Systems::render_map now holds the logic to render the map, and it's working well enough to use for displaying.

master
Zed A. Shaw 1 day ago
parent 0d1eacdc5c
commit dca38397e7
  1. 32
      systems.cpp
  2. 4
      systems.hpp
  3. 49
      tests/map.cpp

@ -565,3 +565,35 @@ bool System::inventory_occupied(GameLevel& level, Entity container_id, const std
auto& inventory = level.world->get<inventory::Model>(container_id);
return inventory.has(name);
}
void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render) {
sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
unsigned int width = matrix::width(tiles);
unsigned int height = matrix::height(tiles);
sf::Vector2u dim{width * size.x, height * size.y};
auto render_size = render.getSize();
if(render_size.x != width || render_size.y != height) {
bool worked = render.resize(dim);
dbc::check(worked, "Failed to resize map render target.");
}
render.clear({0,0,0,0});
for(matrix::each_row it{tiles}; it.next();) {
wchar_t display = tiles[it.y][it.x];
if(display == L' ') continue; // skip for now
auto& sprite = textures::get_map_sprite(display);
sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
render.draw(sprite);
}
for(auto [point, display] : entity_map) {
auto& sprite = textures::get_map_sprite(display);
sprite.setPosition({float(point.x * size.x), float(point.y * size.y)});
render.draw(sprite);
}
render.display();
}

@ -1,7 +1,7 @@
#pragma once
#include "components.hpp"
#include "levelmanager.hpp"
#include <SFML/Graphics/RenderTexture.hpp>
namespace System {
using namespace components;
@ -39,4 +39,6 @@ namespace System {
Position& player_position(GameLevel& level);
void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render);
}

@ -6,6 +6,7 @@
#include "levelmanager.hpp"
#include "systems.hpp"
using namespace fmt;
using namespace nlohmann;
using std::string;
@ -81,37 +82,6 @@ TEST_CASE("dijkstra algo test", "[map]") {
}
}
sf::Sprite render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render) {
(void) entity_map;
sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
sf::Vector2u dim{
(unsigned int)matrix::width(tiles) * size.x,
(unsigned int)matrix::height(tiles) * size.y};
bool worked = render.resize(dim);
dbc::check(worked, "Failed to resize map render target.");
render.clear({0,0,0,0});
for(matrix::each_row it{tiles}; it.next();) {
wchar_t display = tiles[it.y][it.x];
if(display == L' ') continue; // skip for now
auto& sprite = textures::get_map_sprite(display);
sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
render.draw(sprite);
}
for(auto [point, display] : entity_map) {
auto& sprite = textures::get_map_sprite(display);
sprite.setPosition({float(point.x * size.x), float(point.y * size.y)});
render.draw(sprite);
}
render.display();
return sf::Sprite{render.getTexture()};
}
TEST_CASE("map image test", "[map-sprite]") {
components::init();
textures::init();
@ -122,6 +92,7 @@ TEST_CASE("map image test", "[map-sprite]") {
EntityGrid entity_map;
auto render = std::make_shared<sf::RenderTexture>();
sf::Sprite sprite{render->getTexture()};
auto player = level.world->get_the<components::Player>();
auto& player_pos = level.world->get<components::Position>(player.entity);
@ -131,13 +102,13 @@ TEST_CASE("map image test", "[map-sprite]") {
System::draw_map(level, map_tiles, entity_map, 2);
// on level start make one render texture with the base map
auto map_sprite = render_map(map_tiles, entity_map, *render);
System::render_map(map_tiles, entity_map, *render);
#ifdef TEST_RENDER
// confirm we get two different maps
auto out_img = render->getTexture().copyToImage();
bool worked = out_img.saveToFile(fmt::format("tmp/map_render{}{}.png", it.x, it.y));
REQUIRE(worked);
#endif
}
/*
// confirm we get two different maps
auto out_img = render->getTexture().copyToImage();
bool worked = out_img.saveToFile("map_render.png");
REQUIRE(worked);
*/
}

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