From 9432900158e6a31815345fcf0af8d28ae34c6da9 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 8 Nov 2024 11:44:21 +0100 Subject: code style --- src/crepe/facade/SDLContext.cpp | 144 +++++++++++++++++++++++----------------- 1 file changed, 82 insertions(+), 62 deletions(-) (limited to 'src/crepe/facade/SDLContext.cpp') diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 8da93e9..bbeb3a9 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -1,5 +1,6 @@ #include #include +#include #include #include #include @@ -21,34 +22,6 @@ 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 @@ -62,7 +35,7 @@ SDLContext::SDLContext() { this->game_window = SDL_CreateWindow( "Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - 1920, 1080, SDL_WINDOW_SHOWN); + this->viewport.w, this->viewport.h, 0); if (!this->game_window) { // FIXME: throw exception std::cerr << "Window could not be created! SDL_Error: " @@ -87,55 +60,92 @@ SDLContext::SDLContext() { } } +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::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); } void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer); } -void SDLContext::draw(const Sprite & sprite, const Transform & transform) { +void SDLContext::draw(const Sprite & sprite, const Transform & transform, + const Camera & cam) { static 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(transform.position.x), - .y = static_cast(transform.position.y), - .w = static_cast(w * transform.scale), - .h = static_cast(h * transform.scale), + .x = static_cast(adjusted_x), + .y = static_cast(adjusted_y), + .w = static_cast(adjusted_w), + .h = static_cast(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_Texture * SDLContext::setTextureFromPath(const char * path, SDL_Rect & clip, - const int row, const int col) { - dbg_trace(); + SDL_RenderCopyEx(this->game_renderer, sprite.sprite_image->texture, + &srcrect, - SDL_Surface * tmp = IMG_Load(path); - if (!tmp) { - std::cerr << "Error surface " << IMG_GetError << std::endl; - } - - clip. - w = tmp->w / col; - clip.h = tmp->h / row; - - SDL_Texture * CreatedTexture - = SDL_CreateTextureFromSurface(this->game_renderer, tmp); + &dstrect, degrees, NULL, render_flip); +} - if (!CreatedTexture) { - std::cerr << "Error could not create texture " << IMG_GetError - << std::endl; - } - SDL_FreeSurface(tmp); +void SDLContext::camera(const Camera & cam) { + this->viewport.w = static_cast(cam.aspect_width); + this->viewport.h = static_cast(cam.aspect_height); + this->viewport.x = static_cast(cam.x) - (SCREEN_WIDTH / 2); + this->viewport.y = static_cast(cam.y) - (SCREEN_HEIGHT / 2); - return CreatedTexture; + SDL_SetRenderDrawColor(this->game_renderer, cam.bg_color.r, cam.bg_color.g, + cam.bg_color.b, cam.bg_color.a); } -*/ + +const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } SDL_Texture * SDLContext::texture_from_path(const char * path) { dbg_trace(); @@ -155,3 +165,13 @@ SDL_Texture * SDLContext::texture_from_path(const char * path) { return created_texture; } +int SDLContext::get_width(const Texture & ctx) { + int w; + SDL_QueryTexture(ctx.texture, NULL, NULL, &w, NULL); + return w; +} +int SDLContext::get_height(const Texture & ctx) { + int h; + SDL_QueryTexture(ctx.texture, NULL, NULL, NULL, &h); + return h; +} -- cgit v1.2.3 From 2e0b75fc51c4ef025f6b74f7f1648d04039bb955 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 8 Nov 2024 12:16:41 +0100 Subject: fixed the includes and const settings --- src/crepe/api/Animator.cpp | 6 +++--- src/crepe/api/Animator.h | 3 ++- src/crepe/api/Camera.cpp | 9 ++++++--- src/crepe/api/Camera.h | 3 ++- src/crepe/api/Sprite.cpp | 9 ++++----- src/crepe/api/Sprite.h | 6 +++--- src/crepe/api/Texture.cpp | 2 +- src/crepe/facade/SDLContext.cpp | 12 ++++++------ src/crepe/facade/SDLContext.h | 12 ++++++------ src/crepe/system/AnimatorSystem.cpp | 9 ++++----- src/crepe/system/RenderSystem.cpp | 6 +++--- src/crepe/system/RenderSystem.h | 6 +++--- 12 files changed, 43 insertions(+), 40 deletions(-) (limited to 'src/crepe/facade/SDLContext.cpp') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 3834e0b..0896bb0 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -1,11 +1,11 @@ +#include -#include "Animator.h" #include "Component.h" #include "api/Sprite.h" - #include "util/log.h" -#include + +#include "Animator.h" using