#include "SdlContext.h" #include "api/Sprite.h" #include "api/Texture.h" #include "api/Transform.h" #include "util/log.h" #include #include #include #include #include #include #include using namespace crepe; SdlContext & SdlContext::get_instance() { static SdlContext 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 (m_game_renderer) SDL_DestroyRenderer(m_game_renderer); if (m_game_window) { SDL_DestroyWindow(m_game_window); } IMG_Quit(); SDL_Quit(); } void SdlContext::clear_screen() { SDL_RenderClear(this->m_game_renderer); } SdlContext::SdlContext() { dbg_trace(); if (SDL_Init(SDL_INIT_VIDEO) < 0) { std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl; return; } 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; } m_game_renderer = SDL_CreateRenderer(m_game_window, -1, SDL_RENDERER_ACCELERATED); if (!m_game_renderer) { std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError() << std::endl; SDL_DestroyWindow(m_game_window); return; } int img_flags = IMG_INIT_PNG; if (!(IMG_Init(img_flags) & img_flags)) { std::cout << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError() << std::endl; } } void SdlContext::present_screen() { SDL_RenderPresent(this->m_game_renderer); } void SdlContext::draw(const api::Sprite & sprite, const api::Transform & transform) { 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->m_texture, NULL, NULL, &w, &h); // needs maybe camera for position 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), }; SDL_RenderCopyEx(this->m_game_renderer, sprite.sprite_image->m_texture, NULL, &dstrect, 0, NULL, render_flip); } /* SDL_Texture * SdlContext::setTextureFromPath(const char * path, SDL_Rect & clip, const int row, const int col) { dbg_trace(); 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(m_game_renderer, tmp); if (!CreatedTexture) { std::cerr << "Error could not create texture " << IMG_GetError << std::endl; } SDL_FreeSurface(tmp); return CreatedTexture; } */ SDL_Texture * SdlContext::texture_from_path(const char * path) { dbg_trace(); SDL_Surface * tmp = IMG_Load(path); if (!tmp) { std::cerr << "Error surface " << IMG_GetError << std::endl; } SDL_Texture * created_texture = SDL_CreateTextureFromSurface(m_game_renderer, tmp); if (!created_texture) { std::cerr << "Error could not create texture " << IMG_GetError << std::endl; } SDL_FreeSurface(tmp); return created_texture; }