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- //
- // Created by jovian on 18/07/17.
- //
- #include <iostream>
- #include <SDL2/SDL_image.h>
- #include "Renderer.h"
- #define RAD_TO_DEG 57.2957795130f
- Renderer::Renderer()
- : m_screenWidth(0), m_screenHeight(0), m_window(nullptr), m_renderer(nullptr), m_border(1) {}
- Renderer::~Renderer() {
- // Destroy textures
- while (!m_pictureTab.empty()) {
- if (m_pictureTab.back() != nullptr)
- SDL_DestroyTexture(m_pictureTab.back());
- m_pictureTab.pop_back();
- }
- // Destroy SDL renderer
- if (m_renderer != nullptr) {
- SDL_DestroyRenderer(m_renderer);
- m_renderer = nullptr;
- }
- // Destroy the beautiful window
- if (m_window != nullptr) {
- SDL_DestroyWindow(m_window);
- m_window = nullptr;
- }
- }
- bool Renderer::initialize(int nbPlayers) {
- // Announce
- std::cout << "Renderer::initialize() > ";
- // Already initialized
- if (m_window != nullptr) {
- std::cout << "Window already created." << std::endl << std::endl;
- return false;
- }
- // Default screen size
- m_screenWidth = 1200;
- m_screenHeight = 700;
- // Init video
- if (SDL_Init(SDL_INIT_VIDEO) != 0) {
- std::cout << "SDL video failed : " << SDL_GetError() << std::endl << std::endl;
- return false;
- }
- // Opening window
- m_window = SDL_CreateWindow("< TinyShooter >",
- SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
- m_screenWidth, m_screenHeight,
- SDL_WINDOW_SHOWN /*| SDL_WINDOW_FULLSCREEN_DESKTOP*/);
- if (m_window == nullptr) {
- std::cout << "Window creation failed : " << SDL_GetError() << std::endl << std::endl;
- SDL_Quit();
- return false;
- }
- // Hardware physical screen size
- SDL_GetWindowSize(m_window, &m_screenWidth, &m_screenHeight);
- // Create renderer
- m_renderer = SDL_CreateRenderer(m_window, -1,
- SDL_RENDERER_ACCELERATED |
- SDL_RENDERER_PRESENTVSYNC);
- if (m_renderer == nullptr) {
- SDL_DestroyWindow(m_window);
- std::cout << "SDL Renderer creation failed : " << SDL_GetError() << std::endl << std::endl;
- SDL_Quit();
- return false;
- }
- // Split-screen
- locateViews(nbPlayers);
- // End
- std::cout << "Done, no error detected." << std::endl;
- // Okay
- return loadEveryPicture();
- }
- void Renderer::clearWindow() {
- // Clean up buffer
- SDL_SetRenderDrawColor(m_renderer, 0x00, 0x00, 0x00, 0x00);
- SDL_RenderClear(m_renderer);
- }
- void Renderer::renderScene(std::vector<Visual *> &scope, const b2Vec2 ¢er, float zoom, int which) {
- // Rect
- SDL_Rect dst;
- SDL_Texture *tex;
- b2Vec2 rel;
- // View port (useful with split-screen)
- if (which < 0 || which > 3)
- return;
- SDL_RenderSetViewport(m_renderer, &m_viewPort[which]);
- SDL_SetRenderDrawColor(m_renderer, 0x01, 0x00, 0x11, 0xFF);
- dst.x = 0;
- dst.y = 0;
- dst.w = m_viewPort[which].w;
- dst.h = m_viewPort[which].h;
- SDL_RenderFillRect(m_renderer, &dst);
- // For each
- for (auto it(scope.begin()); it != scope.end(); it++) {
- // Skip if invalid texture
- if ((*it)->getImgId() > m_pictureTab.size() || m_pictureTab[(*it)->getImgId()] == nullptr)
- continue;
- tex = m_pictureTab[(*it)->getImgId()];
- // Rect set up
- rel = (*it)->getPos() - center;
- dst.x = (int) (rel.x * zoom) + m_viewPort[which].w / 2;
- dst.y = (int) (rel.y * zoom) + m_viewPort[which].h / 2;
- SDL_QueryTexture(tex, NULL, NULL, &dst.w, &dst.h);
- // Zoom correction
- dst.w = (int) (zoom * dst.w / DEFAULT_ZOOM);
- dst.h = (int) (zoom * dst.h / DEFAULT_ZOOM);
- // Center texture
- dst.x -= dst.w / 2;
- dst.y -= dst.h / 2;
- // SDL rendering
- SDL_RenderCopyEx(m_renderer, tex, NULL, &dst, (*it)->getAngle() * RAD_TO_DEG, NULL, SDL_FLIP_NONE);
- }
- }
- void Renderer::presentWindow() {
- // Activate display
- SDL_RenderPresent(m_renderer);
- }
- bool Renderer::loadPicture(std::string name) {
- SDL_Texture *texture = IMG_LoadTexture(m_renderer, name.c_str());
- if (texture == nullptr) {
- std::cout << "Renderer::loadPicture() > " << SDL_GetError() << std::endl << std::endl;
- return false;
- }
- m_pictureTab.push_back(texture);
- return true;
- }
- bool Renderer::loadEveryPicture() {
- bool okay(true);
