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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.h
parent1c4156ee127b14760ed3b1a0cd16ad12180c7ac6 (diff)
code style
Diffstat (limited to 'src/crepe/facade/SDLContext.h')
-rw-r--r--src/crepe/facade/SDLContext.h126
1 files changed, 119 insertions, 7 deletions
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index f1ba8a6..a08d0d8 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -1,48 +1,160 @@
#pragma once
+#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_video.h>
#include "../api/Sprite.h"
#include "../api/Transform.h"
-#include "../system/RenderSystem.h"
+#include "api/Camera.h"
+
+typedef SDL_Keycode CREPE_KEYCODES;
+
+//FIXME: this needs to be removed
+const int SCREEN_WIDTH = 640;
+const int SCREEN_HEIGHT = 480;
namespace crepe {
class Texture;
+class LoopManager;
+
+/**
+ * \class SDLContext
+ * \brief Facade for the SDL library
+ *
+ * SDLContext is a singleton that handles the SDL window and renderer, provides methods
+ * for event handling, and rendering to the screen. It is never used directly by the user
+ */
class SDLContext {
public:
- // singleton
+ /**
+ * \brief Gets the singleton instance of SDLContext.
+ * \return Reference to the SDLContext instance.
+ */
static SDLContext & get_instance();
+
+ /**
+ * \brief Deleted copy constructor.
+ */
SDLContext(const SDLContext &) = delete;
+
+ /**
+ * \brief Deleted move constructor.
+ */
SDLContext(SDLContext &&) = delete;
+
+ /**
+ * \brief Deleted copy assignment operator.
+ * \return Reference to the SDLContext instance.
+ */
SDLContext & operator=(const SDLContext &) = delete;
- SDLContext & operator=(SDLContext &&) = delete;
- //TODO decide events wouter?
+ /**
+ * \brief Deleted move assignment operator.
+ * \return Reference to the SDLContext instance.
+ */
+ SDLContext & operator=(SDLContext &&) = delete;
private:
+ friend class LoopManager;
+ /**
+ * \brief Handles SDL events such as window close and input.
+ * \param running Reference to a boolean flag that controls the main loop.
+ */
void handle_events(bool & running);
+
private:
+ friend class AnimatorSystem;
+
+ /**
+ * \brief Gets the current SDL ticks since the program started.
+ * \return Current ticks in milliseconds as a constant uint64_t.
+ */
+ const uint64_t get_ticks() const;
+
+
+private:
+ /**
+ * \brief Constructs an SDLContext instance.
+ * Initializes SDL, creates a window and renderer.
+ */
SDLContext();
+
+ /**
+ * \brief Destroys the SDLContext instance.
+ * Cleans up SDL resources, including the window and renderer.
+ */
virtual ~SDLContext();
+
+
private:
+
friend class Texture;
- SDL_Texture * texture_from_path(const char *);
- //SDL_Texture* setTextureFromPath(const char*, SDL_Rect& clip, const int row, const int col);
+ friend class Animator;
+
+ /**
+ * \brief Loads a texture from a file path.
+ * \param path Path to the image file.
+ * \return Pointer to the created SDL_Texture.
+ */
+ SDL_Texture * texture_from_path(const char * path);
+
+ /**
+ * \brief Gets the width of a texture.
+ * \param texture Reference to the Texture object.
+ * \return Width of the texture as an integer.
+ */
+ int get_width(const Texture & );
+
+ /**
+ * \brief Gets the height of a texture.
+ * \param texture Reference to the Texture object.
+ * \return Height of the texture as an integer.
+ */
+ int get_height(const Texture &);
+
private:
+
friend class RenderSystem;
- void draw(const Sprite &, const Transform &);
+
+ /**
+ * \brief Draws a sprite to the screen using the specified transform and camera.
+ * \param sprite Reference to the Sprite to draw.
+ * \param transform Reference to the Transform for positioning.
+ * \param camera Reference to the Camera for view adjustments.
+ */
+ void draw(const Sprite & sprite, const Transform & transform,
+ const Camera & camera);
+
+ /**
+ * \brief Clears the screen, preparing for a new frame.
+ */
void clear_screen();
+
+ /**
+ * \brief Presents the rendered frame to the screen.
+ */
void present_screen();
+ /**
+ * \brief Sets the current camera for rendering.
+ * \param camera Reference to the Camera object.
+ */
+ void camera(const Camera & camera);
+
private:
+ //! sdl window
SDL_Window * game_window = nullptr;
+ //! renderer for the crepe engine
SDL_Renderer * game_renderer = nullptr;
+
+ //! viewport for the camera window
+ SDL_Rect viewport = {0, 0, 640, 480};
};
} // namespace crepe