#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../api/Camera.h" #include "../api/Color.h" #include "../api/Config.h" #include "../api/Sprite.h" #include "../util/Log.h" #include "api/Text.h" #include "api/Transform.h" #include "facade/Font.h" #include "manager/Mediator.h" #include "SDLContext.h" #include "Texture.h" #include "types.h" using namespace crepe; using namespace std; SDLContext::SDLContext(Mediator & mediator) { dbg_trace(); if (SDL_Init(SDL_INIT_VIDEO) != 0) { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } auto & cfg = Config::get_instance().window_settings; SDL_Window * tmp_window = 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())); } this->game_window = {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }}; SDL_Renderer * tmp_renderer = SDL_CreateRenderer(this->game_window.get(), -1, SDL_RENDERER_ACCELERATED); if (!tmp_renderer) { throw runtime_error( format("SDLContext: SDL_CreateRenderer error: {}", SDL_GetError())); } this->game_renderer = {tmp_renderer, [](SDL_Renderer * renderer) { SDL_DestroyRenderer(renderer); }}; int img_flags = IMG_INIT_PNG; if (!(IMG_Init(img_flags) & img_flags)) { throw runtime_error("SDLContext: SDL_image could not initialize!"); } if (TTF_Init() == -1) { throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError())); } mediator.sdl_context = *this; } SDLContext::~SDLContext() { dbg_trace(); 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 // before. TTF_Quit(); IMG_Quit(); SDL_Quit(); } Keycode SDLContext::sdl_to_keycode(SDL_Scancode sdl_key) { if (!lookup_table.contains(sdl_key)) return Keycode::NONE; return lookup_table.at(sdl_key); } const keyboard_state_t & SDLContext::get_keyboard_state() { SDL_PumpEvents(); const Uint8 * current_state = SDL_GetKeyboardState(nullptr); for (int i = 0; i < SDL_NUM_SCANCODES; ++i) { Keycode key = sdl_to_keycode(static_cast(i)); if (key != Keycode::NONE) { this->keyboard_state[key] = current_state[i] != 0; } } return this->keyboard_state; } MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) { static const std::array MOUSE_BUTTON_LOOKUP_TABLE = [] { std::array table{}; table.fill(MouseButton::NONE); table[SDL_BUTTON_LEFT] = MouseButton::LEFT_MOUSE; table[SDL_BUTTON_RIGHT] = MouseButton::RIGHT_MOUSE; table[SDL_BUTTON_MIDDLE] = MouseButton::MIDDLE_MOUSE; table[SDL_BUTTON_X1] = MouseButton::X1_MOUSE; table[SDL_BUTTON_X2] = MouseButton::X2_MOUSE; return table; }(); if (sdl_button >= MOUSE_BUTTON_LOOKUP_TABLE.size()) { // Return NONE for invalid or unmapped button return MouseButton::NONE; } return MOUSE_BUTTON_LOOKUP_TABLE[sdl_button]; } void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } void SDLContext::present_screen() { 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]); SDL_RenderPresent(this->game_renderer.get()); } SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { const Sprite::Data & data = ctx.sprite.data; float aspect_ratio = (ctx.sprite.aspect_ratio == 0) ? ctx.texture.get_ratio() : ctx.sprite.aspect_ratio; vec2 size = data.size; if (data.size.x == 0 && data.size.y != 0) { size.x = data.size.y * aspect_ratio; } if (data.size.y == 0 && data.size.x != 0) { size.y = data.size.x / aspect_ratio; } size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset; vec2 screen_pos = (ctx.pos + data.position_offset - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2) * cam_aux_data.render_scale - size / 2 + cam_aux_data.bar_size; return SDL_FRect{ .x = screen_pos.x, .y = screen_pos.y, .w = size.x, .h = size.y, }; } void SDLContext::draw(const RenderContext & ctx) { const Sprite::Data & data = ctx.sprite.data; SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x) | (SDL_FLIP_VERTICAL * data.flip.flip_y)); SDL_Rect srcrect; SDL_Rect * srcrect_ptr = NULL; if (ctx.sprite.mask.w != 0 || ctx.sprite.mask.h != 