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(#68) Wire up boxes entity
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1 #include <SDL2/SDL.h>
2 #include <assert.h>
3 #include <math.h>
4
5 #include "camera.h"
6 #include "sdl/renderer.h"
7 #include "system/error.h"
8
9 #define RATIO_X 16.0f
10 #define RATIO_Y 9.0f
11
12 struct camera_t {
13     int debug_mode;
14     int blackwhite_mode;
15     point_t position;
16     SDL_Renderer *renderer;
17 };
18
19 static vec_t effective_ratio(const SDL_Rect *view_port);
20 static vec_t effective_scale(const SDL_Rect *view_port);
21 static vec_t camera_point(const camera_t *camera,
22                           const SDL_Rect *view_port,
23                           const vec_t p);
24 static rect_t camera_rect(const camera_t *camera,
25                           const SDL_Rect *view_port,
26                           const rect_t rect);
27 static triangle_t camera_triangle(const camera_t *camera,
28                                   const SDL_Rect *view_port,
29                                   const triangle_t t);
30
31 camera_t *create_camera_from_renderer(SDL_Renderer *renderer)
32 {
33     camera_t *camera = malloc(sizeof(camera_t));
34
35     if (camera == NULL) {
36         throw_error(ERROR_TYPE_LIBC);
37         return NULL;
38     }
39
40     camera->position = vec(0.0f, 0.0f);
41     camera->debug_mode = 0;
42     camera->blackwhite_mode = 0;
43     camera->renderer = renderer;
44
45     return camera;
46 }
47
48 void destroy_camera(camera_t *camera)
49 {
50     assert(camera);
51
52     free(camera);
53 }
54
55
56 int camera_fill_rect(const camera_t *camera,
57                      rect_t rect,
58                      color_t color)
59 {
60     assert(camera);
61
62     SDL_Rect view_port;
63     SDL_RenderGetViewport(camera->renderer, &view_port);
64
65     const SDL_Rect sdl_rect = rect_for_sdl(
66         camera_rect(camera, &view_port, rect));
67
68     const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
69
70     if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
71         throw_error(ERROR_TYPE_SDL2);
72         return -1;
73     }
74
75     if (camera->debug_mode) {
76         if (SDL_RenderDrawRect(camera->renderer, &sdl_rect) < 0) {
77             throw_error(ERROR_TYPE_SDL2);
78             return -1;
79         }
80     } else {
81         if (SDL_RenderFillRect(camera->renderer, &sdl_rect) < 0) {
82             throw_error(ERROR_TYPE_SDL2);
83             return -1;
84         }
85     }
86
87     return 0;
88 }
89
90 int camera_draw_rect(const camera_t * camera,
91                      rect_t rect,
92                      color_t color)
93 {
94     assert(camera);
95
96     SDL_Rect view_port;
97     SDL_RenderGetViewport(camera->renderer, &view_port);
98
99     const SDL_Rect sdl_rect = rect_for_sdl(
100         camera_rect(camera, &view_port, rect));
101
102     const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
103
104     if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
105         throw_error(ERROR_TYPE_SDL2);
106         return -1;
107     }
108
109     if (SDL_RenderDrawRect(camera->renderer, &sdl_rect) < 0) {
110         throw_error(ERROR_TYPE_SDL2);
111         return -1;
112     }
113
114     return 0;
115 }
116
117 int camera_draw_triangle(const camera_t *camera,
118                          triangle_t t,
119                          color_t color)
120 {
121     assert(camera);
122
123     SDL_Rect view_port;
124     SDL_RenderGetViewport(camera->renderer, &view_port);
125
126     const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
127
128     if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
129         throw_error(ERROR_TYPE_SDL2);
130         return -1;
131     }
132
133     if (draw_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) {
134         return -1;
135     }
136
137     return 0;
138 }
139
140 int camera_fill_triangle(const camera_t *camera,
141                          triangle_t t,
142                          color_t color)
143 {
144     assert(camera);
145
146     SDL_Rect view_port;
147     SDL_RenderGetViewport(camera->renderer, &view_port);
148
