Canvas rewrite (#6)
* Beginning rewrite * Move all constants to canvas, wire sprite handling code * Make Sprite a struct and reformat * Fix warning Co-authored-by: Corentin Jabot <corentinjabot@gmail.com>
This commit is contained in:
parent
dad36d7362
commit
68f63f3f66
18 changed files with 333 additions and 284 deletions
71
lib/Canvas.cpp
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71
lib/Canvas.cpp
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@ -0,0 +1,71 @@
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#include "Canvas.hpp"
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#include <vector>
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#include "PacMan.hpp"
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#include "Pellets.hpp"
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#include "SuperPellets.hpp"
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Canvas::Canvas()
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: window(windowDimensions()) {}
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void Canvas::update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets) {
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window.clear();
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renderMaze();
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renderPellets(pellets);
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renderSuperPellets(superPellets);
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renderPacMan(pacMan);
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window.render();
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}
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void Canvas::renderMaze() const {
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SDL_Rect maze_translated = { LEFT_MARGIN, TOP_MARGIN, MAZE_WIDTH, MAZE_HEIGHT };
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Sprite maze = window.getBackground();
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window.renderSprite(maze, maze_translated);
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}
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void Canvas::renderPellets(const Pellets & pellets) const {
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Sprite pellet = getSprite(pellets.currentSprite());
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std::vector<SDL_Point> pelletPositions = pellets.currentPositions();
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for (const auto & pos : pelletPositions) {
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renderSprite(pellet, pos);
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}
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}
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void Canvas::renderSuperPellets(const SuperPellets & superPellets) const {
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Sprite pellet = getSprite(superPellets.currentSprite());
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std::vector<SDL_Point> superPelletPositions = superPellets.currentPositions();
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for (const auto & pos : superPelletPositions) {
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renderSprite(pellet, pos);
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}
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}
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void Canvas::renderPacMan(const PacMan & pac_man) const {
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Sprite pacmanSprite = getSprite(pac_man.currentSprite());
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const auto & pos = pac_man.position();
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renderSprite(pacmanSprite, SDL_Point{ int(pos.x), int(pos.y) });
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}
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SDL_Rect Canvas::windowDimensions() const {
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return { 0, 0, LEFT_MARGIN + MAZE_WIDTH + SCORE_WIDTH, TOP_MARGIN + MAZE_HEIGHT + BOTTOM_MARGIN };
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}
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Sprite Canvas::getSprite(SDL_Point coordinate) const {
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return window.getSprite(
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{ coordinate.x * DEFAULT_SPRITE_WIDTH,
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coordinate.y * DEFAULT_SPRITE_HEIGHT,
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DEFAULT_SPRITE_WIDTH,
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DEFAULT_SPRITE_HEIGHT });
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}
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void Canvas::renderSprite(Sprite sprite, SDL_Point point) const {
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SDL_Rect target = {
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LEFT_MARGIN + int((point.x * DEFAULT_SPRITE_WIDTH - sprite.rect.w / 2) * TEXTURE_SCALE_FACTOR),
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TOP_MARGIN + int((point.y * DEFAULT_SPRITE_WIDTH - sprite.rect.h / 2) * TEXTURE_SCALE_FACTOR),
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sprite.rect.w,
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sprite.rect.h
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};
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window.renderSprite(sprite, target);
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}
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34
lib/Canvas.hpp
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34
lib/Canvas.hpp
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#pragma once
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#include "SDLWindow.hpp"
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class PacMan;
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class Pellets;
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class SuperPellets;
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class Canvas {
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public:
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Canvas();
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void update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets);
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private:
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static constexpr int16_t LEFT_MARGIN = 40;
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static constexpr int16_t TOP_MARGIN = 40;
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static constexpr int16_t BOTTOM_MARGIN = 40;
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static constexpr int16_t MAZE_WIDTH = 448;
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static constexpr int16_t MAZE_HEIGHT = 496;
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static constexpr int16_t SCORE_WIDTH = 200;
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static constexpr int16_t DEFAULT_SPRITE_WIDTH = 32;
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static constexpr int16_t DEFAULT_SPRITE_HEIGHT = 32;
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static constexpr float TEXTURE_SCALE_FACTOR = 0.5;
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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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void renderSprite(Sprite sprite, SDL_Point point) const;
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SDL_Rect windowDimensions() const;
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Sprite getSprite(SDL_Point rect) const;
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SDLWindow window;
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};
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@ -20,7 +20,7 @@ void Game::run() {
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auto milli_delta = std::chrono::duration_cast<std::chrono::milliseconds>(time_delta);
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pacMan.update(milli_delta, inputState, board);
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current_time += time_delta;
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window.update(pacMan, pellets, superPellets);
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canvas.update(pacMan, pellets, superPellets);
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}
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}
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@ -1,7 +1,7 @@
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#pragma once
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#include "Board.hpp"
