diff options
Diffstat (limited to 'src/crepe/facade')
-rw-r--r-- | src/crepe/facade/DB.cpp | 20 | ||||
-rw-r--r-- | src/crepe/facade/DB.h | 7 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 201 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.h | 129 |
4 files changed, 250 insertions, 107 deletions
diff --git a/src/crepe/facade/DB.cpp b/src/crepe/facade/DB.cpp index c885560..0a2f455 100644 --- a/src/crepe/facade/DB.cpp +++ b/src/crepe/facade/DB.cpp @@ -1,7 +1,7 @@ #include <cstring> -#include "util/log.h" #include "Exception.h" +#include "util/log.h" #include "DB.h" @@ -16,20 +16,21 @@ DB::DB(const string & path) { libdb::DB * db; if ((ret = libdb::db_create(&db, NULL, 0)) != 0) throw Exception("db_create: %s", libdb::db_strerror(ret)); - this->db = { db, [] (libdb::DB * db) { db->close(db, 0); } }; + this->db = {db, [](libdb::DB * db) { db->close(db, 0); }}; // load or create database file - if ((ret = this->db->open(this->db.get(), NULL, path.c_str(), NULL, libdb::DB_BTREE, DB_CREATE, 0)) != 0) + if ((ret = this->db->open(this->db.get(), NULL, path.c_str(), NULL, + libdb::DB_BTREE, DB_CREATE, 0)) + != 0) throw Exception("db->open: %s", libdb::db_strerror(ret)); // create cursor libdb::DBC * cursor; if ((ret = this->db->cursor(this->db.get(), NULL, &cursor, 0)) != 0) throw Exception("db->cursor: %s", libdb::db_strerror(ret)); - this->cursor = { cursor, [] (libdb::DBC * cursor) { cursor->close(cursor); } }; + this->cursor = {cursor, [](libdb::DBC * cursor) { cursor->close(cursor); }}; } - libdb::DBT DB::to_thing(const string & thing) const noexcept { libdb::DBT thang; memset(&thang, 0, sizeof(libdb::DBT)); @@ -44,17 +45,15 @@ string DB::get(const string & key) { memset(&db_val, 0, sizeof(libdb::DBT)); int ret = this->cursor->get(this->cursor.get(), &db_key, &db_val, DB_FIRST); - if (ret != 0) - throw Exception("cursor->get: %s", libdb::db_strerror(ret)); - return { static_cast<char *>(db_val.data), db_val.size }; + if (ret != 0) throw Exception("cursor->get: %s", libdb::db_strerror(ret)); + return {static_cast<char *>(db_val.data), db_val.size}; } void DB::set(const string & key, const string & value) { libdb::DBT db_key = this->to_thing(key); libdb::DBT db_val = this->to_thing(value); int ret = this->db->put(this->db.get(), NULL, &db_key, &db_val, 0); - if (ret != 0) - throw Exception("cursor->get: %s", libdb::db_strerror(ret)); + if (ret != 0) throw Exception("cursor->get: %s", libdb::db_strerror(ret)); } bool DB::has(const std::string & key) noexcept { @@ -65,4 +64,3 @@ bool DB::has(const std::string & key) noexcept { } return true; } - diff --git a/src/crepe/facade/DB.h b/src/crepe/facade/DB.h index b62a974..7c757a2 100644 --- a/src/crepe/facade/DB.h +++ b/src/crepe/facade/DB.h @@ -1,14 +1,14 @@ #pragma once -#include <string> #include <functional> #include <memory> +#include <string> namespace libdb { extern "C" { #include <db.h> } -} +} // namespace libdb namespace crepe { @@ -71,5 +71,4 @@ private: libdb::DBT to_thing(const std::string & thing) const noexcept; }; -} - +} // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 8da93e9..236bf8c 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -1,16 +1,22 @@ #include <SDL2/SDL.h> #include <SDL2/SDL_image.h> +#include <SDL2/SDL_rect.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_surface.h> #include <SDL2/SDL_video.h> #include <cmath> #include <cstddef> +#include <functional> #include <iostream> +#include <memory> +#include <string> +#include <utility> #include "../api/Sprite.h" #include "../api/Texture.h" #include "../api/Transform.h" #include "../util/log.h" +#include "Exception.h" #include "SDLContext.h" @@ -21,34 +27,6 @@ SDLContext & SDLContext::get_instance() { return instance; } -void SDLContext::handle_events(bool & running) { - SDL_Event event; - while (SDL_PollEvent(&event)) { - if (event.type == SDL_QUIT) { - running = false; - } - } -} - -SDLContext::~SDLContext() { - dbg_trace(); - - if (this->game_renderer != nullptr) - SDL_DestroyRenderer(this->game_renderer); - - if (this->game_window != nullptr) { - SDL_DestroyWindow(this->game_window); - } - - // 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(); - SDL_Quit(); -} - -void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer); } - SDLContext::SDLContext() { dbg_trace(); // FIXME: read window defaults from config manager @@ -59,26 +37,32 @@ SDLContext::SDLContext() { << std::endl; return; } - - this->game_window = SDL_CreateWindow( + SDL_Window * tmp_window = SDL_CreateWindow( "Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - 