diff options
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 74 |
1 files changed, 66 insertions, 8 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 4818c96..ca45b79 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -11,7 +11,6 @@ #include <array> #include <cmath> #include <cstddef> -#include <cstdint> #include <functional> #include <memory> #include <stdexcept> @@ -21,7 +20,11 @@ #include "../api/Config.h" #include "../api/Sprite.h" #include "../util/Log.h" +#include "api/Text.h" +#include "api/Transform.h" +#include "facade/Font.h" #include "manager/Mediator.h" +#include "util/AbsolutePosition.h" #include "SDLContext.h" #include "Texture.h" @@ -32,9 +35,6 @@ using namespace std; SDLContext::SDLContext(Mediator & mediator) { dbg_trace(); - if (TTF_Init() == -1) { - throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError())); - } if (SDL_Init(SDL_INIT_VIDEO) != 0) { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } @@ -63,6 +63,10 @@ SDLContext::SDLContext(Mediator & mediator) { throw runtime_error("SDLContext: SDL_image could not initialize!"); } + if (TTF_Init() == -1) { + throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError())); + } + mediator.sdl_context = *this; } @@ -75,8 +79,8 @@ SDLContext::~SDLContext() { // TODO: how are we going to ensure that these are called from the same // thread that SDL_Init() was called on? This has caused problems for me // before. - IMG_Quit(); TTF_Quit(); + IMG_Quit(); SDL_Quit(); } @@ -137,6 +141,8 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { = (ctx.sprite.aspect_ratio == 0) ? ctx.texture.get_ratio() : ctx.sprite.aspect_ratio; vec2 size = data.size; + vec2 screen_pos = ctx.pos + data.position_offset; + if (data.size.x == 0 && data.size.y != 0) { size.x = data.size.y * aspect_ratio; } @@ -145,9 +151,15 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { } size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset; - vec2 screen_pos = (ctx.pos - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2) - * cam_aux_data.render_scale - - size / 2 + cam_aux_data.bar_size; + if (ctx.sprite.data.world_space) { + screen_pos = (screen_pos - cam_aux_data.cam_pos + cam_aux_data.zoomed_viewport / 2) + * cam_aux_data.render_scale + - size / 2 + cam_aux_data.bar_size; + } else { + screen_pos + = (screen_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, @@ -187,6 +199,52 @@ void SDLContext::draw(const RenderContext & ctx) { angle, NULL, render_flip); } +void SDLContext::draw_text(const RenderText & data) { + + const Text & text = data.text; + const Font & font = data.font; + vec2 absoluut_pos = AbsolutePosition::get_position(data.transform, data.text.offset); + std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> font_surface; + std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> font_texture; + + SDL_Color color{ + .r = text.data.text_color.r, + .g = text.data.text_color.g, + .b = text.data.text_color.b, + .a = text.data.text_color.a, + }; + SDL_Surface * tmp_font_surface + = TTF_RenderText_Solid(font.get_font(), text.text.c_str(), color); + if (tmp_font_surface == NULL) { + throw runtime_error(format("draw_text: font surface error: {}", SDL_GetError())); + } + font_surface = {tmp_font_surface, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; + + SDL_Texture * tmp_font_texture + = SDL_CreateTextureFromSurface(this->game_renderer.get(), font_surface.get()); + if (tmp_font_texture == NULL) { + throw runtime_error(format("draw_text: font texture error: {}", SDL_GetError())); + } + font_texture + = {tmp_font_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; + + vec2 size = text.dimensions * cam_aux_data.render_scale * data.transform.scale; + vec2 screen_pos = (absoluut_pos - cam_aux_data.cam_pos + + (cam_aux_data.zoomed_viewport) / 2) + * cam_aux_data.render_scale + - size / 2 + cam_aux_data.bar_size; + + SDL_FRect dstrect{ + .x = screen_pos.x, + .y = screen_pos.y, + .w = size.x, + .h = size.y, + }; + + SDL_RenderCopyExF(this->game_renderer.get(), font_texture.get(), NULL, &dstrect, + data.transform.rotation, NULL, SDL_FLIP_NONE); +} + void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) { const Camera::Data & cam_data = cam.data; |