#include "graphics.hpp" #define UPDATE_DELAY 3 Graphics::Graphics(Game &game, std::string title, int width, int height): m_running(true), m_game(game), m_title(title), m_width(width), m_height(height) { if (SDL_Init(SDL_INIT_VIDEO) < 0) error(); if ((m_window = SDL_CreateWindow(m_title.c_str(), 0, 0, m_width, m_height, 0)) == NULL) error(); if ((m_renderer = SDL_CreateRenderer(m_window, -1, 0)) == NULL) error(); } Graphics::~Graphics() { SDL_DestroyRenderer(m_renderer); SDL_DestroyWindow(m_window); SDL_Quit(); } bool Graphics::isRunning() const { return m_running; } void Graphics::update() { SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_RenderClear(m_renderer); handleEvent(); drawGame(); SDL_RenderPresent(m_renderer); SDL_Delay(UPDATE_DELAY); } void Graphics::drawGame() { for (size_t i = 0; i < m_game.getHeight(); i++) for (size_t j = 0; j < m_game.getWidth(); j++) drawCell(m_game.get(i, j), i, j); } void Graphics::drawCell(Game::Cell cell, int y, int x) { SDL_Rect r; switch (cell) { case Game::CellWall: SDL_SetRenderDrawColor(m_renderer, 40, 40, 100, 255); break; case Game::CellEmpty: SDL_SetRenderDrawColor(m_renderer, 10, 10, 10, 255); break; default: SDL_SetRenderDrawColor(m_renderer, 150, 150, 150, 255); } r.x = x * (m_width / m_game.getWidth()); r.y = y * (m_height / m_game.getHeight()); r.w = m_width / m_game.getWidth(); r.h = m_height / m_game.getHeight(); SDL_RenderFillRect(m_renderer, &r); } void Graphics::handleEvent() { SDL_Event e; while (SDL_PollEvent(&e)) { switch (e.type) { case SDL_QUIT: m_running = false; break; case SDL_KEYDOWN: switch (e.key.keysym.sym) { case SDLK_LEFT: break; case SDLK_RIGHT: break; case SDLK_DOWN: break; case SDLK_UP: break; } } } } void Graphics::error() const { std::cerr << SDL_GetError() << std::endl; exit(1); }