2023-06-20 04:33:09 +00:00
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#ifndef STAR_WORLD_PAINTER_HPP
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#define STAR_WORLD_PAINTER_HPP
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#include "StarWorldRenderData.hpp"
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#include "StarTilePainter.hpp"
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#include "StarEnvironmentPainter.hpp"
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#include "StarTextPainter.hpp"
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#include "StarDrawablePainter.hpp"
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#include "StarRenderer.hpp"
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namespace Star {
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STAR_CLASS(WorldPainter);
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// Will update client rendering window internally
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class WorldPainter {
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public:
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WorldPainter();
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void renderInit(RendererPtr renderer);
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void setCameraPosition(WorldGeometry const& worldGeometry, Vec2F const& position);
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WorldCamera const& camera() const;
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void render(WorldRenderData& renderData);
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private:
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void renderParticles(WorldRenderData& renderData, Particle::Layer layer);
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void renderBars(WorldRenderData& renderData);
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void drawEntityLayer(List<Drawable> drawables, EntityHighlightEffect highlightEffect = EntityHighlightEffect());
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void drawDrawable(Drawable drawable);
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void drawDrawableSet(List<Drawable>& drawable);
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WorldCamera m_camera;
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RendererPtr m_renderer;
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TextPainterPtr m_textPainter;
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DrawablePainterPtr m_drawablePainter;
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EnvironmentPainterPtr m_environmentPainter;
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TilePainterPtr m_tilePainter;
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Json m_highlightConfig;
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2023-06-25 06:10:57 +00:00
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Map<EntityHighlightEffectType, pair<Directives, Directives>> m_highlightDirectives;
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2023-06-20 04:33:09 +00:00
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Vec2F m_entityBarOffset;
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Vec2F m_entityBarSpacing;
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Vec2F m_entityBarSize;
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Vec2F m_entityBarIconOffset;
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// Updated every frame
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AssetsConstPtr m_assets;
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RectF m_worldScreenRect;
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Vec2F m_previousCameraCenter;
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Vec2F m_parallaxWorldPosition;
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float m_preloadTextureChance;
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};
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}
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#endif
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