One hell of a GUI interface (minus graphical)

"how does this even work lol"
This commit is contained in:
2014-05-26 02:37:45 +02:00
parent 07c74ff9f5
commit 22442708cc
34 changed files with 466 additions and 353 deletions
+6 -15
View File
@@ -13,28 +13,19 @@ public:
TextureFrame(std::shared_ptr<Frame> parent, std::string name)
: Frame(parent, name) { }
void Update(double dt) override
{
Frame::Update(dt);
}
void Draw(std::shared_ptr<Renderer> renderer) override
{
if (m_Texture == nullptr)
return;
RenderQueue<SpriteJob> rq;
auto textureAsset = ResourceManager->Load<Texture>("Texture", m_Texture);
RenderQueue.Clear();
SpriteJob job;
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
RenderQueue.Add(job);
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform->Orientation).z, glm::vec3(0, 0, -1));
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position);
*glm::toMat4(orientation2D)
* glm::scale(absoluteTransform.Scale);
EnqueueSprite(spriteQueue, textureAsset, modelMatrix);
renderer->SetCamera(nullptr);
renderer->Draw(RenderQueue);
}
std::shared_ptr<::Texture> Texture() const { return m_Texture; }