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path: root/src/crepe/facade/SDLContext.cpp
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Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r--src/crepe/facade/SDLContext.cpp80
1 files changed, 49 insertions, 31 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 83e91f8..daf0050 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 +96,64 @@ 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) const {
+
+ 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) const {
+
+ 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 +167,7 @@ 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;