Sprite sheets, atlases, game UI, time of day, weather presets, headless captures

- BillboardInstance: per-instance uv sub-rect, feet anchor, turn, dithered alpha, flash;
  BillboardBatch::sharedTexture; Texture createEmpty/update/cellUV/cellAnchor/nearest
- SpriteAtlas: fixed-cell runtime atlas with gutters
- hd2d::ui: Octopath-style panels, fonts (Cinzel, EB Garamond), dialogue box with
  typewriter + portraits + choices, menus, nameplates, toasts, ImGui theme
- DayCycle (dawn/day/dusk/night keyframes, sun + moon arcs), Weather overcast/mist/
  lightning, night-aware presets, stars and moon in the sky
- Hidden-window offscreen captures (Window visible=false, Renderer output FBO,
  OffscreenTarget); --screenshot never opens a window
- Camera::worldToScreen; CMake usable via add_subdirectory (HD2D_BUILD_DEMO,
  HD2D_ENGINE_ASSET_DIR)
This commit is contained in:
Gabrieal Jimmy
2026-10-02 15:05:23 -05:00
parent 16c03afd16
commit 83a1f16806
44 changed files with 2835 additions and 226 deletions

View File

@@ -10,19 +10,27 @@ namespace hd2d {
class Window {
public:
// Non-resizable windows float on tiling WMs, keeping an exact size.
bool create(int width, int height, const std::string& title, bool vsync = true, bool resizable = true);
// `visible = false` creates a hidden, never-focused window that only
// provides the GL context (headless captures: render into an
// OffscreenTarget, see Screenshot.h). Hidden windows ignore vsync,
// swapBuffers() is a no-op (unmapped Wayland surfaces never get frame
// callbacks, so a real swap could block forever) and every input query
// reports nothing, so the user's keyboard/mouse cannot affect them.
bool create(int width, int height, const std::string& title, bool vsync = true, bool resizable = true,
bool visible = true);
void destroy();
// Polls events and refreshes per-frame input state. Returns false once the
// window should close.
bool pollEvents();
void swapBuffers();
bool visible() const { return visible_; }
bool keyDown(int glfwKey) const;
bool keyPressed(int glfwKey) const; // went down this frame
bool mouseDown(int glfwButton) const;
glm::vec2 mouseDelta() const { return mouseDelta_; }
float scrollDelta() const { return scrollDelta_; }
glm::vec2 mouseDelta() const { return visible_ ? mouseDelta_ : glm::vec2(0.0f); }
float scrollDelta() const { return visible_ ? scrollDelta_ : 0.0f; }
int width() const { return width_; }
int height() const { return height_; }
@@ -38,6 +46,7 @@ private:
GLFWwindow* window_ = nullptr;
int width_ = 0, height_ = 0;
bool resized_ = false;
bool visible_ = true;
bool keys_[512] = {};
bool prevKeys_[512] = {};
glm::vec2 lastMouse_{0.0f};