#include #include #include #include "camera.h" #include "sdl/renderer.h" #include "system/error.h" #define RATIO_X 16.0f #define RATIO_Y 9.0f struct Camera { int debug_mode; int blackwhite_mode; Point position; SDL_Renderer *renderer; Sprite_font *font; }; static Vec effective_ratio(const SDL_Rect *view_port); static Vec effective_scale(const SDL_Rect *view_port); static Vec camera_point(const Camera *camera, const SDL_Rect *view_port, const Vec p); static Rect camera_rect(const Camera *camera, const SDL_Rect *view_port, const Rect rect); static Triangle camera_triangle(const Camera *camera, const SDL_Rect *view_port, const Triangle t); Camera *create_camera(SDL_Renderer *renderer, Sprite_font *font) { Camera *camera = malloc(sizeof(Camera)); if (camera == NULL) { throw_error(ERROR_TYPE_LIBC); return NULL; } camera->position = vec(0.0f, 0.0f); camera->debug_mode = 0; camera->blackwhite_mode = 0; camera->renderer = renderer; camera->font = font; return camera; } void destroy_camera(Camera *camera) { assert(camera); free(camera); } int camera_fill_rect(Camera *camera, Rect rect, Color color) { assert(camera); SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); const SDL_Rect sdl_rect = rect_for_sdl( camera_rect(camera, &view_port, rect)); const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color); if (camera->debug_mode) { if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a / 2) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } } else { if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } } if (SDL_RenderFillRect(camera->renderer, &sdl_rect) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } return 0; } int camera_draw_rect(Camera * camera, Rect rect, Color color) { assert(camera); SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); const SDL_Rect sdl_rect = rect_for_sdl( camera_rect(camera, &view_port, rect)); const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color); if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } if (SDL_RenderDrawRect(camera->renderer, &sdl_rect) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } return 0; } int camera_draw_triangle(Camera *camera, Triangle t, Color color) { assert(camera); SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color); if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } if (draw_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) { return -1; } return 0; } int camera_fill_triangle(Camera *camera, Triangle t, Color color) { assert(camera); SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color); if (camera->debug_mode) { if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a / 2) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } } else { if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } } if (fill_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) { return -1; } return 0; } int camera_render_text(Camera *camera, const char *text, Vec size, Color c, Vec position) { SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); const Vec scale = effective_scale(&view_port); const Vec screen_position = camera_point(camera, &view_port, position); if (sprite_font_render_text( camera->font, camera->renderer, screen_position, vec(size.x * scale.x, size.y * scale.y), camera->blackwhite_mode ? color_desaturate(c) : c, text) < 0) { return -1; } return 0; } int camera_clear_background(Camera *camera, Color color) { const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color); if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } if (SDL_RenderClear(camera->renderer) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } return 0; } void camera_center_at(Camera *camera, Point position) { assert(camera); camera->position = position; } void camera_toggle_debug_mode(Camera *camera) { assert(camera); camera->debug_mode = !camera->debug_mode; } void camera_disable_debug_mode(Camera *camera) { assert(camera); camera->debug_mode = 0; } void camera_toggle_blackwhite_mode(Camera *camera) { assert(camera); camera->blackwhite_mode = !camera->blackwhite_mode; } int camera_is_point_visible(const Camera *camera, Point p) { SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); return rect_contains_point( rect_from_sdl(&view_port), camera_point(camera, &view_port, p)); } Rect camera_view_port(const Camera *camera) { assert(camera); SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); const Vec s = effective_scale(&view_port); const float w = (float) view_port.w * s.x; const float h = (float) view_port.h * s.y; return rect(camera->position.x - w * 0.5f, camera->position.y - h * 0.5f, w, h); } int camera_is_text_visible(const Camera *camera, Vec size, Vec position, const char *text) { assert(camera); assert(text); SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); return rects_overlap( camera_rect( camera, &view_port, sprite_font_boundary_box( camera->font, position, size, text)), rect_from_sdl(&view_port)); } /* ---------- Private Function ---------- */ static Vec effective_ratio(const SDL_Rect *view_port) { if ((float) view_port->w / RATIO_X > (float) view_port->h / RATIO_Y) { return vec(RATIO_X, (float) view_port->h / ((float) view_port->w / RATIO_X)); } else { return vec((float) view_port->w / ((float) view_port->h / RATIO_Y), RATIO_Y); } } static Vec effective_scale(const SDL_Rect *view_port) { return vec_entry_div( vec((float) view_port->w, (float) view_port->h), vec_scala_mult(effective_ratio(view_port), 50.0f)); } static Vec camera_point(const Camera *camera, const SDL_Rect *view_port, const Vec p) { return vec_sum( vec_entry_mult( vec_sum(p, vec_neg(camera->position)), effective_scale(view_port)), vec((float) view_port->w * 0.5f, (float) view_port->h * 0.5f)); } static Triangle camera_triangle(const Camera *camera, const SDL_Rect *view_port, const Triangle t) { return triangle( camera_point(camera, view_port, t.p1), camera_point(camera, view_port, t.p2), camera_point(camera, view_port, t.p3)); } static Rect camera_rect(const Camera *camera, const SDL_Rect *view_port, const Rect rect) { return rect_from_vecs( camera_point( camera, view_port, vec(rect.x, rect.y)), vec_entry_mult( effective_scale(view_port), vec(rect.w, rect.h))); }