#include "renderer.h" #include "consts.h" #include "game.h" Renderer::Renderer() { win_ = window_ptr( SDL_CreateWindow( "Tanetane", 100, 100, GAME_WIDTH, GAME_HEIGHT, 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(); } } void Renderer::render(Game& game) { texture_ptr canvas( SDL_CreateTexture( ren_.get(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, CANVAS_WIDTH, CANVAS_HEIGHT)); if (!canvas) { throw sdl_error(); } SDL_SetRenderTarget(ren_.get(), canvas.get()); SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(ren_.get(), 255, 255, 255, 255); SDL_RenderClear(ren_.get()); for (const Sprite& sprite : game.getSpritesByY() | game.spriteView()) { const SpriteFrame& frame = sprite.getFrame(); const SDL_Rect& src = frame.srcRect; SDL_Rect dest { sprite.loc().x() - frame.center.x(), sprite.loc().y() - frame.center.y(), frame.size.w(), frame.size.h() }; SDL_RenderCopy(ren_.get(), textures_.at(sprite.getTextureId()).get(), &src, &dest); } SDL_SetRenderTarget(ren_.get(), nullptr); SDL_RenderCopy(ren_.get(), canvas.get(), nullptr, nullptr); SDL_RenderPresent(ren_.get()); } int Renderer::loadImageFromFile(std::string_view filename) { surface_ptr pfs(IMG_Load(filename.data())); if (!pfs) { throw img_error(); } texture_ptr tex = texture_ptr(SDL_CreateTextureFromSurface(ren_.get(), pfs.get())); int texId = textures_.size(); textures_.push_back(std::move(tex)); return texId; }