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-rw-r--r--src/crepe/api/Config.h2
-rw-r--r--src/crepe/api/Sprite.cpp2
-rw-r--r--src/crepe/api/Sprite.h4
-rw-r--r--src/crepe/facade/SDLContext.cpp71
-rw-r--r--src/example/rendering_particle.cpp7
5 files changed, 55 insertions, 31 deletions
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index 225e9b9..200a3b0 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -67,7 +67,7 @@ public:
//! default window settings
struct {
//TODO make this constexpr because this will never change
- ivec2 default_size = {1080, 720};
+ ivec2 default_size = {1280, 720};
std::string window_title = "Jetpack joyride clone";
} window_settings;
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index 8647794..1d57b53 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -11,7 +11,7 @@ using namespace std;
using namespace crepe;
Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color,
- const FlipSettings & flip, int sort_layer, int order_layer, int height)
+ const FlipSettings & flip, int sort_layer, int order_layer, float height)
: Component(id),
color(color),
flip(flip),
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index a0e90a0..5a7a1d9 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -41,7 +41,7 @@ public:
* \param height the height of the image in game units
*/
Sprite(game_object_id_t id, Texture & image, const Color & color,
- const FlipSettings & flip, int sort_layer, int order_layer, int height);
+ const FlipSettings & flip, int sort_layer, int order_layer, float height);
/**
* \brief Destroys the Sprite instance.
@@ -63,7 +63,7 @@ public:
const int order_in_layer;
//! height in world units
- const int height;
+ const float height;
/**
* \aspect_ratio ratio of the img so that scaling will not become weird
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 9f60285..56ba61a 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -8,6 +8,7 @@
#include <cmath>
#include <cstddef>
#include <functional>
+#include <iostream>
#include <memory>
#include <stdexcept>
@@ -94,7 +95,7 @@ void SDLContext::handle_events(bool & running) {
}
void SDLContext::clear_screen() {
- SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255);
+ SDL_SetRenderDrawColor(this->game_renderer.get(), 255, 255, 255, 255);
SDL_RenderClear(this->game_renderer.get());
}
void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }
@@ -110,17 +111,19 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
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;
+ double width = sprite.height * sprite.aspect_ratio;
+ double height = sprite.height;
width *= img_scale * cam.zoom;
height *= img_scale * cam.zoom;
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,
+ .x
+ = static_cast<int>(round(pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)),
+ .y
+ = static_cast<int>(round(pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)),
+ .w = static_cast<int>(width),
+ .h = static_cast<int>(height),
};
}
@@ -134,6 +137,8 @@ void SDLContext::draw(const RenderContext & ctx) {
SDL_Rect dstrect
= this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale);
+ cout << dstrect.x << " " << dstrect.y << " " << dstrect.w << " " << dstrect.h << endl;
+
SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(),
&srcrect, &dstrect, ctx.angle, NULL, render_flip);
}
@@ -147,30 +152,44 @@ 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 screen_aspect = static_cast<double>(cam.screen.x) / cam.screen.y;
double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y;
- SDL_Rect view;
+ cout << screen_aspect << " " << viewport_aspect << endl;
+ SDL_FRect black_bars[2];
// 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;
+ cout << "pillarboxing" << endl;
+ float render_scale = cam.screen.y / cam.viewport_size.y;
+ float adj_width = cam.viewport_size.x * render_scale;
+ float bar_width = (cam.screen.x - adj_width) / 2;
+ black_bars[0] = {0, 0, bar_width, (float)cam.screen.y};
+ black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float)cam.screen.y};
+ cout << render_scale << " " << adj_width << " " << bar_width << " " << cam.screen.y
+ << " " << cam.viewport_size.y << endl;
+ } else {
+ // letterboxing
+ cout << "letterboxing" << endl;
+ float render_scale = cam.screen.y / cam.viewport_size.y;
+ float adj_width = cam.viewport_size.x * render_scale;
+ float bar_height = (cam.screen.x - adj_width) / 2;
+ black_bars[0] = {0, 0, (float) cam.screen.x, bar_height};
+ black_bars[1] = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height};
+ cout << render_scale << " " << adj_width << " " << bar_height << " " << cam.screen.y
+ << " " << cam.viewport_size.y << endl;
}
- // 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));
+ for (int i = 0; i < 2; ++i) {
+ cout << black_bars[i].x << " " << black_bars[i].y << " " << black_bars[i].w << " "
+ << black_bars[i].h << endl;
+ }
+
+ SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255);
+ SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[0]);
+ SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[1]);
+ /*
// 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);
@@ -178,11 +197,13 @@ void SDLContext::set_camera(const Camera & cam) {
SDL_Rect bg = {
.x = 0,
.y = 0,
- .w = static_cast<int>(cam.viewport_size.x),
- .h = static_cast<int>(cam.viewport_size.y),
+ .w = (int)cam.viewport_size.x,
+ .h = (int)cam.viewport_size.y,
};
// fill bg color
SDL_RenderFillRect(this->game_renderer.get(), &bg);
+
+ */
}
uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index 3a12144..5896c81 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -31,12 +31,15 @@ int main(int argc, char * argv[]) {
Color color(255, 255, 255, 255);
auto img = Texture("asset/texture/test_ap43.png");
+
+ /*
Sprite & test_sprite = game_object.add_component<Sprite>(
img, color, Sprite::FlipSettings{true, true}, 1, 1, 500);
//game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true;
+ */
/*
auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
@@ -59,8 +62,8 @@ int main(int argc, char * argv[]) {
});
*/
- auto & cam = game_object.add_component<Camera>(Color::WHITE, ivec2{1080, 720},
- vec2{2000, 2000}, 1.0f);
+ auto & cam = game_object.add_component<Camera>(Color::WHITE, ivec2{1600, 900},
+ vec2{800,800}, 1.0f);
/*
game_object