Migrate from SDL to SFML

This simplifies the rendering code and remove all(!) pointers.

There is a number of unresolved issues

* Windows build ?
* position delta computation: migrating to SFML seems to have modified
the frame rate.
This commit is contained in:
Corentin Jabot 2021-06-20 18:52:34 +02:00 committed by Patricia Aas
parent 8bcc4e176a
commit c7ef086d3d
20 changed files with 176 additions and 383 deletions

View File

@ -67,8 +67,8 @@ bool Board::isWalkable(Position point, float position_delta, Direction direction
}
}
std::vector<SDL_Point> Board::initialPelletPositions() const {
std::vector<SDL_Point> positions;
std::vector<PositionInt> Board::initialPelletPositions() const {
std::vector<PositionInt> positions;
for (uint8_t row = 0; row < ROWS; row++) {
for (uint8_t column = 0; column < COLUMNS; column++) {
if (board_state[row][column] == 1)
@ -78,8 +78,8 @@ std::vector<SDL_Point> Board::initialPelletPositions() const {
return positions;
}
std::vector<SDL_Point> Board::initialSuperPelletPositions() const {
std::vector<SDL_Point> positions;
std::vector<PositionInt> Board::initialSuperPelletPositions() const {
std::vector<PositionInt> positions;
for (uint8_t row = 0; row < ROWS; row++) {
for (uint8_t column = 0; column < COLUMNS; column++) {
if (board_state[row][column] == 4)

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@ -1,9 +1,9 @@
#pragma once
#include <SFML/Graphics.hpp>
#include "Direction.hpp"
#include "Position.hpp"
#include <SDL2/SDL_rect.h>
#include <cstdint>
#include <vector>
@ -16,9 +16,9 @@ public:
[[nodiscard]] bool isWalkable(Position point, float d, Direction direction) const;
[[nodiscard]] std::vector<SDL_Point> initialPelletPositions() const;
[[nodiscard]] std::vector<PositionInt> initialPelletPositions() const;
[[nodiscard]] std::vector<SDL_Point> initialSuperPelletPositions() const;
[[nodiscard]] std::vector<PositionInt> initialSuperPelletPositions() const;
static Position initialPacManPosition() { return { 14, 23 }; }

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@ -1,13 +1,10 @@
find_package(sdl2-image CONFIG REQUIRED)
find_package(sdl2-ttf CONFIG REQUIRED)
find_package(fmt REQUIRED)
find_package(ZLIB REQUIRED)
find_package(SFML COMPONENTS COMPONENTS window graphics system CONFIG REQUIRED)
find_package(fmt REQUIRED)
find_package(OpenGL REQUIRED COMPONENTS OpenGL GLX)
file(GLOB_RECURSE sources CONFIGURE_DEPENDS "*.cpp")
add_library(libpacman ${ sources })
file(GLOB_RECURSE sources CONFIGURE_DEPENDS "*.cpp")
add_library(libpacman ${sources})
target_include_directories(libpacman PUBLIC .)
target_link_libraries(libpacman PUBLIC SDL2::SDL2-static SDL2::SDL2_image SDL2::SDL2_ttf fmt::fmt ZLIB::ZLIB)
target_include_directories(libpacman PUBLIC.)
target_link_libraries(libpacman PUBLIC fmt::fmt sfml - graphics sfml - window sfml - system OpenGL::OpenGL OpenGL::GLX)

