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-rw-r--r--src/crepe/api/Text.cpp1
-rw-r--r--src/crepe/facade/Font.cpp2
-rw-r--r--src/crepe/facade/Font.h2
-rw-r--r--src/crepe/facade/SDLContext.cpp58
-rw-r--r--src/crepe/facade/SDLContext.h21
-rw-r--r--src/crepe/system/RenderSystem.cpp48
-rw-r--r--src/crepe/system/RenderSystem.h13
-rw-r--r--src/example/rendering_particle.cpp30
8 files changed, 114 insertions, 61 deletions
diff --git a/src/crepe/api/Text.cpp b/src/crepe/api/Text.cpp
index 54a4370..9d57abd 100644
--- a/src/crepe/api/Text.cpp
+++ b/src/crepe/api/Text.cpp
@@ -1,4 +1,5 @@
#include "../facade/FontFacade.h"
+#include "util/Log.h"
#include "Text.h"
diff --git a/src/crepe/facade/Font.cpp b/src/crepe/facade/Font.cpp
index 771002f..0c670c1 100644
--- a/src/crepe/facade/Font.cpp
+++ b/src/crepe/facade/Font.cpp
@@ -2,6 +2,7 @@
#include "../api/Asset.h"
#include "../api/Config.h"
+#include <string>
#include "Font.h"
@@ -11,6 +12,7 @@ using namespace crepe;
Font::Font(const Asset & src, Mediator & mediator) : Resource(src, mediator) {
const Config & config = Config::get_instance();
const std::string FONT_PATH = src.get_path();
+
TTF_Font * loaded_font = TTF_OpenFont(FONT_PATH.c_str(), config.font.size);
if (loaded_font == NULL) {
throw runtime_error(format("Font: {} (path: {})", TTF_GetError(), FONT_PATH));
diff --git a/src/crepe/facade/Font.h b/src/crepe/facade/Font.h
index b208d96..b08366d 100644
--- a/src/crepe/facade/Font.h
+++ b/src/crepe/facade/Font.h
@@ -1,10 +1,10 @@
#pragma once
#include <SDL2/SDL_ttf.h>
+#include <functional>
#include <memory>
#include "../Resource.h"
-#include "../api/Config.h"
namespace crepe {
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index fffbe34..ea3b71c 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -21,6 +21,9 @@
#include "../api/Config.h"
#include "../api/Sprite.h"
#include "../util/Log.h"
+#include "api/Text.h"
+#include "api/Transform.h"
+#include "facade/Font.h"
#include "manager/Mediator.h"
#include "SDLContext.h"
@@ -32,9 +35,6 @@ 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()));
}
@@ -63,6 +63,10 @@ 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 +79,8 @@ 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();
}
@@ -188,6 +192,52 @@ void SDLContext::draw(const RenderContext & ctx) {
angle, NULL, render_flip);
}
+void SDLContext::draw_text(const RenderText & data) {
+
+ const Text & text = data.text;
+ const Font & font = data.font;
+ const Transform & transform = data.transform;
+ 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) {
+ 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) {
+ 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;
+ vec2 screen_pos = (transform.position + text.offset - cam_aux_data.cam_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, 0, NULL,
+ SDL_FLIP_NONE);
+}
+
void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) {
const Camera::Data & cam_data = cam.data;
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index b687f87..1dada74 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -12,6 +12,7 @@
#include <unordered_map>
#include "../types.h"
+#include "EventData.h"
#include "api/Camera.h"
#include "api/Color.h"
#include "api/KeyCodes.h"
@@ -24,6 +25,8 @@
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;
@@ -186,6 +188,13 @@ 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();
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 62d42ec..4082591 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -16,6 +16,8 @@
#include "../facade/Texture.h"
#include "../manager/ComponentManager.h"
#include "../manager/ResourceManager.h"
+#include "api/Text.h"
+#include "facade/Font.h"
#include "RenderSystem.h"
#include "types.h"
@@ -70,9 +72,34 @@ RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const {
void RenderSystem::update() {
this->clear_screen();
this->render();
+ this->render_text();
this->present_screen();
}
+void RenderSystem::render_text() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ComponentManager & mgr = this->mediator.component_manager;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+
+ RefVector<Text> texts = mgr.get_components_by_type<Text>();
+
+ for (Text & text : texts) {
+ if (!text.active) continue;
+ if (!text.font.has_value())
+ text.font.emplace(ctx.get_font_from_name(text.font_family));
+ if (!text.font.has_value()) continue;
