feat: implemented rendering
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4722ef500e
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78b67d67f3
110
src/core/renderer.cpp
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110
src/core/renderer.cpp
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#include "renderer.h"
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#include <SDL2/SDL_log.h>
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#include <SDL2/SDL_render.h>
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#include <cassert>
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#include <SDL2/SDL_video.h>
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#include <SDL2/SDL_image.h>
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#include <filesystem>
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namespace rogue {
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RenderData::~RenderData() {
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SDL_DestroyRenderer(this->renderer); // also frees textures
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SDL_DestroyWindow(this->window);
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Render::clear_render_data();
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}
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RenderDataSetup &RenderDataSetup::with_window(char const *name, Uint32 flags) {
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assert(this->window == nullptr && "Cannot initialize window twice");
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SDL_DisplayMode mode;
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SDL_GetCurrentDisplayMode(0, &mode);
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this->window = SDL_CreateWindow(name, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, mode.w, mode.h, flags);
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return *this;
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}
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RenderDataSetup &RenderDataSetup::with_renderer(Uint32 flags) {
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assert(this->renderer == nullptr && "Cannot initialize renderer twice");
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assert(this->window != nullptr && "Cannot initialize renderer before window");
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this->renderer = SDL_CreateRenderer(this->window, -1, flags);
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return *this;
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}
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RenderDataSetup &RenderDataSetup::with_resource_path(std::filesystem::path path) {
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assert(!this->resource_base_path.has_value() && "Cannot set base resource path twice");
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this->resource_base_path = path;
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return *this;
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}
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RenderDataSetup &RenderDataSetup::with_sprite(std::filesystem::path sprite_path) {
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assert(this->renderer != nullptr && "Cannot create sprites without a renderer");
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assert(this->resource_base_path.has_value() && "Resource base path has to be set before loading sprites");
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std::filesystem::path complete_path{this->resource_base_path.value()/sprite_path};
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SDL_Log("Adding sprite: %s", complete_path.c_str());
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assert(std::filesystem::exists(complete_path) && "Sprite path has to exist");
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if(SDL_Texture *texture{IMG_LoadTexture(this->renderer, complete_path.native().c_str())}) {
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this->sprites.push_back(texture);
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} else {
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SDL_Log("Failed to load texture %s reason: %s", complete_path.c_str(), SDL_GetError());
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}
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return *this;
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}
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RenderData RenderDataSetup::build() {
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assert(this->window != nullptr && "Cannot build RenderData without a window");
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assert(this->renderer != nullptr && "Cannot build RenderData without a renderer");
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assert(this->sprites.size() > 0 && "Cannot build RenderData with 0 sprites");
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RenderData data;
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data.window=this->window;
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data.renderer=this->renderer;
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data.sprites = this->sprites;
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return data;
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}
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Tile Render::camera_center{0u, 0u};
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RenderData* Render::data{nullptr};
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unsigned Render::camera_width{10};
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Tile Render::camera_offset{0, 0};
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int Render::tile_screen_width{2};
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int Render::half_tile_screen_width{1};
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#define assert_render_initialized() assert(Render::data != nullptr && __func__ && " provide_render_data has to be called before any other Render functions")
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void Render::clear_render_data() {
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assert_render_initialized();
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Render::data = nullptr;
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}
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void Render::provide_render_data(RenderData &data) {
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Render::data = &data;
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}
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void Render::clear(Tile camera_center) {
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assert_render_initialized();
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SDL_SetRenderDrawColor(Render::data->renderer, 0u, 0u, 0u, 255u);
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SDL_RenderClear(Render::data->renderer);
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int width, height;
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SDL_GetWindowSize(Render::data->window, &width, &height);
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Render::tile_screen_width = int(width / camera_width);
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Render::half_tile_screen_width = Render::tile_screen_width >> 1;
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Render::camera_center = camera_center;
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Render::camera_offset.x = -Render::camera_center.x * Render::tile_screen_width + (width >> 1);
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Render::camera_offset.y = -Render::camera_center.y * Render::tile_screen_width + (height >> 1);
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}
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void Render::draw(Tile world_space_tile, Sprite sprite) {
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assert_render_initialized();
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SDL_Rect const rect{
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.x = (world_space_tile.x * Render::tile_screen_width) - Render::half_tile_screen_width + Render::camera_offset.x,
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.y = (world_space_tile.y * Render::tile_screen_width) - Render::half_tile_screen_width + Render::camera_offset.y,
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.w = Render::tile_screen_width,
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.h = Render::tile_screen_width
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};
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SDL_RenderCopy(Render::data->renderer, Render::data->sprites[sprite], 0 , &rect);
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}
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void Render::present() {
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assert_render_initialized();
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SDL_RenderPresent(Render::data->renderer);
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}
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}
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61
src/core/renderer.h
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61
src/core/renderer.h
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#ifndef ROGUE_RENDERER_H
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#define ROGUE_RENDERER_H
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#include "roguedefs.h"
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#include <SDL2/SDL_render.h>
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#include <SDL2/SDL_stdinc.h>
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#include <SDL2/SDL_video.h>
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#include <filesystem>
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#include <optional>
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#include <vector>
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namespace rogue {
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// Contains all data required to render the game world
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class RenderData {
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friend class RenderDataSetup;
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friend class Render;
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public: ~RenderData();
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private: RenderData() = default;
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SDL_Window *window{nullptr};
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SDL_Renderer *renderer{nullptr};
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std::vector<SDL_Texture*> sprites{};
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};
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// Global interface for rendering
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class Render {
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private:
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friend class RenderData;
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static void clear_render_data();
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public:
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static void provide_render_data(RenderData &data);
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static void clear(Tile camera_center);
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static void draw(Tile world_space_tile, Sprite sprite);
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static void present();
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private:
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static Tile camera_center;
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static unsigned camera_width;
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static Tile camera_offset;
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static int tile_screen_width;
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static int half_tile_screen_width;
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static RenderData *data;
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};
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// Render configuration, builder for RenderData
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class RenderDataSetup {
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public:
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RenderDataSetup() = default;
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RenderDataSetup &with_window(char const *name, Uint32 flags);
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RenderDataSetup &with_renderer(Uint32 flags);
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RenderDataSetup &with_resource_path(std::filesystem::path base_path);
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RenderDataSetup &with_sprite(std::filesystem::path sprite_path);
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RenderData build();
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private:
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std::optional<std::filesystem::path> resource_base_path;
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SDL_Window *window{nullptr};
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SDL_Renderer *renderer{nullptr};
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std::vector<SDL_Texture*> sprites{};
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};
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}
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#endif // !ROGUE_RENDERER_H
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17
src/core/roguedefs.h
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17
src/core/roguedefs.h
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#ifndef ROGUEDEFS_H
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#define ROGUEDEFS_H
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#include "SDL2/SDL_rect.h"
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enum class Directions : unsigned short {
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NORTH = 0x1,
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EAST = 0x2,
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SOUTH = 0x4,
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WEST = 0x8,
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};
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typedef SDL_Point Tile;
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typedef SDL_Point Chunk;
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typedef unsigned Sprite;
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#endif // !ROGUEDEFS_H
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