17, 18, 19, 20 txts. Also moved out the sdl app filder from temp.

This commit is contained in:
Relintai 2021-04-05 17:18:50 +02:00
parent db64801052
commit 05279c54fb
57 changed files with 1010 additions and 0 deletions

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17_renderer.txt Normal file
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class Renderer
void present();
void set_draw_color(const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a);
void set_draw_color(const Color &color);
void clear();
SDL_BlendMode get_blend_mode() const;
void set_blend_mode(const SDL_BlendMode mode);
void draw_point(const int x, const int y);
void draw_point(const float x, const float y);
void draw_line(const int x1, const int x2, const int y1, const int y2);
void draw_line(const float x1, const float x2, const float y1, const float y2);
void draw_rect(const Rect2 &rect);
void draw_fill_rect(const Rect2 &rect);
void draw_texture(const Texture &texture, const Rect2 &dst_rect);
void draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect);
void draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect, const double angle, const float cx = 0, const float cy = 0, const SDL_RendererFlip flip = SDL_FLIP_NONE);
void draw_sprite(const Sprite &sprite);
void draw_sprite(const Sprite *sprite);
int get_dpi() const;
int get_window_size_w() const;
int get_window_size_h() const;
int get_size_w() const;
int get_size_h() const;
void set_size(const int w, const int h) const;
void get_size(int *w, int *h) const;
float get_scale_w() const;
float get_scale_h() const;
void set_scale(const float w, const float h) const;
void get_scale(float *w, float *h) const;
bool get_integer_scaling() const;
void set_integer_scaling(const bool enable);
Rect2 get_viewport() const;
void set_viewport(const Rect2 &rect) const;
Rect2 get_clip_rect() const;
void set_clip_rect(Rect2 *rect) const;
bool clip_rect_enabled() const;
bool render_target_supported();
SDL_Texture *get_render_target();
void set_render_target(Texture *texture);
void initialize();
void destroy();
SDL_Window *get_window();
SDL_Renderer *get_renderer();
Renderer();
Renderer(unsigned int flags, unsigned int window_flags, int window_width = 640, int window_height = 480);
virtual ~Renderer();
static Renderer *get_singleton();
private:
int _initial_window_width;
int _initial_window_height;
unsigned int _flags;
unsigned int _window_flags;
SDL_Window *_window;
SDL_Renderer *_renderer;
int _window_display_index;
static Renderer *_singleton;
#include "renderer.h"
#include <cstdio>
#include "math.h"
void Renderer::present() {
SDL_RenderPresent(_renderer);
}
void Renderer::set_draw_color(const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a) {
SDL_SetRenderDrawColor(_renderer, r, g, b, a);
}
void Renderer::set_draw_color(const Color &color) {
SDL_SetRenderDrawColor(_renderer, color.r, color.g, color.b, color.a);
}
void Renderer::clear() {
SDL_RenderClear(_renderer);
}
SDL_BlendMode Renderer::get_blend_mode() const {
SDL_BlendMode mode;
SDL_GetRenderDrawBlendMode(_renderer, &mode);
return mode;
}
void Renderer::set_blend_mode(const SDL_BlendMode mode) {
SDL_SetRenderDrawBlendMode(_renderer, mode);
}
void Renderer::draw_point(const int x, const int y) {
SDL_RenderDrawPoint(_renderer, x, y);
}
void Renderer::draw_point(const float x, const float y) {
SDL_RenderDrawPointF(_renderer, x, y);
