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#pragma once
#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_video.h>
#include <functional>
#include <memory>
#include <string>
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "api/Camera.h"
//FIXME: this needs to be removed
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
namespace crepe {
//TODO: Wouter will fix this. cause user cannot this at the moment
typedef SDL_Keycode CREPE_KEYCODES;
class Texture;
class LoopManager;
/**
* \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;
/**
* \brief Gets the current SDL ticks since the program started.
* \return Current ticks in milliseconds as a constant uint64_t.
*/
const uint64_t get_ticks() 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;
//! Will use the funtions: texture_from_path, get_width,get_height.
friend class Animator;
/**
* \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 camera Reference to the Camera for view adjustments.
*/
void draw(const Sprite & sprite, const Transform & transform,
const Camera & camera);
/**
* \brief Clears the screen, preparing for a new frame.
*/
void clear_screen();
/**
* \brief Presents the rendered frame to the screen.
*/
void present_screen();
/**
* \brief Sets the current camera for rendering.
* \param camera Reference to the Camera object.
*/
void camera(const Camera & camera);
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
SDL_Rect viewport = {0, 0, 640, 480};
};
} // namespace crepe
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