#include "Background.hpp" #include "../Renderer.hpp" CBackground::CBackground(const Vector2D& viewport_, const std::string& resourceID_, const CColor& color_) : viewport(viewport_), resourceID(resourceID_), color(color_) { ; } bool CBackground::draw(const SRenderData& data) { if (resourceID.empty()) { CBox monbox = {0, 0, viewport.x, viewport.y}; CColor col = color; col.a *= data.opacity; g_pRenderer->renderRect(monbox, col, 0); return data.opacity < 1.0; } if (!asset) asset = g_pRenderer->asyncResourceGatherer->getAssetByID(resourceID); if (!asset) return false; CBox texbox = {{}, asset->texture.m_vSize}; Vector2D size = asset->texture.m_vSize; float scaleX = viewport.x / asset->texture.m_vSize.x; float scaleY = viewport.y / asset->texture.m_vSize.x; texbox.w *= std::max(scaleX, scaleY); texbox.h *= std::max(scaleX, scaleY); if (scaleX > scaleY) texbox.y = -(texbox.h - viewport.y) / 2.f; else texbox.x = -(texbox.w - viewport.x) / 2.f; g_pRenderer->renderTexture(texbox, asset->texture, data.opacity); return data.opacity < 1.0; }