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-rw-r--r--src/crepe/facade/SDLContext.cpp43
-rw-r--r--src/crepe/facade/SDLContext.h27
-rw-r--r--src/crepe/system/RenderSystem.cpp23
-rw-r--r--src/crepe/system/RenderSystem.h10
4 files changed, 37 insertions, 66 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 297763d..8597f06 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -1,6 +1,5 @@
#include <SDL2/SDL.h>
#include <SDL2/SDL_pixels.h>
-#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_blendmode.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_keycode.h>
@@ -64,10 +63,6 @@ SDLContext::SDLContext() {
if (!(IMG_Init(img_flags) & img_flags)) {
throw runtime_error("SDLContext: SDL_image could not initialize!");
}
-
- if (TTF_Init() != 0) {
- throw runtime_error("SDLContext: TTF could not initialize!");
- }
}
SDLContext::~SDLContext() {
@@ -79,7 +74,6 @@ 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.
- TTF_Quit();
IMG_Quit();
SDL_Quit();
}
@@ -249,14 +243,12 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
size.y = data.size.x / ctx.sprite.aspect_ratio;
}
- const CameraValues & cam = ctx.cam;
-
- size *= cam.render_scale * ctx.img_scale * data.scale_offset;
+ size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset;
vec2 screen_pos
- = (ctx.pos + data.position_offset - cam.cam_pos + (cam.zoomed_viewport) / 2)
- * cam.render_scale
- - size / 2 + cam.bar_size;
+ = (ctx.pos + data.position_offset - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2)
+ * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
return SDL_FRect{
.x = screen_pos.x,
@@ -276,7 +268,6 @@ void SDLContext::draw(const RenderContext & ctx) {
SDL_Rect srcrect = this->get_src_rect(ctx.sprite);
SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{
.sprite = ctx.sprite,
- .cam = ctx.cam,
.pos = ctx.pos,
.img_scale = ctx.scale,
});
@@ -288,7 +279,7 @@ void SDLContext::draw(const RenderContext & ctx) {
&dstrect, angle, NULL, render_flip);
}
-SDLContext::CameraValues & SDLContext::set_camera(const Camera & cam) {
+void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) {
const Camera::Data & cam_data = cam.data;
// resize window
@@ -298,9 +289,10 @@ SDLContext::CameraValues & SDLContext::set_camera(const Camera & cam) {
SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y);
}
- vec2 & zoomed_viewport = this->camera_val.zoomed_viewport;
- vec2 & bar_size = this->camera_val.bar_size;
- vec2 & render_scale = this->camera_val.render_scale;
+ vec2 & zoomed_viewport = this->cam_aux_data.zoomed_viewport;
+ vec2 & bar_size = this->cam_aux_data.bar_size;
+ vec2 & render_scale = this->cam_aux_data.render_scale;
+ this->cam_aux_data.cam_pos = new_pos;
zoomed_viewport = cam.viewport_size * cam_data.zoom;
float screen_aspect = static_cast<float>(cam.screen.x) / cam.screen.y;
@@ -342,8 +334,6 @@ SDLContext::CameraValues & SDLContext::set_camera(const Camera & cam) {
// fill bg color
SDL_RenderFillRect(this->game_renderer.get(), &bg);
-
- return this->camera_val;
}
uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }
@@ -372,19 +362,6 @@ SDLContext::texture_from_path(const std::string & path) {
return img_texture;
}
-std::unique_ptr<TTF_Font, std::function<void(TTF_Font *)>>
-SDLContext::font_from_path(const std::string & path) {
-
- TTF_Font * lib_font = TTF_OpenFont(path.c_str(), 72);
- if (!lib_font) {
- throw runtime_error(format("SDLContext: font cannot be load from {}", path));
- }
- std::unique_ptr<TTF_Font, std::function<void(TTF_Font *)>> font;
- font = {lib_font, [](TTF_Font * f){}};
-
- return font;
-}
-
ivec2 SDLContext::get_size(const Texture & ctx) {
ivec2 size;
SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &size.x, &size.y);
@@ -396,7 +373,7 @@ void SDLContext::delay(int ms) const { SDL_Delay(ms); }
std::vector<SDLContext::EventData> SDLContext::get_events() {
std::vector<SDLContext::EventData> event_list;
SDL_Event event;
- const CameraValues & cam = this->camera_val;
+ const CameraAuxiliaryData & cam = this->cam_aux_data;
while (SDL_PollEvent(&event)) {
ivec2 mouse_pos;
mouse_pos.x = (event.button.x - cam.bar_size.x) / cam.render_scale.x;
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index b847c72..6d50ab0 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -4,7 +4,6 @@
#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
-#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_video.h>
#include <cmath>
#include <functional>
@@ -33,7 +32,7 @@ class InputSystem;
class SDLContext {
public:
//! data that the camera component cannot hold
- struct CameraValues {
+ struct CameraAuxiliaryData {
//! zoomed in viewport in game_units
vec2 zoomed_viewport;
@@ -63,7 +62,6 @@ public:
//! rendering data needed to render on screen
struct RenderContext {
const Sprite & sprite;
- const CameraValues & cam;
const vec2 & pos;
const double & angle;
const double & scale;
@@ -189,9 +187,6 @@ private:
*/
ivec2 get_size(const Texture & ctx);
- std::unique_ptr<TTF_Font, std::function<void(TTF_Font *)>>
- font_from_path(const std::string & path);
-
private:
//! Will use draw,clear_screen, present_screen, camera.
