Added a new (unfinished) sdl_ttf project.

This commit is contained in:
Relintai 2021-04-13 20:22:41 +02:00
parent dae8ee88c5
commit 0ee69c3243
36 changed files with 3283 additions and 0 deletions

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# Commented out parameters are those with the same value as base LLVM style
# We can uncomment them if we want to change their value, or enforce the
# chosen value in case the base style changes (last sync: Clang 6.0.1).
---
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AllowShortFunctionsOnASingleLine: Inline
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BreakBeforeTernaryOperators: false
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BreakConstructorInitializers: AfterColon
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ConstructorInitializerAllOnOneLineOrOnePerLine: true
ConstructorInitializerIndentWidth: 8
ContinuationIndentWidth: 8
Cpp11BracedListStyle: false
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# FixNamespaceComments: true
# ForEachMacros:
# - foreach
# - Q_FOREACH
# - BOOST_FOREACH
# IncludeBlocks: Preserve
IncludeCategories:
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Priority: 1
- Regex: '^<.*\.h>'
Priority: 2
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---
### C++ specific config ###
Language: Cpp
Standard: Cpp03
---
### ObjC specific config ###
Language: ObjC
Standard: Cpp03
ObjCBlockIndentWidth: 4
# ObjCSpaceAfterProperty: false
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---
### Java specific config ###
Language: Java
# BreakAfterJavaFieldAnnotations: false
JavaImportGroups: ['org.godotengine', 'android', 'androidx', 'com.android', 'com.google', 'java', 'javax']
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#include "application.h"
#include "renderer.h"
Application* Application::_instance = nullptr;
#include <chrono>
void Application::event(const SDL_Event &current_event) {
switch (current_event.type) {
case SDL_QUIT:
running = false;
break;
}
scene->event(current_event);
}
void Application::update(float delta) {
scene->update(delta);
}
void Application::render() {
scene->render();
Renderer::get_singleton()->present();
}
void Application::main_loop() {
std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
//handle input
SDL_Event current_event;
while (SDL_PollEvent(&current_event)) {
event(current_event);
}
update(frame_delta);
render();
std::chrono::high_resolution_clock::time_point end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> elapsed_seconds = end - start;
double t = elapsed_seconds.count();
double tfps = 1.0 / static_cast<double>(target_fps);
double remaining = tfps - t;
if (remaining > 0) {
Uint32 fms = static_cast<Uint32>(remaining * 1000.0);
frame_delta = tfps;
SDL_Delay(fms);
} else {
frame_delta = t;
}
}
Application::Application() {
running = true;
target_fps = 60;
scene = nullptr;
_instance = this;
}
Application::~Application() {
_instance = nullptr;
}
Application* Application::get_singleton() {
return _instance;
}

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#ifndef APPLICATION_H
#define APPLICATION_H
#include <SDL.h>
#include "scene.h"
class Application {
public:
bool running;
int target_fps;
virtual void event(const SDL_Event &current_event);
virtual void update(float delta);
virtual void render();
void main_loop();
Application();
virtual ~Application();
Scene *scene;
static Application* get_singleton();
double frame_delta = 0;
protected:
static Application* _instance;
};
#endif

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#include "button.h"
#include "math.h"
void Button::event(const SDL_Event &ev) {
if (state == BUTTON_STATE_OFF) {
return;
}
switch (ev.type) {
case SDL_MOUSEMOTION: {
int x = ev.motion.x;
int y = ev.motion.y;
if (transform.x < x && transform.x + transform.w > x && transform.y < y && transform.y + transform.w > y) {
state = BUTTON_STATE_HOVER;
} else {
state = BUTTON_STATE_UP;
}
break;
}
case SDL_MOUSEBUTTONDOWN: {
int x = ev.motion.x;
int y = ev.motion.y;
if (transform.x < x && transform.x + transform.w > x && transform.y < y && transform.y + transform.w > y) {
state = BUTTON_STATE_DOWN;
}
break;
}
case SDL_MOUSEBUTTONUP: {
int x = ev.motion.x;
int y = ev.motion.y;
if (transform.x < x && transform.x + transform.w > x && transform.y < y && transform.y + transform.w > y) {
state = BUTTON_STATE_HOVER;
if (on_click) {
on_click();
}
if (on_click_member) {
on_click_member(cls);
}
} else {
state = BUTTON_STATE_UP;
}
break;
}
}
}
void Button::update(float delta) {
}
void Button::render() {
if (state == BUTTON_STATE_UP) {
if (up) {
up->set_transform(transform);
up->draw();
}
} else if (state == BUTTON_STATE_HOVER) {
if (hover) {
hover->set_transform(transform);
hover->draw();
}
} else if (state == BUTTON_STATE_DOWN) {
if (down) {
down->set_transform(transform);
down->draw();
}
} else if (state == BUTTON_STATE_OFF) {
if (off) {
off->set_transform(transform);
off->draw();
}
}
}
Button::Button() {
state = BUTTON_STATE_UP;
up = nullptr;
down = nullptr;
hover = nullptr;
off = nullptr;
}
Button::~Button() {
}

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#ifndef BUTTON_H
#define BUTTON_H
#include <SDL.h>
#include "rect2.h"
#include "sprite.h"
#include <functional>
class Button {
public:
enum ButtonState {
BUTTON_STATE_UP,
BUTTON_STATE_HOVER,
BUTTON_STATE_DOWN,
BUTTON_STATE_OFF,
};
void event(const SDL_Event &ev);
void update(float delta);
void render();
//ver a: (Csak statikus fv állítható be rá)
std::function<void(void)> on_click;
//ver b: (Képes osztályok függvényeit is meghívni)
//Meg lehet oldani sokféleképp, egyik sem annyira szép sajnos
//mindneképp érdemes lenne setter mögé rejteni ezeket
void* cls;
std::function<void(void*)> on_click_member;
Button();
virtual ~Button();
ButtonState state;
Rect2 transform;
Sprite *up;
Sprite *down;
Sprite *hover;
Sprite *off;
};
#endif

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#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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#ifndef CAMERA_H
#define CAMERA_H
#include <SDL.h>
#include "rect2.h"
class Camera {
public:
void bind();
Camera();
virtual ~Camera();
bool integer_scaling;
float scale_w;
float scale_h;
Rect2 viewport;
Rect2 clip_rect;
};
#endif

