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#include "SdlContext.h"
#include "SDL_rect.h"
#include "api/Sprite.h"
#include "api/Transform.h"
#include "facade/Texture.h"
#include "util/log.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
#include <SDL2/SDL_video.h>
#include <cstddef>
#include <iostream>
#include <ostream>
using namespace crepe;
SdlContext & SdlContext::get_instance() {
static SdlContext instance;
return instance;
}
void SdlContext::handleEvents(bool & running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
}
}
}
void SdlContext::clearScreen() { SDL_RenderClear(this->m_game_renderer); }
void SdlContext::presentScreen() { SDL_RenderPresent(this->m_game_renderer); }
void SdlContext::draw(const api::Sprite & sprite, const api::Transform& transform) {
static SDL_RendererFlip renderFlip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flipX)
| (SDL_FLIP_VERTICAL * sprite.flip.flipY));
// needs maybe camera for position
static SDL_Rect dstrect = {
.x = static_cast<int>(transform.position.x),
.y = static_cast<int>(transform.position.y),
.w = static_cast<int>(sprite.sprite_image->get_rect().w * transform.scale),
.h = static_cast<int>(sprite.sprite_image->get_rect().h * transform.scale),
};
SDL_RenderCopyEx(this->m_game_renderer, sprite.sprite_image->get_texture(),
&sprite.sprite_image->get_rect(), &dstrect, 0, NULL, renderFlip);
}
SdlContext::SdlContext() {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError()
<< std::endl;
return;
}
m_game_window
= SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 1920, 1080, SDL_WINDOW_SHOWN);
if (!m_game_window) {
std::cerr << "Window could not be created! SDL_Error: "
<< SDL_GetError() << std::endl;
}
m_game_renderer
= SDL_CreateRenderer(m_game_window, -1, SDL_RENDERER_ACCELERATED);
if (!m_game_renderer) {
std::cerr << "Renderer could not be created! SDL_Error: "
<< SDL_GetError() << std::endl;
SDL_DestroyWindow(m_game_window);
return;
}
int imgFlags = IMG_INIT_PNG;
if (!(IMG_Init(imgFlags) & imgFlags)) {
std::cout << "SDL_image could not initialize! SDL_image Error: "
<< IMG_GetError() << std::endl;
}
SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1");
}
SdlContext::~SdlContext() {
if (m_game_renderer) SDL_DestroyRenderer(m_game_renderer);
if (m_game_window) {
SDL_DestroyWindow(m_game_window);
}
IMG_Quit();
SDL_Quit();
}
SDL_Texture * SdlContext::setTextureFromPath(const char * path, SDL_Rect & clip,
const int row, const int col) {
dbg_trace();
SDL_Surface * tmp = IMG_Load(path);
if (!tmp) {
std::cerr << "Error surface " << IMG_GetError << std::endl;
}
clip.w = tmp->w / col;
clip.h = tmp->h / row;
SDL_Texture * CreatedTexture
= SDL_CreateTextureFromSurface(m_game_renderer, tmp);
if (!CreatedTexture) {
std::cerr << "Error could not create texture " << IMG_GetError
<< std::endl;
}
SDL_FreeSurface(tmp);
return CreatedTexture;
}
SDL_Texture * SdlContext::setTextureFromPath(const char * path) {
dbg_trace();
SDL_Surface * tmp = IMG_Load(path);
if (!tmp) {
std::cerr << "Error surface " << IMG_GetError << std::endl;
}
SDL_Texture * CreatedTexture
= SDL_CreateTextureFromSurface(m_game_renderer, tmp);
if (!CreatedTexture) {
std::cerr << "Error could not create texture " << IMG_GetError
<< std::endl;
}
SDL_FreeSurface(tmp);
return CreatedTexture;
}
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