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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 12:33:43 +00:00
SDL_Minigame/src/GameInternal.cpp
2024-12-17 16:08:28 +01:00

172 lines
4.0 KiB
C++

#include "GameInternal.h"
#include "CollisionHandler.h"
#include "AssetManager.h"
#include "RenderManager.h"
#include <SDL3_mixer/SDL_mixer.h>
#include "SDL3/SDL_init.h"
#include "SoundManager.h"
#include "Entity.h"
#include "HealthComponent.h"
#include "Map.h"
#include "TextureManager.h"
#include "Game.h"
#include "GameFactory.h"
#include <VEGO.h>
#include "ConfigLoader.h"
GameInternal::GameInternal() :
manager(this),
renderManager(),
tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)),
players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)),
projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE)),
hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS)),
powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS))
{};
GameInternal::~GameInternal() = default;
SDL_AppResult GameInternal::init()
{
config = new ConfigLoader();
this->gameInstance = GameFactory::instance().create(this);
config->setCustomConfig(this->gameInstance->setConfigFilePath());
config->init();
json finalConfig = config->getFinalConfig();
GameInternal::assets = new AssetManager(&manager);
GameInternal::textureManager = new TextureManager(&manager);
GameInternal::soundManager = new SoundManager();
GameInternal::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer?
int flags = 0;
if (finalConfig.at("fullscreen"))
{
flags = SDL_WINDOW_FULLSCREEN;
}
if (!SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO))
{
std::cout << "ERROR. Subsystem couldnt be initialized! " << SDL_GetError() << std::endl;
SDL_ClearError();
return SDL_APP_FAILURE;
}
if (Mix_Init(MIX_INIT_MP3) != MIX_INIT_MP3) {
std::cout << "ERROR. Subsystem couldnt be initialized!" << std::endl;
return SDL_APP_FAILURE;
}
window = SDL_CreateWindow(finalConfig.at("title").get<std::string>().c_str(),
finalConfig.at("screen_width"), finalConfig.at("screen_height"), flags);
if (!window)
{
std::cout << "ERROR: Window couldnt be created! " << SDL_GetError() << std::endl;
SDL_ClearError();
return SDL_APP_FAILURE;
}
// bad
SDL_Surface* icon;
if((icon = SDL_LoadBMP(finalConfig.at("icon").get<std::string>().c_str())))
{
SDL_SetWindowIcon(window, icon);
}
SDL_SetWindowIcon(window, icon);
renderer = SDL_CreateRenderer(window, NULL);
if (!renderer)
{
std::cout << "ERROR: Renderer couldnt be created! " << SDL_GetError() << std::endl;
SDL_ClearError();
return SDL_APP_FAILURE;
}
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
if (!Mix_OpenAudio(0, NULL))
{
std::cout << "ERROR: Mixer couldnt be initialized! " << SDL_GetError() << std::endl;
SDL_ClearError();
return SDL_APP_FAILURE;
}
Mix_Volume(-1, MIX_MAX_VOLUME);
Mix_AllocateChannels(16);
// loading sounds
// assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
// assets->addSoundEffect("steps", "assets/sound/steps.wav");
// loading music
// assets->addMusic("background_music", "assets/sound/background_music.mp3");
this->gameInstance->init();
return SDL_APP_CONTINUE;
}
void GameInternal::handleEvents()
{
SDL_PollEvent(&event);
switch (event.type)
{
case SDL_EVENT_QUIT: this->setRunning(false);
break;
default:
break;
}
}
void GameInternal::update(Uint64 frameTime)
{
manager.refresh();
uint_fast16_t diffTime = frameTime - this->lastFrameTime;
manager.update(diffTime);
this->gameInstance->update(diffTime); // TODO: this might have to be split up into two update functions, before and after manager...
this->lastFrameTime = frameTime;
}
void GameInternal::render()
{
SDL_RenderClear(renderer);
this->renderManager.renderAll();
SDL_RenderPresent(renderer);
}
void GameInternal::clean()
{
delete(textureManager);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
std::cout << "Game Cleaned!" << std::endl;
}
bool GameInternal::isRunning() const
{
return running;
}
void GameInternal::setRunning(bool running) //TODO: might be depracted
{
this->running = running;
}
void GameInternal::stopGame()
{
this->running = false;
}