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authorStar Rauchenberger <fefferburbia@gmail.com>2021-03-13 09:04:04 -0500
committerStar Rauchenberger <fefferburbia@gmail.com>2021-03-13 15:34:50 -0500
commit42495836c9ebe1c3914540043d2338eebd85dbab (patch)
tree1b1276e2832125f657f37f8791d3e66da9afd9e2 /src
parent72709189edf800d52fe29eea59880bce28becc82 (diff)
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Rendered pause menu during animation
Also, the game is not rendered at all if the pause menu is totally open, which makes sense because why are we going to the effort to render it and then just colour over it.
Diffstat (limited to 'src')
-rw-r--r--src/renderer.cpp164
-rw-r--r--src/renderer.h10
2 files changed, 112 insertions, 62 deletions
diff --git a/src/renderer.cpp b/src/renderer.cpp index 81e6b9c..14eefea 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -124,9 +124,47 @@ void Renderer::renderSprite(const Sprite& sprite) {
124} 124}
125 125
126void Renderer::render(Game& game) { 126void Renderer::render(Game& game) {
127 auto& effects = game.getSystem<EffectSystem>();
128 auto& menus = game.getSystem<MenuSystem>(); 127 auto& menus = game.getSystem<MenuSystem>();
129 128
129 texture_ptr canvas(
130 SDL_CreateTexture(
131 ren_.get(),
132 SDL_PIXELFORMAT_RGBA8888,
133 SDL_TEXTUREACCESS_TARGET,
134 CANVAS_WIDTH,
135 CANVAS_HEIGHT));
136
137 if (menus.getPauseAnimationProgress() < 1.0) {
138 renderGame(game);
139
140 SDL_SetRenderTarget(ren_.get(), canvas.get());
141 SDL_RenderCopy(ren_.get(), cameraTex_.get(), nullptr, nullptr);
142 }
143
144 if (menus.getPauseAnimationProgress() > 0.0) {
145 renderMenu(game);
146
147 SDL_SetRenderTarget(ren_.get(), canvas.get());
148 if (menus.getPauseAnimationProgress() == 1.0) {
149 SDL_RenderCopy(ren_.get(), menuTex_.get(), nullptr, nullptr);
150 } else {
151 int barHeight = CANVAS_HEIGHT / 2 * menus.getPauseAnimationProgress();
152 SDL_Rect topHalf { 0, 0, CANVAS_WIDTH, barHeight };
153 SDL_Rect bottomHalf { 0, CANVAS_HEIGHT - barHeight, CANVAS_WIDTH, barHeight };
154
155 SDL_RenderCopy(ren_.get(), menuTex_.get(), &topHalf, &topHalf);
156 SDL_RenderCopy(ren_.get(), menuTex_.get(), &bottomHalf, &bottomHalf);
157 }
158 }
159
160 SDL_SetRenderTarget(ren_.get(), nullptr);
161 SDL_RenderCopy(ren_.get(), canvas.get(), nullptr, nullptr);
162 SDL_RenderPresent(ren_.get());
163}
164
165void Renderer::renderGame(Game& game) {
166 auto& effects = game.getSystem<EffectSystem>();
167
130 if (cachedMapName_ != game.getMap().getName()) { 168 if (cachedMapName_ != game.getMap().getName()) {
131 cachedMapName_ = game.getMap().getName(); 169 cachedMapName_ = game.getMap().getName();
132 renLowerLayer_ = renderMapLayer(game.getMap(), false); 170 renLowerLayer_ = renderMapLayer(game.getMap(), false);
@@ -247,23 +285,25 @@ void Renderer::render(Game& game) {
247 game.getSystem<CameraSystem>().getFieldOfView().h() 285 game.getSystem<CameraSystem>().getFieldOfView().h()
248 }; 286 };
249 287
250 texture_ptr cameraTex( 288 if (!cameraTex_) {
251 SDL_CreateTexture( 289 cameraTex_.reset(
252 ren_.get(), 290 SDL_CreateTexture(
253 SDL_PIXELFORMAT_RGBA8888, 291 ren_.get(),
254 SDL_TEXTUREACCESS_TARGET, 292 SDL_PIXELFORMAT_RGBA8888,
255 CANVAS_WIDTH, 293 SDL_TEXTUREACCESS_TARGET,
256 CANVAS_HEIGHT)); 294 CANVAS_WIDTH,
295 CANVAS_HEIGHT));
257 296
258 if (!cameraTex) { 297 if (!cameraTex_) {
259 throw sdl_error(); 298 throw sdl_error();
299 }
260 } 300 }
261 301
