use crate::events::ViewportEvent; use crate::world::{DOWN, LEFT, RIGHT, UP}; use crossterm::cursor; use crossterm::cursor::MoveTo; use crossterm::input::{input, InputEvent, KeyEvent, SyncReader}; use crossterm::screen::{EnterAlternateScreen, LeaveAlternateScreen, RawScreen}; use crossterm::terminal; use crossterm::{execute, queue, Output}; use log::debug; use std::io::{stdout, Write}; use crate::entities::{Entity, Player}; use crate::state::State; use crate::tiling::tile_to_str; pub trait ViewPort { fn render_state(&mut self, state: &State); } pub struct CrossTermViewPort { xsize: usize, ysize: usize, reader: SyncReader, start: (usize, usize), } impl CrossTermViewPort { pub fn new() -> CrossTermViewPort { // Initialise the terminal, the raw alternate mode allows direct character // seeking and hides the prompt. let term_size = terminal::size().unwrap(); execute!(stdout(), EnterAlternateScreen).unwrap(); execute!(stdout(), cursor::Hide).unwrap(); let _raw = RawScreen::into_raw_mode(); // Initialise state, create the player and dungeon let xsize = term_size.0 as usize; let ysize = (term_size.1 - 2) as usize; let input = input(); CrossTermViewPort { xsize, ysize, reader: input.read_sync(), start: (0, 0), } } 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)}", )) } pub fn wait_input(&mut self) -> Option { if let Some(event) = self.reader.next() { return match event { InputEvent::Keyboard(KeyEvent::Char('q')) => Some(ViewportEvent::Quit), InputEvent::Keyboard(KeyEvent::Char('?')) => { self.ui_help(); None } InputEvent::Keyboard(KeyEvent::Char('j')) => Some(ViewportEvent::MovePlayer(DOWN)), InputEvent::Keyboard(KeyEvent::Char('k')) => Some(ViewportEvent::MovePlayer(UP)), InputEvent::Keyboard(KeyEvent::Char('h')) => Some(ViewportEvent::MovePlayer(LEFT)), InputEvent::Keyboard(KeyEvent::Char('l')) => Some(ViewportEvent::MovePlayer(RIGHT)), // Arrow keys for noobs InputEvent::Keyboard(KeyEvent::Down) => Some(ViewportEvent::MovePlayer(DOWN)), InputEvent::Keyboard(KeyEvent::Up) => Some(ViewportEvent::MovePlayer(UP)), InputEvent::Keyboard(KeyEvent::Left) => Some(ViewportEvent::MovePlayer(LEFT)), InputEvent::Keyboard(KeyEvent::Right) => Some(ViewportEvent::MovePlayer(RIGHT)), // Stairs InputEvent::Keyboard(KeyEvent::Char('>')) => Some(ViewportEvent::DownStairs), InputEvent::Keyboard(KeyEvent::Char('<')) => Some(ViewportEvent::UpStairs), // No match _ => None, }; } None } } 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); } } impl Drop for CrossTermViewPort { fn drop(&mut self) { execute!(stdout(), LeaveAlternateScreen).unwrap(); execute!(stdout(), cursor::Show).unwrap(); } }