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#include "renderer.h"
#include "simulation.h"
#include "consts.h"
#include "level.h"
#include "views.h"
Renderer::Renderer()
{
win_ = window_ptr(
SDL_CreateWindow(
"dispatcher",
100,
100,
WINDOW_SIZE.w(),
WINDOW_SIZE.h(),
SDL_WINDOW_SHOWN));
if (!win_)
{
throw sdl_error();
}
ren_ = renderer_ptr(
SDL_CreateRenderer(
win_.get(),
-1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC));
if (!ren_)
{
throw sdl_error();
}
SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_MOD);
SDL_SetRenderDrawColor(ren_.get(), 255, 150, 255, 255);
SDL_RenderFillRect(ren_.get(), nullptr);
}
void Renderer::render(const Simulation& sim)
{
texture_ptr canvas(
SDL_CreateTexture(
ren_.get(),
SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET,
WINDOW_SIZE.w(),
WINDOW_SIZE.h()));
if (!canvas)
{
throw sdl_error();
}
SDL_SetRenderTarget(ren_.get(), nullptr);
SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(ren_.get(), 255, 150, rand() % 255, 255);
SDL_RenderClear(ren_.get());
const Level& level = sim.getLevel();
for (size_t y = 0; y < level.getSize().h(); y++)
{
for (size_t x = 0; x < level.getSize().w(); x++)
{
int val = 255 - level.at(x, y) * 10;
SDL_SetRenderDrawColor(ren_.get(), val, val, val, 255);
SDL_Rect rect {
static_cast<int>(x * TILE_SIZE.w()),
static_cast<int>(y * TILE_SIZE.h()),
TILE_SIZE.w(),
TILE_SIZE.h()
};
SDL_RenderFillRect(ren_.get(), &rect);
}
}
constexpr Layer renderOrder[] = { Layer::track, Layer::object };
ranges::for_each(
ranges::view::for_each(
renderOrder,
[&] (Layer layer) {
return sim.getActive() |
sim.entityView() |
views::isOnLayer(layer);
}),
[&] (const Entity& entity) {
SDL_SetRenderDrawColor(ren_.get(), entity.colorVal, entity.colorVal, 65, 255);
SDL_Rect rect {
static_cast<int>(entity.pos.x()),
static_cast<int>(entity.pos.y()),
static_cast<int>(entity.size.w()),
static_cast<int>(entity.size.h())
};
SDL_RenderFillRect(ren_.get(), &rect);
});
//SDL_RenderCopy(ren_.get(), canvas.get(), nullptr, nullptr);
SDL_RenderPresent(ren_.get());
}
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