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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-11 20:49:49 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-11 20:49:49 +0100
commit3d97f7c60536bf14f314cc703883f74345aacd21 (patch)
tree200fcd5cde2b30e0de262e9a3dcc223874d2bd28 /src/crepe/facade
parent141c4831be82654a692d03fdb0fbf87fa27dea88 (diff)
rendering particle
Diffstat (limited to 'src/crepe/facade')
-rw-r--r--src/crepe/facade/SDLContext.cpp4
-rw-r--r--src/crepe/facade/SDLContext.h7
2 files changed, 7 insertions, 4 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index e87a2c5..cc2e2f8 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -181,12 +181,12 @@ SDLContext::texture_from_path(const std::string & path) {
return img_texture;
}
-int SDLContext::get_width(const Texture & ctx) const {
+int SDLContext::get_width(const Texture & ctx) {
int w;
SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &w, NULL);
return w;
}
-int SDLContext::get_height(const Texture & ctx) const {
+int SDLContext::get_height(const Texture & ctx) {
int h;
SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h);
return h;
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index e358c21..7329b74 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -10,6 +10,7 @@
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "api/Camera.h"
+#include "api/Vector2.h"
// FIXME: this needs to be removed
const int SCREEN_WIDTH = 640;
@@ -97,14 +98,14 @@ private:
* \param texture Reference to the Texture object.
* \return Width of the texture as an integer.
*/
- int get_width(const Texture &) const;
+ int get_width(const Texture &) ;
/**
* \brief Gets the height of a texture.
* \param texture Reference to the Texture object.
* \return Height of the texture as an integer.
*/
- int get_height(const Texture &) const;
+ int get_height(const Texture &) ;
private:
//! Will use draw,clear_screen, present_screen, camera.
@@ -119,6 +120,8 @@ private:
void draw(const Sprite & sprite, const Transform & transform,
const Camera & camera);
+ void draw_particle(const Vector2 & pos, const Camera & camera);
+
//! Clears the screen, preparing for a new frame.
void clear_screen();