#include "renderer.h" #include #include "core/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;