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#include "SDLApp.h"
#include <iostream>
#include <vector>
#include "Particle.h"
#include "api/ParticleEmitter.h"
SDLApp::SDLApp(int windowWidth, int windowHeight)
: windowWidth(windowWidth), windowHeight(windowHeight), window(nullptr), renderer(nullptr) {}
SDLApp::~SDLApp() {
cleanUp();
}
bool SDLApp::initialize() {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
std::cerr << "SDL Initialization Error: " << SDL_GetError() << std::endl;
return false;
}
window = SDL_CreateWindow("Particle System",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
windowWidth,
windowHeight,
SDL_WINDOW_SHOWN);
if (!window) {
std::cerr << "Window Creation Error: " << SDL_GetError() << std::endl;
return false;
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (!renderer) {
std::cerr << "Renderer Creation Error: " << SDL_GetError() << std::endl;
return false;
}
return true;
}
void SDLApp::handleEvents(bool& running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
}
}
}
void SDLApp::clearScreen() {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
}
void SDLApp::presentScreen() {
SDL_RenderPresent(renderer);
}
void SDLApp::drawSquare(int x, int y, int size) {
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Rect rect = { x, y, size, size };
SDL_RenderFillRect(renderer, &rect);
}
SDL_Texture* squareTexture = nullptr; // Load this with an image or create it
void SDLApp::cleanUp() {
if (renderer) {
SDL_DestroyRenderer(renderer);
}
if (window) {
SDL_DestroyWindow(window);
}
SDL_Quit();
}
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