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:
parent
8bcc4e176a
commit
c7ef086d3d
20 changed files with 176 additions and 383 deletions
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@ -67,8 +67,8 @@ bool Board::isWalkable(Position point, float position_delta, Direction direction
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}
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}
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std::vector<SDL_Point> Board::initialPelletPositions() const {
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std::vector<SDL_Point> positions;
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std::vector<PositionInt> Board::initialPelletPositions() const {
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std::vector<PositionInt> positions;
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for (uint8_t row = 0; row < ROWS; row++) {
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for (uint8_t column = 0; column < COLUMNS; column++) {
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if (board_state[row][column] == 1)
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@ -78,8 +78,8 @@ std::vector<SDL_Point> Board::initialPelletPositions() const {
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return positions;
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}
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std::vector<SDL_Point> Board::initialSuperPelletPositions() const {
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std::vector<SDL_Point> positions;
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std::vector<PositionInt> Board::initialSuperPelletPositions() const {
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std::vector<PositionInt> positions;
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for (uint8_t row = 0; row < ROWS; row++) {
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for (uint8_t column = 0; column < COLUMNS; column++) {
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if (board_state[row][column] == 4)
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@ -1,9 +1,9 @@
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#pragma once
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#include <SFML/Graphics.hpp>
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#include "Direction.hpp"
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#include "Position.hpp"
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#include <SDL2/SDL_rect.h>
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#include <cstdint>
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#include <vector>
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@ -16,9 +16,9 @@ public:
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[[nodiscard]] bool isWalkable(Position point, float d, Direction direction) const;
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[[nodiscard]] std::vector<SDL_Point> initialPelletPositions() const;
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[[nodiscard]] std::vector<PositionInt> initialPelletPositions() const;
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[[nodiscard]] std::vector<SDL_Point> initialSuperPelletPositions() const;
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[[nodiscard]] std::vector<PositionInt> initialSuperPelletPositions() const;
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static Position initialPacManPosition() { return { 14, 23 }; }
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@ -1,13 +1,10 @@
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find_package(sdl2-image CONFIG REQUIRED)
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find_package(sdl2-ttf CONFIG REQUIRED)
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find_package(fmt REQUIRED)
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find_package(ZLIB REQUIRED)
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find_package(SFML COMPONENTS COMPONENTS window graphics system CONFIG REQUIRED)
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find_package(fmt REQUIRED)
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find_package(OpenGL REQUIRED COMPONENTS OpenGL GLX)
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file(GLOB_RECURSE sources CONFIGURE_DEPENDS "*.cpp")
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add_library(libpacman ${ sources })
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file(GLOB_RECURSE sources CONFIGURE_DEPENDS "*.cpp")
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add_library(libpacman ${sources})
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target_include_directories(libpacman PUBLIC .)
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target_link_libraries(libpacman PUBLIC SDL2::SDL2-static SDL2::SDL2_image SDL2::SDL2_ttf fmt::fmt ZLIB::ZLIB)
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target_include_directories(libpacman PUBLIC.)
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target_link_libraries(libpacman PUBLIC fmt::fmt sfml - graphics sfml - window sfml - system OpenGL::OpenGL OpenGL::GLX)
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118
lib/Canvas.cpp
118
lib/Canvas.cpp
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@ -1,15 +1,23 @@
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#include "Canvas.hpp"
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#include <vector>
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#include <fmt/format.h>
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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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#include <fmt/format.h>
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#include <string>
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#include <vector>
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Canvas::Canvas()
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: window(windowDimensions()) {}
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: window(sf::VideoMode(windowDimensions().width, windowDimensions().height), "Pacman", sf::Style::Titlebar | sf::Style::Close) {
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window.setVerticalSyncEnabled(true);
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maze_texture = loadTexture("maze.png");
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sprites_texture = loadTexture("sprites32.png");
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game_font = loadFont("joystix.ttf");
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}
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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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clear();
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renderMaze();
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renderPellets(pellets);
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@ -17,62 +25,104 @@ void Canvas::update(const PacMan & pacMan, const Pellets & pellets, const SuperP
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renderPacMan(pacMan);
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renderScore(0);
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window.render();
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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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void Canvas::clear() {
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window.clear(sf::Color::Black);
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}
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void Canvas::renderPellets(const Pellets & pellets) const {
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void Canvas::render() {
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window.display();
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}
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std::optional<sf::Event> Canvas::pollEvent() {
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sf::Event event;
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if (window.pollEvent(event))
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return event;
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return std::nullopt;
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}
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void Canvas::renderMaze() {
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Sprite maze(maze_texture);
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maze.setPosition(LEFT_MARGIN, TOP_MARGIN);
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window.draw(maze);
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}
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void Canvas::renderPellets(const Pellets & pellets) {
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Sprite pellet = getSprite(pellets.currentSprite());
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std::vector<SDL_Point> pelletPositions = pellets.currentPositions();
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std::vector<PositionInt> 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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void Canvas::renderSuperPellets(const SuperPellets & superPellets) {
