diff options
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 45 |
1 files changed, 34 insertions, 11 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 83e91f8..5185adc 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -15,6 +15,7 @@ #include "../api/Texture.h" #include "../api/Transform.h" #include "../util/Log.h" +#include "api/Vector2.h" #include "SDLContext.h" @@ -37,7 +38,7 @@ SDLContext::SDLContext() { } SDL_Window * tmp_window = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - this->viewport.w, this->viewport.h, 0); + this->viewport.w, this->viewport.h, SDL_WINDOW_RESIZABLE); if (!tmp_window) { // FIXME: throw exception std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl; @@ -103,17 +104,30 @@ 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 screen_aspect = cam.screen.x / cam.screen.y; + double viewport_aspect = cam.viewport.x / cam.viewport.y; + Vector2 scale; + + if (screen_aspect > viewport_aspect) { + scale.x = scale.y = cam.screen.x / cam.viewport.x; + } else { + scale.y = scale.x = cam.screen.y / cam.viewport.y; + } + + Vector2 zoomed_viewport = cam.viewport * cam.zoom; + Vector2 pixel_coord = (transform.position - cam.pos) * scale; - 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; + double pixel_w = sprite.sprite_rect.w * transform.scale * scale.x; + double pixel_h = sprite.sprite_rect.h * transform.scale * scale.y; + // decides which part of the sprite will be drawn SDL_Rect srcrect = { .x = sprite.sprite_rect.x, .y = sprite.sprite_rect.y, @@ -121,11 +135,12 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const .h = sprite.sprite_rect.h, }; + // decides where the clipped image is drawn SDL_Rect dstrect = { - .x = static_cast<int>(adjusted_x), - .y = static_cast<int>(adjusted_y), - .w = static_cast<int>(adjusted_w), - .h = static_cast<int>(adjusted_h), + .x = static_cast<int>(pixel_coord.x), + .y = static_cast<int>(pixel_coord.y), + .w = static_cast<int>(pixel_w), + .h = static_cast<int>(pixel_h), }; SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, @@ -133,11 +148,19 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const } void SDLContext::camera(const Camera & cam) { - this->viewport.w = static_cast<int>(cam.aspect_width); - this->viewport.h = static_cast<int>(cam.aspect_height); + + if (this->viewport.w != cam.screen.x && this->viewport.h != cam.screen.y) { + this->viewport.w = cam.screen.x; + this->viewport.h = cam.screen.y; + SDL_SetWindowSize(this->game_window.get(), cam.screen.x , cam.screen.y); + } + + /* this->viewport.x = static_cast<int>(cam.x) - (SCREEN_WIDTH / 2); this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2); + */ + SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); } |