aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/facade/SDLContext.cpp
diff options
context:
space:
mode:
authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-27 10:35:06 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-27 10:35:06 +0100
commit368aeba5bcfafe445b3af5748f3798aa75003bf2 (patch)
tree7c15a1354b349e6d9207340fcecbc86038513f5d /src/crepe/facade/SDLContext.cpp
parentc5d1b46ba804eaabdb4fc2f4f4295292032def65 (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.cpp49
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;