diff options
Diffstat (limited to 'src/crepe/facade')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 342 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.h | 131 | ||||
-rw-r--r-- | src/crepe/facade/Sound.h | 2 |
3 files changed, 385 insertions, 90 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index e8be7ca..4cc2206 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -6,22 +6,22 @@ #include <SDL2/SDL_render.h> #include <SDL2/SDL_surface.h> #include <SDL2/SDL_video.h> +#include <array> #include <cmath> #include <cstddef> #include <cstdint> #include <functional> -#include <iostream> #include <memory> #include <stdexcept> #include "../api/Camera.h" +#include "../api/Color.h" #include "../api/Config.h" #include "../api/Sprite.h" #include "../api/Texture.h" #include "../util/Log.h" #include "SDLContext.h" -#include "api/Color.h" #include "types.h" using namespace crepe; @@ -76,32 +76,150 @@ SDLContext::~SDLContext() { IMG_Quit(); SDL_Quit(); } -void SDLContext::handle_events(bool & running) { - //TODO: wouter i need events - /* - SDL_Event event; - SDL_PollEvent(&event); - switch (event.type) { - case SDL_QUIT: - running = false; - break; - case SDL_KEYDOWN: - triggerEvent(KeyPressedEvent(getCustomKey(event.key.keysym.sym))); - break; - case SDL_MOUSEBUTTONDOWN: - int x, y; - SDL_GetMouseState(&x, &y); - triggerEvent(MousePressedEvent(x, y)); - break; + +Keycode SDLContext::sdl_to_keycode(SDL_Keycode sdl_key) { + static const std::array<Keycode, SDL_NUM_SCANCODES> LOOKUP_TABLE = [] { + std::array<Keycode, SDL_NUM_SCANCODES> table{}; + table.fill(Keycode::NONE); + + table[SDL_SCANCODE_SPACE] = Keycode::SPACE; + table[SDL_SCANCODE_APOSTROPHE] = Keycode::APOSTROPHE; + table[SDL_SCANCODE_COMMA] = Keycode::COMMA; + table[SDL_SCANCODE_MINUS] = Keycode::MINUS; + table[SDL_SCANCODE_PERIOD] = Keycode::PERIOD; + table[SDL_SCANCODE_SLASH] = Keycode::SLASH; + table[SDL_SCANCODE_0] = Keycode::D0; + table[SDL_SCANCODE_1] = Keycode::D1; + table[SDL_SCANCODE_2] = Keycode::D2; + table[SDL_SCANCODE_3] = Keycode::D3; + table[SDL_SCANCODE_4] = Keycode::D4; + table[SDL_SCANCODE_5] = Keycode::D5; + table[SDL_SCANCODE_6] = Keycode::D6; + table[SDL_SCANCODE_7] = Keycode::D7; + table[SDL_SCANCODE_8] = Keycode::D8; + table[SDL_SCANCODE_9] = Keycode::D9; + table[SDL_SCANCODE_SEMICOLON] = Keycode::SEMICOLON; + table[SDL_SCANCODE_EQUALS] = Keycode::EQUAL; + table[SDL_SCANCODE_A] = Keycode::A; + table[SDL_SCANCODE_B] = Keycode::B; + table[SDL_SCANCODE_C] = Keycode::C; + table[SDL_SCANCODE_D] = Keycode::D; + table[SDL_SCANCODE_E] = Keycode::E; + table[SDL_SCANCODE_F] = Keycode::F; + table[SDL_SCANCODE_G] = Keycode::G; + table[SDL_SCANCODE_H] = Keycode::H; + table[SDL_SCANCODE_I] = Keycode::I; + table[SDL_SCANCODE_J] = Keycode::J; + table[SDL_SCANCODE_K] = Keycode::K; + table[SDL_SCANCODE_L] = Keycode::L; + table[SDL_SCANCODE_M] = Keycode::M; + table[SDL_SCANCODE_N] = Keycode::N; + table[SDL_SCANCODE_O] = Keycode::O; + table[SDL_SCANCODE_P] = Keycode::P; + table[SDL_SCANCODE_Q] = Keycode::Q; + table[SDL_SCANCODE_R] = Keycode::R; + table[SDL_SCANCODE_S] = Keycode::S; + table[SDL_SCANCODE_T] = Keycode::T; + table[SDL_SCANCODE_U] = Keycode::U; + table[SDL_SCANCODE_V] = Keycode::V; + table[SDL_SCANCODE_W] = Keycode::W; + table[SDL_SCANCODE_X] = Keycode::X; + table[SDL_SCANCODE_Y] = Keycode::Y; + table[SDL_SCANCODE_Z] = Keycode::Z; + table[SDL_SCANCODE_LEFTBRACKET] = Keycode::LEFT_BRACKET; + table[SDL_SCANCODE_BACKSLASH] = Keycode::BACKSLASH; + table[SDL_SCANCODE_RIGHTBRACKET] = Keycode::RIGHT_BRACKET; + table[SDL_SCANCODE_GRAVE] = Keycode::GRAVE_ACCENT; + table[SDL_SCANCODE_ESCAPE] = Keycode::ESCAPE; + table[SDL_SCANCODE_RETURN] = Keycode::ENTER; + table[SDL_SCANCODE_TAB] = Keycode::TAB; + table[SDL_SCANCODE_BACKSPACE] = Keycode::BACKSPACE; + table[SDL_SCANCODE_INSERT] = Keycode::INSERT; + table[SDL_SCANCODE_DELETE] = Keycode::DELETE; + table[SDL_SCANCODE_RIGHT] = Keycode::RIGHT; + table[SDL_SCANCODE_LEFT] = Keycode::LEFT; + table[SDL_SCANCODE_DOWN] = Keycode::DOWN; + table[SDL_SCANCODE_UP] = Keycode::UP; + table[SDL_SCANCODE_PAGEUP] = Keycode::PAGE_UP; + table[SDL_SCANCODE_PAGEDOWN] = Keycode::PAGE_DOWN; + table[SDL_SCANCODE_HOME] = Keycode::HOME; + table[SDL_SCANCODE_END] = Keycode::END; + table[SDL_SCANCODE_CAPSLOCK] = Keycode::CAPS_LOCK; + table[SDL_SCANCODE_SCROLLLOCK] = Keycode::SCROLL_LOCK; + table[SDL_SCANCODE_NUMLOCKCLEAR] = Keycode::NUM_LOCK; + table[SDL_SCANCODE_PRINTSCREEN] = Keycode::PRINT_SCREEN; + table[SDL_SCANCODE_PAUSE] = Keycode::PAUSE; + table[SDL_SCANCODE_F1] = Keycode::F1; + table[SDL_SCANCODE_F2] = Keycode::F2; + table[SDL_SCANCODE_F3] = Keycode::F3; + table[SDL_SCANCODE_F4] = Keycode::F4; + table[SDL_SCANCODE_F5] = Keycode::F5; + table[SDL_SCANCODE_F6] = Keycode::F6; + table[SDL_SCANCODE_F7] = Keycode::F7; + table[SDL_SCANCODE_F8] = Keycode::F8; + table[SDL_SCANCODE_F9] = Keycode::F9; + table[SDL_SCANCODE_F10] = Keycode::F10; + table[SDL_SCANCODE_F11] = Keycode::F11; + table[SDL_SCANCODE_F12] = Keycode::F12; + table[SDL_SCANCODE_KP_0] = Keycode::KP0; + table[SDL_SCANCODE_KP_1] = Keycode::KP1; + table[SDL_SCANCODE_KP_2] = Keycode::KP2; + table[SDL_SCANCODE_KP_3] = Keycode::KP3; + table[SDL_SCANCODE_KP_4] = Keycode::KP4; + table[SDL_SCANCODE_KP_5] = Keycode::KP5; + table[SDL_SCANCODE_KP_6] = Keycode::KP6; + table[SDL_SCANCODE_KP_7] = Keycode::KP7; + table[SDL_SCANCODE_KP_8] = Keycode::KP8; + table[SDL_SCANCODE_KP_9] = Keycode::KP9; + table[SDL_SCANCODE_LSHIFT] = Keycode::LEFT_SHIFT; + table[SDL_SCANCODE_LCTRL] = Keycode::LEFT_CONTROL; + table[SDL_SCANCODE_LALT] = Keycode::LEFT_ALT; + table[SDL_SCANCODE_LGUI] = Keycode::LEFT_SUPER; + table[SDL_SCANCODE_RSHIFT] = Keycode::RIGHT_SHIFT; + table[SDL_SCANCODE_RCTRL] = Keycode::RIGHT_CONTROL; + table[SDL_SCANCODE_RALT] = Keycode::RIGHT_ALT; + table[SDL_SCANCODE_RGUI] = Keycode::RIGHT_SUPER; + table[SDL_SCANCODE_MENU] = Keycode::MENU; + + return table; + }(); + + if (sdl_key < 0 || sdl_key >= SDL_NUM_SCANCODES) { + return Keycode::NONE; } - */ + + return LOOKUP_TABLE[sdl_key]; } -void SDLContext::clear_screen() { +MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) { + static const std::array<MouseButton, 5> MOUSE_BUTTON_LOOKUP_TABLE = [] { + std::array<MouseButton, 5> table{}; + table.fill(MouseButton::NONE); + + table[SDL_BUTTON_LEFT] = MouseButton::LEFT_MOUSE; + table[SDL_BUTTON_RIGHT] = MouseButton::RIGHT_MOUSE; + table[SDL_BUTTON_MIDDLE] = MouseButton::MIDDLE_MOUSE; + table[SDL_BUTTON_X1] = MouseButton::X1_MOUSE; + table[SDL_BUTTON_X2] = MouseButton::X2_MOUSE; + + return table; + }(); + + if (sdl_button >= MOUSE_BUTTON_LOOKUP_TABLE.size()) { + // Return NONE for invalid or unmapped button + return MouseButton::NONE; + } + + return MOUSE_BUTTON_LOOKUP_TABLE[sdl_button]; +} + +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } +void SDLContext::present_screen() { SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); - SDL_RenderClear(this->game_renderer.get()); + SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[0]); + SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[1]); + SDL_RenderPresent(this->game_renderer.get()); } -void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); } SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { return SDL_Rect{ @@ -111,40 +229,62 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.mask.