#include "Image_asset.h" #include "map_asset.h" #include "resource_converter.h" #include "resource_manager.h" #include "spritesheet.h" #include <SDL.h> #include <SDL2/SDL_image.h> #include <SDL_events.h> #include <SDL_rect.h> #include <SDL_render.h> #include <SDL_stdinc.h> #include <SDL_surface.h> #include <SDL_timer.h> #include <SDL_video.h> #include <cstddef> int main() { SDL_Init(SDL_INIT_VIDEO); bool quit = false; SDL_Event event; SDL_Window * window = SDL_CreateWindow("Tessting resources", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, 0); SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, 0); ResourceManager * rm = ResourceManager::get_instance(); ResourceConverter resource_converter; Texture * img = rm->Load<Texture>("../img.png"); SpriteSheet * SS = rm->Load<SpriteSheet>("../spritesheet_test.png"); Map * map = rm->Load<Map>("../../asset/tiled/demo.tmx"); SDL_Surface * surface = resource_converter.FromStringToImage(*img); SDL_Texture * m_texture = SDL_CreateTextureFromSurface(renderer, surface); SDL_FreeSurface(surface); TiledMap testingTiledMap = resource_converter.FromStringToMap(*map); testingTiledMap.SetRenderer(*renderer); SDL_SetRenderDrawColor(renderer, 168, 230, 255, 255); SDL_RenderClear(renderer); while (!quit) { Uint32 ticks = SDL_GetTicks(); int sprite = (ticks / 100) % 4; while (SDL_PollEvent(&event) != NULL) { switch (event.type) { case SDL_QUIT: quit = true; break; } } SDL_RenderClear(renderer); SDL_RenderCopy(renderer, m_texture, NULL, NULL); testingTiledMap.draw(); SDL_RenderPresent(renderer); } delete rm; SDL_DestroyTexture(m_texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0; }