roguelike/src/core/renderer.cpp
2025-06-03 21:51:55 +02:00

111 lines
4 KiB
C++

#include "renderer.h"
#include <SDL2/SDL_log.h>
#include <SDL2/SDL_render.h>
#include <cassert>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL_image.h>
#include <filesystem>
namespace rogue {
RenderData::~RenderData() {
SDL_DestroyRenderer(this->renderer); // also frees textures
SDL_DestroyWindow(this->window);
Render::clear_render_data();
}
RenderDataSetup &RenderDataSetup::with_window(char const *name, Uint32 flags) {
assert(this->window == nullptr && "Cannot initialize window twice");
SDL_DisplayMode mode;
SDL_GetCurrentDisplayMode(0, &mode);
this->window = SDL_CreateWindow(name, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, mode.w, mode.h, flags);
return *this;
}
RenderDataSetup &RenderDataSetup::with_renderer(Uint32 flags) {
assert(this->renderer == nullptr && "Cannot initialize renderer twice");
assert(this->window != nullptr && "Cannot initialize renderer before window");
this->renderer = SDL_CreateRenderer(this->window, -1, flags);
return *this;
}
RenderDataSetup &RenderDataSetup::with_resource_path(std::filesystem::path path) {
assert(!this->resource_base_path.has_value() && "Cannot set base resource path twice");
this->resource_base_path = path;
return *this;
}
RenderDataSetup &RenderDataSetup::with_sprite(std::filesystem::path sprite_path) {
assert(this->renderer != nullptr && "Cannot create sprites without a renderer");
assert(this->resource_base_path.has_value() && "Resource base path has to be set before loading sprites");
std::filesystem::path complete_path{this->resource_base_path.value()/sprite_path};
SDL_Log("Adding sprite: %s", complete_path.c_str());
assert(std::filesystem::exists(complete_path) && "Sprite path has to exist");
if(SDL_Texture *texture{IMG_LoadTexture(this->renderer, complete_path.native().c_str())}) {
this->sprites.push_back(texture);
} else {
SDL_Log("Failed to load texture %s reason: %s", complete_path.c_str(), SDL_GetError());
}
return *this;
}
RenderData RenderDataSetup::build() {
assert(this->window != nullptr && "Cannot build RenderData without a window");
assert(this->renderer != nullptr && "Cannot build RenderData without a renderer");
assert(this->sprites.size() > 0 && "Cannot build RenderData with 0 sprites");
RenderData data;
data.window=this->window;
data.renderer=this->renderer;
data.sprites = this->sprites;
return data;
}
Tile Render::camera_center{0u, 0u};
RenderData* Render::data{nullptr};
unsigned Render::camera_width{10};
Tile Render::camera_offset{0, 0};
int Render::tile_screen_width{2};
int Render::half_tile_screen_width{1};
#define assert_render_initialized() assert(Render::data != nullptr && __func__ && " provide_render_data has to be called before any other Render functions")
void Render::clear_render_data() {
assert_render_initialized();
Render::data = nullptr;
}
void Render::provide_render_data(RenderData &data) {
Render::data = &data;
}
void Render::clear(Tile camera_center) {
assert_render_initialized();
SDL_SetRenderDrawColor(Render::data->renderer, 0u, 0u, 0u, 255u);
SDL_RenderClear(Render::data->renderer);
int width, height;
SDL_GetWindowSize(Render::data->window, &width, &height);
Render::tile_screen_width = int(width / camera_width);
Render::half_tile_screen_width = Render::tile_screen_width >> 1;
Render::camera_center = camera_center;
Render::camera_offset.x = -Render::camera_center.x * Render::tile_screen_width + (width >> 1);
Render::camera_offset.y = -Render::camera_center.y * Render::tile_screen_width + (height >> 1);
}
void Render::draw(Tile world_space_tile, Sprite sprite) {
assert_render_initialized();
SDL_Rect const rect{
.x = (world_space_tile.x * Render::tile_screen_width) - Render::half_tile_screen_width + Render::camera_offset.x,
.y = (world_space_tile.y * Render::tile_screen_width) - Render::half_tile_screen_width + Render::camera_offset.y,
.w = Render::tile_screen_width,
.h = Render::tile_screen_width
};
SDL_RenderCopy(Render::data->renderer, Render::data->sprites[sprite], 0 , &rect);
}
void Render::present() {
assert_render_initialized();
SDL_RenderPresent(Render::data->renderer);
}
}