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- #include "window.h"
- #include <stdio.h>
- #include <stdlib.h>
- #define ERROR(...) fprintf(stderr, __VA_ARGS__)
- Window *windowNew(const char *title, int width, int height) {
- Window *window = malloc(sizeof(Window));
- if (!window) {
- ERROR("error: out of memory\n");
- exit(EXIT_FAILURE);
- }
- window->obj = SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED,
- SDL_WINDOWPOS_UNDEFINED, width, height,
- SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
- if (!window->obj) {
- ERROR("error: sdl2: %s\n", SDL_GetError());
- free(window);
- exit(EXIT_FAILURE);
- }
- window->render = SDL_CreateRenderer(
- window->obj, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
- if (!window->render) {
- ERROR("error: sdl2: %s\n", SDL_GetError());
- SDL_DestroyWindow(window->obj);
- free(window);
- exit(EXIT_FAILURE);
- }
- window->background = NULL;
- window->focus.x = 0.0f;
- window->focus.y = 0.0f;
- window->targetFocus.x = 0.0f;
- window->targetFocus.y = 0.0f;
- window->zoom = 1.0f;
- window->state = WINDOW_STATE_NORMAL;
- return window;
- }
- void windowDelete(Window *window) {
- SDL_DestroyRenderer(window->render);
- SDL_DestroyWindow(window->obj);
- free(window);
- }
- static void zoomRect(const Window *window, SDL_Rect *rect) {
- int winW, winH;
- SDL_GetWindowSize(window->obj, &winW, &winH);
- int texW, texH;
- SDL_QueryTexture(window->background, NULL, NULL, &texW, &texH);
- const Point *focus = &window->focus;
- rect->x = (texW * focus->x) - (texW / window->zoom / 2);
- rect->y = (texH * focus->y) - (texH / window->zoom / 2);
- rect->w = texW / window->zoom;
- rect->h = texH / window->zoom;
- }
- void windowDraw(Window *window) {
- window->lastTime = window->nowTime;
- window->nowTime = SDL_GetPerformanceCounter();
- window->delta = (double)(((window->nowTime - window->lastTime) * 1000) /
- SDL_GetPerformanceFrequency());
- SDL_SetRenderDrawColor(window->render, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
- SDL_RenderClear(window->render);
- if (window->background) {
- if (window->state == WINDOW_STATE_ZOOMING_IN) {
- window->zoom += MAX_ZOOM * (window->delta / ZOOM_TIME);
- window->focus.x += (window->targetFocus.x - window->startFocus.x) *
- (window->delta / ZOOM_TIME);
- window->focus.y += (window->targetFocus.y - window->startFocus.y) *
- (window->delta / ZOOM_TIME);
- if (window->zoom >= MAX_ZOOM) {
- window->state = WINDOW_STATE_ZOOMED;
- }
- } else if (window->state == WINDOW_STATE_ZOOMING_OUT) {
- window->zoom -= MAX_ZOOM * (window->delta / ZOOM_TIME);
- window->focus.x += (window->targetFocus.x - window->startFocus.x) *
- (window->delta / ZOOM_TIME);
- window->focus.y += (window->targetFocus.y - window->startFocus.y) *
- (window->delta / ZOOM_TIME);
- if (window->zoom <= 1.0f) {
- window->state = WINDOW_STATE_NORMAL;
- }
- }
- if (window->state == WINDOW_STATE_NORMAL) {
- SDL_RenderCopy(window->render, window->background, NULL, NULL);
- } else {
- SDL_Rect area;
- zoomRect(window, &area);
- SDL_RenderCopy(window->render, window->background, &area, NULL);
- }
- }
- }
- void windowUpdate(Window *window) {
- SDL_RenderPresent(window->render);
- }
- void windowZoomTo(Window *window, float x, float y) {
- window->zoom = 1.0f;
- window->startFocus.x = 0.5f;
- window->startFocus.y = 0.5f;
- window->focus = window->startFocus;
- window->targetFocus.x = x;
- window->targetFocus.y = y;
- window->state = WINDOW_STATE_ZOOMING_IN;
- }
- void windowZoomOut(Window *window) {
- window->startFocus = window->focus;
- window->targetFocus.x = 0.5f;
- window->targetFocus.y = 0.5f;
- window->state = WINDOW_STATE_ZOOMING_OUT;
- }
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