Exemple #1
0
void
EditorInputCenter::draw_path(DrawingContext& context) {
  if (!edited_path) return;
  if (!marked_object) return;
  if (!marked_object->is_valid()) return;
  if (!edited_path->is_valid()) return;

  for(auto i = edited_path->nodes.begin(); i != edited_path->nodes.end(); ++i) {
    auto j = i+1;
    Path::Node* node1 = &(*i);
    Path::Node* node2;
    if (j == edited_path->nodes.end()) {
      if (edited_path->mode == Path::CIRCULAR || edited_path->mode == Path::UNORDERED) {
        //loop to the first node
        node2 = &(*edited_path->nodes.begin());
      } else {
        continue;
      }
    } else {
      node2 = &(*j);
    }
    auto cam_translation = Editor::current()->currentsector->camera->get_translation();
    context.draw_line(node1->position - cam_translation,
                      node2->position - cam_translation,
                      Color(1, 0, 0), LAYER_GUI - 21);
  }
}
Exemple #2
0
void
SmallMap::draw(DrawingContext& gc)
{
  // FIXME: This is potentially dangerous, since we don't know how
  // long 'gc' will be alive. Should use a DrawingContext for caching.
  gc_ptr = &gc;

  World* const& world  = server->get_world();

  Vector2i of = playfield->get_pos();
  Rect view_rect;

  if (world->get_width() > gc.get_width())
  {
    int rwidth = int(gc.get_width()  * rect.get_width()  / world->get_width());
    view_rect.left  = rect.left + (of.x * rect.get_width()  / world->get_width()) - rwidth/2;
    view_rect.right = view_rect.left + rwidth;
  }
  else
  {
    view_rect.left  = rect.left;
    view_rect.right = rect.left + rect.get_width();
  }

  if (world->get_height() > gc.get_height())
  {
    int rheight = int(gc.get_height() * rect.get_height() / world->get_height());
    view_rect.top    = rect.top + (of.y * rect.get_height() / world->get_height()) - rheight/2;
    view_rect.bottom = view_rect.top + rheight;
  }
  else
  {
    view_rect.top    = rect.top;
    view_rect.bottom = rect.top + rect.get_height();
  }

  gc.draw(image->get_surface(), Vector2i(rect.left, rect.top));
  gc.draw_rect(view_rect, Color(0, 255, 0));

  server->get_world()->draw_smallmap(this);

  // Draw Pingus
  PinguHolder* pingus = world->get_pingus();
  for(PinguIter i = pingus->begin(); i != pingus->end(); ++i)
  {
    int x = static_cast<int>(static_cast<float>(rect.left) + ((*i)->get_x() * static_cast<float>(rect.get_width())
                                                              / static_cast<float>(world->get_width())));
    int y = static_cast<int>(static_cast<float>(rect.top)  + ((*i)->get_y() * static_cast<float>(rect.get_height())
                                                              / static_cast<float>(world->get_height())));

    gc.draw_line(Vector2i(x, y), Vector2i(x, y-2), Color(255, 255, 0));
  }

  gc_ptr = 0;
}
void
Playfield::draw(DrawingContext& gc)
{
  scene_context->clear();
  scene_context->set_cliprect(rect);

  //scene_context->light().fill_screen(Color(50, 50, 50));
 
  state.push(*scene_context);

  cap.set_pingu(current_pingu);
  cap.draw(*scene_context);

  world->draw(*scene_context);
 
  // Draw the scrolling band
  if (mouse_scrolling && !drag_drop_scrolling)
    {
      gc.draw_line(mouse_pos.x, mouse_pos.y,
                   scroll_center.x, scroll_center.y-15,
                   Color(0, 255, 0));

      gc.draw_line(mouse_pos.x, mouse_pos.y,
                   scroll_center.x, scroll_center.y,
                   Color(255, 0, 0));

      gc.draw_line(mouse_pos.x, mouse_pos.y,
                   scroll_center.x, scroll_center.y+15,
                   Color(0, 0, 255));

      gc.draw_line(mouse_pos.x, mouse_pos.y,
                   scroll_center.x + 15, scroll_center.y,
                   Color(0, 255, 255));

