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Finished renderer.txt.
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@ -1,6 +1,65 @@
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Írjunk egy renderer oszályt.
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Írjunk egy rajzoló (Renderer) oszályt.
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Ez az osztály fogja kezelni az ablakot (SDL_Window), és a renderert (SDL_Renderer) is.
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Találhatók ebben az osztályban Sprite, és Texture típusú paraméterek is.
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Ezeket, még nem hoztuk létre, viszont ezeknek majd szüksége lessz a működésükhöz
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az ebben az osztályban található SDL_Renderer-re.
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Szóval ezeket a függvényeket csak az után rakjátok bele,
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miután az adott osztályokat már beimplementáltátok.
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------
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Ez egy ún. singleton osztály lesz.
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Azaz a programunkban csak egy darabot szabad létrehozni, viszont ezt utána bármikor
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elérhetjük a statikus get_singleton() függvényen keresztül.
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c++-ban ez pl így működik:
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Renderer::get_singleton()->present();
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Fontos tudni, hogy itt nekünk kell majd egy Renderer-t létrehoznunk a programunk elején.
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Van olyan singleton implementáció, ami automatikusan létrejön az első elérésekor,
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de mivel ez az osztály pl az ablakot is kezeli, ezért itt ezt nem így fogjuk csinálni.
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Megj: Sok esetben érdemes a singleton-jainkat a program elején explicit
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létrehozatnunk, majd a végén töröltetnünk. (new, delete)
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Elég sok problémától kímélhetjük meg magunkat vele.
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(Pl.: a legtöbb játékmotoroknál ez bevett szokás.)
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(Nyilván ebbe az is benne van, hogy egy egy singleton allokáció kisebb megakadásokat
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is eredményezhet, ha annak az osztálynak sokáig tart az inícializációja.)
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------
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A teljesség kedvéért, c++ példa egy automatikusan létrejövő singletonra:
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Fontos tudni, hogy ez az implementáció thread safe az újabb c++-ban.
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(A fordító rak bele mutexeket! https://www.youtube.com/watch?v=c1gO9aB9nbs&t=1120s)
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Renderer &Renderer::get_singleton() {
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static Renderer r;
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return r;
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}
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------
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Megj.:
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a static Renderer *_singleton tagot így kell megcsinálni:
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a .h-ban:
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class Renderer {
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//...
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static Renderer *_singleton;
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}
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a .cpp-ben:
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Renderer *Renderer::_singleton = nullptr;
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Azaz definiálni kell, különben fordítási hibát fogtok kapni.
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(Itt tudunk neki kezdeti paramétert is adni.)
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|---------------------------------------------------------------------------------------|
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@ -11,7 +70,7 @@
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| + void set_draw_color(const Color &color) |
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| + void clear() |
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| |
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| + SDL_BlendMode get_blend_mode() const |
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| + SDL_BlendMode get_blend_mode |
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| + void set_blend_mode(const SDL_BlendMode mode) |
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| |
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| + void draw_point(const int x, const int y) |
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@ -35,28 +94,28 @@
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| + void draw_sprite(const Sprite &sprite) |
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| + void draw_sprite(const Sprite *sprite) |
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| |
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| + int get_dpi() const |
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| + int get_window_size_w() const |
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| + int get_window_size_h() const |
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| + int get_size_w() const |
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| + int get_size_h() const |
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| + int get_dpi |
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| + int get_window_size_w |
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| + int get_window_size_h |
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| + int get_size_w |
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| + int get_size_h |
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| + void set_size(const int w, const int h) const |
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| + void get_size(int *w, int *h) const |
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| |
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| + float get_scale_w() const |
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| + float get_scale_h() const |
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| + float get_scale_w |
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| + float get_scale_h |
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| + void set_scale(const float w, const float h) const |
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| + void get_scale(float *w, float *h) const |
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| |
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| + bool get_integer_scaling() const |
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| + bool get_integer_scaling |
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| + void set_integer_scaling(const bool enable) |
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| |
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| + Rect2 get_viewport() const |
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| + Rect2 get_viewport |
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| + void set_viewport(const Rect2 &rect) const |
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| |
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| + Rect2 get_clip_rect() const |
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| + Rect2 get_clip_rect |
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| + void set_clip_rect(Rect2 *rect) const |
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| + bool clip_rect_enabled() const |
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| + bool clip_rect_enabled |
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| |
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| + bool render_target_supported() |
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| |
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@ -92,66 +151,82 @@
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|---------------------------------------------------------------------------------------|
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------------------------------------------------------------------------------------------
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#include "renderer.h"
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#include <cstdio>
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#include "math.h"
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void Renderer::present() {
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present:
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SDL_RenderPresent(_renderer)
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}
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void Renderer::set_draw_color(const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a) {
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Ez fogja a végén megjeleníteni a képet.