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#include "color.h"
uint32_t Color::to_key() const {
uint32_t val = 0;
//<< = left shift int típusoknál -> azaz az intek bitjeit eltolja eggyel balra:
//pl.: 001010101 ből lesz: 010101010, aztán 101010100, aztán 010101000 etc
//az r az uint8_t, azaz egy 8 bites int (unsigned byte típus pl java/c#-ban)
//tehát alakítsuk át 32 bites uint-é: static_cast<uint32_t>(r)
//Ez az új c++-os castolás, lehetne így is: (uint32_t) r
//De, nem ajánlják már, mert ez 4-5 ilyen static_cast, dynamic_cast etc függvényt
//próbál végig, megadott sorrendben, és csak kiírtam a megfelelőt expliciten.
//static_cast<uint32_t>(r) << 24: (8db 0) (8db 0) (8db 0) (r száma) Ez lessz: (r száma) (8db 0) (8db 0) (8db 0)
//static_cast<uint32_t>(g) << 24: (8db 0) (8db 0) (8db 0) (g száma) Ez lessz: (8db 0) (g száma) (8db 0) (8db 0)
//static_cast<uint32_t>(b) << 24: (8db 0) (8db 0) (8db 0) (b száma) Ez lessz: (8db 0) (8db 0) (b száma) (8db 0)
//static_cast<uint32_t>(a) << 24: (8db 0) (8db 0) (8db 0) (a száma) Ez lessz: (8db 0) (8db 0) (8db 0) (a száma)
//| a bináris vagy -> a számok birtjeit össze bináris vagyolja -> azaz ahol valaho 1 van, ott az eredmény be egy lesz: 00100 | 00010 -> 00110
//|= -> bináris vagy egyenlő
val |= static_cast<uint32_t>(r) << 24;
val |= static_cast<uint32_t>(g) << 16;
val |= static_cast<uint32_t>(b) << 8;
val |= static_cast<uint32_t>(a) << 0;
//azaz a végeredmény:
//1 uint32t, aminek a bitjei: (r száma) (g száma) (b száma) (a száma)
return val;
}
void Color::from_key(const uint32_t key) {
//A to_key függvény megfordítása.
//& itt a bináris és.
//azok a bitek lesznek 1ek, amik mindkét operandusba 1-ek: 001010 & 111110 -> 001010
//A 16-os számrendszerbeli számokat 0x<valami> formában lehet megadni.
//Azért használtam 16os számrendszerbeli számokat, mert itt sokkal szemléletesebbek.
//Ugyanis-> 0xF = 1111
//Azaz minden F 4db 1es bitet jelöl.
//Így már biztosan látszik, hogy mit csinálunk
//key & 0xFF000000 kiszedjük a legelől levő 8 bitet (Minden más bit biztosan 0 lesz.), etc
r = (key & 0xFF000000) >> 24;
g = (key & 0x00FF0000) >> 16;
b = (key & 0x0000FF00) >> 8;
a = (key & 0x000000FF) >> 0;
//>> az itt a right shift, ugyan az mint a left shift, csak itt a biteket jobbra mozgatjuk
//Nyilván, egyéb módon is meg lehet csinálni ezt a függvényt.
//pl csak right shiftelgetni, és castolni uint8_t-vé az eredményt, etc.
//Azért cisnáltam így, mert szerintem ezt a módszert a leghasznosabb látni hosszú távon.
//Pl. ugyan így lehet hálózati csomagokat méretre optimalizálni.
}
SDL_Color Color::to_sdl_color() const {
SDL_Color c;
c.r = r;
c.g = g;
c.b = b;
c.a = a;
return c;
}
void Color::from_sdl_color(const SDL_Color &key) {
r = key.r;
g = key.g;
b = key.b;
a = key.a;
}
Color::Color() {
r = 0;
g = 0;
b = 0;
a = 255;
}
Color::Color(uint8_t p_r, uint8_t p_g, uint8_t p_b, uint8_t p_a) {
r = p_r;
g = p_g;
b = p_b;
a = p_a;
}
Color::Color(const uint32_t key) {
from_key(key);
}
Color::~Color() {
}

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#ifndef COLOR_H
#define COLOR_H
#include <inttypes.h>
#include <SDL.h>
class Color {
public:
uint32_t to_key() const;
void from_key(const uint32_t key);
SDL_Color to_sdl_color() const;
void from_sdl_color(const SDL_Color &key);
Color();
Color(uint8_t p_r, uint8_t p_g, uint8_t p_b, uint8_t p_a = 255);
Color(const uint32_t key);
virtual ~Color();
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
};
#endif

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@echo off
if not exist "obj" (
mkdir obj
)
if not exist "bin" (
mkdir bin
)
rem debug
set VER=-g
if "%~1"=="r" (
set VER=-o3
)
set GPP=g++
for %%X in (g++.exe) do (set FOUND=%%~$PATH:X)
if not defined FOUND (
set GPP="C:\Program Files\CodeBlocks\MinGW\bin\g++"
)
set SDL2_CFLAGS=-I..\..\lib\SDL2\include\SDL2
set SDL2_LIBS=-L..\..\lib\SDL2\lib -lmingw32 -lSDL2main -lSDL2.dll -luser32 -lgdi32 -lwinmm -ldxguid
XCOPY ..\..\lib\SDL2\bin\*.dll bin /D /Y
%GPP% -Wall %VER% -c math.cpp -o obj/math.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c rect2.cpp -o obj/rect2.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c color.cpp -o obj/color.o
%GPP% -Wall %VER% -c string.cpp -o obj/string.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c renderer.cpp -o obj/renderer.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c image.cpp -o obj/image.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c texture.cpp -o obj/texture.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c sprite.cpp -o obj/sprite.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c camera.cpp -o obj/camera.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c font.cpp -o obj/font.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c button.cpp -o obj/button.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c scene.cpp -o obj/scene.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c application.cpp -o obj/application.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c main_scene.cpp -o obj/main_scene.o
%GPP% -Wall %VER% %SDL2_CFLAGS% -c main.cpp -o obj/main.o
%GPP% -o bin/program obj/math.o obj/rect2.o obj/color.o obj/string.o obj/renderer.o obj/image.o obj/texture.o obj/sprite.o obj/font.o obj/camera.o obj/button.o obj/scene.o obj/application.o obj/main_scene.o obj/main.o %SDL2_LIBS%

