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avancezlib.cpp
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avancezlib.cpp
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#include "avancezlib.h"
// Creates the main window. Returns true on success.
bool AvancezLib::init(int width, int height)
{
SDL_Log("Initializing the system...\n");
if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL failed the initialization: %s\n", SDL_GetError());
return false;
}
//Create window
m_window = SDL_CreateWindow("LUNAR LANDER", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_SHOWN);
if (m_window == NULL)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Window could not be created! SDL_Error: %s\n", SDL_GetError());
return false;
}
//Create renderer for window
m_renderer = SDL_CreateRenderer(m_window, -1, SDL_RENDERER_ACCELERATED);
if (m_renderer == NULL)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Renderer could not be created! SDL Error: %s\n", SDL_GetError());
return false;
}
TTF_Init();
m_font = TTF_OpenFont("data/space_invaders.ttf", 12); //this opens a font style and sets a size
if (m_font == NULL)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "font cannot be created! SDL_Error: %s\n", SDL_GetError());
return false;
}
// initialize the keys
m_key.fire = false; m_key.left = false; m_key.right = false;
//Initialize renderer color
//SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_SetRenderDrawColor(m_renderer, 0x00, 0x00, 0x00, 0x00);
//Clear screen
SDL_RenderClear(m_renderer);
SDL_Log("System up and running...\n");
return true;
}
// Destroys the avancez library instance
void AvancezLib::destroy()
{
SDL_Log("Shutting down the system\n");
SDL_DestroyRenderer(m_renderer);
SDL_DestroyWindow(m_window);
TTF_CloseFont(m_font);
TTF_Quit();
SDL_Quit();
}
bool AvancezLib::update()
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
return false;
if (event.type == SDL_KEYDOWN)
{
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
case SDLK_q:
return false;
case SDLK_SPACE:
m_key.fire = true;
break;
case SDLK_LEFT:
case SDLK_a:
m_key.left = true;
break;
case SDLK_RIGHT:
case SDLK_d:
m_key.right = true;
break;
}
}
if (event.type == SDL_KEYUP)
{
switch (event.key.keysym.sym)
{
case SDLK_SPACE:
m_key.fire = false;
break;
case SDLK_LEFT:
case SDLK_a:
m_key.left = false;
break;
case SDLK_RIGHT:
case SDLK_d:
m_key.right = false;
break;
}
}
}
//Update screen
SDL_RenderPresent(m_renderer);
//Clear screen
SDL_RenderClear(m_renderer);
return true;
}
Sprite * AvancezLib::createSprite(const char * path)
{
SDL_Surface* surf = SDL_LoadBMP(path);
if (surf == NULL)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load image %s! SDL_image Error: %s\n", path, SDL_GetError());
return NULL;
}
//Create texture from surface pixels
SDL_Texture * texture = SDL_CreateTextureFromSurface(m_renderer, surf);
if (texture == NULL)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create texture from %s! SDL Error: %s\n", path, SDL_GetError());
return NULL;
}
//Get rid of old loaded surface
SDL_FreeSurface(surf);
Sprite * sprite = new Sprite(m_renderer, texture);
return sprite;
}
void AvancezLib::drawText(int x, int y, const char * msg)
{
//SDL_Color black = { 0, 0, 0 }; // this is the color in rgb format, maxing out all would give you the color white, and it will be your text's color
SDL_Color text_color = { 255, 255, 255 };
SDL_Surface* surf = TTF_RenderText_Solid(m_font, msg, text_color); // as TTF_RenderText_Solid could only be used on SDL_Surface then you have to create the surface first
SDL_Texture* msg_texture = SDL_CreateTextureFromSurface(m_renderer, surf); //now you can convert it into a texture
int w = 0;
int h = 0;
SDL_QueryTexture(msg_texture, NULL, NULL, &w, &h);
SDL_Rect dst_rect = { x, y, w, h };
SDL_RenderCopy(m_renderer, msg_texture, NULL, &dst_rect);
SDL_DestroyTexture(msg_texture);
SDL_FreeSurface(surf);
}
float AvancezLib::getElapsedTime()
{
return SDL_GetTicks() / 1000.f;
}
void AvancezLib::getKeyStatus(KeyStatus & keys)
{
keys.fire = m_key.fire;
keys.left = m_key.left;
keys.right = m_key.right;
}
Sprite::Sprite(SDL_Renderer * renderer, SDL_Texture * texture)
{
m_renderer = renderer;
m_texture = texture;
}
void Sprite::draw(int x, int y, float angle)
{
SDL_Rect rect;
rect.x = x;
rect.y = y;
SDL_QueryTexture(m_texture, NULL, NULL, &(rect.w), &(rect.h));
SDL_Point center;
center.x = (int)(rect.w / 2.f);
center.y = (int)(rect.h / 2.f);
//Render texture to screen
// SDL_RenderCopy(renderer, texture, NULL, &rect);
SDL_RenderCopyEx(m_renderer,
m_texture,
NULL,
&rect,
angle,
¢er,
SDL_FLIP_NONE);
}
void Sprite::draw(int x, int y, float angle, int width, int height)
{
SDL_Rect rect;
rect.x = x;
rect.y = y;
rect.w = width;
rect.h = height;
//SDL_QueryTexture(m_texture, NULL, NULL, &(rect.w), &(rect.h));
SDL_Point center;
center.x = (int)(rect.w / 2.f);
center.y = (int)(rect.h / 2.f);
//Render texture to screen
// SDL_RenderCopy(renderer, texture, NULL, &rect);
SDL_RenderCopyEx(m_renderer,
m_texture,
NULL,
&rect,
angle,
¢er,
SDL_FLIP_NONE);
}
void Sprite::destroy()
{
SDL_DestroyTexture(m_texture);
}