pacman/lib/GameWindow.hpp

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#ifndef PACMAN_GAMEWINDOW_H
#define PACMAN_GAMEWINDOW_H
#include <memory>
#include <string>
#include <SDL2/SDL.h>
struct SDL_Window_Deleter {
void operator()(SDL_Window * window) {
SDL_DestroyWindow(window);
}
};
struct SDL_Renderer_Deleter {
void operator()(SDL_Renderer * renderer) {
SDL_DestroyRenderer(renderer);
}
};
struct SDL_Surface_Deleter {
void operator()(SDL_Surface * surface) {
SDL_FreeSurface(surface);
}
};
struct SDL_Texture_Deleter {
void operator()(SDL_Texture * texture) {
SDL_DestroyTexture(texture);
}
};
class PacMan;
class Pellets;
class Position;
class SuperPellets;
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class GameWindow {
public:
explicit GameWindow(int width, int height);
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void update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets);
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private:
static const int16_t SCALE_FACTOR = 1;
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std::unique_ptr<SDL_Window, SDL_Window_Deleter> window;
std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter> renderer;
std::unique_ptr<SDL_Surface, SDL_Surface_Deleter> window_surface;
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> maze_texture;
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> sprite_texture;
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SDL_Window * createWindow(int width, int height);
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SDL_Renderer * createRenderer(SDL_Window * window);
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void createWindowSurface(SDL_Window * sdl_window);
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static void initSDL();
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static void initSDLImage();
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static void setDrawColor(SDL_Renderer * sdl_renderer);
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static void exitFailure(const std::string & message);
static void exitImgFailure(const std::string & message);
static std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
loadTexture(SDL_Renderer * sdl_renderer, const std::string & path);
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void renderMaze() const;
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void renderPacMan(const PacMan & pac_man) const;
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void renderPellets(const Pellets & pellets) const;
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void renderSuperPellets(const SuperPellets & superPellets) const;
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static SDL_Rect targetRect(const Position & position, int pixel_increase);
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void renderTexture(SDL_Texture * texture, SDL_Rect * texture_rect, SDL_Rect * target_rect) const;
};
#endif //PACMAN_GAMEWINDOW_H