game/sdlpp/sdlpp_renderer.cpp

57 lines
1.7 KiB
C++

#include "sdlpp_renderer.hpp"
namespace SDLPP {
Renderer::Renderer( Window &window ) {
renderer = SDL_CreateRenderer( window.getWindowPtr(), -1,
SDL_RENDERER_ACCELERATED );
if ( renderer == NULL ) {
std::cerr << "SDL could not create a renderer! SDL_Error: "
<< SDL_GetError();
throw "Couldn't create renderer";
}
SDL_SetRenderDrawColor( renderer, 0xFF, 0xFF, 0xFF, 0xFF );
}
Renderer::~Renderer() {
SDL_DestroyRenderer( renderer );
}
SDL_Renderer *Renderer::getRendererPtr() {
return renderer;
}
std::pair< int, int > Renderer::getDimensions() const {
int width = 0, height = 0;
SDL_GetRendererOutputSize( renderer, &width, &height );
return { width, height };
}
int Renderer::getWidth() const {
return getDimensions().first;
}
int Renderer::getHeight() const {
return getDimensions().second;
}
int Renderer::getSmallerSide() const {
auto dimensions = getDimensions();
return dimensions.first < dimensions.second ? dimensions.first
: dimensions.second;
}
int Renderer::getLargerSide() const {
auto dimensions = getDimensions();
return dimensions.first > dimensions.second ? dimensions.first
: dimensions.second;
}
void Renderer::setBlendMode( SDL_BlendMode blendMode ) {
SDL_SetRenderDrawBlendMode( renderer, blendMode );
}
void Renderer::setRenderColiders( bool render ) {
render_coliders = render;
}
bool Renderer::getRenderColiders() {
return render_coliders;
}
void Renderer::clearRenderer() {
SDL_RenderClear( getRendererPtr() );
}
void Renderer::presentRenderer() {
SDL_RenderPresent( getRendererPtr() );
}
} // namespace SDLPP