1920, 1080, SDL_WINDOW_SHOWN); - if (!this->game_window) { + this->viewport.w, this->viewport.h, 0); + if (!tmp_window) { // FIXME: throw exception std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl; + return; } + this->game_window + = {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }}; - this->game_renderer - = SDL_CreateRenderer(this->game_window, -1, SDL_RENDERER_ACCELERATED); - if (!this->game_renderer) { + SDL_Renderer * tmp_renderer = SDL_CreateRenderer( + this->game_window.get(), -1, SDL_RENDERER_ACCELERATED); + if (!tmp_renderer) { // FIXME: throw exception std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError() << std::endl; - SDL_DestroyWindow(this->game_window); + SDL_DestroyWindow(this->game_window.get()); return; } + this->game_renderer = {tmp_renderer, [](SDL_Renderer * renderer) { + SDL_DestroyRenderer(renderer); + }}; + int img_flags = IMG_INIT_PNG; if (!(IMG_Init(img_flags) & img_flags)) { // FIXME: throw exception @@ -87,71 +71,124 @@ SDLContext::SDLContext() { } } -void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer); } +SDLContext::~SDLContext() { + dbg_trace(); -void SDLContext::draw(const Sprite & sprite, const Transform & transform) { + this->game_renderer.reset(); + this->game_window.reset(); - static SDL_RendererFlip render_flip + // 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(); + 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; + } + */ +} + +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } +void SDLContext::present_screen() { + SDL_RenderPresent(this->game_renderer.get()); +} + +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)); - int w, h; - SDL_QueryTexture(sprite.sprite_image->texture, NULL, NULL, &w, &h); - // needs maybe camera for position + 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; + double adjusted_h = sprite.sprite_rect.h * transform.scale * cam.zoom; + + SDL_Rect srcrect = { + .x = sprite.sprite_rect.x, + .y = sprite.sprite_rect.y, + .w = sprite.sprite_rect.w, + .h = sprite.sprite_rect.h, + }; + SDL_Rect dstrect = { - .x = static_cast<int>(transform.position.x), - .y = static_cast<int>(transform.position.y), - .w = static_cast<int>(w * transform.scale), - .h = static_cast<int>(h * transform.scale), + .x = static_cast<int>(adjusted_x), + .y = static_cast<int>(adjusted_y), + .w = static_cast<int>(adjusted_w), + .h = static_cast<int>(adjusted_h), }; - double degrees = transform.rotation * 180 / M_PI; - SDL_RenderCopyEx(this->game_renderer, sprite.sprite_image->texture, NULL, - &dstrect, degrees, NULL, render_flip); + SDL_RenderCopyEx(this->game_renderer.get(), + sprite.sprite_image->texture.get(), &srcrect, + + &dstrect, transform.rotation, NULL, render_flip); } -/* -SDL_Texture * SDLContext::setTextureFromPath(const char * path, SDL_Rect & clip, - const int row, const int col) { - dbg_trace(); +void SDLContext::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) - (SCREEN_WIDTH / 2); + this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2); - SDL_Surface * tmp = IMG_Load(path); - if (!tmp) { - std::cerr << "Error surface " << IMG_GetError << std::endl; - } + SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, + cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); +} - clip. - w = tmp->w / col; - clip.h = tmp->h / row; +uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } - SDL_Texture * CreatedTexture - = SDL_CreateTextureFromSurface(this->game_renderer, tmp); +std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> +SDLContext::texture_from_path(const std::string & path) { - if (!CreatedTexture) { - std::cerr << "Error could not create texture " << IMG_GetError - << std::endl; + SDL_Surface * tmp = IMG_Load(path.c_str()); + if (tmp == nullptr) { + tmp = IMG_Load("../asset/texture/ERROR.png"); } - SDL_FreeSurface(tmp); - return CreatedTexture; -} -*/ + std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> + img_surface; + img_surface + = {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; -SDL_Texture * SDLContext::texture_from_path(const char * path) { - dbg_trace(); + SDL_Texture * tmp_texture = SDL_CreateTextureFromSurface( + this->game_renderer.get(), img_surface.get()); - SDL_Surface * tmp = IMG_Load(path); - if (!tmp) { - std::cerr << "Error surface " << IMG_GetError << std::endl; + if (tmp_texture == nullptr) { + throw Exception("Texture cannot be load from %s", path.c_str()); } - SDL_Texture * created_texture - = SDL_CreateTextureFromSurface(this->game_renderer, tmp); - if (!created_texture) { - std::cerr << "Error could not create