      gc.draw_line(mouse_pos.x, mouse_pos.y,
                   scroll_center.x - 15, scroll_center.y,
                   Color(255, 255, 0));
    }

  state.pop(*scene_context);
  gc.draw(new SceneContextDrawingRequest(scene_context, Vector3f(0,0,-10000)));
}
Exemple #4
0
void
EditorInputCenter::draw_tile_grid(DrawingContext& context) {
  auto editor = Editor::current();
  if ( !editor->layerselect.selected_tilemap ) {
    return;
  }

  auto current_tm = dynamic_cast<TileMap*>(editor->layerselect.selected_tilemap);
  if ( current_tm == NULL )
    return;
  int tm_width = current_tm->get_width();
  int tm_height = current_tm->get_height();
  Rectf draw_rect = Rectf(editor->currentsector->camera->get_translation(),
        editor->currentsector->camera->get_translation() + Vector(SCREEN_WIDTH, SCREEN_HEIGHT));
  Vector start = sp_to_tp( Vector(draw_rect.p1.x, draw_rect.p1.y) );
  Vector end = sp_to_tp( Vector(draw_rect.p2.x, draw_rect.p2.y) );
  start.x = std::max(0.0f, start.x);
  start.y = std::max(0.0f, start.y);
  end.x = std::min(float(tm_width-1), end.x);
  end.y = std::min(float(tm_height-1), end.y);

  Vector line_start, line_end;
  for (int i = start.x; i <= end.x; i++) {
    line_start = tile_screen_pos( Vector(i, 0) );
    line_end = tile_screen_pos( Vector(i, tm_height) );
    context.draw_line(line_start, line_end, Color(1, 1, 1, 0.7), current_tm->get_layer());
  }

  for (int i = start.y; i <= end.y; i++) {
    line_start = tile_screen_pos( Vector(0, i) );
    line_end = tile_screen_pos( Vector(tm_width, i) );
    context.draw_line(line_start, line_end, Color(1, 1, 1, 0.7), current_tm->get_layer());
  }

  start = tile_screen_pos( Vector(0, 0) );
  end = tile_screen_pos( Vector(tm_width, tm_height) );
  context.draw_line(start, Vector(start.x, end.y), Color(1, 0, 1), current_tm->get_layer());
  context.draw_line(start, Vector(end.x, start.y), Color(1, 0, 1), current_tm->get_layer());
  context.draw_line(Vector(start.x, end.y), end, Color(1, 0, 1), current_tm->get_layer());
  context.draw_line(Vector(end.x, start.y), end, Color(1, 0, 1), current_tm->get_layer());
}
Exemple #5
0
void
PathDrawable::draw (DrawingContext& gc)
{
  Path::iterator prev = path.begin();

  for(Path::iterator next = prev + 1; next != path.end(); ++next)
  {
    gc.draw_line(Vector2i(static_cast<int>(prev->x), static_cast<int>(prev->y)),
                 Vector2i(static_cast<int>(next->x), static_cast<int>(next->y)),
                 Color(255, 255, 255));
    prev = next;
  }
}
Exemple #6
0
void
Playfield::draw(DrawingContext& gc)
{
  scene_context->clear();

  state.push(*scene_context);

  capture_rectangle.set_pingu(current_pingu);
  capture_rectangle.draw(*scene_context);

  server->get_world()->draw(*scene_context);

  state.pop(*scene_context);

  gc.draw(new SceneContextDrawingRequest(scene_context.get(), Vector2i(0,0), -10000));

  gc.push_modelview();
  gc.translate(rect.left, rect.top);
  // Draw the scrolling band
  if (mouse_scrolling && !globals::drag_drop_scrolling)
  {
    gc.draw_line(mouse_pos, scroll_center - Vector2i(0, 15),
                 Color(0, 255, 0));

    gc.draw_line(mouse_pos, scroll_center + Vector2i(0, 15),
                 Color(0, 0, 255));

    gc.draw_line(mouse_pos, scroll_center + Vector2i(15, 0),
                 Color(0, 255, 255));

    gc.draw_line(mouse_pos, scroll_center - Vector2i(15, 0),
                 Color(255, 255, 0));

    gc.draw_line(mouse_pos, scroll_center, 
                 Color(255, 0, 0));
  }
  gc.pop_modelview();
}