#pragma once #include #include #include #include #include #include #include #include #include #include #include "../types.h" #include "EventData.h" #include "api/Camera.h" #include "api/Color.h" #include "api/KeyCodes.h" #include "api/Sprite.h" #include "api/Transform.h" #include "FontFacade.h" namespace crepe { class Texture; class Text; class Font; class Mediator; /** * \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: //! data that the camera component cannot hold struct CameraAuxiliaryData { //! zoomed in viewport in game_units vec2 zoomed_viewport; /** * \brief scaling factor * * depending on the black bars type will the scaling be different. * - letterboxing --> scaling on the y-as * - pillarboxing --> scaling on the x-as */ vec2 render_scale; /** * \brief size of calculated black bars * * depending on the black bars type will the size be different * - lettorboxing --> {0, bar_height} * - pillarboxing --> {bar_width , 0} */ vec2 bar_size; //! Calculated camera position vec2 cam_pos; }; //! rendering data needed to render on screen struct RenderContext { const Sprite & sprite; const Texture & texture; const vec2 & pos; const double & angle; const double & scale; }; struct RenderText { const Text & text; const Font & font; const Transform & transform; }; public: SDLContext(const SDLContext &) = delete; SDLContext(SDLContext &&) = delete; SDLContext & operator=(const SDLContext &) = delete; SDLContext & operator=(SDLContext &&) = delete; public: /** * \brief Constructs an SDLContext instance. * Initializes SDL, creates a window and renderer. */ SDLContext(Mediator & mediator); /** * \brief Destroys the SDLContext instance. * Cleans up SDL resources, including the window and renderer. */ ~SDLContext(); public: /** * \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 Events that occurred since last call to `get_events()` */ std::vector get_events(); /** * \brief Fills event_list with triggered window events * * This method checks if any window events are triggered and adds them to the event_list. * */ void handle_window_event(const SDL_WindowEvent & window_event, std::vector & event_list); /** * \brief Converts an SDL scan code to the custom Keycode type. * * This method maps an SDL scan code to the corresponding `Keycode` enum value, * which is used internally by the system to identify the keys. * * \param sdl_key The SDL scan code to convert. * \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized. */ Keycode sdl_to_keycode(SDL_Scancode 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 or `MouseButton::NONE` if the key is unrecognized */ MouseButton sdl_to_mousebutton(Uint8 sdl_button); /** * \brief Gets the current state of the keyboard. * * Updates the internal keyboard state by checking the current key states using * SDL's `SDL_GetKeyboardState()`, and returns a reference to the `keyboard_state_t`. * * \return A constant reference to the `keyboard_state_t`, which holds the state * of each key (true = pressed, false = not pressed). */ const keyboard_state_t & get_keyboard_state(); public: /** * \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; public: /** * \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 