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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.cpp25
1 files changed, 13 insertions, 12 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index f49539c..29a8195 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -5,11 +5,9 @@
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
#include <SDL2/SDL_video.h>
-#include <algorithm>
#include <cmath>
#include <cstddef>
#include <functional>
-#include <iostream>
#include <memory>
#include <stdexcept>
@@ -109,21 +107,24 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
.h = sprite.sprite_rect.h,
};
}
-SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos,
- const Vector2 & scale) const {
+SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, const Vector2 & cam_pos,
+ const double & img_scale, const Vector2 & cam_scale) const {
int pixel_width, pixel_height;
if (sprite.sprite_rect.w > sprite.sprite_rect.h) {
- pixel_width = static_cast<int>(sprite.width * scale.x);
+ pixel_width = static_cast<int>(sprite.width * cam_scale.x);
pixel_height = static_cast<int>(pixel_width / sprite.aspect_ratio);
} else {
- pixel_height = static_cast<int>(sprite.height * scale.y);
+ pixel_height = static_cast<int>(sprite.height * cam_scale.y);
pixel_width = static_cast<int>(pixel_height * sprite.aspect_ratio);
}
- int pixel_x = static_cast<int>((pos.x - pixel_width / 2));
- int pixel_y = static_cast<int>((pos.y - pixel_height / 2));
+ pixel_width *= img_scale;
+ pixel_height *= img_scale;
+
+ int pixel_x = static_cast<int>((pos.x - cam_pos.x - pixel_width / 2));
+ int pixel_y = static_cast<int>((pos.y - cam_pos.y - pixel_height / 2));
return SDL_Rect{
.x = pixel_x,
@@ -134,27 +135,27 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos,
}
void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos,
- const double & angle, const Vector2 & scale) {
+ const double & angle, const Vector2 & cam_pos, const double & img_scale, const Vector2 & cam_scale) {
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);
+ SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam_pos, img_scale, cam_scale);
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 Vector2 & scale) {
+void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Vector2 & cam_pos, const Vector2 & cam_scale) {
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, scale);
+ SDL_Rect dstrect = this->get_dst_rect(sprite, transform.position, cam_pos, transform.scale, cam_scale);
SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
&dstrect, transform.rotation, NULL, render_flip);