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if [ ! -d "obj" ]; then
mkdir obj
fi
if [ ! -d "bin" ]; then
mkdir bin
fi
#-Iinclude
#g++ -Wall -g -c vector2.cpp -o obj/vector2.o
#g++ -Wall -g -c vector3.cpp -o obj/vector3.o
#g++ -Wall -g -c int_vector.cpp -o obj/int_vector.o
g++ -Wall -g -c math.cpp -o obj/math.o
g++ -Wall -g $(sdl2-config --cflags) -c rect2.cpp -o obj/rect2.o
g++ -Wall -g $(sdl2-config --cflags) -c color.cpp -o obj/color.o
g++ -Wall -g -c string.cpp -o obj/string.o
g++ -Wall -g $(sdl2-config --cflags) -c renderer.cpp -o obj/renderer.o
g++ -Wall -g $(sdl2-config --cflags) -c image.cpp -o obj/image.o
g++ -Wall -g $(sdl2-config --cflags) -c texture.cpp -o obj/texture.o
g++ -Wall -g $(sdl2-config --cflags) -c sprite.cpp -o obj/sprite.o
g++ -Wall -g $(sdl2-config --cflags) -c camera.cpp -o obj/camera.o
g++ -Wall -g $(sdl2-config --cflags) -c font.cpp -o obj/font.o
g++ -Wall -g $(sdl2-config --cflags) -c button.cpp -o obj/button.o
g++ -Wall -g $(sdl2-config --cflags) -c scene.cpp -o obj/scene.o
g++ -Wall -g $(sdl2-config --cflags) -c application.cpp -o obj/application.o
g++ -Wall -g $(sdl2-config --cflags) -c main_scene.cpp -o obj/main_scene.o
g++ -Wall -g $(sdl2-config --cflags) -c main.cpp -o obj/main.o
g++ -o bin/program obj/math.o obj/rect2.o obj/color.o obj/string.o obj/renderer.o obj/image.o obj/texture.o obj/sprite.o obj/camera.o obj/font.o obj/button.o obj/scene.o obj/application.o obj/main_scene.o obj/main.o $(sdl2-config --libs) -lSDL2_ttf

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#include "font.h"
SDL_Surface *Font::render_blended(const String &text, const Color &color) {
if (!_font) {
return nullptr;
}
return TTF_RenderText_Blended(_font, text.c_str(), color.to_sdl_color());
}
void Font::load(const String &file_name, const int ptsize, const int index) {
if (index == -1) {
_font = TTF_OpenFont(file_name.c_str(), ptsize);
} else {
_font = TTF_OpenFontIndex(file_name.c_str(), ptsize, index);
}
}
void Font::free() {
if (_font) {
TTF_CloseFont(_font);
_font = nullptr;
}
}
Font::Font() {
_font = nullptr;
}
Font::Font(const String &file_name, const int ptsize, const int index) {
_font = nullptr;
load(file_name, ptsize, index);
}
Font::~Font() {
free();
}

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#ifndef FONT_H
#define FONT_H
#include <SDL.h>
#include <SDL_ttf.h>
#include "string.h"
#include "color.h"
class Font {
public:
//extern DECLSPEC int SDLCALL TTF_GetFontStyle(const TTF_Font *font);
//extern DECLSPEC void SDLCALL TTF_SetFontStyle(TTF_Font *font, int style);
//extern DECLSPEC int SDLCALL TTF_GetFontOutline(const TTF_Font *font);
// extern DECLSPEC void SDLCALL TTF_SetFontOutline(TTF_Font *font, int outline);
//extern DECLSPEC int SDLCALL TTF_GetFontHinting(const TTF_Font *font);
//extern DECLSPEC void SDLCALL TTF_SetFontHinting(TTF_Font *font, int hinting);
//extern DECLSPEC int SDLCALL TTF_FontHeight(const TTF_Font *font);
/*
extern DECLSPEC int SDLCALL TTF_FontAscent(const TTF_Font *font);
extern DECLSPEC int SDLCALL TTF_FontDescent(const TTF_Font *font);
extern DECLSPEC int SDLCALL TTF_FontLineSkip(const TTF_Font *font);
extern DECLSPEC int SDLCALL TTF_GetFontKerning(const TTF_Font *font);
extern DECLSPEC void SDLCALL TTF_SetFontKerning(TTF_Font *font, int allowed);
extern DECLSPEC long SDLCALL TTF_FontFaces(const TTF_Font *font);
extern DECLSPEC int SDLCALL TTF_FontFaceIsFixedWidth(const TTF_Font *font);
extern DECLSPEC char * SDLCALL TTF_FontFaceFamilyName(const TTF_Font *font);
extern DECLSPEC char * SDLCALL TTF_FontFaceStyleName(const TTF_Font *font);
extern DECLSPEC int SDLCALL TTF_GlyphIsProvided(const TTF_Font *font, Uint16 ch);
extern DECLSPEC int SDLCALL TTF_GlyphMetrics(TTF_Font *font, Uint16 ch,int *minx, int *maxx,int *miny, int *maxy, int *advance);
extern DECLSPEC int SDLCALL TTF_SizeText(TTF_Font *font, const char *text, int *w, int *h);
extern DECLSPEC int SDLCALL TTF_SizeUTF8(TTF_Font *font, const char *text, int *w, int *h);
extern DECLSPEC int SDLCALL TTF_SizeUNICODE(TTF_Font *font, const Uint16 *text, int *w, int *h);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderText_Solid(TTF_Font *font,const char *text, SDL_Color fg);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderUTF8_Solid(TTF_Font *font,const char *text, SDL_Color fg);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderUNICODE_Solid(TTF_Font *font, const Uint16 *text, SDL_Color fg);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderGlyph_Solid(TTF_Font *font, Uint16 ch, SDL_Color fg);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderText_Shaded(TTF_Font *font,const char *text, SDL_Color fg, SDL_Color bg);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderUTF8_Shaded(TTF_Font *font,const char *text, SDL_Color fg, SDL_Color bg);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderUNICODE_Shaded(TTF_Font *font,const Uint16 *text, SDL_Color fg, SDL_Color bg);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderGlyph_Shaded(TTF_Font *font, Uint16 ch, SDL_Color fg, SDL_Color bg);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderText_Blended(TTF_Font *font, const char *text, SDL_Color fg);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderUTF8_Blended(TTF_Font *font,const char *text, SDL_Color fg);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderUNICODE_Blended(TTF_Font *font, const Uint16 *text, SDL_Color fg);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderText_Blended_Wrapped(TTF_Font *font,const char *text, SDL_Color fg, Uint32 wrapLength);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderUTF8_Blended_Wrapped(TTF_Font *font,const char *text, SDL_Color fg, Uint32 wrapLength);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderUNICODE_Blended_Wrapped(TTF_Font *font,const Uint16 *text, SDL_Color fg, Uint32 wrapLength);
extern DECLSPEC SDL_Surface * SDLCALL TTF_RenderGlyph_Blended(TTF_Font *font, Uint16 ch, SDL_Color fg);
*/
SDL_Surface *render_blended(const String &text, const Color &color);
void load(const String &file_name, const int ptsize, const int index = -1);
void free();
Font();
Font(const String &file_name, const int ptsize, const int index = -1);
~Font();
private:
TTF_Font *_font;
};
#endif

