removed now unnecessary class, renamed project
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2
Makefile
2
Makefile
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@ -1,6 +1,6 @@
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# Simple makefile for now, we'll use something more complex if/when we need it
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# Simple makefile for now, we'll use something more complex if/when we need it
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PROJECT=graphgame
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PROJECT=treewars
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CXX=g++
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CXX=g++
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CXXFLAGS=-DDEBUG -g `sdl-config --cflags`
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CXXFLAGS=-DDEBUG -g `sdl-config --cflags`
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LDFLAGS=`sdl-config --libs`
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LDFLAGS=`sdl-config --libs`
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1
game.h
1
game.h
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#define _GAME_H_
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#define _GAME_H_
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#include "gamedata.h"
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#include "gamedata.h"
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#include "sdlrenderer.h"
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#include "gamestate.h"
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#include "gamestate.h"
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#include <stack>
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#include <stack>
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@ -1,23 +0,0 @@
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#include "sdlrenderer.h"
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#include "drawutils.h"
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#include "debug.h"
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SDLRenderer::SDLRenderer(SDL_Surface* display)
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{
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this->display = display;
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}
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bool SDLRenderer::init()
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{
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}
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void SDLRenderer::render(GameData& data)
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{
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}
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void SDLRenderer::cleanup()
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{
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}
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/* This class handles all of the messy details of SDL rendering
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* We typically want to call init() when we start up, and
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* render() when we want to render a frame
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*
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* Note that this class does NOT call SDL_init() - that should be
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* done before init()ing here
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*
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* cleanup() does the SDL destructor work - call it explicitly in case
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* we want to keep the object around and re-init it...
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*/
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#ifndef _SDLRENDERER_H_
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#define _SDLRENDERER_H_
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#include "gamedata.h"
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#include <SDL.h>
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class SDLRenderer
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{
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public:
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SDLRenderer();
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bool init();
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void render(GameData& data);
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void cleanup();
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private:
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};
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#endif
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