Esempio n. 1
0
void FleetButton::RenderUnpressed() {
    GG::Pt ul = UpperLeft(), lr = LowerRight();
    const double midX = static_cast<double>(Value(ul.x + lr.x))/2.0;
    const double midY = static_cast<double>(Value(ul.y + lr.y))/2.0;

    if (m_selected && m_selection_texture) {
        double sel_ind_scale = GetOptionsDB().Get<double>("UI.fleet-selection-indicator-size");
        double sel_ind_half_size = Value(Width()) * sel_ind_scale / 2.0;

        GG::Pt sel_ul = GG::Pt(GG::X(static_cast<int>(midX - sel_ind_half_size)), GG::Y(static_cast<int>(midY - sel_ind_half_size)));
        GG::Pt sel_lr = GG::Pt(GG::X(static_cast<int>(midX + sel_ind_half_size)), GG::Y(static_cast<int>(midY + sel_ind_half_size)));

        glColor(GG::CLR_WHITE);
        m_selection_texture->OrthoBlit(sel_ul, sel_lr);
    }

    glColor(Color());
    if (m_vertex_components.empty()) {
        if (m_size_icon)
            m_size_icon->OrthoBlit(ul);
        for (std::vector<boost::shared_ptr<GG::Texture> >::iterator it = m_head_icons.begin(); it != m_head_icons.end(); ++it)
            (*it)->OrthoBlit(ul);
    } else {
        std::vector<double> vertsXY;
        vertsXY.push_back(midX + m_vertex_components[0]);
        vertsXY.push_back(midY + m_vertex_components[1]);
        vertsXY.push_back(midX + m_vertex_components[2]);
        vertsXY.push_back(midY + m_vertex_components[3]);
        vertsXY.push_back(midX + m_vertex_components[4]);
        vertsXY.push_back(midY + m_vertex_components[5]);
        vertsXY.push_back(midX + m_vertex_components[6]);
        vertsXY.push_back(midY + m_vertex_components[7]);

        for (std::vector<boost::shared_ptr<GG::Texture> >::iterator it = m_head_icons.begin(); it != m_head_icons.end(); ++it)
            RenderTexturedQuad(vertsXY, *it);
        RenderTexturedQuad(vertsXY, m_size_icon);
    }


    // Scanlines for not currently-visible objects?
    int empire_id = HumanClientApp::GetApp()->EmpireID();
    if (!scanline_shader || empire_id == ALL_EMPIRES || !GetOptionsDB().Get<bool>("UI.system-fog-of-war"))
        return;

    bool at_least_one_fleet_visible = false;
    for (std::vector<int>::const_iterator it = m_fleets.begin(); it != m_fleets.end(); ++it) {
        if (GetUniverse().GetObjectVisibilityByEmpire(*it, empire_id) >= VIS_BASIC_VISIBILITY) {
            at_least_one_fleet_visible = true;
            break;
        }
    }
    if (at_least_one_fleet_visible)
        return;

    float fog_scanline_spacing = static_cast<float>(GetOptionsDB().Get<double>("UI.system-fog-of-war-spacing"));
    scanline_shader->Use();
    scanline_shader->Bind("scanline_spacing", fog_scanline_spacing);
    CircleArc(ul, lr, 0.0, TWO_PI, true);
    scanline_shader->stopUse();
}
void InventoryContainerElement::Render()
{
	RenderTexturedQuad(GetX(), GetY(), _texture, 32, 32);
	_inventoryItem = nullptr;
	if(_inventoryItem != nullptr)
		RenderTexturedQuad(GetX(), GetY(), _inventoryItem->entity->GetComponent<RenderComponent>(COMPONENT_RENDER)->GetTexture(), 32, 32);
}