#include #include #include #include #include #include #include #include #include #include #include #include #include "../api/Camera.h" #include "../api/Config.h" #include "../api/Sprite.h" #include "../api/Texture.h" #include "../util/Log.h" #include "SDLContext.h" #include "types.h" using namespace crepe; using namespace std; SDLContext & SDLContext::get_instance() { static SDLContext instance; return instance; } SDLContext::SDLContext() { 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!"); } } 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_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_Rect SDLContext::get_src_rect(const Sprite & sprite) const { return SDL_Rect{ .x = sprite.mask.x, .y = sprite.mask.y, .w = sprite.mask.w, .h = sprite.mask.h, }; } SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const { const Sprite::Data & data = ctx.sprite.data; vec2 size = { data.size.x == 0 && data.size.y != 0 ? data.size.y * data.aspect_ratio : data.size.x, data.size.y == 0 && data.size.x != 0 ? data.size.x / data.aspect_ratio : data.size.y}; const CameraValues & cam = ctx.cam; size *= cam.render_scale * ctx.img_scale * data.scale; vec2 screen_pos = (ctx.pos - cam.cam_pos + (cam.zoomed_viewport) / 2) * cam.render_scale - size / 2 + cam.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 = this->get_src_rect(ctx.sprite); SDL_FRect dstrect = this->get_dst_rect(SDLContext::DstRect{ .sprite = ctx.sprite, .cam = ctx.cam, .pos = ctx.pos, .img_scale = ctx.scale, }); double angle = ctx.angle + data.angle_offset; SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.texture.texture.get(), &srcrect, &dstrect, angle, NULL, render_flip); } void SDLContext::set_camera(const Camera & cam, CameraValues & ctx) { // 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 = ctx.zoomed_viewport; vec2 & bar_size = ctx.bar_size; vec2 & render_scale = ctx.render_scale; zoomed_viewport = cam.viewport_size * cam.zoom; double screen_aspect = static_cast(cam.screen.x) / cam.screen.y; double 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.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.bg_color.r, cam.bg_color.g, cam.bg_color.b, cam.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); } 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) 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); }}; 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); }