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-rw-r--r--src/crepe/facade/DB.cpp2
-rw-r--r--src/crepe/facade/FontFacade.cpp5
-rw-r--r--src/crepe/facade/SDLContext.cpp132
-rw-r--r--src/crepe/facade/SDLContext.h30
-rw-r--r--src/crepe/facade/Sound.cpp2
-rw-r--r--src/crepe/facade/SoundContext.cpp2
-rw-r--r--src/crepe/facade/Texture.cpp12
7 files changed, 136 insertions, 49 deletions
diff --git a/src/crepe/facade/DB.cpp b/src/crepe/facade/DB.cpp
index ae2d4bc..7a3e473 100644
--- a/src/crepe/facade/DB.cpp
+++ b/src/crepe/facade/DB.cpp
@@ -1,6 +1,6 @@
#include <cstring>
-#include "util/Log.h"
+#include "util/dbg.h"
#include "DB.h"
diff --git a/src/crepe/facade/FontFacade.cpp b/src/crepe/facade/FontFacade.cpp
index 87f95ab..e284f5a 100644
--- a/src/crepe/facade/FontFacade.cpp
+++ b/src/crepe/facade/FontFacade.cpp
@@ -20,8 +20,9 @@ Asset FontFacade::get_font_asset(const string & font_family) {
= FcNameParse(reinterpret_cast<const FcChar8 *>(font_family.c_str()));
if (raw_pattern == NULL) throw runtime_error("Failed to create font pattern.");
- unique_ptr<FcPattern, function<void(FcPattern *)>> pattern{
- raw_pattern, [](FcPattern * p) { FcPatternDestroy(p); }};
+ unique_ptr<FcPattern, function<void(FcPattern *)>> pattern {
+ raw_pattern, [](FcPattern * p) { FcPatternDestroy(p); }
+ };
FcConfig * config = FcConfigGetCurrent();
if (config == NULL) throw runtime_error("Failed to get current Fontconfig configuration.");
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index fffbe34..6c93fb2 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -1,5 +1,6 @@
#include <SDL2/SDL.h>
#include <SDL2/SDL_blendmode.h>
+#include <SDL2/SDL_hints.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_pixels.h>
@@ -11,7 +12,6 @@
#include <array>
#include <cmath>
#include <cstddef>
-#include <cstdint>
#include <functional>
#include <memory>
#include <stdexcept>
@@ -20,8 +20,12 @@
#include "../api/Color.h"
#include "../api/Config.h"
#include "../api/Sprite.h"
-#include "../util/Log.h"
+#include "../util/dbg.h"
+#include "api/Text.h"
+#include "api/Transform.h"
+#include "facade/Font.h"
#include "manager/Mediator.h"
+#include "util/AbsolutePosition.h"
#include "SDLContext.h"
#include "Texture.h"
@@ -32,17 +36,15 @@ using namespace std;
SDLContext::SDLContext(Mediator & mediator) {
dbg_trace();
- if (TTF_Init() == -1) {
- throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError()));
- }
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError()));
}
auto & cfg = Config::get_instance().window_settings;
- SDL_Window * tmp_window
- = SDL_CreateWindow(cfg.window_title.c_str(), SDL_WINDOWPOS_CENTERED,
- SDL_WINDOWPOS_CENTERED, cfg.default_size.x, cfg.default_size.y, 0);
+ SDL_Window * tmp_window = SDL_CreateWindow(
+ cfg.window_title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
+ cfg.default_size.x, cfg.default_size.y, 0
+ );
if (!tmp_window) {
throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError()));
}
@@ -51,8 +53,8 @@ SDLContext::SDLContext(Mediator & mediator) {
SDL_Renderer * tmp_renderer
= SDL_CreateRenderer(this->game_window.get(), -1, SDL_RENDERER_ACCELERATED);
if (!tmp_renderer) {
- throw runtime_error(
- format("SDLContext: SDL_CreateRenderer error: {}", SDL_GetError()));
+ throw runtime_error(format("SDLContext: SDL_CreateRenderer error: {}", SDL_GetError())
+ );
}
this->game_renderer
@@ -63,6 +65,10 @@ SDLContext::SDLContext(Mediator & mediator) {
throw runtime_error("SDLContext: SDL_image could not initialize!");
}
+ if (TTF_Init() == -1) {
+ throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError()));
+ }
+
mediator.sdl_context = *this;
}
@@ -75,8 +81,8 @@ SDLContext::~SDLContext() {
// TODO: how are we going to ensure that these are called from the same
// thread that SDL_Init() was called on? This has caused problems for me
// before.
