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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 "../api/Camera.h"
#include "../api/Config.h"
#include "../api/Sprite.h"
#include "../api/Texture.h"
#include "../util/Log.h"
#include "SDLContext.h"
#include "types.h"
using namespace crepe;
using namespace std;
SDLContext & SDLContext::get_instance() {
static SDLContext instance;
return instance;
}
SDLContext::SDLContext() {
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!");
}
}
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_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_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
return SDL_Rect{
.x = sprite.mask.x,
.y = sprite.mask.y,
.w = sprite.mask.w,
.h = sprite.mask.h,
};
}
SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const {
const Sprite::Data & data = ctx.sprite.data;
vec2 size = {data.size.x == 0 && data.size.y != 0 ? data.size.y * ctx.sprite.aspect_ratio
: data.size.x,
data.size.y == 0 && data.size.x != 0 ? data.size.x / ctx.sprite.aspect_ratio
: data.size.y};
const CameraValues & cam = ctx.cam;
size *= cam.render_scale * ctx.img_scale * data.scale_offset;
vec2 screen_pos = (ctx.pos - cam.cam_pos + (cam.zoomed_viewport) / 2) * cam.render_scale
- size / 2 + cam.bar_size;
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 = this->get_src_rect(ctx.sprite);
SDL_FRect dstrect = this->get_dst_rect(SDLContext::DstRect{
.sprite = ctx.sprite,
.cam = ctx.cam,
.pos = ctx.pos,
.img_scale = ctx.scale,
});
double angle = ctx.angle + data.angle_offset;
SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.texture.texture.get(), &srcrect,
&dstrect, angle, NULL, render_flip);
}
SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) {
const Camera::Data & cam_data = cam.data;
CameraValues ret_cam;
// 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 = ret_cam.zoomed_viewport;
vec2 & bar_size = ret_cam.bar_size;
vec2 & render_scale = ret_cam.render_scale;
zoomed_viewport = cam.viewport_size * cam_data.zoom;
double screen_aspect = static_cast<double>(cam.screen.x) / cam.screen.y;
double 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);
return ret_cam;
}
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)
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); }};
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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