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path: root/src/crepe/facade/SdlContext.cpp
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#include "SdlContext.h"
#include "SDL_hints.h"
#include "SDL_rect.h"
#include "SDL_stdinc.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");
	SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
	//SDL_SetHint(SDL_HINT_RENDER_OPENGL_SHADERS, "1");
	SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION, "X");




	const char * hint = SDL_GetHint(SDL_HINT_RENDER_BATCHING);
	if (hint != NULL) {
		std::cout << "SDL_HINT_RENDER_BATCHING: " << hint << std::endl;
	}

	hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
	if (hint != NULL) {
		std::cout << "SDL_HINT_RENDER_DRIVER: " << hint << std::endl;
	}

	hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS);
	if (hint != NULL) {
		std::cout << "SDL_HINT_RENDER_OPENGL_SHADERS: " << hint << std::endl;
	}

	hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
	if (hint != NULL) {
		std::cout << "SDL_HINT_RENDER_SCALE_QUALITY: " << hint << std::endl;
	}

	hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
	if (hint != NULL) {
		std::cout << "SDL_HINT_RENDER_VSYNC: " << hint << std::endl;
	}

	hint = SDL_GetHint(SDL_HINT_TIMER_RESOLUTION);
	if (hint != NULL) {
		std::cout << "SDL_HINT_TIMER_RESOLUTION: " << hint << std::endl;
	}

	hint = SDL_GetHint(SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT);
	if (hint != NULL) {
		std::cout << "SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT: " << hint
				  << std::endl;
	}

	hint = SDL_GetHint(SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN);
	if (hint != NULL) {
		std::cout << "SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN: "
				  << hint << std::endl;
	}

	hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE);
	if (hint != NULL) {
		std::cout << "SDL_HINT_RENDER_LOGICAL_SIZE_MODE: " << hint << std::endl;
	}

	hint = SDL_GetHint(SDL_HINT_VIDEO_DOUBLE_BUFFER);
	if (hint != NULL) {
		std::cout << "SDL_HINT_VIDEO_DOUBLE_BUFFER: " << hint << std::endl;
	}

	hint = SDL_GetHint(SDL_HINT_OPENGL_ES_DRIVER);
	if (hint != NULL) {
		std::cout << "SDL_HINT_OPENGL_ES_DRIVER: " << hint << std::endl;
	}

	hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
	if (hint != NULL) {
		std::cout << "SDL_HINT_FRAMEBUFFER_ACCELERATION: " << hint << std::endl;
	}

	std::cout << "HALLO " << std::endl;
}

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;
}