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#include <SDL2/SDL.h>
#include <SDL2/SDL_blendmode.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_pixels.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_video.h>
#include <array>
#include <cmath>
#include <cstddef>
#include <functional>
#include <memory>
#include <stdexcept>
#include "../api/Camera.h"
#include "../api/Color.h"
#include "../api/Config.h"
#include "../api/Sprite.h"
#include "../util/Log.h"
#include "api/Text.h"
#include "api/Transform.h"
#include "facade/Font.h"
#include "manager/Mediator.h"
#include "SDLContext.h"
#include "Texture.h"
#include "types.h"
#include "util/AbsoluutPosition.h"
using namespace crepe;
using namespace std;
SDLContext::SDLContext(Mediator & mediator) {
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!");
}
if (TTF_Init() == -1) {
throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError()));
}
mediator.sdl_context = *this;
}
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.
TTF_Quit();
IMG_Quit();
SDL_Quit();
}
Keycode SDLContext::sdl_to_keycode(SDL_Scancode sdl_key) {
if (!lookup_table.contains(sdl_key)) return Keycode::NONE;
return lookup_table.at(sdl_key);
}
const keyboard_state_t & SDLContext::get_keyboard_state() {
SDL_PumpEvents();
const Uint8 * current_state = SDL_GetKeyboardState(nullptr);
for (int i = 0; i < SDL_NUM_SCANCODES; ++i) {
Keycode key = sdl_to_keycode(static_cast<SDL_Scancode>(i));
if (key != Keycode::NONE) {
this->keyboard_state[key] = current_state[i] != 0;
}
}
return this->keyboard_state;
}
MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) {
static const std::array<MouseButton, 5> MOUSE_BUTTON_LOOKUP_TABLE = [] {
std::array<MouseButton, 5> table{};
table.fill(MouseButton::NONE);
table[SDL_BUTTON_LEFT] = MouseButton::LEFT_MOUSE;
table[SDL_BUTTON_RIGHT] = MouseButton::RIGHT_MOUSE;
table[SDL_BUTTON_MIDDLE] = MouseButton::MIDDLE_MOUSE;
table[SDL_BUTTON_X1] = MouseButton::X1_MOUSE;
table[SDL_BUTTON_X2] = MouseButton::X2_MOUSE;
return table;
}();
if (sdl_button >= MOUSE_BUTTON_LOOKUP_TABLE.size()) {
// Return NONE for invalid or unmapped button
return MouseButton::NONE;
}
return MOUSE_BUTTON_LOOKUP_TABLE[sdl_button];
}
void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); }
void SDLContext::present_screen() {
SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255);
SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[0]);
SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[1]);
SDL_RenderPresent(this->game_renderer.get());
}
SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
const Sprite::Data & data = ctx.sprite.data;
float aspect_ratio
= (ctx.sprite.aspect_ratio == 0) ? ctx.texture.get_ratio() : ctx.sprite.aspect_ratio;
vec2 size = data.size;
vec2 screen_pos = ctx.pos + data.position_offset;
if (data.size.x == 0 && data.size.y != 0) {
size.x = data.size.y * aspect_ratio;
}
if (data.size.y == 0 && data.size.x != 0) {
size.y = data.size.x / aspect_ratio;
}
size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset;
if (ctx.sprite.data.world_space) {
vec2 multiplier = cam_aux_data.cam_pos
+ (cam_aux_data.zoomed_viewport / 2) * cam_aux_data.render_scale
- size / 2 + cam_aux_data.bar_size;
screen_pos += multiplier;
} else {
vec2 multiplier = (cam_aux_data.zoomed_viewport / 2) * cam_aux_data.render_scale
- size / 2 + cam_aux_data.bar_size;
screen_pos += multiplier;
}
return SDL_FRect{
.x = screen_pos.x,
.y = screen_pos.y,
.w = size.x,
.h = size.y,
};
}
void SDLContext::draw(const RenderContext & ctx) {
const Sprite::Data & data = ctx.sprite.data;
SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x)
| (SDL_FLIP_VERTICAL * data.flip.flip_y));
SDL_Rect srcrect;
SDL_Rect * srcrect_ptr = NULL;
if (ctx.sprite.mask.w != 0 || ctx.sprite.mask.h != 0) {
srcrect.w = ctx.sprite.mask.w;
