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-rw-r--r--src/crepe/facade/SDLContext.h161
1 files changed, 90 insertions, 71 deletions
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index a2b34c1..bcadf87 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -9,34 +9,60 @@
#include <functional>
#include <memory>
#include <string>
-#include <utility>
#include "api/Camera.h"
#include "api/Color.h"
-#include "api/Event.h"
#include "api/KeyCodes.h"
#include "api/Sprite.h"
-#include "api/Texture.h"
#include "api/Transform.h"
+
#include "types.h"
namespace crepe {
-class LoopManager;
-class InputSystem;
+class Texture;
+class Mediator;
+
/**
- * \class SDLContext
* \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 Camera & cam;
- const vec2 & cam_pos;
+ const Texture & texture;
const vec2 & pos;
const double & angle;
const double & scale;
@@ -66,37 +92,44 @@ public:
float scroll_delta = INFINITY;
ivec2 rel_mouse_move = {-1, -1};
};
- /**
- * \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;
-private:
- //! will only use get_events
- friend class InputSystem;
+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<SDLContext::EventData> get_events();
/**
* \brief Converts an SDL key code to the custom Keycode type.
- *
+ *
* This method maps an SDL key code to the corresponding `Keycode` enum value,
* which is used internally by the system to identify the keys.
- *
+ *
* \param sdl_key The SDL key code to convert.
* \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.
*/
@@ -104,20 +137,16 @@ private:
/**
* \brief Converts an SDL mouse button code to the custom MouseButton type.
- *
- * This method maps an SDL mouse button code to the corresponding `MouseButton`
+ *
+ * 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);
-private:
- //! Will only use get_ticks
- friend class AnimatorSystem;
- //! Will only use delay
- friend class LoopTimer;
+public:
/**
* \brief Gets the current SDL ticks since the program started.
* \return Current ticks in milliseconds as a constant uint64_t.
@@ -133,23 +162,7 @@ private:
*/
void delay(int ms) const;
-private:
- /**
- * \brief Constructs an SDLContext instance.
- * Initializes SDL, creates a window and renderer.
- */
- SDLContext();
-
- /**
- * \brief Destroys the SDLContext instance.
- * Cleans up SDL resources, including the window and renderer.
- */
- ~SDLContext();
-
-private:
- //! Will use the funtions: texture_from_path, get_width,get_height.
- friend class Texture;
-
+public:
/**
* \brief Loads a texture from a file path.
* \param path Path to the image file.
@@ -160,17 +173,14 @@ private:
/**
* \brief Gets the size of a texture.
* \param texture Reference to the Texture object.
- * \return Width and height of the texture as an integer.
+ * \return Width and height of the texture as an integer in pixels.
*/
ivec2 get_size(const Texture & ctx);
-private:
- //! Will use draw,clear_screen, present_screen, camera.
- friend class RenderSystem;
-
+public:
/**
* \brief Draws a sprite to the screen using the specified transform and camera.
- * \param RenderCtx Reference to rendering data to draw
+ * \param RenderContext Reference to rendering data to draw
*/
void draw(const RenderContext & ctx);
@@ -181,36 +191,35 @@ private:
void present_screen();
/**
- * \brief sets the background of the camera (will be adjusted in future PR)
- * \param camera Reference to the Camera object.
- */
- void set_camera(const Camera & camera);
-
-private:
- /**
- * \brief calculates the sqaure size of the image
+ * \brief calculates camera view settings. such as black_bars, zoomed_viewport, scaling and
+ * adjusting window size.
*
- * \param sprite Reference to the sprite to calculate the rectangle
- * \return sdl rectangle to draw a src image
+ * \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
*/
- SDL_Rect get_src_rect(const Sprite & sprite) const;
+ 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 sprite Reference to the sprite to calculate rectangle
- * \param pos the pos in world units
- * \param cam the camera of the current scene
- * \param cam_pos the current postion of the camera
- * \param img_scale the image multiplier for increasing img size
+ * \param data needed to calculate a destination rectangle
* \return sdl rectangle to draw a dst image to draw on the screen
*/
- SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
- const vec2 & cam_pos, const double & img_scale) const;
+ 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 texture the given texture to adjust
* \param color the color data for the texture
*/
void set_color_texture(const Texture & texture, const Color & color);
@@ -221,6 +230,16 @@ private:
//! 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;
};
} // namespace crepe