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#include "GameWindow.hpp"
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#include "Canvas.hpp"
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#include "PacMan.hpp"
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#include "Pellets.hpp"
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#include "SuperPellets.hpp"
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@ -15,7 +15,7 @@ public:
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void run();
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private:
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GameWindow window;
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Canvas canvas;
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Board board;
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PacMan pacMan;
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Pellets pellets;
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@ -1,160 +0,0 @@
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#include "GameWindow.hpp"
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#include <SDL2/SDL_image.h>
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#include <iostream>
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#include <vector>
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#include "PacMan.hpp"
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#include "Pellets.hpp"
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#include "SuperPellets.hpp"
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GameWindow::GameWindow() {
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initSDL();
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initSDLImage();
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const auto window_dimension = windowDimensions();
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auto sdl_window = createWindow(window_dimension.w, window_dimension.h);
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auto sdl_renderer = createRenderer(sdl_window);
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createWindowSurface(sdl_window);
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setDrawColor(sdl_renderer);
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maze_texture = loadTexture(sdl_renderer, "maze.png");
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sprite_texture = loadTexture(sdl_renderer, "sprites32.png");
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}
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void GameWindow::update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets) {
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SDL_RenderClear(renderer.get());
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renderMaze();
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renderPellets(pellets);
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renderSuperPellets(superPellets);
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renderPacMan(pacMan);
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SDL_RenderPresent(renderer.get());
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}
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void GameWindow::renderMaze() const {
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SDL_Rect maze_rect = { 0, 0, MAZE_WIDTH, MAZE_HEIGHT };
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SDL_Rect maze_translated = { LEFT_MARGIN, TOP_MARGIN, MAZE_WIDTH, MAZE_HEIGHT };
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renderTexture(maze_texture.get(), maze_rect, maze_translated);
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}
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void GameWindow::renderSuperPellets(const SuperPellets & superPellets) const {
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SDL_Rect sprite_rect = textureGeometry(superPellets.currentSprite());
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std::vector<SDL_Point> superPelletPositions = superPellets.currentPositions();
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for (const auto & pos : superPelletPositions) {
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renderTexture(sprite_texture.get(), sprite_rect, pos);
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}
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}
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void GameWindow::renderPellets(const Pellets & pellets) const {
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SDL_Rect sprite_rect = textureGeometry(pellets.currentSprite());
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std::vector<SDL_Point> pelletPositions = pellets.currentPositions();
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for (const auto & pos : pelletPositions) {
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renderTexture(sprite_texture.get(), sprite_rect, pos);
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}
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}
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void GameWindow::renderPacMan(const PacMan & pac_man) const {
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SDL_Rect sprite_rect = textureGeometry(pac_man.currentSprite());
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Position pacman_pos = pac_man.position();
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renderTexture(sprite_texture.get(), sprite_rect, SDL_Point{ int(pacman_pos.x), int(pacman_pos.y) });
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}
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SDL_Rect GameWindow::textureGeometry(SDL_Point p) const {
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return { p.x * 32, p.y * 32, 32, 32 };
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}
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SDL_Rect GameWindow::windowDimensions() const {
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return { 0, 0, LEFT_MARGIN + MAZE_WIDTH + SCORE_WIDTH, TOP_MARGIN + MAZE_HEIGHT + BOTTOM_MARGIN };
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}
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void GameWindow::renderTexture(SDL_Texture * texture, const SDL_Rect & src, SDL_Point p) const {
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SDL_Rect target = {
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LEFT_MARGIN + int((p.x * DEFAULT_TEXTURE_WIDTH - src.w / 2) * TEXTURE_SCALE_FACTOR),
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TOP_MARGIN + int((p.y * DEFAULT_TEXTURE_WIDTH - src.h / 2) * TEXTURE_SCALE_FACTOR),
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src.w,
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src.h
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};
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renderTexture(texture, src, target);
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}
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void GameWindow::renderTexture(SDL_Texture * texture, const SDL_Rect & src, const SDL_Rect & target) const {
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if (SDL_RenderCopy(renderer.get(), texture, &src, &target) < 0)
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exitFailure("Failed to copy texture to renderer");
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}
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void GameWindow::initSDL() {
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
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exitFailure("Failed to initialize the SDL2 library");
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}
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void GameWindow::initSDLImage() {
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int img_flags = IMG_INIT_PNG;
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if (IMG_Init(img_flags) != img_flags)
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exitImgFailure("Failed to init SDL_Image with png");
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}
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SDL_Window * GameWindow::createWindow(int width, int height) {
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window = std::unique_ptr<SDL_Window, SDL_Window_Deleter>(SDL_CreateWindow(
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"Pacman",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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width,
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height,
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SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI));
