From c6d7623cc0bc17aa171bc5078f2f36c15be28683 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 20 Nov 2024 13:39:44 +0100 Subject: implemented feedback from @lonkaars --- src/crepe/api/Color.cpp | 37 ++++++++----------------------------- 1 file changed, 8 insertions(+), 29 deletions(-) (limited to 'src/crepe/api/Color.cpp') diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index 9e5f187..29bd77a 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -2,32 +2,11 @@ using namespace crepe; -Color Color::white = Color(255, 255, 255, 0); -Color Color::red = Color(255, 0, 0, 0); -Color Color::green = Color(0, 255, 0, 0); -Color Color::blue = Color(0, 0, 255, 0); -Color Color::black = Color(0, 0, 0, 0); -Color Color::cyan = Color(0, 255, 255, 0); -Color Color::yellow = Color(255, 255, 0, 0); -Color Color::magenta = Color(255, 0, 255, 0); - -Color::Color(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha) { - this->a = alpha; - this->r = red; - this->g = green; - this->b = blue; -}; - -const Color & Color::get_white() { return Color::white; }; - -const Color & Color::get_red() { return Color::red; }; -const Color & Color::get_green() { return Color::green; }; -const Color & Color::get_blue() { return Color::blue; }; - -const Color & Color::get_black() { return Color::black; }; - -const Color & Color::get_cyan() { return Color::cyan; }; - -const Color & Color::get_yellow() { return Color::yellow; }; - -const Color & Color::get_magenta() { return Color::magenta; }; +const Color Color::WHITE{0xff, 0xff, 0xff}; +const Color Color::RED{0xff, 0x00, 0x00}; +const Color Color::GREEN{0x00, 0xff, 0x00}; +const Color Color::BLUE{0x00, 0x00, 0xff}; +const Color Color::BLACK{0x00, 0x00, 0x00}; +const Color Color::CYAN{0x00, 0xff, 0xff}; +const Color Color::YELLOW{0xff, 0xff, 0x00}; +const Color Color::MAGENTA{0xff, 0x00, 0xff}; -- cgit v1.2.3 From 385f19a8c896ec126c569f1e5337d6d370d20517 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 22 Nov 2024 13:54:13 +0100 Subject: working aspect ratio in world units. and add pillarboxing/letterboxing depending on ratio --- src/crepe/api/Camera.h | 4 +- src/crepe/api/Color.cpp | 2 +- src/crepe/facade/SDLContext.cpp | 98 ++++++++++++++++++++++++++++---------- src/crepe/facade/SDLContext.h | 4 +- src/example/rendering_particle.cpp | 12 +++-- 5 files changed, 87 insertions(+), 33 deletions(-) (limited to 'src/crepe/api/Color.cpp') diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index d7292ef..c42ed0d 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -32,10 +32,10 @@ public: Vector2 pos = {0, 0}; //! screen the display size in pixels ( output resolution ) - Vector2 screen = {640, 480}; + Vector2 screen = {1080, 720}; //! viewport is the area of the world visible through the camera (in world units) - Vector2 viewport = {500, 500}; + Vector2 viewport = {2000, 1000}; //! scale scaling factor from world units to pixel coordinates Vector2 scale = {0, 0}; diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index 29bd77a..dc7c15f 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -2,7 +2,7 @@ using namespace crepe; -const Color Color::WHITE{0xff, 0xff, 0xff}; +const Color Color::WHITE{0xff, 0xff, 0xff, 0xff}; const Color Color::RED{0xff, 0x00, 0x00}; const Color Color::GREEN{0x00, 0xff, 0x00}; const Color Color::BLUE{0x00, 0x00, 0xff}; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 74af25f..e187d67 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -5,12 +5,12 @@ #include #include #include +#include #include #include #include #include #include -#include #include "../api/Camera.h" #include "../api/Sprite.h" @@ -94,7 +94,10 @@ void SDLContext::handle_events(bool & running) { */ } -void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } +void SDLContext::clear_screen() { + SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); + SDL_RenderClear(this->game_renderer.get()); +} void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); } SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { @@ -108,20 +111,11 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, const double & scale, const Camera & cam) const { - Vector2 pixel_coord = (transform.position - cam.pos) * cam.scale; - double pixel_w = sprite.sprite_rect.w * transform.scale * cam.scale.x; - double pixel_h = sprite.sprite_rect.h * transform.scale * cam.scale.y; - - double adjusted_x = (pos.x - cam.x) * cam.zoom; - double adjusted_y = (pos.y - cam.y) * cam.zoom; - double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom; - double adjusted_h = sprite.sprite_rect.h * scale * cam.zoom; - return SDL_Rect{ - .x = static_cast(adjusted_x), - .y = static_cast(adjusted_y), - .w = static_cast(adjusted_w), - .h = static_cast(adjusted_h), + .x = static_cast(sprite.sprite_rect.x - 400 / 2), + .y = static_cast(sprite.sprite_rect.y - 300 / 2), + .w = static_cast(400), + .h = static_cast(300), }; } @@ -153,27 +147,81 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const &dstrect, transform.rotation, NULL, render_flip); } -void SDLContext::set_camera(const Camera & cam) { +void SDLContext::set_camera(Camera & cam) { + if (this->viewport.w != (int)cam.screen.x && this->viewport.h != (int)cam.screen.y) { + SDL_SetWindowSize(this->game_window.get(), (int)cam.screen.x, (int)cam.screen.y); + this->viewport.h = cam.screen.y; + this->viewport.w = cam.screen.x; + } double screen_aspect = cam.screen.x / cam.screen.y; double viewport_aspect = cam.viewport.x / cam.viewport.y; - Vector2 zoomed_viewport = cam.viewport * cam.zoom; + + SDL_Rect view; if (screen_aspect > viewport_aspect) { - cam.scale.x = cam.scale.y = cam.screen.x / zoomed_viewport.x; + view.h = static_cast(cam.screen.y); + view.w = static_cast(cam.screen.y * viewport_aspect); + view.x = static_cast(cam.screen.x - view.w) / 2; + view.y = 0; } else { - cam.scale.y = cam.scale.x = cam.screen.y / zoomed_viewport.y; + view.w = static_cast(cam.screen.x); + view.h = static_cast(cam.screen.x / viewport_aspect); + view.x = 0; + view.y = static_cast(cam.screen.y - view.h) / 2; } + SDL_RenderSetViewport(this->game_renderer.get(), &view); - if (this->viewport.w != cam.screen.x && this->viewport.h != cam.screen.y) { - this->viewport.w = cam.screen.x; - this->viewport.h = cam.screen.y; - SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); + SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); + SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, + cam.bg_color.b, cam.bg_color.a); + SDL_Rect bg = { + .x = 0, + .y = 0, + .w = static_cast(cam.viewport.x), + .h = static_cast(cam.viewport.y), + }; + SDL_RenderFillRect(this->game_renderer.get(), &bg); + + /* + float offset_x = 0, offset_y = 0; + + + double scale_factor = min(cam.screen.x / cam.viewport.x, cam.screen.y / cam.viewport.y); + cam.scale.x = scale_factor * cam.viewport.x; + cam.scale.y = scale_factor * cam.viewport.y; + + offset_x = (cam.screen.x - cam.scale.x) / 2; + offset_y = (cam.screen.y - cam.scale.y) / 2; + + float bar_w = cam.screen.x - cam.scale.x; + float bar_h = cam.screen.y - cam.scale.y; + + SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); + if (bar_w > 0) { + SDL_Rect left_bar = {0, 0, static_cast(offset_x), static_cast(cam.screen.y)}; + SDL_RenderDrawRect(this->game_renderer.get(), &left_bar); + + SDL_Rect right_bar = {static_cast(offset_x + cam.scale.x), 0, + static_cast(offset_x), static_cast(cam.screen.y)}; + SDL_RenderDrawRect(this->game_renderer.get(), &right_bar); } - SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, - cam.bg_color.b, cam.bg_color.a); + if (screen_aspect > viewport_aspect) { + // pillarboxing + cam.scale.x = cam.scale.y = cam.screen.x / cam.viewport.x; + offset_y = (cam.screen.y - (cam.viewport.y * cam.scale.y)) / 2; + } else if (screen_aspect < viewport_aspect) { + // lettor boxing + cam.scale.y = cam.scale.x = cam.screen.y / zoomed_viewport.y; + offset_x = (cam.screen.x - (cam.viewport.x * cam.scale.x)) / 2; + } else { + // screen ration is even + offset_y = (cam.screen.y - (cam.viewport.y * cam.scale.y)) / 2; + offset_x = (cam.screen.x - (cam.viewport.x * cam.scale.x)) / 2; + } + */ } uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 841ffc9..45bbda6 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -133,7 +133,7 @@ private: * \brief sets the background of the camera (will be adjusted in future PR) * \param camera Reference to the Camera object. */ - void set_camera(const Camera & camera); + void set_camera(Camera & camera); private: /** @@ -164,7 +164,7 @@ private: std::unique_ptr> game_renderer; //! viewport for the camera window - SDL_Rect viewport = {0, 0, 640, 480}; + SDL_Rect viewport = {0, 0, 1280, 720}; }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 4571afb..96ef3df 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -23,16 +23,18 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1); + GameObject game_object = mgr.new_object("", "", Vector2{400, 300}, 0, 0.1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; Color color(255, 255, 255, 255); Sprite & test_sprite = game_object.add_component( - make_shared("../asset/texture/img.png"), color, FlipSettings{false, false}); + make_shared("asset/texture/test_ap43.png"), color, FlipSettings{false, false}); test_sprite.order_in_layer = 5; + + /* auto & test = game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, .max_particles = 10, @@ -52,13 +54,17 @@ int main(int argc, char * argv[]) { }, .sprite = test_sprite, }); + */ + game_object.add_component(Color::WHITE); + /* game_object - .add_component(make_shared("../asset/texture/img.png"), color, + .add_component(make_shared("asset/texture/img.png"), color, FlipSettings{false, false}) .order_in_layer = 6; + */ auto start = std::chrono::steady_clock::now(); while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { -- cgit v1.2.3 From 9d9c4fc4565f0ef0fc81c8baeef804389f07afc2 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Thu, 28 Nov 2024 12:53:15 +0100 Subject: implemented loek feedback --- src/crepe/api/Animator.cpp | 12 ++++++------ src/crepe/api/Camera.cpp | 4 ++-- src/crepe/api/Camera.h | 4 ++-- src/crepe/api/Color.cpp | 2 +- src/crepe/api/Config.h | 7 +++++-- src/crepe/api/Sprite.cpp | 8 ++++---- src/crepe/api/Sprite.h | 14 +++++++------- src/crepe/facade/SDLContext.cpp | 32 ++++++++++++++++---------------- src/crepe/facade/SDLContext.h | 19 ++++++++++--------- src/crepe/system/AnimatorSystem.cpp | 4 ++-- src/crepe/system/RenderSystem.cpp | 11 ++++------- src/example/rendering_particle.cpp | 2 +- src/test/RenderSystemTest.cpp | 6 +++--- 13 files changed, 63 insertions(+), 62 deletions(-) (limited to 'src/crepe/api/Color.cpp') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 2b21c6c..0fdab0e 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -14,14 +14,14 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a col(col) { dbg_trace(); - this->spritesheet.sprite_rect.h /= col; - this->spritesheet.sprite_rect.w /= row; - this->spritesheet.sprite_rect.x = 0; - this->spritesheet.sprite_rect.y = col_animator * this->spritesheet.sprite_rect.h; + this->spritesheet.mask.h /= col; + this->spritesheet.mask.w /= row; + this->spritesheet.mask.x = 0; + this->spritesheet.mask.y = col_animator * this->spritesheet.mask.h; this->active = false; // need to do this for to get the aspect ratio for a single clipping in the spritesheet - this->spritesheet.aspect_ratio = static_cast(this->spritesheet.sprite_rect.w) - / this->spritesheet.sprite_rect.h; + this->spritesheet.aspect_ratio = static_cast(this->spritesheet.mask.w) + / this->spritesheet.mask.h; } Animator::~Animator() { dbg_trace(); } diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 0831f45..39d8ab0 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -8,12 +8,12 @@ using namespace crepe; Camera::Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, - const ivec2 & viewport, const double & zoom, const vec2 & offset) + const vec2 & viewport_size, const double & zoom, const vec2 & offset) : Component(id), bg_color(bg_color), offset(offset), screen(screen), - viewport(viewport), + viewport_size(viewport_size), zoom(zoom) { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 3682222..2d8fa48 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -22,7 +22,7 @@ public: * \param bg_color Background color for the camera view. */ Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, - const ivec2 & viewport, const double & zoom, const vec2 & offset = {0, 0}); + const vec2 & viewport_size, const double & zoom, const vec2 & offset = {0, 0}); ~Camera(); // dbg_trace only public: @@ -36,7 +36,7 @@ public: const ivec2 screen; //! viewport is the area of the world visible through the camera (in world units) - const ivec2 viewport; + const vec2 viewport_size; //! Zoom level of the camera view. const double zoom; diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index dc7c15f..29bd77a 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -2,7 +2,7 @@ using namespace crepe; -const Color Color::WHITE{0xff, 0xff, 0xff, 0xff}; +const Color Color::WHITE{0xff, 0xff, 0xff}; const Color Color::RED{0xff, 0x00, 0x00}; const Color Color::GREEN{0x00, 0xff, 0x00}; const Color Color::BLUE{0x00, 0x00, 0xff}; diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index d73e488..225e9b9 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -2,6 +2,7 @@ #include "../util/Log.h" #include "types.h" +#include namespace crepe { @@ -66,8 +67,10 @@ public: //! default window settings struct { //TODO make this constexpr because this will never change - ivec2 def_size = {1080, 720}; - } win_set; + ivec2 default_size = {1080, 720}; + std::string window_title = "Jetpack joyride clone"; + + } window_settings; //! Asset loading options struct { diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 65c6cc3..8647794 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, uint8_t sort_layer, uint8_t order_layer, int height) + const FlipSettings & flip, int sort_layer, int order_layer, int height) : Component(id), color(color), flip(flip), @@ -22,9 +22,9 @@ Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color, dbg_trace(); - this->sprite_rect.w = sprite_image.get_width(); - this->sprite_rect.h = sprite_image.get_height(); - this->aspect_ratio = static_cast(this->sprite_rect.w) / this->sprite_rect.h; + this->mask.w = sprite_image.get_width(); + this->mask.h = sprite_image.get_height(); + this->aspect_ratio = static_cast(this->mask.w) / this->mask.h; } Sprite::~Sprite() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index e40ce24..a0e90a0 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, uint8_t sort_layer, uint8_t order_layer, int height); + const FlipSettings & flip, int sort_layer, int order_layer, int height); /** * \brief Destroys the Sprite instance. @@ -58,9 +58,9 @@ public: FlipSettings flip; //! Layer sorting level of the sprite - const uint8_t sorting_in_layer; + const int sorting_in_layer; //! Order within the sorting layer - const uint8_t order_in_layer; + const int order_in_layer; //! height in world units const int height; @@ -74,13 +74,13 @@ public: double aspect_ratio; private: - //! Reads the sprite_rect of sprite + //! Reads the mask of sprite friend class SDLContext; - //! Reads the all the variables plus the sprite_rect + //! Reads the all the variables plus the mask friend class Animator; - //! Reads the all the variables plus the sprite_rect + //! Reads the all the variables plus the mask friend class AnimatorSystem; struct Rect { @@ -91,7 +91,7 @@ private: }; //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator // object is present in GameObject. this is in sprite pixels - Rect sprite_rect; + Rect mask; }; } // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 7317a77..9f60285 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -15,7 +15,6 @@ #include "../api/Config.h" #include "../api/Sprite.h" #include "../api/Texture.h" -#include "../api/Transform.h" #include "../util/Log.h" #include "SDLContext.h" @@ -36,10 +35,10 @@ SDLContext::SDLContext() { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } - auto & cfg = Config::get_instance().win_set; + auto & cfg = Config::get_instance().window_settings; SDL_Window * tmp_window - = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - cfg.def_size.x, cfg.def_size.y, 0); + = 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())); } @@ -102,10 +101,10 @@ void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()) SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { return SDL_Rect{ - .x = sprite.sprite_rect.x, - .y = sprite.sprite_rect.y, - .w = sprite.sprite_rect.w, - .h = sprite.sprite_rect.h, + .x = sprite.mask.x, + .y = sprite.mask.y, + .w = sprite.mask.w, + .h = sprite.mask.h, }; } SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, @@ -118,14 +117,14 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const height *= img_scale * cam.zoom; return SDL_Rect{ - .x = static_cast((pos.x - cam_pos.x + (cam.viewport.x / 2) - width / 2)), - .y = static_cast((pos.y - cam_pos.y + (cam.viewport.y / 2) - height / 2)), + .x = static_cast((pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)), + .y = static_cast((pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)), .w = width, .h = height, }; } -void SDLContext::draw(const RenderCtx & ctx) { +void SDLContext::draw(const RenderContext & ctx) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x) @@ -149,12 +148,12 @@ void SDLContext::set_camera(const Camera & cam) { } double screen_aspect = cam.screen.x / cam.screen.y; - double viewport_aspect = cam.viewport.x / cam.viewport.y; + double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y; SDL_Rect view; // calculate black bars if (screen_aspect > viewport_aspect) { - // lettorboxing + // letterboxing view.h = cam.screen.y / cam.zoom; view.w = cam.screen.y * viewport_aspect; view.x = (cam.screen.x - view.w) / 2; @@ -169,7 +168,8 @@ void SDLContext::set_camera(const Camera & cam) { // set drawing area SDL_RenderSetViewport(this->game_renderer.get(), &view); - SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); + SDL_RenderSetLogicalSize(this->game_renderer.get(), static_cast(cam.viewport_size.x), + static_cast(cam.viewport_size.y)); // set bg color SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, @@ -178,8 +178,8 @@ void SDLContext::set_camera(const Camera & cam) { SDL_Rect bg = { .x = 0, .y = 0, - .w = cam.viewport.x, - .h = cam.viewport.y, + .w = static_cast(cam.viewport_size.x), + .h = static_cast(cam.viewport_size.y), }; // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 5f141be..8b38111 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -16,14 +16,6 @@ namespace crepe { -struct RenderCtx { - const Sprite & sprite; - const Camera & cam; - const vec2 & cam_pos; - const vec2 & pos; - const double & angle; - const double & scale; -}; // 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. @@ -37,6 +29,15 @@ typedef SDL_Keycode CREPE_KEYCODES; * event handling, and rendering to the screen. It is never used directly by the user */ class SDLContext { +public: + struct RenderContext { + const Sprite & sprite; + const Camera & cam; + const vec2 & cam_pos; + const vec2 & pos; + const double & angle; + const double & scale; + }; public: /** @@ -125,7 +126,7 @@ private: * \brief Draws a sprite to the screen using the specified transform and camera. * \param RenderCtx Reference to rendering data to draw */ - void draw(const RenderCtx & ctx); + void draw(const RenderContext & ctx); //! Clears the screen, preparing for a new frame. void clear_screen(); diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index e5b277f..4c40940 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -18,7 +18,7 @@ void AnimatorSystem::update() { if (!a.active) continue; // (10 frames per second) a.curr_row = (tick / 100) % a.row; - a.spritesheet.sprite_rect.x = (a.curr_row * a.spritesheet.sprite_rect.w) + a.curr_col; - a.spritesheet.sprite_rect = a.spritesheet.sprite_rect; + a.spritesheet.mask.x = (a.curr_row * a.spritesheet.mask.w) + a.curr_col; + a.spritesheet.mask = a.spritesheet.mask; } } diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 8895f02..c196bb1 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -77,31 +77,28 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, for (const Particle & p : em.data.particles) { if (!p.active) continue; - RenderCtx ctx{ + this->context.draw(SDLContext::RenderContext{ .sprite = sprite, .cam = cam, .cam_pos = this->cam_pos, .pos = p.position, .angle = p.angle, .scale = scale, - }; - this->context.draw(ctx); + }); } } return rendering_particles; } void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm) { - - RenderCtx ctx{ + this->context.draw(SDLContext::RenderContext{ .sprite = sprite, .cam = cam, .cam_pos = this->cam_pos, .pos = tm.position, .angle = tm.rotation, .scale = tm.scale, - }; - this->context.draw(ctx); + }); } void RenderSystem::render() { diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 8fdbb58..3a12144 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -60,7 +60,7 @@ int main(int argc, char * argv[]) { */ auto & cam = game_object.add_component(Color::WHITE, ivec2{1080, 720}, - ivec2{2000, 2000}, 1.0f); + vec2{2000, 2000}, 1.0f); /* game_object diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index e0bd953..bb5b81a 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -113,7 +113,7 @@ TEST_F(RenderSystemTest, sorting_sprites) { } TEST_F(RenderSystemTest, Update) { - entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); { vector> sprites = this->mgr.get_components_by_type(); ASSERT_EQ(sprites.size(), 4); @@ -141,7 +141,7 @@ TEST_F(RenderSystemTest, Camera) { EXPECT_NE(cameras.size(), 1); } { - entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); auto cameras = this->mgr.get_components_by_type(); EXPECT_EQ(cameras.size(), 1); } @@ -149,7 +149,7 @@ TEST_F(RenderSystemTest, Camera) { //TODO improve with newer version } TEST_F(RenderSystemTest, Color) { - entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); auto & sprite = this->mgr.get_components_by_id(entity1.id).front().get(); ASSERT_NE(sprite.sprite_image.texture.get(), nullptr); -- cgit v1.2.3