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#include "map_asset.h"
#include "TextureMap.h"
#include "map_layer.h"
#include <SDL_render.h>
#include <cassert>
#include <iostream>
#include <ostream>
#include <string>
#include <tmxlite/Layer.hpp>
#include <tmxlite/Map.hpp>
Map::Map(const std::string& path){
if(m_Map.load(path)){
std::cout << "Map loaded correctly " << std::endl;
}
}
Map::~Map(){
for(const auto& r : m_MapTextures){
delete r;
}
m_MapTextures.clear();
for(const auto& m : m_RenderLayers){
delete m;
}
m_RenderLayers.clear();
}
void Map::SetRenderer(SDL_Renderer& renderer){
this->m_Renderer = &renderer;
this->SetMapTextures();
this->SetMapLayers();
}
void Map::draw() const{
for(const auto& l : m_RenderLayers){
l->draw(m_Renderer);
}
}
void Map::SetMapTextures(){
const auto& tileSets = m_Map.getTilesets();
assert(~tileSets.empty());
for (const auto& ts : tileSets ) {
m_MapTextures.emplace_back(new TextureMap);
if(!m_MapTextures.back()->loadFromFile(ts.getImagePath(), m_Renderer)){
std::cerr << "Failed opening " << ts.getImagePath() << "\n";
}
}
}
void Map::SetMapLayers(){
const auto& mapLayers = m_Map.getLayers();
for(auto i = 0u; i < mapLayers.size(); ++i){
if (mapLayers[i]->getType() == tmx::Layer::Type::Tile) {
m_RenderLayers.emplace_back(new MapLayer);
m_RenderLayers.back()->create(this->m_Map, i, this->m_MapTextures);
}
}
}
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