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#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_keycode.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 <memory>
#include <stdexcept>
#include <string>
#include "../api/Camera.h"
#include "../api/Sprite.h"
#include "../api/Texture.h"
#include "../api/Transform.h"
#include "../api/Vector2.h"
#include "../util/Log.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) {
throw std::runtime_error("SDL could not initialize!");
}
SDL_Window * tmp_window
= SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
this->viewport.w, this->viewport.h, 0);
if (!tmp_window) {
throw std::runtime_error("Window could not be created!");
}
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 std::runtime_error("Renderer could not be created!");
}
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 std::runtime_error("SDL_image could not initialize!");
}
}
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()); }
SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
return SDL_Rect{
.x = sprite.sprite_rect.x,
.y = sprite.sprite_rect.y,
.w = sprite.sprite_rect.w,
.h = sprite.sprite_rect.h,
};
}
SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos,
const double & scale, const Camera & cam) const {
double adjusted_x = (pos.x - cam.x) * cam.zoom;
double adjusted_y = (pos.y - cam.y) * cam.zoom;
double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom;
double adjusted_h = sprite.sprite_rect.h * scale * cam.zoom;
return SDL_Rect{
.x = static_cast<int>(adjusted_x),
.y = static_cast<int>(adjusted_y),
.w = static_cast<int>(adjusted_w),
.h = static_cast<int>(adjusted_h),
};
}
void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos,
const double & angle, const double & scale,
const Camera & camera) {
SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
| (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
SDL_Rect srcrect = this->get_src_rect(sprite);
SDL_Rect dstrect = this->get_dst_rect(sprite, pos, scale, camera);
SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
&dstrect, angle, NULL, render_flip);
}
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));
SDL_Rect srcrect = this->get_src_rect(sprite);
SDL_Rect dstrect = this->get_dst_rect(sprite, transform.position, transform.scale, cam);
SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
&dstrect, transform.rotation, NULL, render_flip);
}
void SDLContext::set_camera(const Camera & cam) {
this->viewport.w = static_cast<int>(cam.aspect_width);
this->viewport.h = static_cast<int>(cam.aspect_height);
this->viewport.x = static_cast<int>(cam.x) - (this->viewport.w / 2);
this->viewport.y = static_cast<int>(cam.y) - (this->viewport.h / 2);
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");
if (tmp == nullptr) throw runtime_error("cannot load image");
}
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); }
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