GfxContext renamed to DrawContext
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@@ -9,7 +9,7 @@
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#include "../graphics/core/Batch2D.hpp"
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#include "../graphics/core/Batch3D.hpp"
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#include "../graphics/core/Font.hpp"
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#include "../graphics/core/GfxContext.hpp"
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#include "../graphics/core/DrawContext.hpp"
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#include "../graphics/core/Mesh.hpp"
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#include "../graphics/core/Shader.hpp"
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#include "../graphics/core/Texture.hpp"
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@@ -422,7 +422,7 @@ void Hud::remove(std::shared_ptr<UINode> node) {
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cleanup();
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}
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void Hud::draw(const GfxContext& ctx){
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void Hud::draw(const DrawContext& ctx){
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const Viewport& viewport = ctx.getViewport();
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const uint width = viewport.getWidth();
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const uint height = viewport.getHeight();
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@@ -440,7 +440,7 @@ void Hud::draw(const GfxContext& ctx){
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// Crosshair
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if (!pause && !inventoryOpen && !player->debug) {
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GfxContext chctx = ctx.sub();
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DrawContext chctx = ctx.sub();
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chctx.setBlendMode(BlendMode::inversion);
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auto texture = assets->getTexture("gui/crosshair");
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batch->texture(texture);
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+2
-2
@@ -16,7 +16,7 @@ class Engine;
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class Inventory;
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class LevelFrontend;
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class UiDocument;
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class GfxContext;
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class DrawContext;
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class Viewport;
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namespace gui {
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@@ -116,7 +116,7 @@ public:
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~Hud();
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void update(bool hudVisible);
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void draw(const GfxContext& context);
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void draw(const DrawContext& context);
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/// @brief Check if inventory mode on
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bool isInventoryOpen() const;
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@@ -6,7 +6,7 @@
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#include "../../audio/audio.h"
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#include "../../coders/imageio.hpp"
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#include "../../graphics/core/PostProcessing.h"
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#include "../../graphics/core/GfxContext.hpp"
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#include "../../graphics/core/DrawContext.hpp"
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#include "../../graphics/core/Viewport.hpp"
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#include "../../graphics/core/ImageData.hpp"
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#include "../../graphics/ui/GUI.hpp"
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@@ -79,7 +79,7 @@ void LevelScreen::saveWorldPreview() {
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Camera camera = *player->camera;
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camera.setFov(glm::radians(70.0f));
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Viewport viewport(previewSize * 1.5, previewSize);
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GfxContext ctx(nullptr, viewport, batch.get());
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DrawContext ctx(nullptr, viewport, batch.get());
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worldRenderer->draw(ctx, &camera, false, postProcessing.get());
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auto image = postProcessing->toImage();
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@@ -141,7 +141,7 @@ void LevelScreen::draw(float delta) {
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auto camera = controller->getPlayer()->currentCamera;
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Viewport viewport(Window::width, Window::height);
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GfxContext ctx(nullptr, viewport, batch.get());
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DrawContext ctx(nullptr, viewport, batch.get());
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worldRenderer->draw(ctx, camera.get(), hudVisible, postProcessing.get());
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