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------------------------------------------------------------------------------------------
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set_draw_color:
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SDL_SetRenderDrawColor(_renderer, r, g, b, a)
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}
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void Renderer::set_draw_color(const Color &color) {
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------------------------------------------------------------------------------------------
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set_draw_color:
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SDL_SetRenderDrawColor(_renderer, color.r, color.g, color.b, color.a)
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}
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void Renderer::clear() {
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------------------------------------------------------------------------------------------
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clear:
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SDL_RenderClear(_renderer)
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}
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SDL_BlendMode Renderer::get_blend_mode() const {
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------------------------------------------------------------------------------------------
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get_blend_mode:
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SDL_BlendMode mode
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SDL_GetRenderDrawBlendMode(_renderer, &mode)
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return mode
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}
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void Renderer::set_blend_mode(const SDL_BlendMode mode) {
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A blend mode mondja meg, hogy az sdl hogy kezelje az átlátszó képeket.
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------------------------------------------------------------------------------------------
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set_blend_mode:
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SDL_SetRenderDrawBlendMode(_renderer, mode)
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}
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void Renderer::draw_point(const int x, const int y) {
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------------------------------------------------------------------------------------------
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draw_point:
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SDL_RenderDrawPoint(_renderer, x, y)
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}
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void Renderer::draw_point(const float x, const float y) {
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------------------------------------------------------------------------------------------
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draw_point:
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SDL_RenderDrawPointF(_renderer, x, y)
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}
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void Renderer::draw_line(const int x1, const int x2, const int y1, const int y2) {
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------------------------------------------------------------------------------------------
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draw_line:
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SDL_RenderDrawLine(_renderer, x1, x2, y1, y2)
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}
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void Renderer::draw_line(const float x1, const float x2, const float y1, const float y2) {
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SDL_RenderDrawLineF(_renderer, x1, x2, y1, y2)
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}
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void Renderer::draw_rect(const Rect2 &rect) {
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------------------------------------------------------------------------------------------
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draw_line:
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SDL_RenderDrawLineF(_renderer, x1, x2, y1, y2)
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------------------------------------------------------------------------------------------
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draw_rect:
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SDL_Rect r = rect.as_rect()
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SDL_RenderDrawRect(_renderer, &r)
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}
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void Renderer::draw_fill_rect(const Rect2 &rect) {
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------------------------------------------------------------------------------------------
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draw_fill_rect:
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SDL_Rect r = rect.as_rect()
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SDL_RenderFillRect(_renderer, &r)
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}
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void Renderer::draw_texture(const Texture &texture, const Rect2 &dst_rect) {
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------------------------------------------------------------------------------------------
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draw_texture(const Texture &texture, const Rect2 &dst_rect):
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SDL_Rect sr
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sr.x = 0
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@ -162,14 +237,19 @@ void Renderer::draw_texture(const Texture &texture, const Rect2 &dst_rect) {
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SDL_Rect dr = dst_rect.as_rect()
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SDL_RenderCopy(_renderer, texture.get_texture(), &sr, &dr)
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}
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void Renderer::draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect) {
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------------------------------------------------------------------------------------------
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draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect):
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SDL_Rect sr = src_rect.as_rect()
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SDL_Rect dr = dst_rect.as_rect()
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SDL_RenderCopy(_renderer, texture.get_texture(), &sr, &dr)
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}
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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) {
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------------------------------------------------------------------------------------------
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draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect,
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const double angle, const float cx, const float cy, const SDL_RendererFlip flip):
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SDL_Rect sr = src_rect.as_rect()
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SDL_FRect dr = dst_rect.as_frect()
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@ -179,25 +259,26 @@ void Renderer::draw_texture(const Texture &texture, const Rect2 &src_rect, const
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p.y = cy
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SDL_RenderCopyExF(_renderer, texture.get_texture(), &sr, &dr, angle, &p, flip)
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}
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void Renderer::draw_sprite(const Sprite &sprite) {
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------------------------------------------------------------------------------------------
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draw_sprite(const Sprite &sprite):
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Texture *t = sprite.get_texture()
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if (!t) {
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if (!t):
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return
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}
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t->set_color_mod(sprite.get_color_mod())
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double angle = sprite.get_angle()
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if (Math::is_zero_approx(angle)) {
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if (Math::is_zero_approx(angle)):
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SDL_Rect sr = sprite.get_texture_clip_rect().as_rect()
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SDL_Rect dr = sprite.get_transform().as_rect()
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SDL_RenderCopy(_renderer, t->get_texture(), &sr, &dr)
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} else {
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else:
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SDL_Rect sr = sprite.get_texture_clip_rect().as_rect()
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SDL_FRect dr = sprite.get_transform().as_frect()
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@ -207,29 +288,28 @@ void Renderer::draw_sprite(const Sprite &sprite) {
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p.y = sprite.get_anchor_y()
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SDL_RenderCopyExF(_renderer, t->get_texture(), &sr, &dr, angle, &p, sprite.get_flip())
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}
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}
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------------------------------------------------------------------------------------------
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void Renderer::draw_sprite(const Sprite *sprite) {
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if (!sprite)
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draw_sprite(const Sprite *sprite):
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if (!sprite):
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return
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Texture *t = sprite->get_texture()
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if (!t) {
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if (!t):
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return
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}
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t->set_color_mod(sprite->get_color_mod())
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double angle = sprite->get_angle()
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if (Math::is_zero_approx(angle)) {
