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Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r--src/crepe/facade/SDLContext.cpp116
1 files changed, 72 insertions, 44 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index b3298a7..9f60285 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -10,16 +10,15 @@
#include <functional>
#include <memory>
#include <stdexcept>
-#include <string>
#include "../api/Camera.h"
+#include "../api/Config.h"
#include "../api/Sprite.h"
#include "../api/Texture.h"
-#include "../api/Transform.h"
-#include "../api/Vector2.h"
#include "../util/Log.h"
#include "SDLContext.h"
+#include "types.h"
using namespace crepe;
using namespace std;
@@ -31,14 +30,15 @@ SDLContext & SDLContext::get_instance() {
SDLContext::SDLContext() {
dbg_trace();
- // FIXME: read window defaults from config manager
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError()));
}
+
+ auto & cfg = Config::get_instance().window_settings;
SDL_Window * tmp_window
- = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- this->viewport.w, this->viewport.h, 0);
+ = SDL_CreateWindow(cfg.window_title.c_str(), SDL_WINDOWPOS_CENTERED,
+ SDL_WINDOWPOS_CENTERED, cfg.default_size.x, cfg.default_size.y, 0);
if (!tmp_window) {
throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError()));
}
@@ -93,68 +93,96 @@ void SDLContext::handle_events(bool & running) {
*/
}
-void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); }
+void SDLContext::clear_screen() {
+ SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255);
+ SDL_RenderClear(this->game_renderer.get());
+}
void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }
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,
+ .x = sprite.mask.x,
+ .y = sprite.mask.y,
+ .w = sprite.mask.w,
+ .h = sprite.mask.h,
};
}
-SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos,
- const double & scale, const Camera & cam) const {
+SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
+ const vec2 & cam_pos, const double & img_scale) const {
+
+ int width = sprite.height * sprite.aspect_ratio;
+ int height = sprite.height;
- double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom;
- double adjusted_h = sprite.sprite_rect.h * scale * cam.zoom;
- double adjusted_x = (pos.x - cam.x) * cam.zoom - adjusted_w / 2;
- double adjusted_y = (pos.y - cam.y) * cam.zoom - adjusted_h / 2;
+ width *= img_scale * cam.zoom;
+ height *= img_scale * cam.zoom;
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),
+ .x = static_cast<int>((pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)),
+ .y = static_cast<int>((pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)),
+ .w = width,
+ .h = height,
};
}
-void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle,
- const double & scale, const Camera & camera) {
+void SDLContext::draw(const RenderContext & ctx) {
SDL_RendererFlip render_flip
- = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
- | (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
+ = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x)
+ | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y));
- SDL_Rect srcrect = this->get_src_rect(sprite);
- SDL_Rect dstrect = this->get_dst_rect(sprite, pos, scale, camera);
+ SDL_Rect srcrect = this->get_src_rect(ctx.sprite);
+ SDL_Rect dstrect
+ = this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale);
- SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
- &dstrect, angle, NULL, render_flip);
+ SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(),
+ &srcrect, &dstrect, ctx.angle, NULL, render_flip);
}
-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));
+void SDLContext::set_camera(const Camera & cam) {
- SDL_Rect srcrect = this->get_src_rect(sprite);
- SDL_Rect dstrect = this->get_dst_rect(sprite, transform.position, transform.scale, cam);
+ // resize window
+ int w, h;
+ SDL_GetWindowSize(this->game_window.get(), &w, &h);
+ if (w != cam.screen.x || h != cam.screen.y) {
+ SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y);
+ }
- SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
- &dstrect, transform.rotation, NULL, render_flip);
-}
+ double screen_aspect = cam.screen.x / cam.screen.y;
+ double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y;
+
+ SDL_Rect view;
+ // calculate black bars
+ if (screen_aspect > viewport_aspect) {
+ // letterboxing
+ view.h = cam.screen.y / cam.zoom;
+ view.w = cam.screen.y * viewport_aspect;
+ view.x = (cam.screen.x - view.w) / 2;
+ view.y = 0;
+ } else {
+ // pillarboxing
+ view.h = cam.screen.x / viewport_aspect;
+ view.w = cam.screen.x / cam.zoom;
+ view.x = 0;
+ view.y = (cam.screen.y - view.h) / 2;
+ }
+ // set drawing area
+ SDL_RenderSetViewport(this->game_renderer.get(), &view);
-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) - (this->viewport.w / 2);
- this->viewport.y = static_cast<int>(cam.y) - (this->viewport.h / 2);
+ SDL_RenderSetLogicalSize(this->game_renderer.get(), static_cast<int>(cam.viewport_size.x),
+ static_cast<int>(cam.viewport_size.y));
+ // set bg color
SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,
cam.bg_color.b, cam.bg_color.a);
+
+ SDL_Rect bg = {
+ .x = 0,
+ .y = 0,
+ .w = static_cast<int>(cam.viewport_size.x),
+ .h = static_cast<int>(cam.viewport_size.y),
+ };
+ // fill bg color
+ SDL_RenderFillRect(this->game_renderer.get(), &bg);
}
uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }