Hi I,m going through the book SDL Game Development by Shaun Mitchell, I got through the 1st chapter fine beginning building the game engine, now in chapter 2 it introduces SDL_LoadBMP, I have included it in my code which compiles but I cant get it to actually do anything, why? is there any code I need to move around in the init function in Game.cpp?
Please help.
Thanks.
main.cpp
#include "Game.cpp"
//our game object
Game* g_game = 0;
int main(int argc, char* argv[])
{
g_game = new Game();
g_game->init("Chapter 1",100,100,640,480,SDL_WINDOW_SHOWN);
while(g_game->running())
{
g_game->handleEvents();
//g_game->update();
g_game->render();
}
g_game->clean();
return 0;
}
Game.h
#ifndef __Game__
#define __Game__
#include<SDL2/SDL.h>
class Game
{
public:
Game() {}
~Game() {}
// simply set the running variable to true
bool init(const char* title, int xpos, int ypos, int width,
int height, int flags);
void render();
void update();
void handleEvents();
void clean();
// a function to access the private running variable
bool running() { return m_bRunning; }
private:
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
SDL_Texture* m_pTexture; // the new SDL_Texture variable
SDL_Rect m_sourceRectangle; // the first rectangle
SDL_Rect m_destinationRectangle; // another rectangle
bool m_bRunning;
};
#endif /* defined(__Game__) */
Game.cpp
#include "Game.h"
#include<iostream>
bool Game::init(const char* title, int xpos, int ypos, int width,
int height, int flags)
{
m_bRunning = true;
//attempt to initialize SDL
if(SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
std::cout<<"SDL init sucess\n";
//init the window
m_pWindow = SDL_CreateWindow(title, xpos, ypos,
width, height, flags);
if(m_pWindow !=0) // window init success
{
std::cout << "window creation success\n";
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, 0);
if(m_pRenderer !=0) // renderer init success
{
std::cout << "renderer creation success\n";
SDL_SetRenderDrawColor(m_pRenderer,
0,0,0,255);
}
else
{
std::cout<<"renderer init fail\n";
return false; // renderer init fail
}
}
else
{
std::cout <<"window init fail\n";
return false; // window init fail
}
}
else
{
std::cout<<"SDL init fail\n";
return false; // SDL init fail
}
std::cout <<"init success\n";
m_bRunning= true; // everything inited successfully,
//start the main loop
return true;
SDL_Surface* pTempSurface = SDL_LoadBMP("assets/rider.bmp");
m_pTexture = SDL_CreateTextureFromSurface(m_pRenderer, pTempSurface);
SDL_FreeSurface(pTempSurface);
SDL_QueryTexture(m_pTexture, NULL, NULL,
&m_sourceRectangle.w, &m_sourceRectangle.h);
m_destinationRectangle.x = m_sourceRectangle.x = 0;
m_destinationRectangle.y = m_sourceRectangle.y = 0;
m_destinationRectangle.w = m_sourceRectangle.w;
m_destinationRectangle.h = m_sourceRectangle.h;
}
void Game::render()
{
SDL_RenderClear(m_pRenderer); // clear the renderer to the
// draw color
SDL_RenderCopy(m_pRenderer, m_pTexture, &m_sourceRectangle,
&m_destinationRectangle);
SDL_RenderPresent(m_pRenderer); // draw to the screen
}
void Game::handleEvents()
{
SDL_Event event;
if(SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
m_bRunning = false;
break;
default:
break;
}
}
}
void Game::clean()
{
std::cout<<"cleaning game\n";
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}