0) { srcrect.w = ctx.sprite.mask.w; srcrect.h = ctx.sprite.mask.h; srcrect.x = ctx.sprite.mask.x; srcrect.y = ctx.sprite.mask.y; srcrect_ptr = &srcrect; } SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{ .sprite = ctx.sprite, .texture = ctx.texture, .pos = ctx.pos, .img_scale = ctx.scale, }); double angle = ctx.angle + data.angle_offset; this->set_color_texture(ctx.texture, ctx.sprite.data.color); SDL_RenderCopyExF(this->game_renderer.get(), ctx.texture.get_img(), srcrect_ptr, &dstrect, angle, NULL, render_flip); } void SDLContext::draw_text(const RenderText & data) { const Text & text = data.text; const Font & font = data.font; const Transform & transform = data.transform; std::unique_ptr> font_surface; std::unique_ptr> font_texture; SDL_Color color{ .r = text.data.text_color.r, .g = text.data.text_color.g, .b = text.data.text_color.b, .a = text.data.text_color.a, }; SDL_Surface * tmp_font_surface = TTF_RenderText_Solid(font.get_font(), text.text.c_str(), color); if (!tmp_font_surface) { throw runtime_error(format("draw_text: font surface error: {}", SDL_GetError())); } font_surface = {tmp_font_surface, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; SDL_Texture * tmp_font_texture = SDL_CreateTextureFromSurface(this->game_renderer.get(), font_surface.get()); if (!tmp_font_texture) { throw runtime_error(format("draw_text: font texture error: {}", SDL_GetError())); } font_texture = {tmp_font_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; vec2 size = text.dimensions * cam_aux_data.render_scale; vec2 screen_pos = (transform.position + text.offset - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2) * cam_aux_data.render_scale - size / 2 + cam_aux_data.bar_size; SDL_FRect dstrect{ .x = screen_pos.x, .y = screen_pos.y, .w = size.x, .h = size.y, }; SDL_RenderCopyExF(this->game_renderer.get(), font_texture.get(), NULL, &dstrect, 0, NULL, SDL_FLIP_NONE); } void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) { const Camera::Data & cam_data = cam.data; // resize window int w, h; SDL_GetWindowSize(this->game_window.get(), &w, &h); if (w != cam.screen.x || h != cam.screen.y) { SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); } vec2 & zoomed_viewport = this->cam_aux_data.zoomed_viewport; vec2 & bar_size = this->cam_aux_data.bar_size; vec2 & render_scale = this->cam_aux_data.render_scale; this->cam_aux_data.cam_pos = new_pos; zoomed_viewport = cam.viewport_size * cam_data.zoom; float screen_aspect = static_cast(cam.screen.x) / cam.screen.y; float viewport_aspect = zoomed_viewport.x / zoomed_viewport.y; // calculate black bars if (screen_aspect > viewport_aspect) { // pillarboxing float scale = cam.screen.y / zoomed_viewport.y; float adj_width = zoomed_viewport.x * scale; float bar_width = (cam.screen.x - adj_width) / 2; this->black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; this->black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; bar_size = {bar_width, 0}; render_scale.x = render_scale.y = scale; } else { // letterboxing float scale = cam.screen.x / (cam.viewport_size.x * cam_data.zoom); float adj_height = cam.viewport_size.y * scale; float bar_height = (cam.screen.y - adj_height) / 2; this->black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; this->black_bars[1] = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height}; bar_size = {0, bar_height}; render_scale.x = render_scale.y = scale; } SDL_SetRenderDrawColor(this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g, cam_data.bg_color.b, cam_data.bg_color.a); SDL_Rect bg = { .x = 0, .y = 0, .w = cam.screen.x, .h = cam.screen.y, }; // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); } std::unique_ptr> SDLContext::texture_from_path(const std::string & path) { SDL_Surface * tmp = IMG_Load(path.c_str()); if (tmp == nullptr) throw