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if (!window)
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exitFailure("Failed to create window");
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return window.get();
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}
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SDL_Renderer * GameWindow::createRenderer(SDL_Window * sdl_window) {
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renderer = std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter>(SDL_CreateRenderer(
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sdl_window,
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-1,
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC));
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if (!renderer)
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exitFailure("Failed to create renderer");
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return renderer.get();
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}
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void GameWindow::createWindowSurface(SDL_Window * sdl_window) {
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window_surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(SDL_GetWindowSurface(sdl_window));
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if (!window_surface)
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exitFailure("Failed to get the surface from the window");
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}
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void GameWindow::setDrawColor(SDL_Renderer * sdl_renderer) {
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if (SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, SDL_ALPHA_OPAQUE) < 0)
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exitFailure("Failed to set renderer color");
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}
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std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
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GameWindow::loadTexture(SDL_Renderer * sdl_renderer, const std::string & path) {
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auto surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(IMG_Load(path.c_str()));
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if (!surface)
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exitImgFailure("Failed to load image");
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auto texture = std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>(
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SDL_CreateTextureFromSurface(sdl_renderer, surface.get()));
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if (!texture)
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exitFailure("Failed to create texture from surface");
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return texture;
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}
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void GameWindow::exitFailure(const std::string & message) {
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std::cerr << message << "\n";
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std::cerr << "SDL2 Error: " << SDL_GetError() << "\n";
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exit(1);
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}
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void GameWindow::exitImgFailure(const std::string & message) {
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std::cerr << message << "\n";
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std::cerr << "SDL2_Image Error: " << IMG_GetError() << "\n";
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exit(1);
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}
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@ -1,100 +0,0 @@
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#pragma once
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#include <memory>
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#include <string>
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#include <SDL2/SDL.h>
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struct SDL_Window_Deleter {
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void operator()(SDL_Window * window) {
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SDL_DestroyWindow(window);
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}
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};
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struct SDL_Renderer_Deleter {
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void operator()(SDL_Renderer * renderer) {
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SDL_DestroyRenderer(renderer);
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}
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};
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struct SDL_Surface_Deleter {
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void operator()(SDL_Surface * surface) {
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SDL_FreeSurface(surface);
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}
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};
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struct SDL_Texture_Deleter {
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void operator()(SDL_Texture * texture) {
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SDL_DestroyTexture(texture);
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}
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};
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struct TextureSize {
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int width;
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int height;
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};
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class PacMan;
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class Pellets;
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class SuperPellets;
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class GameWindow {
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public:
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explicit GameWindow();
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void update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets);
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private:
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static constexpr int16_t SCALE_FACTOR = 1;
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static constexpr int16_t LEFT_MARGIN = 40;
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static constexpr int16_t TOP_MARGIN = 40;
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static constexpr int16_t BOTTOM_MARGIN = 40;
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static constexpr int16_t MAZE_WIDTH = 448;
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static constexpr int16_t MAZE_HEIGHT = 496;
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static constexpr int16_t SCORE_WIDTH = 200;
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static constexpr int16_t DEFAULT_TEXTURE_WIDTH = 32;
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static constexpr int16_t DEFAULT_TEXTURE_HEIGHT = 32;
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static constexpr float TEXTURE_SCALE_FACTOR = 0.5;
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std::unique_ptr<SDL_Window, SDL_Window_Deleter> window;
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std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter> renderer;
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std::unique_ptr<SDL_Surface, SDL_Surface_Deleter> window_surface;
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std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> maze_texture;
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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);
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static void exitImgFailure(const std::string & message);
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static std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
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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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SDL_Rect windowDimensions() const;
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// Given an x - y coordinate of a texture in the assets file,
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// returns a rectangle for the whole texture.
