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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-07 14:21:31 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-07 14:21:31 +0100
commite7423549a26c0df6db930329e2c4067b1c6777b7 (patch)
tree0de96a7b935fead6cc9b5d04d09d713047372b1f /src/crepe/facade/SDLContext.h
parentf3009ab8f0785a54d3fd83c0d758c8ebd901adda (diff)
parentfdb4c99e139a264d4e15e6913a3756fc6cccb2f2 (diff)
merge with master
Diffstat (limited to 'src/crepe/facade/SDLContext.h')
-rw-r--r--src/crepe/facade/SDLContext.h73
1 files changed, 53 insertions, 20 deletions
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index a2b34c1..e232511 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -9,11 +9,9 @@
#include <functional>
#include <memory>
#include <string>
-#include <utility>
#include "api/Camera.h"
#include "api/Color.h"
-#include "api/Event.h"
#include "api/KeyCodes.h"
#include "api/Sprite.h"
#include "api/Texture.h"
@@ -27,16 +25,44 @@ class InputSystem;
/**
* \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:
+ //! data that the camera component cannot hold
+ struct CameraValues {
+
+ //! zoomed in viewport in game_units
+ vec2 zoomed_viewport;
+
+ /**
+ * \brief scaling factor
+ *
+ * depending on the black bars type will the scaling be different.
+ * - letterboxing --> scaling on the y-as
+ * - pillarboxing --> scaling on the x-as
+ */
+ vec2 render_scale;
+
+ /**
+ * \brief size of calculated black bars
+ *
+ * depending on the black bars type will the size be different
+ * - lettorboxing --> {0, bar_height}
+ * - pillarboxing --> {bar_width , 0}
+ */
+ vec2 bar_size;
+
+ //! Calculated camera position
+ vec2 cam_pos;
+ };
+
+ //! rendering data needed to render on screen
struct RenderContext {
const Sprite & sprite;
- const Camera & cam;
- const vec2 & cam_pos;
+ const CameraValues & cam;
const vec2 & pos;
const double & angle;
const double & scale;
@@ -82,21 +108,21 @@ private:
friend class InputSystem;
/**
* \brief Retrieves a list of all events from the SDL context.
- *
+ *
* This method retrieves all the events from the SDL context that are currently
* available. It is primarily used by the InputSystem to process various
* input events such as mouse clicks, mouse movements, and keyboard presses.
- *
+ *
* \return Events that occurred since last call to `get_events()`
*/
std::vector<SDLContext::EventData> get_events();
/**
* \brief Converts an SDL key code to the custom Keycode type.
- *
+ *
* This method maps an SDL key code to the corresponding `Keycode` enum value,
* which is used internally by the system to identify the keys.
- *
+ *
* \param sdl_key The SDL key code to convert.
* \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.
*/
@@ -104,18 +130,16 @@ private:
/**
* \brief Converts an SDL mouse button code to the custom MouseButton type.
- *
- * This method maps an SDL mouse button code to the corresponding `MouseButton`
+ *
+ * This method maps an SDL mouse button code to the corresponding `MouseButton`
* enum value, which is used internally by the system to identify mouse buttons.
- *
+ *
* \param sdl_button The SDL mouse button code to convert.
* \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized
*/
MouseButton sdl_to_mousebutton(Uint8 sdl_button);
private:
- //! Will only use get_ticks
- friend class AnimatorSystem;
//! Will only use delay
friend class LoopTimer;
/**
@@ -170,7 +194,7 @@ private:
/**
* \brief Draws a sprite to the screen using the specified transform and camera.
- * \param RenderCtx Reference to rendering data to draw
+ * \param RenderContext Reference to rendering data to draw
*/
void draw(const RenderContext & ctx);
@@ -184,9 +208,16 @@ private:
* \brief sets the background of the camera (will be adjusted in future PR)
* \param camera Reference to the Camera object.
*/
- void set_camera(const Camera & camera);
+ CameraValues set_camera(const Camera & camera);
private:
+ //! the data needed to construct a sdl dst rectangle
+ struct DestinationRectangleData {
+ const Sprite & sprite;
+ const CameraValues & cam;
+ const vec2 & pos;
+ const double & img_scale;
+ };
/**
* \brief calculates the sqaure size of the image
*
@@ -202,15 +233,14 @@ private:
* \param pos the pos in world units
* \param cam the camera of the current scene
* \param cam_pos the current postion of the camera
- * \param img_scale the image multiplier for increasing img size
+ * \param img_scale the image multiplier for increasing img size
* \return sdl rectangle to draw a dst image to draw on the screen
*/
- SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
- const vec2 & cam_pos, const double & img_scale) const;
+ SDL_FRect get_dst_rect(const DestinationRectangleData & data) const;
/**
* \brief Set an additional color value multiplied into render copy operations.
*
- * \param texture the given texture to adjust
+ * \param texture the given texture to adjust
* \param color the color data for the texture
*/
void set_color_texture(const Texture & texture, const Color & color);
@@ -221,6 +251,9 @@ private:
//! renderer for the crepe engine
std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer;
+
+ //! black bars rectangle to draw
+ SDL_FRect black_bars[2] = {};
};
} // namespace crepe