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@ -1,15 +1,23 @@
#include "Canvas.hpp"
#include <vector>
#include <fmt/format.h>
#include "PacMan.hpp"
#include "Pellets.hpp"
#include "SuperPellets.hpp"
#include <fmt/format.h>
#include <string>
#include <vector>
Canvas::Canvas()
: window(windowDimensions()) {}
: window(sf::VideoMode(windowDimensions().width, windowDimensions().height), "Pacman", sf::Style::Titlebar | sf::Style::Close) {
window.setVerticalSyncEnabled(true);
maze_texture = loadTexture("maze.png");
sprites_texture = loadTexture("sprites32.png");
game_font = loadFont("joystix.ttf");
}
void Canvas::update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets) {
window.clear();
clear();
renderMaze();
renderPellets(pellets);
@ -17,62 +25,104 @@ void Canvas::update(const PacMan & pacMan, const Pellets & pellets, const SuperP
renderPacMan(pacMan);
renderScore(0);
window.render();
render();
}
void Canvas::renderMaze() const {
SDL_Rect maze_translated = { LEFT_MARGIN, TOP_MARGIN, MAZE_WIDTH, MAZE_HEIGHT };
Sprite maze = window.getBackground();
window.renderSprite(maze, maze_translated);
void Canvas::clear() {
window.clear(sf::Color::Black);
}
void Canvas::renderPellets(const Pellets & pellets) const {
void Canvas::render() {
window.display();
}
std::optional<sf::Event> Canvas::pollEvent() {
sf::Event event;
if (window.pollEvent(event))
return event;
return std::nullopt;
}
void Canvas::renderMaze() {
Sprite maze(maze_texture);
maze.setPosition(LEFT_MARGIN, TOP_MARGIN);
window.draw(maze);
}
void Canvas::renderPellets(const Pellets & pellets) {
Sprite pellet = getSprite(pellets.currentSprite());
std::vector<SDL_Point> pelletPositions = pellets.currentPositions();
std::vector<PositionInt> pelletPositions = pellets.currentPositions();
for (const auto & pos : pelletPositions) {
renderSprite(pellet, pos);
}
}
void Canvas::renderSuperPellets(const SuperPellets & superPellets) const {
void Canvas::renderSuperPellets(const SuperPellets & superPellets) {
Sprite pellet = getSprite(superPellets.currentSprite());
std::vector<SDL_Point> superPelletPositions = superPellets.currentPositions();
std::vector<PositionInt> superPelletPositions = superPellets.currentPositions();
for (const auto & pos : superPelletPositions) {
renderSprite(pellet, pos);
}
}
void Canvas::renderPacMan(const PacMan & pac_man) const {
void Canvas::renderPacMan(const PacMan & pac_man) {
Sprite pacmanSprite = getSprite(pac_man.currentSprite());
const auto & pos = pac_man.position();
renderSprite(pacmanSprite, SDL_Point{ int(pos.x), int(pos.y) });
renderSprite(pacmanSprite, { int(pos.x), int(pos.y) });
}
void Canvas::renderScore(int score) {
const int x = LEFT_MARGIN + MAZE_WIDTH + LEFT_MARGIN;
const int y = TOP_MARGIN * 2;
window.drawText("SCORE", {x, y});
window.drawText(fmt::format("{}", score), {x, y + 20});
const int x = LEFT_MARGIN + MAZE_WIDTH + LEFT_MARGIN;
const int y = TOP_MARGIN * 2;
sf::Text text;
text.setPosition(x, y);
text.setFont(game_font);
text.setString(fmt::format("SCORE\n{}", score));
text.setCharacterSize(20);
text.setFillColor(sf::Color::White);
window.draw(text);
}
SDL_Rect Canvas::windowDimensions() const {
Rect Canvas::windowDimensions() const {
return { 0, 0, LEFT_MARGIN + MAZE_WIDTH + SCORE_WIDTH, TOP_MARGIN + MAZE_HEIGHT + BOTTOM_MARGIN };
}
Sprite Canvas::getSprite(SDL_Point coordinate) const {
return window.getSprite(
{ coordinate.x * DEFAULT_SPRITE_WIDTH,
coordinate.y * DEFAULT_SPRITE_HEIGHT,
DEFAULT_SPRITE_WIDTH,
DEFAULT_SPRITE_HEIGHT });
Sprite Canvas::getSprite(PositionInt coordinate) const {
sf::Sprite sprite;
sprite.setTexture(sprites_texture);
sprite.setTextureRect(sf::IntRect{ coordinate.x * DEFAULT_SPRITE_WIDTH,
coordinate.y * DEFAULT_SPRITE_HEIGHT,
DEFAULT_SPRITE_WIDTH,
DEFAULT_SPRITE_HEIGHT });
sprite.scale(0.5, 0.5);
return sprite;
}
void Canvas::renderSprite(Sprite sprite, SDL_Point point) const {
SDL_Rect target = {
LEFT_MARGIN + int((point.x * DEFAULT_SPRITE_WIDTH - sprite.rect.w / 2) * TEXTURE_SCALE_FACTOR),
TOP_MARGIN + int((point.y * DEFAULT_SPRITE_WIDTH - sprite.rect.h / 2) * TEXTURE_SCALE_FACTOR),
sprite.rect.w,
sprite.rect.h
};
window.renderSprite(sprite, target);
void Canvas::renderSprite(Sprite sprite, PositionInt pos) {
pos.x = LEFT_MARGIN + (pos.x * DEFAULT_SPRITE_WIDTH / 2);
pos.y = TOP_MARGIN + (pos.y * DEFAULT_SPRITE_HEIGHT / 2);
sprite.setPosition(pos.x, pos.y);
window.draw(sprite);
}
static void exitFailure(const std::string & message) {
fmt::print("{}\n", message);
exit(1);
}
sf::Texture Canvas::loadTexture(std::string_view path) {
sf::Texture texture;
if (!texture.loadFromFile(std::string{ path })) {
exitFailure(fmt::format("Failed to load image {}", path));
}
return texture;
}
sf::Font Canvas::loadFont(std::string_view path) {
sf::Font font;
if (!font.loadFromFile("joystix.ttf")) {
exitFailure(fmt::format("Failed to load font {}", path));
}
return font;
}