texture " << IMG_GetError - << std::endl; - } - SDL_FreeSurface(tmp); + std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> + img_texture; + img_texture = {tmp_texture, + [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; - return created_texture; + return img_texture; +} +int SDLContext::get_width(const Texture & ctx) const { + int w; + SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &w, NULL); + return w; +} +int SDLContext::get_height(const Texture & ctx) const { + int h; + SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h); + return h; } +void SDLContext::delay(int ms) const { SDL_Delay(ms); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index f1ba8a6..536dec5 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -1,48 +1,157 @@ #pragma once +#include <SDL2/SDL_keycode.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_video.h> +#include <functional> +#include <memory> +#include <string> #include "../api/Sprite.h" #include "../api/Transform.h" -#include "../system/RenderSystem.h" +#include "api/Camera.h" + +// FIXME: this needs to be removed +const int SCREEN_WIDTH = 640; +const int SCREEN_HEIGHT = 480; 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 Texture; +class LoopManager; + +/** + * \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: - // singleton + /** + * \brief Gets the singleton instance of SDLContext. + * \return Reference to the SDLContext instance. + */ static SDLContext & get_instance(); + SDLContext(const SDLContext &) = delete; SDLContext(SDLContext &&) = delete; SDLContext & operator=(const SDLContext &) = delete; SDLContext & operator=(SDLContext &&) = delete; - //TODO decide events wouter? - private: + //! will only use handle_events + friend class LoopManager; + /** + * \brief Handles SDL events such as window close and input. + * \param running Reference to a boolean flag that controls the main loop. + */ void handle_events(bool & running); private: + //! Will only use get_ticks + friend class AnimatorSystem; + //! Will only use delay + friend class LoopTimer; + /** + * \brief Gets the current SDL ticks since the program started. + * \return Current ticks in milliseconds as a constant uint64_t. + */ + uint64_t get_ticks() const; + /** + * \brief Pauses the execution for a specified duration. + * + * This function uses SDL's delay function to halt the program execution + * for a given number of milliseconds, allowing for frame rate control + * or other timing-related functionality. + * + * \param ms Duration of the delay in milliseconds. + */ + void delay(int ms) const; + +private: + /** + * \brief Constructs an SDLContext instance. + * Initializes SDL, creates a window and renderer. + */ SDLContext(); - virtual ~SDLContext(); + + /** + * \brief Destroys the SDLContext instance. + * Cleans up SDL resources, including the window and renderer. + */ + ~SDLContext(); private: + //! Will use the funtions: texture_from_path, get_width,get_height. friend class Texture; - SDL_Texture * texture_from_path(const char *); - //SDL_Texture* setTextureFromPath(const char*, SDL_Rect& clip, const int row, const int col); + + //! Will use the funtions: texture_from_path, get_width,get_height. + friend class Animator; + + /** + * \brief Loads a texture from a file path. + * \param path Path to the image file. + * \return Pointer to the created SDL_Texture. + */ + std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> + texture_from_path(const std::string & path); + /** + * \brief Gets the width of a texture. + * \param texture Reference to the Texture object. + * \return Width of the texture as an integer. + */ + int get_width(const 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; private: + //! Will use draw,clear_screen, present_screen, camera. friend class RenderSystem; - void draw(const Sprite &, const Transform &); + + /** + * \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. + */ + void draw(const Sprite & sprite, const Transform & transform, + const Camera & camera); + + //! Clears the screen, preparing for a new frame. void clear_screen(); + + //! Presents the rendered frame to the screen. void present_screen(); + /** + * \brief Sets the current camera for rendering. + * \param camera Reference to the Camera object. + */ + void camera(const Camera & camera); + private: - SDL_Window * game_window = nullptr; - SDL_Renderer * game_renderer = nullptr; + //! sdl Window + std::unique_ptr<SDL_Window, std::function<void(SDL_Window *)>> game_window; + + //! 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 |