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-rw-r--r--src/crepe/facade/SDLContext.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index f350250..d352adc 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -28,6 +28,7 @@
#include "SDLContext.h"
#include "Texture.h"
#include "types.h"
+#include "util/AbsoluutPosition.h"
using namespace crepe;
using namespace std;
@@ -148,8 +149,7 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
}
size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset;
- vec2 screen_pos = (ctx.pos + data.position_offset - cam_aux_data.cam_pos
- + (cam_aux_data.zoomed_viewport) / 2)
+ vec2 screen_pos = (ctx.pos - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2)
* cam_aux_data.render_scale
- size / 2 + cam_aux_data.bar_size;
@@ -195,7 +195,7 @@ void SDLContext::draw_text(const RenderText & data) {
const Text & text = data.text;
const Font & font = data.font;
- const Transform & transform = data.transform;
+ vec2 absoluut_pos = AbsoluutPosition::get_position(data.transform, data.text.offset);
std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> font_surface;
std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> font_texture;
@@ -220,8 +220,8 @@ void SDLContext::draw_text(const RenderText & data) {
font_texture
= {tmp_font_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }};
- vec2 size = text.dimensions * cam_aux_data.render_scale * transform.scale;
- vec2 screen_pos = (transform.position + text.offset - cam_aux_data.cam_pos
+ vec2 size = text.dimensions * cam_aux_data.render_scale * data.transform.scale;
+ vec2 screen_pos = (absoluut_pos + text.offset - cam_aux_data.cam_pos
+ (cam_aux_data.zoomed_viewport) / 2)
* cam_aux_data.render_scale
- size / 2 + cam_aux_data.bar_size;
@@ -233,8 +233,8 @@ void SDLContext::draw_text(const RenderText & data) {
.h = size.y,
};
- SDL_RenderCopyExF(this->game_renderer.get(), font_texture.get(), NULL, &dstrect, transform.rotation, NULL,
- SDL_FLIP_NONE);
+ SDL_RenderCopyExF(this->game_renderer.get(), font_texture.get(), NULL, &dstrect,
+ data.transform.rotation, NULL, SDL_FLIP_NONE);
}
void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) {