- ra3.client::display: shared interactive loops; SDL and Vulkan backends implement only the primitives (init/present/poll_event/window_size/ key_down/present_terrain). ra3.display picks the backend. - Menu: maps by localized name (gamestrings.csf), red/gold theme, hover highlight, mouse + keyboard, wheel scroll, fullscreen and FPS/vsync options, loading progress bar. - Terrain: continuous tile sampling via a texture array (REPEAT, uv = cell/(2*cellSize)) removes per-cell grid seams; SAGE blend ramp for material transitions; FPS label + top-right minimap overlays. - Skip the skirmish sim for map views; reuse the Vulkan texture; no idle terrain redraw.
24 lines
1.0 KiB
C++
24 lines
1.0 KiB
C++
export module ra3.ui;
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import std;
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export import ra3.core;
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import ra3.render;
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import ra3.client;
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/**
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* Fallback SDL backend used when the build has no SDL3. It never opens a window;
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* `init` fails so the caller can fall back to an offscreen image.
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*/
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export namespace ra3::ui {
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class sdl_display final : public ra3::client::display {
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public:
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[[nodiscard]] auto init(const ra3::client::display_options &) -> bool override { return false; }
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[[nodiscard]] auto present(const ra3::render::image &, const ra3::render::view_rect &, bool) -> bool override { return false; }
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[[nodiscard]] auto poll_event(ra3::render::ui_event &) -> bool override { return false; }
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[[nodiscard]] auto window_size() const -> std::pair<int, int> override { return {0, 0}; }
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[[nodiscard]] auto key_down(ra3::render::ui_key) const -> bool override { return false; }
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auto shutdown() -> void override {}
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[[nodiscard]] auto name() const -> std::string_view override { return "sdl(null)"; }
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};
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}
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