fixes message log wrapping - sort of

it's an improvement - messages will wrap if the added fragment is longer than the maximum width, but it still causes issues if an *individual* fragment is longer than the width. the proper solution here, i think, is to get rid of the whole fragment system and just log words and newlines, and not have to bother with any of this.
This commit is contained in:
Llywelwyn 2023-07-28 21:06:08 +01:00
parent 1e25d062db
commit 650afaf821
5 changed files with 48 additions and 25 deletions

View file

@ -120,8 +120,8 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
}
}
// Render the message log at [1, 46], descending, with 6 lines.
gamelog::print_log(&mut rltk::BACKEND_INTERNAL.lock().consoles[0].console, Point::new(1, 7), false, 7);
// Render the message log at [1, 7], ascending, with 7 lines and a max width of 68.
gamelog::print_log(&mut rltk::BACKEND_INTERNAL.lock().consoles[0].console, Point::new(1, 7), false, 7, 68);
// Render id
let map = ecs.fetch::<Map>();
@ -493,7 +493,6 @@ pub fn ranged_target(gs: &mut State, ctx: &mut Rltk, range: i32, aoe: i32) -> (I
let screen_x = idx.x - min_x;
let screen_y = idx.y - min_y;
if screen_x > 1 && screen_x < (max_x - min_x) - 1 && screen_y > 1 && screen_y < (max_y - min_y) - 1 {
rltk::console::log("yo");
ctx.set_bg(screen_x + x_offset, screen_y + y_offset, RGB::named(rltk::BLUE));
available_cells.push(idx);
}