149     const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
150
151     if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
152         throw_error(ERROR_TYPE_SDL2);
153         return -1;
154     }
155
156     if (camera->debug_mode) {
157         if (draw_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) {
158             return -1;
159         }
160
161     } else {
162         if (fill_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) {
163             return -1;
164         }
165     }
166
167     return 0;
168 }
169
170 int camera_clear_background(const camera_t *camera,
171                             color_t color)
172 {
173     const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
174
175     if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
176         throw_error(ERROR_TYPE_SDL2);
177         return -1;
178     }
179
180     if (SDL_RenderClear(camera->renderer) < 0) {
181         throw_error(ERROR_TYPE_SDL2);
182         return -1;
183     }
184
185     return 0;
186 }
187
188 void camera_present(const camera_t *camera)
189 {
190     SDL_RenderPresent(camera->renderer);
191 }
192
193 void camera_center_at(camera_t *camera, point_t position)
194 {
195     assert(camera);
196     camera->position = position;
197 }
198
199 void camera_toggle_debug_mode(camera_t *camera)
200 {
201     assert(camera);
202     camera->debug_mode = !camera->debug_mode;
203 }
204
205 void camera_toggle_blackwhite_mode(camera_t *camera)
206 {
207     assert(camera);
208     camera->blackwhite_mode = !camera->blackwhite_mode;
209 }
210
211 int camera_is_point_visible(const camera_t *camera, point_t p)
212 {
213     SDL_Rect view_port;
214     SDL_RenderGetViewport(camera->renderer, &view_port);
215
216     return rect_contains_point(
217         rect_from_sdl(&view_port),
218         camera_point(camera, &view_port, p));
219 }
220
221 rect_t camera_view_port(const camera_t *camera)
222 {
223     assert(camera);
224
225     SDL_Rect view_port;
226     SDL_RenderGetViewport(camera->renderer, &view_port);
227
228     const vec_t s = effective_scale(&view_port);
229     const float w = (float) view_port.w * s.x;
230     const float h = (float) view_port.h * s.y;
231
232     return rect(camera->position.x - w * 0.5f,
233                 camera->position.y - h * 0.5f,
234                 w, h);
235 }
236
237
238 /* ---------- Private Function ---------- */
239
240 static vec_t effective_ratio(const SDL_Rect *view_port)
241 {
242     if ((float) view_port->w / RATIO_X > (float) view_port->h / RATIO_Y) {
243         return vec(RATIO_X, (float) view_port->h / ((float) view_port->w / RATIO_X));
244     } else {
245         return vec((float) view_port->w / ((float) view_port->h / RATIO_Y), RATIO_Y);
246     }
247 }
248
249 static vec_t effective_scale(const SDL_Rect *view_port)
250 {
251     return vec_entry_div(
252         vec((float) view_port->w, (float) view_port->h),
253         vec_scala_mult(effective_ratio(view_port), 50.0f));
254 }
255
256 static vec_t camera_point(const camera_t *camera,
257                           const SDL_Rect *view_port,
258                           const vec_t p)
259
260 {
261     return vec_sum(
262         vec_entry_mult(
263             vec_sum(p, vec_neg(camera->position)),
264             effective_scale(view_port)),
265         vec((float) view_port->w * 0.5f,
266             (float) view_port->h * 0.5f));
267 }
268
269 static triangle_t camera_triangle(const camera_t *camera,
270                                   const SDL_Rect *view_port,
271                                   const triangle_t t)
272 {
273     return triangle(
274         camera_point(camera, view_port, t.p1),
275         camera_point(camera, view_port, t.p2),
276         camera_point(camera, view_port, t.p3));
277 }
278
279 static rect_t camera_rect(const camera_t *camera,
280                           const SDL_Rect *view_port,
281                           const rect_t rect)
282 {
283     return rect_from_vecs(
284         camera_point(
285             camera,
286             view_port,
287             vec(rect.x, rect.y)),
288         vec_entry_mult(
289             effective_scale(view_port),
290             vec(rect.w, rect.h)));
291 }