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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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