Created the Window and Renderer and started implementing the functions

for the game loop
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abdelrahman committed 2022-09-10 22:17:58 +01:00
1 parent a0d8b75c11
commit 33066b381e
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#include "Renderer.h"
#include "SDL.h"
#include "SDL_render.h"
#include "engine_build_config.h"
#include <stdbool.h>
#include <stdlib.h>
#ifdef DEBUG_ENGINE
#include <stdio.h>
#endif /* DEBUG_ENGINE */
typedef struct renderer {
SDL_Renderer *SDL_base_renderer;
} Renderer;
Renderer *create_renderer() { return (Renderer *)malloc(sizeof(Renderer)); }
bool init_renderer(Renderer *renderer, SDL_Window *window) {
if (!renderer || !window) {
return false;
}
renderer->SDL_base_renderer = SDL_CreateRenderer(
window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
// Technically speaking, I believe it should be possible to just return
// the pointer. However, to make sure that everything is clear, I am
// performing a test that returns true or false based on whether the
// pointer was initialised or not.
return renderer->SDL_base_renderer ? true : false;
}
void render_clear(const Renderer *renderer, SDL_Color color) {
SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.r, color.b,
color.a);
SDL_RenderClear(renderer->SDL_base_renderer);
}
void swap_buffers(const Renderer *renderer) {
SDL_RenderPresent(renderer->SDL_base_renderer);
}
void destroy_renderer(Renderer *renderer) {
if (renderer) {
if (renderer->SDL_base_renderer) {
SDL_DestroyRenderer(renderer->SDL_base_renderer);
renderer->SDL_base_renderer = NULL;
}
free(renderer);
renderer = NULL;
#ifdef DEBUG_ENGINE
printf("Renderer destroyed successfully\n");
#endif /* DEBUG_ENGINE */
}
}