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path: root/src/renderer.cpp
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#include "renderer.h"
#include "consts.h"
#include "game.h"

Renderer::Renderer() {
  win_ = window_ptr(
    SDL_CreateWindow(
      "Tanetane",
      100,
      100,
      GAME_WIDTH,
      GAME_HEIGHT,
      SDL_WINDOW_SHOWN));

  if (!win_)
  {
    throw sdl_error();
  }

  ren_ = renderer_ptr(
    SDL_CreateRenderer(
      win_.get(),
      -1,
      SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC));

  if (!ren_)
  {
    throw sdl_error();
  }
}

texture_ptr Renderer::renderMapLayer(const tson::Layer& layer) {
  texture_ptr canvas(
    SDL_CreateTexture(
      ren_.get(),
      SDL_PIXELFORMAT_RGBA8888,
      SDL_TEXTUREACCESS_TARGET,
      layer.getMap()->getSize().x * layer.getMap()->getTileSize().x,
      layer.getMap()->getSize().y * layer.getMap()->getTileSize().y));

  SDL_SetTextureBlendMode(canvas.get(), SDL_BLENDMODE_BLEND);

  SDL_SetRenderTarget(ren_.get(), canvas.get());
  SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_BLEND);
  SDL_SetRenderDrawColor(ren_.get(), 255, 255, 255, 0);
  SDL_RenderClear(ren_.get());

  for (auto& [pos, tileObject] : layer.getTileObjects()) {
    int x = tileObject.getPosition().x;
    int y = tileObject.getPosition().y;
    tson::Rect tileDestRect = tileObject.getDrawingRect();
    SDL_Rect srcRect { tileDestRect.x, tileDestRect.y, tileDestRect.width, tileDestRect.height };
    SDL_Rect destRect {
      x, y, tileObject.getTile()->getTileSize().x, tileObject.getTile()->getTileSize().y };

    SDL_RendererFlip flip = SDL_FLIP_NONE;
    if (tileObject.getTile()->hasFlipFlags(tson::TileFlipFlags::Horizontally | tson::TileFlipFlags::Vertically)) {
      flip = static_cast<SDL_RendererFlip>(SDL_FLIP_HORIZONTAL | SDL_FLIP_VERTICAL);
    } else if (tileObject.getTile()->hasFlipFlags(tson::TileFlipFlags::Horizontally)) {
      flip = SDL_FLIP_HORIZONTAL;
    } else if (tileObject.getTile()->hasFlipFlags(tson::TileFlipFlags::Vertically)) {
      flip = SDL_FLIP_VERTICAL;
    }
    SDL_RenderCopyEx(ren_.get(), textures_[tilesetTexId_].get(), &srcRect, &destRect, 0, nullptr, flip);
  }

  return canvas;
}

void Renderer::render(Game& game) {
  if (tilesetTexId_ == -1) {
    tilesetTexId_ = loadImageFromFile(game.getMap()->getTileset("fromRom")->getImage().c_str());
  }

  if (!renLay1_) {
    renLay1_ = renderMapLayer(*game.getMap()->getLayer("Layer 1"));
  }
  if (!renLay0_) {
    renLay0_ = renderMapLayer(*game.getMap()->getLayer("Layer 0"));
  }

  texture_ptr canvas(
    SDL_CreateTexture(
      ren_.get(),
      SDL_PIXELFORMAT_RGBA8888,
      SDL_TEXTUREACCESS_TARGET,
      CANVAS_WIDTH,
      CANVAS_HEIGHT));

  if (!canvas) {
    throw sdl_error();
  }



  SDL_SetRenderTarget(ren_.get(), canvas.get());
  SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE);
  SDL_SetRenderDrawColor(ren_.get(), 255, 255, 255, 255);
  SDL_RenderClear(ren_.get());

  {
    SDL_Rect dest { -80, -80, game.getMap()->getSize().x * game.getMap()->getTileSize().x, game.getMap()->getSize().y * game.getMap()->getTileSize().y };
    SDL_RenderCopy(ren_.get(), renLay1_.get(), nullptr, &dest);
  }

  for (const Sprite& sprite : game.getSpritesByY() | game.spriteView()) {
    const SpriteFrame& frame = sprite.getFrame();
    const SDL_Rect& src = frame.srcRect;
    SDL_Rect dest { sprite.loc().x() - frame.center.x(), sprite.loc().y() - frame.center.y(), frame.size.w(), frame.size.h() };
    SDL_RenderCopy(ren_.get(), textures_.at(sprite.getTextureId()).get(), &src, &dest);
  }

  {
    SDL_Rect dest { -80, -80, game.getMap()->getSize().x * game.getMap()->getTileSize().x, game.getMap()->getSize().y * game.getMap()->getTileSize().y };
    SDL_RenderCopy(ren_.get(), renLay0_.get(), nullptr, &dest);
  }

  SDL_SetRenderTarget(ren_.get(), nullptr);
  SDL_RenderCopy(ren_.get(), canvas.get(), nullptr, nullptr);
  SDL_RenderPresent(ren_.get());
}

int Renderer::loadImageFromFile(std::string_view filename) {
  surface_ptr pfs(IMG_Load(filename.data()));
  if (!pfs)
  {
    throw img_error();
  }

  texture_ptr tex = texture_ptr(SDL_CreateTextureFromSurface(ren_.get(), pfs.get()));
  //SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);

  int texId = textures_.size();
  textures_.push_back(std::move(tex));

  return texId;
}