- IMG_Quit();
TTF_Quit();
+ IMG_Quit();
SDL_Quit();
}
@@ -101,7 +107,7 @@ const keyboard_state_t & SDLContext::get_keyboard_state() {
MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) {
static const std::array<MouseButton, 5> MOUSE_BUTTON_LOOKUP_TABLE = [] {
- std::array<MouseButton, 5> table{};
+ std::array<MouseButton, 5> table {};
table.fill(MouseButton::NONE);
table[SDL_BUTTON_LEFT] = MouseButton::LEFT_MOUSE;
@@ -137,6 +143,8 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
= (ctx.sprite.aspect_ratio == 0) ? ctx.texture.get_ratio() : ctx.sprite.aspect_ratio;
vec2 size = data.size;
+ vec2 screen_pos = ctx.pos;
+
if (data.size.x == 0 && data.size.y != 0) {
size.x = data.size.y * aspect_ratio;
}
@@ -145,12 +153,17 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
}
size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset;
- vec2 screen_pos = (ctx.pos + data.position_offset - cam_aux_data.cam_pos
- + (cam_aux_data.zoomed_viewport) / 2)
- * cam_aux_data.render_scale
- - size / 2 + cam_aux_data.bar_size;
+ if (ctx.sprite.data.world_space) {
+ screen_pos = (screen_pos - cam_aux_data.cam_pos + cam_aux_data.zoomed_viewport / 2)
+ * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
+ } else {
+ screen_pos
+ = (screen_pos + cam_aux_data.zoomed_viewport / 2) * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
+ }
- return SDL_FRect{
+ return SDL_FRect {
.x = screen_pos.x,
.y = screen_pos.y,
.w = size.x,
@@ -159,6 +172,7 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
}
void SDLContext::draw(const RenderContext & ctx) {
+ SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
const Sprite::Data & data = ctx.sprite.data;
SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x)
@@ -174,7 +188,7 @@ void SDLContext::draw(const RenderContext & ctx) {
srcrect_ptr = &srcrect;
}
- SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{
+ SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData {
.sprite = ctx.sprite,
.texture = ctx.texture,
.pos = ctx.pos,
@@ -184,8 +198,65 @@ void SDLContext::draw(const RenderContext & ctx) {
double angle = ctx.angle + data.angle_offset;
this->set_color_texture(ctx.texture, ctx.sprite.data.color);
- SDL_RenderCopyExF(this->game_renderer.get(), ctx.texture.get_img(), srcrect_ptr, &dstrect,
- angle, NULL, render_flip);
+ SDL_RenderCopyExF(
+ this->game_renderer.get(), ctx.texture.get_img(), srcrect_ptr, &dstrect, angle, NULL,
+ render_flip
+ );
+}
+
+void SDLContext::draw_text(const RenderText & data) {
+ SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");
+
+ const Text & text = data.text;
+ const Font & font = data.font;
+ vec2 absoluut_pos = AbsolutePosition::get_position(data.transform, data.text.offset);
+ std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> font_surface;
+ std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> font_texture;
+
+ SDL_Color color {
+ .r = text.data.text_color.r,
+ .g = text.data.text_color.g,
+ .b = text.data.text_color.b,
+ .a = text.data.text_color.a,
+ };
+ SDL_Surface * tmp_font_surface
+ = TTF_RenderText_Solid(font.get_font(), text.text.c_str(), color);
+ if (tmp_font_surface == NULL) {
+ throw runtime_error(format("draw_text: font surface error: {}", SDL_GetError()));
+ }
+ font_surface = {tmp_font_surface, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }};
+
+ SDL_Texture * tmp_font_texture
+ = SDL_CreateTextureFromSurface(this->game_renderer.get(), font_surface.get());
+ if (tmp_font_texture == NULL) {
+ throw runtime_error(format("draw_text: font texture error: {}", SDL_GetError()));
+ }
+ font_texture
+ = {tmp_font_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }};
+
+ vec2 size = text.dimensions * cam_aux_data.render_scale * data.transform.scale;
+ vec2 screen_pos = absoluut_pos;
+ if (text.data.world_space) {
+ screen_pos = (screen_pos - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2)
+ * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
+ } else {
+ screen_pos
+ = (screen_pos + (cam_aux_data.zoomed_viewport) / 2) * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
+ }
+
+ SDL_FRect dstrect {
+ .x = screen_pos.x,
+ .y = screen_pos.y,
+ .w = size.x,
+ .h = size.y,
+ };
+
+ SDL_RenderCopyExF(
+ this->game_renderer.get(), font_texture.get(), NULL, &dstrect, data.transform.rotation,
+ NULL, SDL_FLIP_NONE
+ );
}
void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) {
@@ -231,8 +302,10 @@ void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) {
render_scale.x = render_scale.y = scale;
}
