diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-07 14:21:31 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-07 14:21:31 +0100 |
commit | e7423549a26c0df6db930329e2c4067b1c6777b7 (patch) | |
tree | 0de96a7b935fead6cc9b5d04d09d713047372b1f /src/crepe/facade/SDLContext.cpp | |
parent | f3009ab8f0785a54d3fd83c0d758c8ebd901adda (diff) | |
parent | fdb4c99e139a264d4e15e6913a3756fc6cccb2f2 (diff) |
merge with master
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 130 |
1 files changed, 81 insertions, 49 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index ad9f1f0..4cc2206 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -11,19 +11,17 @@ #include <cstddef> #include <cstdint> #include <functional> -#include <iostream> #include <memory> #include <stdexcept> #include "../api/Camera.h" +#include "../api/Color.h" #include "../api/Config.h" #include "../api/Sprite.h" #include "../api/Texture.h" -#include "../manager/EventManager.h" #include "../util/Log.h" #include "SDLContext.h" -#include "api/Color.h" #include "types.h" using namespace crepe; @@ -215,11 +213,13 @@ MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) { return MOUSE_BUTTON_LOOKUP_TABLE[sdl_button]; } -void SDLContext::clear_screen() { +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } +void SDLContext::present_screen() { SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); - SDL_RenderClear(this->game_renderer.get()); + SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[0]); + SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[1]); + SDL_RenderPresent(this->game_renderer.get()); } -void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); } SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { return SDL_Rect{ @@ -229,40 +229,62 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.mask.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, - const vec2 & cam_pos, const double & img_scale) const { - int width = sprite.height * sprite.aspect_ratio; - int height = sprite.height; +SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { - width *= img_scale * cam.zoom; - height *= img_scale * cam.zoom; + const Sprite::Data & data = ctx.sprite.data; - return SDL_Rect{ - .x = static_cast<int>((pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)), - .y = static_cast<int>((pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)), - .w = width, - .h = height, + vec2 size; + if (data.size.x == 0 && data.size.y != 0) { + size.x = data.size.y * ctx.sprite.aspect_ratio; + } + if (data.size.y == 0 && data.size.x != 0) { + size.y = data.size.x / ctx.sprite.aspect_ratio; + } + + const CameraValues & cam = ctx.cam; + + size *= cam.render_scale * ctx.img_scale * data.scale_offset; + + vec2 screen_pos + = (ctx.pos + data.position_offset - cam.cam_pos + (cam.zoomed_viewport) / 2) + * cam.render_scale + - size / 2 + cam.bar_size; + + return SDL_FRect{ + .x = screen_pos.x, + .y = screen_pos.y, + .w = size.x, + .h = size.y, }; } void SDLContext::draw(const RenderContext & ctx) { + const Sprite::Data & data = ctx.sprite.data; SDL_RendererFlip render_flip - = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x) - | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y)); + = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x) + | (SDL_FLIP_VERTICAL * data.flip.flip_y)); SDL_Rect srcrect = this->get_src_rect(ctx.sprite); - SDL_Rect dstrect - = this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale); - - this->set_color_texture(ctx.sprite.sprite_image, ctx.sprite.color); - SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(), - &srcrect, &dstrect, ctx.angle, NULL, render_flip); + SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{ + .sprite = ctx.sprite, + .cam = ctx.cam, + .pos = ctx.pos, + .img_scale = ctx.scale, + }); + + double angle = ctx.angle + data.angle_offset; + + this->set_color_texture(ctx.sprite.texture, ctx.sprite.data.color); + SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.texture.texture.get(), &srcrect, + &dstrect, angle, NULL, render_flip); } -void SDLContext::set_camera(const Camera & cam) { +SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { + const Camera::Data & cam_data = cam.data; + CameraValues ret_cam; // resize window int w, h; SDL_GetWindowSize(this->game_window.get(), &w, &h); @@ -270,42 +292,52 @@ void SDLContext::set_camera(const Camera & cam) { SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); } - double screen_aspect = cam.screen.x / cam.screen.y; - double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y; + vec2 & zoomed_viewport = ret_cam.zoomed_viewport; + vec2 & bar_size = ret_cam.bar_size; + vec2 & render_scale = ret_cam.render_scale; + + zoomed_viewport = cam.viewport_size * cam_data.zoom; + float screen_aspect = static_cast<float>(cam.screen.x) / cam.screen.y; + float viewport_aspect = zoomed_viewport.x / zoomed_viewport.y; - SDL_Rect view; // calculate black bars if (screen_aspect > viewport_aspect) { - // letterboxing - view.h = cam.screen.y / cam.zoom; - view.w = cam.screen.y * viewport_aspect; - view.x = (cam.screen.x - view.w) / 2; - view.y = 0; - } else { // pillarboxing - view.h = cam.screen.x / viewport_aspect; - view.w = cam.screen.x / cam.zoom; - view.x = 0; - view.y = (cam.screen.y - view.h) / 2; + float scale = cam.screen.y / zoomed_viewport.y; + float adj_width = zoomed_viewport.x * scale; + float bar_width = (cam.screen.x - adj_width) / 2; + this->black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; + this->black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; + + bar_size = {bar_width, 0}; + render_scale.x = render_scale.y = scale; + } else { + // letterboxing + float scale = cam.screen.x / (cam.viewport_size.x * cam_data.zoom); + float adj_height = cam.viewport_size.y * scale; + float bar_height = (cam.screen.y - adj_height) / 2; + this->black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; + this->black_bars[1] + = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height}; + + bar_size = {0, bar_height}; + render_scale.x = render_scale.y = scale; } - // set drawing area - SDL_RenderSetViewport(this->game_renderer.get(), &view); - - SDL_RenderSetLogicalSize(this->game_renderer.get(), static_cast<int>(cam.viewport_size.x), - static_cast<int>(cam.viewport_size.y)); - // set bg color - SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, - cam.bg_color.b, cam.bg_color.a); + SDL_SetRenderDrawColor(this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g, + cam_data.bg_color.b, cam_data.bg_color.a); SDL_Rect bg = { .x = 0, .y = 0, - .w = static_cast<int>(cam.viewport_size.x), - .h = static_cast<int>(cam.viewport_size.y), + .w = cam.screen.x, + .h = cam.screen.y, }; + // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); + + return ret_cam; } uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } |