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+#pragma once
+
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_keycode.h>
+#include <SDL2/SDL_rect.h>
+#include <SDL2/SDL_render.h>
+#include <SDL2/SDL_video.h>
+#include <cmath>
+#include <functional>
+#include <memory>
+#include <string>
+#include <unordered_map>
+
+#include "../types.h"
+#include "api/Camera.h"
+#include "api/Color.h"
+#include "api/KeyCodes.h"
+#include "api/Sprite.h"
+#include "api/Transform.h"
+#include "types.h"
+
+#include "EventData.h"
+#include "FontFacade.h"
+
+namespace crepe {
+class Texture;
+class Mediator;
+
+/**
+ * \brief Facade for the SDL library
+ *
+ * SDLContext is a singleton that handles the SDL window and renderer, provides methods for
+ * event handling, and rendering to the screen. It is never used directly by the user
+ */
+class SDLContext {
+public:
+ //! data that the camera component cannot hold
+ struct CameraAuxiliaryData {
+
+ //! zoomed in viewport in game_units
+ vec2 zoomed_viewport;
+
+ /**
+ * \brief scaling factor
+ *
+ * depending on the black bars type will the scaling be different.
+ * - letterboxing --> scaling on the y-as
+ * - pillarboxing --> scaling on the x-as
+ */
+ vec2 render_scale;
+
+ /**
+ * \brief size of calculated black bars
+ *
+ * depending on the black bars type will the size be different
+ * - lettorboxing --> {0, bar_height}
+ * - pillarboxing --> {bar_width , 0}
+ */
+ vec2 bar_size;
+
+ //! Calculated camera position
+ vec2 cam_pos;
+ };
+
+ //! rendering data needed to render on screen
+ struct RenderContext {
+ const Sprite & sprite;
+ const Texture & texture;
+ const vec2 & pos;
+ const double & angle;
+ const double & scale;
+ };
+
+public:
+ /**
+ * \brief Gets the singleton instance of SDLContext.
+ * \return Reference to the SDLContext instance.
+ */
+ static SDLContext & get_instance();
+
+public:
+ SDLContext(const SDLContext &) = delete;
+ SDLContext(SDLContext &&) = delete;
+ SDLContext & operator=(const SDLContext &) = delete;
+ SDLContext & operator=(SDLContext &&) = delete;
+
+public:
+ /**
+ * \brief Constructs an SDLContext instance.
+ * Initializes SDL, creates a window and renderer.
+ */
+ SDLContext(Mediator & mediator);
+
+ /**
+ * \brief Destroys the SDLContext instance.
+ * Cleans up SDL resources, including the window and renderer.
+ */
+ ~SDLContext();
+
+public:
+ /**
+ * \brief Retrieves a list of all events from the SDL context.
+ *
+ * This method retrieves all the events from the SDL context that are currently
+ * available. It is primarily used by the InputSystem to process various
+ * input events such as mouse clicks, mouse movements, and keyboard presses.
+ *
+ * \return Events that occurred since last call to `get_events()`
+ */
+ std::vector<EventData> get_events();
+ /**
+ * \brief Fills event_list with triggered window events
+ *
+ * This method checks if any window events are triggered and adds them to the event_list.
+ *
+ */
+ void handle_window_event(const SDL_WindowEvent & window_event,
+ std::vector<EventData> & event_list);
+ /**
+ * \brief Converts an SDL scan code to the custom Keycode type.
+ *
+ * This method maps an SDL scan code to the corresponding `Keycode` enum value,
+ * which is used internally by the system to identify the keys.
+ *
+ * \param sdl_key The SDL scan code to convert.
+ * \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.
+ */
+ Keycode sdl_to_keycode(SDL_Scancode sdl_key);
+
+ /**
+ * \brief Converts an SDL mouse button code to the custom MouseButton type.
+ *
+ * This method maps an SDL mouse button code to the corresponding `MouseButton`
+ * enum value, which is used internally by the system to identify mouse buttons.
+ *
+ * \param sdl_button The SDL mouse button code to convert.
+ * \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized
+ */
+ MouseButton sdl_to_mousebutton(Uint8 sdl_button);
+ /**
+ * \brief Gets the current state of the keyboard.
+ *
+ * Updates the internal keyboard state by checking the current key states using
+ * SDL's `SDL_GetKeyboardState()`, and returns a reference to the `keyboard_state_t`.
+ *
+ * \return A constant reference to the `keyboard_state_t`, which holds the state
+ * of each key (true = pressed, false = not pressed).
+ */
+ const keyboard_state_t & get_keyboard_state();
+
+public:
+ /**
+ * \brief Gets the current SDL ticks since the program started.
+ * \return Current ticks in milliseconds as a constant uint64_t.
+ */
+ uint64_t get_ticks() const;
+ /**
+ * \brief Pauses the execution for a specified duration.
+ *
+ * This function uses SDL's delay function to halt the program execution for a given number
+ * of milliseconds, allowing for frame rate control or other timing-related functionality.
+ *
+ * \param ms Duration of the delay in milliseconds.
+ */
+ void delay(int ms) const;
+
+public:
+ /**
+ * \brief Loads a texture from a file path.
+ * \param path Path to the image file.
+ * \return Pointer to the created SDL_Texture.
+ */
+ std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>>
+ texture_from_path(const std::string & path);
+ /**
+ * \brief Gets the size of a texture.
+ * \param texture Reference to the Texture object.
+ * \return Width and height of the texture as an integer in pixels.
+ */
+ ivec2 get_size(const Texture & ctx);
+
+public:
+ /**
+ * \brief Draws a sprite to the screen using the specified transform and camera.
+ * \param RenderContext Reference to rendering data to draw
+ */
+ void draw(const RenderContext & ctx);
+
+ //! Clears the screen, preparing for a new frame.
+ void clear_screen();
+
+ //! Presents the rendered frame to the screen.
+ void present_screen();
+
+ /**
+ * \brief calculates camera view settings. such as black_bars, zoomed_viewport, scaling and
+ * adjusting window size.
+ *
+ * \note only supports windowed mode.
+ * \param camera Reference to the current Camera object in the scene.
+ * \param new_pos new camera position from transform and offset
+ */
+ void update_camera_view(const Camera & camera, const vec2 & new_pos);
+
+public:
+ //! the data needed to construct a sdl dst rectangle
+ struct DestinationRectangleData {
+ const Sprite & sprite;
+ const Texture & texture;
+ const vec2 & pos;
+ const double & img_scale;
+ };
+
+ /**
+ * \brief calculates the sqaure size of the image for destination
+ *
+ * \param data needed to calculate a destination rectangle
+ * \return sdl rectangle to draw a dst image to draw on the screen
+ */
+ SDL_FRect get_dst_rect(const DestinationRectangleData & data) const;
+ /**
+ * \brief Set an additional color value multiplied into render copy operations.
+ *
+ * \param texture the given texture to adjust
+ * \param color the color data for the texture
+ */
+ void set_color_texture(const Texture & texture, const Color & color);
+
+private:
+ //! sdl Window
+ std::unique_ptr<SDL_Window, std::function<void(SDL_Window *)>> game_window;
+
+ //! renderer for the crepe engine
+ std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer;
+
+ //! black bars rectangle to draw
+ SDL_FRect black_bars[2] = {};
+
+ /**
+ * \cam_aux_data extra data that the component cannot hold.
+ *
+ * - this is defined in this class because get_events() needs this information aswell
+ */
+ CameraAuxiliaryData cam_aux_data;
+
+private:
+ //! instance of the font_facade
+ FontFacade font_facade{};
+
+public:
+ /**
+ * \brief Function to Get asset from font_family
+ *
+ * This function uses the FontFacade function to convert a font_family to an asset.
