class TileMap : public sf::Drawable, public sf::Transformable
{
public:
bool load(const std::string& tileset, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height)
{
if (!m_tileset.loadFromFile(tileset))
return false;
m_vertices.setPrimitiveType(sf::Quads);
m_vertices.resize(width * height * 4);
for (unsigned int i = 0; i < width; ++i)
for (unsigned int j = 0; j < height; ++j)
{
int tileNumber = tiles[i + j * width];
int tu = tileNumber % (m_tileset.getSize().x / tileSize.x);
int tv = tileNumber / (m_tileset.getSize().x / tileSize.x);
sf::Vertex* quad = &m_vertices[(i + j * width) * 4];
quad[0].position = sf::Vector2f(i * tileSize.x, j * tileSize.y);
quad[1].position = sf::Vector2f((i + 1) * tileSize.x, j * tileSize.y);
quad[2].position = sf::Vector2f((i + 1) * tileSize.x, (j + 1) * tileSize.y);
quad[3].position = sf::Vector2f(i * tileSize.x, (j + 1) * tileSize.y);
quad[0].texCoords = sf::Vector2f(tu * tileSize.x, tv * tileSize.y);
quad[1].texCoords = sf::Vector2f((tu + 1) * tileSize.x, tv * tileSize.y);
quad[2].texCoords = sf::Vector2f((tu + 1) * tileSize.x, (tv + 1) * tileSize.y);
quad[3].texCoords = sf::Vector2f(tu * tileSize.x, (tv + 1) * tileSize.y);
}
return true;
}
private:
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
states.texture = &m_tileset;
target.draw(m_vertices, states);
}
sf::VertexArray m_vertices;
sf::Texture m_tileset;
};
How can I change it to C# language?
like "sf::RenderWindow" in C++ change to "SFML.Graphics.RenderWindow"
What is a structure? Please guide me.
Thanks