game/sdlpp/sdlpp_renderobject.cpp

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#include "sdlpp_renderobject.hpp"
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#include <cmath>
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namespace SDLPP {
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/* wheter to use entire texture rather than just a part of it */
bool RenderObject::entireTexture() {
return src_rect.x == -1 || src_rect.y == -1 || src_rect.w == -1 ||
src_rect.h == -1;
}
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void RenderObject::render() {
if ( !getHidden() ) {
if ( polygon )
polygon->render( *renderer );
if ( texture != NULL ) {
SDL_Rect *src = NULL;
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if ( animation.empty() || !animating ) {
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if ( !entireTexture() )
src = &src_rect;
} else {
src = &animation[animation_index];
}
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SDL_Point *rotation_point = NULL;
if ( rotation_center.getX() != -1 ) {
rotation_point = &rotation_center_point;
}
SDL_RenderCopyEx( renderer->getRendererPtr(),
texture->getTexturePtr(), src, &rect,
rotation_angle, rotation_point, flip );
}
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if ( hasCollisions() && renderer->getRenderColiders() ) {
for ( const auto &col : getCollisions() )
col->render( *renderer, colider_color );
}
}
}
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void RenderObject::setPos( double x, double y ) {
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setPos( Vec2D< double >( x, y ) );
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}
void RenderObject::setPos( const std::pair< double, double > &pos ) {
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setPos( Vec2D< double >( pos.first, pos.second ) );
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}
void RenderObject::setPos( const Vec2D< double > &vec ) {
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original = vec;
// updateSizeAndPosition();
}
Vec2D< double > RenderObject::getPos() const {
return original;
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}
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std::vector< uint64_t >
RenderObject::colidesWith( const RenderObject &other ) const {
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if ( !hasCollisions() || !other.hasCollisions() || getHidden() ||
other.getHidden() ) {
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return {};
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}
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std::vector< uint64_t > ret = {};
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for ( const auto &x : collisions ) {
for ( const auto &y : other.getCollisions() ) {
if ( x->colidesWith( *y ) ) {
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ret.push_back( x->getId() );
break;
}
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}
}
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return ret;
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}
bool RenderObject::hasCollisions() const {
return !collisions.empty();
}
const std::vector< std::shared_ptr< CollisionPolygon > > &
RenderObject::getCollisions() const {
return collisions;
}
void RenderObject::setTexture( const std::shared_ptr< Texture > &t,
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const SDL_Rect &source_rect ) {
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texture = t;
src_rect = source_rect;
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}
void RenderObject::setTexture( const std::shared_ptr< Texture > &t,
int source_x, int source_y, int source_width,
int source_height ) {
setTexture( t, { source_x, source_y, source_width, source_height } );
}
void RenderObject::setTexture( const std::string &img_path,
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const SDL_Rect &source_rect ) {
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texture = std::make_shared< Texture >( renderer, img_path );
src_rect = source_rect;
}
void RenderObject::setTexture( const std::string &img_path, int source_x,
int source_y, int source_width,
int source_height ) {
setTexture( img_path, { source_x, source_y, source_width, source_height } );
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}
void RenderObject::setTexture( Font &font, const std::string &text,
const std::string &color,
const std::string &outline_color,
int outline_size ) {
texture = std::make_shared< Texture >( renderer, font, text, color,
outline_color, outline_size );
src_rect = { -1, -1, -1, -1 };
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}
void RenderObject::unsetTexture() {
texture.reset();
}
void RenderObject::unsetColor() {
polygon.reset();
}
// per second, relative to window width
void RenderObject::setMovementSpeed( double speed ) {
movementSpeed = speed;
}
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void RenderObject::addMovement( double x, double y ) {
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movementDirection += { x, y };
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}
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void RenderObject::setMovement( double x, double y ) {
movementDirection = { x, y };
}
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Vec2D< double > RenderObject::getMovement() {
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return movementDirection;
}
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void RenderObject::resetMovementX() {
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movementDirection = { 0, movementDirection.getY() };
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}
void RenderObject::resetMovementY() {
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movementDirection = { movementDirection.getX(), 0 };
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}
void RenderObject::clearColided() {
colidedWith.clear();
}