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#include "image.h"
#include <stdio.h>
void Image::create(const Uint32 flags, const int width, const int height) {
if (_surface) {
free();
}
//SDL_PIXELFORMAT_RGBA8888 SDL_pixels.h ból
SDL_CreateRGBSurfaceWithFormat(flags, width, height, 32, SDL_PIXELFORMAT_RGBA8888);
}
void Image::enable_transparent_color(const Color &color) {
if (!SDL_SetColorKey(_surface, 1, color.to_key())) {
printf("enable_transparent_color error.\n");
}
}
void Image::disable_transparent_color() {
if (!SDL_SetColorKey(_surface, 0, 0)) {
printf("disable_transparent_color error.\n");
}
}
bool Image::has_transparent_color() {
return SDL_HasColorKey(_surface);
}
Color Image::get_transparent_color() {
uint32_t key;
SDL_GetColorKey(_surface, &key);
return Color(key);
}
Color Image::get_color_mod() {
Uint8 r;
Uint8 g;
Uint8 b;
SDL_GetSurfaceColorMod(_surface, &r, &g, &b);
return Color(r, g, b);
}
void Image::set_color_mod(const Color &color) {
SDL_SetSurfaceColorMod(_surface, color.r, color.g, color.b);
}
Color Image::get_alpha_mod() {
Uint8 a;
SDL_GetSurfaceAlphaMod(_surface, &a);
return a;
}
void Image::set_alpha_mod(const Uint8 alpha) {
SDL_SetSurfaceAlphaMod(_surface, alpha);
}
SDL_BlendMode Image::get_blend_mode() {
SDL_BlendMode mode;
SDL_GetSurfaceBlendMode(_surface, &mode);
return mode;
}
void Image::set_blend_mode(const SDL_BlendMode mode) {
SDL_SetSurfaceBlendMode(_surface, mode);
}
Rect2 Image::get_clip_rect() {
SDL_Rect r;
SDL_GetClipRect(_surface, &r);
Rect2 rect;
rect.x = r.x;
rect.y = r.y;
rect.w = r.w;
rect.h = r.h;
return rect;
}
void Image::set_clip_rect(const Rect2 &rect) {
SDL_Rect r;
r.x = rect.x;
r.y = rect.y;
r.w = rect.w;
r.h = rect.h;
SDL_SetClipRect(_surface, &r);
}
void Image::duplicate(Image *into) {
if (into == nullptr) {
return;
}
into->_surface = SDL_DuplicateSurface(_surface);
}
void Image::fill_rect(const Rect2 &rect, const Color &color) {
SDL_Rect r;
r.x = rect.x;
r.y = rect.y;
r.w = rect.w;
r.h = rect.h;
SDL_FillRect(_surface, &r, color.to_key());
}
void Image::fill_rects(const Vector<Rect2> &rects, const Color &color) {
SDL_Rect *r = new SDL_Rect[rects.size()];
for (int i = 0; i < rects.size(); ++i) {
r[i].x = rects[i].x;
r[i].y = rects[i].y;
r[i].w = rects[i].w;
r[i].h = rects[i].h;
}
SDL_FillRects(_surface, r, rects.size(), color.to_key());
delete[] r;
}
void Image::set_pixel(const int x, const int y, const Color &color) {
if (_surface == nullptr) {
return;
}
Uint32 *p = reinterpret_cast<Uint32 *>(_surface->pixels);
p[x * _surface->w + y] = color.to_key();
}
Color Image::get_pixel(const int x, const int y) {
if (_surface == nullptr) {
return Color();
}
Uint32 *p = reinterpret_cast<Uint32 *>(_surface->pixels);
return Color(p[x * _surface->w + y]);
}
void Image::blit_surface(const Image &source, const Rect2 &srcrect, const Rect2 &dstrect) {
SDL_Rect sr;
sr.x = srcrect.x;
sr.y = srcrect.y;
sr.w = srcrect.w;
sr.h = srcrect.h;
SDL_Rect dr;
dr.x = dstrect.x;
dr.y = dstrect.y;
dr.w = dstrect.w;
dr.h = dstrect.h;
SDL_BlitSurface(source._surface, &sr, _surface, &dr);
}
void Image::lock() {
SDL_LockSurface(_surface);
}
void Image::unlock() {
SDL_UnlockSurface(_surface);
}
void Image::free() {
SDL_FreeSurface(_surface);
_surface = nullptr;
}
void Image::load_bmp(const String &file_name) {
if (_surface != nullptr) {
free();
}
_surface = SDL_LoadBMP(file_name.c_str());
if (_surface != nullptr && _surface->format->format != SDL_PIXELFORMAT_RGBA8888) {
//Nem ARGB8888 as formátum, konvertáljuk át
SDL_Surface *n = SDL_ConvertSurfaceFormat(_surface, SDL_PIXELFORMAT_RGBA8888, 0);
free();
_surface = n;
}
}
void Image::save_bmp(const String &file_name) {
SDL_SaveBMP(_surface, file_name.c_str());
}
Uint32 Image::get_width() const {
if (_surface == nullptr) {
return 0;
}
return _surface->w;
}
Uint32 Image::get_height() const {
if (_surface == nullptr) {
return 0;
}
return _surface->h;
}
SDL_Surface *Image::get_surface() {
return _surface;
}
void Image::set_surface(SDL_Surface *surface) {
_surface = surface;
}
Image::Image() {
_surface = nullptr;
}
Image::Image(const String &file_name) {
_surface = nullptr;
load_bmp(file_name);
}
Image::Image(SDL_Surface *surface) {
_surface = surface;
if (_surface != nullptr && _surface->format->format != SDL_PIXELFORMAT_RGBA8888) {
//Nem ARGB8888 as formátum, konvertáljuk át
SDL_Surface *n = SDL_ConvertSurfaceFormat(_surface, SDL_PIXELFORMAT_RGBA8888, 0);
free();
_surface = n;
}
}
Image::~Image() {
free();
}