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, - const vec2 & cam_pos, const double & img_scale) const { - int width = sprite.height * sprite.aspect_ratio; - int height = sprite.height; +SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { - width *= img_scale * cam.zoom; - height *= img_scale * cam.zoom; + const Sprite::Data & data = ctx.sprite.data; - return SDL_Rect{ - .x = static_cast<int>((pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)), - .y = static_cast<int>((pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)), - .w = width, - .h = height, + vec2 size; + if (data.size.x == 0 && data.size.y != 0) { + size.x = data.size.y * ctx.sprite.aspect_ratio; + } + if (data.size.y == 0 && data.size.x != 0) { + size.y = data.size.x / ctx.sprite.aspect_ratio; + } + + const CameraValues & cam = ctx.cam; + + size *= cam.render_scale * ctx.img_scale * data.scale_offset; + + vec2 screen_pos + = (ctx.pos + data.position_offset - cam.cam_pos + (cam.zoomed_viewport) / 2) + * cam.render_scale + - size / 2 + cam.bar_size; + + return SDL_FRect{ + .x = screen_pos.x, + .y = screen_pos.y, + .w = size.x, + .h = size.y, }; } void SDLContext::draw(const RenderContext & ctx) { + const Sprite::Data & data = ctx.sprite.data; SDL_RendererFlip render_flip - = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x) - | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y)); + = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x) + | (SDL_FLIP_VERTICAL * data.flip.flip_y)); SDL_Rect srcrect = this->get_src_rect(ctx.sprite); - SDL_Rect dstrect - = this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale); - - this->set_color_texture(ctx.sprite.sprite_image, ctx.sprite.color); - SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(), - &srcrect, &dstrect, ctx.angle, NULL, render_flip); + SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{ + .sprite = ctx.sprite, + .cam = ctx.cam, + .pos = ctx.pos, + .img_scale = ctx.scale, + }); + + double angle = ctx.angle + data.angle_offset; + + this->set_color_texture(ctx.sprite.texture, ctx.sprite.data.color); + SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.texture.texture.get(), &srcrect, + &dstrect, angle, NULL, render_flip); } -void SDLContext::set_camera(const Camera & cam) { +SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { + const Camera::Data & cam_data = cam.data; + CameraValues ret_cam; // resize window int w, h; SDL_GetWindowSize(this->game_window.get(), &w, &h); @@ -152,42 +292,52 @@ void SDLContext::set_camera(const Camera & cam) { SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); } - double screen_aspect = cam.screen.x / cam.screen.y; - double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y; + vec2 & zoomed_viewport = ret_cam.zoomed_viewport; + vec2 & bar_size = ret_cam.bar_size; + vec2 & render_scale = ret_cam.render_scale; + + zoomed_viewport = cam.viewport_size * cam_data.zoom; + float screen_aspect = static_cast<float>(cam.screen.x) / cam.screen.y; + float viewport_aspect = zoomed_viewport.x / zoomed_viewport.y; - SDL_Rect view; // calculate black bars if (screen_aspect > viewport_aspect) { - // letterboxing - view.h = cam.screen.y / cam.zoom; - view.w = cam.screen.y * viewport_aspect; - view.x = (cam.screen.x - view.w) / 2; - view.y = 0; - } else { // pillarboxing - view.h = cam.screen.x / viewport_aspect; - view.w = cam.screen.x / cam.zoom; - view.x = 0; - view.y = (cam.screen.y - view.h) / 2; + float scale = cam.screen.y / zoomed_viewport.y; + float