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module Xanthous.Game.Draw
( drawGame
) where
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import Xanthous.Prelude
import Brick hiding (loc)
import Brick.Widgets.Border
import Brick.Widgets.Border.Style
import Brick.Widgets.Edit
import Data.List.NonEmpty(NonEmpty((:|)))
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import Xanthous.Data (Position(Position), x, y, loc)
import Xanthous.Data.EntityMap (EntityMap, atPosition)
import qualified Xanthous.Data.EntityMap as EntityMap
import Xanthous.Entities
import Xanthous.Game
( GameState(..)
, entities
, revealedPositions
, characterPosition
, MessageHistory(..)
, messageHistory
, GamePromptState(..)
, promptState
)
import Xanthous.Game.Prompt
import Xanthous.Resource (Name)
import qualified Xanthous.Resource as Resource
import Xanthous.Orphans ()
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drawMessages :: MessageHistory -> Widget Name
drawMessages NoMessageHistory = emptyWidget
drawMessages (MessageHistory _ False) = str " "
drawMessages (MessageHistory (lastMessage :| _) True) = txt lastMessage
drawPromptState :: GamePromptState m -> Widget Name
drawPromptState NoPrompt = emptyWidget
drawPromptState (WaitingPrompt msg (Prompt _ pt ps _)) =
case (pt, ps) of
(SStringPrompt, StringPromptState edit) ->
txt msg <+> renderEditor (txt . fold) True edit
(SDirectionPrompt, DirectionPromptState) ->
txt msg
_ -> undefined
drawEntities
:: Set Position
-- ^ Positions the character has seen
-- FIXME: this will break down as soon as creatures can walk around on their
-- own, since we don't want to render things walking around when the
-- character can't see them
-> EntityMap SomeEntity -- ^ all entities
-> Widget Name
drawEntities visiblePositions allEnts
= vBox rows
where
entityPositions = EntityMap.positions allEnts
maxY = fromMaybe 0 $ maximumOf (folded . y) entityPositions
maxX = fromMaybe 0 $ maximumOf (folded . x) entityPositions
rows = mkRow <$> [0..maxY]
mkRow rowY = hBox $ renderEntityAt . flip Position rowY <$> [0..maxX]
renderEntityAt pos
| pos `member` visiblePositions
= let neighbors = EntityMap.neighbors pos allEnts
in maybe (str " ") (drawWithNeighbors neighbors)
$ allEnts ^? atPosition pos . folded
| otherwise = str " "
drawMap :: GameState -> Widget Name
drawMap game
= viewport Resource.MapViewport Both
. showCursor Resource.Character (game ^. characterPosition . loc)
$ drawEntities
(game ^. revealedPositions)
(game ^. entities)
drawGame :: GameState -> [Widget Name]
drawGame game
= pure
. withBorderStyle unicode
$ drawMessages (game ^. messageHistory)
<=> drawPromptState (game ^. promptState)
<=> border (drawMap game)
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