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#ifndef IMAGE_H
#define IMAGE_H
#include "color.h"
#include "rect2.h"
#include "string.h"
#include "vector.h"
#include <SDL.h>
class Image {
public:
void create(const Uint32 flags, const int width, const int height);
void enable_transparent_color(const Color &color);
void disable_transparent_color();
bool has_transparent_color();
Color get_transparent_color();
Color get_color_mod();
void set_color_mod(const Color &color);
Color get_alpha_mod();
void set_alpha_mod(const Uint8 alpha);
SDL_BlendMode get_blend_mode();
void set_blend_mode(const SDL_BlendMode mode);
Rect2 get_clip_rect();
void set_clip_rect(const Rect2 &rect);
void duplicate(Image *into);
void fill_rect(const Rect2 &rect, const Color &color);
void fill_rects(const Vector<Rect2> &rects, const Color &color);
void set_pixel(const int x, const int y, const Color &color);
Color get_pixel(const int x, const int y);
void blit_surface(const Image &source, const Rect2 &srcrect, const Rect2 &dstrect);
void lock();
void unlock();
void free();
void load_bmp(const String &file_name);
void save_bmp(const String &file_name);
Uint32 get_width() const;
Uint32 get_height() const;
SDL_Surface *get_surface();
void set_surface(SDL_Surface *surface);
Image();
Image(const String &file_name);
Image(SDL_Surface *surface);
virtual ~Image();
private:
SDL_Surface *_surface;
};
#endif

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#ifndef IMPL_APPLICATION_H
#define IMPL_APPLICATION_H
#include "application.h"
#include "main_scene.h"
class ImplApplication : public Application {
public:
ImplApplication() : Application() {
scene = new MainScene();
}
~ImplApplication() {
delete scene;
}
};
#endif

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#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
#include <SDL_ttf.h>
#include "application.h"
#include "renderer.h"
#include "impl_application.h"
#define APPLICATION_CLASS ImplApplication
Renderer *renderer = nullptr;
Application *application = nullptr;
void handle_frame() {
application->main_loop();
}
int main(int argc, char *argv[]) {
TTF_Init();
renderer = new Renderer();
application = new APPLICATION_CLASS();
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(handle_frame, 0, 1);
#else
while (application->running) {
application->main_loop();
}
#endif
delete application;
delete renderer;
TTF_Quit();
return 0;
}

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#include "main_scene.h"
#include "rect2.h"
#include "renderer.h"
#include <SDL.h>
#include <stdio.h>
void MainScene::event(const SDL_Event &ev) {
b1->event(ev);
b2->event(ev);
b3->event(ev);
}
void MainScene::update(float delta) {
}
void MainScene::render() {
Renderer::get_singleton()->clear();
_camera->bind();
b1->render();
b2->render();
b3->render();
_s->draw();
}
void MainScene::on_first_button_clicked() {
printf("Click!\n");
}
void MainScene::on_first_button_clicked_member(void* cls) {
if (cls) {
reinterpret_cast<MainScene*>(cls)->member_print();
}
}
void MainScene::member_print() {
printf("Click Member!\n");
}
MainScene::MainScene() {
_camera = new Camera();
_image = new Image("ti.bmp");
_texture = new Texture(_image);
_font = new Font("./DejaVuSans.ttf", 16);
_ii = new Image(_font->render_blended("Adsdsda", Color(255, 0, 0, 255)));
_iit = new Texture(_ii);
_s = new Sprite(_iit);
b1 = new Button();
b1->transform = Rect2(0, 0, 100, 100);
b1->up = new Sprite(_texture);
b1->down = new Sprite(_texture, Color(100, 100, 100));
b1->hover = new Sprite(_texture, Color(200, 200, 200));
//b1->on_click = MainScene::on_first_button_clicked;
//a verzió lambda 1 (this-nélkül):
//b1->on_click = []() -> void { printf("Click lambda!"); };
//a verzió lambda 2 (this-el):
b1->on_click = [this]() -> void { this->member_print(); };
b2 = new Button();
b2->transform = Rect2(0, 110, 100, 100);
b2->off = new Sprite(_texture, Color(50, 50, 50));
b2->state = Button::BUTTON_STATE_OFF;
b3 = new Button();
b3->transform = Rect2(0, 220, 100, 100);
b3->up = new Sprite(_texture);
b3->down = new Sprite(_texture, Color(100, 100, 100));
b3->hover = new Sprite(_texture, Color(200, 200, 200));
b3->cls = this;
b3->on_click_member = MainScene::on_first_button_clicked_member;
}
MainScene::~MainScene() {
delete b1->up;
delete b1->down;
delete b1->hover;
delete b1;
delete b2->off;
delete b2;
delete b3->up;
delete b3->down;
delete b3->hover;
delete b3;
delete _s;
delete _iit;
delete _ii;
delete _font;
delete _texture;
delete _image;
delete _camera;
}

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#ifndef MAIN_SCENE_H
#define MAIN_SCENE_H
#include "scene.h"
#include "image.h"
#include "texture.h"
#include "sprite.h"
#include "camera.h"
#include "button.h"
#include "font.h"
class MainScene : public Scene {
public:
void event(const SDL_Event &ev);
void update(float delta);
void render();
//ver a
static void on_first_button_clicked();
//ver b
static void on_first_button_clicked_member(void* cls);
void member_print();
MainScene();
~MainScene();
Camera *_camera;
Image *_image;
Texture *_texture;
Font *_font;
Image *_ii;
Texture *_iit;
Sprite *_s;
Button *b1;
Button *b2;
Button *b3;
};
#endif

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#include "math.h"
float Math::inv_sqrt(const float x) {
return (float)(1.0 / ::sqrtf(x));
}
float Math::fast_inv_sqrt(const float number) {
long i;
float x2, y;
const float threehalfs = 1.5F;
x2 = number * 0.5F;
y = number;
i = *(long *)&y;
i = 0x5f3759df - (i >> 1);
y = *(float *)&i;
y = y * (threehalfs - (x2 * y * y));
return y;
}
float Math::is_equal_approx(const float a, const float b) {
if (a + EPSILON < b && a - EPSILON > b) {
return true;
}
return false;
}
float Math::is_zero_approx(const float a) {
if (a + EPSILON < 0 && a - EPSILON > 0) {
return true;
}
return false;
}
void Math::seed(const unsigned int s) {
srand(s);
}
void Math::randomize() {
srand(time(NULL));
}
int Math::rand() {
return ::rand();
}
float Math::randf() {
return ::rand() / static_cast<float>(RANDOM_32BIT_MAX);
}
double Math::randd() {
return ::rand() / static_cast<double>(RANDOM_32BIT_MAX);
}
int Math::rand(const int m) {
return rand() % m;
}
int Math::rand(const int from, const int to) {
return (rand() % (to - from)) + from;
}
float Math::rand(const float from, const float to) {
return randf() * (to - from) + from;
}
float Math::rand(const double from, const double to) {
return randd() * (to - from) + from;
}

