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-rw-r--r--src/crepe/facade/SDLContext.cpp19
-rw-r--r--src/crepe/facade/SDLContext.h30
2 files changed, 45 insertions, 4 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 83e91f8..b56b5e7 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -6,10 +6,12 @@
#include <SDL2/SDL_video.h>
#include <cmath>
#include <cstddef>
+#include <cstdint>
#include <functional>
#include <iostream>
#include <memory>
#include <string>
+#include <sys/types.h>
#include "../api/Sprite.h"
#include "../api/Texture.h"
@@ -103,12 +105,24 @@ void SDLContext::handle_events(bool & running) {
void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); }
void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }
+void SDLContext::set_rbg_texture(const std::shared_ptr<Texture>& texture, const uint8_t& r, const uint8_t& g, const uint8_t& b){
+ SDL_SetTextureColorMod(texture->texture.get(), r, g, b);
+}
+void SDLContext::set_alpha_texture(const std::shared_ptr<Texture>& texture, const uint8_t& alpha){
+ SDL_SetTextureAlphaMod(texture->texture.get(), alpha );
+}
+
void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) {
SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
| (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
+ sprite.sprite_image->texture.get();
+
+ this->set_rbg_texture(sprite.sprite_image, sprite.color.r, sprite.color.g, sprite.color.b);
+ this->set_alpha_texture(sprite.sprite_image, sprite.color.a);
+
double adjusted_x = (transform.position.x - cam.x) * cam.zoom;
double adjusted_y = (transform.position.y - cam.y) * cam.zoom;
double adjusted_w = sprite.sprite_rect.w * transform.scale * cam.zoom;
@@ -121,6 +135,7 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const
.h = sprite.sprite_rect.h,
};
+
SDL_Rect dstrect = {
.x = static_cast<int>(adjusted_x),
.y = static_cast<int>(adjusted_y),
@@ -167,12 +182,12 @@ SDLContext::texture_from_path(const std::string & path) {
return img_texture;
}
-int SDLContext::get_width(const Texture & ctx) const {
+int SDLContext::get_width(const Texture & ctx) {
int w;
SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &w, NULL);
return w;
}
-int SDLContext::get_height(const Texture & ctx) const {
+int SDLContext::get_height(const Texture & ctx) {
int h;
SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h);
return h;
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 007092b..8cbd5fa 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -3,6 +3,7 @@
#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_video.h>
+#include <cstdint>
#include <functional>
#include <memory>
#include <string>
@@ -10,6 +11,7 @@
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "api/Camera.h"
+#include "api/Vector2.h"
// FIXME: this needs to be removed
const int SCREEN_WIDTH = 640;
@@ -106,14 +108,14 @@ private:
* \param texture Reference to the Texture object.
* \return Width of the texture as an integer.
*/
- int get_width(const Texture &) const;
+ int get_width(const Texture &) ;
/**
* \brief Gets the height of a texture.
* \param texture Reference to the Texture object.
* \return Height of the texture as an integer.
*/
- int get_height(const Texture &) const;
+ int get_height(const Texture &) ;
private:
//! Will use draw,clear_screen, present_screen, camera.
@@ -127,6 +129,8 @@ private:
*/
void draw(const Sprite & sprite, const Transform & transform, const Camera & camera);
+ void draw_particle(const Vector2 & pos, const Camera & camera);
+
//! Clears the screen, preparing for a new frame.
void clear_screen();
@@ -139,6 +143,28 @@ private:
*/
void camera(const Camera & camera);
+ /**
+ * \brief changes the texture rbg values with the given parameters
+ * it sets the allowed color inside a image. So if all the colors are 255 (MAXIMUM)
+ * it will show the given texture. however if the one of the colors is reduced it will reduce the
+ *
+ *
+ * \param texture the given texture to adjust
+ * \param r Red color
+ * \param g Green color
+ * \param b Blue color
+ */
+ void set_rbg_texture(const std::shared_ptr<Texture>& texture, const uint8_t& r, const uint8_t& g, const uint8_t& b);
+
+
+ /**
+ * \brief Modifies the transparency of the given texture
+ *
+ * \param texture modify the given texture alpha channel
+ * \param alpha alpha channel
+ */
+ void set_alpha_texture(const std::shared_ptr<Texture>& texture, const uint8_t& alpha);
+
private:
//! sdl Window
std::unique_ptr<SDL_Window, std::function<void(SDL_Window *)>> game_window;