diff options
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 7317a77..9f60285 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -15,7 +15,6 @@ #include "../api/Config.h" #include "../api/Sprite.h" #include "../api/Texture.h" -#include "../api/Transform.h" #include "../util/Log.h" #include "SDLContext.h" @@ -36,10 +35,10 @@ SDLContext::SDLContext() { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } - auto & cfg = Config::get_instance().win_set; + auto & cfg = Config::get_instance().window_settings; SDL_Window * tmp_window - = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - cfg.def_size.x, cfg.def_size.y, 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())); } @@ -102,10 +101,10 @@ 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 Camera & cam, @@ -118,14 +117,14 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const height *= img_scale * cam.zoom; return SDL_Rect{ - .x = static_cast<int>((pos.x - cam_pos.x + (cam.viewport.x / 2) - width / 2)), - .y = static_cast<int>((pos.y - cam_pos.y + (cam.viewport.y / 2) - height / 2)), + .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(const RenderCtx & ctx) { +void SDLContext::draw(const RenderContext & ctx) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x) @@ -149,12 +148,12 @@ void SDLContext::set_camera(const Camera & cam) { } double screen_aspect = cam.screen.x / cam.screen.y; - double viewport_aspect = cam.viewport.x / cam.viewport.y; + double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y; SDL_Rect view; // calculate black bars if (screen_aspect > viewport_aspect) { - // lettorboxing + // letterboxing view.h = cam.screen.y / cam.zoom; view.w = cam.screen.y * viewport_aspect; view.x = (cam.screen.x - view.w) / 2; @@ -169,7 +168,8 @@ void SDLContext::set_camera(const Camera & cam) { // set drawing area SDL_RenderSetViewport(this->game_renderer.get(), &view); - SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); + 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, @@ -178,8 +178,8 @@ void SDLContext::set_camera(const Camera & cam) { SDL_Rect bg = { .x = 0, .y = 0, - .w = cam.viewport.x, - .h = cam.viewport.y, + .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); |