Renderers no longer have an init function and are expected to be prepared in their constructor (whatever it is)
We can do something similar for input processor (probably a good idea?) or go with the plan for game and use a template, engine can know about the renderers as long as it treats them as generic pointers, but shouldn't know about the game Game can either be a templated make_unique or we can just enforce a game class naming Or pass game in at start loop
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@@ -2,40 +2,9 @@
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// Created by m on 12/3/21.
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//
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#include <cstdio>
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#include <utility>
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#include "sdlrenderer.hpp"
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void SdlRenderer::initialize(RendererParams params) {
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if(SDL_Init(SDL_INIT_VIDEO) < 0) {
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printf("SDL vide oinit failed: %s\n", SDL_GetError());
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exit(EXIT_FAILURE);
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}
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auto img_flags = IMG_INIT_PNG;
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if(!(IMG_Init(img_flags) & img_flags)) {
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printf("Failed to init image loading: %s\n", IMG_GetError());
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exit(EXIT_FAILURE);
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}
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if(TTF_Init() < 0) {
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printf("Failed to initialize font loading: %s\n", TTF_GetError());
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exit(EXIT_FAILURE);
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}
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SDL_Window* sdl_window = SDL_CreateWindow(params.title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, params.width, params.height, SDL_WINDOW_SHOWN);
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if(sdl_window == nullptr) {
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printf("error making window: %s\n", SDL_GetError());
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exit(EXIT_FAILURE);
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}
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else {
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this->window = std::unique_ptr<SDL_Window, SDL_WindowDeleter>(sdl_window);
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SDL_Renderer* sdl_renderer = SDL_CreateRenderer(this->window.get(), -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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this->renderer = std::shared_ptr<SDL_Renderer>(sdl_renderer, SDL_DestroyRenderer);
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this->texture_manager = std::make_unique<SdlTextureManager>(this->renderer);
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this->font_manager = std::make_unique<SdlFontManager>();
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this->renderer_params = params;
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SDL_RenderClear(this->renderer.get());
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}
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}
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void SdlRenderer::flush() {
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SDL_RenderPresent(this->renderer.get());
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SDL_SetRenderDrawColor(this->renderer.get(), COLOR_BLACK.r, COLOR_BLACK.g, COLOR_BLACK.b, COLOR_BLACK.a);
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@@ -90,3 +59,34 @@ void SdlRenderer::draw_sprite(Sprite sprite, int x, int y) {
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auto source = SDL_Rect{src_x, src_y, sprite_sheet->sprite_width, sprite_sheet->sprite_height};
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render_texture(x, y, texture, &source);
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}
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SdlRenderer::SdlRenderer(RendererParams renderer_params) : renderer_params(std::move(renderer_params)) {
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if(SDL_Init(SDL_INIT_VIDEO) < 0) {
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printf("SDL vide oinit failed: %s\n", SDL_GetError());
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exit(EXIT_FAILURE);
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}
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auto img_flags = IMG_INIT_PNG;
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if(!(IMG_Init(img_flags) & img_flags)) {
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printf("Failed to init image loading: %s\n", IMG_GetError());
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exit(EXIT_FAILURE);
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}
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if(TTF_Init() < 0) {
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printf("Failed to initialize font loading: %s\n", TTF_GetError());
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exit(EXIT_FAILURE);
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}
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SDL_Window* sdl_window = SDL_CreateWindow(renderer_params.title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, renderer_params.width, renderer_params.height, SDL_WINDOW_SHOWN);
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if(sdl_window == nullptr) {
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printf("error making window: %s\n", SDL_GetError());
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exit(EXIT_FAILURE);
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}
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else {
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this->window = std::unique_ptr<SDL_Window, SDL_WindowDeleter>(sdl_window);
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SDL_Renderer* sdl_renderer = SDL_CreateRenderer(this->window.get(), -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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this->renderer = std::shared_ptr<SDL_Renderer>(sdl_renderer, SDL_DestroyRenderer);
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this->texture_manager = std::make_unique<SdlTextureManager>(this->renderer);
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this->font_manager = std::make_unique<SdlFontManager>();
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SDL_RenderClear(this->renderer.get());
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}
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}
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