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#include "window.h"
WindowManager::WindowManager(){
if( !initWindow() )
{
printf( "Failed to initialize!\n" );
}
}
WindowManager::~WindowManager(){
destroyWindow();
}
SDL_Renderer* WindowManager::getRenderer(){
return renderer;
}
void WindowManager::render(std::vector<GameObject*> objects){
// Set the draw color to black and clear the screen
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderClear(renderer);
// Print object position (optional for debugging)
//fprintf(stderr, "%d\n", objectList.size());
for(int i = 0; i < objects.size();i++){
//fprintf(stderr, "%f\n", objectList[i]->getX());
// Create a rectangle representing the ball
SDL_Rect ball_rect = {
(int)objects[i]->getX(),
(int)objects[i]->getY(),
(int)objects[i]->getWidth(),
(int)objects[i]->getHeight(),
};
// Set the draw color to white and render the ball
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderFillRect(renderer, &ball_rect);
}
SDL_RenderPresent(renderer);
}
bool WindowManager::initWindow(){
if(SDL_Init(SDL_INIT_EVERYTHING) != 0){
fprintf(stderr,"Error inititalising SDL.\n");
return false;
}
window = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
if(!window){
fprintf(stderr,"Error creating SDL Window. \n");
return false;
}
renderer = SDL_CreateRenderer(window,-1,0);
if(!renderer){
fprintf(stderr,"Error creating SDL renderer. \n");
return false;
}
return true;
}
void WindowManager::destroyWindow(){
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
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