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#ifndef MATH_H
#define MATH_H
#include <math.h>
#include <stdlib.h>
#include <time.h>
#include <cstdint>
#define MATH_PI 3.1415926535897932384626433833
#define EPSILON 0.00001
class Math {
public:
static const uint64_t RANDOM_32BIT_MAX = 0xFFFFFFFF;
inline static float sin(const float x) { return ::sinf(x); }
inline static double sin(const double x) { return ::sin(x); }
inline static float cos(const float x) { return ::cosf(x); }
inline static double cos(const double x) { return ::cos(x); }
inline static float tan(const float x) { return ::tanf(x); }
inline static double tan(const double x) { return ::tan(x); }
inline static float asin(const float x) { return ::asinf(x); }
inline static double asin(const double x) { return ::asin(x); }
inline static float acos(const float x) { return ::acosf(x); }
inline static double acos(const double x) { return ::acos(x); }
inline static float atan(const float x) { return ::atanf(x); }
inline static double atan(const double x) { return ::atan(x); }
inline static float atan2(const float x, const float y) { return ::atan2f(x, y); }
inline static double atan2(const double x, const float y) { return ::atan2(x, y); }
inline static float sqrt(const float x) { return ::sqrtf(x); }
inline static double sqrt(const double x) { return ::sqrt(x); }
inline static float fmod(const float x, const float y) { return ::fmodf(x, y); }
inline static double fmod(const double x, const float y) { return ::fmod(x, y); }
inline static float floor(const float x) { return ::floorf(x); }
inline static double floor(const double x) { return ::floor(x); }
inline static float ceil(const float x) { return ::ceilf(x); }
inline static double ceil(const double x) { return ::ceil(x); }
inline static float pow(const float x, const float y) { return ::powf(x, y); }
inline static double pow(const double x, const float y) { return ::pow(x, y); }
inline static float log(const float x) { return ::logf(x); }
inline static double log(const double x) { return ::log(x); }
static float inv_sqrt(const float x);
static float fast_inv_sqrt(const float x);
inline static float abs(const float x) { return x > 0 ? x : -x; }
inline static double abs(const double x) { return x > 0 ? x : -x; }
inline static int abs(const int x) { return x > 0 ? x : -x; }
inline static float deg2rad(const float x) { return x * MATH_PI / 180.0; }
inline static double deg2rad(const double x) { return x * MATH_PI / 180.0; }
inline static int deg2rad(const int x) { return x * MATH_PI / 180.0; }
inline static float rad2deg(const float x) { return x * 180.0 / MATH_PI; }
inline static double rad2deg(const double x) { return x * 180.0 / MATH_PI; }
inline static int rad2deg(const int x) { return x * 180.0 / MATH_PI; }
static float is_equal_approx(const float a, const float b);
static float is_zero_approx(const float a);
static void seed(const unsigned int s);
static void randomize();
static int rand();
static float randf();
static double randd();
static int rand(const int m);
static int rand(const int from, const int to);
static float rand(const float from, const float to);
static float rand(const double from, const double to);
};
#endif

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#include "rect2.h"
#include "math.h"
float Rect2::get_area() const {
return w * h;
}
bool Rect2::intersects(const Rect2 &b) const {
if (x >= (b.x + b.w))
return false;
if ((x + w) <= b.x)
return false;
if (y >= (b.y + b.h))
return false;
if ((y + h) <= b.y)
return false;
return true;
}
bool Rect2::intersects_include_borders(const Rect2 &b) const {
if (x > (b.x + b.w))
return false;
if ((x + w) < b.x)
return false;
if (y > (b.y + b.h))
return false;
if ((y + h) < b.y)
return false;
return true;
}
bool Rect2::encloses(const Rect2 &b) const {
return (b.x >= x) && (b.y >= y) &&
((b.x + b.w) <= (x + w)) &&
((b.y + b.h) <= (y + h));
}
bool Rect2::has_no_area() const {
if (w == 0 && h == 0) {
return true;
}
return false;
}
bool Rect2::has_point(const float px, const float py) const {
if (px > x && px < x + w && py > y && py < py + h) {
return true;
}
return false;
}
bool Rect2::is_equal_approx(const Rect2 &b) const {
if (x + EPSILON < b.x && x - EPSILON > b.x && y + EPSILON < b.y && y - EPSILON > b.y &&
w + EPSILON < b.w && w - EPSILON > b.w && h + EPSILON < b.h && h - EPSILON > b.h) {
return true;
}
return false;
}
void Rect2::grow(const float by) {
x -= by;
y -= by;
h += by;
w += by;
}
void Rect2::shrink(const float by) {
x += by;
y += by;
h -= by;
w -= by;
}
SDL_Rect Rect2::as_rect() const {
SDL_Rect r;
r.x = x;
r.y = y;
r.w = w;
r.h = h;
return r;
}
SDL_FRect Rect2::as_frect() const {
SDL_FRect r;
r.x = x;
r.y = y;
r.w = w;
r.h = h;
return r;
}
Rect2 &Rect2::operator+=(const Rect2 &b) {
x += b.x;
y += b.y;
w += b.w;
h += b.h;
return *this;
}
Rect2 &Rect2::operator-=(const Rect2 &b) {
x -= b.x;
y -= b.y;
w -= b.w;
h -= b.h;
return *this;
}
Rect2 operator+(Rect2 lhs, const Rect2 &rhs) {
lhs.x += rhs.x;
lhs.y += rhs.y;
lhs.w += rhs.w;
lhs.h += rhs.h;
return lhs;
}
Rect2 operator-(Rect2 lhs, const Rect2 &rhs) {
lhs.x -= rhs.x;
lhs.y -= rhs.y;
lhs.w -= rhs.w;
lhs.h -= rhs.h;
return lhs;
}
bool operator==(const Rect2 &a, const Rect2 &b) {
return a.is_equal_approx(b);
}
bool operator!=(const Rect2 &a, const Rect2 &b) {
return !a.is_equal_approx(b);
}
Rect2::Rect2() {
x = 0;
y = 0;
w = 0;
h = 0;
}
Rect2::Rect2(const Rect2 &b) {
x = b.x;
y = b.y;
w = b.w;
h = b.h;
}
Rect2::Rect2(const float rx, const float ry) {
x = rx;
y = ry;
w = 0;
h = 0;
}
Rect2::Rect2(const float rx, const float ry, const float rw, const float rh) {
x = rx;
y = ry;
w = rw;
h = rh;
}

