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#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()
{
}
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);
}
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