pacman/lib/GameWindow.cpp
Corentin Jabot bbf3731cf4 Change window geometry for scoring.
* Add margins all around the board for better aestetics.
* Add room for scoring
* Because the texture atlas is a 32x32 grid, we can manipulate
textures as positions on that grid and only create a rectangle
for that texture in the rendering code.
* Avoid hardcoded values in the rendering code.
2021-06-15 23:55:55 +02:00

160 lines
5.1 KiB
C++

#include "GameWindow.hpp"
#include <SDL2/SDL_image.h>
#include <iostream>
#include <vector>
#include "PacMan.hpp"
#include "Pellets.hpp"
#include "SuperPellets.hpp"
GameWindow::GameWindow() {
initSDL();
initSDLImage();
const auto window_dimension = windowDimensions();
auto sdl_window = createWindow(window_dimension.w, window_dimension.h);
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 {
SDL_Rect maze_rect = { 0, 0, MAZE_WIDTH, MAZE_HEIGHT };
SDL_Rect maze_translated = { LEFT_MARGIN, TOP_MARGIN, MAZE_WIDTH, MAZE_HEIGHT };
renderTexture(maze_texture.get(), maze_rect, maze_translated);
}
void GameWindow::renderSuperPellets(const SuperPellets & superPellets) const {
SDL_Rect sprite_rect = textureGeometry(superPellets.currentSprite());
std::vector<SDL_Point> superPelletPositions = superPellets.currentPositions();
for (const auto & pos : superPelletPositions) {
renderTexture(sprite_texture.get(), sprite_rect, pos);
}
}
void GameWindow::renderPellets(const Pellets & pellets) const {
SDL_Rect sprite_rect = textureGeometry(pellets.currentSprite());
std::vector<SDL_Point> pelletPositions = pellets.currentPositions();
for (const auto & pos : pelletPositions) {
renderTexture(sprite_texture.get(), sprite_rect, pos);
}
}
void GameWindow::renderPacMan(const PacMan & pac_man) const {
SDL_Rect sprite_rect = textureGeometry(pac_man.currentSprite());
Position pacman_pos = pac_man.position();
renderTexture(sprite_texture.get(), sprite_rect, SDL_Point{ int(pacman_pos.x), int(pacman_pos.y) });
}
SDL_Rect GameWindow::textureGeometry(SDL_Point p) const {
return { p.x * 32, p.y * 32, 32, 32 };
}
SDL_Rect GameWindow::windowDimensions() const {
return { 0, 0, LEFT_MARGIN + MAZE_WIDTH + SCORE_WIDTH, TOP_MARGIN + MAZE_HEIGHT + BOTTOM_MARGIN };
}
void GameWindow::renderTexture(SDL_Texture * texture, const SDL_Rect & src, SDL_Point p) const {
SDL_Rect target = {
LEFT_MARGIN + int((p.x * DEFAULT_TEXTURE_WIDTH - src.w / 2) * TEXTURE_SCALE_FACTOR),
TOP_MARGIN + int((p.y * DEFAULT_TEXTURE_WIDTH - src.h / 2) * TEXTURE_SCALE_FACTOR),
src.w,
src.h
};
renderTexture(texture, src, target);
}
void GameWindow::renderTexture(SDL_Texture * texture, const SDL_Rect & src, const SDL_Rect & target) const {
if (SDL_RenderCopy(renderer.get(), texture, &src, &target) < 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_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");
return window.get();
}
SDL_Renderer * GameWindow::createRenderer(SDL_Window * sdl_window) {
renderer = std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter>(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_Surface, SDL_Surface_Deleter>(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<SDL_Texture, SDL_Texture_Deleter>
GameWindow::loadTexture(SDL_Renderer * sdl_renderer, 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(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);
}