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 # Make sur cmake is 3.10
cmake_minimum_required(VERSION 3.8) cmake_minimum_required(VERSION 3.10)
# proj name # proj name
project(Skateboard) project(Skateboard)
@ -14,16 +14,16 @@ set(OUT5_INCLUDE_DIRS "${CMAKE_CURRENT_LIST_DIR}/src/SDL_gpu/")
option(PREFER_MODPLUG "Use libmodplug api instead of libopenmpt for module playback" ON) option(PREFER_MODPLUG "Use libmodplug api instead of libopenmpt for module playback" ON)
if (${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 # Support both 32 and 64 bit builds
# Someone make a pull request to support MingW # Someone make a pull request to support MingW
# Way to lazy to do that right now # Way to lazy to do that right now
if (${CMAKE_SIZEOF_VOID_P} MATCHES 8) set(MAIN_LIBRARIES "${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")
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 ()
# strip it all # strip it all
string(STRIP "${MAIN_LIBRARIES}" MAIN_LIBRARIES) string(STRIP "${MAIN_LIBRARIES}" MAIN_LIBRARIES)
@ -80,7 +80,7 @@ set_target_properties(Skateboard PROPERTIES
) )
# copy dll files # copy dll files
file(COPY ${MAIN_LIBRARIES_E} DESTINATION ${BUILD_DIRECTORY}) file(COPY "${MAIN_LIBRARIES_E}/" DESTINATION ${BUILD_DIRECTORY})
# remove lib files # remove lib files
file(REMOVE_RECURSE "${BUILD_DIRECTORY}/*.lib") 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. - 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. 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. - [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. - 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. - 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); add(&bg1);
bg1.updateCamera(&camera); bg1.updateCamera(&camera);
add(&example); add(&example);
//bg1.screenCenter();
} }
virtual void update(float elapsed) { virtual void update(float elapsed) {
if (sdfml::key_pressed(SDL_SCANCODE_LEFT)) if (sdfml::key_pressed(SDL_SCANCODE_LEFT))
@ -49,9 +50,12 @@ class ExampleState : public sdfml::sdState {
example.y -= 1; example.y -= 1;
if (sdfml::key_pressed(SDL_SCANCODE_DOWN)) if (sdfml::key_pressed(SDL_SCANCODE_DOWN))
example.y += 1; example.y += 1;
if (sdfml::key_just_pressed(SDL_SCANCODE_R))
sdfml::switchState(this);
bg1.scale.x = sin(sdfml::elapsed/100); bg1.scale.x = sin(sdfml::elapsed/100);
bg1.scale.y = cos(sdfml::elapsed/100); bg1.scale.y = cos(sdfml::elapsed/100);
bg1.screenCenter(); bg1.screenCenter();
sdfml::focusCamera(&camera, example); sdfml::focusCamera(&camera, example);

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