262 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 302 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
263 SDL_RenderCopy(ren_.get(), canvas.get(), &cameraField, nullptr); 303 SDL_RenderCopy(ren_.get(), canvas.get(), &cameraField, nullptr);
264 304
265 if (game.getSystem<MessageSystem>().getCutsceneBarsProgress() > 0) { 305 if (game.getSystem<MessageSystem>().getCutsceneBarsProgress() > 0) {
266 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 306 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
267 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE); 307 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE);
268 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 255); 308 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 255);
269 309
@@ -284,7 +324,7 @@ void Renderer::render(Game& game) {
284 324
285 { 325 {
286 SDL_Rect destRect { 0, 111, 57, 13 }; 326 SDL_Rect destRect { 0, 111, 57, 13 };
287 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 327 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
288 SDL_RenderCopy(ren_.get(), textures_.at(speakerHeaderTex_).get(), nullptr, &destRect); 328 SDL_RenderCopy(ren_.get(), textures_.at(speakerHeaderTex_).get(), nullptr, &destRect);
289 } 329 }
290 330
@@ -299,7 +339,7 @@ void Renderer::render(Game& game) {
299 MESSAGE_TEXT_WIDTH, 339 MESSAGE_TEXT_WIDTH,
300 game.getFont().getCharacterHeight() }; 340 game.getFont().getCharacterHeight() };
301 341
302 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 342 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
303 SDL_RenderCopy(ren_.get(), speakerHeaderLine_.renderedTex.get(), nullptr, &destRect); 343 SDL_RenderCopy(ren_.get(), speakerHeaderLine_.renderedTex.get(), nullptr, &destRect);
304 } 344 }
305 } 345 }
@@ -323,7 +363,7 @@ void Renderer::render(Game& game) {
323 srcRect.w, 363 srcRect.w,
324 srcRect.h }; 364 srcRect.h };
325 365
326 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 366 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
327 SDL_RenderCopy(ren_.get(), messageLines_[lineIndex].renderedTex.get(), &srcRect, &destRect); 367 SDL_RenderCopy(ren_.get(), messageLines_[lineIndex].renderedTex.get(), &srcRect, &destRect);
328 } 368 }
329 369
@@ -333,7 +373,7 @@ void Renderer::render(Game& game) {
333 SDL_Rect srcRect { charLoc.x(), charLoc.y(), charSize.w(), charSize.h() }; 373 SDL_Rect srcRect { charLoc.x(), charLoc.y(), charSize.w(), charSize.h() };
334 SDL_Rect destRect { 13, 127 + 16 * lineIndex, charSize.w(), charSize.h() }; 374 SDL_Rect destRect { 13, 127 + 16 * lineIndex, charSize.w(), charSize.h() };
335 375
336 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 376 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
337 SDL_RenderCopy(ren_.get(), textures_.at(game.getFont().getTextureId()).get(), &srcRect, &destRect); 377 SDL_RenderCopy(ren_.get(), textures_.at(game.getFont().getTextureId()).get(), &srcRect, &destRect);
338 } 378 }
339 } 379 }
@@ -358,7 +398,7 @@ void Renderer::render(Game& game) {
358 8, 398 8,
359 8 }; 399 8 };
360 400
361 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 401 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
362 SDL_RenderCopy(ren_.get(), textures_.at(choiceArrowTex_).get(), nullptr, &destRect); 402 SDL_RenderCopy(ren_.get(), textures_.at(choiceArrowTex_).get(), nullptr, &destRect);
363 } else { 403 } else {
364 if (advMsgArrowTex_ == -1) { 404 if (advMsgArrowTex_ == -1) {
