#include #include #include #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 "api/Color.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_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); SDL_RenderClear(this->game_renderer.get()); } void SDLContext::present_screen() { 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_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, const vec2 & cam_pos, const double & img_scale) const { int width = sprite.height * sprite.aspect_ratio; int height = sprite.height; width *= img_scale * cam.zoom; height *= img_scale * cam.zoom; return SDL_Rect{ .x = static_cast((pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)), .y = static_cast((pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)), .w = width, .h = height, }; } void SDLContext::draw(const RenderContext & ctx) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x) | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y)); SDL_Rect srcrect = this->get_src_rect(ctx.sprite); SDL_Rect dstrect = this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale); this->set_color_texture(ctx.sprite.sprite_image, ctx.sprite.color); SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(), &srcrect, &dstrect, ctx.angle, NULL, render_flip); } void SDLContext::set_camera(const Camera & cam) { // 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); } double screen_aspect = cam.screen.x / cam.screen.y; double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y; SDL_Rect view; // calculate black bars if (screen_aspect > viewport_aspect) { // letterboxing view.h = cam.screen.y / cam.zoom; view.w = cam.screen.y * viewport_aspect; view.x = (cam.screen.x - view.w) / 2; view.y = 0; } else { // pillarboxing view.h = cam.screen.x / viewport_aspect; view.w = cam.screen.x / cam.zoom; view.x = 0; view.y = (cam.screen.y - view.h) / 2; } // set drawing area SDL_RenderSetViewport(this->game_renderer.get(), &view); SDL_RenderSetLogicalSize(this->game_renderer.get(), static_cast(cam.viewport_size.x), static_cast(cam.viewport_size.y)); // set bg color 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 = static_cast(cam.viewport_size.x), .h = static_cast(cam.viewport_size.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); }}; SDL_SetTextureBlendMode(img_texture.get(), SDL_BLENDMODE_BLEND); return img_texture; } ivec2 SDLContext::get_size(const Texture & ctx){ ivec2 size; SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &size.x, &size.y); return size; } void SDLContext::delay(int ms) const { SDL_Delay(ms); } void SDLContext::set_color_texture(const Texture & texture, const Color & color) { SDL_SetTextureColorMod(texture.texture.get(), color.r, color.g, color.b); SDL_SetTextureAlphaMod(texture.texture.get(), color.a); }