#include "common.hpp" #include 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::sector_t *sector) { for (ssize_t y = 0; y < SECTOR_SIZE; y++) for (ssize_t x = 0; x < SECTOR_SIZE; x++) draw_tile(window, sector->bounds.left + x, sector->bounds.top + y, sector->tiles + y * SECTOR_SIZE + x); wot_rect.setSize(sf::Vector2f(SECTOR_SIZE, SECTOR_SIZE)); wot_rect.setPosition(sf::Vector2f(sector->bounds.left, sector->bounds.top)); wot_rect.setOutlineColor(sf::Color::Yellow); wot_rect.setOutlineThickness(0.06f); wot_rect.setFillColor(sf::Color::Transparent); window->draw(wot_rect); } static void draw_sector_entities(sf::RenderWindow *window, world::sector_t *sector) { for (world::entity_t *ent : sector->ents) ent->render(window); } 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; std::list sectors; 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++) { world::sector_index_t index(x, y); world::sector_t *sector; sector = world.get_sector(index); sectors.push_back(sector); } for (auto *sector : sectors) draw_sector(window, sector); for (auto *sector : sectors) draw_sector_entities(window, sector); } void game::human_t::render(sf::RenderWindow *window) { wot_rect.setPosition(bounds.left, bounds.top); wot_rect.setSize(sf::Vector2f(bounds.width, bounds.height)); wot_rect.setFillColor(sf::Color::Red); wot_rect.setOutlineColor(sf::Color::Transparent); window->draw(wot_rect); } void interface::state_t::render() { }