friend class RenderSystem;
@@ -202,8 +197,6 @@ private:
*/
void draw(const RenderContext & ctx);
- void draw_text(const
-
//! Clears the screen, preparing for a new frame.
void clear_screen();
@@ -211,16 +204,19 @@ private:
void present_screen();
/**
- * \brief sets the background of the camera (will be adjusted in future PR)
- * \param camera Reference to the Camera object.
+ * \brief calculates camera view settings. such as black_bars, zoomed_viewport, scaling and
+ * adjusting window size.
+ *
+ * \note only supports windowed mode.
+ * \param camera Reference to the current Camera object in the scene.
+ * \param new_pos new camera position from transform and offset
*/
- CameraValues & set_camera(const Camera & camera);
+ void update_camera_view(const Camera & camera, const vec2 & new_pos);
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;
};
@@ -261,7 +257,12 @@ private:
//! black bars rectangle to draw
SDL_FRect black_bars[2] = {};
- CameraValues camera_val;
+ /**
+ * \cam_aux_data extra data that the component cannot hold.
+ *
+ * - this is defined in this class because get_events() needs this information aswell
+ */
+ CameraAuxiliaryData cam_aux_data;
};
} // namespace crepe
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 74fed26..1ce9059 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -11,6 +11,7 @@
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
#include "../manager/ComponentManager.h"
+#include "types.h"
#include "RenderSystem.h"
@@ -27,7 +28,7 @@ void RenderSystem::present_screen() {
ctx.present_screen();
}
-SDLContext::CameraValues & RenderSystem::update_camera() {
+void RenderSystem::update_camera() {
ComponentManager & mgr = this->mediator.component_manager;
SDLContext & ctx = this->mediator.sdl_context;
RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
@@ -38,9 +39,9 @@ SDLContext::CameraValues & RenderSystem::update_camera() {
if (!cam.active) continue;
const Transform & transform
= mgr.get_components_by_id<Transform>(cam.game_object_id).front().get();
- SDLContext::CameraValues & cam_val = ctx.set_camera(cam);
- cam_val.cam_pos = transform.position + cam.data.postion_offset;
- return cam_val;
+ vec2 new_camera_pos = transform.position + cam.data.postion_offset;
+ ctx.update_camera_view(cam, new_camera_pos);
+ return;
}
throw std::runtime_error("No active cameras in current scene");
}
@@ -67,8 +68,7 @@ void RenderSystem::update() {
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam,
- const double & scale) {
+bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
ComponentManager & mgr = this->mediator.component_manager;
SDLContext & ctx = this->mediator.sdl_context;
@@ -88,7 +88,6 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came
ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
- .cam = cam,
.pos = p.position,
.angle = p.angle,
.scale = scale,
@@ -97,12 +96,10 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam,
- const Transform & tm) {
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
SDLContext & ctx = this->mediator.sdl_context;
ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
- .cam = cam,
.pos = tm.position,
.angle = tm.rotation,
.scale = tm.scale,
@@ -111,7 +108,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::Camera
void RenderSystem::render() {
ComponentManager & mgr = this->mediator.component_manager;
- const SDLContext::CameraValues & cam = this->update_camera();
+ this->update_camera();
RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
RefVector<Sprite> sorted_sprites = this->sort(sprites);
@@ -121,10 +118,10 @@ void RenderSystem::render() {
const Transform & transform
= mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
- bool rendered_particles = this->render_particle(sprite, cam, transform.scale);
+ bool rendered_particles = this->render_particle(sprite, transform.scale);
if (rendered_particles) continue;
- this->render_normal(sprite, cam, transform);
+ this->render_normal(sprite, transform);
}
}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index de26aa8..8e61072 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -2,8 +2,6 @@
#include <cmath>
-#include "facade/SDLContext.h"
-
#include "System.h"
#include "types.h"
@@ -37,7 +35,7 @@ private:
void present_screen();
//! Updates the active camera used for rendering.
- SDLContext::CameraValues & update_camera();
+ void update_camera();
//! Renders the whole screen
void render();
@@ -52,8 +50,7 @@ private:
* constructor is now protected i cannot make tmp inside
* \return true if particles have been rendered
*/
- bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam,
- const double & scale);
+ bool render_particle(const Sprite & sprite, const double & scale);
/**
* \brief renders a sprite with a Transform component on the screen
@@ -61,8 +58,7 @@ private:
* \param sprite the sprite component that holds all the data
* \param tm the Transform component that holds the position,rotation and scale
*/
- void render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam,
- const Transform & tm);
+ void render_normal(const Sprite & sprite, const Transform & tm);
/**
* \brief sort a vector sprite objects with