@@ -371,7 +411,7 @@ void Renderer::render(Game& game) {
371 8, 411 8,
372 8 }; 412 8 };
373 413
374 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 414 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
375 SDL_RenderCopy(ren_.get(), textures_.at(advMsgArrowTex_).get(), nullptr, &destRect); 415 SDL_RenderCopy(ren_.get(), textures_.at(advMsgArrowTex_).get(), nullptr, &destRect);
376 } 416 }
377 } 417 }
@@ -379,7 +419,7 @@ void Renderer::render(Game& game) {
379 } 419 }
380 420
381 if (effects.isScreenFaded()) { 421 if (effects.isScreenFaded()) {
382 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 422 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
383 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_BLEND); 423 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_BLEND);
384 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, effects.getScreenFadeProgress() * 255); 424 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, effects.getScreenFadeProgress() * 255);
385 SDL_RenderFillRect(ren_.get(), nullptr); 425 SDL_RenderFillRect(ren_.get(), nullptr);
@@ -387,7 +427,7 @@ void Renderer::render(Game& game) {
387 427
388 if (effects.isCircleTransitionActive()) { 428 if (effects.isCircleTransitionActive()) {
389 if (effects.getCircleTransitionProgress() == 1.0) { 429 if (effects.getCircleTransitionProgress() == 1.0) {
390 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 430 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
391 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE); 431 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE);
392 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 255); 432 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 255);
393 SDL_RenderClear(ren_.get()); 433 SDL_RenderClear(ren_.get());
@@ -427,13 +467,13 @@ void Renderer::render(Game& game) {
427 copyFromCamera.h = CANVAS_HEIGHT; 467 copyFromCamera.h = CANVAS_HEIGHT;
428 } 468 }
429 469
430 SDL_RenderCopy(ren_.get(), cameraTex.get(), &copyFromCamera, &copyFromCamera); 470 SDL_RenderCopy(ren_.get(), cameraTex_.get(), &copyFromCamera, &copyFromCamera);
431 471
432 int pinholeTexId = loadImageFromFile("../res/pinhole.png"); 472 int pinholeTexId = loadImageFromFile("../res/pinhole.png");
433 SDL_SetTextureBlendMode(textures_[pinholeTexId].get(), SDL_BLENDMODE_MOD); 473 SDL_SetTextureBlendMode(textures_[pinholeTexId].get(), SDL_BLENDMODE_MOD);
434 SDL_RenderCopy(ren_.get(), textures_[pinholeTexId].get(), nullptr, &circleSize); 474 SDL_RenderCopy(ren_.get(), textures_[pinholeTexId].get(), nullptr, &circleSize);
435 475
436 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 476 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
437 SDL_SetTextureBlendMode(circleEffectTex.get(), SDL_BLENDMODE_NONE); 477 SDL_SetTextureBlendMode(circleEffectTex.get(), SDL_BLENDMODE_NONE);
438 SDL_RenderCopy(ren_.get(), circleEffectTex.get(), nullptr, nullptr); 478 SDL_RenderCopy(ren_.get(), circleEffectTex.get(), nullptr, nullptr);
439 } 479 }
@@ -442,7 +482,7 @@ void Renderer::render(Game& game) {
442 if (game.getSystem<InputSystem>().isDebugConsoleOpen()) { 482 if (game.getSystem<InputSystem>().isDebugConsoleOpen()) {
443 // Not sure why I'm supposed to copy the cached texture to the screen 483 // Not sure why I'm supposed to copy the cached texture to the screen
444 // BEFORE rendering it, but we get flickering if we don't, so. 484 // BEFORE rendering it, but we get flickering if we don't, so.
