raycasting/view.cpp
Sheldon Lee bce640219f Refactor 2D map drawing.
2D level represntation now drawn as minimap in it's own texture.
2023-04-16 02:17:11 +01:00

73 lines
1.3 KiB
C++

#include "view.h"
#include <SFML/Graphics.hpp>
#include <stdio.h>
#include "maths.h"
#include "camera.h"
#include "minimap.h"
#define MINIMAP_SIZE 300
#define HALF_MINIMAP_SIZE MINIMAP_SIZE/2.f
#define DRAW_SCALE MINIMAP_SIZE/5.f
static int handleKeyCode(sf::Keyboard::Key key);
static Camera camera = { sf::Vector2f(5.f/2.f, 5.f/2.f), 0.f, 300, 0.5f*PI, DRAW_SCALE };
static sf::Uint32 style = sf::Style::Titlebar;
static sf::RenderWindow window(sf::VideoMode(MINIMAP_SIZE + camera.resolution, MINIMAP_SIZE), "Raycasting", style);
static sf::Clock timer;
int view_init()
{
printf("view_init()\n");
minimap_init(MINIMAP_SIZE);
return 1;
}
int view_update()
{
if (!window.isOpen()) return 0;
sf::Event event;
while (window.pollEvent(event)) {
switch (event.type) {
case sf::Event::Closed:
return 0;
case sf::Event::KeyPressed:
if (handleKeyCode(event.key.code)) continue;
return 0;
default:
continue;
}
}
sf::Time t = timer.restart();
camera_update(&camera, t.asSeconds());
window.clear();
minimap_update(&window, &camera);
window.display();
return 1;
}
void view_end()
{
printf("view_end()\n");
window.close();
}
static int handleKeyCode(sf::Keyboard::Key key)
{
switch (key) {
case sf::Keyboard::Escape:
case sf::Keyboard::Q:
return 0;
default:
return 1;
}
}