_coursrach/testSDL/lesson3/main.cpp

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2018-12-05 00:35:13 +03:00
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <iostream>
SDL_Renderer* ren;
SDL_Texture* LoadImage(const char* path)
{
SDL_Surface* loadedImage = NULL;
SDL_Texture* texture = NULL;
loadedImage = SDL_LoadBMP(path);
if (loadedImage != 0)
{
texture = SDL_CreateTextureFromSurface(ren, loadedImage);
SDL_FreeSurface(loadedImage);
}
else
std::cout << SDL_GetError() << std::endl;
return texture;
}
void move_UP (SDL_Renderer* ren, SDL_Texture* tex, SDL_Rect &destrect, int offset = 5)
{
destrect.y -= offset;
SDL_RenderClear(ren);
SDL_RenderCopy(ren, tex, NULL, &destrect);
}
void move_DOWN (SDL_Renderer* ren, SDL_Texture* tex, SDL_Rect &destrect, int offset = 5)
{
destrect.y += offset;
SDL_RenderClear(ren);
SDL_RenderCopy(ren, tex, NULL, &destrect);
}
void move_LEFT (SDL_Renderer* ren, SDL_Texture* tex, SDL_Rect &destrect, int offset = 5)
{
destrect.x -= offset;
SDL_RenderClear(ren);
SDL_RenderCopy(ren, tex, NULL, &destrect);
}
void move_RIGHT (SDL_Renderer* ren, SDL_Texture* tex, SDL_Rect &destrect, int offset = 5)
{
destrect.x += offset;
SDL_RenderClear;
SDL_RenderCopy(ren, tex, NULL, &destrect);
}
void render_UPDATE (SDL_Renderer* ren, SDL_Texture* tex[], SDL_Rect* destrect[], int states[])
{
SDL_RenderClear(ren);
if (states[0])
SDL_RenderCopy(ren, tex[0], NULL, destrect[0]);
if (states[1])
SDL_RenderCopy(ren, tex[1], NULL, destrect[1]);
}
int main()
{
SDL_DisplayMode displayMode;
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
std::cout << "SDL_Init Error: " << SDL_GetError() << std::endl;
return 1;
}
int request = SDL_GetDesktopDisplayMode(0,&displayMode);
SDL_Window* win = SDL_CreateWindow("Hello World!", 0, 0, 1280, 720, SDL_WINDOW_SHOWN);
if (win == nullptr)
{
std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
return 1;
}
ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (ren == nullptr)
{
std::cout << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl;
return 1;
}
const int player_wight = 333;
const int player_height = 227;
double texture_scale = 1.0;
SDL_Rect player_rect;
player_rect.x = 0;
player_rect.y = 0;
player_rect.w = player_wight;
player_rect.h = player_height;
SDL_Rect background_rect;
background_rect.x = 0;
background_rect.y = 0;
background_rect.h = displayMode.h;
background_rect.w = displayMode.w;
SDL_Texture* player = IMG_LoadTexture(ren, "player1.png");
SDL_Texture* background = IMG_LoadTexture(ren, "background.bmp");
SDL_RenderClear(ren);
SDL_RenderCopy(ren, background, NULL, &background_rect);
SDL_RenderCopy(ren, player, NULL, &player_rect);
SDL_RenderPresent(ren);
int bW, bH;
SDL_QueryTexture(background, NULL, NULL, &bW, &bH);
std::cout << bW << " " << bH << std::endl;
SDL_Event event;
const Uint8 *keyboardState = SDL_GetKeyboardState(NULL);
bool quit = false;
SDL_Texture* texture_array[2] = {background, player};
SDL_Rect* rect_array[2] = {&background_rect, &player_rect};
int texturesState_array[2] = {1,1};
while (!quit)
{
while(SDL_PollEvent(&event))
{
SDL_PumpEvents(); // обработчик событий.
if ((keyboardState[SDL_SCANCODE_UP])||(keyboardState[SDL_SCANCODE_W]))
{
move_UP(ren, player, player_rect);
}
if ((keyboardState[SDL_SCANCODE_DOWN])||keyboardState[SDL_SCANCODE_S])
{
move_DOWN(ren, player, player_rect);
}
if ((keyboardState[SDL_SCANCODE_LEFT])||keyboardState[SDL_SCANCODE_A])
{
move_LEFT(ren, player, player_rect);
}
if ((keyboardState[SDL_SCANCODE_RIGHT])||keyboardState[SDL_SCANCODE_D])
{
move_RIGHT(ren, player, player_rect);
}
if (keyboardState[SDL_SCANCODE_KP_PLUS])
{
texture_scale += 0.2;
player_rect.w = player_wight * texture_scale;
player_rect.h = player_height * texture_scale;
}
if (keyboardState[SDL_SCANCODE_KP_MINUS])
{
texture_scale -= 0.2;
player_rect.w = player_wight * texture_scale;
player_rect.h = player_height * texture_scale;
}
if (keyboardState[SDL_SCANCODE_ESCAPE])
{
quit = true;
}
render_UPDATE(ren, texture_array, rect_array, texturesState_array);
if (player_rect.x <= 0)
player_rect.x = 0;
if (player_rect.y <= 0)
player_rect.y = 0;
SDL_RenderPresent(ren);
}
}
SDL_DestroyTexture(player);
SDL_DestroyTexture(background);
SDL_DestroyWindow(win);
SDL_DestroyRenderer(ren);
SDL_Quit();
return 0;
}