Systems::render_map now holds the logic to render the map, and it's working well enough to use for displaying.
This commit is contained in:
parent
0d1eacdc5c
commit
dca38397e7
3 changed files with 45 additions and 40 deletions
32
systems.cpp
32
systems.cpp
|
@ -565,3 +565,35 @@ bool System::inventory_occupied(GameLevel& level, Entity container_id, const std
|
||||||
auto& inventory = level.world->get<inventory::Model>(container_id);
|
auto& inventory = level.world->get<inventory::Model>(container_id);
|
||||||
return inventory.has(name);
|
return inventory.has(name);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render) {
|
||||||
|
sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
|
||||||
|
unsigned int width = matrix::width(tiles);
|
||||||
|
unsigned int height = matrix::height(tiles);
|
||||||
|
sf::Vector2u dim{width * size.x, height * size.y};
|
||||||
|
auto render_size = render.getSize();
|
||||||
|
|
||||||
|
if(render_size.x != width || render_size.y != height) {
|
||||||
|
bool worked = render.resize(dim);
|
||||||
|
dbc::check(worked, "Failed to resize map render target.");
|
||||||
|
}
|
||||||
|
|
||||||
|
render.clear({0,0,0,0});
|
||||||
|
|
||||||
|
for(matrix::each_row it{tiles}; it.next();) {
|
||||||
|
wchar_t display = tiles[it.y][it.x];
|
||||||
|
if(display == L' ') continue; // skip for now
|
||||||
|
auto& sprite = textures::get_map_sprite(display);
|
||||||
|
sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
|
||||||
|
render.draw(sprite);
|
||||||
|
}
|
||||||
|
|
||||||
|
for(auto [point, display] : entity_map) {
|
||||||
|
auto& sprite = textures::get_map_sprite(display);
|
||||||
|
sprite.setPosition({float(point.x * size.x), float(point.y * size.y)});
|
||||||
|
render.draw(sprite);
|
||||||
|
}
|
||||||
|
|
||||||
|
render.display();
|
||||||
|
}
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
#include "components.hpp"
|
#include "components.hpp"
|
||||||
#include "levelmanager.hpp"
|
#include "levelmanager.hpp"
|
||||||
|
#include <SFML/Graphics/RenderTexture.hpp>
|
||||||
|
|
||||||
namespace System {
|
namespace System {
|
||||||
using namespace components;
|
using namespace components;
|
||||||
|
@ -39,4 +39,6 @@ namespace System {
|
||||||
Position& player_position(GameLevel& level);
|
Position& player_position(GameLevel& level);
|
||||||
void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
|
void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
|
||||||
bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
|
bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
|
||||||
|
|
||||||
|
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render);
|
||||||
}
|
}
|
||||||
|
|
|
@ -6,6 +6,7 @@
|
||||||
#include "levelmanager.hpp"
|
#include "levelmanager.hpp"
|
||||||
#include "systems.hpp"
|
#include "systems.hpp"
|
||||||
|
|
||||||
|
|
||||||
using namespace fmt;
|
using namespace fmt;
|
||||||
using namespace nlohmann;
|
using namespace nlohmann;
|
||||||
using std::string;
|
using std::string;
|
||||||
|
@ -81,37 +82,6 @@ TEST_CASE("dijkstra algo test", "[map]") {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
sf::Sprite render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render) {
|
|
||||||
(void) entity_map;
|
|
||||||
sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
|
|
||||||
|
|
||||||
sf::Vector2u dim{
|
|
||||||
(unsigned int)matrix::width(tiles) * size.x,
|
|
||||||
(unsigned int)matrix::height(tiles) * size.y};
|
|
||||||
|
|
||||||
bool worked = render.resize(dim);
|
|
||||||
dbc::check(worked, "Failed to resize map render target.");
|
|
||||||
|
|
||||||
render.clear({0,0,0,0});
|
|
||||||
|
|
||||||
for(matrix::each_row it{tiles}; it.next();) {
|
|
||||||
wchar_t display = tiles[it.y][it.x];
|
|
||||||
if(display == L' ') continue; // skip for now
|
|
||||||
auto& sprite = textures::get_map_sprite(display);
|
|
||||||
sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
|
|
||||||
render.draw(sprite);
|
|
||||||
}
|
|
||||||
|
|
||||||
for(auto [point, display] : entity_map) {
|
|
||||||
auto& sprite = textures::get_map_sprite(display);
|
|
||||||
sprite.setPosition({float(point.x * size.x), float(point.y * size.y)});
|
|
||||||
render.draw(sprite);
|
|
||||||
}
|
|
||||||
|
|
||||||
render.display();
|
|
||||||
return sf::Sprite{render.getTexture()};
|
|
||||||
}
|
|
||||||
|
|
||||||
TEST_CASE("map image test", "[map-sprite]") {
|
TEST_CASE("map image test", "[map-sprite]") {
|
||||||
components::init();
|
components::init();
|
||||||
textures::init();
|
textures::init();
|
||||||
|
@ -122,6 +92,7 @@ TEST_CASE("map image test", "[map-sprite]") {
|
||||||
EntityGrid entity_map;
|
EntityGrid entity_map;
|
||||||
|
|
||||||
auto render = std::make_shared<sf::RenderTexture>();
|
auto render = std::make_shared<sf::RenderTexture>();
|
||||||
|
sf::Sprite sprite{render->getTexture()};
|
||||||
auto player = level.world->get_the<components::Player>();
|
auto player = level.world->get_the<components::Player>();
|
||||||
auto& player_pos = level.world->get<components::Position>(player.entity);
|
auto& player_pos = level.world->get<components::Position>(player.entity);
|
||||||
|
|
||||||
|
@ -131,13 +102,13 @@ TEST_CASE("map image test", "[map-sprite]") {
|
||||||
|
|
||||||
System::draw_map(level, map_tiles, entity_map, 2);
|
System::draw_map(level, map_tiles, entity_map, 2);
|
||||||
// on level start make one render texture with the base map
|
// on level start make one render texture with the base map
|
||||||
auto map_sprite = render_map(map_tiles, entity_map, *render);
|
System::render_map(map_tiles, entity_map, *render);
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
#ifdef TEST_RENDER
|
||||||
// confirm we get two different maps
|
// confirm we get two different maps
|
||||||
auto out_img = render->getTexture().copyToImage();
|
auto out_img = render->getTexture().copyToImage();
|
||||||
bool worked = out_img.saveToFile("map_render.png");
|
bool worked = out_img.saveToFile(fmt::format("tmp/map_render{}{}.png", it.x, it.y));
|
||||||
REQUIRE(worked);
|
REQUIRE(worked);
|
||||||
*/
|
#endif
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue