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#pragma once
#include <SDL2/SDL.h>
#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_video.h>
#include <cmath>
#include <functional>
#include <memory>
#include <string>
#include <utility>
#include "../api/Event.h"
#include "../api/KeyCodes.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "../api/Vector2.h"
#include "api/Camera.h"
#include "types.h"
namespace crepe {
// TODO: SDL_Keycode is defined in a header not distributed with crepe, which means this
// typedef is unusable when crepe is packaged. Wouter will fix this later.
//typedef SDL_Keycode CREPE_KEYCODES;
class LoopManager;
class InputSystem;
/**
* \class SDLContext
* \brief Facade for the SDL library
*
* SDLContext is a singleton that handles the SDL window and renderer, provides methods for
* event handling, and rendering to the screen. It is never used directly by the user
*/
class SDLContext {
public:
//! EventType enum for passing eventType
enum EventType {
NONE = 0,
MOUSEDOWN,
MOUSEUP,
MOUSEMOVE,
MOUSEWHEEL,
KEYUP,
KEYDOWN,
SHUTDOWN,
};
//! EventData struct for passing event data from facade
struct EventData {
SDLContext::EventType event_type = SDLContext::EventType::NONE;
Keycode key = Keycode::NONE;
bool key_repeat = false;
MouseButton mouse_button = MouseButton::NONE;
std::pair<int, int> mouse_position = {-1, -1};
int wheel_delta = -1;
std::pair<int, int> rel_mouse_move = {-1, -1};
};
/**
* \brief Gets the singleton instance of SDLContext.
* \return Reference to the SDLContext instance.
*/
static SDLContext & get_instance();
SDLContext(const SDLContext &) = delete;
SDLContext(SDLContext &&) = delete;
SDLContext & operator=(const SDLContext &) = delete;
SDLContext & operator=(SDLContext &&) = delete;
private:
//! will only use get_events
friend class InputSystem;
/**
* @brief Retrieves a list of all events from the SDL context.
*
* This method retrieves all the events from the SDL context that are currently
* available. It is primarily used by the InputSystem to process various
* input events such as mouse clicks, mouse movements, and keyboard presses.
*
* @return A vector of `SDLContext::EventData` containing the events.
*/
std::vector<SDLContext::EventData> get_events();
/**
* @brief Converts an SDL key code to the custom Keycode type.
*
* This method maps an SDL key code to the corresponding `Keycode` enum value,
* which is used internally by the system to identify the keys.
*
* @param sdlKey The SDL key code to convert.
* @return The corresponding `Keycode` value.
*/
Keycode sdl_to_keycode(SDL_Keycode sdlKey);
/**
* @brief Converts an SDL mouse button code to the custom MouseButton type.
*
* This method maps an SDL mouse button code to the corresponding `MouseButton`
* enum value, which is used internally by the system to identify mouse buttons.
*
* @param sdl_button The SDL mouse button code to convert.
* @return The corresponding `MouseButton` value.
*/
MouseButton sdl_to_mousebutton(Uint8 sdl_button);
private:
//! Will only use get_ticks
friend class AnimatorSystem;
//! Will only use delay
friend class LoopTimer;
/**
* \brief Gets the current SDL ticks since the program started.
* \return Current ticks in milliseconds as a constant uint64_t.
*/
uint64_t get_ticks() const;
/**
* \brief Pauses the execution for a specified duration.
*
* This function uses SDL's delay function to halt the program execution for a given number
* of milliseconds, allowing for frame rate control or other timing-related functionality.
*
* \param ms Duration of the delay in milliseconds.
*/
void delay(int ms) const;
private:
/**
* \brief Constructs an SDLContext instance.
* Initializes SDL, creates a window and renderer.
*/
SDLContext();
/**
* \brief Destroys the SDLContext instance.
* Cleans up SDL resources, including the window and renderer.
*/
~SDLContext();
private:
//! Will use the funtions: texture_from_path, get_width,get_height.
friend class Texture;
/**
* \brief Loads a texture from a file path.
* \param path Path to the image file.
* \return Pointer to the created SDL_Texture.
*/
std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>>
texture_from_path(const std::string & path);
/**
* \brief Gets the width of a texture.
* \param texture Reference to the Texture object.
* \return Width of the texture as an integer.
*/
int get_width(const Texture &) const;
/**
* \brief Gets the height of a texture.
* \param texture Reference to the Texture object.
* \return Height of the texture as an integer.
*/
int get_height(const Texture &) const;
private:
//! Will use draw,clear_screen, present_screen, camera.
friend class RenderSystem;
/**
* \brief Draws a sprite to the screen using the specified transform and camera.
* \param sprite Reference to the Sprite to draw.
* \param transform Reference to the Transform for positioning.
* \param camera Reference to the Camera for view adjustments.
*/
void draw(const Sprite & sprite, const Transform & transform, const Camera & camera);
void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle,
const double & scale, const Camera & camera);
//! Clears the screen, preparing for a new frame.
void clear_screen();
//! Presents the rendered frame to the screen.
void present_screen();
/**
* \brief sets the background of the camera (will be adjusted in future PR)
* \param camera Reference to the Camera object.
*/
void set_camera(const Camera & camera);
private:
/**
* \brief calculates the sqaure size of the image
*
* \param sprite Reference to the sprite to calculate the rectangle
* \return sdl rectangle to draw a src image
*/
SDL_Rect get_src_rect(const Sprite & sprite) const;
/**
* \brief calculates the sqaure size of the image for an destination
*
* \param sprite Reference to the sprite to calculate the rectangle
* \param pos the pos in pixel positions
* \param scale the multiplier to increase of decrease for the specified sprite
* \param cam Reference to the current camera in the scene to calculate the position based
* on the camera
* \return sdl rectangle to draw a dst image to draw on the screen
*/
SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const double & scale,
const Camera & cam) const;
private:
//! sdl Window
std::unique_ptr<SDL_Window, std::function<void(SDL_Window *)>> game_window;
//! renderer for the crepe engine
std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer;
//! viewport for the camera window
SDL_Rect viewport = {0, 0, 640, 480};
};
} // namespace crepe
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