Files
Pong/src/SdlWrapper.cpp

86 lines
2.5 KiB
C++

// SPDX-License-Identifier: BSD-2-Clause
#include "SdlWrapper.h"
SdlWrapper::SdlWrapper(const char *const title, const SDL_Point screenSize, const uint8_t fps) : fps(fps), screenSize(
screenSize) {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "Failed to initialize SDL: " << SDL_GetError() << std::endl;
exit(-1);
}
if (TTF_Init() < 0) {
std::cerr << "Failed to initialize TTF: " << TTF_GetError() << std::endl;
exit(-1);
}
window = SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screenSize.x, screenSize.y, 0);
if (window == nullptr) {
std::cerr << "Failed to create SDL_Window with error: " << SDL_GetError() << std::endl;
exit(-1);
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == nullptr) {
std::cerr << "Failed to create SDL_Renderer with error: " << SDL_GetError() << std::endl;
exit(-1);
}
SDL_RendererInfo rendererInfo;
if (SDL_GetRendererInfo(renderer, &rendererInfo) == 0) {
std::cout << "Using renderer: " << rendererInfo.name << std::endl;
}
SDL_RWops *ops = SDL_RWFromConstMem(icon, iconLength);
if (ops == nullptr) {
std::cerr << "Failed to load from constant memory with error: " << SDL_GetError() << std::endl;
exit(-1);
}
iconSurface = SDL_LoadBMP_RW(ops, 1);
if (iconSurface == nullptr) {
std::cerr << "Failed to load BMP from SDL_RWops with error: " << SDL_GetError() << std::endl;
exit(-1);
}
SDL_SetWindowIcon(window, iconSurface);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
SdlWrapper::~SdlWrapper() {
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_FreeSurface(iconSurface);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_Quit();
}
bool SdlWrapper::handleEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
return false;
case SDL_KEYDOWN:
handleKeyDown(event);
break;
case SDL_KEYUP:
handleKeyUp(event);
break;
}
}
return true;
}
int SdlWrapper::loop() {
while (running) {
if (!handleEvents())
break;
update();
draw(renderer);
SDL_Delay(1000 / fps);
}
return 1;
}