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App.cpp
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App.cpp
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#include "App.h"
#include "TextureLoader.h"
App::App() :
m_quit { false },
m_initSDL { SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) == 0 },
m_window { SDL_CreateWindow("SDL_Project", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 600, 480, 0) },
m_renderer { SDL_CreateRenderer(m_window.get(), -1, SDL_RENDERER_ACCELERATED) },
m_keyboard { },
m_fpsLimiter { },
m_sceneManager { SharedContext{ m_keyboard, *m_renderer }} {
}
bool App::setup() {
bool setUpSuccess = false;
if (m_initSDL && m_window && m_renderer) {
// Load Texture;
//m_texture = TextureLoader::create1x1Texture(m_renderer.get());
//m_texture = TextureLoader::loadTexture(m_renderer.get(), "../Assets/Textures/tetris.bmp");
//SDL_SetRenderDrawColor(m_renderer.get(), Color::kCfb.r, Color::kCfb.g, Color::kCfb.b, Color::kCfb.a);
setUpSuccess = true;
}
return setUpSuccess;
}
void App::run() {
while (!m_quit) {
if (!m_sceneManager.isSceneStackEmpty()) {
update();
render();
m_fpsLimiter.run();
} else {
m_quit = true;
}
}
SDL_Quit();
}
void App::update() {
SDL_Event e;
while (SDL_PollEvent(&e) != 0) {
if (e.type == SDL_QUIT) {
m_quit = true;
}
}
m_keyboard.update();
m_sceneManager.update();
}
void App::render() {
SDL_SetRenderDrawColor(m_renderer.get(), Color::kCfb.r, Color::kCfb.g, Color::kCfb.b, Color::kCfb.a);
SDL_RenderClear(m_renderer.get());
m_sceneManager.render();
SDL_RenderPresent(m_renderer.get());
}