Camera class now can be passed to renderer and game to apply an active camera

This commit is contained in:
Ben
2018-10-10 11:32:32 +01:00
parent 7e259e4a02
commit 1757c67ab3
5 changed files with 24 additions and 5 deletions

View File

@@ -15,6 +15,14 @@ void Game::PollEvents() {
this->renderer->CloseDisplay();
}
void Game::AddCamera(std::string name, Camera* camera) {
Cameras[name] = camera;
}
void Game::UseCamera(std::string name) {
renderer->ApplyCameraToScene(Cameras[name]);
}
Game::~Game() {
}

View File

@@ -1,6 +1,7 @@
#pragma once
#include <string>
#include <map>
#include <SDL.h>
#include "renderer.h"
#include "camera.h"
@@ -10,7 +11,10 @@ public:
Game(std::string title, int width, int height, int targetFramerate, int targetUpdaterate);
Renderer* renderer;
Camera* camera;
std::map<std::string, Camera*> Cameras;
void AddCamera(std::string name, Camera* camera);
void UseCamera(std::string name);
void PollEvents();

View File

@@ -8,7 +8,8 @@
int main(int argc, char** argv) {
Game game("Crumpet engine", SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1000 / 60); // 1000 / 60);
Camera camera(SCREEN_WIDTH, SCREEN_HEIGHT);
game.camera = &camera;
game.AddCamera("follow", &camera);
game.UseCamera("follow");
Timer timer;
Sprite sans("sans", game.renderer, SpriteType::SPRITE_ANIMATED);

View File

@@ -1,5 +1,4 @@
#include "renderer.h"
#include "entity.h"
Renderer::Renderer(std::string title, int width, int height, int targetFramerate) {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
@@ -63,6 +62,10 @@ void Renderer::RenderTexture(Rect* fromRect, Rect* toRect, SDL_Surface* surface,
SDL_DestroyTexture(texture);
}
void Renderer::ApplyCameraToScene(Camera* camera) {
this->ActiveCamera = camera;
}
void Renderer::RenderUpdate() {
SDL_SetRenderDrawColor(SDLRenderer, 66, 134, 244, 255);
SDL_RenderPresent(SDLRenderer);

View File

@@ -4,14 +4,15 @@
#include <string>
#include <vector>
#include <SDL.h>
#include "rect.h"
#include "camera.h"
class Renderer {
public:
Renderer(std::string title, int width, int height, int targetFramerate);
SDL_Renderer *SDLRenderer;
Camera* ActiveCamera;
void SetRendererColour(Vec4* col);
void RenderEmptyRect(Rect* rect);
void RenderFilledRect(Rect* rect);
@@ -21,6 +22,8 @@ public:
void RenderTexture(Rect* fromRect, Rect* toRect, SDL_Texture* surface, const double angle, Vec2* rotationCenter);
void RenderTexture(Rect* fromRect, Rect* toRect, SDL_Surface* surface, const double angle, Vec2* rotationCenter);
void ApplyCameraToScene(Camera* camera);
void RenderUpdate();
void RenderClear();