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#include "Icons.h"
#include <string>
#include <unordered_map>
#include <utility>
#include <raylib.h>
static const std::unordered_map<long int, std::string> FILENAMES {
{834, "resources/frigate_16.png"},
{324, "resources/frigate_16.png"},
{830, "resources/frigate_16.png"},
{25, "resources/frigate_16.png"},
{27, "resources/battleship_16.png"},
{540, "resources/battleCruiser_16.png"},
{1305, "resources/destroyer_16.png"},
{420, "resources/destroyer_16.png"},
{1534, "resources/destroyer_16.png"},
{541, "resources/destroyer_16.png"},
{29, "resources/capsule_16.png"},
{361, "resources/mobileWarpDisruptor.png"},
{963, "resources/cruiser_16.png"},
{894, "resources/cruiser_16.png"},
{26, "resources/cruiser_16.png"},
{832, "resources/cruiser_16.png"},
{906, "resources/cruiser_16.png"},
{358, "resources/cruiser_16.png"},
{237, "resources/rookie_16.png"},
{1404, "resources/engineeringComplexLarge.png"},
};
Icons::Icons() :
m_cache {},
m_teams {}
{
}
Icons::~Icons()
{
reset();
}
void
Icons::reset()
{
for (const auto& [_, texture] : m_cache)
UnloadTexture(texture);
m_cache.clear();
for (const auto& texture : m_teams)
UnloadRenderTexture(texture);
m_teams.clear();
}
void
Icons::draw_team_icons()
{
if (!m_teams.empty())
return;
m_teams.reserve(2);
for (const auto color : {Color{204, 8, 153, 255}, Color{20, 234, 106, 255}}) {
auto texture = LoadRenderTexture(6, 6);
BeginTextureMode(texture);
DrawRectangle(0, 0, 6, 6, color);
EndTextureMode();
m_teams.push_back(std::move(texture));
}
}
Texture2D
Icons::find(const long int group)
{
const auto search = FILENAMES.find(group);
std::string filename = "resources/wreck.png";
if (search != FILENAMES.end())
filename = search->second;
const auto existing = m_cache.find(filename);
if (existing != m_cache.end()) {
return existing->second;
}
else {
auto texture = LoadTexture(filename.data());
m_cache[filename] = texture;
return texture;
}
}
Texture2D
Icons::team_icon(const int team)
{
auto& render = m_teams.at(team);
return render.texture;
}
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