+ *
+ * \param font_family name of the font style that needs to be used (will return an asset with default font path of the font_family doesnt exist)
+ *
+ * \return asset with the font style absolute path
+ */
+ Asset get_font_from_name(const std::string & font_family);
+ //! variable to store the state of each key (true = pressed, false = not pressed)
+ keyboard_state_t keyboard_state;
+ //! lookup table for converting SDL_SCANCODES to Keycodes
+ const std::unordered_map<SDL_Scancode, Keycode> lookup_table
+ = {{SDL_SCANCODE_SPACE, Keycode::SPACE},
+ {SDL_SCANCODE_APOSTROPHE, Keycode::APOSTROPHE},
+ {SDL_SCANCODE_COMMA, Keycode::COMMA},
+ {SDL_SCANCODE_MINUS, Keycode::MINUS},
+ {SDL_SCANCODE_PERIOD, Keycode::PERIOD},
+ {SDL_SCANCODE_SLASH, Keycode::SLASH},
+ {SDL_SCANCODE_0, Keycode::D0},
+ {SDL_SCANCODE_1, Keycode::D1},
+ {SDL_SCANCODE_2, Keycode::D2},
+ {SDL_SCANCODE_3, Keycode::D3},
+ {SDL_SCANCODE_4, Keycode::D4},
+ {SDL_SCANCODE_5, Keycode::D5},
+ {SDL_SCANCODE_6, Keycode::D6},
+ {SDL_SCANCODE_7, Keycode::D7},
+ {SDL_SCANCODE_8, Keycode::D8},
+ {SDL_SCANCODE_9, Keycode::D9},
+ {SDL_SCANCODE_SEMICOLON, Keycode::SEMICOLON},
+ {SDL_SCANCODE_EQUALS, Keycode::EQUAL},
+ {SDL_SCANCODE_A, Keycode::A},
+ {SDL_SCANCODE_B, Keycode::B},
+ {SDL_SCANCODE_C, Keycode::C},
+ {SDL_SCANCODE_D, Keycode::D},
+ {SDL_SCANCODE_E, Keycode::E},
+ {SDL_SCANCODE_F, Keycode::F},
+ {SDL_SCANCODE_G, Keycode::G},
+ {SDL_SCANCODE_H, Keycode::H},
+ {SDL_SCANCODE_I, Keycode::I},
+ {SDL_SCANCODE_J, Keycode::J},
+ {SDL_SCANCODE_K, Keycode::K},
+ {SDL_SCANCODE_L, Keycode::L},
+ {SDL_SCANCODE_M, Keycode::M},
+ {SDL_SCANCODE_N, Keycode::N},
+ {SDL_SCANCODE_O, Keycode::O},
+ {SDL_SCANCODE_P, Keycode::P},
+ {SDL_SCANCODE_Q, Keycode::Q},
+ {SDL_SCANCODE_R, Keycode::R},
+ {SDL_SCANCODE_S, Keycode::S},
+ {SDL_SCANCODE_T, Keycode::T},
+ {SDL_SCANCODE_U, Keycode::U},
+ {SDL_SCANCODE_V, Keycode::V},
+ {SDL_SCANCODE_W, Keycode::W},
+ {SDL_SCANCODE_X, Keycode::X},
+ {SDL_SCANCODE_Y, Keycode::Y},
+ {SDL_SCANCODE_Z, Keycode::Z},
+ {SDL_SCANCODE_LEFTBRACKET, Keycode::LEFT_BRACKET},
+ {SDL_SCANCODE_BACKSLASH, Keycode::BACKSLASH},
