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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-08 11:44:21 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-08 11:44:21 +0100
commit9432900158e6a31815345fcf0af8d28ae34c6da9 (patch)
tree36f799da46ba8f5e921349d0f004b08d6d2f29ea /src/crepe/facade/SDLContext.cpp
parent1c4156ee127b14760ed3b1a0cd16ad12180c7ac6 (diff)
code style
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r--src/crepe/facade/SDLContext.cpp144
1 files changed, 82 insertions, 62 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 8da93e9..bbeb3a9 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -1,5 +1,6 @@
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
+#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
#include <SDL2/SDL_video.h>
@@ -21,34 +22,6 @@ SDLContext & SDLContext::get_instance() {
return instance;
}
-void SDLContext::handle_events(bool & running) {
- SDL_Event event;
- while (SDL_PollEvent(&event)) {
- if (event.type == SDL_QUIT) {
- running = false;
- }
- }
-}
-
-SDLContext::~SDLContext() {
- dbg_trace();
-
- if (this->game_renderer != nullptr)
- SDL_DestroyRenderer(this->game_renderer);
-
- if (this->game_window != nullptr) {
- SDL_DestroyWindow(this->game_window);
- }
-
- // TODO: how are we going to ensure that these are called from the same
- // thread that SDL_Init() was called on? This has caused problems for me
- // before.
- IMG_Quit();
- SDL_Quit();
-}
-
-void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer); }
-
SDLContext::SDLContext() {
dbg_trace();
// FIXME: read window defaults from config manager
@@ -62,7 +35,7 @@ SDLContext::SDLContext() {
this->game_window = SDL_CreateWindow(
"Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- 1920, 1080, SDL_WINDOW_SHOWN);
+ this->viewport.w, this->viewport.h, 0);
if (!this->game_window) {
// FIXME: throw exception
std::cerr << "Window could not be created! SDL_Error: "
@@ -87,55 +60,92 @@ SDLContext::SDLContext() {
}
}
+SDLContext::~SDLContext() {
+ dbg_trace();
+
+ if (this->game_renderer != nullptr)
+ SDL_DestroyRenderer(this->game_renderer);
+
+ if (this->game_window != nullptr) {
+ SDL_DestroyWindow(this->game_window);
+ }
+
+ // TODO: how are we going to ensure that these are called from the same
+ // thread that SDL_Init() was called on? This has caused problems for me
+ // before.
+ IMG_Quit();
+ SDL_Quit();
+}
+
+void SDLContext::handle_events(bool & running) {
+ //TODO: wouter i need events
+ /*
+ SDL_Event event;
+ SDL_PollEvent(&event);
+ switch (event.type) {
+ case SDL_QUIT:
+ running = false;
+ break;
+ case SDL_KEYDOWN:
+ triggerEvent(KeyPressedEvent(getCustomKey(event.key.keysym.sym)));
+ break;
+ case SDL_MOUSEBUTTONDOWN:
+ int x, y;
+ SDL_GetMouseState(&x, &y);
+ triggerEvent(MousePressedEvent(x, y));
+ break;
+ }
+ */
+}
+
+void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer); }
void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer); }
-void SDLContext::draw(const Sprite & sprite, const Transform & transform) {
+void SDLContext::draw(const Sprite & sprite, const Transform & transform,
+ const Camera & cam) {
static SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
| (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
- int w, h;
- SDL_QueryTexture(sprite.sprite_image->texture, NULL, NULL, &w, &h);
- // needs maybe camera for position
+ double adjusted_x = (transform.position.x - cam.x) * cam.zoom;
+ double adjusted_y = (transform.position.y - cam.y) * cam.zoom;
+ double adjusted_w = sprite.sprite_rect.w * transform.scale * cam.zoom;
+ double adjusted_h = sprite.sprite_rect.h * transform.scale * cam.zoom;
+
+ SDL_Rect srcrect = {
+ .x = sprite.sprite_rect.x,
+ .y = sprite.sprite_rect.y,
+ .w = sprite.sprite_rect.w,
+ .h = sprite.sprite_rect.h,
+ };
+
SDL_Rect dstrect = {
- .x = static_cast<int>(transform.position.x),
- .y = static_cast<int>(transform.position.y),
- .w = static_cast<int>(w * transform.scale),
- .h = static_cast<int>(h * transform.scale),
+ .x = static_cast<int>(adjusted_x),
+ .y = static_cast<int>(adjusted_y),
+ .w = static_cast<int>(adjusted_w),
+ .h = static_cast<int>(adjusted_h),
};
double degrees = transform.rotation * 180 / M_PI;
- SDL_RenderCopyEx(this->game_renderer, sprite.sprite_image->texture, NULL,
- &dstrect, degrees, NULL, render_flip);
-}
-/*
-SDL_Texture * SDLContext::setTextureFromPath(const char * path, SDL_Rect & clip,
- const int row, const int col) {
- dbg_trace();
+ SDL_RenderCopyEx(this->game_renderer, sprite.sprite_image->texture,
+ &srcrect,
- SDL_Surface * tmp = IMG_Load(path);
- if (!tmp) {
- std::cerr << "Error surface " << IMG_GetError << std::endl;
- }
-
- clip.
- w = tmp->w / col;
- clip.h = tmp->h / row;
-
- SDL_Texture * CreatedTexture
- = SDL_CreateTextureFromSurface(this->game_renderer, tmp);
+ &dstrect, degrees, NULL, render_flip);
+}
- if (!CreatedTexture) {
- std::cerr << "Error could not create texture " << IMG_GetError
- << std::endl;
- }
- SDL_FreeSurface(tmp);
+void SDLContext::camera(const Camera & cam) {
+ this->viewport.w = static_cast<int>(cam.aspect_width);
+ this->viewport.h = static_cast<int>(cam.aspect_height);
+ this->viewport.x = static_cast<int>(cam.x) - (SCREEN_WIDTH / 2);
+ this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2);
- return CreatedTexture;
+ SDL_SetRenderDrawColor(this->game_renderer, cam.bg_color.r, cam.bg_color.g,
+ cam.bg_color.b, cam.bg_color.a);
}
-*/
+
+const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }
SDL_Texture * SDLContext::texture_from_path(const char * path) {
dbg_trace();
@@ -155,3 +165,13 @@ SDL_Texture * SDLContext::texture_from_path(const char * path) {
return created_texture;
}
+int SDLContext::get_width(const Texture & ctx) {
+ int w;
+ SDL_QueryTexture(ctx.texture, NULL, NULL, &w, NULL);
+ return w;
+}
+int SDLContext::get_height(const Texture & ctx) {
+ int h;
+ SDL_QueryTexture(ctx.texture, NULL, NULL, NULL, &h);
+ return h;
+}