diff options
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 157 |
1 files changed, 157 insertions, 0 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp new file mode 100644 index 0000000..8da93e9 --- /dev/null +++ b/src/crepe/facade/SDLContext.cpp @@ -0,0 +1,157 @@ +#include <SDL2/SDL.h> +#include <SDL2/SDL_image.h> +#include <SDL2/SDL_render.h> +#include <SDL2/SDL_surface.h> +#include <SDL2/SDL_video.h> +#include <cmath> +#include <cstddef> +#include <iostream> + +#include "../api/Sprite.h" +#include "../api/Texture.h" +#include "../api/Transform.h" +#include "../util/log.h" + +#include "SDLContext.h" + +using namespace crepe; + +SDLContext & SDLContext::get_instance() { + static SDLContext instance; + return instance; +} + +void SDLContext::handle_events(bool & running) { + SDL_Event event; + while (SDL_PollEvent(&event)) { + if (event.type == SDL_QUIT) { + running = false; + } + } +} + +SDLContext::~SDLContext() { + dbg_trace(); + + if (this->game_renderer != nullptr) + SDL_DestroyRenderer(this->game_renderer); + + if (this->game_window != nullptr) { + SDL_DestroyWindow(this->game_window); + } + + // 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. + IMG_Quit(); + SDL_Quit(); +} + +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer); } + +SDLContext::SDLContext() { + dbg_trace(); + // 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; + } + + this->game_window = SDL_CreateWindow( + "Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, + 1920, 1080, SDL_WINDOW_SHOWN); + if (!this->game_window) { + // FIXME: throw exception + std::cerr << "Window could not be created! SDL_Error: " + << SDL_GetError() << std::endl; + } + + this->game_renderer + = SDL_CreateRenderer(this->game_window, -1, SDL_RENDERER_ACCELERATED); + if (!this->game_renderer) { + // FIXME: throw exception + std::cerr << "Renderer could not be created! SDL_Error: " + << SDL_GetError() << std::endl; + SDL_DestroyWindow(this->game_window); + return; + } + + 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; + } +} + +void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer); } + +void SDLContext::draw(const Sprite & sprite, const Transform & transform) { + + static SDL_RendererFlip render_flip + = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) + | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); + + int w, h; + SDL_QueryTexture(sprite.sprite_image->texture, NULL, NULL, &w, &h); + // needs maybe camera for position + SDL_Rect dstrect = { + .x = static_cast<int>(transform.position.x), + .y = static_cast<int>(transform.position.y), + .w = static_cast<int>(w * transform.scale), + .h = static_cast<int>(h * transform.scale), + }; + + double degrees = transform.rotation * 180 / M_PI; + SDL_RenderCopyEx(this->game_renderer, sprite.sprite_image->texture, NULL, + &dstrect, degrees, NULL, render_flip); +} + +/* +SDL_Texture * SDLContext::setTextureFromPath(const char * path, SDL_Rect & clip, + const int row, const int col) { + dbg_trace(); + + SDL_Surface * tmp = IMG_Load(path); + if (!tmp) { + std::cerr << "Error surface " << IMG_GetError << std::endl; + } + + clip. + w = tmp->w / col; + clip.h = tmp->h / row; + + SDL_Texture * CreatedTexture + = SDL_CreateTextureFromSurface(this->game_renderer, tmp); + + if (!CreatedTexture) { + std::cerr << "Error could not create texture " << IMG_GetError + << std::endl; + } + SDL_FreeSurface(tmp); + + return CreatedTexture; +} +*/ + +SDL_Texture * SDLContext::texture_from_path(const char * path) { + dbg_trace(); + + SDL_Surface * tmp = IMG_Load(path); + if (!tmp) { + std::cerr << "Error surface " << IMG_GetError << std::endl; + } + SDL_Texture * created_texture + = SDL_CreateTextureFromSurface(this->game_renderer, tmp); + + if (!created_texture) { + std::cerr << "Error could not create texture " << IMG_GetError + << std::endl; + } + SDL_FreeSurface(tmp); + + return created_texture; +} |