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-rw-r--r--src/crepe/facade/SDLContext.cpp89
-rw-r--r--src/crepe/facade/SDLContext.h40
2 files changed, 88 insertions, 41 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index b3298a7..0d42a4c 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -10,16 +10,16 @@
#include <functional>
#include <memory>
#include <stdexcept>
-#include <string>
#include "../api/Camera.h"
+#include "../api/Config.h"
#include "../api/Sprite.h"
#include "../api/Texture.h"
#include "../api/Transform.h"
-#include "../api/Vector2.h"
#include "../util/Log.h"
#include "SDLContext.h"
+#include "types.h"
using namespace crepe;
using namespace std;
@@ -31,14 +31,15 @@ SDLContext & SDLContext::get_instance() {
SDLContext::SDLContext() {
dbg_trace();
- // FIXME: read window defaults from config manager
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError()));
}
+
+ auto & cfg = Config::get_instance().win_set;
SDL_Window * tmp_window
= SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- this->viewport.w, this->viewport.h, 0);
+ cfg.def_size.x, cfg.def_size.y, 0);
if (!tmp_window) {
throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError()));
}
@@ -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 {
@@ -104,33 +108,34 @@ 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 vec2 & pos, const Camera & cam,
+ const double & img_scale) const {
+
+ int width = sprite.height * sprite.aspect_ratio;
+ int height = sprite.height;
- 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;
+ width *= img_scale * cam.zoom;
+ height *= img_scale * cam.zoom;
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 = static_cast<int>((pos.x - cam.pos.x + (cam.viewport.x / 2) - width / 2)),
+ .y = static_cast<int>((pos.y - cam.pos.y + (cam.viewport.y / 2) - height / 2)),
+ .w = width,
+ .h = height,
};
}
void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle,
- const double & scale, const Camera & camera) {
+ const double & img_scale, const Camera & cam) {
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, img_scale);
- SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
+ SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image.texture.get(), &srcrect,
&dstrect, angle, NULL, render_flip);
}
@@ -141,20 +146,56 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const
| (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, transform.scale);
- SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
+ 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);
+ // resize window
+ int w, h;
+ SDL_GetWindowSize(this->game_window.get(), &w, &h);
+ if (w != cam.screen.x || h != cam.screen.y) {
+ 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.x / cam.viewport.y;
+
+ SDL_Rect view;
+ // calculate black bars
+ if (screen_aspect > viewport_aspect) {
+ // lettorboxing
+ 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;
+ }
+ // 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 = cam.viewport.x,
+ .h = 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..35d667d 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -9,9 +9,9 @@
#include <memory>
#include <string>
+#include "../api/Camera.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
-#include "api/Camera.h"
#include "types.h"
@@ -100,14 +100,14 @@ 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 & texture) const;
/**
* \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 & texture) const;
private:
//! Will use draw,clear_screen, present_screen, camera.
@@ -117,12 +117,21 @@ 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 camera of the current scene
*/
- void draw(const Sprite & sprite, const Transform & transform, const Camera & camera);
+ void draw(const Sprite & sprite, const Transform & transform, const Camera & cam);
+ /**
+ * \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 img_scale scalar multiplier to increase image size
+ * \param cam camera of the current scene
+ */
void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle,
- const double & scale, const Camera & camera);
+ const double & img_scale, const Camera & cam);
//! Clears the screen, preparing for a new frame.
void clear_screen();
@@ -144,18 +153,18 @@ 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 the camera of the current scene
+ * \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 double & scale,
- const Camera & cam) const;
+ SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
+ const double & img_scale) const;
private:
//! sdl Window
@@ -163,9 +172,6 @@ private:
//! renderer for the crepe engine
std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer;
-
- //! viewport for the camera window
- SDL_Rect viewport = {0, 0, 640, 480};
};
} // namespace crepe