+ {SDL_SCANCODE_RIGHTBRACKET, Keycode::RIGHT_BRACKET},
+ {SDL_SCANCODE_GRAVE, Keycode::GRAVE_ACCENT},
+ {SDL_SCANCODE_ESCAPE, Keycode::ESCAPE},
+ {SDL_SCANCODE_RETURN, Keycode::ENTER},
+ {SDL_SCANCODE_TAB, Keycode::TAB},
+ {SDL_SCANCODE_BACKSPACE, Keycode::BACKSPACE},
+ {SDL_SCANCODE_INSERT, Keycode::INSERT},
+ {SDL_SCANCODE_DELETE, Keycode::DELETE},
+ {SDL_SCANCODE_RIGHT, Keycode::RIGHT},
+ {SDL_SCANCODE_LEFT, Keycode::LEFT},
+ {SDL_SCANCODE_DOWN, Keycode::DOWN},
+ {SDL_SCANCODE_UP, Keycode::UP},
+ {SDL_SCANCODE_PAGEUP, Keycode::PAGE_UP},
+ {SDL_SCANCODE_PAGEDOWN, Keycode::PAGE_DOWN},
+ {SDL_SCANCODE_HOME, Keycode::HOME},
+ {SDL_SCANCODE_END, Keycode::END},
+ {SDL_SCANCODE_CAPSLOCK, Keycode::CAPS_LOCK},
+ {SDL_SCANCODE_SCROLLLOCK, Keycode::SCROLL_LOCK},
+ {SDL_SCANCODE_NUMLOCKCLEAR, Keycode::NUM_LOCK},
+ {SDL_SCANCODE_PRINTSCREEN, Keycode::PRINT_SCREEN},
+ {SDL_SCANCODE_PAUSE, Keycode::PAUSE},
+ {SDL_SCANCODE_F1, Keycode::F1},
+ {SDL_SCANCODE_F2, Keycode::F2},
+ {SDL_SCANCODE_F3, Keycode::F3},
+ {SDL_SCANCODE_F4, Keycode::F4},
+ {SDL_SCANCODE_F5, Keycode::F5},
+ {SDL_SCANCODE_F6, Keycode::F6},
+ {SDL_SCANCODE_F7, Keycode::F7},
+ {SDL_SCANCODE_F8, Keycode::F8},
+ {SDL_SCANCODE_F9, Keycode::F9},
+ {SDL_SCANCODE_F10, Keycode::F10},
+ {SDL_SCANCODE_F11, Keycode::F11},
+ {SDL_SCANCODE_F12, Keycode::F12},
+ {SDL_SCANCODE_KP_0, Keycode::KP0},
+ {SDL_SCANCODE_KP_1, Keycode::KP1},
+ {SDL_SCANCODE_KP_2, Keycode::KP2},
+ {SDL_SCANCODE_KP_3, Keycode::KP3},
+ {SDL_SCANCODE_KP_4, Keycode::KP4},
+ {SDL_SCANCODE_KP_5, Keycode::KP5},
+ {SDL_SCANCODE_KP_6, Keycode::KP6},
+ {SDL_SCANCODE_KP_7, Keycode::KP7},
+ {SDL_SCANCODE_KP_8, Keycode::KP8},
+ {SDL_SCANCODE_KP_9, Keycode::KP9},
+ {SDL_SCANCODE_LSHIFT, Keycode::LEFT_SHIFT},
+ {SDL_SCANCODE_LCTRL, Keycode::LEFT_CONTROL},
+ {SDL_SCANCODE_LALT, Keycode::LEFT_ALT},
+ {SDL_SCANCODE_LGUI, Keycode::LEFT_SUPER},
+ {SDL_SCANCODE_RSHIFT, Keycode::RIGHT_SHIFT},
+ {SDL_SCANCODE_RCTRL, Keycode::RIGHT_CONTROL},
+ {SDL_SCANCODE_RALT, Keycode::RIGHT_ALT},
+ {SDL_SCANCODE_RGUI, Keycode::RIGHT_SUPER},
+ {SDL_SCANCODE_MENU, Keycode::MENU}};
+};
+
+} // namespace crepe