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Sprite pellet = getSprite(superPellets.currentSprite());
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std::vector<SDL_Point> superPelletPositions = superPellets.currentPositions();
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std::vector<PositionInt> 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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void Canvas::renderPacMan(const PacMan & pac_man) {
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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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renderSprite(pacmanSprite, { int(pos.x), int(pos.y) });
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}
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void Canvas::renderScore(int score) {
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const int x = LEFT_MARGIN + MAZE_WIDTH + LEFT_MARGIN;
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const int y = TOP_MARGIN * 2;
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window.drawText("SCORE", {x, y});
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window.drawText(fmt::format("{}", score), {x, y + 20});
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const int x = LEFT_MARGIN + MAZE_WIDTH + LEFT_MARGIN;
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const int y = TOP_MARGIN * 2;
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sf::Text text;
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text.setPosition(x, y);
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text.setFont(game_font);
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text.setString(fmt::format("SCORE\n{}", score));
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text.setCharacterSize(20);
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text.setFillColor(sf::Color::White);
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window.draw(text);
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}
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SDL_Rect Canvas::windowDimensions() const {
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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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Sprite Canvas::getSprite(PositionInt coordinate) const {
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sf::Sprite sprite;
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sprite.setTexture(sprites_texture);
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sprite.setTextureRect(sf::IntRect{ 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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sprite.scale(0.5, 0.5);
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return sprite;
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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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void Canvas::renderSprite(Sprite sprite, PositionInt pos) {
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pos.x = LEFT_MARGIN + (pos.x * DEFAULT_SPRITE_WIDTH / 2);
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pos.y = TOP_MARGIN + (pos.y * DEFAULT_SPRITE_HEIGHT / 2);
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sprite.setPosition(pos.x, pos.y);
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window.draw(sprite);
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}
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static void exitFailure(const std::string & message) {
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fmt::print("{}\n", message);
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exit(1);
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}
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sf::Texture Canvas::loadTexture(std::string_view path) {
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sf::Texture texture;
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if (!texture.loadFromFile(std::string{ path })) {
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exitFailure(fmt::format("Failed to load image {}", path));
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}
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return texture;
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}
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sf::Font Canvas::loadFont(std::string_view path) {
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sf::Font font;
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if (!font.loadFromFile("joystix.ttf")) {
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exitFailure(fmt::format("Failed to load font {}", path));
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}
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return font;
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}
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@ -1,6 +1,7 @@
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#pragma once
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#include "SDLWindow.hpp"
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#include "Position.hpp"
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#include <optional>
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class PacMan;
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class Pellets;
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@ -10,6 +11,7 @@ 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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std::optional<sf::Event> pollEvent();
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private:
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static constexpr int16_t LEFT_MARGIN = 40;
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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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void clear();
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void render();
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void renderMaze();
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void renderPacMan(const PacMan & pac_man);
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void renderPellets(const Pellets & pellets);
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void renderSuperPellets(const SuperPellets & superPellets);
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void renderSprite(Sprite sprite, PositionInt point);
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void renderSprite(Sprite sprite, Rect target);
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void renderScore(int score);
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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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Rect windowDimensions() const;
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void loadTextures();
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sf::Texture loadTexture(std::string_view path);
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sf::Font loadFont(std::string_view path);
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Sprite getSprite(PositionInt rect) const;
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sf::RenderWindow window;
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sf::Texture maze_texture;
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sf::Texture sprites_texture;
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sf::Font game_font;
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};
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40
lib/Game.cpp
40
lib/Game.cpp
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@ -32,35 +32,17 @@ void Game::eatPellets() {
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}
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void Game::processEvents(InputState & inputState) {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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inputState.close = true;
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break;
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case SDL_KEYDOWN:
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keyToggle(event, inputState, true);
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break;
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case SDL_KEYUP:
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keyToggle(event, inputState, false);
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break;
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}
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}
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}
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void Game::keyToggle(const SDL_Event & event, InputState & inputState, bool on) {
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switch (event.key.keysym.sym) {
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case SDLK_UP:
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inputState.up = on;
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break;
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case SDLK_DOWN:
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inputState.down = on;
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break;
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case SDLK_LEFT:
