Implemented sprites.

This commit is contained in:
Relintai 2021-04-02 16:29:05 +02:00
parent 4999ba435a
commit 9d4a5ca431
6 changed files with 303 additions and 3 deletions

View File

@ -21,9 +21,11 @@ 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 texture_editor.cpp -o obj/texture_editor.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/texture_editor.o obj/main.o $(sdl2-config --libs)
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/texture_editor.o obj/main.o $(sdl2-config --libs)

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@ -2,6 +2,7 @@
#include "image.h"
#include "renderer.h"
#include "sprite.h"
#include <SDL.h>
@ -30,8 +31,14 @@ int main(int argv, char **args) {
r.clear();
Texture t(&i);
Sprite s(&t);
r.draw_texture(t, Rect2(0, 0, t.get_width(), t.get_height()));
s.set_x(30);
s.set_y(30);
//r.draw_texture(t, Rect2(0, 0, t.get_width(), t.get_height()));
r.draw_sprite(s);
r.present();

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@ -2,6 +2,8 @@
#include <cstdio>
#include "math.h"
void Renderer::present() {
SDL_RenderPresent(_renderer);
}
@ -30,7 +32,7 @@ void Renderer::draw_rect(const Rect2 &rect) {
void Renderer::draw_texture(const Texture &texture, const Rect2 &dst_rect) {
SDL_Rect sr;
sr.x = 0;
sr.x = 0;
sr.y = 0;
sr.w = texture.get_width();
sr.h = texture.get_height();
@ -57,6 +59,33 @@ void Renderer::draw_texture(const Texture &texture, const Rect2 &src_rect, const
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;
}
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;

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@ -4,6 +4,7 @@
#include "color.h"
#include "rect2.h"
#include "texture.h"
#include "sprite.h"
#include <SDL.h>
@ -21,6 +22,8 @@ public:
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);
int get_dpi() const;
int get_size_w() const;
int get_size_h() const;

191
05_sdl_alapok/sprite.cpp Normal file
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@ -0,0 +1,191 @@
#include "sprite.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;
}
Texture *Sprite::get_texture() {
return _texture;
}
Texture *Sprite::get_texture() const {
return _texture;
}
void Sprite::set_texture(Texture *texture) {
_texture = texture;
}
Sprite::Sprite() {
_angle = 0;
_anchor_x = 0;
_anchor_y = 0;
_flip = SDL_FLIP_NONE;
_texture = nullptr;
}
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();
}
}
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();
}
}
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;
}
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;
}
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();
}
}
Sprite::~Sprite() {
}

68
05_sdl_alapok/sprite.h Normal file
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@ -0,0 +1,68 @@
#ifndef SPRITE_H
#define SPRITE_H
#include <SDL.h>
#include "rect2.h"
#include "texture.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);
Texture *get_texture();
Texture *get_texture() const;
void set_texture(Texture *texture);
Sprite();
Sprite(Texture *texture);
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;
Texture *_texture;
};
#endif