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@ -1,6 +1,7 @@
#pragma once
#include "SDLWindow.hpp"
#include "Position.hpp"
#include <optional>
class PacMan;
class Pellets;
@ -10,6 +11,7 @@ class Canvas {
public:
Canvas();
void update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets);
std::optional<sf::Event> pollEvent();
private:
static constexpr int16_t LEFT_MARGIN = 40;
@ -20,16 +22,28 @@ private:
static constexpr int16_t SCORE_WIDTH = 200;
static constexpr int16_t DEFAULT_SPRITE_WIDTH = 32;
static constexpr int16_t DEFAULT_SPRITE_HEIGHT = 32;
static constexpr float TEXTURE_SCALE_FACTOR = 0.5;
void renderMaze() const;
void renderPacMan(const PacMan & pac_man) const;
void renderPellets(const Pellets & pellets) const;
void renderSuperPellets(const SuperPellets & superPellets) const;
void renderSprite(Sprite sprite, SDL_Point point) const;
void clear();
void render();
void renderMaze();
void renderPacMan(const PacMan & pac_man);
void renderPellets(const Pellets & pellets);
void renderSuperPellets(const SuperPellets & superPellets);
void renderSprite(Sprite sprite, PositionInt point);
void renderSprite(Sprite sprite, Rect target);
void renderScore(int score);
SDL_Rect windowDimensions() const;
Sprite getSprite(SDL_Point rect) const;
SDLWindow window;
Rect windowDimensions() const;
void loadTextures();
sf::Texture loadTexture(std::string_view path);
sf::Font loadFont(std::string_view path);
Sprite getSprite(PositionInt rect) const;
sf::RenderWindow window;
sf::Texture maze_texture;
sf::Texture sprites_texture;
sf::Font game_font;
};

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@ -32,35 +32,17 @@ void Game::eatPellets() {
}
void Game::processEvents(InputState & inputState) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
inputState.close = true;
break;
case SDL_KEYDOWN:
keyToggle(event, inputState, true);
break;
case SDL_KEYUP:
keyToggle(event, inputState, false);
break;
}
}
}
void Game::keyToggle(const SDL_Event & event, InputState & inputState, bool on) {
switch (event.key.keysym.sym) {
case SDLK_UP:
inputState.up = on;
break;
case SDLK_DOWN:
inputState.down = on;
break;
case SDLK_LEFT:
inputState.left = on;
break;
case SDLK_RIGHT:
inputState.right = on;
break;
auto event = canvas.pollEvent();
if (event->type == sf::Event::Closed) {
inputState.close = true;
return;
}
inputState.down = inputState.up = inputState.left = inputState.right = false;
inputState.down = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Down);
inputState.up = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Up);
inputState.left = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Left);
inputState.right = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Right);
}

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@ -23,9 +23,7 @@ private:
void eatPellets();
static void processEvents(InputState & inputState);
static void keyToggle(const SDL_Event & event, InputState & inputState, bool on);
void processEvents(InputState & inputState);
[[nodiscard]] static auto now();
};

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@ -1,9 +1,10 @@
#include "PacMan.hpp"
#include <cmath>
PacMan::PacMan(const Board & board)
: pos(board.initialPacManPosition()) {}
SDL_Point PacMan::currentSprite() const {
PositionInt PacMan::currentSprite() const {
return pacManAnimation.animationFrame(direction);
}
@ -15,10 +16,10 @@ Position PacMan::positionInGrid() const {
switch (direction) {
case Direction::LEFT:
case Direction::RIGHT:
return { floor(pos.x), round(pos.y) };
return { std::floor(pos.x), std::round(pos.y) };
case Direction::UP:
case Direction::DOWN:
return { floor(pos.x), round(pos.y) };
return { std::floor(pos.x), std::round(pos.y) };
default:
return pos;
}
@ -47,7 +48,7 @@ void PacMan::updateAnimationPosition(std::chrono::milliseconds time_delta) {
}
void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Board & board) {
float position_delta = time_delta.count() / 128.0;
float position_delta = time_delta.count() / 150.0;
// Handle teleport
if (pos.x >= COLUMNS - 1 && direction == Direction::RIGHT) {

