Refactor before working on animations sending events.

This commit is contained in:
Zed A. Shaw 2026-01-06 23:50:03 -05:00
parent 8b1f288fce
commit 63260f01b9
7 changed files with 10 additions and 42 deletions

View file

@ -101,10 +101,6 @@ namespace scene {
}
for(auto& actor : $actors) {
if(actor.effect != nullptr) {
dbc::log(fmt::format("ACTOR {} SHADER {}", actor.name, (void*)actor.effect.get()));
}
view.draw(*actor.st.sprite, actor.effect.get());
if(actor.anim.playing) view.draw(actor.text);
}
@ -172,29 +168,6 @@ namespace scene {
$camera.play();
}
std::pair<Element&, Element&> Engine::left_right(const std::string &actor, const std::string &target) {
auto& first = actor_config(actor);
auto& second = actor_config(target);
if(first.pos.x < second.pos.x) {
// first is left
return {first, second};
} else if(first.pos.x == second.pos.x) {
auto fb = first.st.sprite->getGlobalBounds();
auto sb = second.st.sprite->getGlobalBounds();
// use the widest one as right
if(fb.size.x >= sb.size.x) {
return {first, second};
} else {
return {second, first};
}
} else {
// second is left
return {second, first};
}
}
void Engine::zoom(const std::string &actor, const std::string& style, float scale) {
auto& config = actor_config(actor);
auto bounds = config.st.sprite->getGlobalBounds();