adj_width = zoomed_viewport.x * scale; + float bar_width = (cam.screen.x - adj_width) / 2; + this->black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; + this->black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; + + bar_size = {bar_width, 0}; + render_scale.x = render_scale.y = scale; + } else { + // letterboxing + float scale = cam.screen.x / (cam.viewport_size.x * cam_data.zoom); + float adj_height = cam.viewport_size.y * scale; + float bar_height = (cam.screen.y - adj_height) / 2; + this->black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; + this->black_bars[1] + = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height}; + + bar_size = {0, bar_height}; + render_scale.x = render_scale.y = scale; } - // set drawing area - SDL_RenderSetViewport(this->game_renderer.get(), &view); - - SDL_RenderSetLogicalSize(this->game_renderer.get(), static_cast<int>(cam.viewport_size.x), - static_cast<int>(cam.viewport_size.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_SetRenderDrawColor(this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g, + cam_data.bg_color.b, cam_data.bg_color.a); SDL_Rect bg = { .x = 0, .y = 0, - .w = static_cast<int>(cam.viewport_size.x), - .h = static_cast<int>(cam.viewport_size.y), + .w = cam.screen.x, + .h = cam.screen.y, }; + // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); + + return ret_cam; } uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } @@ -224,6 +374,66 @@ ivec2 SDLContext::get_size(const Texture & ctx) { void SDLContext::delay(int ms) const { SDL_Delay(ms); } +std::vector<SDLContext::EventData> SDLContext::get_events() { + std::vector<SDLContext::EventData> event_list; + SDL_Event event; + while (SDL_PollEvent(&event)) { + switch (event.type) { + case SDL_QUIT: + event_list.push_back(EventData{ + .event_type = SDLContext::EventType::SHUTDOWN, + }); + break; + case SDL_KEYDOWN: + event_list.push_back(EventData{ + .event_type = SDLContext::EventType::KEYDOWN, + .key = sdl_to_keycode(event.key.keysym.scancode), + .key_repeat = (event.key.repeat != 0), + }); + break; + case SDL_KEYUP: + event_list.push_back(EventData{ + .event_type = SDLContext::EventType::KEYUP, + .key = sdl_to_keycode(event.key.keysym.scancode), + }); + break; + case SDL_MOUSEBUTTONDOWN: + event_list.push_back(EventData{ + .event_type = SDLContext::EventType::MOUSEDOWN, + .mouse_button = sdl_to_mousebutton(event.button.button), + .mouse_position = {event.button.x, event.button.y}, + }); + break; + case SDL_MOUSEBUTTONUP: { + int x, y; + SDL_GetMouseState(&x, &y); + event_list.push_back(EventData{ + .event_type = SDLContext::EventType::MOUSEUP, + .mouse_button = sdl_to_mousebutton(event.button.button), + .mouse_position = {event.button.x, event.button.y}, + }); + } break; + + case SDL_MOUSEMOTION: { + event_list.push_back( + EventData{.event_type = SDLContext::EventType::MOUSEMOVE, + .mouse_position = {event.motion.x, event.motion.y}, + .rel_mouse_move = {event.motion.xrel, event.motion.yrel}}); + } break; + + case SDL_MOUSEWHEEL: { + event_list.push_back(EventData{ + .event_type = SDLContext::EventType::MOUSEWHEEL, + .mouse_position = {event.motion.x, event.motion.y}, + // TODO: why is this needed? + .scroll_direction = event.wheel.y < 0 ? -1 : 1, + .scroll_delta = event.wheel.preciseY, + }); + } break; + } + } + return event_list; +} void SDLContext::set_color_texture(const Texture & texture, const Color & color) { SDL_SetTextureColorMod(texture.texture.get(), color.r, color.g, color.b); SDL_SetTextureAlphaMod(texture.texture.get(), color.a); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index