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gamestate.cpp
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133 lines (105 loc) · 2.45 KB
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/*
* Copyright (c) 2014 Ross Simpson
* All Right Reserved
*
* This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
* To view a copy of this license,visit http://creativecommons.org/licenses/by-nc-sa/4.0/.
*/
#include "gamestate.h"
#include "player.h"
#include <SDL2/SDL_image.h>
using namespace std;
GameState* GameState::instance = nullptr;
GameState::GameState()
{
window = nullptr;
renderer = nullptr;
windowWidth = 0;
windowHeight = 0;
running = true;
}
void GameState::initObjects()
{
Player* player = new Player();
player->init();
objects.push_back(player);
background = new Background();
background->init();
}
void GameState::destroyObjects()
{
for (size_t i = objects.size()-1; i != 0; i++)
{
delete objects[i];
}
}
bool GameState::init(string title, int width, int height)
{
this->windowWidth = width;
this->windowHeight = height;
if (SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO) != 0)
{
logSDLError(cout, "SDL_Init");
return false;
}
// Initialize SDL_Image with only PNG loading, and check it actully succeeded
if ((IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG) != IMG_INIT_PNG)
{
logSDLError(cout, "IMG_Init");
return false;
}
window = SDL_CreateWindow(title.c_str(), 0, 0, windowWidth, windowHeight, SDL_WINDOW_SHOWN);
if (window == nullptr)
{
logSDLError(cout, "CreateWindow");
return false;
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == nullptr)
{
logSDLError(cout, "CreateRenderer");
return false;
}
initObjects();
return true;
}
void GameState::destroy()
{
destroyObjects();
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
void GameState::update()
{
background->update();
for (vector<Object*>::iterator object = objects.begin(); object != objects.end(); ++object)
{
Object *tmpObject = (*object);
tmpObject->update();
}
}
void GameState::render()
{
SDL_RenderClear(renderer);
background->render(renderer);
for (vector<Object*>::iterator object = objects.begin(); object != objects.end(); ++object)
{
Object *tmpObject = (*object);
tmpObject->render(renderer);
}
SDL_RenderPresent(renderer);
}
void GameState::handleEvents()
{
SDL_Event sdlEvent;
while (SDL_PollEvent(&sdlEvent))
{
if (sdlEvent.type == SDL_QUIT)
running = false;
}
}
void logSDLError(ostream &os, const string &msg)
{
os << msg << " error: " << SDL_GetError() << endl;
}