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// Assumes texture are laid out in a 32x32 grid
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SDL_Rect textureGeometry(SDL_Point) const;
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void renderTexture(SDL_Texture * texture, const SDL_Rect & src, SDL_Point) const;
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void renderTexture(SDL_Texture * texture, const SDL_Rect & src, const SDL_Rect & target) const;
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};
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#include "PacMan.hpp"
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PacMan::PacMan(const Board & board) :
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pos(board.initialPacManPosition()) {}
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PacMan::PacMan(const Board & board)
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: pos(board.initialPacManPosition()) {}
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SDL_Point PacMan::currentSprite() const {
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return pacManAnimation.animationFrame(direction);
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@ -38,8 +38,7 @@ void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Boar
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// Handle teleport
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if (pos.x >= COLUMNS - 1 && direction == Direction::RIGHT) {
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pos.x = -1;
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}
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else if(pos.x <= 0 && direction == Direction::LEFT) {
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} else if (pos.x <= 0 && direction == Direction::LEFT) {
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pos.x = COLUMNS;
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}
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@ -1,8 +1,8 @@
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#pragma once
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#include "Direction.hpp"
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#include "Position.hpp"
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#include "PacManAnimation.hpp"
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#include "Position.hpp"
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#include <SDL2/SDL_rect.h>
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#include <chrono>
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void update(std::chrono::milliseconds time_delta, InputState state, const Board & board);
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private:
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Direction direction = Direction::NONE;
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Direction desired_direction = Direction::NONE;
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Position pos;
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@ -2,8 +2,6 @@
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SDL_Point PacManAnimation::animationFrame(Direction direction) const {
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switch (direction) {
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case Direction::NONE:
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return closed;
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case Direction::LEFT:
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return left_animation[animation_position];
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case Direction::RIGHT:
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@ -12,6 +10,9 @@ SDL_Point PacManAnimation::animationFrame(Direction direction) const {
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return up_animation[animation_position];
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case Direction::DOWN:
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return down_animation[animation_position];
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case Direction::NONE:
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default:
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return closed;
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}
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}
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@ -1,7 +1,7 @@
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#pragma once
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#include "Position.hpp"
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#include "Board.hpp"
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#include "Position.hpp"
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#include <SDL2/SDL_rect.h>
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113
lib/SDLWindow.cpp
Normal file
113
lib/SDLWindow.cpp
Normal file
|
@ -0,0 +1,113 @@
|
|||
#include "SDLWindow.hpp"
|
||||
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include <iostream>
|
||||
|
||||
SDLWindow::SDLWindow(SDL_Rect windowGeometry) {
|
||||
initSDL();
|
||||
initSDLImage();
|
||||
|
||||
createWindow(windowGeometry.w, windowGeometry.h);
|
||||
createRenderer();
|
||||
createWindowSurface();
|
||||
setDrawColor();
|
||||
maze_texture = loadTexture("maze.png");
|
||||
sprite_texture = loadTexture("sprites32.png");
|
||||
}
|
||||
|
||||
void SDLWindow::clear() {
|
||||
SDL_RenderClear(renderer.get());
|
||||
}
|
||||
|
||||
