#include "GameWindow.hpp" #include #include #include #include "PacMan.hpp" #include "Pellets.hpp" #include "SuperPellets.hpp" GameWindow::GameWindow(int width, int height) { initSDL(); initSDLImage(); auto sdl_window = createWindow(width * SCALE_FACTOR, height * SCALE_FACTOR); auto sdl_renderer = createRenderer(sdl_window); createWindowSurface(sdl_window); setDrawColor(sdl_renderer); maze_texture = loadTexture(sdl_renderer, "maze.png"); sprite_texture = loadTexture(sdl_renderer, "sprites32.png"); } void GameWindow::update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets) { SDL_RenderClear(renderer.get()); renderMaze(); renderPellets(pellets); renderSuperPellets(superPellets); renderPacMan(pacMan); SDL_RenderPresent(renderer.get()); } void GameWindow::renderMaze() const { renderTexture(maze_texture.get(), nullptr, nullptr); } void GameWindow::renderSuperPellets(const SuperPellets & superPellets) const { SDL_Rect sprite_rect = superPellets.currentSprite(); std::vector superPelletPositions = superPellets.currentPositions(); for (const auto & pos : superPelletPositions) { SDL_Rect maze_rect = targetRect({float_t(pos.x), float_t(pos.y)}, 8 * SCALE_FACTOR); renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect); } } void GameWindow::renderPellets(const Pellets & pellets) const { SDL_Rect sprite_rect = pellets.currentSprite(); std::vector pelletPositions = pellets.currentPositions(); for (const auto & pos : pelletPositions) { SDL_Rect maze_rect = targetRect({float_t(pos.x), float_t(pos.y)}, 8 * SCALE_FACTOR); renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect); } } void GameWindow::renderPacMan(const PacMan & pac_man) const { Position maze_position = pac_man.currentPosition(); SDL_Rect maze_rect = targetRect(maze_position, 8 * SCALE_FACTOR); SDL_Rect sprite_rect = pac_man.currentSprite(); renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect); } SDL_Rect GameWindow::targetRect(const Position & position, int pixel_increase) { int pixels = 16 * SCALE_FACTOR; int displacement = pixel_increase / 2; return { int(pixels * position.x) - displacement, int(pixels * position.y) - displacement, (pixels + pixel_increase), (pixels + pixel_increase) }; } void GameWindow::renderTexture(SDL_Texture * texture, SDL_Rect * texture_rect, SDL_Rect * target_rect) const { if (SDL_RenderCopy(renderer.get(), texture, texture_rect, target_rect) < 0) exitFailure("Failed to copy texture to renderer"); } void GameWindow::initSDL() { if (SDL_Init(SDL_INIT_EVERYTHING) < 0) exitFailure("Failed to initialize the SDL2 library"); } void GameWindow::initSDLImage() { int img_flags = IMG_INIT_PNG; if (IMG_Init(img_flags) != img_flags) exitImgFailure("Failed to init SDL_Image with png"); } SDL_Window * GameWindow::createWindow(int width, int height) { window = std::unique_ptr(SDL_CreateWindow( "Pacman", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL)); if (!window) exitFailure("Failed to create window"); return window.get(); } SDL_Renderer * GameWindow::createRenderer(SDL_Window * sdl_window) { renderer = std::unique_ptr(SDL_CreateRenderer( sdl_window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC)); if (!renderer) exitFailure("Failed to create renderer"); return renderer.get(); } void GameWindow::createWindowSurface(SDL_Window * sdl_window) { window_surface = std::unique_ptr(SDL_GetWindowSurface(sdl_window)); if (!window_surface) exitFailure("Failed to get the surface from the window"); } void GameWindow::setDrawColor(SDL_Renderer * sdl_renderer) { if (SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, SDL_ALPHA_OPAQUE) < 0) exitFailure("Failed to set renderer color"); } std::unique_ptr GameWindow::loadTexture(SDL_Renderer * sdl_renderer, const std::string & path) { auto surface = std::unique_ptr(IMG_Load(path.c_str())); if (!surface) exitImgFailure("Failed to load image"); auto texture = std::unique_ptr( SDL_CreateTextureFromSurface(sdl_renderer, surface.get())); if (!texture) exitFailure("Failed to create texture from surface"); return texture; } void GameWindow::exitFailure(const std::string & message) { std::cerr << message << "\n"; std::cerr << "SDL2 Error: " << SDL_GetError() << "\n"; exit(1); } void GameWindow::exitImgFailure(const std::string & message) { std::cerr << message << "\n"; std::cerr << "SDL2_Image Error: " << IMG_GetError() << "\n"; exit(1); }