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70 changes: 44 additions & 26 deletions src/gui.c
Original file line number Diff line number Diff line change
Expand Up @@ -103,6 +103,29 @@ create_label_sprite(Position pos)
return s;
}

static Sprite*
create_minimap_blank_sprite(SDL_Renderer *renderer)
{
Sprite *sprite = sprite_create();
Texture *texture = texture_create();
texture->dim = (Dimension) {
RIGHT_GUI_WIDTH,
MINIMAP_GUI_HEIGHT - 8
};
sprite->textures[0] = texture;
sprite->destroyTextures = true;
sprite->pos = (Position) { 0, 4 };
sprite->dim = (Dimension) { RIGHT_GUI_WIDTH, MINIMAP_GUI_HEIGHT - 8 };
sprite->fixed = true;
texture_create_blank(texture,
SDL_TEXTUREACCESS_TARGET,
renderer);
texture_set_blend_mode(texture, SDL_BLENDMODE_BLEND);
texture_set_scale_mode(texture, SDL_SCALEMODE_NEAREST);

return sprite;
}

static void
init_sprites(Gui *gui, Camera *cam)
{
Expand Down Expand Up @@ -193,24 +216,8 @@ init_sprites(Gui *gui, Camera *cam)
BOTTOM_GUI_HEIGHT/16,
cam);

Sprite *minimap = sprite_create();
Texture *texture = texture_create();
texture->dim = (Dimension) {
RIGHT_GUI_WIDTH,
MINIMAP_GUI_HEIGHT - 8
};
minimap->textures[0] = texture;
minimap->destroyTextures = true;
minimap->pos = (Position) { 0, 4 };
minimap->dim = (Dimension) { RIGHT_GUI_WIDTH, MINIMAP_GUI_HEIGHT - 8 };
minimap->fixed = true;
texture_create_blank(texture,
SDL_TEXTUREACCESS_TARGET,
cam->renderer);
texture_set_blend_mode(texture, SDL_BLENDMODE_BLEND);
texture_set_scale_mode(texture, SDL_SCALEMODE_NEAREST);

gui->miniMap = minimap;
gui->miniMap = create_minimap_blank_sprite(cam->renderer);
gui->miniMapOverlay = create_minimap_blank_sprite(cam->renderer);

texture_load_from_text(gui->labels[KEY_LABEL]->textures[0], "Keys:", C_WHITE, C_BLACK, cam->renderer);
gui->labels[KEY_LABEL]->dim = gui->labels[KEY_LABEL]->textures[0]->dim;
Expand Down Expand Up @@ -533,20 +540,27 @@ gui_update_minimap(Gui *gui, Camera *cam, RoomMatrix *rm)
SDL_RenderFillRect(cam->renderer, &mod_box);
}

SDL_SetRenderTarget(cam->renderer, NULL);
}
SDL_SetRenderTarget(cam->renderer, gui->miniMapOverlay->textures[0]->texture);
SDL_SetRenderDrawColor(cam->renderer, 0, 0, 0, SDL_ALPHA_TRANSPARENT);
SDL_RenderClear(cam->renderer);

void
gui_render_minimap(Gui *gui, Camera *cam, RoomMatrix *rm)
{
sprite_render(gui->miniMap, cam);
// Render current room square
const SDL_FRect r = {
(float) rm->roomPos.x * MAP_ROOM_WIDTH,
4.0f + (float) rm->roomPos.y * MAP_ROOM_HEIGHT,
(float) rm->roomPos.y * MAP_ROOM_HEIGHT,
MAP_ROOM_WIDTH,
MAP_ROOM_HEIGHT };
SDL_SetRenderDrawColor(cam->renderer, 0, 255, 255, 100);
SDL_SetRenderDrawColor(cam->renderer, 235, 235, 52, 200);
SDL_RenderRect(cam->renderer, &r);

SDL_SetRenderTarget(cam->renderer, NULL);
}

void
gui_render_minimap(Gui *gui, Camera *cam)
{
sprite_render(gui->miniMap, cam);
sprite_render(gui->miniMapOverlay, cam);
}

void
Expand All @@ -556,10 +570,14 @@ gui_render_minimap_overlay(Gui *gui, Camera *cam)
50, 50, GAME_VIEW_WIDTH - 100, GAME_VIEW_HEIGHT - 100
};

// Render map
Texture *texture = gui->miniMap->textures[0];
texture_set_alpha(texture, 200);
texture_render_clip_ex(texture, &target_box, NULL, 0.0, NULL, SDL_FLIP_NONE, cam);
texture_set_alpha(texture, SDL_ALPHA_OPAQUE);

// Render map overlay
texture_render_clip_ex(gui->miniMapOverlay->textures[0], &target_box, NULL, 0.0, NULL, SDL_FLIP_NONE, cam);
}

void
Expand Down
3 changes: 2 additions & 1 deletion src/gui.h
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,7 @@ typedef struct Gui {
Sprite *bottomFrame;
Sprite *statsFrame;
Sprite *miniMap;
Sprite *miniMapOverlay;
Sprite *labels[LABEL_COUNT];
Sprite *activeTooltip;
Sprite *goldKey;
Expand Down Expand Up @@ -93,7 +94,7 @@ gui_reset(Gui *gui, Camera *cam);
* \param[in] rm The room matrix
*/
void
gui_render_minimap(Gui *gui, Camera *cam, RoomMatrix *rm);
gui_render_minimap(Gui *gui, Camera *cam);

/**
* \brief Render the large minimap overlay
Expand Down
2 changes: 1 addition & 1 deletion src/main.c
Original file line number Diff line number Diff line change
Expand Up @@ -1011,7 +1011,7 @@ render_gui(void)
SDL_SetRenderViewport(gRenderer, &statsGuiViewport);
gui_render_panel(gGui, gCamera);
SDL_SetRenderViewport(gRenderer, &minimapViewport);
gui_render_minimap(gGui, gCamera, gRoomMatrix);
gui_render_minimap(gGui, gCamera);
SDL_SetRenderViewport(gRenderer, &skillBarViewport);
skillbar_render(gSkillBar, gPlayer, gCamera);
SDL_SetRenderViewport(gRenderer, &bottomGuiViewport);
Expand Down
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