Split sdlpp into smaller files
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#include "sdlpp_rectrenderer.hpp"
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namespace SDLPP {
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RectangleRender::RectangleRender( double x, double y, double w, double h,
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const std::shared_ptr< Renderer > &r )
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: RenderObject( r ) {
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og_x = x_ = x;
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og_y = y_ = y;
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og_w = w_ = w;
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og_h = h_ = h;
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updateSizeAndPosition();
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}
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RectangleRender::RectangleRender( double x, double y, double w, double h,
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const std::shared_ptr< Renderer > &r,
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const std::shared_ptr< Texture > &t )
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: RectangleRender( x, y, w, h, r ) {
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setTexture( t );
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}
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RectangleRender::RectangleRender( double x, double y, double w, double h,
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const std::shared_ptr< Renderer > &r,
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const std::string &img_or_color,
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bool is_polygon )
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: RectangleRender( x, y, w, h, r ) {
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if ( !is_polygon ) {
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setTexture( img_or_color );
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} else {
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setColor( img_or_color );
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color = img_or_color;
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}
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}
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void RectangleRender::setColor( const std::string &color ) {
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if ( !polygon ) {
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polygon = std::make_shared< RectColider >( 0, 0, 1, 1 );
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polygon->updateCollision( collisionPushX(), collisionPushY(),
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collisionWidth(), collisionHeight() );
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}
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polygon->setColor( color );
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}
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void RectangleRender::setOutlineColor( const std::string &color ) {
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if ( !polygon ) {
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polygon = std::make_shared< RectColider >( 0, 0, 1, 1 );
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polygon->updateCollision( collisionPushX(), collisionPushY(),
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collisionWidth(), collisionHeight() );
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}
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polygon->setOutlineColor( color );
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}
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void RectangleRender::render() {
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if ( !getHidden() ) {
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if ( polygon )
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polygon->render( *renderer );
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if ( texture != NULL )
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SDL_RenderCopy( renderer->getRendererPtr(),
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texture->getTexturePtr(), NULL, &rect );
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}
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if ( hasCollisions() && renderer->getRenderColiders() && !getHidden() ) {
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for ( const auto &col : getCollisions() )
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col->render( *renderer, colider_color );
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}
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}
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void RectangleRender::move( int ticks ) {
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if ( permanent )
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return;
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auto addx =
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static_cast< double >( movementSpeed * movementDirection.first ) *
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( static_cast< double >( ticks ) / 1000 );
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auto addy =
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static_cast< double >( movementSpeed * movementDirection.second ) *
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( static_cast< double >( ticks ) / 1000 );
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if ( std::isnan( addx ) || std::isnan( addy ) )
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return;
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og_x += addx;
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og_y += addy;
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custom_move( ticks );
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updateSizeAndPosition();
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}
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std::pair< std::pair< double, double >, std::pair< double, double > >
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RectangleRender::getDoubleRect() const {
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return { { og_x, og_y }, { og_w, og_h } };
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}
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void RectangleRender::setPos( double x, double y ) {
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og_x = x;
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og_y = y;
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updateSizeAndPosition();
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}
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void RectangleRender::setPos( const std::pair< double, double > &pos ) {
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setPos( pos.first, pos.second );
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}
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std::pair< double, double > RectangleRender::getPos() const {
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return { og_x, og_y };
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}
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int RectangleRender::leftmost() {
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return rect.x;
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}
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int RectangleRender::topmost() {
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return rect.y;
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}
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int RectangleRender::rightmost() {
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return rect.x + rect.w;
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}
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int RectangleRender::bottommost() {
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return rect.y + rect.h;
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}
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int RectangleRender::collisionPushX() {
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return rect.x;
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}
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int RectangleRender::collisionPushY() {
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return rect.y;
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}
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int RectangleRender::collisionWidth() {
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return rect.w;
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}
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int RectangleRender::collisionHeight() {
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return rect.h;
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}
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void RectangleRender::updateSizeAndPosition() {
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updateXY();
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auto dimension = renderer->getSmallerSide();
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rect.x = std::round( x_ * dimension );
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rect.y = std::round( y_ * dimension );
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rect.w = std::round( ( x_ + w_ ) * dimension ) - rect.x;
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rect.h = std::round( ( y_ + h_ ) * dimension ) - rect.y;
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if ( polygon )
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polygon->updateCollision( collisionPushX(), collisionPushY(),
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collisionWidth(), collisionHeight() );
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for ( auto &x : collisions ) {
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x->updateCollision( collisionPushX(), collisionPushY(),
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collisionWidth(), collisionHeight() );
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}
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}
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SDL_Rect RectangleRender::getRect() {
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return rect;
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}
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void RectangleRender::centerX() {
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centerx = true;
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updateSizeAndPosition();
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}
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std::shared_ptr< RenderObject > RectangleRender::copySelf() {
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// TODO ACTUALLY copy, don't just copy pointers to textures and whatnot,
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// create new textures!!!
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return std::make_shared< RectangleRender >( *this );
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}
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std::string RectangleRender::getColor() const {
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return color;
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}
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void RectangleRender::updateXY() {
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if ( !centerx ) {
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x_ = og_x;
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y_ = og_y;
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return;
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}
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auto width = renderer->getWidth();
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auto height = renderer->getHeight();
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if ( width > height ) {
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auto multiplier =
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static_cast< double >( width ) / static_cast< double >( height );
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x_ = og_x + static_cast< double >( multiplier - 1 ) / 2;
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} else {
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x_ = og_x;
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}
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y_ = og_y;
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}
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} // namespace SDLPP
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