}
void Renderer::draw_line(const int x1, const int x2, const int y1, const int y2) {
SDL_RenderDrawLine(_renderer, x1, x2, y1, y2);
}
void Renderer::draw_line(const float x1, const float x2, const float y1, const float y2) {
SDL_RenderDrawLineF(_renderer, x1, x2, y1, y2);
}
void Renderer::draw_rect(const Rect2 &rect) {
SDL_Rect r = rect.as_rect();
SDL_RenderDrawRect(_renderer, &r);
}
void Renderer::draw_fill_rect(const Rect2 &rect) {
SDL_Rect r = rect.as_rect();
SDL_RenderFillRect(_renderer, &r);
}
void Renderer::draw_texture(const Texture &texture, const Rect2 &dst_rect) {
SDL_Rect sr;
sr.x = 0;
sr.y = 0;
sr.w = texture.get_width();
sr.h = texture.get_height();
SDL_Rect dr = dst_rect.as_rect();
SDL_RenderCopy(_renderer, texture.get_texture(), &sr, &dr);
}
void Renderer::draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect) {
SDL_Rect sr = src_rect.as_rect();
SDL_Rect dr = dst_rect.as_rect();
SDL_RenderCopy(_renderer, texture.get_texture(), &sr, &dr);
}
void Renderer::draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect, const double angle, const float cx, const float cy, const SDL_RendererFlip flip) {
SDL_Rect sr = src_rect.as_rect();
SDL_FRect dr = dst_rect.as_frect();
SDL_FPoint p;
p.x = cx;
p.y = cy;
SDL_RenderCopyExF(_renderer, texture.get_texture(), &sr, &dr, angle, &p, flip);
}
void Renderer::draw_sprite(const Sprite &sprite) {
Texture *t = sprite.get_texture();
if (!t) {
return;
}
t->set_color_mod(sprite.get_color_mod());
double angle = sprite.get_angle();
if (Math::is_zero_approx(angle)) {
SDL_Rect sr = sprite.get_texture_clip_rect().as_rect();
SDL_Rect dr = sprite.get_transform().as_rect();
SDL_RenderCopy(_renderer, t->get_texture(), &sr, &dr);
} else {
SDL_Rect sr = sprite.get_texture_clip_rect().as_rect();
SDL_FRect dr = sprite.get_transform().as_frect();
SDL_FPoint p;
p.x = sprite.get_anchor_x();
p.y = sprite.get_anchor_y();
SDL_RenderCopyExF(_renderer, t->get_texture(), &sr, &dr, angle, &p, sprite.get_flip());
}
}
void Renderer::draw_sprite(const Sprite *sprite) {
if (!sprite)
return;
Texture *t = sprite->get_texture();
if (!t) {
return;
}
t->set_color_mod(sprite->get_color_mod());
double angle = sprite->get_angle();
if (Math::is_zero_approx(angle)) {
SDL_Rect sr = sprite->get_texture_clip_rect().as_rect();
SDL_Rect dr = sprite->get_transform().as_rect();
SDL_RenderCopy(_renderer, t->get_texture(), &sr, &dr);
} else {
SDL_Rect sr = sprite->get_texture_clip_rect().as_rect();
SDL_FRect dr = sprite->get_transform().as_frect();
SDL_FPoint p;
p.x = sprite->get_anchor_x();
p.y = sprite->get_anchor_y();
SDL_RenderCopyExF(_renderer, t->get_texture(), &sr, &dr, angle, &p, sprite->get_flip());
}
}
int Renderer::get_dpi() const {
float ddpi;
float hdpi;
float vdpi;
if (SDL_GetDisplayDPI(_window_display_index, &ddpi, &hdpi, &vdpi)) {
return ddpi;
}
//fallback
return 1;
}
int Renderer::get_window_size_w() const {
int w;
int h;
SDL_GetWindowSize(_window, &w, &h);
return w;
}
int Renderer::get_window_size_h() const {
int w;
int h;
SDL_GetWindowSize(_window, &w, &h);
return h;
}
int Renderer::get_size_w() const {
int w;
int h;
SDL_RenderGetLogicalSize(_renderer, &w, &h);
return w;
}
int Renderer::get_size_h() const {
int w;
int h;
SDL_RenderGetLogicalSize(_renderer, &w, &h);
return h;
}
void Renderer::get_size(int *w, int *h) const {
SDL_RenderGetLogicalSize(_renderer, w, h);
}
