#include #include #include #include #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 "api/Vector2.h" #include "SDLContext.h" using namespace crepe; using namespace std; SDLContext & SDLContext::get_instance() { static SDLContext instance; return instance; } SDLContext::SDLContext() { dbg_trace(); // FIXME: read window defaults from config manager if (SDL_Init(SDL_INIT_VIDEO) < 0) { // FIXME: throw exception std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl; return; } SDL_Window * tmp_window = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, this->viewport.w, this->viewport.h, SDL_WINDOW_RESIZABLE); 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); }}; 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; SDL_DestroyWindow(this->game_window.get()); 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 std::cout << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError() << std::endl; } } 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. 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.get()); } void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); } void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); double screen_aspect = cam.screen.x / cam.screen.y; double viewport_aspect = cam.viewport.x / cam.viewport.y; Vector2 scale; if (screen_aspect > viewport_aspect) { scale.x = scale.y = cam.screen.x / cam.viewport.x; } else { scale.y = scale.x = cam.screen.y / cam.viewport.y; } Vector2 zoomed_viewport = cam.viewport * cam.zoom; Vector2 pixel_coord = (transform.position - cam.pos) * scale; double pixel_w = sprite.sprite_rect.w * transform.scale * scale.x; double pixel_h = sprite.sprite_rect.h * transform.scale * scale.y; // decides which part of the sprite will be drawn SDL_Rect srcrect = { .x = sprite.sprite_rect.x, .y = sprite.sprite_rect.y, .w = sprite.sprite_rect.w, .h = sprite.sprite_rect.h, }; // decides where the clipped image is drawn SDL_Rect dstrect = { .x = static_cast(pixel_coord.x), .y = static_cast(pixel_coord.y), .w = static_cast(pixel_w), .h = static_cast(pixel_h), }; SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, transform.rotation, NULL, render_flip); } void SDLContext::camera(const Camera & cam) { 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); } /* 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.get(), cam.bg_color.r, cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); } uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } std::unique_ptr> SDLContext::texture_from_path(const std::string & path) { SDL_Surface * tmp = IMG_Load(path.c_str()); if (tmp == nullptr) { tmp = IMG_Load("../asset/texture/ERROR.png"); } 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("Texture cannot be load from {}", path)); } 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; 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.get(), NULL, NULL, NULL, &h); return h; } void SDLContext::delay(int ms) const { SDL_Delay(ms); }