mirror of https://github.com/haya3218/SDfmL.git
203 lines
5.2 KiB
C++
203 lines
5.2 KiB
C++
#include <iostream>
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#include <map>
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#include <stdio.h>
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#include <vector>
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#include <string>
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#include "SDL2/SDL.h"
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#include "SDL2/SDL_image.h"
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#include "SDL2/SDL_ttf.h"
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#include "Render.hpp"
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#include "SDL2/SDL_syswm.h"
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using namespace std;
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using namespace Render;
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SDL_Window* Render::window;
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SDL_Renderer* Render::renderer;
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SDL_Event Render::event;
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State* Render::current_state;
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array<anshub::AudioOut, MAX_SE> Render::audioArray;
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anshub::AudioOut Render::music;
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string Render::currentMusic = "";
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HWND Render::hwnd;
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HWND Render::consoleD;
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Render::Object::Object() {
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}
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Render::Object::~Object() {
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// placeholder
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}
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Render::State::State() {
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// placeholder
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}
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Render::State::~State() {
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// placeholder
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}
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void Render::Object::create(int x, int y, string path){
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this->_tex = IMG_LoadTexture(renderer, path.c_str());
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if (_tex == nullptr) {
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cout << "texture failed to lod" << endl;
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}
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_x = x;
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_y = y;
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_sc_x = x;
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_sc_y = y;
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int w_, h_;
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SDL_QueryTexture(this->_tex, NULL, NULL, &w_, &h_);
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_sc_w = w_;
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_sc_h = h_;
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this->x = x;
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this->y = y;
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w = w_;
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h = h_;
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_ori_w = w_;
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_ori_h = h_;
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}
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void Render::State::AddObject(Render::Object* object) {
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object->id = obj.size();
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this->obj.push_back(object);
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}
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vector<Object*> Render::State::get_obj() {
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return this->obj;
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}
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void Render::Object::Draw(float dt) {
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_x = x;
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_sc_x = x-cam_rect.x;
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_y = y;
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_sc_y = y-cam_rect.y;
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_w = w*scale.x;
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_sc_w = _w-cam_rect.w;
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_h = h*scale.y;
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_sc_h = _h-cam_rect.h;
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}
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bool Render::Init(string window_name) {
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consoleD = GetConsoleWindow();
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SetWindowTextA(consoleD, "Logging window");
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if (!BASS_Init(1, 44100, BASS_DEVICE_8BITS|BASS_DEVICE_REINIT, 0, NULL)) {
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cout << "BASS has failed to initialize. Is your dll broken? <NO ERROR>" << endl;
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return false;
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}
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cout << "Successfully initialized the BASS audio system. Command next." << endl;
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
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cout << "SDL has failed to initialize. Is your dll broken? " << SDL_GetError() << endl;
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return false;
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}
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cout << "Successfully initialized SDL. Command next." << endl;
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if (IMG_Init(IMG_INIT_PNG) == 0) {
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cout << "SDL_image has failed to initialize. Is your dll broken? " << SDL_GetError() << endl;
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return false;
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}
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cout << "Successfully initialized SDL_image. Command next." << endl;
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if (TTF_Init() < 0) {
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cout << "SDL_ttf has failed to initialize. Is your dll broken? " << SDL_GetError() << endl;
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return false;
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}
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cout << "Successfully initialized SDL_ttf. Command next." << endl;
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window = SDL_CreateWindow(window_name.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN);
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if (window == nullptr) {
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cout << "Window has failed to initialize. "<< SDL_GetError() << endl;
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return false;
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}
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cout << "Successfully made a window. Command next." << endl;
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (renderer == nullptr) {
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cout << "Renderer has failed to initialize. "<< SDL_GetError() << endl;
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return false;
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}
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cout << "Successfully made a renderer. Command next." << endl;
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SDL_SysWMinfo wmInfo;
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SDL_VERSION(&wmInfo.version);
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SDL_GetWindowWMInfo(window, &wmInfo);
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hwnd = wmInfo.info.win.window;
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cout << "Finalized initialization. Command over." << endl;
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return true;
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}
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bool Render::Update() {
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int lastUpdate = SDL_GetTicks();
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bool run = true;
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while (run) {
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while(SDL_PollEvent(&event)) {
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if(event.type == SDL_QUIT) {
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run = false;
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break;
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}
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}
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SetWindowTextA(consoleD, "Logging window");
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int start = SDL_GetPerformanceCounter();
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int current = SDL_GetTicks();
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float dT = (current - lastUpdate) / 1000.0f;
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current_state->Update(dT);
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lastUpdate = current;
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current_state->Draw();
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int end = SDL_GetPerformanceCounter();
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float elapsedMS = (end - start) / SDL_GetPerformanceFrequency() * 1000.0f;
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SDL_Delay(floor((1000.0f/FRAMERATE) - elapsedMS));
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}
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for (int i = 0; i < current_state->get_obj().size(); i++) {
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SDL_DestroyTexture(current_state->get_obj()[i]->_tex);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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IMG_Quit();
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TTF_Quit();
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SDL_Quit();
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return false;
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}
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void Render::SwitchState(State* state) {
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current_state = state;
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current_state->Create();
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}
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bool Render::playSound(string path, int id) {
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if (id == NULL) {
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for (int i = 0; i < MAX_SE; i++) {
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if (audioArray[i].NowPlaying(false).size() == 0) {
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audioArray[i].Play(path);
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cout << "Played dat boi. audio id no: " << i << endl;
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break;
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}
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}
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} else {
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audioArray[id].Play(path);
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}
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return true;
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}
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bool Render::playMusic(string path) {
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if (path == "") {
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music.Stop(currentMusic);
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}
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if (currentMusic != "") {
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music.Stop(currentMusic);
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}
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music.Play(path, true);
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currentMusic = path;
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return true;
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} |