void SDLWindow::render() {
|
||||
SDL_RenderPresent(renderer.get());
|
||||
}
|
||||
|
||||
Sprite SDLWindow::getBackground() const {
|
||||
int w, h;
|
||||
if (SDL_QueryTexture(maze_texture.get(), nullptr, nullptr, &w, &h) != 0) {
|
||||
exitFailure("Failed to get texture geometry");
|
||||
}
|
||||
|
||||
SDL_Rect maze_rect = { 0, 0, w, h };
|
||||
return { maze_texture.get(), maze_rect };
|
||||
}
|
||||
|
||||
Sprite SDLWindow::getSprite(SDL_Rect rect) const {
|
||||
return { sprite_texture.get(), rect };
|
||||
}
|
||||
|
||||
void SDLWindow::renderSprite(Sprite sprite, SDL_Rect target) const {
|
||||
if (SDL_RenderCopy(renderer.get(), sprite.texture, &sprite.rect, &target) < 0)
|
||||
exitFailure("Failed to copy texture to renderer");
|
||||
}
|
||||
|
||||
void SDLWindow::initSDL() {
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
|
||||
exitFailure("Failed to initialize the SDL2 library");
|
||||
}
|
||||
|
||||
void SDLWindow::initSDLImage() {
|
||||
int img_flags = IMG_INIT_PNG;
|
||||
if (IMG_Init(img_flags) != img_flags)
|
||||
exitImgFailure("Failed to init SDL_Image with png");
|
||||
}
|
||||
|
||||
void SDLWindow::createWindow(int width, int height) {
|
||||
window = std::unique_ptr<SDL_Window, SDL_Window_Deleter>(SDL_CreateWindow(
|
||||
"Pacman",
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
width,
|
||||
height,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI));
|
||||
|
||||
if (!window)
|
||||
exitFailure("Failed to create window");
|
||||
}
|
||||
|
||||
void SDLWindow::createRenderer() {
|
||||
renderer = std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter>(SDL_CreateRenderer(
|
||||
window.get(),
|
||||
-1,
|
||||
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC));
|
||||
|
||||
if (!renderer)
|
||||
exitFailure("Failed to create renderer");
|
||||
}
|
||||
|
||||
void SDLWindow::createWindowSurface() {
|
||||
window_surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(SDL_GetWindowSurface(window.get()));
|
||||
if (!window_surface)
|
||||
exitFailure("Failed to get the surface from the window");
|
||||
}
|
||||
|
||||
void SDLWindow::setDrawColor() {
|
||||
if (SDL_SetRenderDrawColor(renderer.get(), 0, 0, 0, SDL_ALPHA_OPAQUE) < 0)
|
||||
exitFailure("Failed to set renderer color");
|
||||
}
|
||||
|
||||
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
|
||||
SDLWindow::loadTexture(const std::string & path) {
|
||||
auto surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(IMG_Load(path.c_str()));
|
||||
if (!surface)
|
||||
exitImgFailure("Failed to load image");
|
||||
|
||||
auto texture = std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>(
|
||||
SDL_CreateTextureFromSurface(renderer.get(), surface.get()));
|
||||
if (!texture)
|
||||
exitFailure("Failed to create texture from surface");
|
||||
return texture;
|
||||
}
|
||||
|
||||
void SDLWindow::exitFailure(const std::string & message) {
|
||||
std::cerr << message << "\n";
|
||||
std::cerr << "SDL2 Error: " << SDL_GetError() << "\n";
|
||||
exit(1);
|
||||
}
|
||||
|
||||
void SDLWindow::exitImgFailure(const std::string & message) {
|
||||
std::cerr << message << "\n";
|
||||
std::cerr << "SDL2_Image Error: " << IMG_GetError() << "\n";
|
||||
exit(1);
|
||||
}
|
82
lib/SDLWindow.hpp
Normal file
82
lib/SDLWindow.hpp
Normal file
|
@ -0,0 +1,82 @@
|
|||
#pragma once
|
||||
|
||||
#include "Sprite.hpp"
|
||||
#include <SDL2/SDL.h>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
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);
|
||||
}
|
||||
};
|
||||
|
||||
struct TextureSize {
|
||||
int width;
|
||||
int height;
|
||||
};
|
||||
|
||||
class PacMan;
|
||||
class Pellets;
|
||||
class SuperPellets;
|
||||
|
||||
class SDLWindow {
|
||||
public:
|
||||
explicit SDLWindow(SDL_Rect windowGeometry);
|
||||
|
||||
void clear();
|
||||
|
||||
void render();
|
||||
|
||||
Sprite getBackground() const;
|
||||
Sprite getSprite(SDL_Rect rect) const;
|
||||
void renderSprite(Sprite sprite, SDL_Rect target) const;
|
||||
|
||||
private:
|
||||
static constexpr int16_t SCALE_FACTOR = 1;
|
||||
|
||||
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;
|
||||
|
||||
void createWindow(int width, int height);
|
||||
|
||||
void createRenderer();
|
||||
|
||||
void createWindowSurface();
|
||||
|
||||
static void initSDL();
|
||||
|
||||
static void initSDLImage();
|
||||
|
||||
void setDrawColor();
|
||||
|
||||
static void exitFailure(const std::string & message);
|
||||
|
||||
static void exitImgFailure(const std::string & message);
|
||||
|
||||
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
|
||||
loadTexture(const std::string & path);
|
||||
|
||||
SDL_Rect windowDimensions() const;
|
||||
};
|
1
lib/Sprite.cpp
Normal file
1
lib/Sprite.cpp
Normal file
|
@ -0,0 +1 @@
|
|||
#include "Sprite.hpp"
|
9
lib/Sprite.hpp
Normal file
9
lib/Sprite.hpp
Normal file
|
@ -0,0 +1,9 @@
|
|||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <memory>
|
||||
|
||||
struct Sprite {
|
||||
SDL_Texture * texture;
|
||||
SDL_Rect rect;
|
||||
};
|
|
@ -1,4 +1,4 @@
|
|||
#include "SuperPellets.hpp"
|
||||
|
||||
SuperPellets::SuperPellets(const Board & board) :
|
||||
positions(board.initialSuperPelletPositions()) {}
|
||||
SuperPellets::SuperPellets(const Board & board)
|
||||
: positions(board.initialSuperPelletPositions()) {}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "Position.hpp"
|
||||
#include "Board.hpp"
|
||||
#include "Position.hpp"
|
||||
|
||||
#include <SDL2/SDL_rect.h>
|
||||
|
||||
|
|
Loading…
Reference in a new issue