void Renderer::set_size(const int w, const int h) const {
SDL_RenderSetLogicalSize(_renderer, w, h);
}
float Renderer::get_scale_w() const {
float w;
float h;
SDL_RenderGetScale(_renderer, &w, &h);
return w;
}
float Renderer::get_scale_h() const {
float w;
float h;
SDL_RenderGetScale(_renderer, &w, &h);
return h;
}
void Renderer::set_scale(const float w, const float h) const {
SDL_RenderSetScale(_renderer, w, h);
}
void Renderer::get_scale(float *w, float *h) const {
SDL_RenderGetScale(_renderer, w, h);
}
bool Renderer::get_integer_scaling() const {
return SDL_RenderGetIntegerScale(_renderer);
}
void Renderer::set_integer_scaling(const bool enable) {
if (enable)
SDL_RenderSetIntegerScale(_renderer, SDL_TRUE);
else
SDL_RenderSetIntegerScale(_renderer, SDL_FALSE);
}
Rect2 Renderer::get_viewport() const {
SDL_Rect r;
SDL_RenderGetViewport(_renderer, &r);
return Rect2(r.x, r.y, r.w, r.h);
}
void Renderer::set_viewport(const Rect2 &rect) const {
SDL_Rect r = rect.as_rect();
SDL_RenderSetViewport(_renderer, &r);
}
Rect2 Renderer::get_clip_rect() const {
SDL_Rect r;
SDL_RenderGetClipRect(_renderer, &r);
return Rect2(r.x, r.y, r.w, r.h);
}
void Renderer::set_clip_rect(Rect2 *rect) const {
if (rect) {
SDL_Rect r = rect->as_rect();
SDL_RenderSetClipRect(_renderer, &r);
} else {
SDL_RenderSetClipRect(_renderer, nullptr);
}
}
bool Renderer::clip_rect_enabled() const {
return SDL_RenderIsClipEnabled(_renderer);
}
bool Renderer::render_target_supported() {
return SDL_RenderTargetSupported(_renderer);
}
SDL_Texture *Renderer::get_render_target() {
return SDL_GetRenderTarget(_renderer);
}
void Renderer::set_render_target(Texture *texture) {
if (texture) {
SDL_SetRenderTarget(_renderer, texture->get_texture());
} else {
SDL_SetRenderTarget(_renderer, nullptr);
}
}
void Renderer::initialize() {
if (SDL_Init(_flags) != 0) {
printf("SDL_Init() hiba!\n");
return;
}
if (SDL_CreateWindowAndRenderer(_initial_window_width, _initial_window_height, _window_flags, &_window, &_renderer) != 0) {
printf("SDL_CreateWindowAndRenderer() hiba!\n");
return;
}
_window_display_index = SDL_GetWindowDisplayIndex(_window);
}
void Renderer::destroy() {
if (_window)
SDL_DestroyWindow(_window);
if (_renderer)
SDL_DestroyRenderer(_renderer);
_window = nullptr;
_renderer = nullptr;
}
SDL_Window *Renderer::get_window() {
return _window;
}
SDL_Renderer *Renderer::get_renderer() {
return _renderer;
}
Renderer::Renderer() {
if (_singleton) {
printf("Renderer::Renderer(): _singleton is not null!\n");
}
_initial_window_width = 640;
_initial_window_height = 480;
_singleton = this;
_flags = SDL_INIT_VIDEO | SDL_INIT_TIMER;
_window_flags = SDL_WINDOW_SHOWN;
initialize();
}
Renderer::Renderer(unsigned int flags, unsigned int window_flags, int initial_window_width, int initial_window_height) {
if (_singleton) {
printf("Renderer::Renderer(flags): _singleton is not null!\n");
}
_initial_window_width = initial_window_width;
_initial_window_height = initial_window_height;
_singleton = this;
_flags = flags;
_window_flags = window_flags;
initialize();
}
Renderer::~Renderer() {
if (_singleton != this) {
printf("Renderer::~Renderer(): _singleton is not this!\n");
}
_singleton = nullptr;
destroy();
}
Renderer *Renderer::get_singleton() {
return _singleton;
}
Renderer *Renderer::_singleton = nullptr;

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18_texture.txt Normal file
