transitions

currently buggy tho
This commit is contained in:
/nick haya 2022-02-16 14:04:01 +08:00
parent 5d0e099482
commit a1aacff687
5 changed files with 116 additions and 37 deletions

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@ -1,5 +1,5 @@
# Make sur cmake is 3.8
cmake_minimum_required(VERSION 3.8)
# Make sur cmake is 3.10
cmake_minimum_required(VERSION 3.10)
# proj name
project(Skateboard)
@ -14,16 +14,16 @@ set(OUT5_INCLUDE_DIRS "${CMAKE_CURRENT_LIST_DIR}/src/SDL_gpu/")
option(PREFER_MODPLUG "Use libmodplug api instead of libopenmpt for module playback" ON)
if (${CMAKE_SIZEOF_VOID_P} MATCHES 8)
set(MAIN_LIBRARIES_E "${CMAKE_CURRENT_LIST_DIR}/lib/x64")
else ()
set(MAIN_LIBRARIES_E "${CMAKE_CURRENT_LIST_DIR}/lib/x86")
endif ()
# Support both 32 and 64 bit builds
# Someone make a pull request to support MingW
# Way to lazy to do that right now
if (${CMAKE_SIZEOF_VOID_P} MATCHES 8)
set(MAIN_LIBRARIES "${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2_gpu.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/libmodplug.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/soloud_static.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2_ttf.lib")
set(MAIN_LIBRARIES_E "${CMAKE_CURRENT_LIST_DIR}/lib/x64/")
else ()
set(MAIN_LIBRARIES "${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2_gpu.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/libmodplug.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/soloud_static.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2_ttf.lib")
set(MAIN_LIBRARIES_E "${CMAKE_CURRENT_LIST_DIR}/lib/x86/")
endif ()
set(MAIN_LIBRARIES "${MAIN_LIBRARIES_E}/SDL2_gpu.lib;${MAIN_LIBRARIES_E}/libmodplug.lib;${MAIN_LIBRARIES_E}/soloud_static.lib;${MAIN_LIBRARIES_E}/SDL2.lib;${MAIN_LIBRARIES_E}/SDL2_ttf.lib")
# strip it all
string(STRIP "${MAIN_LIBRARIES}" MAIN_LIBRARIES)
@ -80,7 +80,7 @@ set_target_properties(Skateboard PROPERTIES
)
# copy dll files
file(COPY ${MAIN_LIBRARIES_E} DESTINATION ${BUILD_DIRECTORY})
file(COPY "${MAIN_LIBRARIES_E}/" DESTINATION ${BUILD_DIRECTORY})
# remove lib files
file(REMOVE_RECURSE "${BUILD_DIRECTORY}/*.lib")

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@ -28,6 +28,7 @@ To use it (in windows atleast),
- Get SDL2 and SDL_ttf 2.0, and put em on the respective x86 and x64 folders.
You know how to place them. It's fucking common sense.
- Get SDL_gpu as well.
- [SoLoud fork.](https://github.com/haya3218/soloud) Follow GENie instructions and build as a static library.
- You also need to build libmodplug with it as well.
- If you are gonna be using the OpenMPT module, you'll need the libopenmpt dll in your exe directory as well.

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@ -39,6 +39,7 @@ class ExampleState : public sdfml::sdState {
add(&bg1);
bg1.updateCamera(&camera);
add(&example);
//bg1.screenCenter();
}
virtual void update(float elapsed) {
if (sdfml::key_pressed(SDL_SCANCODE_LEFT))
@ -49,9 +50,12 @@ class ExampleState : public sdfml::sdState {
example.y -= 1;
if (sdfml::key_pressed(SDL_SCANCODE_DOWN))
example.y += 1;
if (sdfml::key_just_pressed(SDL_SCANCODE_R))
sdfml::switchState(this);
bg1.scale.x = sin(sdfml::elapsed/100);
bg1.scale.y = cos(sdfml::elapsed/100);
bg1.screenCenter();
sdfml::focusCamera(&camera, example);

