Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job.
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11 changed files with 65 additions and 90 deletions
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@ -81,11 +81,10 @@ int main(int argc, char *argv[]) {
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// divide the image into cells
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auto size = image.getSize();
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const int cell = 10;
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const int cell = 3;
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// create a grid panel to hold the cells
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Panel panel(0, 0, GAME_MAP_POS, 0, true);
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Point view_port{0,0};
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Panel panel(0, 0, 0, 0, true);
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println("IMAGE SIZE {},{}", size.x, size.y);
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RGBColor avg{0,0,0};
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@ -124,16 +123,11 @@ int main(int argc, char *argv[]) {
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SFMLRender renderer;
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// NEED TO RESIZE FOR IT TO SHOW
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// this shows that I need more refinement on the renderer
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// for example, this won't let me do arbitrary resize and
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// is still locked to the map, but I need arbitrary for the
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// scenes
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if(renderer.resize_grid(50, view_port)) {
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println("RESIZED: {},{}", view_port.x, view_port.y);
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if(renderer.resize_grid(10, panel)) {
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println("RESIZED: {},{}", panel.width, panel.height);
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// set canvas to best size
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drawing = Canvas(view_port.x * 2, view_port.y * 4);
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panel.resize(view_port.x, view_port.y);
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drawing = Canvas(panel.width * 2, panel.height * 4);
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}
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panel.set_renderer(Renderer([&]{
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