whoa/src/ui/game/CGWorldFrame.cpp
fallenoak 05d949523c
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feat(ui): add CGWorldFrame::OnFrameRender
2026-02-14 05:05:38 -06:00

64 lines
1.4 KiB
C++

#include "ui/game/CGWorldFrame.hpp"
#include "gx/Shader.hpp"
#include "gx/Transform.hpp"
#include "ui/game/PlayerName.hpp"
#include <storm/Memory.hpp>
#include <tempest/Matrix.hpp>
CSimpleFrame* CGWorldFrame::Create(CSimpleFrame* parent) {
// TODO use CDataAllocator
return STORM_NEW(CGWorldFrame)(parent);
}
void CGWorldFrame::RenderWorld(void* param) {
auto frame = reinterpret_cast<CGWorldFrame*>(param);
C44Matrix savedProj;
GxXformProjection(savedProj);
C44Matrix savedView;
GxXformView(savedView);
frame->OnWorldUpdate();
PlayerNameUpdateWorldText();
frame->OnWorldRender();
PlayerNameRenderWorldText();
GxXformSetProjection(savedProj);
GxXformSetView(savedView);
CShaderEffect::UpdateProjMatrix();
}
CGWorldFrame::CGWorldFrame(CSimpleFrame* parent) : CSimpleFrame(parent) {
// TODO
CGWorldFrame::s_currentWorldFrame = this;
// TODO
this->EnableEvent(SIMPLE_EVENT_KEY, -1);
this->EnableEvent(SIMPLE_EVENT_MOUSE, -1);
this->EnableEvent(SIMPLE_EVENT_MOUSEWHEEL, -1);
// TODO
}
void CGWorldFrame::OnFrameRender(CRenderBatch* batch, uint32_t layer) {
this->CSimpleFrame::OnFrameRender(batch, layer);
if (layer == DRAWLAYER_BACKGROUND) {
batch->QueueCallback(&CGWorldFrame::RenderWorld, this);
}
}
void CGWorldFrame::OnWorldRender() {
// TODO
}
void CGWorldFrame::OnWorldUpdate() {
// TODO
}