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Renderer.h
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189 lines (152 loc) · 5.02 KB
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#pragma once
#include <SDL2/SDL.h>
#include <iostream>
#include "Vec2.h"
#include "DistanceConstraint.h"
class Renderer {
private:
SDL_Window* m_window;
SDL_Renderer* m_renderer;
int m_index;
static bool FORCE_RENDERER_SOFTWARE;
bool create_software_or_accelerated()
{
auto create_software = [&]() {
m_renderer = SDL_CreateRenderer(m_window, m_index, SDL_RENDERER_SOFTWARE);
if(m_renderer == nullptr) {
std::cout << "Failed to create software renderer: " << SDL_GetError() << '\n';
return false;
}
std::cout << "Using software renderer" << std::endl;
return true;
};
if(FORCE_RENDERER_SOFTWARE) {
std::cout << "Forcing software renderer..." << std::endl;
return create_software();
}
bool has_acceleration = false;
int num_render_drivers = SDL_GetNumRenderDrivers();
for(int i = 0; i < num_render_drivers; ++i) {
SDL_RendererInfo info;
if(SDL_GetRenderDriverInfo(i, &info) == 0) {
if(info.flags & SDL_RENDERER_ACCELERATED) {
has_acceleration = true;
}
}
}
std::cout << "Trying to create renderer with hardware acceleration..." << std::endl;
if(has_acceleration) {
m_renderer = SDL_CreateRenderer(m_window, m_index, SDL_RENDERER_ACCELERATED);
if(m_renderer != nullptr) {
std::cout << "Using hardware accelerated renderer" << std::endl;
return true;
}
}
std::cout << "Falling back to software renderer..." << std::endl;
return create_software();
}
public:
Renderer()
: m_window(nullptr), m_renderer(nullptr), m_index(-1)
{
}
Renderer(const Renderer & renderer) = delete;
void operator=(const Renderer & renderer) = delete;
~Renderer()
{
SDL_DestroyRenderer(m_renderer);
SDL_DestroyWindow(m_window);
}
bool create(std::string title, int x, int y, int w, int h, SDL_WindowFlags window_flags)
{
m_window = SDL_CreateWindow(title.c_str(), x, y, w, h, window_flags);
if(m_window == nullptr) {
std::cout << "Could not create window " << SDL_GetError() << '\n';
return false;
}
return create_software_or_accelerated();
}
bool create()
{
m_window = SDL_CreateWindow("Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_RESIZABLE);
if(m_window == nullptr) {
std::cout << "Could not create window " << SDL_GetError() << '\n';
return false;
}
return create_software_or_accelerated();
}
SDL_Texture* texture_from_bmp(std::string path)
{
SDL_Surface* surface = SDL_LoadBMP(path.c_str());
if(!surface) {
std::cout << "Could not load surface: " << SDL_GetError() << '\n';
return nullptr;
}
SDL_Texture* sdltex = SDL_CreateTextureFromSurface(m_renderer, surface);
SDL_FreeSurface(surface);
if(!sdltex) {
std::cout << "Could not create texture from surface: " << SDL_GetError() << '\n';
return nullptr;
}
return sdltex;
}
// Assume draw to entire texture
void clear()
{
SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 0);
SDL_RenderClear(m_renderer);
}
void copy(SDL_Texture * texture)
{
SDL_RenderCopy(m_renderer, texture, nullptr, nullptr);
}
void copy(SDL_Texture * texture, SDL_Rect rect)
{
SDL_RenderCopy(m_renderer, texture, nullptr, &rect);
}
void copy(SDL_Texture * texture, int x, int y, int w, int h)
{
SDL_Rect r {x, y, w, h};
SDL_RenderCopy(m_renderer, texture, nullptr, &r);
}
void present()
{
SDL_RenderPresent(m_renderer);
}
int draw_line(int x1, int y1, int x2, int y2)
{
SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
return SDL_RenderDrawLine(m_renderer, x1, y1, x2, y2);
}
int draw_line(Vec2 a, Vec2 b)
{
SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
return SDL_RenderDrawLine(m_renderer, a.x, a.y, b.x, b.y);
}
int draw_line(const DistanceConstraint & dc)
{
Vec2 p = dc.p_pos();
Vec2 q = dc.q_pos();
return draw_line(p, q);
}
int draw_point(Vec2 p)
{
SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
return SDL_RenderDrawPoint(m_renderer, p.x, p.y);
}
int w() const
{
int w;
SDL_GetWindowSize(m_window, &w, nullptr);
return w;
}
int h() const
{
int h;
SDL_GetWindowSize(m_window, nullptr, &h);
return h;
}
SDL_Renderer* get_renderer() const { return m_renderer; }
static void setForceSoftware(bool force) { FORCE_RENDERER_SOFTWARE = force; }
};
bool Renderer::FORCE_RENDERER_SOFTWARE = false;