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#include <iostream>
#include <cstdint>
#include <cmath>
#include <map>
#include <SFML/Graphics.hpp>

namespace game {
	class entity_t {
		virtual void render(sf::RenderWindow *window) = 0;
	};
}

namespace world {
	#define SECTOR_SIZE 16

	class tile_t {
	public:
		char type;
	};

	class sector_index_t {
	public:
		int64_t x, y;

		sector_index_t ();
		sector_index_t (int64_t x_, int64_t y_);
		bool operator<(sector_index_t B) const;
	};

	class sector_t {
		std::vector<game::entity_t*> entities;
	public:
		bool empty = true;
		tile_t tiles[SECTOR_SIZE * SECTOR_SIZE];

		void generate(sector_index_t index);
	};

	class world_t {
		std::map<sector_index_t, sector_t> sectors;

	public:
		sector_t *get_sector(sector_index_t index);
		tile_t *get_tile(ssize_t x, ssize_t y);

		void link(game::entity_t *entity);
		void unlink(game::entity_t *entity);
		void render(sf::RenderWindow *window);
	};
}

namespace interface {
	class state_t {
		struct {
			sf::Vector2f center;
			int target_zoom = 3;
			float zoom = 3.0f;
			bool dragging = false;
			sf::Vector2f drag_ref;
		} camera;

	public:
		sf::RenderWindow *window;
		world::world_t *world;

		state_t(sf::RenderWindow *window_, world::world_t *world_);
		void tick(void);
		void render(void);
	};
}