2025-02-07 16:59:19 +01:00

113 lines
3.1 KiB
C++

#include "UI.hpp"
#include <stdexcept>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/Sprite.hpp>
#include <SFML/Graphics/BlendMode.hpp>
#include <SFML/Graphics/RenderStates.hpp>
#include <SFML/Window/ContextSettings.hpp>
#include <SFML/Graphics/CircleShape.hpp>
#define SF_COLOR_4CHEX(h) sf::Color((uint32_t)h)
void UI::SetRTSize(unsigned int w, unsigned int h, bool recreateCanvas) {
mRTSize.x = w; mRTSize.y = h;
// Don't resize/recreate canvas, this cut the fixed sprite
//TODO: use scaling feature on the assets to put on the canvas, then resize the canvas
if (recreateCanvas)
CreateDefaultRenderWindow();
}
void UI::CreateDefaultRenderWindow() {
sf::ContextSettings sViewSettings;
sViewSettings.depthBits = 0;
sViewSettings.stencilBits = 0;
sViewSettings.antialiasingLevel = 8;
sViewSettings.sRgbCapable = true;
if (!mUIRender.create(mRTSize.x, mRTSize.y, sViewSettings))
throw std::runtime_error("Texture renderer creation failure");
mUIRender.setSmooth(true);
mUIRender.setRepeated(false);
}
void UI::DrawUIOnRenderWindow(std::shared_ptr<sf::RenderWindow>& context, float& viewX, float& viewY) {
sf::Sprite spriteRender;
spriteRender.setTexture(this->mUIRender.getTexture());
spriteRender.setPosition(0.0f, 0.0f);
spriteRender.setScale(mRTSize.x / viewX, mRTSize.y / viewY);
context->draw(spriteRender);
}
CockpitUI::CockpitUI(unsigned int w, unsigned int h) : UI(w, h) {
CreateDefaultRenderWindow();
mStaticCockpitTexture.setSrgb(true);
if (!mStaticCockpitTexture.loadFromFile("cockpit_ui.png", sf::IntRect(0, 0, 1280, 780)))
throw std::runtime_error("Unable to load texture datas");
}
void CockpitUI::Update() {
}
void CockpitUI::Draw(std::shared_ptr<sf::RenderWindow>& context) {
sf::BlendMode sBM = sf::BlendAlpha;
sf::RenderStates sRS(sBM);
// Clear the UI screen
mUIRender.clear(sf::Color::Transparent);
// Draw the radar display
sf::CircleShape radar(98, 8);
radar.setRotation(22.5f);
radar.setPosition(sf::Vector2f(836,416));
radar.setFillColor(SF_COLOR_4CHEX(0x666666FF));
mUIRender.draw(radar, sRS);
// Draw the static board
sf::Sprite staticBoardSprite(mStaticCockpitTexture);
mUIRender.draw(staticBoardSprite, sRS);
// Do the final texture render
mUIRender.display();
// OnScreen rendering
auto tvSize = sf::Vector2f(1280.f, 720.f);
DrawUIOnRenderWindow(context, tvSize);
}
WorldUI::WorldUI(unsigned int w, unsigned int h, std::shared_ptr<Graphic3DRenderer>& engineInstance) : UI(w, h), mWorld3D(engineInstance) {
CreateDefaultRenderWindow();
mUIRender.clear(sf::Color::Black);
mUIRender.display();
}
void WorldUI::Update() {
}
void WorldUI::Draw(std::shared_ptr<sf::RenderWindow>& context) {
sf::BlendMode sBM = sf::BlendNone;
sf::RenderStates sRS(sBM);
// Clear the UI screen
mUIRender.clear(sf::Color::Transparent);
// Draw the 3D view
mWorld3D->Draw(mUIRender);
// Do the final texture render
mUIRender.display();
// OnScreen rendering
UI::Draw(context);
}