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class Texture
public:
Color get_color_mod() const;
void set_color_mod(const Color &color);
SDL_BlendMode get_blend_mode() const;
void set_blend_mode(const SDL_BlendMode blend_mode);
SDL_ScaleMode get_texture_scale_mode() const;
void set_texture_scale_mode(const SDL_ScaleMode scale_mode);
Image *get_image();
void set_image(Image *image);
int get_width() const;
int get_height() const;
Uint32 get_format() const;
int get_access() const;
void create(const int access, const int w, const int h);
void refresh();
void free();
SDL_Texture *get_texture();
SDL_Texture *get_texture() const;
bool is_render_target();
Texture();
Texture(Image *image);
virtual ~Texture();
private:
Image *_image;
SDL_Texture *_texture;
#include "texture.h"
#include "renderer.h"
Color Texture::get_color_mod() const {
Uint8 r;
Uint8 g;
Uint8 b;
Uint8 a;
SDL_GetTextureColorMod(_texture, &r, &g, &b);
SDL_GetTextureAlphaMod(_texture, &a);
return Color(r, g, b, a);
}
void Texture::set_color_mod(const Color &color) {
SDL_SetTextureColorMod(_texture, color.r, color.g, color.b);
SDL_SetTextureAlphaMod(_texture, color.a);
}
SDL_BlendMode Texture::get_blend_mode() const {
SDL_BlendMode blendMode;
SDL_GetTextureBlendMode(_texture, &blendMode);
return blendMode;
}
void Texture::set_blend_mode(const SDL_BlendMode blend_mode) {
SDL_SetTextureBlendMode(_texture, blend_mode);
}
SDL_ScaleMode Texture::get_texture_scale_mode() const {
SDL_ScaleMode scale_mode;
SDL_GetTextureScaleMode(_texture, &scale_mode);
return scale_mode;
}
void Texture::set_texture_scale_mode(const SDL_ScaleMode scale_mode) {
SDL_SetTextureScaleMode(_texture, scale_mode);
}
Image *Texture::get_image() {
return _image;
}
void Texture::set_image(Image *image) {
if (_texture) {
free();
}
_image = image;
refresh();
}
int Texture::get_width() const {
Uint32 format;
int access;
int w;
int h;
if (SDL_QueryTexture(_texture, &format, &access, &w, &h)) {
return 0;
}
return w;
}
int Texture::get_height() const {
Uint32 format;
int access;
int w;
int h;
if (SDL_QueryTexture(_texture, &format, &access, &w, &h)) {
return 0;
}
return h;
}
Uint32 Texture::get_format() const {
Uint32 format;
int access;
int w;
int h;
if (SDL_QueryTexture(_texture, &format, &access, &w, &h)) {
return 0;
}
return format;
}
int Texture::get_access() const {
Uint32 format;
int access;
int w;
int h;
if (SDL_QueryTexture(_texture, &format, &access, &w, &h)) {
return 0;
}
return access;
}
void Texture::create(int access, int w, int h) {
if (_texture) {
free();
}
_image = nullptr;
_texture = SDL_CreateTexture(Renderer::get_singleton()->get_renderer(), SDL_PIXELFORMAT_RGBA8888, access, w, h);
}
void Texture::refresh() {
if (_image == nullptr) {
return;
}
if (_image->get_surface() == nullptr) {
return;
}
if (_texture) {
free();
}
_texture = SDL_CreateTextureFromSurface(Renderer::get_singleton()->get_renderer(), _image->get_surface());
}
void Texture::free() {
if (_texture) {
SDL_DestroyTexture(_texture);
_texture = nullptr;
}
}
SDL_Texture *Texture::get_texture() {
return _texture;
}
SDL_Texture *Texture::get_texture() const {
return _texture;
}
bool Texture::is_render_target() {
if (_texture == Renderer::get_singleton()->get_render_target()) {
return true;
}
return false;
}
Texture::Texture() {
_image = nullptr;
_texture = nullptr;
}
Texture::Texture(Image *image) {
_image = nullptr;