namespace crepe; diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 3493623..ec29a7f 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -1,8 +1,9 @@ #pragma once +#include + #include "Component.h" #include "api/Sprite.h" -#include namespace crepe { class AnimatorSystem; diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 46a56b2..d423131 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -1,14 +1,17 @@ +#include -#include "Camera.h" #include "Component.h" #include "api/Color.h" #include "util/log.h" -#include + +#include "Camera.h" using namespace crepe; -Camera::Camera(uint32_t id, const Color& color) : Component(id), bg_color(color), aspect_width(640), aspect_height(480), zoom(1), x(0),y(0){ +Camera::Camera(uint32_t id, const Color & color) + : Component(id), bg_color(color), aspect_width(640), aspect_height(480), + zoom(1), x(0), y(0) { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 022496d..1ff9f37 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -1,8 +1,9 @@ #pragma once +#include + #include "Component.h" #include "api/Color.h" -#include namespace crepe { diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 3db8f2b..42e1177 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,17 +1,16 @@ -#include #include -#include "../util/log.h" - #include "Component.h" -#include "Sprite.h" #include "Texture.h" #include "facade/SDLContext.h" +#include "../util/log.h" + +#include "Sprite.h" using namespace std; using namespace crepe; -Sprite::Sprite(game_object_id_t id, shared_ptr image, +Sprite::Sprite(game_object_id_t id, const shared_ptr image, const Color & color, const FlipSettings & flip) : Component(id), color(color), flip(flip), sprite_image(image) { dbg_trace(); diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 2e8b52a..6f83ac8 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -5,9 +5,9 @@ #include "api/Color.h" #include "api/Texture.h" - #include "Component.h" + namespace crepe { /** @@ -62,7 +62,7 @@ public: * \param color Color tint applied to the sprite. * \param flip Flip settings for horizontal and vertical orientation. */ - Sprite(game_object_id_t id, std::shared_ptr image, + Sprite(game_object_id_t id, const std::shared_ptr image, const Color & color, const FlipSettings & flip); /** @@ -72,7 +72,7 @@ public: //! Texture used for the sprite - std::shared_ptr sprite_image; + const std::shared_ptr sprite_image; //! Color tint of the sprite Color color; //! Flip settings for the sprite diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index 5519e5e..f052e4d 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -2,8 +2,8 @@ #include "../facade/SDLContext.h" #include "../util/log.h" - #include "Asset.h" + #include "Texture.h" using namespace crepe; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index bbeb3a9..9a2d15a 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -98,11 +98,11 @@ void SDLContext::handle_events(bool & running) { */ } -void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer); } -void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer); } +void SDLContext::clear_screen() const { SDL_RenderClear(this->game_renderer); } +void SDLContext::present_screen() const { SDL_RenderPresent(this->game_renderer); } void SDLContext::draw(const Sprite & sprite, const Transform & transform, - const Camera & cam) { + const Camera & cam) const { static SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -147,7 +147,7 @@ void SDLContext::camera(const Camera & cam) { const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } -SDL_Texture * SDLContext::texture_from_path(const char * path) { +SDL_Texture * SDLContext::texture_from_path(const char * path) const { dbg_trace(); SDL_Surface * tmp = IMG_Load(path); @@ -165,12 +165,12 @@ SDL_Texture * SDLContext::texture_from_path(const char * path) { return created_texture; } -int SDLContext::get_width(const Texture & ctx) { +int SDLContext::get_width(const Texture & ctx) const { int w; SDL_QueryTexture(ctx.texture, NULL, NULL, &w, NULL); return w; } -int SDLContext::get_height(const Texture & ctx) { +int SDLContext::get_height(const Texture & ctx) const { int h; SDL_QueryTexture(ctx.texture, NULL, NULL, NULL, &h); return h; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index a08d0d8..3396697 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -101,21 +101,21 @@ private: * \param path Path to the image file. * \return Pointer to the created SDL_Texture. */ - SDL_Texture * texture_from_path(const char * path); + SDL_Texture * texture_from_path(const char * path) const; /** * \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 & ); + 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 &); + int get_height(const Texture &) const ; private: @@ -129,17 +129,17 @@ private: * \param camera Reference to the Camera for view adjustments. */ void draw(const Sprite & sprite, const Transform & transform, - const Camera & camera); + const Camera & camera) const; /** * \brief Clears the screen, preparing for a new frame. */ - void clear_screen(); + void clear_screen() const ; /** * \brief Presents the rendered frame to the screen. */ - void present_screen(); + void present_screen() const ; /** * \brief Sets the current camera for rendering. diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 052d264..3d6c807 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,15 +1,14 @@ +#include +#include +#include -#include "AnimatorSystem.h" #include "ComponentManager.h" #include "facade/SDLContext.h" #include "util/log.h" - #include "api/Animator.h" -#include -#include -#include +#include "AnimatorSystem.h" using namespace crepe; diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 149af68..849d810 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -20,9 +20,9 @@ RenderSystem & RenderSystem::get_instance() { return instance; } -void RenderSystem::clear_screen() { SDLContext::get_instance().clear_screen(); } +void RenderSystem::clear_screen() const { SDLContext::get_instance().clear_screen(); } -void RenderSystem::present_screen() { +void RenderSystem::present_screen() const { SDLContext::get_instance().present_screen(); } void RenderSystem::update_camera() { @@ -36,7 +36,7 @@ void RenderSystem::update_camera() { this->curr_cam = &cam; } } -void RenderSystem::render_sprites() { +void RenderSystem::render_sprites() const { ComponentManager & mgr = ComponentManager::get_instance(); diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 684776b..c5e674a 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -43,12 +43,12 @@ private: /** * \brief Clears the screen in preparation for rendering. */ - void clear_screen(); + void clear_screen() const; /** * \brief Presents the rendered frame to the display. */ - void present_screen(); + void present_screen() const; /** * \brief Updates the active camera used for rendering. @@ -58,7 +58,7 @@ private: /** * \brief Renders all active sprites to the screen. */ - void render_sprites(); + void render_sprites() const; /** * \todo Include color handling for sprites. -- cgit v1.2.3 From 91a277c69fd5f8ba814adc1006a49c7415ff65be Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 8 Nov 2024 17:31:25 +0100 Subject: updated to satisfy the code review --- src/crepe/api/Animator.h | 14 ++++++----- src/crepe/api/Camera.h | 26 ++++++-------------- src/crepe/api/Sprite.h | 36 ++++++++++----------------- src/crepe/api/Texture.cpp | 16 +++--------- src/crepe/api/Texture.h | 1 + src/crepe/facade/SDLContext.cpp | 17 +++++++------ src/crepe/facade/SDLContext.h | 49 ++++++++++++------------------------- src/crepe/system/AnimatorSystem.cpp | 2 +- 8 files changed, 60 insertions(+), 101 deletions(-) (limited to 'src/crepe/facade/SDLContext.cpp') diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index ede1610..42ce957 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -28,11 +28,11 @@ public: /** * \brief Constructs an Animator object that will control animations for a sprite sheet. * - * \param[in] id The unique identifier for the component, typically assigned automatically. - * \param[in] spritesheet A reference to the Sprite object which holds the sprite sheet for animation. - * \param[in] row The maximum number of rows in the sprite sheet. - * \param[in] col The maximum number of columns in the sprite sheet. - * \param[in] col__animate The specific col index of the sprite sheet to animate. This allows selecting which col to animate from multiple col in the sheet. + * \param id The unique identifier for the component, typically assigned automatically. + * \param spritesheet A reference to the Sprite object which holds the sprite sheet for animation. + * \param row