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#include "SDLApp.h"
#include "Particle.h"
#include "api/ParticleEmitter.h"
#include <iostream>
#include <vector>
SDLApp::SDLApp(int window_width, int window_height)
: window_width(window_width), window_height(window_height), window(nullptr),
renderer(nullptr) {}
SDLApp::~SDLApp() { clean_up(); }
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, window_width, window_height,
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::handle_events(bool & running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
}
}
}
void SDLApp::clear_screen() {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
}
void SDLApp::present_screen() { SDL_RenderPresent(renderer); }
void SDLApp::draw_square(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 * square_texture = nullptr; // Load this with an image or create it
void SDLApp::clean_up() {
if (renderer) {
SDL_DestroyRenderer(renderer);
}
if (window) {
SDL_DestroyWindow(window);
}
SDL_Quit();
}
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