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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 <array>
#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
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