The maximum number of rows in the sprite sheet. + * \param col The maximum number of columns in the sprite sheet. + * \param col__animate The specific col index of the sprite sheet to animate. This allows selecting which col to animate from multiple col in the sheet. * * This constructor sets up the Animator with the given parameters, and initializes the animation system. */ @@ -80,8 +80,10 @@ private: //int fps; private: - //! Friend class that can directly access the private members of the Animator. + //! AnimatorSystem adjust the private member parameters of Animator; friend class AnimatorSystem; + + //! SDLContext reads the Animator member var's friend class SDLContext; }; } // namespace crepe diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 7587b44..708a523 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -2,8 +2,8 @@ #include -#include "Component.h" #include "Color.h" +#include "Component.h" namespace crepe { @@ -31,34 +31,22 @@ public: ~Camera(); public: - /** - * \brief Background color of the camera view. - */ + //! \brief Background color of the camera view. Color bg_color; - /** - * \brief Aspect ratio height for the camera. - */ + //! \brief Aspect ratio height for the camera. double aspect_height; - /** - * \brief Aspect ratio width for the camera. - */ + //! \brief Aspect ratio width for the camera. double aspect_width; - /** - * \brief X-coordinate of the camera position. - */ + //! \brief X-coordinate of the camera position. double x; - /** - * \brief Y-coordinate of the camera position. - */ + //! \brief Y-coordinate of the camera position. double y; - /** - * \brief Zoom level of the camera view. - */ + //! \brief Zoom level of the camera view. double zoom; public: diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 51cb860..1db32d7 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -10,13 +10,6 @@ namespace crepe { -/** - * \struct Rect - * \brief Represents a rectangle area for rendering. - * - * Everything within the defined rectangle will be rendered. - * The SDLContext will translate this into the library's rectangle structure. - */ struct Rect { int w = 0; int h = 0; @@ -24,29 +17,16 @@ struct Rect { int y = 0; }; -/** - * \struct FlipSettings - * \brief Flip settings for the sprite. - * - * Defines the horizontal and vertical flip settings for a sprite, which the - * SDLContext will translate into the corresponding settings for the library. - */ struct FlipSettings { bool flip_x = false; bool flip_y = false; }; -//! Forward declaration of the SDLContext facade. class SDLContext; - -//! Forward declaration of the Animator class. class Animator; - -//! Forward declaration of the AnimatorSystem class. class AnimatorSystem; /** - * \class Sprite * \brief Represents a renderable sprite component. * * A renderable sprite that can be displayed in the game. It includes a texture, @@ -55,6 +35,9 @@ class AnimatorSystem; class Sprite : public Component { public: + + // TODO: Loek comment in github #27 will be looked another time + // about shared_ptr Texture /** * \brief Constructs a Sprite with specified parameters. * \param game_id Unique identifier for the game object this sprite belongs to. @@ -78,23 +61,30 @@ public: //! Flip settings for the sprite FlipSettings flip; //! Layer sorting level of the sprite - uint8_t sorting_in_layer; + uint8_t sorting_in_layer = 0; //! Order within the sorting layer - uint8_t order_in_layer; + uint8_t order_in_layer = 0; public: /** * \brief Gets the maximum number of instances allowed for this sprite. * \return Maximum instance count as an integer. + * + * For now is this number randomly picked. I think it will eventually be 1. */ virtual int get_instances_max() const { return 10; } private: + //! Reads the sprite_rect of sprite friend class SDLContext; + + //! Reads the all the variables plus the sprite_rect friend class Animator; + + //! Reads the all the variables plus the sprite_rect friend class AnimatorSystem; - //! Render area of the sprite + //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator object is present in GameObject Rect sprite_rect; }; diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index 5519e5e..e6c2e05 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -32,18 +32,10 @@ void Texture::load(unique_ptr res) { } int Texture::get_width() const{ - if (this->texture) { - return SDLContext::get_instance().get_width(*this); - } - else { - return 0; - } + if (this->texture == nullptr) return 0; + return SDLContext::get_instance().get_width(*this); } int Texture::get_height() const{ - if (this->texture) { - return SDLContext::get_instance().get_height(*this); - } - else { - return 0; - } + if (this->texture == nullptr) return 0; + return SDLContext::get_instance().get_width(*this); } diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 6d99a93..828518d 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -64,6 +64,7 @@ private: void load(std::unique_ptr res); private: + //TODO make RAII //! The texture of the class from the library SDL_Texture * texture = nullptr; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 9a2d15a..cedb7b8 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -7,6 +7,7 @@ #include #include #include +#include #include "../api/Sprite.h" #include "../api/Texture.h" @@ -98,13 +99,15 @@ void SDLContext::handle_events(bool & running) { */ } -void SDLContext::clear_screen() const { SDL_RenderClear(this->game_renderer); } -void SDLContext::present_screen() const { SDL_RenderPresent(this->game_renderer); } +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer); } +void SDLContext::present_screen() { + SDL_RenderPresent(this->game_renderer); +} void SDLContext::draw(const Sprite & sprite, const Transform & transform, - const Camera & cam) const { + const Camera & cam) { - static SDL_RendererFlip render_flip + SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); @@ -147,10 +150,10 @@ void SDLContext::camera(const Camera & cam) { const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } -SDL_Texture * SDLContext::texture_from_path(const char * path) const { - dbg_trace(); +//TODO: make this RAII +SDL_Texture * SDLContext::texture_from_path(const std::string & path) { - SDL_Surface * tmp = IMG_Load(path); + SDL_Surface * tmp = IMG_Load(path.c_str()); if (!tmp) { std::cerr << "Error surface " << IMG_GetError << std::endl; } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 3396697..80b76dd 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -3,18 +3,18 @@ #include #include #include +#include #include "../api/Sprite.h" #include "../api/Transform.h" #include "api/Camera.h" -typedef SDL_Keycode CREPE_KEYCODES; - //FIXME: this needs to be removed const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; namespace crepe { +typedef SDL_Keycode CREPE_KEYCODES; class Texture; class LoopManager; @@ -35,29 +35,13 @@ public: */ static SDLContext & get_instance(); - /** - * \brief Deleted copy constructor. - */ SDLContext(const SDLContext &) = delete; - - /** - * \brief Deleted move constructor. - */ SDLContext(SDLContext &&) = delete; - - /** - * \brief Deleted copy assignment operator. - * \return Reference to the SDLContext instance. - */ SDLContext & operator=(const SDLContext &) = delete; - - /** - * \brief Deleted move assignment operator. - * \return Reference to the SDLContext instance. - */ SDLContext & operator=(SDLContext &&) = delete; private: + //! will only use handle_events friend class LoopManager; /** * \brief Handles SDL events such as window close and input. @@ -65,8 +49,8 @@ private: */ void handle_events(bool & running); - private: + //! Will only use get_ticks friend class AnimatorSystem; /** @@ -75,7 +59,6 @@ private: */ const uint64_t get_ticks() const; - private: /** * \brief Constructs an SDLContext instance. @@ -87,13 +70,13 @@ private: * \brief Destroys the SDLContext instance. * Cleans up SDL resources, including the window and renderer. */ - virtual ~SDLContext(); - - + ~SDLContext(); private: - + //! Will use the funtions: texture_from_path, get_width,get_height. friend class Texture; + + //! Will use the funtions: texture_from_path, get_width,get_height. friend class Animator; /** @@ -101,25 +84,24 @@ private: * \param path Path to the image file. * \return Pointer to the created SDL_Texture. */ - SDL_Texture * texture_from_path(const char * path) const; + 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 ; + 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 ; - + int get_height(const Texture &) const; private: - + //! Will use draw,clear_screen, present_screen, camera. friend class RenderSystem; /** @@ -129,17 +111,17 @@ private: * \param