void RenderObject::addColided( std::shared_ptr< RenderObject > &obj ) {
colidedWith.push_back( obj );
}
std::vector< std::shared_ptr< RenderObject > > &RenderObject::getColidedWith() {
return colidedWith;
}
void RenderObject::setId( uint64_t input_id ) {
id = input_id;
}
uint64_t RenderObject::getId() const {
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return id;
}
void RenderObject::setHidden( bool hid ) {
hidden = hid;
}
bool RenderObject::getHidden() const {
return hidden;
}
void RenderObject::destroy() {
setHidden( true );
kill = true;
}
bool RenderObject::getKilled() {
return kill;
}
void RenderObject::setColiderColor( const std::string &color ) {
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colider_color = getSDLColorHEX( color );
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}
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void RenderObject::animate( int ticks ) {
if ( animating && !animation.empty() ) {
animation_next_frame -= ticks;
if ( animation_next_frame <= 0 ) {
animation_index = ( animation_index + 1 ) % animation.size();
animation_next_frame =
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animation_next_frame_base + animation_next_frame;
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}
}
}
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void RenderObject::move( int ticks ) {
if ( permanent )
return;
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auto addx = movementSpeed * movementDirection.getX() * ticks / 1000.0;
auto addy = movementSpeed * movementDirection.getY() * ticks / 1000.0;
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if ( std::isnan( addx ) || std::isnan( addy ) )
return;
original += { addx, addy };
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custom_move( ticks );
updateSizeAndPosition();
}
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void RenderObject::setPermanent( bool perm ) {
permanent = perm;
setStatic( perm );
}
bool RenderObject::getPermanent() const {
return permanent;
}
bool RenderObject::isStatic() {
return is_static;
}
void RenderObject::setStatic( bool stat ) {
is_static = stat;
}
std::shared_ptr< Renderer > RenderObject::getRenderer() const {
return renderer;
}
void RenderObject::setSceneID( int id ) {
scene_id = id;
}
void RenderObject::copyTo( std::shared_ptr< RenderObject > other ) {
other->collisions.clear();
for ( auto &colider : collisions ) {
other->collisions.push_back( colider->copySelf() );
}
other->texture.reset();
if ( texture ) {
other->texture = std::make_shared< Texture >( *texture );
}
other->polygon.reset();
if ( polygon ) {
other->polygon = polygon->copySelf();
}
other->colidedWith.clear();
}
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void RenderObject::setTextureAlpha( uint8_t alpha ) {
texture->setAlpha( alpha );
}
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void RenderObject::setTextureSourceRect( const SDL_Rect &source_rect ) {
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src_rect = source_rect;
}
void RenderObject::setTextureSourceRect( int x, int y, int w, int h ) {
setTextureSourceRect( { x, y, w, h } );
}
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void RenderObject::setAnimationFrames( const std::vector< SDL_Rect > &frames ) {
animation = frames;
}
void RenderObject::addAnimationFrame( const SDL_Rect &frame ) {
animation.push_back( frame );
}
void RenderObject::addAnimationFrame( const int x, const int y, const int w,
const int h ) {
addAnimationFrame( { x, y, w, h } );
}
void RenderObject::pauseAnimation() {
animating = false;
}
void RenderObject::resumeAnimation() {
animating = true;
}
void RenderObject::removeAnimation() {
animation.clear();
}
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void RenderObject::setAnimationSpeed( const double fps ) {
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animation_fps = fps;
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animation_next_frame = animation_next_frame_base = 1000 / fps;
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}
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void RenderObject::visit( Visitor &visitor ) {
visitor.visit( *this );
}
void RenderObject::setAlignment( ObjectAlignment horizontal,
ObjectAlignment vertical ) {
_horizontal = horizontal;
_vertical = vertical;
}
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void RenderObject::flipHorizontally() {
if ( flip & SDL_FLIP_HORIZONTAL ) {
flip = static_cast< SDL_RendererFlip >( flip & ~SDL_FLIP_HORIZONTAL );
} else {
flip = static_cast< SDL_RendererFlip >( flip | SDL_FLIP_HORIZONTAL );
}
}
void RenderObject::flipVertically() {
if ( flip & SDL_FLIP_VERTICAL ) {
flip = static_cast< SDL_RendererFlip >( flip & ~SDL_FLIP_VERTICAL );
} else {
flip = static_cast< SDL_RendererFlip >( flip | SDL_FLIP_VERTICAL );
}
}
void RenderObject::setRotationCenter( const Vec2D< double > &center ) {
rotation_center = center;
rotation_center_point = { static_cast< int >( center.getX() * rect.w ),
static_cast< int >( center.getY() * rect.h ) };
}
void RenderObject::rotateClockwise( int angle ) {
rotation_angle = ( rotation_angle + angle ) % 360;
}
void RenderObject::rotateCounterClockwise( int angle ) {
rotateClockwise( 360 - ( angle % 360 ) );
}
Vec2D< double > RenderObject::computeAlignmentAdditions() {
double x_addition = 0, y_addition = 0;
auto dimensions = renderer->getDoubleDimensions();
auto width_diff = dimensions.getX() - 1;
auto height_diff = dimensions.getY() - 1;
switch ( _horizontal ) {
case OBJ_CENTER:
x_addition = width_diff / 2;
break;
case OBJ_END:
x_addition = width_diff;
default:
break;
}
switch ( _vertical ) {
case OBJ_CENTER:
y_addition = height_diff / 2;
break;
case OBJ_END:
y_addition = height_diff;
default:
break;
}
return { x_addition, y_addition };
}
void RenderObject::updateXY() {
auto additions = computeAlignmentAdditions();
current = { original.getX() + additions.getX(),
original.getY() + additions.getY() };
}
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} // namespace SDLPP