(&self, message: String) { let mut sout = stdout(); queue!( sout, self.ui_notification_position(), Output(" ".repeat(self.xsize)), self.ui_notification_position(), Output(message) ) .unwrap(); sout.flush().unwrap(); } pub fn ui_help(&self) { self.notify(String::from( "quit: q, movement{up(k), down(j), left(h), right(l)}", )) } } impl ViewPort for CrossTermViewPort { fn render_state(&mut self, state: &State) { self.draw_level(state); self.draw_entities(state); self.draw_player(state); self.draw_ui(state); } }