- 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_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,
@@ -367,11 +440,12 @@ std::vector<EventData> SDLContext::get_events() {
return event_list;
}
-void SDLContext::handle_window_event(const SDL_WindowEvent & window_event,
- std::vector<EventData> & event_list) {
+void SDLContext::handle_window_event(
+ const SDL_WindowEvent & window_event, std::vector<EventData> & event_list
+) {
switch (window_event.event) {
case SDL_WINDOWEVENT_EXPOSED:
- event_list.push_back(EventData{EventType::WINDOW_EXPOSE});
+ event_list.push_back(EventData {EventType::WINDOW_EXPOSE});
break;
case SDL_WINDOWEVENT_RESIZED:
event_list.push_back(EventData{
@@ -395,16 +469,16 @@ void SDLContext::handle_window_event(const SDL_WindowEvent & window_event,
break;
case SDL_WINDOWEVENT_MINIMIZED:
- event_list.push_back(EventData{EventType::WINDOW_MINIMIZE});
+ event_list.push_back(EventData {EventType::WINDOW_MINIMIZE});
break;
case SDL_WINDOWEVENT_MAXIMIZED:
- event_list.push_back(EventData{EventType::WINDOW_MAXIMIZE});
+ event_list.push_back(EventData {EventType::WINDOW_MAXIMIZE});
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
- event_list.push_back(EventData{EventType::WINDOW_FOCUS_GAIN});
+ event_list.push_back(EventData {EventType::WINDOW_FOCUS_GAIN});
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
- event_list.push_back(EventData{EventType::WINDOW_FOCUS_LOST});
+ event_list.push_back(EventData {EventType::WINDOW_FOCUS_LOST});
break;
}
}
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index b687f87..bc118f9 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -12,18 +12,21 @@
#include <unordered_map>
#include "../types.h"
+#include "EventData.h"
#include "api/Camera.h"
#include "api/Color.h"
#include "api/KeyCodes.h"
#include "api/Sprite.h"
#include "api/Transform.h"
-#include "types.h"
#include "EventData.h"
#include "FontFacade.h"
+#include "types.h"
namespace crepe {
class Texture;
+class Text;
+class Font;
class Mediator;
/**
@@ -71,12 +74,11 @@ public:
const double & scale;
};
-public:
- /**
- * \brief Gets the singleton instance of SDLContext.
- * \return Reference to the SDLContext instance.
- */
- static SDLContext & get_instance();
+ struct RenderText {
+ const Text & text;
+ const Font & font;
+ const Transform & transform;
+ };
public:
SDLContext(const SDLContext &) = delete;
@@ -114,8 +116,9 @@ public:
* This method checks if any window events are triggered and adds them to the event_list.
*
*/
- void handle_window_event(const SDL_WindowEvent & window_event,
- std::vector<EventData> & event_list);
+ void handle_window_event(
+ const SDL_WindowEvent & window_event, std::vector<EventData> & event_list
+ );
/**
* \brief Converts an SDL scan code to the custom Keycode type.
*
@@ -186,6 +189,13 @@ public:
*/
void draw(const RenderContext & ctx);
+ /**
+ * \brief draws a text to the screen
+ *
+ * \param data Reference to the rendering data needed to draw
+ */
+ void draw_text(const RenderText & data);
+
//! Clears the screen, preparing for a new frame.
void clear_screen();
@@ -245,7 +255,7 @@ private:
private:
//! instance of the font_facade
- FontFacade font_facade{};
+ FontFacade font_facade {};
public:
/**
diff --git a/src/crepe/facade/Sound.cpp b/src/crepe/facade/Sound.cpp
index 97e455e..b1e6463 100644
--- a/src/crepe/facade/Sound.cpp
+++ b/src/crepe/facade/Sound.cpp
@@ -1,5 +1,5 @@
#include "../api/Asset.h"
-#include "../util/Log.h"
+#include "../util/dbg.h"
#include "Sound.h"
diff --git a/src/crepe/facade/SoundContext.cpp b/src/crepe/facade/SoundContext.cpp
index b1f8cb3..5091e07 100644
--- a/src/crepe/facade/SoundContext.cpp
+++ b/src/crepe/facade/SoundContext.cpp
@@ -1,4 +1,4 @@
-#include "../util/Log.h"
+#include "../util/dbg.h"
#include "SoundContext.h"
diff --git a/src/crepe/facade/Texture.cpp b/src/crepe/facade/Texture.cpp
index b63403d..06caa54 100644
--- a/src/crepe/facade/Texture.cpp
+++ b/src/crepe/facade/Texture.cpp
@@ -1,10 +1,11 @@
-#include "../util/Log.h"
-#include "facade/SDLContext.h"
-#include "manager/Mediator.h"
+#include "../Resource.h"
+#include "../facade/SDLContext.h"
+#include "../manager/Mediator.h"
+#include "../types.h"
+#include "../util/dbg.h"
-#include "Resource.h"
+#include "SDLContext.h"
#include "Texture.h"
-#include "types.h"
using namespace crepe;
using namespace std;
@@ -23,6 +24,7 @@ Texture::~Texture() {
}
const ivec2 & Texture::get_size() const noexcept { return this->size; }
+
const float & Texture::get_ratio() const noexcept { return this->aspect_ratio; }
SDL_Texture * Texture::get_img() const noexcept { return this->texture.get(); }