diff options
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 24 |
1 files changed, 7 insertions, 17 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 83e91f8..40189f6 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -7,8 +7,8 @@ #include <cmath> #include <cstddef> #include <functional> -#include <iostream> #include <memory> +#include <stdexcept> #include <string> #include "../api/Sprite.h" @@ -31,28 +31,20 @@ SDLContext::SDLContext() { // FIXME: read window defaults from config manager if (SDL_Init(SDL_INIT_VIDEO) < 0) { - // FIXME: throw exception - std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl; - return; + throw std::runtime_error("SDL could not initialize!"); } SDL_Window * tmp_window = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, this->viewport.w, this->viewport.h, 0); if (!tmp_window) { - // FIXME: throw exception - std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl; - return; + throw std::runtime_error("Window could not be created!"); } this->game_window = {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }}; SDL_Renderer * tmp_renderer = SDL_CreateRenderer(this->game_window.get(), -1, SDL_RENDERER_ACCELERATED); if (!tmp_renderer) { - // FIXME: throw exception - std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError() - << std::endl; - SDL_DestroyWindow(this->game_window.get()); - return; + throw std::runtime_error("Renderer could not be created!"); } this->game_renderer @@ -60,9 +52,7 @@ SDLContext::SDLContext() { int img_flags = IMG_INIT_PNG; if (!(IMG_Init(img_flags) & img_flags)) { - // FIXME: throw exception - std::cout << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError() - << std::endl; + throw std::runtime_error("SDL_image could not initialize!"); } } @@ -135,8 +125,8 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const void SDLContext::camera(const Camera & cam) { this->viewport.w = static_cast<int>(cam.aspect_width); this->viewport.h = static_cast<int>(cam.aspect_height); - this->viewport.x = static_cast<int>(cam.x) - (SCREEN_WIDTH / 2); - this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2); + this->viewport.x = static_cast<int>(cam.x) - (this->viewport.w / 2); + this->viewport.y = static_cast<int>(cam.y) - (this->viewport.h / 2); SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); |