mirror of
https://github.com/Relintai/rcpp_framework.git
synced 2024-11-10 00:52:11 +01:00
Added 2 renderer classes with some notes, thye are not it the build yet, they'll be changed.
This commit is contained in:
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dcc81bd41f
commit
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24
core/renderer/camera.cpp
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24
core/renderer/camera.cpp
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#include "camera.h"
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#include "renderer.h"
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void Camera::bind() {
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Renderer::get_singleton()->set_integer_scaling(integer_scaling);
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Renderer::get_singleton()->set_scale(scale_w, scale_h);
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Renderer::get_singleton()->set_viewport(viewport);
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Renderer::get_singleton()->set_clip_rect(&clip_rect);
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}
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Camera::Camera() {
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integer_scaling = false;
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scale_w = 1;
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scale_h = 1;
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viewport = Renderer::get_singleton()->get_viewport();
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clip_rect = Renderer::get_singleton()->get_clip_rect();
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}
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Camera::~Camera() {
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}
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22
core/renderer/camera.h
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22
core/renderer/camera.h
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#ifndef CAMERA_H
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#define CAMERA_H
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#include <SDL.h>
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#include "core/rect2.h"
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class Camera {
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public:
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void bind();
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Camera();
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virtual ~Camera();
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bool integer_scaling;
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float scale_w;
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float scale_h;
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Rect2 viewport;
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Rect2 clip_rect;
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};
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#endif
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369
core/renderer/renderer.cpp
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369
core/renderer/renderer.cpp
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#include "renderer.h"
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#include <cstdio>
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#include "core/math.h"
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void Renderer::present() {
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SDL_RenderPresent(_renderer);
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}
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void Renderer::set_draw_color(const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a) {
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SDL_SetRenderDrawColor(_renderer, r, g, b, a);
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}
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void Renderer::set_draw_color(const Color &color) {
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SDL_SetRenderDrawColor(_renderer, color.r, color.g, color.b, color.a);
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}
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void Renderer::clear() {
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SDL_RenderClear(_renderer);
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}
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SDL_BlendMode Renderer::get_blend_mode() const {
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SDL_BlendMode mode;
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SDL_GetRenderDrawBlendMode(_renderer, &mode);
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return mode;
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}
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void Renderer::set_blend_mode(const SDL_BlendMode mode) {
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SDL_SetRenderDrawBlendMode(_renderer, mode);
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}
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void Renderer::draw_point(const int x, const int y) {
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SDL_RenderDrawPoint(_renderer, x, y);
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}
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void Renderer::draw_point(const float x, const float y) {
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SDL_RenderDrawPointF(_renderer, x, y);
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}
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void Renderer::draw_line(const int x1, const int x2, const int y1, const int y2) {
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SDL_RenderDrawLine(_renderer, x1, x2, y1, y2);
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}
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void Renderer::draw_line(const float x1, const float x2, const float y1, const float y2) {
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SDL_RenderDrawLineF(_renderer, x1, x2, y1, y2);
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}
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void Renderer::draw_rect(const Rect2 &rect) {
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SDL_Rect r = rect.as_rect();
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SDL_RenderDrawRect(_renderer, &r);
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}
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void Renderer::draw_fill_rect(const Rect2 &rect) {
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SDL_Rect r = rect.as_rect();
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SDL_RenderFillRect(_renderer, &r);
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}
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void Renderer::draw_texture(const Texture &texture, const Rect2 &dst_rect) {
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SDL_Rect sr;
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sr.x = 0;
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sr.y = 0;
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sr.w = texture.get_width();
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sr.h = texture.get_height();
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SDL_Rect dr = dst_rect.as_rect();
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SDL_RenderCopy(_renderer, texture.get_texture(), &sr, &dr);
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}
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void Renderer::draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect) {
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SDL_Rect sr = src_rect.as_rect();
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SDL_Rect dr = dst_rect.as_rect();
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SDL_RenderCopy(_renderer, texture.get_texture(), &sr, &dr);
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}
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void Renderer::draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect, const double angle, const float cx, const float cy, const SDL_RendererFlip flip) {
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SDL_Rect sr = src_rect.as_rect();
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SDL_FRect dr = dst_rect.as_frect();
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SDL_FPoint p;
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p.x = cx;
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p.y = cy;
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SDL_RenderCopyExF(_renderer, texture.get_texture(), &sr, &dr, angle, &p, flip);
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}
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void Renderer::draw_sprite(const Sprite &sprite) {
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Texture *t = sprite.get_texture();
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if (!t) {
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return;
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}
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t->set_color_mod(sprite.get_color_mod());
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double angle = sprite.get_angle();
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if (Math::is_zero_approx(angle)) {
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SDL_Rect sr = sprite.get_texture_clip_rect().as_rect();
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SDL_Rect dr = sprite.get_transform().as_rect();
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SDL_RenderCopy(_renderer, t->get_texture(), &sr, &dr);
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} else {
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SDL_Rect sr = sprite.get_texture_clip_rect().as_rect();
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SDL_FRect dr = sprite.get_transform().as_frect();
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SDL_FPoint p;
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p.x = sprite.get_anchor_x();
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p.y = sprite.get_anchor_y();
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SDL_RenderCopyExF(_renderer, t->get_texture(), &sr, &dr, angle, &p, sprite.get_flip());
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}
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}