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#ifndef RECT2_H
#define RECT2_H
#include <SDL.h>
class Rect2 {
public:
float get_area() const;
bool intersects(const Rect2 &b) const;
bool intersects_include_borders(const Rect2 &b) const;
bool encloses(const Rect2 &b) const;
bool has_no_area() const;
bool has_point(const float px, const float py) const;
bool is_equal_approx(const Rect2 &b) const;
void grow(const float by);
void shrink(const float by);
SDL_Rect as_rect() const;
SDL_FRect as_frect() const;
Rect2 &operator+=(const Rect2 &b);
Rect2 &operator-=(const Rect2 &b);
friend Rect2 operator+(Rect2 lhs, const Rect2 &rhs);
friend Rect2 operator-(Rect2 lhs, const Rect2 &rhs);
friend bool operator==(const Rect2 &a, const Rect2 &b);
friend bool operator!=(const Rect2 &a, const Rect2 &b);
Rect2();
Rect2(const Rect2 &b);
Rect2(const float rx, const float ry);
Rect2(const float rx, const float ry, const float rw, const float rh);
float x;
float y;
float w;
float h;
};
#endif

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#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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#ifndef RENDERER_H
#define RENDERER_H
#include "color.h"
#include "rect2.h"
#include "sprite.h"
#include "texture.h"
#include <SDL.h>
class Renderer {
public:
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;
};
#endif

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#include "scene.h"
Scene::Scene() {
}
Scene::~Scene() {
}

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#ifndef SCENE_H
#define SCENE_H
#include <SDL.h>
class Scene {
public:
virtual void event(const SDL_Event &ev) = 0;
virtual void update(float delta) = 0;
virtual void render() = 0;
Scene();
virtual ~Scene();
};
#endif

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#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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#ifndef SPRITE_H
#define SPRITE_H
#include <SDL.h>
#include "rect2.h"
#include "texture.h"
#include "color.h"
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;
};
#endif

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#include "string.h"
#include <stdlib.h>
void String::push_back(const char element) {
ensure_capacity(_size + 1);
_data[_size++] = element;
_data[_size] = '\0';
}
void String::pop_back() {
if (_size == 0) {
return;
}
--_size;
_data[_size] = '\0';
}
void String::remove(const int index) {
_data[index] = _data[_size - 1];
--_size;
_data[_size] = '\0';
}
void String::erase(const char element) {
int index = find(element);
if (index != -1) {
remove(index);
}
}
void String::clear() {
_size = 0;
}
bool String::empty() const {
return _size == 0;
}
char String::get(const int index) {
return _data[index];
}
const char String::get(const int index) const {
return _data[index];
}
void String::set(const int index, const char value) {
_data[index] = value;
}
int String::size() const {
return _size;
}
int String::capacity() const {
return _actual_size;
}
void String::ensure_capacity(const int capacity) {
if (capacity <= _actual_size) {
return;
}
int tsize = capacity + _grow_by;
char *nd = new char[tsize];
for (int i = 0; i < _size; ++i) {
nd[i] = _data[i];
}
delete[] _data;
_data = nd;
}
void String::resize(const int s) {
ensure_capacity(s + 1); // +1 for the null terminator
_size = s;
_data[_size] = '\0';
}
void String::append_array(const String &other) {
ensure_capacity(_size + other._size + 1); // +1 for the null terminator
for (int i = 0; i < other._size; ++i) {
_data[_size++] = other._data[i];
}
_data[_size] = '\0';
}
int String::find(const char val) const {
for (int i = 0; i < _size; ++i) {
if (_data[i] == val) {
return i;
}
}
return -1;
}
float String::to_float() {
return atof(c_str());
}
double String::to_double() {
return atof(c_str());
}
int String::to_int() {
return atoi(c_str());
}
uint32_t String::to_uint() {
return static_cast<uint32_t>(atoll(c_str()));
}
char *String::c_str() {
return _data;
}
const char *String::c_str() const {
return _data;
}
char *String::dataw() {
return _data;
}
const char *String::data() const {
return _data;
}
const char String::operator[](const int index) const {
return _data[index];
}
char String::operator[](const int index) {
return _data[index];
}
String &String::operator+=(const String &b) {
ensure_capacity(_size + b._size + 1); // +1 for the null terminator
for (int i = 0; i < b._size; ++i) {
_data[_size++] = b._data[i];
}
return *this;
}
String &String::operator+=(const char chr) {
push_back(chr);
return *this;
}
String &String::operator+=(const char *p_c_str) {
int i = 0;
while (p_c_str[i] != '\0') {
push_back(p_c_str[i]);
++i;
}
return *this;
}
String operator+(String lhs, const String &rhs) {
lhs += rhs;
return lhs;
}
String operator+(String lhs, const char *rhs) {
lhs += rhs;
return lhs;
}
String operator+(String lhs, const char rhs) {
lhs += rhs;
return lhs;
}
bool operator==(const String &a, const String &b) {
if (a._size != b._size) {
return false;
}
for (int i = 0; i < a._size; ++i) {
if (a[i] != b[i]) {
return false;
}
}
return true;
}
bool operator!=(const String &a, const String &b) {
return !(a == b);
}
bool operator==(const String &a, const char *b) {
int i = 0;
while (b[i] != '\0' && i < a._size) {
if (a[i] != b[i]) {
return false;
}
++i;
}
if (i != a._size) {
return false;
}
return true;
}
bool operator!=(const String &a, const char *b) {
return !(a == b);
}
bool operator==(const char *b, const String &a) {
int i = 0;
while (b[i] != '\0' && i < a._size) {
if (a[i] != b[i]) {
return false;
}
++i;
}
if (i != a._size) {
return false;
}
return true;
}
bool operator!=(const char *b, const String &a) {
return !(a == b);
}
String::String() {
_data = nullptr;
_actual_size = 0;
_size = 0;
_grow_by = 100;
ensure_capacity(100);
_data[0] = '\0';
}
String::String(const String &other) {
_data = nullptr;
_actual_size = 0;
_size = 0;
_grow_by = 100;
//+1 for the null terminator in case its needed
ensure_capacity(other.size() + 1);
for (int i = 0; i < other._size; ++i) {
_data[i] = other._data[i];
}
_data[other._size] = '\0';
}
String::String(const String &other, int grow_by) {
_data = nullptr;
_actual_size = 0;
_size = 0;
_grow_by = grow_by;
//+1 for the null terminator in case its needed
ensure_capacity(other.size() + 1);
for (int i = 0; i < other._size; ++i) {
_data[i] = other._data[i];
}
_data[_size] = '\0';
}
String::String(const char* p_c_str) {
_data = nullptr;
_actual_size = 0;
_size = 0;
_grow_by = 100;
operator+=(p_c_str);
}
String::String(const char* p_c_str, const int grow_by) {
_data = nullptr;
_actual_size = 0;
_size = 0;
_grow_by = grow_by;
operator+=(p_c_str);
}
String::String(int prealloc) {
_data = nullptr;
_actual_size = 0;
_size = 0;
_grow_by = 100;
ensure_capacity(prealloc);
}
String::String(int prealloc, int grow_by) {
_data = nullptr;
_actual_size = 0;
_size = 0;
_grow_by = grow_by;
ensure_capacity(prealloc);
}

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#ifndef STRING_H
#define STRING_H
#include <inttypes.h>
class String {
public:
void push_back(const char element);
void pop_back();
void remove(const int index);
void erase(const char element);
void clear();
bool empty() const;
char get(const int index);
const char get(const int index) const;
void set(const int index, const char value);
int size() const;
int capacity() const;
void ensure_capacity(const int capacity);
void resize(const int s);
void append_array(const String &other);
int find(const char val) const;
float to_float();
double to_double();
int to_int();
uint32_t to_uint();
char *c_str();
const char *c_str() const;
char *dataw();
const char *data() const;
const char operator[](const int index) const;
char operator[](const int index);
String &operator+=(const String &b);
String &operator+=(const char chr);
String &operator+=(const char *p_c_str);
friend String operator+(String lhs, const String &rhs);
friend String operator+(String lhs, const char *rhs);
friend String operator+(String lhs, const char rhs);
friend bool operator==(const String &a, const String &b);
friend bool operator!=(const String &a, const String &b);
friend bool operator==(const String &a, const char *b);
friend bool operator!=(const String &a, const char *b);
friend bool operator==(const char *b, const String &a);
friend bool operator!=(const char *b, const String &a);
String();
String(const String &other);
String(const String &other, const int grow_by);
String(const char* p_c_str);
String(const char* p_c_str, const int grow_by);
String(const int prealloc);
String(const int prealloc, const int grow_by);
private:
char *_data;
int _actual_size;
int _size;
int _grow_by;
};
#endif

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#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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#ifndef TEXTURE_H
#define TEXTURE_H
#include "image.h"
#include <SDL.h>
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;
};
#endif

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#ifndef VECTOR_H
#define VECTOR_H
template <class T>
class Vector {
public:
void push_back(const T &element);
void pop_back();
void remove(const int index);
void remove_keep_order(const int index);
void erase(const T &element);
void clear();
bool empty() const;
T get(const int index);
const T &get(const int index) const;
void set(const int index, const T &value);
int size() const;
int capacity() const;
void ensure_capacity(const int capacity);
void resize(const int s);
void append_array(const Vector<T> &other);
int find(const T &val) const;
int *dataw();
const int *data() const;
const T &operator[](const int index) const;
T &operator[](const int index);
Vector();
Vector(int prealloc);
Vector(int prealloc, int grow_by);
private:
T *_data;
int _actual_size;
int _size;
int _grow_by;
};
template <class T>
void Vector<T>::push_back(const T &element) {
ensure_capacity(_size + 1);
_data[_size++] = element;
}
template <class T>
void Vector<T>::pop_back() {
if (_size == 0) {
return;
}
--_size;
}
template <class T>
void Vector<T>::remove(const int index) {
_data[index] = _data[_size - 1];
--_size;
}
template <class T>
void Vector<T>::remove_keep_order(const int index) {
--_size;
for (int i = index; i < _size; ++i) {
_data[i] = _data[i + 1];
}
}
template <class T>
void Vector<T>::erase(const T &element) {
int index = find(element);
if (index != -1) {
remove(index);
}
}
template <class T>
void Vector<T>::clear() {
_size = 0;
}
template <class T>
bool Vector<T>::empty() const {
return _size == 0;
}
template <class T>
T Vector<T>::get(const int index) {
return _data[index];
}
template <class T>
const T &Vector<T>::get(const int index) const {
return _data[index];
}
template <class T>
void Vector<T>::set(const int index, const T &value) {
_data[index] = value;
}
template <class T>
int Vector<T>::size() const {
return _size;
}
template <class T>
int Vector<T>::capacity() const {
return _actual_size;
}
template <class T>
void Vector<T>::ensure_capacity(const int capacity) {
if (capacity <= _actual_size) {
return;
}
int tsize = capacity + _grow_by;
T *nd = new T[tsize];
for (int i = 0; i < _size; ++i) {
nd[i] = _data[i];
}
delete[] _data;
_data = nd;
}
template <class T>
void Vector<T>::resize(const int s) {
ensure_capacity(s);
_size = s;
}
template <class T>
void Vector<T>::append_array(const Vector<T> &other) {
ensure_capacity(_size + other._size);
for (int i = 0; i < other._size; ++i) {
_data[_size++] = other._data[i];
}
}
template <class T>
int Vector<T>::find(const T &val) const {
for (int i = 0; i < _size; ++i) {
if (_data[i] == val) {
return i;
}
}
return -1;
}
template <class T>
int *Vector<T>::dataw() {
return _data;
}
template <class T>
const int *Vector<T>::data() const {
return _data;
}
template <class T>
const T &Vector<T>::operator[](const int index) const {
return _data[index];
}
template <class T>
T &Vector<T>::operator[](const int index) {
return _data[index];
}
template <class T>
Vector<T>::Vector() {
_data = nullptr;
_actual_size = 0;
_size = 0;
_grow_by = 100;
}
template <class T>
Vector<T>::Vector(int prealloc) {
_data = nullptr;
_actual_size = 0;
_size = 0;
_grow_by = 100;
ensure_capacity(prealloc);
}
template <class T>
Vector<T>::Vector(int prealloc, int grow_by) {
_data = nullptr;
_actual_size = 0;
_size = 0;
_grow_by = grow_by;
ensure_capacity(prealloc);
}
#endif