diff options
Diffstat (limited to 'src/crepe/facade')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 102 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.h | 43 |
2 files changed, 109 insertions, 36 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index b3298a7..de7d08f 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -8,9 +8,9 @@ #include <cmath> #include <cstddef> #include <functional> +#include <iostream> #include <memory> #include <stdexcept> -#include <string> #include "../api/Camera.h" #include "../api/Sprite.h" @@ -18,6 +18,7 @@ #include "../api/Transform.h" #include "../api/Vector2.h" #include "../util/Log.h" +#include "api/Vector2.h" #include "SDLContext.h" @@ -93,7 +94,10 @@ void SDLContext::handle_events(bool & running) { */ } -void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } +void SDLContext::clear_screen() { + SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); + SDL_RenderClear(this->game_renderer.get()); +} void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); } SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { @@ -104,57 +108,111 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.sprite_rect.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, - const double & scale, const Camera & cam) const { +SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, + const Vector2 & cam_pos, const double & img_scale, + const Vector2 & cam_scale) const { + + int pixel_width, pixel_height; + + if (sprite.sprite_rect.w > sprite.sprite_rect.h) { + pixel_width = static_cast<int>(sprite.width * cam_scale.x); + pixel_height = static_cast<int>(pixel_width / sprite.aspect_ratio); + } else { + pixel_height = static_cast<int>(sprite.height * cam_scale.y); + pixel_width = static_cast<int>(pixel_height * sprite.aspect_ratio); + } + + pixel_width *= img_scale; + pixel_height *= img_scale; - double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom; - double adjusted_h = sprite.sprite_rect.h * scale * cam.zoom; - double adjusted_x = (pos.x - cam.x) * cam.zoom - adjusted_w / 2; - double adjusted_y = (pos.y - cam.y) * cam.zoom - adjusted_h / 2; + int pixel_x = static_cast<int>((pos.x - cam_pos.x + this->viewport.w / 2 - pixel_width / 2)); + int pixel_y = static_cast<int>((pos.y - cam_pos.y + this->viewport.h / 2 - pixel_height / 2)); return SDL_Rect{ - .x = static_cast<int>(adjusted_x), - .y = static_cast<int>(adjusted_y), - .w = static_cast<int>(adjusted_w), - .h = static_cast<int>(adjusted_h), + .x = pixel_x, + .y = pixel_y, + .w = pixel_width, + .h = pixel_height, }; } -void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, - const double & scale, const Camera & camera) { +void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, + const double & angle, const Vector2 & cam_pos, + const double & img_scale, const Vector2 & cam_scale) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); SDL_Rect srcrect = this->get_src_rect(sprite); - SDL_Rect dstrect = this->get_dst_rect(sprite, pos, scale, camera); + SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam_pos, img_scale, cam_scale); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, angle, NULL, render_flip); } -void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) { +void SDLContext::draw(const Sprite & sprite, const Transform & transform, + const Vector2 & cam_pos, const Vector2 & cam_scale) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); SDL_Rect srcrect = this->get_src_rect(sprite); - SDL_Rect dstrect = this->get_dst_rect(sprite, transform.position, transform.scale, cam); + SDL_Rect dstrect + = this->get_dst_rect(sprite, transform.position, cam_pos, transform.scale, cam_scale); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, transform.rotation, NULL, render_flip); } -void SDLContext::set_camera(const Camera & cam) { - this->viewport.w = static_cast<int>(cam.aspect_width); - this->viewport.h = static_cast<int>(cam.aspect_height); - this->viewport.x = static_cast<int>(cam.x) - (this->viewport.w / 2); - this->viewport.y = static_cast<int>(cam.y) - (this->viewport.h / 2); +void SDLContext::set_camera(const Camera & cam, Vector2 & scale) { + + // resize window + if (this->viewport.w != (int) cam.screen.x || this->viewport.h != (int) cam.screen.y) { + SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y); + this->viewport.h = (int)cam.screen.y; + this->viewport.w = (int)cam.screen.x; + } + + double screen_aspect = cam.screen.x / cam.screen.y; + double viewport_aspect = cam.viewport.x / cam.viewport.y; + + // decide scaling factor for world to screen + scale = cam.screen / cam.viewport * cam.zoom; + + SDL_Rect view; + + // calculate black bars + if (screen_aspect > viewport_aspect) { + // lettorboxing + view.w = static_cast<int>(cam.screen.y * viewport_aspect); + view.x = static_cast<int>(cam.screen.x - view.w) / 2; + view.y = 0; + } else { + // pillarboxing + view.h = static_cast<int>(cam.screen.x / viewport_aspect); + view.w = static_cast<int>(cam.screen.x / cam.zoom); + view.x = 0; + view.y = static_cast<int>(cam.screen.y - view.h) / 2; + } + // set drawing area + SDL_RenderSetViewport(this->game_renderer.get(), &view); + + SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); + // set bg color SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); + + SDL_Rect bg = { + .x = 0, + .y = 0, + .w = static_cast<int>(cam.viewport.x), + .h = static_cast<int>(cam.viewport.y), + }; + // fill bg color + SDL_RenderFillRect(this->game_renderer.get(), &bg); } uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 20e30b3..aed5797 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -117,12 +117,25 @@ private: * \brief Draws a sprite to the screen using the specified transform and camera. * \param sprite Reference to the Sprite to draw. * \param transform Reference to the Transform for positioning. - * \param camera Reference to the Camera for view adjustments. + * \param cam_pos position of the current camera in the scene + * \param cam_scale multiplier for the world to screen */ - void draw(const Sprite & sprite, const Transform & transform, const Camera & camera); + void draw(const Sprite & sprite, const Transform & transform, const Vector2 & cam_pos, + const Vector2 & cam_scale); - void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, - const double & scale, const Camera & camera); + /** + * \brief Draws a particle to the screen using the specified parameters + * + * \param sprite Referenceto the sprite to draw + * \param pos particle position in world units + * \param angle particle angle in degrees + * \param cam_pos camera position in world units + * \param img_scale scalar multiplier to increase image size + * \param cam_scale camera scalar for world to screen + */ + void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, + const Vector2 & cam_pos, const double & img_scale, + const Vector2 & cam_scale); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -134,7 +147,7 @@ private: * \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); + void set_camera(const Camera & camera, Vector2 & scale); private: /** @@ -144,18 +157,19 @@ private: * \return sdl rectangle to draw a src image */ SDL_Rect get_src_rect(const Sprite & sprite) const; + /** - * \brief calculates the sqaure size of the image for an destination + * \brief calculates the sqaure size of the image for destination * - * \param sprite Reference to the sprite to calculate the rectangle - * \param pos the pos in pixel positions - * \param scale the multiplier to increase of decrease for the specified sprite - * \param cam Reference to the current camera in the scene to calculate the position based - * on the camera + * \param sprite Reference to the sprite to calculate rectangle + * \param pos the pos in world units + * \param cam_pos the camera position in world units + * \param img_scale the image multiplier for increasing img size + * \param scale the multiplier for world to screen * \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 double & scale, - const Camera & cam) const; + SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const Vector2 & cam_pos, + const double & img_scale, const Vector2 & scale) const; private: //! sdl Window @@ -165,7 +179,8 @@ private: std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer; //! viewport for the camera window - SDL_Rect viewport = {0, 0, 640, 480}; + //todo change this so that it becomes a vec2 for only width and height + SDL_Rect viewport = {0, 0, 1200, 1200}; }; } // namespace crepe |