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Copy pathCanvas.cpp
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121 lines (105 loc) · 2.88 KB
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# include "Canvas.h"
#include "TextureManager.h"
#include "Font.h"
#include <iostream>
#include "SDL2/SDL.h"
using namespace std;
Canvas * Canvas::s_pInstance = NULL;
Canvas::Canvas():
m_pWindow(0),
m_pRenderer(0),
m_bRunning(false)
{
// add some level files to an array
// start at this level
}
Canvas::~Canvas()
{
// we must clean up after ourselves to prevent memory leaks
m_pRenderer= 0;
m_pWindow = 0;
}
bool Canvas::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
{
int flags = 0;
// store the Canvas width and height
m_gameWidth = width;
m_gameHeight = height;
if(fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
// attempt to initialise SDL
if(SDL_Init(SDL_INIT_EVERYTHING) == _SDL_OK)
{
cout << "SDL init success\n";
// init the window
m_pWindow = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if(m_pWindow != 0) // window init success
{
cout << "window creation success\n";
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, SDL_RENDERER_ACCELERATED);
if(m_pRenderer != 0) // renderer init success
{
cout << "renderer creation success\n";
SDL_SetRenderDrawColor(m_pRenderer, 0,0,0,255);
}
else
{
cout << "renderer init fail\n";
return false; // renderer init fail
}
}
else
{
cout << "window init fail\n";
return false; // window init fail
}
}
else
{
cout << "SDL init fail\n";
return false; // SDL init fail
}
// add some sound effects - TODO move to better place
//TheInputHandler::Instance()->initialiseJoysticks();
// register the types for the Canvas
TheTextureManager::Instance()->load("hello.png","HelloWorld",getRenderer());
// start the menu state
m_bRunning = true; // everything inited successfully, start the main loop
return true;
}
void Canvas::render()
{
//m_pCanvasStateMachine->render();
SDL_RenderPresent(m_pRenderer);
SDL_RenderClear(m_pRenderer);
}
void Canvas::update()
{
//m_pCanvasStateMachine->update();
TheTextureManager::Instance()->draw("HelloWorld",0,0,0,0,getRenderer());
}
void Canvas::handleEvents()
{
//TheInputHandler::Instance()->update();
SDL_Event event;
SDL_PollEvent(&event);
if (event.type==SDL_QUIT)
{
quit();
cout<<" 游戏退出";
}
}
void Canvas::clean()
{
cout << "cleaning Canvas\n";
//TheInputHandler::Instance()->clean();
//m_pCanvasStateMachine->clean();
//m_pCanvasStateMachine = 0;
//delete m_pCanvasStateMachine;
//TheTextureManager::Instance()->clearTextureMap();
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}