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#pragma once
#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_video.h>
#include <cstdint>
#include <functional>
#include <memory>
#include <string>
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "api/Camera.h"
#include "api/Vector2.h"
// FIXME: this needs to be removed
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
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 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;
//! 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;
//! 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 &) ;
/**
* \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 &) ;
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);
void draw_particle(const Vector2 & pos, const Camera & camera);
//! Clears the screen, preparing for a new frame.
void clear_screen();
//! 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);
/**
* \brief changes the texture rbg values with the given parameters
* it sets the allowed color inside a image. So if all the colors are 255 (MAXIMUM)
* it will show the given texture. however if the one of the colors is reduced it will reduce the
*
*
* \param texture the given texture to adjust
* \param r Red color
* \param g Green color
* \param b Blue color
*/
void set_rbg_texture(const std::shared_ptr<Texture>& texture, const uint8_t& r, const uint8_t& g, const uint8_t& b);
/**
* \brief Modifies the transparency of the given texture
*
* \param texture modify the given texture alpha channel
* \param alpha alpha channel
*/
void set_alpha_texture(const std::shared_ptr<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;
//! viewport for the camera window
SDL_Rect viewport = {0, 0, 640, 480};
};
} // namespace crepe
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