Fixed an issue with clipping the render rectangle

This commit is contained in:
abdelrahman committed 2022-10-05 23:41:13 +01:00
1 parent 2eb8d83dc0
commit c1659dcf88
5 files changed
+99 -39

No files matched your search

+61 -24
View File
@@ -213,47 +213,82 @@ WindowDrawingArea get_window_drawing_area() {
return GameEngine.window.drawing_area;
}
void fill_rectangle(float x, float y, float w, float h, SDL_Color color) {
fill_rect(GameEngine.window.renderer, color, x, y, w, h);
void fill_rectangle(RenderRect rect, SDL_Color color) {
fill_rect(GameEngine.window.renderer, color, rect.x, rect.y, rect.width,
rect.height);
}
void clip_render_rect_to_drawing_area(SDL_FRect *rect) {
void clip_source_rect_to_drawing_area(RenderRect *src, RenderRect *dest) {
WindowDrawingArea area = get_window_drawing_area();
// If the rectangle is completely out of bounds, set its width and height to 0
if (rect->x > area.x + area.width || rect->x + rect->w < area.x ||
rect->y > area.y + area.height || rect->y + rect->h < area.y) {
rect->w = 0.0f;
rect->h = 0.0f;
if (dest->x > area.x + area.width || dest->x + dest->width < area.x ||
dest->y > area.y + area.height || dest->y + dest->height < area.y) {
src->width = 0.0f;
src->height = 0.0f;
return;
}
float x_diff = 0.0f;
float y_diff = 0.0f;
float x_offset = 0.0f;
float y_offset = 0.0f;
float x_clip = 0.0f;
float y_clip = 0.0f;
// If the rectangle is partially out of the horizontal bounds of the drawing
// area, calculate how much of its width will be clipped
if (rect->x < area.x) {
x_diff = area.x - rect->x;
rect->x += x_diff;
} else if (rect->x + rect->w > area.x + area.width) {
x_diff = (rect->x + rect->w) - (area.x + area.width);
if (dest->x < area.x) {
// When an object goes out of the left border of the screen, we need to both
// clip and offset the source and destination rectangles to ensure that the
// object is rendered properly
x_clip = x_offset = area.x - dest->x;
} else if (dest->x + dest->width > area.x + area.width) {
x_clip = (dest->x + dest->width) - (area.x + area.width);
}
// If the rectangle is partially out of the vertical bounds of the drawing
// area, calculate how much of its height will be clipped
if (rect->y < area.y) {
y_diff = area.y - rect->y;
rect->y += y_diff;
} else if (rect->y + rect->h > area.y + area.height) {
y_diff = (rect->y + rect->h) - (area.y + area.height);
if (dest->y < area.y) {
// When an object goes out of the top border of the screen, we need to both
// clip and offset the source and destination rectangles to ensure that the
// object is rendered properly
y_clip = y_offset = area.y - dest->y;
} else if (dest->y + dest->height > area.y + area.height) {
y_clip = (dest->y + dest->height) - (area.y + area.height);
}
rect->w -= x_diff;
rect->h -= y_diff;
// Offset and clipping of source rectangle needs to be calculated based on the
// ratio of the x_clip and y_clip variables to the width and height of the
// destination rectangle respectively. This is because the source rectangle's
// width and height might be different from the destination's
src->x += ((x_offset / dest->width) * src->width);
src->y += ((y_offset / dest->height) * src->height);
src->width *= 1 - (x_clip / dest->width);
src->height *= 1 - (y_clip / dest->height);
dest->x += x_offset;
dest->y += y_offset;
dest->width -= x_clip;
dest->height -= y_clip;
}
void render_texture_asset(AssetID id, float x, float y, float w, float h) {
RenderRect get_texture_asset_rect(AssetID id) {
RenderRect rect = {0.0f, 0.0f, 0.0f, 0.0f};
SDL_Texture *texture = get_texture(GameEngine.asset_manager, id);
if (texture) {
int32_t w = 0;
int32_t h = 0;
if (SDL_QueryTexture(texture, NULL, NULL, &w, &h) == 0) {
rect.width = w;
rect.height = h;
}
}
return rect;
}
void render_texture_asset(AssetID id, RenderRect *src, RenderRect *dest) {
if (id < 0) {
return;
}
@@ -264,7 +299,7 @@ void render_texture_asset(AssetID id, float x, float y, float w, float h) {
return;
}
render_texture(GameEngine.window.renderer, texture, x, y, w, h);
render_texture(GameEngine.window.renderer, texture, src, dest);
}
void render_text_with_font_asset(AssetID id, const char *text, float x,
@@ -286,7 +321,9 @@ void render_text_with_font_asset(AssetID id, const char *text, float x,
int32_t h = 0;
TTF_SizeText(font, text, &w, &h);
render_surface(GameEngine.window.renderer, surface, x, y, w, h);
RenderRect rect = {x, y, w, h};
render_surface(GameEngine.window.renderer, surface, &rect);
SDL_FreeSurface(surface);
surface = NULL;
+16 -7
View File
@@ -58,8 +58,8 @@ void fill_rect(const Renderer *renderer, SDL_Color color, float x, float y,
SDL_RenderFillRectF(renderer->SDL_base_renderer, &dest);
}
void render_surface(const Renderer *renderer, SDL_Surface *surface, float x,
float y, float w, float h) {
void render_surface(const Renderer *renderer, SDL_Surface *surface,
const RenderRect *dest) {
SDL_Texture *texture =
SDL_CreateTextureFromSurface(renderer->SDL_base_renderer, surface);
@@ -67,23 +67,32 @@ void render_surface(const Renderer *renderer, SDL_Surface *surface, float x,
return;
}
render_texture(renderer, texture, x, y, w, h);
render_texture(renderer, texture, NULL, dest);
SDL_DestroyTexture(texture);
texture = NULL;
}
void render_texture(const Renderer *renderer, SDL_Texture *texture, float x,
float y, float w, float h) {
void render_texture(const Renderer *renderer, SDL_Texture *texture,
const RenderRect *src, const RenderRect *dest) {
if (!renderer || !texture) {
return;
}
SDL_FRect dest = {x, y, w, h};
SDL_Rect src_frect;
if (src) {
src_frect.x = src->x;
src_frect.y = src->y;
src_frect.w = src->width;
src_frect.h = src->height;
}
SDL_FRect dest_frect = {dest->x, dest->y, dest->width, dest->height};
// TODO (Abdelrahman): Look into using the SDL_RenderCopyExF instead to
// support rotating the texture
SDL_RenderCopyF(renderer->SDL_base_renderer, texture, NULL, &dest);
SDL_RenderCopyF(renderer->SDL_base_renderer, texture, &src_frect,
&dest_frect);
}
void swap_buffers(const Renderer *renderer) {
+6
View File
@@ -29,6 +29,12 @@ bool init_window(Window *wnd, const char *title, WindowSize size,
if (strcmp(current_platform, "Android") == 0 ||
strcmp(current_platform, "iOS") == 0) {
// Mobile platforms should always be full screen
//
// TODO (Abdelrahman): Test to see how to make this work when in landscape
// orientation, as it didn't seem to work when tested on Android
window_flags |= SDL_WINDOW_FULLSCREEN;
// Calculate the mobile orientation based on the user-defined width and
// height
MobileOrientation orientation;