| 14 | } |
| 15 | |
| 16 | void TileObjectScenery::draw(Renderer &r, TileTransform &transform, Vec2<float> screenPosition, |
| 17 | TileViewMode mode, bool visible, int, bool, bool) |
| 18 | { |
| 19 | std::ignore = transform; |
| 20 | // Mode isn't used as TileView::tileToScreenCoords already transforms according to the mode |
| 21 | auto scenery = this->scenery.lock(); |
| 22 | if (!scenery) |
| 23 | { |
| 24 | LogError("Called with no owning scenery object"); |
| 25 | return; |
| 26 | } |
| 27 | // FIXME: If damaged use damaged tile sprites? |
| 28 | auto &type = scenery->type; |
| 29 | sp<Image> sprite; |
| 30 | sp<Image> overlaySprite; |
| 31 | Vec2<float> transformedScreenPos = screenPosition; |
| 32 | switch (mode) |
| 33 | { |
| 34 | case TileViewMode::Isometric: |
| 35 | sprite = type->sprite; |
| 36 | overlaySprite = type->overlaySprite; |
| 37 | transformedScreenPos -= type->imageOffset; |
| 38 | break; |
| 39 | case TileViewMode::Strategy: |
| 40 | sprite = type->strategySprite; |
| 41 | // All strategy sprites so far are 8x8 so offset by 4 to draw from the center |
| 42 | // FIXME: Not true for large sprites (2x2 UFOs?) |
| 43 | if (sprite) |
| 44 | { |
| 45 | transformedScreenPos -= sprite->size / (unsigned)2; |
| 46 | } |
| 47 | break; |
| 48 | default: |
| 49 | LogError("Unsupported view mode"); |
| 50 | } |
| 51 | if (sprite) |
| 52 | { |
| 53 | if (visible) |
| 54 | { |
| 55 | r.draw(sprite, transformedScreenPos); |
| 56 | } |
| 57 | else |
| 58 | { |
| 59 | r.drawTinted(sprite, transformedScreenPos, COLOUR_TRANSPARENT_BLACK); |
| 60 | } |
| 61 | } |
| 62 | // FIXME: Should be drawn at 'later' Z than scenery (IE on top of any vehicles on tile?) |
| 63 | if (overlaySprite) |
| 64 | { |
| 65 | if (visible) |
| 66 | { |
| 67 | r.draw(overlaySprite, transformedScreenPos); |
| 68 | } |
| 69 | else |
| 70 | { |
| 71 | r.drawTinted(overlaySprite, transformedScreenPos, COLOUR_TRANSPARENT_BLACK); |
| 72 | } |
| 73 | } |
nothing calls this directly
no test coverage detected