First test rendering / skelton Game Loop / utility Textureloader
This commit is contained in:
@@ -1,17 +1,64 @@
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#include <iostream>
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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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void DarkRP2D::create() {
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void DarkRP2D::create(SDL_Renderer *gRenderer) {
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this->gRenderer = gRenderer;
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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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void DarkRP2D::loop(float deltaTime) {
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unsigned int ups = 0;
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unsigned int acc = 0;
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void DarkRP2D::loop(unsigned int deltaTime) {
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accumulator += deltaTime;
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acc += deltaTime;
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//Process Input
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skippedFrames = 0;
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while (accumulator >= MS_PER_UPDATE && skippedFrames <= MAX_FRAMESKIP) {
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accumulator -= MS_PER_UPDATE;
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update(0.0f);
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ups++;
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skippedFrames++;
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}
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if(acc >= 1000) {
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std::cout << "Updates per second: " << ups << std::endl;
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acc -= 1000;
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ups = 0;
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}
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render(0.0f);
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}
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void DarkRP2D::update(float deltaInSec) {
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}
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void DarkRP2D::resize() {
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void DarkRP2D::render(float deltaInSec) {
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//Clear screen
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SDL_RenderClear( gRenderer );
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//Render texture to screen
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SDL_RenderCopy( gRenderer, gTexture, NULL, NULL );
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//Update screen
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SDL_RenderPresent( gRenderer );
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}
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void DarkRP2D::resize(int width, int height) {
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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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}
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@@ -1,11 +1,28 @@
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#ifndef DARKRP2D_H
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#define DARKRP2D_H
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#include <SDL2/SDL.h>
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class DarkRP2D {
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private:
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unsigned int accumulator = 0;
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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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public:
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void create();
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void loop(float deltaTime);
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void resize();
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static const int UPDATES_PER_SECOND = 60;
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static const unsigned int MS_PER_UPDATE = 17; // 1 / UPDATES_PER_SECOND ~ 16,777777777
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static const int MAX_FRAMESKIP = 5;
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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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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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@@ -3,13 +3,162 @@
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#include <SDL2/SDL.h>
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#include "DarkRP2D.h"
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const int WIDTH = 800, HEIGHT = 600;
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#define GAME_NAME "DarkRP2D"
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const int SCREEN_WIDTH = 800, SCREEN_HEIGHT = 600;
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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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void PrintEvent(const SDL_Event *event) {
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if (event->type == SDL_WINDOWEVENT) {
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switch (event->window.event) {
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case SDL_WINDOWEVENT_SHOWN:
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SDL_Log("Window %d shown", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_HIDDEN:
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SDL_Log("Window %d hidden", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_EXPOSED:
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SDL_Log("Window %d exposed", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_MOVED:
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SDL_Log("Window %d moved to %d,%d",
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event->window.windowID, event->window.data1,
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event->window.data2);
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break;
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case SDL_WINDOWEVENT_RESIZED:
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SDL_Log("Window %d resized to %dx%d",
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event->window.windowID, event->window.data1,
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event->window.data2);
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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SDL_Log("Window %d size changed to %dx%d",
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event->window.windowID, event->window.data1,
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event->window.data2);
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break;
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case SDL_WINDOWEVENT_MINIMIZED:
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SDL_Log("Window %d minimized", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_MAXIMIZED:
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SDL_Log("Window %d maximized", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_RESTORED:
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SDL_Log("Window %d restored", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_ENTER:
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SDL_Log("Mouse entered window %d",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_LEAVE:
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SDL_Log("Mouse left window %d", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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SDL_Log("Window %d gained keyboard focus",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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SDL_Log("Window %d lost keyboard focus",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_CLOSE:
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SDL_Log("Window %d closed", event->window.windowID);
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break;
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#if SDL_VERSION_ATLEAST(2, 0, 5)
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case SDL_WINDOWEVENT_TAKE_FOCUS:
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SDL_Log("Window %d is offered a focus", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_HIT_TEST:
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SDL_Log("Window %d has a special hit test", event->window.windowID);
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break;
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#endif
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default:
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SDL_Log("Window %d got unknown event %d",
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event->window.windowID, event->window.event);
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break;
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}
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}
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}
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bool init() {
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bool success = true;
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//Initialize SDL
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if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
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printf( "SDL could not initialize! SDL_Error: %s\n", SDL_GetError() );
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success = false;
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} else {
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//Create window
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gWindow = SDL_CreateWindow( GAME_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
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if( gWindow == NULL ) {
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printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
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success = false;
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} else {
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//Get window surface
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gScreenSurface = SDL_GetWindowSurface( gWindow );
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if( gScreenSurface == NULL )
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{
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printf( "ScreenSurface could not be fetched! SDL Error: %s\n", SDL_GetError() );
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success = false;
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}
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//Create renderer for window
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gRenderer = SDL_CreateRenderer( gWindow, -1, SDL_RENDERER_ACCELERATED );
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if( gRenderer == NULL )
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{
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printf( "Renderer could not be created! SDL Error: %s\n", SDL_GetError() );
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success = false;
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}
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}
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}
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darkRP2D = new DarkRP2D();
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darkRP2D->create(gRenderer);
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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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SDL_DestroyRenderer( gRenderer );
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SDL_FreeSurface( gScreenSurface );
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SDL_DestroyWindow( gWindow );
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SDL_Quit();
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}
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int main(int argc, char *argv[]) {
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SDL_Init( SDL_INIT_EVERYTHING );
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//Initialization flag
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bool success = true;
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DarkRP2D* darkRP2D = new DarkRP2D();
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success = init();
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SDL_Quit( );
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return EXIT_SUCCESS;
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SDL_SetWindowResizable(gWindow, SDL_TRUE);
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//Main loop flag
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bool running = true;
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//Event handler
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SDL_Event e;
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//Main GameClass
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unsigned int lastTime = SDL_GetTicks(), currentTime, elapsedTime;
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//While application is running
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while( running ) {
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currentTime = SDL_GetTicks();
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elapsedTime = currentTime - lastTime;
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//Handle events on queue
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while( SDL_PollEvent( &e ) != 0 ) {
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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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}
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PrintEvent(&e);
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}
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darkRP2D->loop(elapsedTime);
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lastTime = currentTime;
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}
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close();
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return success;
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}
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@@ -1,3 +0,0 @@
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void hello() {
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}
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12
src/utility/utility.h
Normal file
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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