Example #1
0
void UIComponentImage::onRender(GraphicsDevice* renderer, UIView* view)
{
	RectangleShape backgroundRect;
	backgroundRect.setRect(view->getBounds());
	if(mTexture) backgroundRect.setTexture(mTexture);
	renderer->draw(backgroundRect);
}
Example #2
0
void UIComponentButton::onRender(Renderer* renderer, UIView* view)
{
	if(hovering)
	{
		RectangleShape hoverRect;
		hoverRect.setRect(view->getBounds());
		hoverRect.setColor(mHoverColor);
		if(mTexture)
		{
			hoverRect.setTexture(mHoverTexture);
		}
		renderer->draw(hoverRect);
	}
	else
	{
		RectangleShape hoverRect;
		hoverRect.setRect(view->getBounds());
		hoverRect.setColor(mNormalColor);
		if(mTexture)
		{
			hoverRect.setTexture(mTexture);
		}
		renderer->draw(hoverRect);
	}

	// -- Label
	Text buttonLabel;
	buttonLabel.setFont(*view->mCore->m_defaultFont);
	buttonLabel.setString(mString);
	buttonLabel.setCharacterSize(view->mRect.height / 2);
	buttonLabel.setOrigin(static_cast<int>((buttonLabel.getLocalBounds().width / 2.f ) + 0.5f), static_cast<int>((buttonLabel.getLocalBounds().height / 2.f) + 0.5f));
	buttonLabel.setPosition(static_cast<int>((view->mRect.left + view->mRect.width / 2.f ) + 0.5f), static_cast<int>((view->mRect.top +  view->mRect.height / 2.f) + 0.5f));
	if(buttonLabel.getLocalBounds().width > view->getSize().x * 0.9f)
	{
		// The text is too big and passes the 90% of the button's width
		float diminishRatio = (view->getSize().x * 0.9f) / buttonLabel.getLocalBounds().width;
		buttonLabel.setCharacterSize(static_cast<unsigned int>(static_cast<float>(buttonLabel.getCharacterSize()) * diminishRatio));
		buttonLabel.setOrigin(static_cast<int>((buttonLabel.getLocalBounds().width / 2.f ) + 0.5f), static_cast<int>((buttonLabel.getLocalBounds().height / 2.f) + 0.5f));
	}
	renderer->draw(buttonLabel);
}
Example #3
0
void drawSprite(Sprite &spr, RenderTarget &target) {
	RectangleShape shape;
	Texture &sftexture = const_cast<Texture&>(*spr.getTexture());
	FloatRect r = spr.getLocalBounds();
	shape.setSize(Vector2f(r.width, r.height));
	shape.setOrigin(spr.getOrigin());
	shape.setRotation(spr.getRotation());
	shape.setPosition(spr.getPosition());
	shape.setScale(spr.getScale());
	shape.setTexture(spr.getTexture());
	shape.setFillColor(spr.getColor());
	sftexture.setRepeated(false);
	target.draw(shape);
	sftexture.setRepeated(true);
}
Example #4
0
int main(int argc, char** argv)
{
	RenderWindow window(sf::VideoMode(W_WIDTH,W_HEIGHT),"Hello",sf::Style::Close);
		
	View view{ FloatRect{0,0,V_WIDTH,V_HEIGHT} };
	View defaultView = View{ FloatRect{ 0,0, 1600, 1200 } };

	//window.setView(view);

	Physics physics{ {0.f, 9.8f}, 10.f };

	//LightMap lights{view};
	LightMap lights{ defaultView };

	auto playerLight = lights.createLight("../assets/lightmask.png", 400, 370, 3.f);

	//lights.createLight("../assets/lightmask.png", 200, 100, 3.f);

	Clock clock;

	physics.spawnStaticBox(40.f, 60.f, 800.f, 40.f);
	physics.spawnStaticBox(80.f, 110.f, 800.f, 40.f);
	
	auto pPlayerBody = physics.spawnDynamicCircle(3.f, 400.f, 0.f);
	
	Texture tex;
	tex.loadFromFile("../assets/tile.png");
	tex.setSmooth(true);

	Shader blendShader;

	if (!blendShader.loadFromFile("../src/test.frag", Shader::Fragment))
		std::cout << "Failed to load blend fragment shader" << std::endl;

	Texture playerTex;
	playerTex.loadFromFile("../assets/player.png");
	playerTex.setSmooth(true);

	sf::Event ev;

