diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-20 20:10:07 +0100 |
---|---|---|
committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-20 20:10:07 +0100 |
commit | 6b7eb1f7f87185c5bcfbf4a9bcf1c71d3fde1fc8 (patch) | |
tree | 62ac263a66abc97e3e3ed83b2c6d8cc237b0bd99 /src/crepe/facade | |
parent | 807a8db7251a484d698572b3777aaf486b2f388e (diff) | |
parent | 30492d9eee7ee47a42e2471dd0716044f59df705 (diff) |
merge #31
Diffstat (limited to 'src/crepe/facade')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 79 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.h | 35 |
2 files changed, 77 insertions, 37 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 83e91f8..26a1bdc 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -1,5 +1,6 @@ #include <SDL2/SDL.h> #include <SDL2/SDL_image.h> +#include <SDL2/SDL_keycode.h> #include <SDL2/SDL_rect.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_surface.h> @@ -7,13 +8,15 @@ #include <cmath> #include <cstddef> #include <functional> -#include <iostream> #include <memory> +#include <stdexcept> #include <string> +#include "../api/Camera.h" #include "../api/Sprite.h" #include "../api/Texture.h" #include "../api/Transform.h" +#include "../api/Vector2.h" #include "../util/Log.h" #include "SDLContext.h" @@ -31,28 +34,20 @@ SDLContext::SDLContext() { // FIXME: read window defaults from config manager if (SDL_Init(SDL_INIT_VIDEO) < 0) { - // FIXME: throw exception - std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl; - return; + throw std::runtime_error("SDL could not initialize!"); } SDL_Window * tmp_window = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, this->viewport.w, this->viewport.h, 0); if (!tmp_window) { - // FIXME: throw exception - std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl; - return; + throw std::runtime_error("Window could not be created!"); } this->game_window = {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }}; SDL_Renderer * tmp_renderer = SDL_CreateRenderer(this->game_window.get(), -1, SDL_RENDERER_ACCELERATED); if (!tmp_renderer) { - // FIXME: throw exception - std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError() - << std::endl; - SDL_DestroyWindow(this->game_window.get()); - return; + throw std::runtime_error("Renderer could not be created!"); } this->game_renderer @@ -60,9 +55,7 @@ SDLContext::SDLContext() { int img_flags = IMG_INIT_PNG; if (!(IMG_Init(img_flags) & img_flags)) { - // FIXME: throw exception - std::cout << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError() - << std::endl; + throw std::runtime_error("SDL_image could not initialize!"); } } @@ -103,40 +96,63 @@ void SDLContext::handle_events(bool & running) { void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); } -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) - | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); - - double adjusted_x = (transform.position.x - cam.x) * cam.zoom; - double adjusted_y = (transform.position.y - cam.y) * cam.zoom; - double adjusted_w = sprite.sprite_rect.w * transform.scale * cam.zoom; - double adjusted_h = sprite.sprite_rect.h * transform.scale * cam.zoom; - - SDL_Rect srcrect = { +SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { + return SDL_Rect{ .x = sprite.sprite_rect.x, .y = sprite.sprite_rect.y, .w = sprite.sprite_rect.w, .h = sprite.sprite_rect.h, }; +} +SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, + const double & scale, const Camera & cam) const { + + double adjusted_x = (pos.x - cam.x) * cam.zoom; + double adjusted_y = (pos.y - cam.y) * cam.zoom; + double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom; + double adjusted_h = sprite.sprite_rect.h * scale * cam.zoom; - SDL_Rect dstrect = { + return SDL_Rect{ .x = static_cast<int>(adjusted_x), .y = static_cast<int>(adjusted_y), .w = static_cast<int>(adjusted_w), .h = static_cast<int>(adjusted_h), }; +} + +void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, + const double & angle, const double & scale, + const Camera & camera) { + + 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, scale, camera); + + 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) { + + 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, transform.position, transform.scale, cam); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, transform.rotation, NULL, render_flip); } -void SDLContext::camera(const Camera & cam) { +void SDLContext::set_camera(const Camera & cam) { this->viewport.w = static_cast<int>(cam.aspect_width); this->viewport.h = static_cast<int>(cam.aspect_height); - this->viewport.x = static_cast<int>(cam.x) - (SCREEN_WIDTH / 2); - this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2); + this->viewport.x = static_cast<int>(cam.x) - (this->viewport.w / 2); + this->viewport.y = static_cast<int>(cam.y) - (this->viewport.h / 2); SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); @@ -150,6 +166,7 @@ SDLContext::texture_from_path(const std::string & path) { SDL_Surface * tmp = IMG_Load(path.c_str()); if (tmp == nullptr) { tmp = IMG_Load("../asset/texture/ERROR.png"); + if (tmp == nullptr) throw runtime_error("cannot load image"); } std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> img_surface; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 652a83e..841ffc9 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -1,8 +1,10 @@ #pragma once #include <SDL2/SDL_keycode.h> +#include <SDL2/SDL_rect.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_video.h> +#include <cmath> #include <functional> #include <memory> #include <string> @@ -10,10 +12,7 @@ #include "../api/Sprite.h" #include "../api/Transform.h" #include "api/Camera.h" - -// FIXME: this needs to be removed -const int SCREEN_WIDTH = 640; -const int SCREEN_HEIGHT = 480; +#include "api/Vector2.h" namespace crepe { @@ -121,6 +120,9 @@ private: */ void draw(const Sprite & sprite, const Transform & transform, const Camera & camera); + void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, + const double & scale, const Camera & camera); + //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -128,10 +130,31 @@ private: void present_screen(); /** - * \brief Sets the current camera for rendering. + * \brief sets the background of the camera (will be adjusted in future PR) * \param camera Reference to the Camera object. */ - void camera(const Camera & camera); + void set_camera(const Camera & camera); + +private: + /** + * \brief calculates the sqaure size of the image + * + * \param sprite Reference to the sprite to calculate the rectangle + * \return sdl rectangle to draw a src image + */ + SDL_Rect get_src_rect(const Sprite & sprite) const; + /** + * \brief calculates the sqaure size of the image for an destination + * + * \param sprite Reference to the sprite to calculate the rectangle + * \param pos the pos in pixel positions + * \param scale the multiplier to increase of decrease for the specified sprite + * \param cam Reference to the current camera in the scene to calculate the position based + * on the camera + * \return sdl rectangle to draw a dst image to draw on the screen + */ + SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const double & scale, + const Camera & cam) const; private: //! sdl Window |