e49ca78..e232511 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -1,5 +1,6 @@ #pragma once +#include <SDL2/SDL.h> #include <SDL2/SDL_keycode.h> #include <SDL2/SDL_rect.h> #include <SDL2/SDL_render.h> @@ -9,38 +10,88 @@ #include <memory> #include <string> -#include "../api/Camera.h" -#include "../api/Sprite.h" - +#include "api/Camera.h" #include "api/Color.h" +#include "api/KeyCodes.h" +#include "api/Sprite.h" #include "api/Texture.h" +#include "api/Transform.h" #include "types.h" namespace crepe { -// TODO: SDL_Keycode is defined in a header not distributed with crepe, which means this -// typedef is unusable when crepe is packaged. Wouter will fix this later. -typedef SDL_Keycode CREPE_KEYCODES; - +class LoopManager; +class InputSystem; /** * \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 CameraValues { + + //! 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 CameraValues & cam; const vec2 & pos; const double & angle; const double & scale; }; public: + //! EventType enum for passing eventType + enum EventType { + NONE = 0, + MOUSEDOWN, + MOUSEUP, + MOUSEMOVE, + MOUSEWHEEL, + KEYUP, + KEYDOWN, + SHUTDOWN, + + }; + //! EventData struct for passing event data from facade + struct EventData { + SDLContext::EventType event_type = SDLContext::EventType::NONE; + Keycode key = Keycode::NONE; + bool key_repeat = false; + MouseButton mouse_button = MouseButton::NONE; + ivec2 mouse_position = {-1, -1}; + int scroll_direction = -1; + float scroll_delta = INFINITY; + ivec2 rel_mouse_move = {-1, -1}; + }; /** * \brief Gets the singleton instance of SDLContext. * \return Reference to the SDLContext instance. @@ -53,17 +104,42 @@ public: SDLContext & operator=(SDLContext &&) = delete; private: - //! will only use handle_events - friend class LoopManager; + //! will only use get_events + friend class InputSystem; /** - * \brief Handles SDL events such as window close and input. - * \param running Reference to a boolean flag that controls the main loop. + * \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()` */ - void handle_events(bool & running); + 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. + */ + Keycode sdl_to_keycode(SDL_Keycode 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); private: - //! Will only use get_ticks - friend class AnimatorSystem; //! Will only use delay friend class LoopTimer; /** @@ -118,7 +194,7 @@ private: /** * \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); @@ -132,9 +208,16 @@ 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); + CameraValues set_camera(const Camera & camera); private: + //! the data needed to construct a sdl dst rectangle + struct DestinationRectangleData { + const Sprite & sprite; + const CameraValues & cam; + const vec2 & pos; + const double & img_scale; + }; /** * \brief calculates the sqaure size of the image * @@ -150,15 +233,14 @@ private: * \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 img_scale the image multiplier for increasing img size * \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); @@ -169,6 +251,9 @@ 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] = {}; }; } // namespace crepe diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h index 4c68f32..ee43d94 100644 --- a/src/crepe/facade/Sound.h +++ b/src/crepe/facade/Sound.h @@ -35,7 +35,7 @@ public: void play(); /** * \brief Reset playhead position - * + * * Resets the playhead position so that calling \c play() after this function makes it play * from the start of the sample. If the sound is not paused before calling this function, * this function will stop playback. |