aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/facade/SDLContext.h
blob: b65ba9c81bf90744f78d8c1d370a2ec23b86c81b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
#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 <array>
#include <cmath>
#include <functional>
#include <memory>
#include <string>

#include "api/Camera.h"
#include "api/Color.h"
#include "api/KeyCodes.h"
#include "api/Sprite.h"
#include "api/Texture.h"
#include "api/Transform.h"
#include "types.h"

namespace crepe {

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:
	//! data that the camera component cannot hold
	struct CameraValues {

		//! zoomed in viewport in game_units
		vec2 zoomed_viewport;

		/**
		 * \brief scaling factor
		 *
		 * depending on the black bars type will the scaling be different.
		 * - letterboxing --> scaling on the y-as
		 * - pillarboxing --> scaling on the x-as
		 */
		vec2 render_scale;

		/**
		 * \brief size of calculated black bars
		 *
		 * depending on the black bars type will the size be different
		 * - lettorboxing --> {0, bar_height}
		 * - pillarboxing --> {bar_width , 0}
		 */
		vec2 bar_size;

		//! Calculated camera position
		vec2 cam_pos;
	};

	//! rendering data needed to render on screen
	struct RenderContext {
		const Sprite & sprite;
		const CameraValues & cam;
		const vec2 & pos;
		const double & angle;
		const double & scale;
	};

public:
	//! EventType enum for passing eventType
	enum EventType {
		NONE = 0,
		MOUSEDOWN,
		MOUSEUP,
		MOUSEMOVE,
		MOUSEWHEEL,
		KEYUP,
		KEYDOWN,
		SHUTDOWN,
		WINDOW_MINIMIZE,
		WINDOW_MAXIMIZE,
		WINDOW_FOCUS_GAIN,
		WINDOW_FOCUS_LOST,
		WINDOW_MOVE,
		WINDOW_RESIZE,
		WINDOW_EXPOSE,
	};
	struct KeyData {
		Keycode key = Keycode::NONE;
		bool key_repeat = false;
	};
	struct MouseData {
		MouseButton mouse_button = MouseButton::NONE;
		ivec2 mouse_position = {-1, -1};
		int scroll_direction = -1;
		float scroll_delta = INFINITY;
		ivec2 rel_mouse_move = {-1, -1};
	};
	struct WindowData {
		ivec2 move_delta;
		ivec2 resize_dimension;
	};
	//! EventData struct for passing event data from facade
	struct EventData {
		SDLContext::EventType event_type = SDLContext::EventType::NONE;
		KeyData key_data;
		MouseData mouse_data;
		WindowData window_data;
	};

	/**
	 * \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 Events that occurred since last call to `get_events()`
	 */
	std::vector<SDLContext::EventData> get_events();
	/**
	 * \brief Fills event_list with triggered window events
	 *
	 * This method checks if any window events are triggered and adds them to the event_list.
	 *
	 */
	void handle_window_event(const SDL_WindowEvent & window_event,
							 std::vector<SDLContext::EventData> & event_list);
	/**
	 * \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 sdl_key The SDL key code to convert.
	 * \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.
	 */
	Keycode sdl_to_keycode(SDL_Keycode sdl_key);
	/**
	 * \brief Retrieves the current state of the keyboard.
	 *
	 * This method returns the state of all keys on the keyboard, represented as a
	 * `std::array` of boolean values. Each element of the array corresponds to a
	 * specific key defined in the `Keycode` enum, and the value indicates whether
	 * the key is currently pressed (true) or not pressed (false).
	 *
	 * \return A `std::array<bool, Keycode::NUM_KEYCODES>` representing the state of
	 *         each key on the keyboard, where `true` means the key is pressed, and
	 *         `false` means it is not pressed.
	 */
	std::array<bool, Keycode::NUM_KEYCODES> get_keyboard_state();
	/**
	 * \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 or `MouseButton::NONE` if the key is unrecognized
	 */
	MouseButton sdl_to_mousebutton(Uint8 sdl_button);

private:
	//! 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 size of a texture.
	 * \param texture Reference to the Texture object.
	 * \return Width and height of the texture as an integer.
	 */
	ivec2 get_size(const Texture & ctx);

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 RenderContext Reference to rendering data to draw
	 */
	void draw(const RenderContext & ctx);

	//! 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.
	 */
	CameraValues set_camera(const Camera & camera);

private:
	//! the data needed to construct a sdl dst rectangle
	struct DestinationRectangleData {
		const Sprite & sprite;
		const CameraValues & cam;
		const vec2 & pos;
		const double & img_scale;
	};
	/**
	 * \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 the camera of the current scene
	 * \param cam_pos the current postion of the camera
	 * \param img_scale the image multiplier for increasing img size
	 * \return sdl rectangle to draw a dst image to draw on the screen
	 */
	SDL_FRect get_dst_rect(const DestinationRectangleData & data) const;
	/**
	 * \brief Set an additional color value multiplied into render copy operations.
	 *
	 * \param  texture the given texture to adjust
	 * \param  color the color data for the texture
	 */
	void set_color_texture(const Texture & texture, const Color & color);

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;

	//! black bars rectangle to draw
	SDL_FRect black_bars[2] = {};
};

} // namespace crepe