diff options
author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-27 10:35:06 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-27 10:35:06 +0100 |
commit | 368aeba5bcfafe445b3af5748f3798aa75003bf2 (patch) | |
tree | 7c15a1354b349e6d9207340fcecbc86038513f5d /src/crepe/facade/SDLContext.cpp | |
parent | c5d1b46ba804eaabdb4fc2f4f4295292032def65 (diff) |
implemented feedback on PR40 and made camera sizes ivec2
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 49 |
1 files changed, 25 insertions, 24 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 55b0082..fca3de4 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -8,6 +8,7 @@ #include <cmath> #include <cstddef> #include <functional> +#include <iostream> #include <memory> #include <stdexcept> @@ -18,6 +19,7 @@ #include "../util/Log.h" #include "SDLContext.h" +#include "api/Config.h" #include "types.h" using namespace crepe; @@ -34,9 +36,11 @@ SDLContext::SDLContext() { if (SDL_Init(SDL_INIT_VIDEO) != 0) { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } + + auto & cfg = Config::get_instance().win_set; SDL_Window * tmp_window = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - this->window.x, this->window.y, 0); + cfg.def_size.x,cfg.def_size.y, 0); if (!tmp_window) { throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError())); } @@ -106,20 +110,22 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { }; } SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, - const double & img_scale, const vec2 & cam_scale) const { + const double & img_scale) const { int width, height; - if (sprite.sprite_rect.w > sprite.sprite_rect.h) { - width = static_cast<int>(sprite.width * cam_scale.x); - height = static_cast<int>(width / sprite.aspect_ratio); + if (sprite.width > sprite.height) { + width = sprite.width; + height = static_cast<int>(sprite.width / sprite.aspect_ratio); } else { - height = static_cast<int>(sprite.height * cam_scale.y); - width = static_cast<int>(height * sprite.aspect_ratio); + height = sprite.height; + width = static_cast<int>(sprite.height * sprite.aspect_ratio); } - width *= img_scale; - height *= img_scale; + cout << width << " " << height << " " << " " << sprite.aspect_ratio << endl; + + width *= img_scale * cam.zoom; + height *= img_scale * cam.zoom; return SDL_Rect{ .x = static_cast<int>((pos.x - cam.pos.x + (cam.viewport.x / 2) - width / 2)), @@ -130,22 +136,20 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const } void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, - const double & img_scale, const Camera & cam, - const vec2 & cam_scale) { + const double & img_scale, const Camera & cam) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); SDL_Rect srcrect = this->get_src_rect(sprite); - SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam , img_scale, cam_scale); + SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam , img_scale); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, angle, NULL, render_flip); } -void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam, - const vec2 & cam_scale) { +void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -153,32 +157,29 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const SDL_Rect srcrect = this->get_src_rect(sprite); SDL_Rect dstrect - = this->get_dst_rect(sprite, transform.position, cam, transform.scale, cam_scale); + = this->get_dst_rect(sprite, transform.position, cam, transform.scale); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, transform.rotation, NULL, render_flip); } -void SDLContext::set_camera(const Camera & cam, vec2 & scale) { +void SDLContext::set_camera(const Camera & cam) { // resize window - if ((int) this->window.x != (int) cam.screen.x - || (int) this->window.y != (int) cam.screen.y) { - SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y); - this->window = cam.screen; + int w,h; + SDL_GetWindowSize(this->game_window.get(), &w, &h); + if ( w != cam.screen.x || h != cam.screen.y) { + 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.x / cam.viewport.y; - // decide scaling factor for world to screen - scale = cam.screen / cam.viewport * cam.zoom; - SDL_Rect view; - // calculate black bars if (screen_aspect > viewport_aspect) { // lettorboxing + view.h = static_cast<int>(cam.screen.y / cam.zoom); view.w = static_cast<int>(cam.screen.y * viewport_aspect); view.x = static_cast<int>(cam.screen.x - view.w) / 2; view.y = 0; |