(A1) change render method to now allow arbitary render targets. This is for drawing child elements on a grid

This commit is contained in:
John McCardle 2024-04-28 13:03:30 -04:00
parent 3b86089128
commit 1d852f875b
11 changed files with 24 additions and 17 deletions

View File

@ -13,10 +13,11 @@ UIDrawable* UICaption::click_at(sf::Vector2f point)
return NULL;
}
void UICaption::render(sf::Vector2f offset)
void UICaption::render(sf::Vector2f offset, sf::RenderTarget& target)
{
text.move(offset);
Resources::game->getWindow().draw(text);
//Resources::game->getWindow().draw(text);
target.draw(text);
text.move(-offset);
}

View File

@ -7,7 +7,7 @@ class UICaption: public UIDrawable
{
public:
sf::Text text;
void render(sf::Vector2f) override final;
void render(sf::Vector2f, sf::RenderTarget&) override final;
PyObjectsEnum derived_type() override final;
virtual UIDrawable* click_at(sf::Vector2f point) override final;

View File

@ -3,6 +3,7 @@
#include "UICaption.h"
#include "UISprite.h"
#include "UIGrid.h"
#include "GameEngine.h"
UIDrawable::UIDrawable() { click_callable = NULL; }
@ -13,7 +14,7 @@ void UIDrawable::click_unregister()
void UIDrawable::render()
{
render(sf::Vector2f());
render(sf::Vector2f(), Resources::game->getWindow());
}
PyObject* UIDrawable::get_click(PyObject* self, void* closure) {

View File

@ -28,7 +28,8 @@ class UIDrawable
{
public:
void render();
virtual void render(sf::Vector2f) = 0;
//virtual void render(sf::Vector2f) = 0;
virtual void render(sf::Vector2f, sf::RenderTarget&) = 0;
virtual PyObjectsEnum derived_type() = 0;
// Mouse input handling - callable object, methods to find event's destination

View File

@ -40,7 +40,7 @@ public:
std::vector<UIGridPointState> gridstate;
UISprite sprite;
sf::Vector2f position; //(x,y) in grid coordinates; float for animation
void render(sf::Vector2f); //override final;
//void render(sf::Vector2f); //override final;
UIEntity();
UIEntity(UIGrid&);

View File

@ -44,14 +44,15 @@ PyObjectsEnum UIFrame::derived_type()
return PyObjectsEnum::UIFRAME;
}
void UIFrame::render(sf::Vector2f offset)
void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
{
box.move(offset);
Resources::game->getWindow().draw(box);
//Resources::game->getWindow().draw(box);
target.draw(box);
box.move(-offset);
for (auto drawable : *children) {
drawable->render(offset + box.getPosition());
drawable->render(offset + box.getPosition(), target);
}
}

View File

@ -28,7 +28,7 @@ public:
sf::RectangleShape box;
float outline;
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> children;
void render(sf::Vector2f) override final;
void render(sf::Vector2f, sf::RenderTarget&) override final;
void move(sf::Vector2f);
PyObjectsEnum derived_type() override final;
virtual UIDrawable* click_at(sf::Vector2f point) override final;

View File

@ -32,9 +32,9 @@ UIGrid::UIGrid(int gx, int gy, std::shared_ptr<PyTexture> _ptex, sf::Vector2f _x
void UIGrid::update() {}
void UIGrid::render(sf::Vector2f)
void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
{
output.setPosition(box.getPosition()); // output sprite can move; update position when drawing
output.setPosition(box.getPosition() + offset); // output sprite can move; update position when drawing
// output size can change; update size when drawing
output.setTextureRect(
sf::IntRect(0, 0,
@ -172,7 +172,8 @@ void UIGrid::render(sf::Vector2f)
// render to window
renderTexture.display();
Resources::game->getWindow().draw(output);
//Resources::game->getWindow().draw(output);
target.draw(output);
}

View File

@ -26,7 +26,7 @@ public:
//UIGrid(int, int, IndexTexture*, float, float, float, float);
UIGrid(int, int, std::shared_ptr<PyTexture>, sf::Vector2f, sf::Vector2f);
void update();
void render(sf::Vector2f) override final;
void render(sf::Vector2f, sf::RenderTarget&) override final;
UIGridPoint& at(int, int);
PyObjectsEnum derived_type() override final;
//void setSprite(int);

View File

@ -18,14 +18,16 @@ UISprite::UISprite(std::shared_ptr<PyTexture> _ptex, int _sprite_index, sf::Vect
sprite = ptex->sprite(sprite_index, _pos, sf::Vector2f(_scale, _scale));
}
/*
void UISprite::render(sf::Vector2f offset)
{
sprite.move(offset);
Resources::game->getWindow().draw(sprite);
sprite.move(-offset);
}
*/
void UISprite::render(sf::Vector2f offset, sf::RenderTexture& target)
void UISprite::render(sf::Vector2f offset, sf::RenderTarget& target)
{
sprite.move(offset);
target.draw(sprite);

View File

@ -25,10 +25,10 @@ public:
UISprite();
UISprite(std::shared_ptr<PyTexture>, int, sf::Vector2f, float);
void update();
void render(sf::Vector2f) override final;
void render(sf::Vector2f, sf::RenderTarget&) override final;
virtual UIDrawable* click_at(sf::Vector2f point) override final;
void render(sf::Vector2f, sf::RenderTexture&);
//void render(sf::Vector2f, sf::RenderTexture&);
void setPosition(sf::Vector2f);
sf::Vector2f getPosition();