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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 <array>
#include <cmath>
#include <functional>
#include <memory>
#include <string>
#include <unordered_map>
#include "api/Camera.h"
#include "api/Color.h"
#include "api/KeyCodes.h"
#include "api/Sprite.h"
#include "api/Transform.h"
#include "types.h"
namespace crepe {
class Texture;
class Mediator;
/**
* \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 CameraAuxiliaryData {
//! 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 Texture & texture;
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;
union EventDataUnion {
KeyData key_data;
MouseData mouse_data;
WindowData window_data;
EventDataUnion() {}
~EventDataUnion() {}
} data;
// Helper functions
// bool isKeyEvent() const { return event_type == SDLContext::EventType::KEYDOWN || event_type == SDLContext::EventType::KEYUP; }
// bool isMouseEvent() const { return event_type == SDLContext::EventType::MOUSEDOWN || event_type == SDLContext::EventType::MOUSEUP || event_type == SDLContext::EventType::MOUSEMOVE; }
// bool isWindowEvent() const { return event_type == SDLContext::EventType::WINDOW_MINIMIZE || event_type == SDLContext::EventType::WINDOW_RESIZE; }
};
/**
* \brief Retrieves the current state of the keyboard.
*
* This method updates the state of all keys on the keyboard. Each element of the unordered map 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).
*
*/
void update_keyboard_state();
/**
* \brief Gets the singleton instance of SDLContext.
* \return Reference to the SDLContext instance.
*/
static SDLContext & get_instance();
public:
SDLContext(const SDLContext &) = delete;
SDLContext(SDLContext &&) = delete;
SDLContext & operator=(const SDLContext &) = delete;
SDLContext & operator=(SDLContext &&) = delete;
public:
/**
* \brief Constructs an SDLContext instance.
* Initializes SDL, creates a window and renderer.
*/
SDLContext(Mediator & mediator);
/**
* \brief Destroys the SDLContext instance.
* Cleans up SDL resources, including the window and renderer.
*/
~SDLContext();
public:
/**
* \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 scan code to the custom Keycode type.
*
* This method maps an SDL scan code to the corresponding `Keycode` enum value,
* which is used internally by the system to identify the keys.
*
* \param sdl_key The SDL scan code to convert.
* \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.
*/
Keycode sdl_to_keycode(SDL_Scancode sdl_key);
/**
* \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);
public:
/**
* \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;
public:
/**
* \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 in pixels.
*/
ivec2 get_size(const Texture & ctx);
public:
/**
* \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 calculates camera view settings. such as black_bars, zoomed_viewport, scaling and
* adjusting window size.
*
* \note only supports windowed mode.
* \param camera Reference to the current Camera object in the scene.
* \param new_pos new camera position from transform and offset
*/
void update_camera_view(const Camera & camera, const vec2 & new_pos);
public:
//! the data needed to construct a sdl dst rectangle
struct DestinationRectangleData {
const Sprite & sprite;
const Texture & texture;
const vec2 & pos;
const double & img_scale;
};
/**
* \brief calculates the sqaure size of the image for destination
*
* \param data needed to calculate a destination rectangle
* \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] = {};
/**
* \cam_aux_data extra data that the component cannot hold.
*
* - this is defined in this class because get_events() needs this information aswell
*/