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inputState.left = on;
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break;
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case SDLK_RIGHT:
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inputState.right = on;
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break;
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auto event = canvas.pollEvent();
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if (event->type == sf::Event::Closed) {
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inputState.close = true;
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return;
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}
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inputState.down = inputState.up = inputState.left = inputState.right = false;
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inputState.down = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Down);
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inputState.up = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Up);
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inputState.left = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Left);
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inputState.right = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Right);
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}
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@ -23,9 +23,7 @@ private:
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void eatPellets();
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static void processEvents(InputState & inputState);
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static void keyToggle(const SDL_Event & event, InputState & inputState, bool on);
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void processEvents(InputState & inputState);
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[[nodiscard]] static auto now();
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};
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@ -1,9 +1,10 @@
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#include "PacMan.hpp"
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#include <cmath>
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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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PositionInt PacMan::currentSprite() const {
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return pacManAnimation.animationFrame(direction);
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}
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switch (direction) {
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case Direction::LEFT:
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case Direction::RIGHT:
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return { floor(pos.x), round(pos.y) };
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return { std::floor(pos.x), std::round(pos.y) };
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case Direction::UP:
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case Direction::DOWN:
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return { floor(pos.x), round(pos.y) };
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return { std::floor(pos.x), std::round(pos.y) };
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default:
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return pos;
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}
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@ -47,7 +48,7 @@ void PacMan::updateAnimationPosition(std::chrono::milliseconds time_delta) {
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}
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void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Board & board) {
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float position_delta = time_delta.count() / 128.0;
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float position_delta = time_delta.count() / 150.0;
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// Handle teleport
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if (pos.x >= COLUMNS - 1 && direction == Direction::RIGHT) {
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@ -4,7 +4,6 @@
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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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class Board;
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public:
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explicit PacMan(const Board & board);
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[[nodiscard]] SDL_Point currentSprite() const;
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[[nodiscard]] PositionInt currentSprite() const;
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[[nodiscard]] Position position() const;
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@ -1,6 +1,6 @@
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#include "PacManAnimation.hpp"
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SDL_Point PacManAnimation::animationFrame(Direction direction) const {
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PositionInt PacManAnimation::animationFrame(Direction direction) const {
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switch (direction) {
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case Direction::LEFT:
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return left_animation[animation_position];
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@ -5,29 +5,28 @@
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#include "InputState.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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class PacManAnimation {
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public:
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[[nodiscard]] SDL_Point animationFrame(Direction direction) const;
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[[nodiscard]] PositionInt animationFrame(Direction direction) const;
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void updateAnimationPosition(std::chrono::milliseconds time_delta);
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private:
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uint8_t animation_position = 0;
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float animation_position_delta = 0.0;
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const SDL_Point right_wide = { 0, 0 };
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const SDL_Point right_narrow = { 1, 0 };
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const SDL_Point closed = { 2, 0 };
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const SDL_Point left_narrow = { 3, 0 };
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const SDL_Point left_wide = { 4, 0 };
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const SDL_Point up_wide = { 5, 0 };
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const SDL_Point up_narrow = { 6, 0 };
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const SDL_Point down_wide = { 7, 0 };
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const SDL_Point down_narrow = { 8, 0 };
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const SDL_Point down_animation[4]{ down_wide, down_narrow, closed, down_narrow };
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const SDL_Point left_animation[4]{ left_wide, left_narrow, closed, left_narrow };
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const SDL_Point right_animation[4]{ right_wide, right_narrow, closed, right_narrow };
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const SDL_Point up_animation[4]{ up_wide, up_narrow, closed, up_narrow };
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const PositionInt right_wide = { 0, 0 };
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const PositionInt right_narrow = { 1, 0 };
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const PositionInt closed = { 2, 0 };
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const PositionInt left_narrow = { 3, 0 };
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const PositionInt left_wide = { 4, 0 };
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const PositionInt up_wide = { 5, 0 };
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const PositionInt up_narrow = { 6, 0 };
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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 };
|
||||
};
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
|
@ -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;
|
||||
};
|
|
@ -1 +0,0 @@
|
|||
#include "Sprite.hpp"
|
|
@ -1,9 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <memory>
|
||||
|
||||
struct Sprite {
|
||||
SDL_Texture * texture;
|
||||
SDL_Rect rect;
|
||||
};
|
|
@ -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;
|
||||
};
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -3,10 +3,8 @@
|
|||
"name": "pacman",
|
||||
"version": "0.1",
|
||||
"dependencies": [
|
||||
"sdl2-image",
|
||||
"sdl2-ttf",
|
||||
"sfml",
|
||||
"fmt",
|
||||
"zlib",
|
||||
"gtest"
|
||||
]
|
||||
}
|
Loading…
Reference in a new issue