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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-05 16:12:47 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-05 16:12:47 +0100
commite36ea050972fcaaf3d85d672755bad4ebb2dcd80 (patch)
tree5145e0b66650eea1df301106b7d197a586be65f3 /src/crepe/facade/SDLContext.cpp
parent333b07775be1ef20fdb5909672c1e4dcabec1b40 (diff)
parentb770475741b7c33d57331f3139c55a3f237ad274 (diff)
merge `master` into `loek/savemgr`loek/savemgr
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r--src/crepe/facade/SDLContext.cpp157
1 files changed, 157 insertions, 0 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
new file mode 100644
index 0000000..8da93e9
--- /dev/null
+++ b/src/crepe/facade/SDLContext.cpp
@@ -0,0 +1,157 @@
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_image.h>
+#include <SDL2/SDL_render.h>
+#include <SDL2/SDL_surface.h>
+#include <SDL2/SDL_video.h>
+#include <cmath>
+#include <cstddef>
+#include <iostream>
+
+#include "../api/Sprite.h"
+#include "../api/Texture.h"
+#include "../api/Transform.h"
+#include "../util/log.h"
+
+#include "SDLContext.h"
+
+using namespace crepe;
+
+SDLContext & SDLContext::get_instance() {
+ static SDLContext 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
+
+ if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+ // FIXME: throw exception
+ std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError()
+ << std::endl;
+ return;
+ }
+
+ this->game_window = SDL_CreateWindow(
+ "Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
+ 1920, 1080, SDL_WINDOW_SHOWN);
+ if (!this->game_window) {
+ // FIXME: throw exception
+ std::cerr << "Window could not be created! SDL_Error: "
+ << SDL_GetError() << std::endl;
+ }
+
+ this->game_renderer
+ = SDL_CreateRenderer(this->game_window, -1, SDL_RENDERER_ACCELERATED);
+ if (!this->game_renderer) {
+ // FIXME: throw exception
+ std::cerr << "Renderer could not be created! SDL_Error: "
+ << SDL_GetError() << std::endl;
+ SDL_DestroyWindow(this->game_window);
+ return;
+ }
+
+ int img_flags = IMG_INIT_PNG;
+ if (!(IMG_Init(img_flags) & img_flags)) {
+ // FIXME: throw exception
+ std::cout << "SDL_image could not initialize! SDL_image Error: "
+ << IMG_GetError() << std::endl;
+ }
+}
+
+void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer); }
+
+void SDLContext::draw(const Sprite & sprite, const Transform & transform) {
+
+ 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
+ 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),
+ };
+
+ 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_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);
+
+ if (!CreatedTexture) {
+ std::cerr << "Error could not create texture " << IMG_GetError
+ << std::endl;
+ }
+ SDL_FreeSurface(tmp);
+
+ return CreatedTexture;
+}
+*/
+
+SDL_Texture * SDLContext::texture_from_path(const char * path) {
+ dbg_trace();
+
+ SDL_Surface * tmp = IMG_Load(path);
+ if (!tmp) {
+ std::cerr << "Error surface " << IMG_GetError << std::endl;
+ }
+ SDL_Texture * created_texture
+ = SDL_CreateTextureFromSurface(this->game_renderer, tmp);
+
+ if (!created_texture) {
+ std::cerr << "Error could not create texture " << IMG_GetError
+ << std::endl;
+ }
+ SDL_FreeSurface(tmp);
+
+ return created_texture;
+}