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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)
{
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<float> bbox;
sf::Rect<ssize_t> index_box;
std::list<world::sector_t*> 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()
{
}
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