camera Reference to the Camera for view adjustments. */ void draw(const Sprite & sprite, const Transform & transform, - const Camera & camera) const; + const Camera & camera); /** * \brief Clears the screen, preparing for a new frame. */ - void clear_screen() const ; + void clear_screen(); /** * \brief Presents the rendered frame to the screen. */ - void present_screen() const ; + void present_screen(); /** * \brief Sets the current camera for rendering. @@ -148,6 +130,7 @@ private: void camera(const Camera & camera); private: + //TODO: Make this RAII //! sdl window SDL_Window * game_window = nullptr; //! renderer for the crepe engine diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 3d6c807..4ea889a 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -3,11 +3,11 @@ #include #include -#include "ComponentManager.h" #include "facade/SDLContext.h" #include "util/log.h" #include "api/Animator.h" +#include "ComponentManager.h" #include "AnimatorSystem.h" using namespace crepe; -- cgit v1.2.3 From ba713ba89127e3b4a24f204f67bccaa9c2972916 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 8 Nov 2024 18:04:36 +0100 Subject: Made it RAII --- src/crepe/api/Texture.cpp | 6 ++---- src/crepe/api/Texture.h | 6 ++++-- src/crepe/api/Transform.h | 2 +- src/crepe/facade/SDLContext.cpp | 40 +++++++++++++++++----------------------- src/crepe/facade/SDLContext.h | 17 +++++++++++++---- 5 files changed, 37 insertions(+), 34 deletions(-) (limited to 'src/crepe/facade/SDLContext.cpp') diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index e6c2e05..1eac655 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -21,14 +21,12 @@ Texture::Texture(const char * src) { Texture::~Texture() { dbg_trace(); - if (this->texture != nullptr) { - SDL_DestroyTexture(this->texture); - } + this->texture.reset(); } void Texture::load(unique_ptr res) { SDLContext & ctx = SDLContext::get_instance(); - this->texture = ctx.texture_from_path(res->canonical()); + this->texture.reset(ctx.texture_from_path(res->canonical())); } int Texture::get_width() const{ diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 828518d..0cacfe5 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -64,9 +64,11 @@ private: void load(std::unique_ptr res); private: - //TODO make RAII + struct TextureDeleter{ + void operator()(SDL_Texture* texture) const { SDL_DestroyTexture(texture);} + }; //! The texture of the class from the library - SDL_Texture * texture = nullptr; + std::unique_ptr texture; //! Grants SDLContext access to private members. friend class SDLContext; diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index d7a5b8a..756e45b 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -32,7 +32,7 @@ public: public: //! Translation (shift) Vector2 position; - //! Rotation, in radians + //! Rotation, in degrees double rotation; //! Multiplication factor double scale; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index cedb7b8..770e93b 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -34,22 +34,22 @@ SDLContext::SDLContext() { return; } - this->game_window = SDL_CreateWindow( + this->game_window.reset(SDL_CreateWindow( "Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - this->viewport.w, this->viewport.h, 0); + this->viewport.w, this->viewport.h, 0)); if (!this->game_window) { // FIXME: throw exception std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl; } - this->game_renderer - = SDL_CreateRenderer(this->game_window, -1, SDL_RENDERER_ACCELERATED); + this->game_renderer.reset(SDL_CreateRenderer(this->game_window.get(), -1, + SDL_RENDERER_ACCELERATED)); if (!this->game_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; } @@ -64,12 +64,8 @@ SDLContext::SDLContext() { SDLContext::~SDLContext() { dbg_trace(); - if (this->game_renderer != nullptr) - SDL_DestroyRenderer(this->game_renderer); - - if (this->game_window != nullptr) { - SDL_DestroyWindow(this->game_window); - } + this->game_renderer.reset(); + this->game_window.reset(); // 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 @@ -99,9 +95,9 @@ void SDLContext::handle_events(bool & running) { */ } -void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer); } +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } void SDLContext::present_screen() { - SDL_RenderPresent(this->game_renderer); + SDL_RenderPresent(this->game_renderer.get()); } void