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path: root/src/render.cpp
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#include "common.hpp"
#include <list>

static sf::RectangleShape wot_rect;

static void draw_tile(sf::RenderWindow *window, float x, float y,
                      world::tile_t *tile)
{
	sf::Color color;

	wot_rect.setSize(sf::Vector2f(1.0f, 1.0f));
	wot_rect.setPosition(sf::Vector2f(x, y));

	switch (tile->type) {
	case -1:
		color = sf::Color(30, 30, 150);
		break;
	case 0:
		color = sf::Color(50, 70, 200);
		break;
	case 1:
		color = sf::Color(255, 255, 90);
		break;
	case 2:
		color = sf::Color(30, 210, 40);
		break;
	case 3:
		color = sf::Color(29, 190, 45);
		break;
	default:
		;
	}

	wot_rect.setFillColor(color);
	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);

	if ((sector->index.x & 2) ^ (sector->index.y & 2)) {
		wot_rect.setSize(sf::Vector2f(SECTOR_SIZE, SECTOR_SIZE));
		wot_rect.setPosition(sf::Vector2f(sector->bounds.left, sector->bounds.top));
		wot_rect.setFillColor(sf::Color(0, 0, 0, 50));
		window->draw(wot_rect);
	}
}

void interface::state_t::render()
{
}

namespace render {

state_t::state_t(sf::RenderWindow *window_)
{
	window = window_;
}

void state_t::begin_frame(double time_)
{
	now = time_;
	window->clear();
}

void state_t::end_frame(void)
{
	window->display();
}

void state_t::render(game::state_t *game)
{
	sf::Vector2u size = window->getSize();
	sf::Vector2f A, B, C, D;
	sf::Rect<float> bbox;

	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.left;
	bbox.height = std::max({A.y, B.y, C.y, D.y}) - bbox.top;

	for (world::sector_t *sector : game->world.get_sectors(bbox))
		draw_sector(window, sector);

	for (world::entity_t *ent : game->world.get_entities(bbox))
		ent->render(this);
}

void state_t::render(animated_texture_t *anim, sf::FloatRect bounds)
{
	size_t frame;

	frame = floor(fmod(now * 20.0, anim->frame_count));

	wot_rect.setTexture(anim->frames + frame, true);
	wot_rect.setFillColor(sf::Color::White);
	wot_rect.setPosition(bounds.left, bounds.top);
	wot_rect.setSize(sf::Vector2f(bounds.width, bounds.height));
	window->draw(wot_rect);
	wot_rect.setTexture(NULL);
}

animated_texture_t::~animated_texture_t(void)
{
	//delete[] frames;
}

bool animated_texture_t::load(std::string prefix, size_t frame_count_)
{
	frame_count = frame_count_;
	frames = new sf::Texture[frame_count];

	for (size_t i = 0; i < frame_count; i++) {
		std::string path;

		path = prefix + std::to_string(i) + ".png";
		std::cout << "load " << path << "\n";

		if (!frames[i].loadFromFile(path)) {
			// FIXME
			//delete[] frames;
			return false;
		}
	}

	return true;
}

} // namespace render