diff options
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 153 |
1 files changed, 71 insertions, 82 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 8f6c02c..4552605 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -2,6 +2,7 @@ #include <SDL2/SDL_blendmode.h> #include <SDL2/SDL_image.h> #include <SDL2/SDL_keycode.h> +#include <SDL2/SDL_pixels.h> #include <SDL2/SDL_rect.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_surface.h> @@ -18,23 +19,18 @@ #include "../api/Color.h" #include "../api/Config.h" #include "../api/Sprite.h" -#include "../api/Texture.h" #include "../util/Log.h" +#include "manager/Mediator.h" #include "SDLContext.h" +#include "Texture.h" #include "types.h" using namespace crepe; using namespace std; -SDLContext & SDLContext::get_instance() { - static SDLContext instance; - return instance; -} - -SDLContext::SDLContext() { +SDLContext::SDLContext(Mediator & mediator) { dbg_trace(); - if (SDL_Init(SDL_INIT_VIDEO) != 0) { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } @@ -62,6 +58,8 @@ SDLContext::SDLContext() { if (!(IMG_Init(img_flags) & img_flags)) { throw runtime_error("SDLContext: SDL_image could not initialize!"); } + + mediator.sdl_context = *this; } SDLContext::~SDLContext() { @@ -236,35 +234,26 @@ 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.mask.x, - .y = sprite.mask.y, - .w = sprite.mask.w, - .h = sprite.mask.h, - }; -} - SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { const Sprite::Data & data = ctx.sprite.data; + float aspect_ratio + = (ctx.sprite.aspect_ratio == 0) ? ctx.texture.get_ratio() : ctx.sprite.aspect_ratio; + vec2 size = data.size; if (data.size.x == 0 && data.size.y != 0) { - size.x = data.size.y * ctx.sprite.aspect_ratio; + size.x = data.size.y * aspect_ratio; } if (data.size.y == 0 && data.size.x != 0) { - size.y = data.size.x / ctx.sprite.aspect_ratio; + size.y = data.size.x / aspect_ratio; } + size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset; - const CameraValues & cam = ctx.cam; - - size *= cam.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; + vec2 screen_pos = (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, @@ -275,31 +264,38 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { } void SDLContext::draw(const RenderContext & ctx) { - const Sprite::Data & data = ctx.sprite.data; SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x) | (SDL_FLIP_VERTICAL * data.flip.flip_y)); - SDL_Rect srcrect = this->get_src_rect(ctx.sprite); + SDL_Rect srcrect; + SDL_Rect * srcrect_ptr = NULL; + if (ctx.sprite.mask.w != 0 || ctx.sprite.mask.h != 0) { + srcrect.w = ctx.sprite.mask.w; + srcrect.h = ctx.sprite.mask.h; + srcrect.x = ctx.sprite.mask.x; + srcrect.y = ctx.sprite.mask.y; + srcrect_ptr = &srcrect; + } + SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{ .sprite = ctx.sprite, - .cam = ctx.cam, + .texture = ctx.texture, .pos = ctx.pos, .img_scale = ctx.scale, }); double angle = ctx.angle + data.angle_offset; - this->set_color_texture(ctx.sprite.texture, ctx.sprite.data.color); - SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.texture.texture.get(), &srcrect, - &dstrect, angle, NULL, render_flip); + this->set_color_texture(ctx.texture, ctx.sprite.data.color); + SDL_RenderCopyExF(this->game_renderer.get(), ctx.texture.get_img(), srcrect_ptr, &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; - CameraValues ret_cam; // resize window int w, h; SDL_GetWindowSize(this->game_window.get(), &w, &h); @@ -307,9 +303,10 @@ SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); } - vec2 & zoomed_viewport = ret_cam.zoomed_viewport; - vec2 & bar_size = ret_cam.bar_size; - vec2 & render_scale = ret_cam.