_texture = nullptr;
set_image(image);
}
Texture::~Texture() {
if (_texture) {
free();
}
}

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19_sprite.txt Normal file
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class Sprite
public:
Rect2 get_texture_clip_rect() const;
void set_texture_clip_rect(const Rect2 &rect);
Rect2 get_transform() const;
void set_transform(const Rect2 &rect);
float get_x() const;
void set_x(const float val);
float get_y() const;
void set_y(const float val);
float get_w() const;
void set_w(const float val);
float get_h() const;
void set_h(const float val);
double get_angle() const;
void set_angle(const double val);
float get_anchor_x() const;
void set_anchor_x(const float val);
float get_anchor_y() const;
void set_anchor_y(const float val);
void set_anchor(const float x, const float y);
SDL_RendererFlip get_flip() const;
void set_flip(const SDL_RendererFlip val);
Color get_color_mod() const;
void set_color_mod(const Color &color);
Texture *get_texture();
Texture *get_texture() const;
void set_texture(Texture *texture);
void draw();
Sprite();
Sprite(Texture *texture);
Sprite(Texture *texture, const Color &color_mod);
Sprite(Texture *texture, const float x, const float y, const double angle = 0);
Sprite(Texture *texture, const float x, const float y, const Rect2 &texture_clip_rect, const double angle = 0);
Sprite(Texture *texture, const Rect2 &transform, const Rect2 &texture_clip_rect, const double angle = 0);
Sprite(Texture *texture, const float x, const float y, const float w, const float h, const double angle = 0);
virtual ~Sprite();
private:
Rect2 _texture_clip_rect;
Rect2 _transform;
double _angle;
float _anchor_x;
float _anchor_y;
SDL_RendererFlip _flip;
Color _color_mod;
Texture *_texture;
#include "sprite.h"
#include "renderer.h"
Rect2 Sprite::get_texture_clip_rect() const {
return _texture_clip_rect;
}
void Sprite::set_texture_clip_rect(const Rect2 &rect) {
_texture_clip_rect = rect;
}
Rect2 Sprite::get_transform() const {
return _transform;
}
void Sprite::set_transform(const Rect2 &rect) {
_transform = rect;
}
float Sprite::get_x() const {
return _transform.x;
}
void Sprite::set_x(const float val) {
_transform.x = val;
}
float Sprite::get_y() const {
return _transform.y;
}
void Sprite::set_y(const float val) {
_transform.y = val;
}
float Sprite::get_w() const {
return _transform.w;
}
void Sprite::set_w(const float val) {
_transform.w = val;
}
float Sprite::get_h() const {
return _transform.h;
}
void Sprite::set_h(const float val) {
_transform.h = val;
}
double Sprite::get_angle() const {
return _angle;
}
void Sprite::set_angle(const double val) {
_angle = val;
}
float Sprite::get_anchor_x() const {
return _anchor_x;
}
void Sprite::set_anchor_x(const float val) {
_anchor_x = val;
}
float Sprite::get_anchor_y() const {
return _anchor_y;
}
void Sprite::set_anchor_y(const float val) {
_anchor_y = val;
}
void Sprite::set_anchor(const float x, const float y) {
_anchor_x = x;
_anchor_y = y;
}
SDL_RendererFlip Sprite::get_flip() const {
return _flip;
}
void Sprite::set_flip(const SDL_RendererFlip val) {
_flip = val;
}
Color Sprite::get_color_mod() const {
return _color_mod;
}
void Sprite::set_color_mod(const Color &color) {
_color_mod = color;
}
Texture *Sprite::get_texture() {
return _texture;
}
Texture *Sprite::get_texture() const {
return _texture;
}
void Sprite::set_texture(Texture *texture) {