srcrect.h = ctx.sprite.mask.h;
srcrect.x = ctx.sprite.mask.x;
srcrect.y = ctx.sprite.mask.y;
srcrect_ptr = &srcrect;
}
SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{
.sprite = ctx.sprite,
.texture = ctx.texture,
.pos = ctx.pos,
.img_scale = ctx.scale,
});
double angle = ctx.angle + data.angle_offset;
this->set_color_texture(ctx.texture, ctx.sprite.data.color);
SDL_RenderCopyExF(this->game_renderer.get(), ctx.texture.get_img(), srcrect_ptr, &dstrect,
angle, NULL, render_flip);
}
void SDLContext::draw_text(const RenderText & data) {
const Text & text = data.text;
const Font & font = data.font;
vec2 absoluut_pos = AbsoluutPosition::get_position(data.transform, data.text.offset);
std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> font_surface;
std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> font_texture;
SDL_Color color{
.r = text.data.text_color.r,
.g = text.data.text_color.g,
.b = text.data.text_color.b,
.a = text.data.text_color.a,
};
SDL_Surface * tmp_font_surface
= TTF_RenderText_Solid(font.get_font(), text.text.c_str(), color);
if (tmp_font_surface == NULL) {
throw runtime_error(format("draw_text: font surface error: {}", SDL_GetError()));
}
font_surface = {tmp_font_surface, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }};
SDL_Texture * tmp_font_texture
= SDL_CreateTextureFromSurface(this->game_renderer.get(), font_surface.get());
if (tmp_font_texture == NULL) {
throw runtime_error(format("draw_text: font texture error: {}", SDL_GetError()));
}
font_texture
= {tmp_font_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }};
vec2 size = text.dimensions * cam_aux_data.render_scale * data.transform.scale;
vec2 screen_pos = (absoluut_pos + text.offset - cam_aux_data.cam_pos
+ (cam_aux_data.zoomed_viewport) / 2)
* cam_aux_data.render_scale
- size / 2 + cam_aux_data.bar_size;
SDL_FRect dstrect{
.x = screen_pos.x,
.y = screen_pos.y,
.w = size.x,
.h = size.y,
};
SDL_RenderCopyExF(this->game_renderer.get(), font_texture.get(), NULL, &dstrect,
data.transform.rotation, NULL, SDL_FLIP_NONE);
}
void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) {
const Camera::Data & cam_data = cam.data;
// 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);
}
vec2 & zoomed_viewport = this->cam_aux_data.zoomed_viewport;
vec2 & bar_size = this->cam_aux_data.bar_size;
vec2 & render_scale = this->cam_aux_data.render_scale;
this->cam_aux_data.cam_pos = new_pos;
zoomed_viewport = cam.viewport_size * cam_data.zoom;
float screen_aspect = static_cast<float>(cam.screen.x) / cam.screen.y;
float viewport_aspect = zoomed_viewport.x / zoomed_viewport.y;
// calculate black bars
if (screen_aspect > viewport_aspect) {
// pillarboxing
float scale = cam.screen.y / zoomed_viewport.y;
float adj_width = zoomed_viewport.x * scale;
float bar_width = (cam.screen.x - adj_width) / 2;
this->black_bars[0] = {0, 0, bar_width, (float) cam.screen.y};
this->black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y};
bar_size = {bar_width, 0};
render_scale.x = render_scale.y = scale;
} else {
// letterboxing
float scale = cam.screen.x / (cam.viewport_size.x * cam_data.zoom);
float adj_height = cam.viewport_size.y * scale;
float bar_height = (cam.screen.y - adj_height) / 2;
this->black_bars[0] = {0, 0, (float) cam.screen.x, bar_height};
this->black_bars[1]
= {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height};
bar_size = {0, bar_height};
render_scale.x = render_scale.y = scale;
}
SDL_SetRenderDrawColor(this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g,
cam_data.bg_color.b, cam_data.bg_color.a);
SDL_Rect bg = {
.x = 0,
.y = 0,
.w = cam.screen.x,
.h = cam.screen.y,
};
// fill bg color
SDL_RenderFillRect(this->game_renderer.get(), &bg);
}
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)
