Threading for renderer, textures, entities, game state
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@@ -5,31 +5,52 @@ namespace Game::Renderer {
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Renderer::Renderer() : mRenderer(nullptr) {}
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Renderer::~Renderer() {
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destroy();
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}
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void Renderer::destroy() {
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if (mRenderer) {
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SDL_DestroyRenderer(mRenderer);
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mRenderer = nullptr;
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LOG("Destroyed Renderer");
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}
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}
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bool Renderer::init(SDL_Window* window) {
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mRenderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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mRenderer = SDL_CreateRenderer(window, nullptr);
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if (!mRenderer) {
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std::string errorMsg = "Failed to create renderer: " + std::string(SDL_GetError());
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ERROR(errorMsg.c_str());
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return false;
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}
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SDL_SetRenderDrawColor(mRenderer, 0, 0, 255, 255); // Temp
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if (!SDL_SetRenderDrawColor(mRenderer, 0, 0, 255, 255)) {
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ERROR("Failed to set renderer draw color: " << SDL_GetError());
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return false;
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}
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LOG("Renderer created successfully");
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return true;
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}
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void Renderer::clear() {
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SDL_RenderClear(mRenderer);
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void Renderer::run(std::stop_token stoken) {
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while (!stoken.stop_requested()) {
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mClear();
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// Get gamestate mutex and render the objects here; GameState::getState().objects or something, idk
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mPresent();
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}
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}
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void Renderer::present() {
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SDL_RenderPresent(mRenderer);
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void Renderer::mClear() {
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if (!SDL_RenderClear(mRenderer)) {
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ERROR("Failed to clear renderer: " << SDL_GetError());
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}
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}
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void Renderer::mPresent() {
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if (!SDL_RenderPresent(mRenderer)) {
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ERROR("Failed to present renderer: " << SDL_GetError());
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}
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}
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}
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33
src/renderer/texture.cpp
Normal file
33
src/renderer/texture.cpp
Normal file
@@ -0,0 +1,33 @@
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#include <renderer/texture.hpp>
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namespace Game::Renderer {
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Texture::Texture(std::string& path, Renderer* renderer, std::string id)
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: mTex(nullptr), mId(id) {
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SDL_Surface* surf = IMG_Load(path.c_str());
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if (!surf) {
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ERROR("Failed to load image at " << path);
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return;
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}
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mTex = SDL_CreateTextureFromSurface(renderer->getSDLRenderer(), surf);
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SDL_DestroySurface(surf);
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}
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Texture::Texture(const Texture& other) {
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// Copy the references, since copying memory would require re-initing a bunch of things - for now
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this->mTex = other.mTex;
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}
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Texture& Texture::operator=(const Texture& other) {
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// Same reasoning
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this->mTex = other.mTex;
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return *this;
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}
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Texture::~Texture() {
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if (mTex)
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SDL_DestroyTexture(mTex);
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LOG("Destroyed texture '" << mId << "'")
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}
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}
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