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@ -4,7 +4,6 @@
#include "PacManAnimation.hpp"
#include "Position.hpp"
#include <SDL2/SDL_rect.h>
#include <chrono>
class Board;
@ -14,7 +13,7 @@ class PacMan {
public:
explicit PacMan(const Board & board);
[[nodiscard]] SDL_Point currentSprite() const;
[[nodiscard]] PositionInt currentSprite() const;
[[nodiscard]] Position position() const;

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@ -1,6 +1,6 @@
#include "PacManAnimation.hpp"
SDL_Point PacManAnimation::animationFrame(Direction direction) const {
PositionInt PacManAnimation::animationFrame(Direction direction) const {
switch (direction) {
case Direction::LEFT:
return left_animation[animation_position];

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@ -5,29 +5,28 @@
#include "InputState.hpp"
#include "Position.hpp"
#include <SDL2/SDL_rect.h>
#include <chrono>
class PacManAnimation {
public:
[[nodiscard]] SDL_Point animationFrame(Direction direction) const;
[[nodiscard]] PositionInt animationFrame(Direction direction) const;
void updateAnimationPosition(std::chrono::milliseconds time_delta);
private:
uint8_t animation_position = 0;
float animation_position_delta = 0.0;
const SDL_Point right_wide = { 0, 0 };
const SDL_Point right_narrow = { 1, 0 };
const SDL_Point closed = { 2, 0 };
const SDL_Point left_narrow = { 3, 0 };
const SDL_Point left_wide = { 4, 0 };
const SDL_Point up_wide = { 5, 0 };
const SDL_Point up_narrow = { 6, 0 };
const SDL_Point down_wide = { 7, 0 };
const SDL_Point down_narrow = { 8, 0 };
const SDL_Point down_animation[4]{ down_wide, down_narrow, closed, down_narrow };
const SDL_Point left_animation[4]{ left_wide, left_narrow, closed, left_narrow };
const SDL_Point right_animation[4]{ right_wide, right_narrow, closed, right_narrow };
const SDL_Point up_animation[4]{ up_wide, up_narrow, closed, up_narrow };
const PositionInt right_wide = { 0, 0 };
const PositionInt right_narrow = { 1, 0 };
const PositionInt closed = { 2, 0 };
const PositionInt left_narrow = { 3, 0 };
const PositionInt left_wide = { 4, 0 };
const PositionInt up_wide = { 5, 0 };
const PositionInt up_narrow = { 6, 0 };
const PositionInt down_wide = { 7, 0 };
const PositionInt down_narrow = { 8, 0 };
const PositionInt down_animation[4]{ down_wide, down_narrow, closed, down_narrow };
const PositionInt left_animation[4]{ left_wide, left_narrow, closed, left_narrow };
const PositionInt right_animation[4]{ right_wide, right_narrow, closed, right_narrow };
const PositionInt up_animation[4]{ up_wide, up_narrow, closed, up_narrow };
};

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@ -3,23 +3,21 @@
#include "Board.hpp"
#include "Position.hpp"
#include <SDL2/SDL_rect.h>
class Pellets {
public:
explicit Pellets(const Board & board);
[[nodiscard]] SDL_Point currentSprite() const {
[[nodiscard]] PositionInt currentSprite() const {
return sprite;
};
[[nodiscard]] std::vector<SDL_Point> currentPositions() const {
[[nodiscard]] std::vector<PositionInt> currentPositions() const {
return positions;
}
bool eatPelletAtPosition(Position p);
private:
const SDL_Point sprite = { 1, 9 };
std::vector<SDL_Point> positions;
const PositionInt sprite = { 1, 9 };
std::vector<PositionInt> positions;
};

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@ -1,12 +1,21 @@
#pragma once
#include <SDL2/SDL_rect.h>
#include <SFML/Graphics.hpp>
struct Position {
float x;
float y;
};
inline bool operator==(const SDL_Point & b, const Position & a) {
struct PositionInt {
int x;
int y;
};
using Rect = sf::Rect<int>;
using Sprite = sf::Sprite;
inline bool operator==(const PositionInt & b, const Position & a) {
return a.x == b.x && a.y == b.y;
}

