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#include "Image_asset.h"
#include "resource_manager.h"
#include <SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL_events.h>
#include <SDL_render.h>
#include <SDL_surface.h>
#include <SDL_timer.h>
#include <SDL_video.h>
#include <cstddef>
int main(){
SDL_Init(SDL_INIT_VIDEO);
ResourceManager* rm = new ResourceManager;
Image* img = static_cast<Image*>(rm->Load("../img.png"));
//Resource* sound = rm->Load("/sound.ogg");
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);
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, img->surface);
while (!quit) {
SDL_WaitEvent(&event);
switch (event.type) {
case SDL_QUIT:
quit = true;
break;
}
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
SDL_Delay(100);
}
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
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