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Window.cpp
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#include "Window.h"
#include "SDL_image.h"
#include <iostream>
int Window::screenHeight = 0;
int Window::screenWidth = 0;
SDL_Renderer* Window::renderer = nullptr;
Window::Window() {
frozen = true;
}
Window::~Window() {
}
void Window::update(float deltaTime) {
game->update();
}
void Window::handleEvents() {
SDL_Event event;
SDL_PollEvent(&event);
switch (event.type) {
case SDL_QUIT:
isRunning = false;
break;
case SDL_KEYDOWN:
handleKeyDown(event.key);
break;
case SDL_KEYUP:
handleKeyUp(event.key);
break;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
resizeWindow(event.window.data1, event.window.data2);
}
break;
case SDL_MOUSEBUTTONDOWN:
game->handleMouseButtonDown(event.button);
break;
case SDL_MOUSEBUTTONUP:
//game.handleMouseUp(event.button);
break;
}
}
void Window::handleKeyDown(SDL_KeyboardEvent& key) {
switch (key.keysym.scancode) {
case(21):
game->reset();
break;
case 6:
game->calculateBoardStates();
break;
case 19:
game->togglePromotionOptions();
break;
case 53:
game->makeRandomMove();
break;
case 29:
game->unmakeMove();
break;
default:
std::cout << "Scancode is:" << key.keysym.scancode << std::endl;
break;
}
}
void Window::handleKeyUp(SDL_KeyboardEvent& key) {
switch (key.keysym.scancode) {
default:
//std::cout << "Scancode is:" << key.keysym.scancode << std::endl;
break;
}
}
void Window::resizeWindow(int newWidth, int newHeight) {
Window::screenHeight = newHeight;
Window::screenWidth = newWidth;
game->resize();
}
void Window::clean() {
delete(game);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window); //error here
SDL_Quit();
std::cout << "Succesfully cleaned!\n";
}
bool Window::running() {
return isRunning;
}
void Window::render() {
SDL_SetRenderDrawColor(renderer, BACKGROUND_RED, BACKGROUND_GREEN, BACKGROUND_BLUE, 255);
SDL_RenderClear(renderer);
game->render();
SDL_RenderPresent(Window::renderer);
}
void Window::init(const char* title, int xpos, int ypos, bool fullscreen) {
int flags = 0;
flags = SDL_WINDOW_RESIZABLE;
if (fullscreen) {
flags = flags | SDL_WINDOW_FULLSCREEN;
}
if (SDL_Init(SDL_INIT_EVERYTHING) == 0) {
std::cout << "Subsystems Initialized!\n";
calculateInitialWindowDimensions();
window = SDL_CreateWindow(title, xpos, ypos, Window::screenWidth, Window::screenHeight , flags);
if (window) {
std::cout << "Window Created!\n";
SDL_SetWindowMinimumSize(window, MIN_WINDOW_WIDTH, MIN_WINDOW_HEIGHT);
}
renderer = SDL_CreateRenderer(window, -1, 0);
if (renderer) {
SDL_SetRenderDrawColor(renderer, 121, 121, 121, 255);
std::cout << "Renderer created!\n";
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
}
int imgFlags = IMG_INIT_PNG;
if (!(IMG_Init(imgFlags) & imgFlags))
{
printf("SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError());
isRunning = false;
}
else {
isRunning = true;
game = new Game();
game->init();
}
}
else {
isRunning = false;
fprintf(stderr, "Something failed in SDL setup\n");
}
}
//sets the initial height and width to be a square that is 80% of the smallest dimension.
void Window::calculateInitialWindowDimensions() {
SDL_DisplayMode DM;
SDL_GetCurrentDisplayMode(0, &DM);
auto Width = DM.w;
auto Height = DM.h;
//If height is smaller.
int squareWidth;
if (Width > Height) {
squareWidth = .8 * Height;
}
else {
squareWidth = .8 * Width;
}
Window::screenHeight = Window::screenWidth = squareWidth;
}