mirror of
https://github.com/Relintai/programming_tutorials.git
synced 2025-05-01 22:17:59 +02:00
465 lines
15 KiB
Plaintext
465 lines
15 KiB
Plaintext
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Írjunk egy renderer oszályt.
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| class Renderer |
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|---------------------------------------------------------------------------------------|
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| + void present() |
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| + void set_draw_color(const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a) |
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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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| + 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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| + void draw_point(const float x, const float y) |
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| |
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| + void draw_line(const int x1, const int x2, const int y1, const int y2) |
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| + void draw_line(const float x1, const float x2, const float y1, const float y2) |
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| |
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| + void draw_rect(const Rect2 &rect) |
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| + void draw_fill_rect(const Rect2 &rect) |
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| + void draw_texture(const Texture &texture, const Rect2 &dst_rect) |
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| + void draw_texture(const Texture &texture, const Rect2 &src_rect, |
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| const Rect2 &dst_rect) |
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| |
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| + void draw_texture(const Texture &texture, const Rect2 &src_rect, |
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| const Rect2 &dst_rect, const double angle, const float cx = 0, |
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| const float cy = 0, const SDL_RendererFlip flip = SDL_FLIP_NONE)|
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| |
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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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| + 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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| + 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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| + bool get_integer_scaling() const |
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| + void set_integer_scaling(const bool enable) |
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| + Rect2 get_viewport() const |
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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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| + void set_clip_rect(Rect2 *rect) const |
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| + bool clip_rect_enabled() const |
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| |
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| + bool render_target_supported() |
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| + SDL_Texture *get_render_target() |
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| + void set_render_target(Texture *texture) |
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| |
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| + void initialize() |
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| + void destroy() |
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| + SDL_Window *get_window() |
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| + SDL_Renderer *get_renderer() |
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| |
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| + Renderer() |
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| + Renderer(unsigned int flags, unsigned int window_flags, int window_width = 640, |
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| int window_height = 480) |
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| |
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| + virtual ~Renderer() |
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| |
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| + static Renderer *get_singleton() |
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| |
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| - int _initial_window_width |
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| - int _initial_window_height |
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| |
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| - unsigned int _flags |
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| - unsigned int _window_flags |
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| |
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| - SDL_Window *_window |
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| - SDL_Renderer *_renderer |
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| |
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| - int _window_display_index |
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| |
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| - static Renderer *_singleton |
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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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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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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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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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SDL_RenderClear(_renderer)
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}
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SDL_BlendMode Renderer::get_blend_mode() const {
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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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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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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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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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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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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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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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SDL_Rect sr
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sr.x = 0
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sr.y = 0
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sr.w = texture.get_width()
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sr.h = texture.get_height()
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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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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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SDL_Rect sr = src_rect.as_rect()
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SDL_FRect dr = dst_rect.as_frect()
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SDL_FPoint p
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p.x = cx
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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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Texture *t = sprite.get_texture()
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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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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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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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SDL_FPoint p
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p.x = sprite.get_anchor_x()
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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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void Renderer::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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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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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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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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SDL_FPoint p
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p.x = sprite->get_anchor_x()
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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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int Renderer::get_dpi() const {
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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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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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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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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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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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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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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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SDL_RenderSetLogicalSize(_renderer, w, h)
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}
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float Renderer::get_scale_w() const {
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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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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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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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SDL_RenderGetScale(_renderer, w, h)
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}
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bool Renderer::get_integer_scaling() const {
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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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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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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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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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SDL_Rect r = rect->as_rect()
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SDL_RenderSetClipRect(_renderer, &r)
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} else {
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SDL_RenderSetClipRect(_renderer, nullptr)
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}
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}
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bool Renderer::clip_rect_enabled() const {
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return SDL_RenderIsClipEnabled(_renderer)
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}
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bool Renderer::render_target_supported() {
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return SDL_RenderTargetSupported(_renderer)
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}
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SDL_Texture *Renderer::get_render_target() {
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return SDL_GetRenderTarget(_renderer)
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}
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void Renderer::set_render_target(Texture *texture) {
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if (texture) {
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SDL_SetRenderTarget(_renderer, texture->get_texture())
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} else {
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SDL_SetRenderTarget(_renderer, nullptr)
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}
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}
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void Renderer::initialize() {
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if (SDL_Init(_flags) != 0) {
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printf("SDL_Init() hiba!\n")
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return
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}
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if (SDL_CreateWindowAndRenderer(_initial_window_width, _initial_window_height, _window_flags, &_window, &_renderer) != 0) {
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printf("SDL_CreateWindowAndRenderer() hiba!\n")
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return
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}
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_window_display_index = SDL_GetWindowDisplayIndex(_window)
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}
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void Renderer::destroy() {
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if (_window)
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SDL_DestroyWindow(_window)
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if (_renderer)
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SDL_DestroyRenderer(_renderer)
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_window = nullptr
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_renderer = nullptr
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}
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SDL_Window *Renderer::get_window() {
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return _window
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}
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SDL_Renderer *Renderer::get_renderer() {
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return _renderer
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}
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Renderer::Renderer() {
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if (_singleton) {
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printf("Renderer::Renderer(): _singleton is not null!\n")
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}
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_initial_window_width = 640
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_initial_window_height = 480
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_singleton = this
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_flags = SDL_INIT_VIDEO | SDL_INIT_TIMER
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_window_flags = SDL_WINDOW_SHOWN
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initialize()
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}
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Renderer::Renderer(unsigned int flags, unsigned int window_flags, int initial_window_width, int initial_window_height) {
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if (_singleton) {
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printf("Renderer::Renderer(flags): _singleton is not null!\n")
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}
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_initial_window_width = initial_window_width
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_initial_window_height = initial_window_height
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_singleton = this
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_flags = flags
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_window_flags = window_flags
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initialize()
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}
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Renderer::~Renderer() {
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if (_singleton != this) {
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printf("Renderer::~Renderer(): _singleton is not this!\n")
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}
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_singleton = nullptr
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destroy()
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}
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Renderer *Renderer::get_singleton() {
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return _singleton
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}
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Renderer *Renderer::_singleton = nullptr
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