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#pragma once
#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 "../api/Sprite.h"
#include "../api/Transform.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 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:
/**
* \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 handle_events
friend class LoopManager;
/**
* \brief Handles SDL events such as window close and input.
* \param running Reference to a boolean flag that controls the main loop.
*/
void handle_events(bool & running);
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 cam_pos position of the current camera in the scene
* \param cam_scale multiplier for the world to screen
*/
void draw(const Sprite & sprite, const Transform & transform, const Vector2 & cam_pos,
const Vector2 & cam_scale);
/**
* \brief Draws a particle to the screen using the specified parameters
*
* \param sprite Referenceto the sprite to draw
* \param pos particle position in world units
* \param angle particle angle in degrees
* \param cam_pos camera position in world units
* \param img_scale scalar multiplier to increase image size
* \param cam_scale camera scalar for world to screen
*/
void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle,
const Vector2 & cam_pos, const double & img_scale,
const Vector2 & cam_scale);
//! 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, Vector2 & scale);
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 destination
*
* \param sprite Reference to the sprite to calculate rectangle
* \param pos the pos in world units
* \param cam_pos the camera position in world units
* \param img_scale the image multiplier for increasing img size
* \param scale the multiplier for world to screen
* \return sdl rectangle to draw a dst image to draw on the screen
*/
SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const Vector2 & cam_pos,
const double & img_scale, const Vector2 & scale) 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
//todo change this so that it becomes a vec2 for only width and height
SDL_Rect viewport = {0, 0, 1200, 1200};
};
} // namespace crepe
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