CameraAuxiliaryData cam_aux_data;
private:
std::unordered_map<Keycode, bool> keyboard_state;
const std::unordered_map<SDL_Scancode, Keycode> LOOKUP_TABLE = {
{SDL_SCANCODE_SPACE, Keycode::SPACE},
{SDL_SCANCODE_APOSTROPHE, Keycode::APOSTROPHE},
{SDL_SCANCODE_COMMA, Keycode::COMMA},
{SDL_SCANCODE_MINUS, Keycode::MINUS},
{SDL_SCANCODE_PERIOD, Keycode::PERIOD},
{SDL_SCANCODE_SLASH, Keycode::SLASH},
{SDL_SCANCODE_0, Keycode::D0},
{SDL_SCANCODE_1, Keycode::D1},
{SDL_SCANCODE_2, Keycode::D2},
{SDL_SCANCODE_3, Keycode::D3},
{SDL_SCANCODE_4, Keycode::D4},
{SDL_SCANCODE_5, Keycode::D5},
{SDL_SCANCODE_6, Keycode::D6},
{SDL_SCANCODE_7, Keycode::D7},
{SDL_SCANCODE_8, Keycode::D8},
{SDL_SCANCODE_9, Keycode::D9},
{SDL_SCANCODE_SEMICOLON, Keycode::SEMICOLON},
{SDL_SCANCODE_EQUALS, Keycode::EQUAL},
{SDL_SCANCODE_A, Keycode::A},
{SDL_SCANCODE_B, Keycode::B},
{SDL_SCANCODE_C, Keycode::C},
{SDL_SCANCODE_D, Keycode::D},
{SDL_SCANCODE_E, Keycode::E},
{SDL_SCANCODE_F, Keycode::F},
{SDL_SCANCODE_G, Keycode::G},
{SDL_SCANCODE_H, Keycode::H},
{SDL_SCANCODE_I, Keycode::I},
{SDL_SCANCODE_J, Keycode::J},
{SDL_SCANCODE_K, Keycode::K},
{SDL_SCANCODE_L, Keycode::L},
{SDL_SCANCODE_M, Keycode::M},
{SDL_SCANCODE_N, Keycode::N},
{SDL_SCANCODE_O, Keycode::O},
{SDL_SCANCODE_P, Keycode::P},
{SDL_SCANCODE_Q, Keycode::Q},
{SDL_SCANCODE_R, Keycode::R},
{SDL_SCANCODE_S, Keycode::S},
{SDL_SCANCODE_T, Keycode::T},
{SDL_SCANCODE_U, Keycode::U},
{SDL_SCANCODE_V, Keycode::V},
{SDL_SCANCODE_W, Keycode::W},
{SDL_SCANCODE_X, Keycode::X},
{SDL_SCANCODE_Y, Keycode::Y},
{SDL_SCANCODE_Z, Keycode::Z},
{SDL_SCANCODE_LEFTBRACKET, Keycode::LEFT_BRACKET},
{SDL_SCANCODE_BACKSLASH, Keycode::BACKSLASH},
{SDL_SCANCODE_RIGHTBRACKET, Keycode::RIGHT_BRACKET},
{SDL_SCANCODE_GRAVE, Keycode::GRAVE_ACCENT},
{SDL_SCANCODE_ESCAPE, Keycode::ESCAPE},
{SDL_SCANCODE_RETURN, Keycode::ENTER},
{SDL_SCANCODE_TAB, Keycode::TAB},
{SDL_SCANCODE_BACKSPACE, Keycode::BACKSPACE},
{SDL_SCANCODE_INSERT, Keycode::INSERT},
{SDL_SCANCODE_DELETE, Keycode::DELETE},
{SDL_SCANCODE_RIGHT, Keycode::RIGHT},
{SDL_SCANCODE_LEFT, Keycode::LEFT},
{SDL_SCANCODE_DOWN, Keycode::DOWN},
{SDL_SCANCODE_UP, Keycode::UP},
{SDL_SCANCODE_PAGEUP, Keycode::PAGE_UP},
{SDL_SCANCODE_PAGEDOWN, Keycode::PAGE_DOWN},
{SDL_SCANCODE_HOME, Keycode::HOME},
{SDL_SCANCODE_END, Keycode::END},
{SDL_SCANCODE_CAPSLOCK, Keycode::CAPS_LOCK},
{SDL_SCANCODE_SCROLLLOCK, Keycode::SCROLL_LOCK},
{SDL_SCANCODE_NUMLOCKCLEAR, Keycode::NUM_LOCK},
{SDL_SCANCODE_PRINTSCREEN, Keycode::PRINT_SCREEN},
{SDL_SCANCODE_PAUSE, Keycode::PAUSE},
{SDL_SCANCODE_F1, Keycode::F1},
{SDL_SCANCODE_F2, Keycode::F2},
{SDL_SCANCODE_F3, Keycode::F3},
{SDL_SCANCODE_F4, Keycode::F4},
{SDL_SCANCODE_F5, Keycode::F5},
{SDL_SCANCODE_F6, Keycode::F6},
{SDL_SCANCODE_F7, Keycode::F7},
{SDL_SCANCODE_F8, Keycode::F8},
{SDL_SCANCODE_F9, Keycode::F9},
{SDL_SCANCODE_F10, Keycode::F10},
{SDL_SCANCODE_F11, Keycode::F11},
{SDL_SCANCODE_F12, Keycode::F12},
{SDL_SCANCODE_KP_0, Keycode::KP0},
{SDL_SCANCODE_KP_1, Keycode::KP1},
{SDL_SCANCODE_KP_2, Keycode::KP2},
{SDL_SCANCODE_KP_3, Keycode::KP3},
{SDL_SCANCODE_KP_4, Keycode::KP4},
{SDL_SCANCODE_KP_5, Keycode::KP5},
{SDL_SCANCODE_KP_6, Keycode::KP6},
{SDL_SCANCODE_KP_7, Keycode::KP7},
{SDL_SCANCODE_KP_8, Keycode::KP8},
{SDL_SCANCODE_KP_9, Keycode::KP9},
{SDL_SCANCODE_LSHIFT, Keycode::LEFT_SHIFT},
{SDL_SCANCODE_LCTRL, Keycode::LEFT_CONTROL},
{SDL_SCANCODE_LALT, Keycode::LEFT_ALT},
{SDL_SCANCODE_LGUI, Keycode::LEFT_SUPER},
{SDL_SCANCODE_RSHIFT, Keycode::RIGHT_SHIFT},
{SDL_SCANCODE_RCTRL, Keycode::RIGHT_CONTROL},
{SDL_SCANCODE_RALT, Keycode::RIGHT_ALT},
{SDL_SCANCODE_RGUI, Keycode::RIGHT_SUPER},
{SDL_SCANCODE_MENU, Keycode::MENU}
};
};
} // namespace crepe
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