SDLContext::draw(const Sprite & sprite, const Transform & transform, @@ -130,12 +126,10 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, .h = static_cast(adjusted_h), }; - double degrees = transform.rotation * 180 / M_PI; - - SDL_RenderCopyEx(this->game_renderer, sprite.sprite_image->texture, - &srcrect, + SDL_RenderCopyEx(this->game_renderer.get(), + sprite.sprite_image->texture.get(), &srcrect, - &dstrect, degrees, NULL, render_flip); + &dstrect, transform.rotation, NULL, render_flip); } void SDLContext::camera(const Camera & cam) { @@ -144,8 +138,8 @@ void SDLContext::camera(const Camera & cam) { this->viewport.x = static_cast(cam.x) - (SCREEN_WIDTH / 2); this->viewport.y = static_cast(cam.y) - (SCREEN_HEIGHT / 2); - SDL_SetRenderDrawColor(this->game_renderer, cam.bg_color.r, cam.bg_color.g, - cam.bg_color.b, cam.bg_color.a); + SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, + cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); } const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } @@ -158,7 +152,7 @@ SDL_Texture * SDLContext::texture_from_path(const std::string & path) { std::cerr << "Error surface " << IMG_GetError << std::endl; } SDL_Texture * created_texture - = SDL_CreateTextureFromSurface(this->game_renderer, tmp); + = SDL_CreateTextureFromSurface(this->game_renderer.get(), tmp); if (!created_texture) { std::cerr << "Error could not create texture " << IMG_GetError @@ -170,11 +164,11 @@ SDL_Texture * SDLContext::texture_from_path(const std::string & path) { } int SDLContext::get_width(const Texture & ctx) const { int w; - SDL_QueryTexture(ctx.texture, NULL, NULL, &w, NULL); + 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, NULL, NULL, NULL, &h); + SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h); return h; } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 80b76dd..0a8dbcf 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -3,6 +3,7 @@ #include #include #include +#include #include #include "../api/Sprite.h" @@ -130,11 +131,19 @@ private: void camera(const Camera & camera); private: - //TODO: Make this RAII - //! sdl window - SDL_Window * game_window = nullptr; + struct WindowDeleter { + void operator()(SDL_Window * window) { SDL_DestroyWindow(window); } + }; + + struct RendererDeleter { + void operator()(SDL_Renderer * renderer) { SDL_DestroyRenderer(renderer); } + }; + + //! sdl Window + std::unique_ptr game_window; + //! renderer for the crepe engine - SDL_Renderer * game_renderer = nullptr; + std::unique_ptr game_renderer; //! viewport for the camera window SDL_Rect viewport = {0, 0, 640, 480}; -- cgit v1.2.3 From ac8a58a2a16118ea4c40fcc533c3420edde45122 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 8 Nov 2024 19:12:37 +0100 Subject: fixed all the RAII --- src/crepe/api/Animator.h | 14 +----------- src/crepe/api/Texture.cpp | 2 +- src/crepe/api/Texture.h | 9 ++------ src/crepe/facade/SDLContext.cpp | 48 +++++++++++++++++++++++++---------------- src/crepe/facade/SDLContext.h | 17 ++++++--------- 5 files changed, 40 insertions(+), 50 deletions(-) (limited to 'src/crepe/facade/SDLContext.cpp') diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 42ce957..ae0a896 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -39,23 +39,11 @@ public: Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate); - /** - * \brief Destroys the Animator object and cleans up any resources. - * - * This destructor will handle any necessary cleanup when the Animator component is no longer needed. - */ - ~Animator(); - //! Deleted copy constructor to prevent copying of the Animator instance. + ~Animator(); Animator(const Animator &) = delete; - - //! Deleted move constructor to prevent moving of the Animator instance. Animator(Animator &&) = delete; - - //! Deleted copy assignment operator to prevent copying the Animator instance. Animator & operator=(const Animator &) = delete; - - //! Deleted move assignment operator to prevent moving the Animator instance. Animator & operator=(Animator &&) = delete; private: diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index 1eac655..c31f704 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -26,7 +26,7 @@ Texture::~Texture() { void Texture::load(unique_ptr res) { SDLContext & ctx = SDLContext::get_instance(); - this->texture.reset(ctx.texture_from_path(res->canonical())); + this->texture = std::move(ctx.texture_from_path(res->canonical())); } int Texture::get_width() const{ diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 0cacfe5..9bda5fe 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -5,16 +5,14 @@ // API namespace? #include +#include #include #include "Asset.h" namespace crepe { -//! Forward declaration of SDLContext class. class SDLContext; - -//! Forward declaration of Animator class. class Animator; /** @@ -64,11 +62,8 @@ private: void load(std::unique_ptr res); private: - struct TextureDeleter{ - void operator()(SDL_Texture* texture) const { SDL_DestroyTexture(texture);} - }; //! The texture of the class from the library - std::unique_ptr texture; + std::unique_ptr> texture; //! Grants SDLContext access to private members. friend class SDLContext; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 770e93b..5b9ca71 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -6,13 +6,17 @@ #include #include #include +#include #include +#include #include +#include #include "../api/Sprite.h" #include "../api/Texture.h" #include "../api/Transform.h" #include "../util/log.h" +#include "Exception.h" #include "SDLContext.h" @@ -33,19 +37,21 @@ SDLContext::SDLContext() { << std::endl; return; } - - this->game_window.reset(SDL_CreateWindow( + SDL_Window * tmp_window = SDL_CreateWindow( "Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - this->viewport.w, this->viewport.h, 0)); - 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.reset(SDL_CreateRenderer(this->game_window.get(), -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; @@ -53,6 +59,8 @@ SDLContext::SDLContext() { 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 @@ -144,23 +152,27 @@ void SDLContext::camera(const Camera & cam) { const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } -//TODO: make this RAII -SDL_Texture * SDLContext::texture_from_path(const std::string & path) { +std::unique_ptr> SDLContext::texture_from_path(const std::string & path) { SDL_Surface * tmp = IMG_Load(path.c_str()); - if (!tmp) { - std::cerr << "Error surface " << IMG_GetError << std::endl; + if (tmp == nullptr) { + throw Exception("surface cannot be load from %s", path.c_str()); } - SDL_Texture * created_texture - = SDL_CreateTextureFromSurface(this->game_renderer.get(), tmp); - if (!created_texture) { - std::cerr << "Error could not create texture " << IMG_GetError - << std::endl; + std::unique_ptr> img_surface; + img_surface = {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; + + SDL_Texture * tmp_texture = SDL_CreateTextureFromSurface( + this->game_renderer.get(), img_surface.get()); + + if ( tmp_texture == nullptr) { + throw Exception("Texture cannot be load from %s", path.c_str()); } - SDL_FreeSurface(tmp); - return created_texture; + std::unique_ptr> img_texture; + img_texture = {tmp_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; + + return img_texture; } int SDLContext::get_width(const Texture & ctx) const { int w; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 0a8dbcf..93166f2 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -3,6 +3,7 @@ #include #include #include +#include #include #include @@ -15,6 +16,8 @@ const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; namespace crepe { + +//TODO: Wouter will fix this. cause user cannot this at the moment typedef SDL_Keycode CREPE_KEYCODES; class Texture; @@ -85,8 +88,7 @@ private: * \param path Path to the image file. * \return Pointer to the created SDL_Texture. */ - SDL_Texture * texture_from_path(const std::string & path); - + std::unique_ptr> texture_from_path(const std::string & path); /** * \brief Gets the width of a texture. * \param texture Reference to the Texture object. @@ -131,19 +133,12 @@ private: void camera(const Camera & camera); private: - struct WindowDeleter { - void operator()(SDL_Window * window) { SDL_DestroyWindow(window); } - }; - - struct RendererDeleter { - void operator()(SDL_Renderer * renderer) { SDL_DestroyRenderer(renderer); } - }; //! sdl Window - std::unique_ptr game_window; + std::unique_ptr> game_window; //! renderer for the crepe engine - std::unique_ptr game_renderer; + std::unique_ptr> game_renderer; //! viewport for the camera window SDL_Rect viewport = {0, 0, 640, 480}; -- cgit v1.2.3