#include "common.hpp" static sf::RectangleShape wot_rect; static void draw_tile(sf::RenderWindow *window, float x, float y, world::tile_t *tile) { wot_rect.setSize(sf::Vector2f(1.0f, 1.0f)); wot_rect.setPosition(sf::Vector2f(x, y)); wot_rect.setFillColor(sf::Color(tile->type, tile->type, tile->type)); wot_rect.setOutlineColor(sf::Color::Transparent); window->draw(wot_rect); } static void draw_sector(sf::RenderWindow *window, world::world_t *world, world::sector_index_t index) { world::sector_t *sector; sector = world->get_sector(index); for (ssize_t y = 0; y < SECTOR_SIZE; y++) for (ssize_t x = 0; x < SECTOR_SIZE; x++) { draw_tile(window, index.x * SECTOR_SIZE + x, index.y * SECTOR_SIZE + y, sector->tiles + y * SECTOR_SIZE + x); } wot_rect.setSize(sf::Vector2f(SECTOR_SIZE, SECTOR_SIZE)); wot_rect.setPosition(sf::Vector2f(index.x * SECTOR_SIZE, index.y * SECTOR_SIZE)); wot_rect.setOutlineColor(sf::Color::Yellow); wot_rect.setOutlineThickness(0.06f); wot_rect.setFillColor(sf::Color::Transparent); window->draw(wot_rect); } void game::state_t::render(sf::RenderWindow *window) { sf::Vector2u size = window->getSize(); sf::Vector2f A, B, C, D; sf::Rect bbox; sf::Rect index_box; A = window->mapPixelToCoords(sf::Vector2i(0, 0)); B = window->mapPixelToCoords(sf::Vector2i(size.x, 0)); C = window->mapPixelToCoords(sf::Vector2i(0, size.y)); D = window->mapPixelToCoords(sf::Vector2i(size.x, size.y)); bbox.left = std::min({A.x, B.x, C.x, D.x}); bbox.top = std::min({A.y, B.y, C.y, D.y}); bbox.width = std::max({A.x, B.x, C.x, D.x}); bbox.height = std::max({A.y, B.y, C.y, D.y}); index_box.left = floor(bbox.left / SECTOR_SIZE); index_box.top = floor(bbox.top / SECTOR_SIZE); index_box.width = ceil(bbox.width / SECTOR_SIZE); index_box.height = ceil(bbox.height / SECTOR_SIZE); for (ssize_t y = index_box.top; y < index_box.height; y++) for (ssize_t x = index_box.left; x < index_box.width; x++) draw_sector(window, &world, world::sector_index_t(x, y)); } void interface::state_t::render() { }