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if (Math::is_zero_approx(angle)):
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SDL_Rect sr = sprite->get_texture_clip_rect().as_rect()
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SDL_Rect dr = sprite->get_transform().as_rect()
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SDL_RenderCopy(_renderer, t->get_texture(), &sr, &dr)
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} else {
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else:
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SDL_Rect sr = sprite->get_texture_clip_rect().as_rect()
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SDL_FRect dr = sprite->get_transform().as_frect()
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@ -239,186 +319,229 @@ void Renderer::draw_sprite(const Sprite *sprite) {
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p.y = sprite->get_anchor_y()
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SDL_RenderCopyExF(_renderer, t->get_texture(), &sr, &dr, angle, &p, sprite->get_flip())
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}
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}
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------------------------------------------------------------------------------------------
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int Renderer::get_dpi() const {
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get_dpi:
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float ddpi
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float hdpi
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float vdpi
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if (SDL_GetDisplayDPI(_window_display_index, &ddpi, &hdpi, &vdpi)) {
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if (SDL_GetDisplayDPI(_window_display_index, &ddpi, &hdpi, &vdpi)):
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return ddpi
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}
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//fallback
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return 1
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}
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int Renderer::get_window_size_w() const {
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dpi = dot per inch. Nagy pixelsőrőségű kijelzőknél lehet haszna.
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------------------------------------------------------------------------------------------
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get_window_size_w:
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int w
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int h
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SDL_GetWindowSize(_window, &w, &h)
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return w
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}
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int Renderer::get_window_size_h() const {
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------------------------------------------------------------------------------------------
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get_window_size_h:
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int w
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int h
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SDL_GetWindowSize(_window, &w, &h)
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return h
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}
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int Renderer::get_size_w() const {
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------------------------------------------------------------------------------------------
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get_size_w:
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int w
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int h
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SDL_RenderGetLogicalSize(_renderer, &w, &h)
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return w
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}
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int Renderer::get_size_h() const {
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------------------------------------------------------------------------------------------
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get_size_h:
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int w
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int h
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SDL_RenderGetLogicalSize(_renderer, &w, &h)
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return h
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}
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void Renderer::get_size(int *w, int *h) const {
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------------------------------------------------------------------------------------------
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get_size:
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SDL_RenderGetLogicalSize(_renderer, w, h)
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}
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void Renderer::set_size(const int w, const int h) const {
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------------------------------------------------------------------------------------------
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set_size:
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SDL_RenderSetLogicalSize(_renderer, w, h)
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}
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float Renderer::get_scale_w() const {
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------------------------------------------------------------------------------------------
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get_scale_w:
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float w
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float h
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SDL_RenderGetScale(_renderer, &w, &h)
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return w
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}
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float Renderer::get_scale_h() const {
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------------------------------------------------------------------------------------------
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get_scale_h:
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float w
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float h
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SDL_RenderGetScale(_renderer, &w, &h)
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return h
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}
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void Renderer::set_scale(const float w, const float h) const {
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------------------------------------------------------------------------------------------
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set_scale:
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SDL_RenderSetScale(_renderer, w, h)
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}
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void Renderer::get_scale(float *w, float *h) const {
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------------------------------------------------------------------------------------------
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get_scale:
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SDL_RenderGetScale(_renderer, w, h)
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}
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bool Renderer::get_integer_scaling() const {
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------------------------------------------------------------------------------------------
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get_integer_scaling:
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return SDL_RenderGetIntegerScale(_renderer)
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}
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void Renderer::set_integer_scaling(const bool enable) {
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if (enable)
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SDL_RenderSetIntegerScale(_renderer, SDL_TRUE)
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else
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SDL_RenderSetIntegerScale(_renderer, SDL_FALSE)
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}
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Rect2 Renderer::get_viewport() const {
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------------------------------------------------------------------------------------------
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set_integer_scaling:
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if (enable):
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SDL_RenderSetIntegerScale(_renderer, SDL_TRUE)
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else:
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SDL_RenderSetIntegerScale(_renderer, SDL_FALSE)
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------------------------------------------------------------------------------------------
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get_viewport:
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SDL_Rect r
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SDL_RenderGetViewport(_renderer, &r)
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return Rect2(r.x, r.y, r.w, r.h)
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}
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void Renderer::set_viewport(const Rect2 &rect) const {
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------------------------------------------------------------------------------------------
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set_viewport:
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SDL_Rect r = rect.as_rect()
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SDL_RenderSetViewport(_renderer, &r)
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}
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Rect2 Renderer::get_clip_rect() const {
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------------------------------------------------------------------------------------------
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get_clip_rect:
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SDL_Rect r
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SDL_RenderGetClipRect(_renderer, &r)
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return Rect2(r.x, r.y, r.w, r.h)
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}
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void Renderer::set_clip_rect(Rect2 *rect) const {
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if (rect) {
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|
||||
A beállított clip rect-en belüli pixelek fognak az ablakban megjelenni. Alapból
|
||||
0, 0, get_screen_width(), get_screen_heigth().
