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#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;
}
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