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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()
{
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);
}
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