445 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 485 SDL_SetRenderTarget(ren_.get(), cameraTex_.get());
446 SDL_RenderCopy(ren_.get(), debugConsoleTex_.get(), nullptr, &debugDestRect_); 486 SDL_RenderCopy(ren_.get(), debugConsoleTex_.get(), nullptr, &debugDestRect_);
447 487
448 if (!debugConsoleTex_ || cachedDebugText_ != game.getSystem<InputSystem>().getDebugText()) { 488 if (!debugConsoleTex_ || cachedDebugText_ != game.getSystem<InputSystem>().getDebugText()) {
@@ -494,54 +534,54 @@ void Renderer::render(Game& game) {
494 debugDestRect_ = SDL_Rect { 0, 0, CANVAS_WIDTH, height }; 534 debugDestRect_ = SDL_Rect { 0, 0, CANVAS_WIDTH, height };
495 } 535 }
496 } 536 }
537}
497 538
498 if (menus.isMenuOpen()) { 539void Renderer::renderMenu(Game& game) {
499 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 540 auto& menus = game.getSystem<MenuSystem>();
500 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE); 541
501 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 255); 542 if (!menuTex_) {
502 SDL_RenderFillRect(ren_.get(), nullptr); 543 menuTex_.reset(SDL_CreateTexture(
544 ren_.get(),
545 SDL_PIXELFORMAT_RGBA8888,
546 SDL_TEXTUREACCESS_TARGET,
547 CANVAS_WIDTH,
548 CANVAS_HEIGHT));
549
550 if (!menuTex_) {
551 throw sdl_error();
552 }
553 }
503 554
504 const int lineHeight = 16; 555 SDL_SetRenderTarget(ren_.get(), menuTex_.get());
505 int totalHeight = menus.getMenu().size() * lineHeight; 556 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE);
557 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 255);
558 SDL_RenderFillRect(ren_.get(), nullptr);
506 559
507 int index = 0; 560 const int lineHeight = 16;
508 for (const MenuItem& menuItem : menus.getMenu()) { 561 int totalHeight = menus.getMenu().size() * lineHeight;
509 switch (menuItem.type) {
510 case MenuType::Command: {
511 MessageCache output;
512 renderMessageLine(output, menuItem.text, game);
513 562
514 SDL_Rect dest { 563 int index = 0;
515 (CANVAS_WIDTH - output.charIndexToWidth.back()) / 2, 564 for (const MenuItem& menuItem : menus.getMenu()) {
516 (CANVAS_HEIGHT - totalHeight) / 2 + lineHeight * index, 565 switch (menuItem.type) {
517 MESSAGE_TEXT_WIDTH, 566 case MenuType::Command: {
518 game.getFont().getCharacterHeight() 567 MessageCache output;
519 }; 568 renderMessageLine(output, menuItem.text, game);
569
570 SDL_Rect dest {
571 (CANVAS_WIDTH - output.charIndexToWidth.back()) / 2,
572 (CANVAS_HEIGHT - totalHeight) / 2 + lineHeight * index,
573 MESSAGE_TEXT_WIDTH,
574 game.getFont().getCharacterHeight()
575 };
520 576
521 SDL_SetRenderTarget(ren_.get(), cameraTex.get()); 577 SDL_SetRenderTarget(ren_.get(), menuTex_.get());
522 SDL_RenderCopy(ren_.get(), output.renderedTex.get(), nullptr, &dest); 578 SDL_RenderCopy(ren_.get(), output.renderedTex.get(), nullptr, &dest);
523 579
524 break; 580 break;
525 }
526 } 581 }
527 index++;
528 } 582 }
529 } else if (menus.getPauseAnimationProgress() > 0.0) { 583 index++;
530 SDL_SetRenderTarget(ren_.get(), cameraTex.get());
531 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE);
532 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 255);
533
534 int barHeight = CANVAS_HEIGHT / 2 * menus.getPauseAnimationProgress();
535 SDL_Rect topHalf { 0, 0, CANVAS_WIDTH, barHeight };
536 SDL_Rect bottomHalf { 0, CANVAS_HEIGHT - barHeight, CANVAS_WIDTH, barHeight };
537
538 SDL_RenderFillRect(ren_.get(), &topHalf);
539 SDL_RenderFillRect(ren_.get(), &bottomHalf);
540 } 584 }
541
542 SDL_SetRenderTarget(ren_.get(), nullptr);
543 SDL_RenderCopy(ren_.get(), cameraTex.get(), nullptr, nullptr);
544 SDL_RenderPresent(ren_.get());
545} 585}
546 586
547int Renderer::loadImageFromFile(std::string filename) { 587int Renderer::loadImageFromFile(std::string filename) {
diff --git a/src/renderer.h b/src/renderer.h index 4c6ccc4..75bd9fe 100644 --- a/src/renderer.h +++ b/src/renderer.h
@@ -134,6 +134,16 @@ private:
134 std::vector<texture_ptr> textures_; 134 std::vector<texture_ptr> textures_;
135 std::map<std::string, int> filenameToTexId_; 135 std::map<std::string, int> filenameToTexId_;
136 136
137 // Menu rendering
138 void renderMenu(Game& game);
139
140 texture_ptr menuTex_;
141
142 // Gameplay rendering
143 void renderGame(Game& game);
144
145 texture_ptr cameraTex_;
146
137 // Sprite rendering 147 // Sprite rendering
138 void renderSprite(const Sprite& sprite); 148 void renderSprite(const Sprite& sprite);
139 149