diff options
| -rw-r--r-- | src/crepe/api/Config.h | 6 | ||||
| -rw-r--r-- | src/crepe/facade/SDLContext.cpp | 24 | ||||
| -rw-r--r-- | src/crepe/facade/SDLContext.h | 3 | ||||
| -rw-r--r-- | src/example/rendering_particle.cpp | 4 | 
4 files changed, 19 insertions, 18 deletions
| diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index e1aef7d..6de93f0 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -65,9 +65,9 @@ public:  	//! default window settings  	struct { -		//TODO make this constexpr because this will never change  -		vec2 def_size = {1080,720}; -		vec2 pos = {0,0}; +		//TODO make this constexpr because this will never change +		vec2 def_size = {1080, 720}; +		vec2 pos = {0, 0};  		float zoom = 1.0f;  	} win_set; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 8b29f8a..ac6b089 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -17,8 +17,8 @@  #include "../api/Transform.h"  #include "../util/Log.h" -#include "types.h"  #include "SDLContext.h" +#include "types.h"  using namespace crepe;  using namespace std; @@ -123,7 +123,8 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos,  	pixel_height *= img_scale;  	int pixel_x = static_cast<int>((pos.x - cam_pos.x + this->window.x / 2 - pixel_width / 2)); -	int pixel_y = static_cast<int>((pos.y - cam_pos.y + this->window.y / 2 - pixel_height / 2)); +	int pixel_y +		= static_cast<int>((pos.y - cam_pos.y + this->window.y / 2 - pixel_height / 2));  	return SDL_Rect{  		.x = pixel_x, @@ -133,9 +134,9 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos,  	};  } -void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, -							   const double & angle, const vec2 & cam_pos, -							   const double & img_scale, const vec2 & cam_scale) { +void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, +							   const vec2 & cam_pos, const double & img_scale, +							   const vec2 & cam_scale) {  	SDL_RendererFlip render_flip  		= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -148,8 +149,8 @@ void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos,  					 &dstrect, angle, NULL, render_flip);  } -void SDLContext::draw(const Sprite & sprite, const Transform & transform, -					  const vec2 & cam_pos, const vec2 & cam_scale) { +void SDLContext::draw(const Sprite & sprite, const Transform & transform, const vec2 & cam_pos, +					  const vec2 & cam_scale) {  	SDL_RendererFlip render_flip  		= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -166,19 +167,20 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform,  void SDLContext::set_camera(const Camera & cam, vec2 & scale) {  	// resize window -	if ((int)this->window.x != (int) cam.screen.x || (int)this->window.y != (int) cam.screen.y) { +	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;  	}  	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 @@ -192,7 +194,7 @@ void SDLContext::set_camera(const Camera & cam, vec2 & scale) {  		view.x = 0;  		view.y = static_cast<int>(cam.screen.y - view.h) / 2;  	} -	// set drawing area  +	// set drawing area  	SDL_RenderSetViewport(this->game_renderer.get(), &view);  	SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index f72eecb..542a8bf 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -135,8 +135,7 @@ private:  	 * \param  cam_scale camera scalar for world to screen  	 */  	void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, -					   const vec2 & cam_pos, const double & img_scale, -					   const vec2 & cam_scale); +					   const vec2 & cam_pos, const double & img_scale, const vec2 & cam_scale);  	//! Clears the screen, preparing for a new frame.  	void clear_screen(); diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 54a90b5..c70e1af 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -13,8 +13,8 @@  #include <crepe/api/Sprite.h>  #include <crepe/api/Texture.h>  #include <crepe/api/Transform.h> -#include <crepe/types.h>  #include <crepe/system/RenderSystem.h> +#include <crepe/types.h>  #include <chrono>  #include <memory> @@ -64,7 +64,7 @@ int main(int argc, char * argv[]) {  	auto & cam = game_object.add_component<Camera>(Color::WHITE);  	cam.pos = {500, 200}; -	cam.viewport = {2000,1000}; +	cam.viewport = {2000, 1000};  	/*  	game_object |