mirror of
https://github.com/thepigeongenerator/breakout_clone.git
synced 2025-12-18 06:45:45 +01:00
79 lines
2.7 KiB
C
79 lines
2.7 KiB
C
#include "renderer.h"
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include "error_codes.h"
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#include "level.h"
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#include "constants.h"
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// initializes the window and renderer
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int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
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// initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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(void)printf("SDL Failed to initialize! SDL_Error: %s\n", SDL_GetError());
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return FAILURE_SDL_INIT;
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}
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// init the window
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*window = SDL_CreateWindow("Quinn's Breakout Clone", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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if (*window == NULL) {
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(void)printf("Window failed to be created! SDL_Error: %s\n", SDL_GetError());
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return FAILURE_SDL_WINDOW;
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}
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// create a renderer
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*renderer = SDL_CreateRenderer(*window, -1, SDL_RENDERER_PRESENTVSYNC);
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if (*renderer == NULL) {
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(void)printf("Renderer failed to be created! SDL_Error: %s\n", SDL_GetError());
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return FAILURE_SDL_RENDERER;
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}
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return SUCCESS;
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}
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// renders the screen
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void renderer_update(RenderData* render_data) {
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SDL_Renderer* renderer = render_data->renderer;
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Level* level = render_data->level;
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int success = 0; // if an error occurs, this value is <0
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// render background
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success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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success |= SDL_RenderClear(renderer);
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// draw player components
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success |= SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {level->bouncer.pos.x, level->bouncer.pos.y, level->bouncer.width, 5}); // draw bouncer
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success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {level->ball.pos.x, level->ball.pos.y, level->ball.size, level->ball.size}); // draw ball
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// draw bricks
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int bricks_left = 0;
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for (int x = 0; x < BRICK_COLUMNS; x++) {
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for (int y = 0; y < BRICK_ROWS; y++) {
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Brick* brick = &level->bricks[x][y];
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if (brick->destroyed == true) {
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continue;
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}
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success |= SDL_SetRenderDrawColor(renderer, brick->colour.r, brick->colour.g, brick->colour.b, brick->colour.a);
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success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {brick->pos.x, brick->pos.y, BRICK_WIDTH, BRICK_HEIGHT}); // draw brick
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}
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}
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if (success < 0) {
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printf("something went wrong whilst rendering: %s\n", SDL_GetError());
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exit(FAILURE_SDL_RENDERER);
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}
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// present the result to the renderer
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SDL_RenderPresent(renderer);
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}
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void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer) {
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SDL_DestroyWindow(window);
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SDL_DestroyRenderer(renderer);
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SDL_Quit();
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} |