+
+ const Font & font = resource_manager.get<Font>(text.font.value());
+ const auto & transform
+ = mgr.get_components_by_id<Transform>(text.game_object_id).front().get();
+ ctx.draw_text(SDLContext::RenderText{
+ .text = text,
+ .font = font,
+ .transform = transform,
+ });
+ }
+}
+
bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
ComponentManager & mgr = this->mediator.component_manager;
@@ -126,11 +153,7 @@ void RenderSystem::render() {
ResourceManager & resource_manager = this->mediator.resource_manager;
RefVector<Sprite> sorted_sprites = this->sort(sprites);
RefVector<Text> text_components = mgr.get_components_by_type<Text>();
- for (Text & text : text_components) {
- const Transform & transform
- = mgr.get_components_by_id<Transform>(text.game_object_id).front().get();
- this->render_text(text, transform);
- }
+
for (const Sprite & sprite : sorted_sprites) {
if (!sprite.active) continue;
const Transform & transform
@@ -143,18 +166,3 @@ void RenderSystem::render() {
this->render_normal(sprite, transform);
}
}
-void RenderSystem::render_text(Text & text, const Transform & tm) {
- SDLContext & ctx = this->mediator.sdl_context;
-
- if (!text.font.has_value()) {
- text.font.emplace(ctx.get_font_from_name(text.font_family));
- }
-
- ResourceManager & resource_manager = this->mediator.resource_manager;
-
- if (!text.font.has_value()) {
- return;
- }
- const Asset & font_asset = text.font.value();
- const Font & res = resource_manager.get<Font>(font_asset);
-}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 56a0553..d5385eb 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -36,9 +36,13 @@ private:
//! Updates the active camera used for rendering.
void update_camera();
- //! Renders the whole screen
+ //! Renders all the sprites and particles
void render();
+ //! Renders all Text components
+ void render_text();
+
+private:
/**
* \brief Renders all the particles on the screen from a given sprite.
*
@@ -51,13 +55,6 @@ private:
*/
bool render_particle(const Sprite & sprite, const double & scale);
/**
- * \brief Renders all Text components
- *
- * \param text The text component to be rendered.
- * \param tm the Transform component that holds the position,rotation and scale
- */
- void render_text(Text & text, const Transform & tm);
- /**
* \brief renders a sprite with a Transform component on the screen
*
* \param sprite the sprite component that holds all the data
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index add43f4..e8b3775 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -1,4 +1,7 @@
+
+
#include "api/Asset.h"
+#include "api/Text.h"
#include <crepe/Component.h>
#include <crepe/api/Animator.h>
#include <crepe/api/Button.h>
@@ -13,7 +16,6 @@
#include <crepe/manager/ComponentManager.h>
#include <crepe/manager/Mediator.h>
#include <crepe/types.h>
-#include <iostream>
using namespace crepe;
using namespace std;
@@ -21,11 +23,7 @@ using namespace std;
class TestScene : public Scene {
public:
void load_scene() {
-
- cout << "TestScene" << endl;
- Mediator & mediator = this->mediator;
- ComponentManager & mgr = mediator.component_manager;
- GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1);
+ GameObject game_object = new_object("", "", vec2{0, 0}, 0, 1);
Color color(255, 255, 255, 255);
@@ -37,29 +35,17 @@ public:
.flip = Sprite::FlipSettings{false, false},
.sorting_in_layer = 2,
.order_in_layer = 2,
- .size = {0, 100},
+ .size = {0, 0},
.angle_offset = 0,
.position_offset = {0, 0},
});
- //auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{});
- //anim.set_anim(0);
-
- auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400},
+ auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{400, 400},
Camera::Data{
.bg_color = Color::WHITE,
});
-
- function<void()> on_click = [&]() { cout << "button clicked" << std::endl; };
- function<void()> on_enter = [&]() { cout << "enter" << std::endl; };
- function<void()> on_exit = [&]() { cout << "exit" << std::endl; };
-
- auto & button
- = game_object.add_component<Button>(vec2{200, 200}, vec2{0, 0}, on_click, false);
- button.on_mouse_enter = on_enter;
- button.on_mouse_exit = on_exit;
- button.is_toggle = true;
- button.active = true;
+ game_object.add_component<Text>(vec2{400, 400}, vec2{0, 0}, "ComicSansMS",
+ Text::Data{.text_color = Color::RED}, "TEST test");
}
string get_name() const { return "TestScene"; };