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void Renderer::draw_sprite(const Sprite *sprite) {
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if (!sprite)
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return;
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Texture *t = sprite->get_texture();
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if (!t) {
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return;
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}
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t->set_color_mod(sprite->get_color_mod());
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double angle = sprite->get_angle();
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if (Math::is_zero_approx(angle)) {
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SDL_Rect sr = sprite->get_texture_clip_rect().as_rect();
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SDL_Rect dr = sprite->get_transform().as_rect();
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SDL_RenderCopy(_renderer, t->get_texture(), &sr, &dr);
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} else {
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SDL_Rect sr = sprite->get_texture_clip_rect().as_rect();
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SDL_FRect dr = sprite->get_transform().as_frect();
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SDL_FPoint p;
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p.x = sprite->get_anchor_x();
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p.y = sprite->get_anchor_y();
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SDL_RenderCopyExF(_renderer, t->get_texture(), &sr, &dr, angle, &p, sprite->get_flip());
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}
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}
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int Renderer::get_dpi() const {
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float ddpi;
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float hdpi;
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float vdpi;
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if (SDL_GetDisplayDPI(_window_display_index, &ddpi, &hdpi, &vdpi)) {
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return ddpi;
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}
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//fallback
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return 1;
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}
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int Renderer::get_window_size_w() const {
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int w;
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int h;
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SDL_GetWindowSize(_window, &w, &h);
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return w;
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}
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int Renderer::get_window_size_h() const {
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int w;
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int h;
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SDL_GetWindowSize(_window, &w, &h);
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return h;
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}
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int Renderer::get_size_w() const {
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int w;
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int h;
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SDL_RenderGetLogicalSize(_renderer, &w, &h);
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return w;
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}
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int Renderer::get_size_h() const {
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int w;
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int h;
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SDL_RenderGetLogicalSize(_renderer, &w, &h);
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return h;
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}
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void Renderer::get_size(int *w, int *h) const {
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SDL_RenderGetLogicalSize(_renderer, w, h);
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}
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void Renderer::set_size(const int w, const int h) const {
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SDL_RenderSetLogicalSize(_renderer, w, h);
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}
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float Renderer::get_scale_w() const {
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float w;
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float h;
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SDL_RenderGetScale(_renderer, &w, &h);
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return w;
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}
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float Renderer::get_scale_h() const {
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float w;
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float h;
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SDL_RenderGetScale(_renderer, &w, &h);
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return h;
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}
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void Renderer::set_scale(const float w, const float h) const {
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SDL_RenderSetScale(_renderer, w, h);
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}
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void Renderer::get_scale(float *w, float *h) const {
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SDL_RenderGetScale(_renderer, w, h);
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}
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bool Renderer::get_integer_scaling() const {
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return SDL_RenderGetIntegerScale(_renderer);
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}
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void Renderer::set_integer_scaling(const bool enable) {
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if (enable)
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SDL_RenderSetIntegerScale(_renderer, SDL_TRUE);
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else
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SDL_RenderSetIntegerScale(_renderer, SDL_FALSE);
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}
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Rect2 Renderer::get_viewport() const {
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SDL_Rect r;
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SDL_RenderGetViewport(_renderer, &r);
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return Rect2(r.x, r.y, r.w, r.h);
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}
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void Renderer::set_viewport(const Rect2 &rect) const {
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SDL_Rect r = rect.as_rect();
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SDL_RenderSetViewport(_renderer, &r);
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}
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Rect2 Renderer::get_clip_rect() const {
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SDL_Rect r;
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SDL_RenderGetClipRect(_renderer, &r);
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return Rect2(r.x, r.y, r.w, r.h);
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}
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void Renderer::set_clip_rect(Rect2 *rect) const {
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if (rect) {
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SDL_Rect r = rect->as_rect();
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SDL_RenderSetClipRect(_renderer, &r);
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} else {
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SDL_RenderSetClipRect(_renderer, nullptr);
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}
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}
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bool Renderer::clip_rect_enabled() const {
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return SDL_RenderIsClipEnabled(_renderer);
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}
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bool Renderer::render_target_supported() {
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return SDL_RenderTargetSupported(_renderer);
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}
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SDL_Texture *Renderer::get_render_target() {
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return SDL_GetRenderTarget(_renderer);
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}
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void Renderer::set_render_target(Texture *texture) {
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if (texture) {
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SDL_SetRenderTarget(_renderer, texture->get_texture());
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} else {
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SDL_SetRenderTarget(_renderer, nullptr);
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}
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}
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void Renderer::initialize() {
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if (SDL_Init(_flags) != 0) {
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printf("SDL_Init() hiba!\n");
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return;
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}
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if (SDL_CreateWindowAndRenderer(_initial_window_width, _initial_window_height, _window_flags, &_window, &_renderer) != 0) {
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printf("SDL_CreateWindowAndRenderer() hiba!\n");
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return;
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}