|
||||
|
||||
A kamera ezt fogja állítgatni.
|
||||
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
set_clip_rect:
|
||||
if (rect):
|
||||
SDL_Rect r = rect->as_rect()
|
||||
|
||||
SDL_RenderSetClipRect(_renderer, &r)
|
||||
} else {
|
||||
else:
|
||||
SDL_RenderSetClipRect(_renderer, nullptr)
|
||||
}
|
||||
}
|
||||
bool Renderer::clip_rect_enabled() const {
|
||||
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
clip_rect_enabled:
|
||||
return SDL_RenderIsClipEnabled(_renderer)
|
||||
}
|
||||
|
||||
bool Renderer::render_target_supported() {
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
render_target_supported:
|
||||
return SDL_RenderTargetSupported(_renderer)
|
||||
}
|
||||
|
||||
SDL_Texture *Renderer::get_render_target() {
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
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) {
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
set_render_target:
|
||||
if (texture):
|
||||
SDL_SetRenderTarget(_renderer, texture->get_texture())
|
||||
else:
|
||||
SDL_SetRenderTarget(_renderer, nullptr)
|
||||
|
||||
Így lehet textúrára rajzolni.
|
||||
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
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) {
|
||||
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)
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
destroy:
|
||||
if (_window):
|
||||
SDL_DestroyWindow(_window)
|
||||
|
||||
if (_renderer)
|
||||
if (_renderer):
|
||||
SDL_DestroyRenderer(_renderer)
|
||||
|
||||
_window = nullptr
|
||||
_renderer = nullptr
|
||||
}
|
||||
|
||||
SDL_Window *Renderer::get_window() {
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
get_window:
|
||||
return _window
|
||||
}
|
||||
|
||||
SDL_Renderer *Renderer::get_renderer() {
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
get_renderer:
|
||||
return _renderer
|
||||
}
|
||||
|
||||
Renderer::Renderer() {
|
||||
if (_singleton) {
|
||||
printf("Renderer::Renderer(): _singleton is not null!\n")
|
||||
}
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
Renderer():
|
||||
if (_singleton):
|
||||
printf("Renderer(): _singleton is not null!\n")
|
||||
|
||||
|
||||
_initial_window_width = 640
|
||||
_initial_window_height = 480
|
||||
@ -429,12 +552,13 @@ Renderer::Renderer() {
|
||||
_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")
|
||||
}
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
Renderer(unsigned int flags, unsigned int window_flags, int initial_window_width, int initial_window_height):
|
||||
if (_singleton):
|
||||
printf("Renderer(flags): _singleton is not null!\n")
|
||||
|
||||
|
||||
_initial_window_width = initial_window_width
|
||||
_initial_window_height = initial_window_height
|
||||
@ -445,20 +569,21 @@ Renderer::Renderer(unsigned int flags, unsigned int window_flags, int initial_wi
|
||||
_window_flags = window_flags
|
||||
|
||||
initialize()
|
||||
}
|
||||
|
||||
Renderer::~Renderer() {
|
||||
if (_singleton != this) {
|
||||
printf("Renderer::~Renderer(): _singleton is not this!\n")
|
||||
}
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
~Renderer:
|
||||
if (_singleton != this):
|
||||
printf("~Renderer(): _singleton is not this!\n")
|
||||
|
||||
|
||||
_singleton = nullptr
|
||||
|
||||
destroy()
|
||||
}
|
||||
|
||||
Renderer *Renderer::get_singleton() {
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
get_singleton:
|
||||
return _singleton
|
||||
}
|
||||
|
||||
Renderer *Renderer::_singleton = nullptr
|
||||
------------------------------------------------------------------------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user