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path: root/src/splash-node.c
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/*
 *  Copyright (C) 2018  Vito Caputo - <vcaputo@pengaru.com>
 *
 *  This program is free software: you can redistribute it and/or modify it
 *  under the terms of the GNU General Public License version 3 as published
 *  by the Free Software Foundation.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */

#include <SDL.h>

#include "aabb.h"
#include "whale.h"
#include "macros.h"
#include "v2f.h"
#include "stage.h"

typedef struct droplet_t {
	v2f_t	trajectory;
	v2f_t	coordinate;
	int	dead:1;
} droplet_t;

typedef struct splash_t {
	Uint32		color;
	unsigned	count;
	droplet_t	droplets[];
	int		dead:1;
} splash_t;


static splash_t * splash_new(unsigned count)
{
	splash_t	*splash;
	unsigned	i;

	splash = calloc(1, sizeof(splash_t) + count * sizeof(droplet_t));
	fatal_if(!splash, "Unable to allocate splash_t");

	splash->count = count;
	for (i = 0; i < count; i++) {
		splash->droplets[i].trajectory.y = 1.f;
		splash->droplets[i].trajectory.x = ((float)rand() * (1.0f / RAND_MAX) * .25f) - .125f;
		splash->droplets[i].coordinate.x = 0.f;
		splash->droplets[i].coordinate.y = -1.f;
	}

	return splash;
}


static void splash_render(splash_t *splash, SDL_Surface *surface)
{
	unsigned	i;

/* TODO */
	/* currently every time we render the splash we update it as well, they're
	 * rolled into one */
	for (i = 0; i < splash->count; i++) {

	}
}


static int splash_node_render(SDL_Renderer *renderer, void *object, int width, int height, SDL_Texture **texture)
{
	splash_t	*splash = object;
	SDL_Surface	*surface;

	if (splash->dead)	/* TODO: expand the stage node render api to support a "delete node" return from render */
		return 0;

	if (*texture) {
		/* cached textures are useless to softwre rendered particles */
		SDL_DestroyTexture(*texture);
		*texture = NULL;
	}

	splash_render(splash, surface);
	surface = whale_svg_render((whale_svg_t *)object, width, height);
	fatal_if(!surface, "Unable to render svg surface");

	*texture = SDL_CreateTextureFromSurface(renderer, surface);
	fatal_if(!*texture, "Unable to create texture from svg surface");

	SDL_FreeSurface(surface);

	return 1;
}

static void splash_node_free(void *object)
{
	whale_svg_free(object);
}

stage_node_t * splash_node_new(stage_t *stage, const char *name, int layer, aabb_t aabb, unsigned count)
{
	stage_node_t	*node;
	splash_t	*splash;

	splash = splash_new(count);
	node = stage_node_new(stage, layer, name, splash, splash_node_render, splash_node_free);
	fatal_if(!node, "Unable to create stage node for splash");

	stage_node_set_aabb(stage, node, &aabb);

	return node;
}
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