	Texture worldTex;
	worldTex.create(W_WIDTH, W_HEIGHT);
	Sprite displaySprite;

	Font font;
	font.loadFromFile("../assets/kenney_bold.ttf");

	Text framerate;
	framerate.setFont(font);
	framerate.setCharacterSize(40);
	framerate.setPosition(1100, 200);
	framerate.setColor(sf::Color::White);

	while (window.isOpen())
	{
		while (window.pollEvent(ev))
		{
			if (ev.type == Event::Closed)
			{
				window.close();
			}

			if (ev.type == Event::KeyPressed)
			{
				if (ev.key.code == sf::Keyboard::Left)
				{	
					if (pPlayerBody->GetLinearVelocity().x - (MS_X / 100) > -(2 * MS_X / 100))
						pPlayerBody->ApplyForceToCenter({-MS_X, 0.f},true);
					else
						pPlayerBody->ApplyForceToCenter({ -(2 * MS_X / 100) - pPlayerBody->GetLinearVelocity().x , 0.f }, true);
				}

				if (ev.key.code == sf::Keyboard::Right)
				{
					if (pPlayerBody->GetLinearVelocity().x + (MS_X / 100) < (2 * MS_X / 100))
						pPlayerBody->ApplyForceToCenter({ MS_X, 0.f }, true);
					else
						pPlayerBody->ApplyForceToCenter({ (2 * MS_X / 100) - pPlayerBody->GetLinearVelocity().x , 0.f }, true);
				}

				if (ev.key.code == sf::Keyboard::Space)
				{
					if (pPlayerBody->GetLinearVelocity().y + (MS_X / 100)  < (2 * MS_X / 100))
						pPlayerBody->ApplyForceToCenter({ 0.f, -MS_X * 2 }, true);
					//else
						//pPlayerBody->ApplyForceToCenter({ 0.f, (3 * MS_X / 100) - pPlayerBody->GetLinearVelocity().y }, true);
				}
			}

			if (ev.type == Event::JoystickButtonPressed)
			{
				std::cout << ev.joystickButton.button << std::endl;
			}

			if (ev.type == Event::JoystickMoved)
			{
				std::cout << ev.joystickMove.axis << std::endl;
			}
		}

		physics.step(1.f / 30.f);
		
		window.clear();

		auto playerPos = pPlayerBody->GetPosition();
		view.setCenter(SCALE * playerPos.x, SCALE * playerPos.y);
		//window.setView(view);

		auto lightSize = playerLight->getSprite().getTexture()->getSize();

		// 3.f is the player body radius
		playerLight->setPosition(
			playerPos.x * SCALE - lightSize.x - 3.f * SCALE * 2
			, playerPos.y * SCALE - lightSize.y - 3.f * SCALE * 2);

		auto bodyIt = physics.getBodyList();

		//lights.updateView(view);
		lights.render();

		while (bodyIt != nullptr)
		{
			auto pos = bodyIt->GetPosition();

			if (bodyIt->GetType() == b2_dynamicBody)
			{
				CircleShape sprite;
							
				sprite.setTexture(&playerTex);

				auto playerShape = *(b2CircleShape*)(bodyIt->GetFixtureList()->GetShape());

				sprite.setRadius(playerShape.m_radius * SCALE);
				
				sprite.setOrigin(playerShape.m_radius * SCALE, playerShape.m_radius * SCALE);
				
				sprite.setPosition(SCALE * pos.x, SCALE * pos.y);

				sprite.setRotation(bodyIt->GetAngle() * 180 / b2_pi);
				
				window.draw(sprite);
			}

			else // ground
			{
				RectangleShape sprite;
				
				sprite.setSize({800.f, 40.f});
				
				sprite.setOrigin(400, 20);

				sprite.setPosition(pos.x * SCALE, pos.y * SCALE);

				sprite.setRotation(bodyIt->GetAngle() * 180 / b2_pi);

				sprite.setTexture(&tex);

				window.draw(sprite);
			}
			
			bodyIt = bodyIt->GetNext();
		}

		window.draw(Sprite{ lights.getLightMapTexture() }, BlendMultiply);

		float frameTime = 1.f / clock.getElapsedTime().asSeconds();
		clock.restart();
		framerate.setString(std::to_string((int)frameTime) + " fps");

		window.draw(framerate);

		window.display();
	}
}