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#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
#include <SDL2/SDL_video.h>
#include <cmath>
#include <cstddef>
#include <iostream>
#include "../api/Sprite.h"
#include "../api/Texture.h"
#include "../api/Transform.h"
#include "../util/log.h"
#include "SDLContext.h"
using namespace crepe;
SDLContext & SDLContext::get_instance() {
static SDLContext instance;
return instance;
}
void SDLContext::handle_events(bool & running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
}
}
}
SDLContext::~SDLContext() {
dbg_trace();
if (this->game_renderer != nullptr)
SDL_DestroyRenderer(this->game_renderer);
if (this->game_window != nullptr) {
SDL_DestroyWindow(this->game_window);
}
// 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::clear_screen() { SDL_RenderClear(this->game_renderer); }
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;
}
this->game_window = SDL_CreateWindow(
"Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
1920, 1080, SDL_WINDOW_SHOWN);
if (!this->game_window) {
// FIXME: throw exception
std::cerr << "Window could not be created! SDL_Error: "
<< SDL_GetError() << std::endl;
}
this->game_renderer
= SDL_CreateRenderer(this->game_window, -1, SDL_RENDERER_ACCELERATED);
if (!this->game_renderer) {
// FIXME: throw exception
std::cerr << "Renderer could not be created! SDL_Error: "
<< SDL_GetError() << std::endl;
SDL_DestroyWindow(this->game_window);
return;
}
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;
}
}
void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer); }
void SDLContext::draw(const Sprite & sprite, const Transform & transform) {
static SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
| (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
int w, h;
SDL_QueryTexture(sprite.sprite_image->texture, NULL, NULL, &w, &h);
// needs maybe camera for position
SDL_Rect dstrect = {
.x = static_cast<int>(transform.position.x),
.y = static_cast<int>(transform.position.y),
.w = static_cast<int>(w * transform.scale),
.h = static_cast<int>(h * transform.scale),
};
double degrees = transform.rotation * 180 / M_PI;
SDL_RenderCopyEx(this->game_renderer, sprite.sprite_image->texture, NULL,
&dstrect, degrees, NULL, render_flip);
}
/*
SDL_Texture * SDLContext::setTextureFromPath(const char * path, SDL_Rect & clip,
const int row, const int col) {
dbg_trace();
SDL_Surface * tmp = IMG_Load(path);
if (!tmp) {
std::cerr << "Error surface " << IMG_GetError << std::endl;
}
clip.
w = tmp->w / col;
clip.h = tmp->h / row;
SDL_Texture * CreatedTexture
= SDL_CreateTextureFromSurface(this->game_renderer, tmp);
if (!CreatedTexture) {
std::cerr << "Error could not create texture " << IMG_GetError
<< std::endl;
}
SDL_FreeSurface(tmp);
return CreatedTexture;
}
*/
SDL_Texture * SDLContext::texture_from_path(const char * path) {
dbg_trace();
SDL_Surface * tmp = IMG_Load(path);
if (!tmp) {
std::cerr << "Error surface " << IMG_GetError << std::endl;
}
SDL_Texture * created_texture
= SDL_CreateTextureFromSurface(this->game_renderer, tmp);
if (!created_texture) {
std::cerr << "Error could not create texture " << IMG_GetError
<< std::endl;
}
SDL_FreeSurface(tmp);
return created_texture;
}
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