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ModuleRender.cpp
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177 lines (138 loc) · 3.54 KB
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#include "Globals.h"
#include "Application.h"
#include "ModuleRender.h"
#include "ModuleWindow.h"
#include "ModuleInput.h"
#include "SDL/include/SDL.h"
ModuleRender::ModuleRender() : Module()
{
camera.x = camera.y = 0;
camera.w = SCREEN_WIDTH;
camera.h = SCREEN_HEIGHT;
//fCameraSpeed = 0.5f; //define camera float speed
currentCameraPosX = 0.0f;
}
// Destructor
ModuleRender::~ModuleRender()
{}
// Called before render is available
bool ModuleRender::Init()
{
LOG("Creating Renderer context");
bool ret = true;
Uint32 flags = 0;
if(REN_VSYNC == true)
{
flags |= SDL_RENDERER_PRESENTVSYNC;
}
renderer = SDL_CreateRenderer(App->window->window, -1, flags);
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH * SCREEN_SIZE, SCREEN_HEIGHT*SCREEN_SIZE); // Game size
if(renderer == NULL)
{
LOG("Renderer could not be created! SDL_Error: %s\n", SDL_GetError());
ret = false;
}
return ret;
}
// Called every draw update
update_status ModuleRender::PreUpdate()
{
SDL_RenderClear(renderer);
return update_status::UPDATE_CONTINUE;
}
update_status ModuleRender::Update()
{
/*int speed = 3;
if(App->input->keyboard[SDL_SCANCODE_UP] == 1)
camera.y += speed;
if(App->input->keyboard[SDL_SCANCODE_DOWN] == 1)
camera.y -= speed;
if (App->input->keyboard[SDL_SCANCODE_LEFT] == 1)
camera.x += speed;
if (App->input->keyboard[SDL_SCANCODE_RIGHT] == 1)
camera.x -= speed;*/
return update_status::UPDATE_CONTINUE;
}
update_status ModuleRender::PostUpdate()
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); // possibly problems with gameTitle and teamlogo
// fades
SDL_RenderPresent(renderer);
return update_status::UPDATE_CONTINUE;
}
// Called before quitting
bool ModuleRender::CleanUp()
{
//if (!exitGameLoop)
//{
LOG("Destroying renderer");
//Destroy window
if (renderer != NULL)
{
SDL_DestroyRenderer(renderer);
}
//}
//else
// exitGameLoop = false;
return true;
}
// Blit to screen
bool ModuleRender::Blit(SDL_Texture* texture, int x, int y, SDL_Rect* section, float speedX, float speedY)
{
Uint32 flags; //for store flipTexture parameters
bool ret = true;
SDL_Rect rect;
SDL_Rect temporalSection;
if(section != NULL)
temporalSection = *section;
rect.x = (int)(camera.x * speedX) + x * SCREEN_SIZE;
rect.y = (int)(camera.y * speedY) + y * SCREEN_SIZE;
if(section != NULL)
{
if (section->w < 0)
{
temporalSection.w = abs(section->w);
flags |= SDL_FLIP_HORIZONTAL;
}
if (section->h < 0)
{
temporalSection.h = abs(section->h);
flags |= SDL_FLIP_VERTICAL;
}
rect.w = abs(section->w);
rect.h = abs(section->h);
}
else
{
SDL_QueryTexture(texture, NULL, NULL, &rect.w, &rect.h);
temporalSection = rect;
}
rect.w *= SCREEN_SIZE;
rect.h *= SCREEN_SIZE;
if (SDL_RenderCopyEx(renderer, texture, &temporalSection , &rect, NULL, NULL, SDL_RendererFlip(flags)) != 0)
{
LOG("Cannot blit to screen. SDL_RenderCopy error: %s", SDL_GetError());
ret = false;
}
return ret;
}
bool ModuleRender::DrawQuad(const SDL_Rect& rect, Uint8 r, Uint8 g, Uint8 b, Uint8 a, bool use_camera)
{
bool ret = true;
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, r, g, b, a);
SDL_Rect rec(rect);
if (use_camera)
{
rec.x = (int)(camera.x + rect.x * SCREEN_SIZE);
rec.y = (int)(camera.y + rect.y * SCREEN_SIZE);
rec.w *= SCREEN_SIZE;
rec.h *= SCREEN_SIZE;
}
if (SDL_RenderFillRect(renderer, &rec) != 0)
{
LOG("Cannot draw quad to screen. SDL_RenderFillRect error: %s", SDL_GetError());
ret = false;
}
return ret;
}