Files
DNF_DEV/source_game/Actor/Map/Tile.h

66 lines
1.5 KiB
C++

#pragma once
#include "Asset/AssetManager.h"
#include "EngineFrame/Component/Canvas.h"
class GameMap;
class Tile : public Actor
{
struct ImgKey
{
std::string img;
int index;
bool operator<(const ImgKey &other) const
{
if (img != other.img)
{
return img < other.img; // 字符串按字典序比较
}
return index < other.index; // 字符串相同则比较index
}
};
struct DrawInfo
{
ImgKey texture;
SDL_FRect rect = {0, 0, 0, 0};
};
public:
using TileInfoBody = std::variant<int,std::string>;
using TileInfo = std::unordered_map<std::string, TileInfoBody>;
private:
/**纹理 */
RefPtr<Texture> m_texture = nullptr;
/**FBO */
GLuint m_fbo = 0;
/**地图父对象 */
GameMap* m_parentMap;
/**绘制纹理集 */
std::map<ImgKey, RefPtr<Texture>> m_imgMap;
/**绘制队列 */
std::vector<DrawInfo> m_drawQueue;
/**渲染大小 */
SDL_Rect m_srcRect;
SDL_FRect m_rect;
/**大纹理构造完成Flag */
bool m_isBuild = false;
/**Tile横轴个数 */
int m_tileX = 0;
public:
Tile(GameMap *parentMap, std::vector<std::string> normal,std::vector<std::string> ex);
~Tile();
void InitTile(std::string Path,int Index);
void InitExTile(std::string Path, int Index);
void InitInfo(std::string Path, TileInfo &m_data);
void PreRender() override;
void Render() override;
// void SetPos(Vec2 pos) override;
};