Files
GameJam-polytech/src/scene.c
T
2023-01-22 13:56:44 +01:00

137 lines
3.6 KiB
C

#include "renderer.h"
#include "scene.h"
#include <SDL2/SDL_blendmode.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
#include <stdio.h>
#include <string.h>
const RenderObject_t EMPTY_RENDER_OBJECT = { 0, 0, 0, 0, NULL, "Undefined" };
static int compartSort(const SceneObject_t * a, const SceneObject_t * b) {
return a->renderObj.z - b->renderObj.z;
}
void scene_render(const Scene_t * scene) {
MonitorSize_t monitorSize = renderer_getMonitorSize();
for(int i = 0; i < scene->objectCount; i++) {
printf("Rendering %d, %s\n", scene->objects[i].id, scene->objects[i].renderObj.name);
const SceneObject_t * object = &scene->objects[i];
float x = (object->x - scene->x) / CAMERA_WIDTH;
float y = (object->y - scene->y) / CAMERA_HEIGHT;
//the object is to be rendered
SDL_Rect rect = {
round(x * monitorSize.width) ,
round(y * monitorSize.height),
round(object->renderObj.width * monitorSize.width),
round(object->renderObj.height * monitorSize.height)
};
int error = SDL_RenderCopyEx(renderer, object->cache, NULL, &rect, object->renderObj.angle_degre, NULL, SDL_FLIP_NONE);
if(error != 0) {
fprintf(stderr, "Render error in object %d with error %s\n", object->id, SDL_GetError());
exit(1);
}
}
}
static void buildCache(SceneObject_t * object) {
SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer, object->renderObj.surface);
if(texture == NULL) {
fprintf(stderr, "Error while creating texture %s is_null: %d\n", SDL_GetError(), object->renderObj.surface == NULL);
exit(1);
}
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
object->cache = texture;
}
RenderId_t scene_addRenderObject(Scene_t * scene, RenderObject_t object, int x, int y) {
scene->objectCount++;
RenderId_t itemId = scene->lastId++;
printf("adding item: %s: %d\n", object.name, itemId);
if(scene->objectCount * sizeof(SceneObject_t) > scene->objectArraySize) {
scene->objectArraySize = scene->objectCount * sizeof(SceneObject_t);
scene->objects = realloc(scene->objects, scene->objectArraySize);
if(scene->objects == NULL) {
printf("Realloc failed\n");
}
}
SceneObject_t item = {
x, y,
object,
NULL,
itemId
};
buildCache(&item);
scene->objects[scene->objectCount - 1] = item;
//the objects are sorted
qsort(scene->objects, scene->objectCount, sizeof(SceneObject_t), (__compar_fn_t)compartSort);
return itemId;
}
static int indexof(Scene_t * scene, RenderId_t id) {
bool found = false;
int index = 0;
for(int i = 0; i < scene->objectCount; i++) {
if(scene->objects[i].id == id){
found = true;
index = i;
break;
}
}
if(!found){
printf("object %d not found\n", id);
return -1;
}
return index;
}
void scene_moveRenderObject(Scene_t * scene, RenderId_t id, float x, float y) {
int index = indexof(scene, id);
if(index < 0)
return;
SceneObject_t * object = &scene->objects[index];
object->x = x;
object->y = y;
}
void scene_removeRenderObject(Scene_t * scene, RenderId_t id) {
int index = indexof(scene, id);
if(index < 0)
return;
printf("removing item: %s: %d\n", scene->objects[index].renderObj.name, id);
scene->objectCount--;
for(int i = index; i < scene->objectCount; i++) {
scene->objects[i] = scene->objects[i + 1];
}
}
void scene_free(Scene_t * scene) {
for(int i = 0; i < scene->objectCount - 1; i++) {
SDL_FreeSurface(scene->objects[i].renderObj.surface);
if(scene->objects[i].cache != NULL) {
SDL_DestroyTexture(scene->objects[i].cache);
}
}
free(scene->objects);
scene->objectArraySize = 0;
scene->objectCount = 0;
scene->objects = NULL;
}