One hell of a GUI interface (minus graphical)
"how does this even work lol"
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+6
-15
@@ -13,28 +13,19 @@ public:
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TextureFrame(std::shared_ptr<Frame> parent, std::string name)
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: Frame(parent, name) { }
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void Update(double dt) override
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{
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Frame::Update(dt);
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}
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void Draw(std::shared_ptr<Renderer> renderer) override
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{
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if (m_Texture == nullptr)
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return;
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RenderQueue<SpriteJob> rq;
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auto textureAsset = ResourceManager->Load<Texture>("Texture", m_Texture);
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RenderQueue.Clear();
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SpriteJob job;
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job.TextureID = m_Texture->ResourceID;
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job.Texture = *m_Texture;
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RenderQueue.Add(job);
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform->Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position);
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*glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(spriteQueue, textureAsset, modelMatrix);
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renderer->SetCamera(nullptr);
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renderer->Draw(RenderQueue);
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}
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std::shared_ptr<::Texture> Texture() const { return m_Texture; }
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