- okay = okay && loadPicture("Pictures/NoPict.png"); // 0
- okay = okay && loadPicture("Pictures/Ally.png"); // 1
- okay = okay && loadPicture("Pictures/TinyWall1.png"); // 2
- okay = okay && loadPicture("Pictures/TinyWall2.png"); // 3
- okay = okay && loadPicture("Pictures/TinyWall3.png"); // 4
- okay = okay && loadPicture("Pictures/TinyWall4.png"); // 5
- okay = okay && loadPicture("Pictures/HighWall1.png"); // 6
- okay = okay && loadPicture("Pictures/HighWall2.png"); // 7
- okay = okay && loadPicture("Pictures/HighWall3.png"); // 8
- okay = okay && loadPicture("Pictures/HighWall4.png"); // 9
- okay = okay && loadPicture("Pictures/RedVisor.png"); // 10
- okay = okay && loadPicture("Pictures/RedArrow.png"); // 11
- okay = okay && loadPicture("Pictures/Bullet1.png"); // 12
- okay = okay && loadPicture("Pictures/Foe.png"); // 13
- okay = okay && loadPicture("Pictures/Bullet2.png"); // 14
- okay = okay && loadPicture("Pictures/LifeBar1.png"); // 15
- okay = okay && loadPicture("Pictures/LifeBar2.png"); // 16
- okay = okay && loadPicture("Pictures/LifeBar3.png"); // 17
- okay = okay && loadPicture("Pictures/LifeBar4.png"); // 18
- okay = okay && loadPicture("Pictures/LifeBar5.png"); // 19
- okay = okay && loadPicture("Pictures/LifeBar6.png"); // 20
- okay = okay && loadPicture("Pictures/WideWall1.png"); // 21
- okay = okay && loadPicture("Pictures/WideWall2.png"); // 22
- okay = okay && loadPicture("Pictures/WideWall3.png"); // 23
- okay = okay && loadPicture("Pictures/WideWall4.png"); // 24
- okay = okay && loadPicture("Pictures/BigWall1.png"); // 25
- okay = okay && loadPicture("Pictures/BigWall2.png"); // 26
- okay = okay && loadPicture("Pictures/BigWall3.png"); // 27
- okay = okay && loadPicture("Pictures/BigWall4.png"); // 28
- return okay;
- }
- SDL_Window *Renderer::getWindow() const {
- return m_window;
- }
- void Renderer::locateViews(int nbPlayers) {
- switch (nbPlayers) {
- default: // One player
- // First and single screen
- m_viewPort[0].x = 0;
- m_viewPort[0].y = 0;
- m_viewPort[0].w = m_screenWidth;
- m_viewPort[0].h = m_screenHeight;
- break;
- case 2: // Two players
- // First screen
- m_viewPort[0].x = 0;
- m_viewPort[0].y = 0;
- m_viewPort[0].w = m_screenWidth / 2 - m_border;
- m_viewPort[0].h = m_screenHeight;
- // Second screen
- m_viewPort[1].x = m_screenWidth / 2 + m_border;
- m_viewPort[1].y = 0;
- m_viewPort[1].w = m_screenWidth / 2;
- m_viewPort[1].h = m_screenHeight;
- break;
- case 3: // Three players
- // First screen
- m_viewPort[0].x = 0;
- m_viewPort[0].y = 0;
- m_viewPort[0].w = m_screenWidth / 2 - m_border;
- m_viewPort[0].h = m_screenHeight / 2;
- // Second screen
- m_viewPort[1].x = m_screenWidth / 2 + m_border;
- m_viewPort[1].y = 0;
- m_viewPort[1].w = m_screenWidth / 2;
- m_viewPort[1].h = m_screenHeight / 2;
- // Third screen
- m_viewPort[2].x = m_screenWidth / 4;
- m_viewPort[2].y = m_screenHeight / 2 + m_border;
- m_viewPort[2].w = m_screenWidth / 2;
- m_viewPort[2].h = m_screenHeight / 2;
- break;
- case 4: // Four players
- // First screen
- m_viewPort[0].x = 0;
- m_viewPort[0].y = 0;
- m_viewPort[0].w = m_screenWidth / 2 - m_border;
- m_viewPort[0].h = m_screenHeight / 2;
- // Second screen
- m_viewPort[1].x = m_screenWidth / 2 + m_border;
- m_viewPort[1].y = 0;
- m_viewPort[1].w = m_screenWidth / 2;
- m_viewPort[1].h = m_screenHeight / 2;
- // Third screen
- m_viewPort[2].x = 0;
- m_viewPort[2].y = m_screenHeight / 2;
- m_viewPort[2].w = m_screenWidth / 2 - m_border;
- m_viewPort[2].h = m_screenHeight / 2;
- // Fourth screen
- m_viewPort[3].x = m_screenWidth / 2 + m_border;
- m_viewPort[3].y = m_screenHeight / 2;
- m_viewPort[3].w = m_screenWidth / 2;
- m_viewPort[3].h = m_screenHeight / 2;
- break;
- }
- }
- b2Vec2 Renderer::computeDiago(float zoom, int which) {
- // Test limits
- if (which < 0 || which > 3)
- return b2Vec2_zero;
- // Compute with view-port dims and zoom
- b2Vec2 rep;
- rep.x = m_viewPort[which].w / 2;
- rep.x /= zoom;
- rep.y = m_viewPort[which].h / 2;
- rep.y /= zoom;
- return rep;
- }
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