_texture = texture;
}
void Sprite::draw() {
Renderer::get_singleton()->draw_sprite(this);
}
Sprite::Sprite() {
_angle = 0;
_anchor_x = 0;
_anchor_y = 0;
_flip = SDL_FLIP_NONE;
_texture = nullptr;
_color_mod = Color(255, 255, 255, 255);
}
Sprite::Sprite(Texture *texture) {
_angle = 0;
_anchor_x = 0;
_anchor_y = 0;
_flip = SDL_FLIP_NONE;
_texture = texture;
if (_texture != nullptr) {
_texture_clip_rect.w = texture->get_width();
_texture_clip_rect.h = texture->get_height();
_transform.w = texture->get_width();
_transform.h = texture->get_height();
}
_color_mod = Color(255, 255, 255, 255);
}
Sprite::Sprite(Texture *texture, const Color &color_mod) {
_angle = 0;
_anchor_x = 0;
_anchor_y = 0;
_flip = SDL_FLIP_NONE;
_texture = texture;
if (_texture != nullptr) {
_texture_clip_rect.w = texture->get_width();
_texture_clip_rect.h = texture->get_height();
_transform.w = texture->get_width();
_transform.h = texture->get_height();
}
_color_mod = color_mod;
}
Sprite::Sprite(Texture *texture, const float x, const float y, const double angle) {
_angle = angle;
_anchor_x = 0;
_anchor_y = 0;
_flip = SDL_FLIP_NONE;
_texture = texture;
_transform.x = x;
_transform.y = y;
if (_texture != nullptr) {
_texture_clip_rect.w = texture->get_width();
_texture_clip_rect.h = texture->get_height();
_transform.w = texture->get_width();
_transform.h = texture->get_height();
}
_color_mod = Color(255, 255, 255, 255);
}
Sprite::Sprite(Texture *texture, const float x, const float y, const Rect2 &texture_clip_rect, const double angle) {
_angle = angle;
_anchor_x = 0;
_anchor_y = 0;
_flip = SDL_FLIP_NONE;
_texture = texture;
_transform.x = x;
_transform.y = y;
if (_texture != nullptr) {
_transform.w = texture->get_width();
_transform.h = texture->get_height();
}
_texture_clip_rect = texture_clip_rect;
_color_mod = Color(255, 255, 255, 255);
}
Sprite::Sprite(Texture *texture, const Rect2 &transform, const Rect2 &texture_clip_rect, const double angle) {
_angle = angle;
_anchor_x = 0;
_anchor_y = 0;
_flip = SDL_FLIP_NONE;
_texture = texture;
_transform = transform;
_texture_clip_rect = texture_clip_rect;
_color_mod = Color(255, 255, 255, 255);
}
Sprite::Sprite(Texture *texture, const float x, const float y, const float w, const float h, const double angle) {
_angle = angle;
_anchor_x = 0;
_anchor_y = 0;
_flip = SDL_FLIP_NONE;
_texture = texture;
_transform.x = x;
_transform.y = y;
_transform.w = w;
_transform.h = h;
if (_texture != nullptr) {
_texture_clip_rect.w = texture->get_width();
_texture_clip_rect.h = texture->get_height();
}
_color_mod = Color(255, 255, 255, 255);
}
Sprite::~Sprite() {
}

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class Camera {
public:
void bind();
Camera();
virtual ~Camera();
bool integer_scaling;
float scale_w;
float scale_h;
Rect2 viewport;
Rect2 clip_rect;
#include "camera.h"
#include "renderer.h"
void Camera::bind() {
Renderer::get_singleton()->set_integer_scaling(integer_scaling);
Renderer::get_singleton()->set_scale(scale_w, scale_h);
Renderer::get_singleton()->set_viewport(viewport);
Renderer::get_singleton()->set_clip_rect(&clip_rect);
}
Camera::Camera() {
integer_scaling = false;
scale_w = 1;
scale_h = 1;
viewport = Renderer::get_singleton()->get_viewport();
clip_rect = Renderer::get_singleton()->get_clip_rect();
}
Camera::~Camera() {
}

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