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#include <SDL2/SDL.h>
#include <cstdlib>
#include <iostream>
#include <vector>
#include <algorithm>
#include "constants.h"
// Game Screen Class -> Uses SDL2
class GameScreen {
SDL_Window *window{};
SDL_Renderer *renderer{};
SDL_bool done;
std::vector<SDL_FPoint> points;
std::vector<SDL_Color> colors;
SDL_Event event{};
public:
GameScreen() {
SDL_Init(SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(SCREEN_WIDTH * SCALE_FACTOR,
SCREEN_HEIGHT * SCALE_FACTOR,
0, &window, &renderer);
SDL_SetWindowTitle(window, "Game of Life");
SDL_RenderSetScale(renderer, SCALE_FACTOR, SCALE_FACTOR);
done = SDL_FALSE;
}
void drawPixel(double xm, double ym, uint8_t r = 255, uint8_t g = 255, uint8_t b = 255, uint8_t a = 255) {
points.push_back({static_cast<float>(xm), static_cast<float>(ym)});
colors.push_back({r, g, b, a});
}
void clearPixels() {
points.clear();
}
void update() {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
for (long unsigned int i = 0; i < points.size(); ++i) {
SDL_SetRenderDrawColor(renderer, colors[i].r, colors[i].g, colors[i].b, colors[i].a);
SDL_RenderDrawPointF(renderer, points[i].x, points[i].y);
}
SDL_RenderPresent(renderer);
}
void input() {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
done = SDL_TRUE;
SDL_Quit();
exit(0);
break;
default:
break;
}
}
}
};
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