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; @@ -351,12 +348,8 @@ SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); - - return ret_cam; } -uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } - std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> SDLContext::texture_from_path(const std::string & path) { @@ -383,18 +376,17 @@ SDLContext::texture_from_path(const std::string & path) { ivec2 SDLContext::get_size(const Texture & ctx) { ivec2 size; - SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &size.x, &size.y); + SDL_QueryTexture(ctx.get_img(), NULL, NULL, &size.x, &size.y); return size; } -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; - - // Handle general SDL events while (SDL_PollEvent(&event)) { + ivec2 mouse_pos; + mouse_pos.x = (event.button.x - cam.bar_size.x) / cam.render_scale.x; + mouse_pos.y = (event.button.y - cam.bar_size.y) / cam.render_scale.y; switch (event.type) { case SDL_QUIT: event_list.push_back({SDLContext::EventType::SHUTDOWN, {}, {}, {}}); @@ -413,41 +405,38 @@ std::vector<SDLContext::EventData> SDLContext::get_events() { {}}); break; case SDL_MOUSEBUTTONDOWN: - event_list.push_back({SDLContext::EventType::MOUSEDOWN, - {}, - {sdl_to_mousebutton(event.button.button), - {event.button.x, event.button.y}}, - {}}); + event_list.push_back(EventData{ + .event_type = SDLContext::EventType::MOUSEDOWN, + .mouse_button = sdl_to_mousebutton(event.button.button), + .mouse_position = {event.button.x, event.button.y}, + }); break; - case SDL_MOUSEBUTTONUP: - event_list.push_back({SDLContext::EventType::MOUSEUP, - {}, - {sdl_to_mousebutton(event.button.button), - {event.button.x, event.button.y}}, - {}}); - break; - case SDL_MOUSEMOTION: - event_list.push_back({SDLContext::EventType::MOUSEMOVE, - {}, - {{}, - {event.motion.x, event.motion.y}, - -1, - INFINITY, - {event.motion.xrel, event.motion.yrel}}, - {}}); - break; - case SDL_MOUSEWHEEL: + case SDL_MOUSEBUTTONUP: { + int x, y; + SDL_GetMouseState(&x, &y); + event_list.push_back(EventData{ + .event_type = SDLContext::EventType::MOUSEUP, + .mouse_button = sdl_to_mousebutton(event.button.button), + .mouse_position = {event.button.x, event.button.y}, + }); + } break; + + case SDL_MOUSEMOTION: { event_list.push_back( - {SDLContext::EventType::MOUSEWHEEL, - {}, - {{}, {}, event.wheel.y < 0 ? -1 : 1, event.wheel.preciseY, {}}, - {}}); - break; - - // Forward window events for further processing - case SDL_WINDOWEVENT: - this->handle_window_event(event.window, event_list); - break; + EventData{.event_type = SDLContext::EventType::MOUSEMOVE, + .mouse_position = {event.motion.x, event.motion.y}, + .rel_mouse_move = {event.motion.xrel, event.motion.yrel}}); + } break; + + case SDL_MOUSEWHEEL: { + event_list.push_back(EventData{ + .event_type = SDLContext::EventType::MOUSEWHEEL, + .mouse_position = {event.motion.x, event.motion.y}, + // TODO: why is this needed? + .scroll_direction = event.wheel.y < 0 ? -1 : 1, + .scroll_delta = event.wheel.preciseY, + }); + } break; } } @@ -489,6 +478,6 @@ void SDLContext::handle_window_event(const SDL_WindowEvent & window_event, } void SDLContext::set_color_texture(const Texture & texture, const Color & color) { - SDL_SetTextureColorMod(texture.texture.get(), color.r, color.g, color.b); - SDL_SetTextureAlphaMod(texture.texture.get(), color.a); + SDL_SetTextureColorMod(texture.get_img(), color.r, color.g, color.b); + SDL_SetTextureAlphaMod(texture.get_img(), color.a); } |