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
|
#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/Camera.h"
#include "../api/Sprite.h"
#include "api/Texture.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:
struct RenderContext {
const Sprite & sprite;
const Camera & cam;
const vec2 & cam_pos;
const vec2 & pos;
const double & angle;
const double & scale;
};
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 & 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 & 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 RenderCtx 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.
*/
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 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_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
const vec2 & cam_pos, const double & img_scale) const;
/**
* \brief Set an additional color value multiplied into render copy operations.
*
* \param texture the given texture to adjust
* \param r Red color
* \param g Green color
* \param b Blue color
*/
void set_rbg_texture(const Texture & texture, const uint8_t & r, const uint8_t & g,
const uint8_t & b);
/**
* \brief Set an additional alpha value multiplied into render copy operations.
*
* \param texture modify the given texture alpha channel
* \param alpha alpha channel
*/
void set_alpha_texture(const Texture & texture, const uint8_t & alpha);
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;
};
} // namespace crepe
|