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#include "SdlContext.h"
#include "SDL_rect.h"
#include "api/spritesheet.h"
#include "facade/Texture.h"
#include "util/log.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL_image.h>
#include <iostream>
#include <iterator>
#include <ostream>
using namespace crepe;
SdlContext& SdlContext::get_instance(){
static SdlContext instance;
return instance;
}
SdlContext::SdlContext(){
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;
return;
}
m_game_window = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_SHOWN);
if (!m_game_window) {
std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl;
}
m_game_renderer = SDL_CreateRenderer(m_game_window, -1, SDL_RENDERER_ACCELERATED);
if (!m_game_renderer) {
std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError() << std::endl;
SDL_DestroyWindow(m_game_window);
return;
}
int imgFlags = IMG_INIT_PNG;
if( !( IMG_Init( imgFlags ) & imgFlags ) )
{
std::cout << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError() << std::endl;
}
}
SdlContext::~SdlContext(){
if(m_game_renderer)
SDL_DestroyRenderer(m_game_renderer);
if (m_game_window) {
SDL_DestroyWindow(m_game_window);
}
IMG_Quit();
SDL_Quit();
}
SDL_Texture* SdlContext::setTextureFromPath(const char* path, SDL_Rect& clip, const int row, const int col){
dbg_trace();
SDL_Surface* tmp = IMG_Load(path);
if (!tmp) {
std::cerr << "Error surface " << IMG_GetError << std::endl;
}
clip.w = tmp->w / col;
clip.h = tmp->h / row;
SDL_Texture* CreatedTexture = SDL_CreateTextureFromSurface(m_game_renderer, tmp);
if (!CreatedTexture) {
std::cerr << "Error could not create texture " << IMG_GetError << std::endl;
}
SDL_FreeSurface(tmp);
return CreatedTexture;
}
SDL_Texture* SdlContext::setTextureFromPath(const char* path){
dbg_trace();
SDL_Surface* tmp = IMG_Load(path);
if (!tmp) {
std::cerr << "Error surface " << IMG_GetError << std::endl;
}
SDL_Texture* CreatedTexture = SDL_CreateTextureFromSurface(m_game_renderer, tmp);
if (!CreatedTexture) {
std::cerr << "Error could not create texture " << IMG_GetError << std::endl;
}
SDL_FreeSurface(tmp);
return CreatedTexture;
}
void SdlContext::loop(const Texture& texture, api::Spritesheet& ss){
SDL_RenderClear(m_game_renderer);
bool quit = false;
SDL_Event event;
while (!quit) {
Uint32 ticks = SDL_GetTicks();
int sprite = (ticks / 100) % 4;
ss.select_sprite(sprite, 0);
while (SDL_PollEvent(&event) != NULL) {
switch (event.type) {
case SDL_QUIT:
quit = true;
break;
}
}
SDL_RenderClear(m_game_renderer);
SDL_RenderCopy(m_game_renderer, texture.get_texture(), NULL, NULL);
ss.draw_selected_sprite(10, 10);
SDL_RenderPresent(m_game_renderer);
}
}
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