#pragma once #include <SDL2/SDL_keycode.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_video.h> #include <memory> #include <string> #include "../api/Sprite.h" #include "../api/Transform.h" #include "api/Camera.h" //FIXME: this needs to be removed const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; namespace crepe { typedef SDL_Keycode CREPE_KEYCODES; class Texture; class LoopManager; /** * \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: /** * \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 handle_events friend class LoopManager; /** * \brief Handles SDL events such as window close and input. * \param running Reference to a boolean flag that controls the main loop. */ void handle_events(bool & running); private: //! Will only use get_ticks friend class AnimatorSystem; /** * \brief Gets the current SDL ticks since the program started. * \return Current ticks in milliseconds as a constant uint64_t. */ const uint64_t get_ticks() 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; //! Will use the funtions: texture_from_path, get_width,get_height. friend class Animator; /** * \brief Loads a texture from a file path. * \param path Path to the image file. * \return Pointer to the created SDL_Texture. */ SDL_Texture * 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); /** * \brief Clears the screen, preparing for a new frame. */ void clear_screen(); /** * \brief Presents the rendered frame to the screen. */ void present_screen(); /** * \brief Sets the current camera for rendering. * \param camera Reference to the Camera object. */ void camera(const Camera & camera); private: struct WindowDeleter { void operator()(SDL_Window * window) { SDL_DestroyWindow(window); } }; struct RendererDeleter { void operator()(SDL_Renderer * renderer) { SDL_DestroyRenderer(renderer); } }; //! sdl Window std::unique_ptr<SDL_Window, WindowDeleter> game_window; //! renderer for the crepe engine std::unique_ptr<SDL_Renderer, RendererDeleter> game_renderer; //! viewport for the camera window SDL_Rect viewport = {0, 0, 640, 480}; }; } // namespace crepe