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@ -1,138 +0,0 @@
#include "SDLWindow.hpp"
#include <SDL2/SDL_image.h>
#include <iostream>
SDLWindow::SDLWindow(SDL_Rect windowGeometry) {
initSDL();
initSDLImage();
initSDLTTF();
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 {
auto [w, h] = textureSize(maze_texture.get());
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::drawText(const std::string & text, SDL_Point position, SDL_Color textColor) const
{
SDLSurfacePtr surface(TTF_RenderUTF8_Solid(font.get(), text.data(), textColor), SDL_Surface_Deleter{});
SDLTexturePtr textTexture(SDL_CreateTextureFromSurface(renderer.get(), surface.get()), SDL_Texture_Deleter{});
auto [w, h] = textureSize(textTexture.get());
SDL_Rect textLocation = { position.x, position.y, w, h };
SDL_RenderCopy(renderer.get(), textTexture.get(), NULL, &textLocation);
}
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::initSDLTTF() {
if(TTF_Init() != 0) {
exitFailure("Unable to setup font library");
}
font.reset(TTF_OpenFont("joystix.ttf", 20));
if(!font) {
exitFailure("Failed to copy texture to renderer");
}
}
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;
}
std::tuple<int, int> SDLWindow::textureSize(SDL_Texture* texture) const
{
int w, h;
if (SDL_QueryTexture(texture, nullptr, nullptr, &w, &h) != 0) {
exitFailure("Failed to get texture geometry");
}
return {w, h};
}
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);
}

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@ -1,96 +0,0 @@
#pragma once
#include "Sprite.hpp"
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.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 SDL_Font_Deleter {
void operator()(TTF_Font* font) {
TTF_CloseFont(font);
}
};
using SDLTexturePtr = std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>;
using SDLSurfacePtr = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>;
class PacMan;
class Pellets;
class SuperPellets;
class SDLWindow {
public:
explicit SDLWindow(SDL_Rect windowGeometry);
static constexpr auto White = SDL_Color{0xFF, 0xFF, 0xFF};
void clear();
void render();
Sprite getBackground() const;
Sprite getSprite(SDL_Rect rect) const;
void renderSprite(Sprite sprite, SDL_Rect target) const;
void drawText(const std::string &text, SDL_Point position, SDL_Color textColor = White) 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;
SDLSurfacePtr window_surface;
SDLTexturePtr maze_texture;
SDLTexturePtr sprite_texture;
std::unique_ptr<TTF_Font, SDL_Font_Deleter> font;
void createWindow(int width, int height);
void createRenderer();
void createWindowSurface();
static void initSDL();
static void initSDLImage();
void initSDLTTF();
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;
std::tuple<int, int> textureSize(SDL_Texture* texture) const;
};

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@ -1 +0,0 @@
#include "Sprite.hpp"

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@ -1,9 +0,0 @@
#pragma once
#include <SDL2/SDL.h>
#include <memory>
struct Sprite {
SDL_Texture * texture;
SDL_Rect rect;
};

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@ -2,24 +2,21 @@
#include "Board.hpp"
#include "Position.hpp"
#include <SDL2/SDL_rect.h>
class SuperPellets {
public:
explicit SuperPellets(const Board & board);
[[nodiscard]] SDL_Point currentSprite() const {
[[nodiscard]] PositionInt currentSprite() const {
return sprite;
}
[[nodiscard]] std::vector<SDL_Point> currentPositions() const {
[[nodiscard]] std::vector<PositionInt> currentPositions() const {
return positions;
}
bool eatPelletAtPosition(Position p);
private:
const SDL_Point sprite = { 0, 9 };
std::vector<SDL_Point> positions;
const PositionInt sprite = { 0, 9 };
std::vector<PositionInt> positions;
};

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@ -2,11 +2,6 @@ file(GLOB_RECURSE sources CONFIGURE_DEPENDS "*.cpp")
add_executable(pacman ${sources})
target_link_libraries(pacman PUBLIC libpacman)
if(MSVC)
find_package(sdl2 CONFIG REQUIRED)
target_link_libraries(pacman PUBLIC SDL2::SDL2main)
endif()
set_target_properties(pacman
PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin"

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@ -3,10 +3,8 @@
"name": "pacman",
"version": "0.1",
"dependencies": [
"sdl2-image",
"sdl2-ttf",
"sfml",
"fmt",
"zlib",
"gtest"
]
}