throw runtime_error(format("SDLContext: IMG_Load error: {}", SDL_GetError()));
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("SDLContext: 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); }};
SDL_SetTextureBlendMode(img_texture.get(), SDL_BLENDMODE_BLEND);
return img_texture;
}
ivec2 SDLContext::get_size(const Texture & ctx) {
ivec2 size;
SDL_QueryTexture(ctx.get_img(), NULL, NULL, &size.x, &size.y);
return size;
}
std::vector<EventData> SDLContext::get_events() {
std::vector<EventData> event_list;
SDL_Event event;
const CameraAuxiliaryData & cam = this->cam_aux_data;
while (SDL_PollEvent(&event)) {
ivec2 mouse_pos;
mouse_pos.x = (event.button.x - cam.bar_size.x) / cam.render_scale.x;
mouse_pos.y = (event.button.y - cam.bar_size.y) / cam.render_scale.y;
switch (event.type) {
case SDL_QUIT:
event_list.push_back({.event_type = EventType::SHUTDOWN});
break;
case SDL_KEYDOWN:
event_list.push_back(EventData{
.event_type = EventType::KEY_DOWN,
.data = {
.key_data = {
.key = this->sdl_to_keycode(event.key.keysym.scancode),
.key_repeat = event.key.repeat != 0,
},
},
});
break;
case SDL_KEYUP:
event_list.push_back(EventData{
.event_type = EventType::KEY_UP,
.data = {
.key_data = {
.key = this->sdl_to_keycode(event.key.keysym.scancode),
.key_repeat = event.key.repeat != 0,
},
},
});
break;
case SDL_MOUSEBUTTONDOWN:
event_list.push_back(EventData{
.event_type = EventType::MOUSE_DOWN,
.data = {
.mouse_data = {
.mouse_button = this->sdl_to_mousebutton(event.button.button),
.mouse_position = mouse_pos,
},
},
});
break;
case SDL_MOUSEBUTTONUP:
event_list.push_back(EventData{
.event_type = EventType::MOUSE_UP,
.data = {
.mouse_data = {
.mouse_button = this->sdl_to_mousebutton(event.button.button),
.mouse_position = mouse_pos,
},
},
});
break;
case SDL_MOUSEMOTION:
event_list.push_back(EventData{
.event_type = EventType::MOUSE_MOVE,
.data = {
.mouse_data = {
.mouse_position = mouse_pos,
.rel_mouse_move = {event.motion.xrel, event.motion.yrel},
},
},
});
break;
case SDL_MOUSEWHEEL:
event_list.push_back(EventData{
.event_type = EventType::MOUSE_WHEEL,
.data = {
.mouse_data = {
.mouse_position = mouse_pos,
.scroll_direction = event.wheel.y < 0 ? -1 : 1,
.scroll_delta = event.wheel.preciseY,
},
},
});
break;
case SDL_WINDOWEVENT:
this->handle_window_event(event.window, event_list);
break;
}
}
return event_list;
}
void SDLContext::handle_window_event(const SDL_WindowEvent & window_event,
std::vector<EventData> & event_list) {
switch (window_event.event) {
case SDL_WINDOWEVENT_EXPOSED:
event_list.push_back(EventData{EventType::WINDOW_EXPOSE});
break;
case SDL_WINDOWEVENT_RESIZED:
event_list.push_back(EventData{
.event_type = EventType::WINDOW_RESIZE,
.data = {
.window_data = {
.resize_dimension = {window_event.data1, window_event.data2}
},
},
});
break;
case SDL_WINDOWEVENT_MOVED:
event_list.push_back(EventData{
.event_type = EventType::WINDOW_MOVE,
.data = {
.window_data = {
.move_delta = {window_event.data1, window_event.data2}
},
},
});
break;
case SDL_WINDOWEVENT_MINIMIZED:
event_list.push_back(EventData{EventType::WINDOW_MINIMIZE});
break;
case SDL_WINDOWEVENT_MAXIMIZED:
event_list.push_back(EventData{EventType::WINDOW_MAXIMIZE});
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
event_list.push_back(EventData{EventType::WINDOW_FOCUS_GAIN});
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
event_list.push_back(EventData{EventType::WINDOW_FOCUS_LOST});
break;
}
}
void SDLContext::set_color_texture(const Texture & texture, const Color & color) {
SDL_SetTextureColorMod(texture.get_img(), color.r, color.g, color.b);
SDL_SetTextureAlphaMod(texture.get_img(), color.a);
}
Asset SDLContext::get_font_from_name(const std::string & font_family) {
return this->font_facade.get_font_asset(font_family);
}
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