WIP / UIGrid and related elements added in one giant leap. see TODO / BUGFIX in several places for incomplete functionality.
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4 changed files with 762 additions and 14 deletions
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@ -105,12 +105,27 @@ UITestScene::UITestScene(GameEngine* g) : Scene(g)
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// UIGrid test: (in grid cells) (in screen pixels)
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// constructor args: w h texture x y w h
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auto e5 = std::make_shared<UIGrid>(4, 4, indextex, 550, 150, 200, 200);
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e5->zoom=2.0;
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e5->points[0].color = sf::Color(255, 0, 0);
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e5->points[1].tilesprite = 1;
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e5->points[5].color = sf::Color(0, 255, 0);
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e5->points[6].tilesprite = 2;
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e5->points[10].color = sf::Color(0, 0, 255);
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e5->points[11].tilesprite = 3;
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e5->points[15].color = sf::Color(255, 255, 255);
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ui_elements->push_back(e5);
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//UIEntity test:
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// asdf
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// TODO - reimplement UISprite style rendering within UIEntity class. Entities don't have a screen pixel position, they have a grid position, and grid sets zoom when rendering them.
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auto e5a = std::make_shared<UIEntity>(); // default constructor sucks: sprite position + zoom are irrelevant for UIEntity.
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auto e5as = UISprite(indextex, 85, sf::Vector2f(0, 0), 1.0);
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e5a->sprite = e5as; // will copy constructor even exist for UISprite...?
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e5a->position = sf::Vector2f(1, 0);
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e5->entities->push_back(e5a);
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}
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void UITestScene::update()
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@ -155,5 +170,5 @@ void UITestScene::sRender()
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game->getWindow().display();
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//McRFPy_API::REPL();
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McRFPy_API::REPL();
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}
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