Files

145 lines
4.8 KiB
C++

#include "cGFX.hpp"
/*** SDL Header Files ***/
#include <SDL2_gfxPrimitives.h>
/*** Custom Header Files ***/
#include "../VideoEngine/cRenderer.hpp"
#include "../UtilityEngine/cUtility.hpp"
using FXEngine::cGFX;
using VideoEngine::cRenderer;
using UtilityEngine::cUtility;
/*static*/ cGFX* cGFX::sp_inst = nullptr;
/// private:
cGFX::cGFX()
{}
cGFX::~cGFX()
{}
/// public:
/// Functions
/*static*/ cGFX& cGFX::Inst()
{
if (sp_inst == nullptr)
sp_inst = new cGFX();
return *sp_inst;
}
/*static*/ void cGFX::Delete()
{
delete sp_inst;
sp_inst = nullptr;
}
void cGFX::StringDefault( const cString& text, const SDL_Rect& pos, const SDL_Colour& colour ) const
{
if (stringRGBA(cRenderer::Inst().getRenderer(), (Sint16)pos.x, (Sint16)pos.y, text.c_str(), colour.r, colour.g, colour.b, colour.a) < 0)
cUtility::Inst().Message("Unable to render text. stringRGBA():", __AT__, cUtility::eTypeSDL::GFX);
}
void cGFX::StringDefault( const cString& text, const SDL_Rect& pos, const SDL_Colour& colour, SDL_Surface* surface ) const
{
//cRenderer::Inst().SetRenderTarget(texture);
//StringDefault(text, pos, colour);
//cRenderer::Inst().ResetRenderTarget();
}
void cGFX::StringDefault( const cString& text, const SDL_Rect& pos, const SDL_Colour& colour, SDL_Texture* texture ) const
{
cRenderer::Inst().SetRenderTarget(texture);
StringDefault(text, pos, colour);
cRenderer::Inst().ResetRenderTarget();
}
SDL_Texture* cGFX::StringTexture( const cString& text, const SDL_Rect& pos, const SDL_Colour& colour ) const
{
SDL_Texture* rtn = cRenderer::Inst().NewTexture(8 * text.length(), 8, false, SDL_TEXTUREACCESS_TARGET);
if (rtn != nullptr)
cGFX::Inst().StringDefault(text, pos, colour, rtn);
else
cUtility::Inst().Message("Unable to create NewTexture in StringTexture. cRenderer::NewTexture():", __AT__);
return rtn;
}
void cGFX::Box( const SDL_Rect& rect, const SDL_Colour& colour ) const
{
if (boxRGBA(cRenderer::Inst().getRenderer(), (Sint16)rect.x, (Sint16)rect.y, (Sint16)rect.w, (Sint16)rect.h, colour.r, colour.g, colour.b, colour.a) < 0)
cUtility::Inst().Message("Unable to make Rounded Rectangle. boxRGBA():", __AT__, cUtility::eTypeSDL::GFX);
}
void cGFX::Box( const SDL_Rect& rect, const SDL_Colour& colour, SDL_Texture* texture ) const
{
cRenderer::Inst().SetRenderTarget(texture);
Box(rect, colour);
cRenderer::Inst().ResetRenderTarget();
}
void cGFX::RoundedBox( const SDL_Rect& rect, const unsigned long int rad, const SDL_Colour& colour ) const
{
if (roundedBoxRGBA(cRenderer::Inst().getRenderer(), (Sint16)rect.x, (Sint16)rect.y, (Sint16)rect.w, (Sint16)rect.h, (Sint16)rad, colour.r, colour.g, colour.b, colour.a) < 0)
cUtility::Inst().Message("Unable to make Rounded Rectangle. roundedBoxRGBA():", __AT__, cUtility::eTypeSDL::GFX);
}
void cGFX::RoundedBox( const SDL_Rect& rect, const unsigned long int rad, const SDL_Colour& colour, SDL_Texture* texture ) const
{
cRenderer::Inst().SetRenderTarget(texture);
RoundedBox(rect, rad, colour);
cRenderer::Inst().ResetRenderTarget();
}
void cGFX::Pixel( const unsigned long int x, const unsigned long int y, const SDL_Colour& colour ) const
{
if (pixelRGBA(cRenderer::Inst().getRenderer(), (Sint16)x, (Sint16)y, colour.r, colour.g, colour.b, colour.a) < 0)
cUtility::Inst().Message("Unable to make pixel. pixelRGBA():", __AT__, cUtility::eTypeSDL::GFX);
}
void cGFX::Pixel( const unsigned long int x, const unsigned long int y, const SDL_Colour& colour, SDL_Texture* texture ) const
{
cRenderer::Inst().SetRenderTarget(texture);
Pixel(x, y, colour);
cRenderer::Inst().ResetRenderTarget();
}
void cGFX::Rectangle( const SDL_Rect& rect, const SDL_Colour& colour ) const
{
if (rectangleRGBA(cRenderer::Inst().getRenderer(), (Sint16)rect.x, (Sint16)rect.y, (Sint16)rect.w, (Sint16)rect.h, colour.r, colour.g, colour.b, colour.a) < 0)
cUtility::Inst().Message("Unable to make pixel. rectangleRGBA():", __AT__, cUtility::eTypeSDL::GFX);
}
void cGFX::Rectangle( const SDL_Rect& rect, const SDL_Colour& colour, SDL_Texture* texture ) const
{
cRenderer::Inst().SetRenderTarget(texture);
Rectangle(rect, colour);
cRenderer::Inst().ResetRenderTarget();
}
SDL_Surface* cGFX::ZoomIn( SDL_Surface* surface, const double zoomx, const double zoomy, const unsigned long int smooth /*= SMOOTHING_ON*/ ) const
{
SDL_Surface* rtn = nullptr;
rtn = zoomSurface(surface, zoomx, zoomy, smooth);
return rtn;
}
SDL_Texture* cGFX::ZoomIn( SDL_Texture* texture, const double zoomx, const double zoomy, const unsigned long int smooth /*= SMOOTHING_ON*/ ) const
{
SDL_Surface* surface = cRenderer::Inst().TextureToSurface(texture);
SDL_Surface* zoom_sur = zoomSurface(surface, zoomx, zoomy, smooth);
SDL_FreeSurface(surface);
surface = nullptr;
SDL_Texture* rtn = cRenderer::Inst().SurfaceToTexture(zoom_sur);
SDL_FreeSurface(zoom_sur);
zoom_sur = nullptr;
return rtn;
}