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authorheavydemon21 <48092678+heavydemon21@users.noreply.github.com>2024-12-19 16:24:53 +0100
committerGitHub <noreply@github.com>2024-12-19 16:24:53 +0100
commitc737b01035cb62712b1dabcfef6f5014bdc882d1 (patch)
tree74c84fbf6715a4a47154d79e3c8df2c312eca1d4 /src/crepe/facade/SDLContext.cpp
parent794efc4ef7a44b190a4d9ecc2dd84a66c62ab005 (diff)
parent1b98253b58a077618aabcf9dfe073495b8db8d4f (diff)
Merge pull request #86 from lonkaars/niels/UI
Text rendering
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r--src/crepe/facade/SDLContext.cpp72
1 files changed, 61 insertions, 11 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 0d5eb01..ca45b79 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -20,7 +20,11 @@
#include "../api/Config.h"
#include "../api/Sprite.h"
#include "../util/Log.h"
+#include "api/Text.h"
+#include "api/Transform.h"
+#include "facade/Font.h"
#include "manager/Mediator.h"
+#include "util/AbsolutePosition.h"
#include "SDLContext.h"
#include "Texture.h"
@@ -31,9 +35,6 @@ using namespace std;
SDLContext::SDLContext(Mediator & mediator) {
dbg_trace();
- if (TTF_Init() == -1) {
- throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError()));
- }
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError()));
}
@@ -62,6 +63,10 @@ SDLContext::SDLContext(Mediator & mediator) {
throw runtime_error("SDLContext: SDL_image could not initialize!");
}
+ if (TTF_Init() == -1) {
+ throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError()));
+ }
+
mediator.sdl_context = *this;
}
@@ -74,8 +79,8 @@ SDLContext::~SDLContext() {
// 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();
TTF_Quit();
+ IMG_Quit();
SDL_Quit();
}
@@ -147,14 +152,13 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset;
if (ctx.sprite.data.world_space) {
- vec2 multiplier = cam_aux_data.cam_pos
- + (cam_aux_data.zoomed_viewport / 2) * cam_aux_data.render_scale
- - size / 2 + cam_aux_data.bar_size;
- screen_pos += multiplier;
+ screen_pos = (screen_pos - cam_aux_data.cam_pos + cam_aux_data.zoomed_viewport / 2)
+ * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
} else {
- vec2 multiplier = (cam_aux_data.zoomed_viewport / 2) * cam_aux_data.render_scale
- - size / 2 + cam_aux_data.bar_size;
- screen_pos += multiplier;
+ screen_pos
+ = (screen_pos + cam_aux_data.zoomed_viewport / 2) * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
}
return SDL_FRect{
@@ -195,6 +199,52 @@ void SDLContext::draw(const RenderContext & ctx) {
angle, NULL, render_flip);
}
+void SDLContext::draw_text(const RenderText & data) {
+
+ const Text & text = data.text;
+ const Font & font = data.font;
+ vec2 absoluut_pos = AbsolutePosition::get_position(data.transform, data.text.offset);
+ std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> font_surface;
+ std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> font_texture;
+
+ SDL_Color color{
+ .r = text.data.text_color.r,
+ .g = text.data.text_color.g,
+ .b = text.data.text_color.b,
+ .a = text.data.text_color.a,
+ };
+ SDL_Surface * tmp_font_surface
+ = TTF_RenderText_Solid(font.get_font(), text.text.c_str(), color);
+ if (tmp_font_surface == NULL) {
+ throw runtime_error(format("draw_text: font surface error: {}", SDL_GetError()));
+ }
+ font_surface = {tmp_font_surface, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }};
+
+ SDL_Texture * tmp_font_texture
+ = SDL_CreateTextureFromSurface(this->game_renderer.get(), font_surface.get());
+ if (tmp_font_texture == NULL) {
+ throw runtime_error(format("draw_text: font texture error: {}", SDL_GetError()));
+ }
+ font_texture
+ = {tmp_font_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }};
+
+ vec2 size = text.dimensions * cam_aux_data.render_scale * data.transform.scale;
+ vec2 screen_pos = (absoluut_pos - cam_aux_data.cam_pos
+ + (cam_aux_data.zoomed_viewport) / 2)
+ * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
+
+ SDL_FRect dstrect{
+ .x = screen_pos.x,
+ .y = screen_pos.y,
+ .w = size.x,
+ .h = size.y,
+ };
+
+ SDL_RenderCopyExF(this->game_renderer.get(), font_texture.get(), NULL, &dstrect,
+ data.transform.rotation, NULL, SDL_FLIP_NONE);
+}
+
void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) {
const Camera::Data & cam_data = cam.data;