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_window_display_index = SDL_GetWindowDisplayIndex(_window);
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}
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void Renderer::destroy() {
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if (_window)
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SDL_DestroyWindow(_window);
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if (_renderer)
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SDL_DestroyRenderer(_renderer);
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_window = nullptr;
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_renderer = nullptr;
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}
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SDL_Window *Renderer::get_window() {
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return _window;
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}
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SDL_Renderer *Renderer::get_renderer() {
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return _renderer;
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}
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Renderer::Renderer() {
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if (_singleton) {
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printf("Renderer::Renderer(): _singleton is not null!\n");
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}
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_initial_window_width = 640;
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_initial_window_height = 480;
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_singleton = this;
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_flags = SDL_INIT_VIDEO | SDL_INIT_TIMER;
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_window_flags = SDL_WINDOW_SHOWN;
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initialize();
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}
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Renderer::Renderer(unsigned int flags, unsigned int window_flags, int initial_window_width, int initial_window_height) {
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if (_singleton) {
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printf("Renderer::Renderer(flags): _singleton is not null!\n");
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}
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_initial_window_width = initial_window_width;
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_initial_window_height = initial_window_height;
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_singleton = this;
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_flags = flags;
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_window_flags = window_flags;
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initialize();
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}
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Renderer::~Renderer() {
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if (_singleton != this) {
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printf("Renderer::~Renderer(): _singleton is not this!\n");
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}
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_singleton = nullptr;
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destroy();
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}
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Renderer *Renderer::get_singleton() {
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return _singleton;
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}
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Renderer *Renderer::_singleton = nullptr;
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101
core/renderer/renderer.h
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core/renderer/renderer.h
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#ifndef RENDERER_H
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#define RENDERER_H
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#include "core/color.h"
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#include "core/rect2.h"
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#include "sprite.h"
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#include "texture.h"
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#include <SDL.h>
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//should not be a singleton
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//should be a fully abstract class (even if not technically abstract)
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//remove windows management and add it to a new window class (implemented into platforms)
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//should work more like Libgdx's spritebatches -> it could veen have html renderer backends -> same ui could work both ways
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//Events could work like godot's -> Ref<Event> and subclasses -> could even parse http post request into events like this
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//httppostevent?
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//state could be stored in a different class with http, (and maybe the session)
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class Renderer {
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public:
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void present();
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void set_draw_color(const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a);
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void set_draw_color(const Color &color);
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void clear();
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SDL_BlendMode get_blend_mode() const;
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void set_blend_mode(const SDL_BlendMode mode);
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void draw_point(const int x, const int y);
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void draw_point(const float x, const float y);
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void draw_line(const int x1, const int x2, const int y1, const int y2);
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void draw_line(const float x1, const float x2, const float y1, const float y2);
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void draw_rect(const Rect2 &rect);
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void draw_fill_rect(const Rect2 &rect);
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void draw_texture(const Texture &texture, const Rect2 &dst_rect);
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void draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect);
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void draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect, const double angle, const float cx = 0, const float cy = 0, const SDL_RendererFlip flip = SDL_FLIP_NONE);
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void draw_sprite(const Sprite &sprite);
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void draw_sprite(const Sprite *sprite);
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int get_dpi() const;
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int get_window_size_w() const;
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int get_window_size_h() const;
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int get_size_w() const;
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int get_size_h() const;
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void set_size(const int w, const int h) const;
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void get_size(int *w, int *h) const;
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float get_scale_w() const;
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float get_scale_h() const;
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void set_scale(const float w, const float h) const;
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void get_scale(float *w, float *h) const;
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bool get_integer_scaling() const;
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void set_integer_scaling(const bool enable);
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Rect2 get_viewport() const;
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void set_viewport(const Rect2 &rect) const;
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Rect2 get_clip_rect() const;
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void set_clip_rect(Rect2 *rect) const;
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bool clip_rect_enabled() const;
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bool render_target_supported();
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SDL_Texture *get_render_target();
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void set_render_target(Texture *texture);
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void initialize();
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void destroy();
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SDL_Window *get_window();
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SDL_Renderer *get_renderer();
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Renderer();
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Renderer(unsigned int flags, unsigned int window_flags, int window_width = 640, int window_height = 480);
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virtual ~Renderer();
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static Renderer *get_singleton();
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private:
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int _initial_window_width;
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int _initial_window_height;
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unsigned int _flags;
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unsigned int _window_flags;
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SDL_Window *_window;
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SDL_Renderer *_renderer;
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|
||||
int _window_display_index;
|
||||
|
||||
static Renderer *_singleton;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user