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-rw-r--r--src/crepe/facade/SdlContext.cpp92
-rw-r--r--src/dummy_rendering.cpp5
2 files changed, 88 insertions, 9 deletions
diff --git a/src/crepe/facade/SdlContext.cpp b/src/crepe/facade/SdlContext.cpp
index b2043e5..44d1bdf 100644
--- a/src/crepe/facade/SdlContext.cpp
+++ b/src/crepe/facade/SdlContext.cpp
@@ -1,7 +1,9 @@
#include "SdlContext.h"
+#include "SDL_hints.h"
#include "SDL_rect.h"
+#include "SDL_stdinc.h"
#include "api/Sprite.h"
#include "api/Transform.h"
#include "facade/Texture.h"
@@ -34,7 +36,8 @@ void SdlContext::clearScreen() { SDL_RenderClear(this->m_game_renderer); }
void SdlContext::presentScreen() { SDL_RenderPresent(this->m_game_renderer); }
-void SdlContext::draw(const api::Sprite & sprite, const api::Transform& transform) {
+void SdlContext::draw(const api::Sprite & sprite,
+ const api::Transform & transform) {
static SDL_RendererFlip renderFlip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flipX)
| (SDL_FLIP_VERTICAL * sprite.flip.flipY));
@@ -43,12 +46,15 @@ void SdlContext::draw(const api::Sprite & sprite, const api::Transform& transfor
static SDL_Rect dstrect = {
.x = static_cast<int>(transform.position.x),
.y = static_cast<int>(transform.position.y),
- .w = static_cast<int>(sprite.sprite_image->get_rect().w * transform.scale),
- .h = static_cast<int>(sprite.sprite_image->get_rect().h * transform.scale),
+ .w
+ = static_cast<int>(sprite.sprite_image->get_rect().w * transform.scale),
+ .h
+ = static_cast<int>(sprite.sprite_image->get_rect().h * transform.scale),
};
SDL_RenderCopyEx(this->m_game_renderer, sprite.sprite_image->get_texture(),
- &sprite.sprite_image->get_rect(), &dstrect, 0, NULL, renderFlip);
+ &sprite.sprite_image->get_rect(), &dstrect, 0, NULL,
+ renderFlip);
}
SdlContext::SdlContext() {
@@ -58,9 +64,9 @@ SdlContext::SdlContext() {
return;
}
- m_game_window
- = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED,
- SDL_WINDOWPOS_CENTERED, 1920, 1080, SDL_WINDOW_SHOWN);
+ m_game_window = SDL_CreateWindow(
+ "Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
+ 1920, 1080, SDL_WINDOW_SHOWN);
if (!m_game_window) {
std::cerr << "Window could not be created! SDL_Error: "
<< SDL_GetError() << std::endl;
@@ -79,7 +85,78 @@ SdlContext::SdlContext() {
std::cout << "SDL_image could not initialize! SDL_image Error: "
<< IMG_GetError() << std::endl;
}
+
SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1");
+ SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
+ //SDL_SetHint(SDL_HINT_RENDER_OPENGL_SHADERS, "1");
+ SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION, "X");
+
+
+
+
+ const char * hint = SDL_GetHint(SDL_HINT_RENDER_BATCHING);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_RENDER_BATCHING: " << hint << std::endl;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_RENDER_DRIVER: " << hint << std::endl;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_RENDER_OPENGL_SHADERS: " << hint << std::endl;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_RENDER_SCALE_QUALITY: " << hint << std::endl;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_RENDER_VSYNC: " << hint << std::endl;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_TIMER_RESOLUTION);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_TIMER_RESOLUTION: " << hint << std::endl;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT: " << hint
+ << std::endl;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN: "
+ << hint << std::endl;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_RENDER_LOGICAL_SIZE_MODE: " << hint << std::endl;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_VIDEO_DOUBLE_BUFFER);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_VIDEO_DOUBLE_BUFFER: " << hint << std::endl;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_OPENGL_ES_DRIVER);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_OPENGL_ES_DRIVER: " << hint << std::endl;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
+ if (hint != NULL) {
+ std::cout << "SDL_HINT_FRAMEBUFFER_ACCELERATION: " << hint << std::endl;
+ }
+
+ std::cout << "HALLO " << std::endl;
}
SdlContext::~SdlContext() {
@@ -134,4 +211,3 @@ SDL_Texture * SdlContext::setTextureFromPath(const char * path) {
return CreatedTexture;
}
-
diff --git a/src/dummy_rendering.cpp b/src/dummy_rendering.cpp
index 9bbf92d..e00ab7f 100644
--- a/src/dummy_rendering.cpp
+++ b/src/dummy_rendering.cpp
@@ -7,10 +7,13 @@
#include "api/game.h"
+#include <SDL2/SDL_hints.h>
int main(){
+
+
Engine engine(800,600);
- engine.loop();
+ // engine.loop();
}