rust-rl/src/gamelog/logstore.rs
Llywelwyn a3ffb7d251 logs now print char-by-char, and have "perfect" wrapping
wraps will happen mid-word, but this is is intentional. hard wrapping doesn't look very good in my opinion

this has deprecated descending message logs for now
2023-07-28 22:25:25 +01:00

96 lines
3.5 KiB
Rust

use super::{events, LogFragment, Logger};
use rltk::prelude::*;
use std::sync::Mutex;
lazy_static! {
static ref LOG: Mutex<Vec<Vec<LogFragment>>> = Mutex::new(Vec::new());
}
#[allow(dead_code)]
pub fn append_fragment(fragment: LogFragment) {
LOG.lock().unwrap().push(vec![fragment]);
}
pub fn append_entry(fragments: Vec<LogFragment>) {
LOG.lock().unwrap().push(fragments);
}
pub fn clear_log() {
LOG.lock().unwrap().clear();
}
pub fn print_log(console: &mut Box<dyn Console>, pos: Point, _descending: bool, len: usize, maximum_len: i32) {
// Start at x, y
let mut y = pos.y;
let mut x = pos.x;
// Reverse the log, take the number we want to show, and iterate through them
LOG.lock().unwrap().iter().rev().take(len).for_each(|log| {
let mut len_so_far: i32 = 0;
let mut entry_len = 0;
// Iterate through each message fragment, and get the total length
// in lines, by adding the length of every fragment and dividing it
// by the maximum length we desire.
log.iter().for_each(|frag| {
entry_len += frag.text.len() as i32;
});
let lines = entry_len / maximum_len;
// If the fragment is more than one line long, move our y-value up
// by this much.
y -= lines;
// Iterate through each fragment now, for the draw loop
log.iter().for_each(|frag| {
// Split every fragment up into single characters
let parts = frag.text.split("");
// For every character, check if the length will exceed
// the maximum length we're looking for. If it will, go
// down 1 in the y-axis, return us to the start of the line,
// and reset our length counter to 0.
for part in parts {
if len_so_far + part.len() as i32 > maximum_len {
y += 1;
x = pos.x;
len_so_far = 0;
}
// If we're still within our "range" (we haven't gone up
// further in the y-axis than our desired amount), then
// print the next character. Otherwise, just skip it.
// -- this makes sure we don't continue drawing outside of
// the bounds of our message box.
if y > pos.y - len as i32 {
console.print_color(x, y, frag.colour.into(), RGB::named(rltk::BLACK).into(), part);
}
// Move across by 1 in the x-axis, and add the length to our counter.
x += part.len() as i32;
len_so_far += part.len() as i32;
}
});
// Descending is deprecated for now, so we always ascending upwards.
// Take away one from the y-axis, because we want to start each entry
// on a new line, and go up an additional amount depending on how many
// lines our *previous* entry took.
y -= 1 + lines;
// Go back to the start of the new line.
x = pos.x;
});
}
pub fn setup_log() {
clear_log();
events::clear_events();
Logger::new()
.append("Welcome!")
.colour(rltk::CYAN)
.append_n("Press [?] at any time to view controls")
.period()
.log();
}
pub fn clone_log() -> Vec<Vec<crate::gamelog::LogFragment>> {
return LOG.lock().unwrap().clone();
}
pub fn restore_log(log: &mut Vec<Vec<crate::gamelog::LogFragment>>) {
LOG.lock().unwrap().clear();
LOG.lock().unwrap().append(log);
}