Added inputSystem
This commit is contained in:
@@ -2,17 +2,14 @@
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#include <SDL2/SDL_image.h>
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#include "DarkRP2D.h"
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#include "utility/utility.h"
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#include "utility/Utility.h"
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void DarkRP2D::create(SDL_Renderer *gRenderer) {
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void DarkRP2D::create(SDL_Renderer *gRenderer, InputHandler *inputHandler) {
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this->gRenderer = gRenderer;
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this->inputHandler = inputHandler;
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//Load PNG texture
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gTexture = utility::loadTexture( "assets/police_officer.png", gRenderer);
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}
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}
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unsigned int ups = 0;
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unsigned int acc = 0;
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@@ -20,7 +17,10 @@
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accumulator += deltaTime;
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acc += deltaTime;
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//Process Input
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Command *command = inputHandler->handleInput();
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if (command) {
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command->execute();
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}
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skippedFrames = 0;
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while (accumulator >= MS_PER_UPDATE && skippedFrames <= MAX_FRAMESKIP) {
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@@ -46,8 +46,14 @@
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//Clear screen
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SDL_RenderClear( gRenderer );
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SDL_Rect textureRect; //create a rect
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textureRect.x = 0; //controls the rect's x coordinate
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textureRect.y = 0; // controls the rect's y coordinte
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textureRect.w = 64; // controls the width of the rect
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textureRect.h = 64; // controls the height of the rect
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//Render texture to screen
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SDL_RenderCopy( gRenderer, gTexture, NULL, NULL );
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SDL_RenderCopy( gRenderer, gTexture, NULL, &textureRect );
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//Update screen
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SDL_RenderPresent( gRenderer );
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@@ -57,8 +63,8 @@
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}
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void DarkRP2D::dispose() {
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//Free loaded image
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SDL_DestroyTexture( gTexture );
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gTexture = NULL;
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DarkRP2D::~DarkRP2D() {
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//Free loaded image
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SDL_DestroyTexture( gTexture );
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gTexture = NULL;
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}
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@@ -2,6 +2,7 @@
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#define DARKRP2D_H
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#include <SDL2/SDL.h>
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#include "input/InputHandler.h"
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class DarkRP2D {
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private:
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@@ -9,6 +10,7 @@ private:
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int skippedFrames = 0;
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//test texture
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SDL_Texture* gTexture = NULL;
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InputHandler *inputHandler;
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public:
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static const int UPDATES_PER_SECOND = 60;
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@@ -18,12 +20,12 @@ public:
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SDL_Renderer* gRenderer = NULL;
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DarkRP2D() {}
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void create(SDL_Renderer *gRenderer);
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~DarkRP2D();
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void create(SDL_Renderer *gRenderer, InputHandler *inputHandler);
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void loop(unsigned int deltaTime);
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void update(float deltaInSec);
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void render(float deltaInSec);
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void resize(int width, int height);
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void dispose();
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};
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#endif // DARKRP2D_H
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@@ -2,6 +2,7 @@
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#include <SDL2/SDL.h>
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#include "DarkRP2D.h"
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#include "input/InputHandler.h"
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#define GAME_NAME "DarkRP2D"
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@@ -11,6 +12,7 @@ SDL_Window* gWindow = NULL; //The window we'll be rendering to
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SDL_Surface* gScreenSurface = NULL; //The surface contained by the window
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SDL_Renderer* gRenderer = NULL;
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DarkRP2D* darkRP2D = NULL;
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InputHandler* inputHandler = NULL;
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void PrintEvent(const SDL_Event *event) {
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if (event->type == SDL_WINDOWEVENT) {
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@@ -111,16 +113,16 @@ bool init() {
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}
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}
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}
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inputHandler = new InputHandler();
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darkRP2D = new DarkRP2D();
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darkRP2D->create(gRenderer);
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darkRP2D->create(gRenderer, inputHandler);
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return success;
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}
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void close() {
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darkRP2D->dispose();
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delete darkRP2D;
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delete inputHandler;
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SDL_DestroyRenderer( gRenderer );
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SDL_FreeSurface( gScreenSurface );
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SDL_DestroyWindow( gWindow );
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@@ -151,6 +153,8 @@ int main(int argc, char *argv[]) {
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//User requests quit
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if( e.type == SDL_QUIT ) {
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running = false;
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} else if ((e.type == SDL_KEYDOWN || e.type == SDL_KEYUP) && e.key.repeat == 0) {
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inputHandler->inputEvent(&e);
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}
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PrintEvent(&e);
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}
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@@ -160,5 +164,5 @@ int main(int argc, char *argv[]) {
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close();
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return success;
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return !success;
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}
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48
src/input/InputHandler.cpp
Normal file
48
src/input/InputHandler.cpp
