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Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r--src/crepe/facade/SDLContext.cpp39
1 files changed, 19 insertions, 20 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index d71a9c8..20bb030 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>
@@ -232,15 +233,12 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
if (data.size.y == 0 && data.size.x != 0) {
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,
@@ -269,7 +267,6 @@ void SDLContext::draw(const RenderContext & ctx) {
SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{
.sprite = ctx.sprite,
.texture = ctx.texture,
- .cam = ctx.cam,
.pos = ctx.pos,
.img_scale = ctx.scale,
});
@@ -281,10 +278,9 @@ void SDLContext::draw(const RenderContext & ctx) {
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);
@@ -292,9 +288,10 @@ 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;
@@ -336,8 +333,6 @@ SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) {
// fill bg color
SDL_RenderFillRect(this->game_renderer.get(), &bg);
-
- return ret_cam;
}
std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>>
@@ -373,7 +368,11 @@ ivec2 SDLContext::get_size(const Texture & ctx) {
std::vector<SDLContext::EventData> SDLContext::get_events() {
std::vector<SDLContext::EventData> event_list;
SDL_Event event;
+ const CameraAuxiliaryData & cam = this->cam_aux_data;
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(EventData{
@@ -397,7 +396,7 @@ std::vector<SDLContext::EventData> SDLContext::get_events() {
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},
+ .mouse_position = mouse_pos,
});
break;
case SDL_MOUSEBUTTONUP: {
@@ -406,21 +405,21 @@ std::vector<SDLContext::EventData> SDLContext::get_events() {
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},
+ .mouse_position = mouse_pos,
});
} break;
case SDL_MOUSEMOTION: {
event_list.push_back(
EventData{.event_type = SDLContext::EventType::MOUSEMOVE,
- .mouse_position = {event.motion.x, event.motion.y},
+ .mouse_position = mouse_pos,
.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},
+ .mouse_position = mouse_pos,
// TODO: why is this needed?
.scroll_direction = event.wheel.y < 0 ? -1 : 1,
.scroll_delta = event.wheel.preciseY,