runtime_error(format("SDLContext: IMG_Load error: {}", SDL_GetError())); 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 runtime_error(format("SDLContext: Texture cannot be load from {}", path)); } std::unique_ptr> img_texture; img_texture = {tmp_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; SDL_SetTextureBlendMode(img_texture.get(), SDL_BLENDMODE_BLEND); return img_texture; } ivec2 SDLContext::get_size(const Texture & ctx) { ivec2 size; SDL_QueryTexture(ctx.get_img(), NULL, NULL, &size.x, &size.y); return size; } std::vector SDLContext::get_events() { std::vector event_list; SDL_Event event; const CameraAuxiliaryData & cam = this->cam_aux_data; while (SDL_PollEvent(&event)) { ivec2 mouse_pos; mouse_pos.x = (event.button.x - cam.bar_size.x) / cam.render_scale.x; mouse_pos.y = (event.button.y - cam.bar_size.y) / cam.render_scale.y; switch (event.type) { case SDL_QUIT: event_list.push_back({.event_type = EventType::SHUTDOWN}); break; case SDL_KEYDOWN: event_list.push_back(EventData{ .event_type = EventType::KEY_DOWN, .data = { .key_data = { .key = this->sdl_to_keycode(event.key.keysym.scancode), .key_repeat = event.key.repeat != 0, }, }, }); break; case SDL_KEYUP: event_list.push_back(EventData{ .event_type = EventType::KEY_UP, .data = { .key_data = { .key = this->sdl_to_keycode(event.key.keysym.scancode), .key_repeat = event.key.repeat != 0, }, }, }); break; case SDL_MOUSEBUTTONDOWN: event_list.push_back(EventData{ .event_type = EventType::MOUSE_DOWN, .data = { .mouse_data = { .mouse_button = this->sdl_to_mousebutton(event.button.button), .mouse_position = mouse_pos, }, }, }); break; case SDL_MOUSEBUTTONUP: event_list.push_back(EventData{ .event_type = EventType::MOUSE_UP, .data = { .mouse_data = { .mouse_button = this->sdl_to_mousebutton(event.button.button), .mouse_position = mouse_pos, }, }, }); break; case SDL_MOUSEMOTION: event_list.push_back(EventData{ .event_type = EventType::MOUSE_MOVE, .data = { .mouse_data = { .mouse_position = mouse_pos, .rel_mouse_move = {event.motion.xrel, event.motion.yrel}, }, }, }); break; case SDL_MOUSEWHEEL: event_list.push_back(EventData{ .event_type = EventType::MOUSE_WHEEL, .data = { .mouse_data = { .mouse_position = mouse_pos, .scroll_direction = event.wheel.y < 0 ? -1 : 1, .scroll_delta = event.wheel.preciseY, }, }, }); break; case SDL_WINDOWEVENT: this->handle_window_event(event.window, event_list); break; } } return event_list; } void SDLContext::handle_window_event(const SDL_WindowEvent & window_event, std::vector & event_list) { switch (window_event.event) { case SDL_WINDOWEVENT_EXPOSED: event_list.push_back(EventData{EventType::WINDOW_EXPOSE}); break; case SDL_WINDOWEVENT_RESIZED: event_list.push_back(EventData{ .event_type = EventType::WINDOW_RESIZE, .data = { .window_data = { .resize_dimension = {window_event.data1, window_event.data2} }, }, }); break; case SDL_WINDOWEVENT_MOVED: event_list.push_back(EventData{ .event_type = EventType::WINDOW_MOVE, .data = { .window_data = { .move_delta = {window_event.data1, window_event.data2} }, }, }); break; case SDL_WINDOWEVENT_MINIMIZED: event_list.push_back(EventData{EventType::WINDOW_MINIMIZE}); break; case SDL_WINDOWEVENT_MAXIMIZED: event_list.push_back(EventData{EventType::WINDOW_MAXIMIZE}); break; case SDL_WINDOWEVENT_FOCUS_GAINED: event_list.push_back(EventData{EventType::WINDOW_FOCUS_GAIN}); break; case SDL_WINDOWEVENT_FOCUS_LOST: event_list.push_back(EventData{EventType::WINDOW_FOCUS_LOST}); break; } } void SDLContext::set_color_texture(const Texture & texture, const Color & color) { SDL_SetTextureColorMod(texture.get_img(), color.r, color.g, color.b); SDL_SetTextureAlphaMod(texture.get_img(), color.a); } Asset SDLContext::get_font_from_name(const std::string & font_family) { return this->font_facade.get_font_asset(font_family); }