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@@ -0,0 +1,48 @@
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#include <cstddef>
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#include "InputHandler.h"
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InputHandler::InputHandler() {
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Command* com = new TestCommand();
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buttonW = com;
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buttonA = com;
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buttonS = com;
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buttonD = com;
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}
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Command* InputHandler::handleInput() {
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if(cur == commandStream.size()) {
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return NULL;
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}
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return commandStream[cur++];
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}
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void InputHandler::inputEvent(SDL_Event *e) {
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switch(e->key.keysym.sym) {
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case SDLK_w:
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commandStream.push_back(buttonW);
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break;
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case SDLK_a:
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commandStream.push_back(buttonA);
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break;
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case SDLK_s:
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commandStream.push_back(buttonS);
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break;
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case SDLK_d:
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commandStream.push_back(buttonD);
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break;
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default:
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break;
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}
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}
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InputHandler::~InputHandler() {
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delete buttonW;
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/*delete buttonA;
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delete buttonS;
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delete buttonD;*/
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}
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26
src/input/InputHandler.h
Normal file
26
src/input/InputHandler.h
Normal file
@@ -0,0 +1,26 @@
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#ifndef INPUTHANDLER_H
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#define INPUTHANDLER_H
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#include <vector>
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#include <SDL2/SDL.h>
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#include "commands/TestCommand.h"
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class InputHandler {
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private:
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Command* buttonW = NULL;
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Command* buttonA = NULL;
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Command* buttonS = NULL;
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Command* buttonD = NULL;
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unsigned int cur = 0;
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std::vector<Command*> commandStream;
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public:
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InputHandler();
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~InputHandler();
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void inputEvent(SDL_Event *e);
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Command* handleInput();
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};
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#endif // INPUTHANDLER_H
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11
src/input/commands/Command.h
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11
src/input/commands/Command.h
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@@ -0,0 +1,11 @@
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#ifndef COMMAND_H
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#define COMMAND_H
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class Command {
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public:
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virtual ~Command() {}
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virtual void execute() = 0;
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};
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#endif // COMMAND_H
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6
src/input/commands/TestCommand.cpp
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6
src/input/commands/TestCommand.cpp
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@@ -0,0 +1,6 @@
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#include <iostream>
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#include "TestCommand.h"
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void TestCommand::execute() {
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std::cout << "Test Command launched!" << std::endl;
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}
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11
src/input/commands/TestCommand.h
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11
src/input/commands/TestCommand.h
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@@ -0,0 +1,11 @@
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#ifndef TESTCOMMAND_H
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#define TESTCOMMAND_H
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#include "Command.h"
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class TestCommand : public Command {
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public:
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virtual void execute();
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};
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#endif //TESTCOMMAND_H
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12
src/utility/Utility.h
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12
src/utility/Utility.h
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@@ -0,0 +1,12 @@
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#ifndef UTILITY_H
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#define UTILITY_H
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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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namespace utility {
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SDL_Texture* loadTexture( std::string path, SDL_Renderer* gRenderer );
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}
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#endif // UTILITY_H
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26
src/utility/Utitlity.cpp
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26
src/utility/Utitlity.cpp
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@@ -0,0 +1,26 @@
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#include "utility.h"
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namespace utility {
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SDL_Texture* loadTexture( std::string path, SDL_Renderer* gRenderer ) {
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//The final texture
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SDL_Texture* newTexture = NULL;
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//Load image at specified path
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SDL_Surface* loadedSurface = IMG_Load( path.c_str() );
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if( loadedSurface == NULL ) {
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printf( "Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError() );
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}
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else {
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//Create texture from surface pixels
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newTexture = SDL_CreateTextureFromSurface( gRenderer, loadedSurface );
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if( newTexture == NULL ) {
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printf( "Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError() );
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}
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//Get rid of old loaded surface
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SDL_FreeSurface( loadedSurface );
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}
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return newTexture;
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}
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}
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