mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 13:43:41 +00:00
changed texture_cache map to use enums instead of string for keys and functions using said map
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parent
68079d0279
commit
65e00c2314
@ -24,7 +24,7 @@ public:
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AssetManager(Manager* manager);
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~AssetManager();
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void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner);
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void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, TexturesEnum textureEnum, Entity* owner);
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void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath);
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Vector2D calculateSpawnPosition();
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@ -4,10 +4,12 @@
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#include <SDL_render.h>
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#include <memory>
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#include <string>
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#include <TextureEnumBase.h>
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#include "AnimationHandler.h"
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#include "Component.h"
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#include "Direction.h"
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#include "TextureEnumBase.h"
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class TransformComponent;
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@ -23,7 +25,7 @@ private:
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SDL_Texture* texture;
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SDL_Rect srcRect, destRect;
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const char* texturePath;
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TexturesEnum textureEnum;
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bool animated = false;
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uint8_t frames = 0;
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@ -32,15 +34,15 @@ private:
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public:
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SpriteComponent() = default;
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SpriteComponent(const char* path);
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SpriteComponent(TexturesEnum textureEnum);
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SpriteComponent(
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const char* path,
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TexturesEnum textureEnum,
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bool isAnimated,
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std::map<std::string, std::unique_ptr<Animation>>* animationList,
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std::string defaultAnimation);
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~SpriteComponent();
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void setTexture(const char* path);
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void setTexture(TexturesEnum texture);
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void init() override;
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void update() override;
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3
include/TextureEnumBase.h
Normal file
3
include/TextureEnumBase.h
Normal file
@ -0,0 +1,3 @@
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#pragma once
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enum class TexturesEnum;
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@ -6,6 +6,7 @@
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#include <memory>
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#include <string>
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#include <vector>
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#include "TextureEnumBase.h"
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class TextureManager
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{
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@ -17,10 +18,12 @@ class TextureManager
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}
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}
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SDL_Texture* loadTexture(const char* fileName);
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void addSingleTexture(TexturesEnum texture, const char* filePath);
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void addTextures(const std::map<TexturesEnum, const char*>& textures);
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SDL_Texture* loadTexture(TexturesEnum texture);
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static std::vector<SDL_Rect> splitSpriteSheet(SDL_Texture* spriteSheet, int width, int height, int spritesOnSheet);
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static void draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped = false);
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private:
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Manager* manager;
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std::map<std::string, SDL_Texture*> texture_cache;
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std::map<TexturesEnum, SDL_Texture*> texture_cache;
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};
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@ -15,12 +15,15 @@
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#include "PowerupComponent.h"
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#include <iostream>
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#include "TextureEnumBase.h"
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AssetManager::AssetManager(Manager* manager) : man(manager) {}
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AssetManager::~AssetManager() {}
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//seems to not be used anymore
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void AssetManager::addTexture(std::string id, const char* path) {
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textures.emplace(id, this->man->getGame()->textureManager->loadTexture(path));
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//textures.emplace(id, this->man->getGame()->textureManager->loadTexture(path));
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}
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void AssetManager::addSoundEffect(std::string id, const char* path)
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@ -46,11 +49,11 @@ Mix_Music* AssetManager::getMusic(std::string id)
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return music.at(id);
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}
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void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner) {
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void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, TexturesEnum textureEnum, Entity* owner) {
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auto& projectile(man->addEntity());
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projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
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projectile.addComponent<SpriteComponent>(texturePath);
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projectile.addComponent<SpriteComponent>(textureEnum);
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projectile.addComponent<ProjectileComponent>(range, speed, velocity, owner);
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projectile.addComponent<ColliderComponent>("projectile", 0.6f);
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projectile.addGroup((size_t)Entity::GroupLabel::PROJECTILE);
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@ -78,10 +78,11 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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}
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/startscreen.png");
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//SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/startscreen.png");
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
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//SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
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SDL_RenderPresent(renderer);
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0)
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@ -12,13 +12,13 @@
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#include "GameInternal.h"
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#include "Manager.h"
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SpriteComponent::SpriteComponent(const char* path)
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SpriteComponent::SpriteComponent(TexturesEnum textureEnum)
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{
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this->texturePath = path;
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this->textureEnum = textureEnum;
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}
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SpriteComponent::SpriteComponent(
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const char* path,
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TexturesEnum textureEnum,
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bool isAnimated,
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std::map<std::string, std::unique_ptr<Animation>>* animationMap,
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std::string defaultAnimation)
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@ -29,19 +29,19 @@ SpriteComponent::SpriteComponent(
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playAnimation(defaultAnimation);
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this->texturePath = path;
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this->textureEnum = textureEnum;
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}
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SpriteComponent::~SpriteComponent() {}
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void SpriteComponent::setTexture(const char* path)
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void SpriteComponent::setTexture(TexturesEnum texture)
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{
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this->texture = this->entity->getManager().getGame()->textureManager->loadTexture(path);
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this->texture = this->entity->getManager().getGame()->textureManager->loadTexture(texture);
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}
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void SpriteComponent::init()
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{
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setTexture(this->texturePath);
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setTexture(this->textureEnum);
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this->transform = &entity->getComponent<TransformComponent>();
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@ -6,17 +6,32 @@
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#include "GameInternal.h"
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SDL_Texture* TextureManager::loadTexture(const char* fileName)
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{
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auto it = this->texture_cache.find(fileName);
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if (it != this->texture_cache.end()) {
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return it->second;
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void TextureManager::addSingleTexture(TexturesEnum texture, const char* filePath) {
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auto sdlTexture = IMG_LoadTexture(this->manager->getGame()->renderer, filePath);
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if (sdlTexture == nullptr)
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throw std::runtime_error(std::string("Couldn't load texture '") + filePath + "'");
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this->texture_cache.emplace(texture, sdlTexture);
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std::cout << "Loaded texture at " << filePath << std::endl;
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}
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void TextureManager::addTextures(const std::map<TexturesEnum, const char*> &textures) {
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for (auto texture : textures) {
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addSingleTexture(texture.first, texture.second);
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}
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auto texture = IMG_LoadTexture(this->manager->getGame()->renderer, fileName);
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if (texture == NULL) throw std::runtime_error(std::string("Couldn't load texture '") + fileName + "'");
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this->texture_cache.emplace(std::string(fileName), texture);
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printf("Loaded texture at '%s'\n", fileName);
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return texture;
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}
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SDL_Texture* TextureManager::loadTexture(TexturesEnum texture) {
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auto it = this->texture_cache.find(texture);
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if (it != this->texture_cache.end())
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return it->second;
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std::cout << "ERROR: Couldn't load texture!" << std::endl;
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return nullptr;
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}
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void TextureManager::draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped)
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@ -7,6 +7,8 @@
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#include "SpriteComponent.h"
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#include "TileComponent.h"
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#include "TextureEnumBase.h"
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TileComponent::TileComponent(int x, int y, int w, int h, int id, const std::map<int, std::pair<std::string, bool>>* textureDict)
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{
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this->tileRect.x = x;
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