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@ -38,6 +38,9 @@
#include "SDL_gpu/SDL_gpu.h"
#include <thread> // std::this_thread::sleep_for
#include <chrono> // std::chrono::seconds
#ifdef _WIN32
#define __FILENAME__ (strrchr(__FILE__, '\\') ? strrchr(__FILE__, '\\') + 1 : __FILE__)
#else
@ -65,6 +68,13 @@ struct Vector2
int y = 0;
};
template <typename T>
struct Vector3 {
T r;
T g;
T b;
};
enum lLOG_TYPE {
NORMAL,
WARNING,
@ -147,6 +157,25 @@ namespace sdfml {
static context mContext;
template <typename T>
inline int getIndex(vector<T> v, T K)
{
auto it = find(v.begin(), v.end(), K);
// If element was found
if (it != v.end())
{
// calculating the index
// of K
int index = it - v.begin();
return index;
}
else {
return -1;
}
}
class sdSprite {
public:
int x, y, width, height;
@ -156,6 +185,8 @@ namespace sdfml {
Vector2f scale = {1, 1};
Vector2 offset;
Vector3<Uint8> color;
virtual void create(int x, int y, string path) {
this->x = x;
this->y = y;
@ -163,34 +194,26 @@ namespace sdfml {
GPU_SetBlendMode(_tex_gpu, GPU_BLEND_NORMAL);
width = _tex_gpu->w;
height = _tex_gpu->h;
color.r = 255;
color.g = 255;
color.b = 255;
}
SDL_Rect emptyRect = {0, 0, 0, 0};
GPU_Rect *r;
virtual void update(float elapsed) {
_x = x+offset.x;
_y = y+offset.y;
_w = width*scale.x;
_h = height*scale.y;
_sc.x = _x-_camera->x;
_sc.y = _y-_camera->y;
_sc.w = _w;
_sc.h = _h;
// GPU_SetRGBA(_tex_gpu, 255, 255, 255, alpha*255);
GPU_SetRGBA(_tex_gpu, color.r, color.g, color.b, alpha*255);
r = &_src_rect;
if (r->w == 0)
r = NULL;
GPU_BlitRectX(_tex_gpu, r, mContext.gpu_render, &_sc, angle, NULL, NULL, GPU_FLIP_NONE);
GPU_Rect dst = {static_cast<float>(_x-_camera->x), static_cast<float>(_y-_camera->y), width*scale.x, height*scale.y};
GPU_BlitRectX(_tex_gpu, r, mContext.gpu_render, &dst, angle, NULL, NULL, GPU_FLIP_NONE);
}
virtual void destroy() {
_x = 0;
_y = 0;
_w = 0;
_h = 0;
_sc = {0, 0, 0, 0};
GPU_FreeImage(_tex_gpu);
}
virtual void updateCamera(SDL_Rect* camera) {
@ -213,7 +236,6 @@ namespace sdfml {
protected:
int _x, _y, _w, _h;
GPU_Rect _sc;
GPU_Rect _src_rect = {0, 0, 0, 0};
SDL_Rect dummy = {0, 0, 0, 0};
sdCam _cam;
@ -316,7 +338,10 @@ namespace sdfml {
vector<sdSprite> get_mspr() {
return _mut_sprites;
}
private:
void freeSprites() {
_mut_sprites.clear();
_sprites.clear();
}
vector<sdSprite> _mut_sprites;
vector<sdSprite*> _sprites;
};
@ -423,14 +448,22 @@ namespace sdfml {
static const Uint8* kb_last;
inline bool key_just_pressed(SDL_Scancode code) {
if (kb[code] && !kb_last[code])
return true;
while (SDL_PollEvent(&mContext.events))
{
if (mContext.events.type == SDL_KEYDOWN)
if (mContext.events.key.keysym.scancode == code)
return true;
}
return false;
}
inline bool key_just_released(SDL_Scancode code) {
if (!kb[code] && kb_last[code])
return true;
while (SDL_PollEvent(&mContext.events))
{
if (mContext.events.type == SDL_KEYUP)
if (mContext.events.key.keysym.scancode == code)
return true;
}
return false;
}
@ -502,12 +535,12 @@ namespace sdfml {
float elapsedMS = (float)(end - start) / SDL_GetPerformanceFrequency() * 1000.0f;
kb_last = SDL_GetKeyboardState(NULL);
elapsed += 1;
SDL_Delay(floor((1000.0f/FRAMERATE) - elapsedMS));
kb_last = SDL_GetKeyboardState(NULL);
GPU_Flip(mContext.gpu_render);
}
@ -530,12 +563,18 @@ namespace sdfml {
return 0;
}
inline void switchState(sdState* state) {
static sdSprite transitionSprite;
static sdSprite transitionSprite2;
static sdTimer fadeTimer;
static sdTimer switchTimer;
inline double clamp(double d, double min, double max) {
const double t = d < min ? min : d;
return t > max ? max : t;
}
inline int lmao(sdState* state) {
if (curState != nullptr) {
_ticks = {};
_call = {};
_repeats = {};
_sec = {};
if (curState->get_spr().size() > 0) {
for (auto texture : curState->get_spr()) {
texture->destroy();
@ -546,9 +585,44 @@ namespace sdfml {
texture.destroy();
}
}
curState->freeSprites();
}
curState = state;
_ticks = {};
_call = {};
_repeats = {};
_sec = {};
curState->create();
transitionSprite2.create(0, 0, "data/images/black.png");
curState->add(&transitionSprite2);
fadeTimer.start(0, []() {
transitionSprite2.x = clamp(transitionSprite2.x - 10, -mContext.size.x, 0);
return 0;
}, true);
return 0;
}
inline void switchState(sdState* state) {
try {
if (curState != nullptr) {
transitionSprite.create(mContext.size.x, 0, "data/images/black.png");
curState->add(&transitionSprite);
fadeTimer.start(0, []() {
transitionSprite.x = clamp(transitionSprite.x - 7, 0, mContext.size.x);
return 0;
}, true);
switchTimer.start(1, [state](){
lmao(state);
return 0;
});
} else {
lmao(state);
}
}
catch (...) {
lmao(state);
}
}
}
#endif