143 lines
3.7 KiB
C
143 lines
3.7 KiB
C
#include "Renderer.h"
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#include "SDL.h"
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#include "SDL_blendmode.h"
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#include "SDL_image.h"
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#include "SDL_platform.h"
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#include "SDL_rect.h"
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#include "SDL_render.h"
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#include "SDL_video.h"
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#include "aliases.h"
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#include "engine_build_config.h"
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#include <stdbool.h>
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#include <stdlib.h>
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#ifdef DEBUG_ENGINE
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#include <stdio.h>
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#endif /* DEBUG_ENGINE */
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struct renderer {
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SDL_Renderer *SDL_base_renderer;
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};
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Renderer *create_renderer(SDL_Window *window) {
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Renderer *renderer = (Renderer *)malloc(sizeof(Renderer));
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if (!renderer) {
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return NULL;
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}
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renderer->SDL_base_renderer = SDL_CreateRenderer(
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window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (!(renderer->SDL_base_renderer)) {
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destroy_renderer(&renderer);
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return NULL;
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}
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SDL_SetRenderDrawBlendMode(renderer->SDL_base_renderer, SDL_BLENDMODE_BLEND);
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return renderer;
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}
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void get_render_output_size(Renderer *renderer, i32 *w, i32 *h) {
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SDL_GetRendererOutputSize(renderer->SDL_base_renderer, w, h);
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}
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void set_render_draw_color(const Renderer *renderer, SDL_Color color) {
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SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.g, color.b,
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color.a);
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}
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void render_clear(const Renderer *renderer, SDL_Color color) {
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if (!renderer || !(renderer->SDL_base_renderer)) {
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return;
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}
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SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.g, color.b,
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color.a);
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SDL_RenderClear(renderer->SDL_base_renderer);
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}
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void draw_rect(const Renderer *renderer, SDL_Color color, f32 x, f32 y, f32 w,
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f32 h) {
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SDL_FRect dest = {x, y, w, h};
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SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.g, color.b,
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color.a);
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SDL_RenderDrawRectF(renderer->SDL_base_renderer, &dest);
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}
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void fill_rect(const Renderer *renderer, SDL_Color color, f32 x, f32 y, f32 w,
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f32 h) {
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SDL_FRect dest = {x, y, w, h};
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SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.g, color.b,
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color.a);
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SDL_RenderFillRectF(renderer->SDL_base_renderer, &dest);
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}
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void render_surface(const Renderer *renderer, SDL_Surface *surface,
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const RenderRect *dest) {
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SDL_Texture *texture =
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SDL_CreateTextureFromSurface(renderer->SDL_base_renderer, surface);
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if (!texture) {
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return;
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}
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render_texture(renderer, texture, NULL, dest);
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SDL_DestroyTexture(texture);
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texture = NULL;
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}
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void render_texture(const Renderer *renderer, SDL_Texture *texture,
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const RenderRect *src, const RenderRect *dest) {
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if (!renderer || !texture || !dest) {
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return;
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}
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SDL_Rect src_frect;
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if (src) {
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src_frect.x = src->x;
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src_frect.y = src->y;
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src_frect.w = src->width;
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src_frect.h = src->height;
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}
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SDL_FRect dest_frect = {dest->x, dest->y, dest->width, dest->height};
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// TODO (Abdelrahman): Look into using the SDL_RenderCopyExF instead to
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// support rotating the texture
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SDL_RenderCopyF(renderer->SDL_base_renderer, texture, src ? &src_frect : NULL,
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&dest_frect);
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}
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void swap_buffers(const Renderer *renderer) {
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if (!renderer || !(renderer->SDL_base_renderer)) {
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return;
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}
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SDL_RenderPresent(renderer->SDL_base_renderer);
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}
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SDL_Texture *load_texture(const Renderer *renderer, const char *path) {
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return IMG_LoadTexture(renderer->SDL_base_renderer, path);
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}
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void destroy_renderer(Renderer **renderer) {
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if (*renderer) {
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if ((*renderer)->SDL_base_renderer) {
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SDL_DestroyRenderer((*renderer)->SDL_base_renderer);
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(*renderer)->SDL_base_renderer = NULL;
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}
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free(*renderer);
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*renderer = NULL;
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#ifdef DEBUG_ENGINE
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printf("Renderer destroyed successfully\n");
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#endif /* DEBUG_ENGINE */
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}
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}
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