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renderContext.cpp
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#include "renderContext.h"
#include "gameData.h"
RenderContext::RenderContext() :
window(nullptr),
renderer(nullptr),
factory( ImageFactory::getInstance() )
{
if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
throw (std::string("Could not init SDL: ") + SDL_GetError());
}
window = initWindow();
renderer = initRenderer();
}
RenderContext::~RenderContext() {
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow( window );
SDL_Quit();
}
RenderContext& RenderContext::getInstance() {
static RenderContext instance;
return instance;
}
SDL_Window* RenderContext::initWindow( ) {
std::string title = Gamedata::getInstance().getXmlStr("title");
int width = Gamedata::getInstance().getXmlInt("view/width");
int height = Gamedata::getInstance().getXmlInt("view/height");
window = SDL_CreateWindow( title.c_str(), SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_SHOWN );
if( window == NULL ) {
throw (std::string("Couldn't make a window: ")+SDL_GetError());
}
return window;
}
SDL_Renderer* RenderContext::initRenderer() {
// To test the Clock class's ability to cap the frame rate, use:
// SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_Renderer* renderer =
SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if ( renderer == NULL ) throw std::string("No Renderer");
return renderer;
}