Fix up the backend so it has sane names like get_sprite and get_icon, then implemented a guecs::Icon for icons. Those don't scale and typically have other properties different from a Sprite.
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31a02505aa
commit
5a7c096b52
9 changed files with 76 additions and 29 deletions
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@ -2,6 +2,7 @@
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#include "guecs/sfml/backend.hpp"
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#include <cassert>
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#include <iostream>
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#include <fmt/core.h>
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namespace guecs {
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using std::make_shared;
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@ -36,18 +37,17 @@ namespace guecs {
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void Sprite::update(const string& new_name) {
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if(new_name != name) {
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name = new_name;
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auto sprite_texture = BACKEND->texture_get(name);
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auto sprite_texture = BACKEND->get_sprite(name);
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sprite->setTexture(*sprite_texture.texture);
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sprite->setTextureRect(sprite_texture.sprite->getTextureRect());
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sprite->setTextureRect({{0,0},sprite_texture.frame_size});
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}
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}
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void Sprite::init(lel::Cell &cell) {
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auto sprite_texture = BACKEND->texture_get(name);
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auto sprite_texture = BACKEND->get_sprite(name);
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sprite = make_shared<sf::Sprite>(
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*sprite_texture.texture,
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sprite_texture.sprite->getTextureRect());
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sf::IntRect rect{{0,0},sprite_texture.frame_size};
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sprite = make_shared<sf::Sprite>(*sprite_texture.texture, rect);
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sprite->setPosition({
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float(cell.x + padding),
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@ -64,6 +64,32 @@ namespace guecs {
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window.draw(*sprite, shader_ptr);
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}
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void Icon::update(const string& new_name) {
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if(new_name != name) {
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name = new_name;
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auto sprite_texture = BACKEND->get_icon(name);
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sprite->setTexture(*sprite_texture.texture);
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sprite->setTextureRect({{0,0},sprite_texture.frame_size});
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}
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}
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void Icon::init(lel::Cell &cell) {
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auto sprite_texture = BACKEND->get_icon(name);
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sf::IntRect rect{{0,0},sprite_texture.frame_size};
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fmt::println("ICON SIZE: {},{}; {},{}",
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rect.position.x, rect.position.y,
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rect.size.x, rect.size.y);
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sprite = make_shared<sf::Sprite>(*sprite_texture.texture, rect);
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sprite->setPosition({ float(cell.x + padding), float(cell.y + padding)});
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}
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void Icon::render(sf::RenderWindow& window, sf::Shader *shader_ptr) {
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window.draw(*sprite, shader_ptr);
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}
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void Rectangle::init(lel::Cell& cell) {
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sf::Vector2f size{float(cell.w) - padding * 2, float(cell.h) - padding * 2};
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if(shape == nullptr) shape = make_shared<sf::RectangleShape>(size);
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@ -126,11 +152,10 @@ namespace guecs {
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}
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void Background::set_sprite(const std::string& name, bool stretch) {
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auto sprite_texture = BACKEND->texture_get(name);
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auto sprite_texture = BACKEND->get_sprite(name);
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sprite = make_shared<sf::Sprite>(
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*sprite_texture.texture,
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sprite_texture.sprite->getTextureRect());
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sf::IntRect rect{{0,0},sprite_texture.frame_size};
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sprite = make_shared<sf::Sprite>(*sprite_texture.texture, rect);
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sprite->setPosition({float(x), float(y)});
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@ -154,7 +179,7 @@ namespace guecs {
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}
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void Effect::init(lel::Cell &cell) {
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$shader = BACKEND->shader_get(name);
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$shader = BACKEND->get_shader(name);
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$shader->setUniform("u_resolution", sf::Vector2f({float(cell.w), float(cell.h)}));
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$clock = std::make_shared<sf::Clock>();
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}
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@ -182,7 +207,7 @@ namespace guecs {
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sf::Shader *shader_ptr = nullptr;
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if(BACKEND->shader_updated()) {
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$shader = BACKEND->shader_get(name);
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$shader = BACKEND->get_shader(name);
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}
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if($active) {
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