size of a texture. * \param texture Reference to the Texture object. * \return Width and height of the texture as an integer in pixels. */ ivec2 get_size(const Texture & ctx); public: /** * \brief Draws a sprite to the screen using the specified transform and camera. * \param RenderContext Reference to rendering data to draw */ void draw(const RenderContext & ctx); /** * \brief draws a text to the screen * * \param data Reference to the rendering data needed to draw */ void draw_text(const RenderText & data); //! Clears the screen, preparing for a new frame. void clear_screen(); //! Presents the rendered frame to the screen. void present_screen(); /** * \brief calculates camera view settings. such as black_bars, zoomed_viewport, scaling and * adjusting window size. * * \note only supports windowed mode. * \param camera Reference to the current Camera object in the scene. * \param new_pos new camera position from transform and offset */ void update_camera_view(const Camera & camera, const vec2 & new_pos); public: //! the data needed to construct a sdl dst rectangle struct DestinationRectangleData { const Sprite & sprite; const Texture & texture; const vec2 & pos; const double & img_scale; }; /** * \brief calculates the sqaure size of the image for destination * * \param data needed to calculate a destination rectangle * \return sdl rectangle to draw a dst image to draw on the screen */ SDL_FRect get_dst_rect(const DestinationRectangleData & data) const; /** * \brief Set an additional color value multiplied into render copy operations. * * \param texture the given texture to adjust * \param color the color data for the texture */ void set_color_texture(const Texture & texture, const Color & color); private: //! sdl Window std::unique_ptr> game_window; //! renderer for the crepe engine std::unique_ptr> game_renderer; //! black bars rectangle to draw SDL_FRect black_bars[2] = {}; /** * \cam_aux_data extra data that the component cannot hold. * * - this is defined in this class because get_events() needs this information aswell */ CameraAuxiliaryData cam_aux_data; private: //! variable to store the state of each key (true = pressed, false = not pressed) keyboard_state_t keyboard_state; //! lookup table for converting SDL_SCANCODES to Keycodes const std::unordered_map lookup_table = {{SDL_SCANCODE_SPACE, Keycode::SPACE}, {SDL_SCANCODE_APOSTROPHE, Keycode::APOSTROPHE}, {SDL_SCANCODE_COMMA, Keycode::COMMA}, {SDL_SCANCODE_MINUS, Keycode::MINUS}, {SDL_SCANCODE_PERIOD, Keycode::PERIOD}, {SDL_SCANCODE_SLASH, Keycode::SLASH}, {SDL_SCANCODE_0, Keycode::D0}, {SDL_SCANCODE_1, Keycode::D1}, {SDL_SCANCODE_2, Keycode::D2}, {SDL_SCANCODE_3, Keycode::D3}, {SDL_SCANCODE_4, Keycode::D4}, {SDL_SCANCODE_5, Keycode::D5}, {SDL_SCANCODE_6, Keycode::D6}, {SDL_SCANCODE_7, Keycode::D7}, {SDL_SCANCODE_8, Keycode::D8}, {SDL_SCANCODE_9, Keycode::D9}, {SDL_SCANCODE_SEMICOLON, Keycode::SEMICOLON}, {SDL_SCANCODE_EQUALS, Keycode::EQUAL}, {SDL_SCANCODE_A, Keycode::A}, {SDL_SCANCODE_B, Keycode::B}, {SDL_SCANCODE_C, Keycode::C}, {SDL_SCANCODE_D, Keycode::D}, {SDL_SCANCODE_E, Keycode::E}, {SDL_SCANCODE_F, Keycode::F}, {SDL_SCANCODE_G, Keycode::G}, {SDL_SCANCODE_H, Keycode::H}, {SDL_SCANCODE_I, Keycode::I}, {SDL_SCANCODE_J, Keycode::J}, {SDL_SCANCODE_K, Keycode::K}, {SDL_SCANCODE_L, Keycode::L}, {SDL_SCANCODE_M, Keycode::M}, {SDL_SCANCODE_N, Keycode::N}, {SDL_SCANCODE_O, Keycode::O}, {SDL_SCANCODE_P, Keycode::P}, {SDL_SCANCODE_Q, Keycode::Q}, {SDL_SCANCODE_R, Keycode::R}, {SDL_SCANCODE_S, Keycode::S}, {SDL_SCANCODE_T, Keycode::T}, {SDL_SCANCODE_U, Keycode::U}, {SDL_SCANCODE_V, Keycode::V}, {SDL_SCANCODE_W, Keycode::W}, {SDL_SCANCODE_X, Keycode::X}, {SDL_SCANCODE_Y, Keycode::Y}, {SDL_SCANCODE_Z, Keycode::Z}, {SDL_SCANCODE_LEFTBRACKET, Keycode::LEFT_BRACKET}, {SDL_SCANCODE_BACKSLASH, Keycode::BACKSLASH}, {SDL_SCANCODE_RIGHTBRACKET, Keycode::RIGHT_BRACKET}, {SDL_SCANCODE_GRAVE, Keycode::GRAVE_ACCENT}, {SDL_SCANCODE_ESCAPE, Keycode::ESCAPE}, {SDL_SCANCODE_RETURN, Keycode::ENTER}, {SDL_SCANCODE_TAB, Keycode::TAB}, {SDL_SCANCODE_BACKSPACE, Keycode::BACKSPACE}, {SDL_SCANCODE_INSERT, Keycode::INSERT}, {SDL_SCANCODE_DELETE, Keycode::DELETE}, {SDL_SCANCODE_RIGHT, Keycode::RIGHT}, {SDL_SCANCODE_LEFT, Keycode::LEFT}, {SDL_SCANCODE_DOWN, Keycode::DOWN}, {SDL_SCANCODE_UP, Keycode::UP}, {SDL_SCANCODE_PAGEUP, Keycode::PAGE_UP}, {SDL_SCANCODE_PAGEDOWN, Keycode::PAGE_DOWN}, {SDL_SCANCODE_HOME, Keycode::HOME}, {SDL_SCANCODE_END, Keycode::END}, {SDL_SCANCODE_CAPSLOCK, Keycode::CAPS_LOCK}, {SDL_SCANCODE_SCROLLLOCK, Keycode::SCROLL_LOCK}, {SDL_SCANCODE_NUMLOCKCLEAR, Keycode::NUM_LOCK}, {SDL_SCANCODE_PRINTSCREEN, Keycode::PRINT_SCREEN}, {SDL_SCANCODE_PAUSE, Keycode::PAUSE}, {SDL_SCANCODE_F1, Keycode::F1}, {SDL_SCANCODE_F2, Keycode::F2}, {SDL_SCANCODE_F3, Keycode::F3}, {SDL_SCANCODE_F4, Keycode::F4}, {SDL_SCANCODE_F5, Keycode::F5}, {SDL_SCANCODE_F6, Keycode::F6}, {SDL_SCANCODE_F7, Keycode::F7}, {SDL_SCANCODE_F8, Keycode::F8}, {SDL_SCANCODE_F9, Keycode::F9}, {SDL_SCANCODE_F10, Keycode::F10}, {SDL_SCANCODE_F11, Keycode::F11}, {SDL_SCANCODE_F12, Keycode::F12}, {SDL_SCANCODE_KP_0, Keycode::KP0}, {SDL_SCANCODE_KP_1, Keycode::KP1}, {SDL_SCANCODE_KP_2, Keycode::KP2}, {SDL_SCANCODE_KP_3, Keycode::KP3}, {SDL_SCANCODE_KP_4, Keycode::KP4}, {SDL_SCANCODE_KP_5, Keycode::KP5}, {SDL_SCANCODE_KP_6, Keycode::KP6}, {SDL_SCANCODE_KP_7, Keycode::KP7}, {SDL_SCANCODE_KP_8, Keycode::KP8}, {SDL_SCANCODE_KP_9, Keycode::KP9}, {SDL_SCANCODE_LSHIFT, Keycode::LEFT_SHIFT}, {SDL_SCANCODE_LCTRL, Keycode::LEFT_CONTROL}, {SDL_SCANCODE_LALT, Keycode::LEFT_ALT}, {SDL_SCANCODE_LGUI, Keycode::LEFT_SUPER}, {SDL_SCANCODE_RSHIFT, Keycode::RIGHT_SHIFT}, {SDL_SCANCODE_RCTRL, Keycode::RIGHT_CONTROL}, {SDL_SCANCODE_RALT, Keycode::RIGHT_ALT}, {SDL_SCANCODE_RGUI, Keycode::RIGHT_SUPER}, {SDL_SCANCODE_MENU, Keycode::MENU}}; private: //! instance of the font_facade FontFacade font_facade{}; public: /** * \brief Function to Get asset from font_family * * This function uses the FontFacade function to convert a font_family to an asset. * * \param font_family name of the font style that needs to be used (will return an asset with default font path of the font_family doesnt exist) * * \return asset with the font style absolute path */ Asset get_font_from_name(const std::string & font_family); }; } // namespace crepe