aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/facade/SDLContext.cpp
blob: 785b2850903e75ebec006fc12a6e35f36f016284 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
#include <SDL2/SDL_video.h>
#include <cmath>
#include <cstddef>
#include <functional>
#include <iostream>
#include <memory>
#include <string>

#include "../api/Sprite.h"
#include "../api/Texture.h"
#include "../api/Transform.h"
#include "../util/Log.h"
#include "api/Vector2.h"

#include "SDLContext.h"

using namespace crepe;
using namespace std;

SDLContext & SDLContext::get_instance() {
	static SDLContext instance;
	return instance;
}

SDLContext::SDLContext() {
	dbg_trace();
	// FIXME: read window defaults from config manager

	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		// FIXME: throw exception
		std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;
		return;
	}
	SDL_Window * tmp_window
		= SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
						   this->viewport.w, this->viewport.h, SDL_WINDOW_RESIZABLE);
	if (!tmp_window) {
		// FIXME: throw exception
		std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl;
		return;
	}
	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) {
		// FIXME: throw exception
		std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError()
				  << std::endl;
		SDL_DestroyWindow(this->game_window.get());
		return;
	}

	this->game_renderer
		= {tmp_renderer, [](SDL_Renderer * renderer) { SDL_DestroyRenderer(renderer); }};

	int img_flags = IMG_INIT_PNG;
	if (!(IMG_Init(img_flags) & img_flags)) {
		// FIXME: throw exception
		std::cout << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError()
				  << std::endl;
	}
}

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_RenderPresent(this->game_renderer.get()); }


void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) {

	SDL_RendererFlip render_flip
		= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
							  | (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
	

	Vector2 pixel_coord = (transform.position - cam.pos) * cam.scale;
	double pixel_w = sprite.sprite_rect.w * transform.scale * cam.scale.x;
	double pixel_h = sprite.sprite_rect.h * transform.scale * cam.scale.y;

	// decides which part of the sprite will be drawn
	SDL_Rect srcrect = {
		.x = sprite.sprite_rect.x,
		.y = sprite.sprite_rect.y,
		.w = sprite.sprite_rect.w,
		.h = sprite.sprite_rect.h,
	};

	// decides where the clipped image is drawn
	SDL_Rect dstrect = {
		.x = static_cast<int>(pixel_coord.x),
		.y = static_cast<int>(pixel_coord.y),
		.w = static_cast<int>(pixel_w),
		.h = static_cast<int>(pixel_h),
	};

	SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
					 &dstrect, transform.rotation, NULL, render_flip);
}

void SDLContext::camera(Camera & cam) {

	double screen_aspect = cam.screen.x / cam.screen.y;
	double viewport_aspect = cam.viewport.x / cam.viewport.y;
	Vector2 zoomed_viewport = cam.viewport * cam.zoom;

	if (screen_aspect > viewport_aspect) {
		cam.scale.x = cam.scale.y = cam.screen.x / zoomed_viewport.x;
	} else {
		cam.scale.y = cam.scale.x = cam.screen.y / zoomed_viewport.y;
	}


	if (this->viewport.w != cam.screen.x && this->viewport.h != cam.screen.y) {
		this->viewport.w = cam.screen.x;
		this->viewport.h = cam.screen.y;
		SDL_SetWindowSize(this->game_window.get(), cam.screen.x	, cam.screen.y);
	}

	SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,
						   cam.bg_color.b, cam.bg_color.a);
}

uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }

std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>>
SDLContext::texture_from_path(const std::string & path) {

	SDL_Surface * tmp = IMG_Load(path.c_str());
	if (tmp == nullptr) {
		tmp = IMG_Load("../asset/texture/ERROR.png");
	}

	std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> 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("Texture cannot be load from {}", path));
	}

	std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> 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); }