#pragma once #include #include #include #include #include #include #include #include #include #include #include "api/Event.h" #include "api/KeyCodes.h" #include "api/Sprite.h" #include "api/Transform.h" #include "api/Camera.h" #include "types.h" namespace crepe { class LoopManager; class InputSystem; /** * \class SDLContext * \brief Facade for the SDL library * * SDLContext is a singleton that handles the SDL window and renderer, provides methods for * event handling, and rendering to the screen. It is never used directly by the user */ class SDLContext { public: //! EventType enum for passing eventType enum EventType { NONE = 0, MOUSEDOWN, MOUSEUP, MOUSEMOVE, MOUSEWHEEL, KEYUP, KEYDOWN, SHUTDOWN, }; //! EventData struct for passing event data from facade struct EventData { SDLContext::EventType event_type = SDLContext::EventType::NONE; Keycode key = Keycode::NONE; bool key_repeat = false; MouseButton mouse_button = MouseButton::NONE; std::pair mouse_position = {-1, -1}; int wheel_delta = -1; std::pair rel_mouse_move = {-1, -1}; }; /** * \brief Gets the singleton instance of SDLContext. * \return Reference to the SDLContext instance. */ static SDLContext & get_instance(); SDLContext(const SDLContext &) = delete; SDLContext(SDLContext &&) = delete; SDLContext & operator=(const SDLContext &) = delete; SDLContext & operator=(SDLContext &&) = delete; private: //! will only use get_events friend class InputSystem; /** * @brief Retrieves a list of all events from the SDL context. * * This method retrieves all the events from the SDL context that are currently * available. It is primarily used by the InputSystem to process various * input events such as mouse clicks, mouse movements, and keyboard presses. * * @return A vector of `SDLContext::EventData` containing the events. */ std::vector get_events(); /** * @brief Converts an SDL key code to the custom Keycode type. * * This method maps an SDL key code to the corresponding `Keycode` enum value, * which is used internally by the system to identify the keys. * * @param sdlKey The SDL key code to convert. * @return The corresponding `Keycode` value. */ Keycode sdl_to_keycode(SDL_Keycode sdl_key); /** * @brief Converts an SDL mouse button code to the custom MouseButton type. * * This method maps an SDL mouse button code to the corresponding `MouseButton` * enum value, which is used internally by the system to identify mouse buttons. * * @param sdl_button The SDL mouse button code to convert. * @return The corresponding `MouseButton` value. */ MouseButton sdl_to_mousebutton(Uint8 sdl_button); private: //! Will only use get_ticks friend class AnimatorSystem; //! Will only use delay friend class LoopTimer; /** * \brief Gets the current SDL ticks since the program started. * \return Current ticks in milliseconds as a constant uint64_t. */ uint64_t get_ticks() const; /** * \brief Pauses the execution for a specified duration. * * This function uses SDL's delay function to halt the program execution for a given number * of milliseconds, allowing for frame rate control or other timing-related functionality. * * \param ms Duration of the delay in milliseconds. */ void delay(int ms) const; private: /** * \brief Constructs an SDLContext instance. * Initializes SDL, creates a window and renderer. */ SDLContext(); /** * \brief Destroys the SDLContext instance. * Cleans up SDL resources, including the window and renderer. */ ~SDLContext(); private: //! Will use the funtions: texture_from_path, get_width,get_height. friend class Texture; /** * \brief Loads a texture from a file path. * \param path Path to the image file. * \return Pointer to the created SDL_Texture. */ std::unique_ptr> texture_from_path(const std::string & path); /** * \brief Gets the width of a texture. * \param texture Reference to the Texture object. * \return Width of the texture as an integer. */ int get_width(const Texture &) const; /** * \brief Gets the height of a texture. * \param texture Reference to the Texture object. * \return Height of the texture as an integer. */ int get_height(const Texture &) const; private: //! Will use draw,clear_screen, present_screen, camera. friend class RenderSystem; /** * \brief Draws a sprite to the screen using the specified transform and camera. * \param sprite Reference to the Sprite to draw. * \param transform Reference to the Transform for positioning. * \param camera Reference to the Camera for view adjustments. */ void draw(const Sprite & sprite, const Transform & transform, const Camera & camera); void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, const double & scale, const Camera & camera); //! Clears the screen, preparing for a new frame. void clear_screen(); //! Presents the rendered frame to the screen. void present_screen(); /** * \brief sets the background of the camera (will be adjusted in future PR) * \param camera Reference to the Camera object. */ void set_camera(const Camera & camera); private: /** * \brief calculates the sqaure size of the image * * \param sprite Reference to the sprite to calculate the rectangle * \return sdl rectangle to draw a src image */ SDL_Rect get_src_rect(const Sprite & sprite) const; /** * \brief calculates the sqaure size of the image for an destination * * \param sprite Reference to the sprite to calculate the rectangle * \param pos the pos in pixel positions * \param scale the multiplier to increase of decrease for the specified sprite * \param cam Reference to the current camera in the scene to calculate the position based * on the camera * \return sdl rectangle to draw a dst image to draw on the screen */ SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const double & scale, const Camera & cam) const; private: //! sdl Window std::unique_ptr> game_window; //! renderer for the crepe engine std::unique_ptr> game_renderer; //! viewport for the camera window SDL_Rect viewport = {0, 0, 640, 480}; }; } // namespace crepe