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#include <cassert>
#include <time.h>
#include <stdlib.h>
#include <iostream>
#include <filesystem>
#include<fstream>
#include "ImageViewer.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include <iostream>
using namespace std;
ImageViewer::ImageViewer()
{
m_surface = nullptr;
m_texture = nullptr;
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// Initialisation de la SDL
cout << "SDL: init" << endl;
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
cout << "Erreur lors de l'initialisation de la SDL : " << SDL_GetError() << endl;
SDL_Quit();
exit(1);
}
cout << "SDL_ttf: init" << endl;
if (TTF_Init() != 0)
{
cout << "Erreur lors de l'initialisation de la SDL_ttf : " << TTF_GetError() << endl;
SDL_Quit();
exit(1);
}
int imgFlags = IMG_INIT_PNG | IMG_INIT_JPG;
cout << "SDL_image: init" << endl;
if (!(IMG_Init(imgFlags) & imgFlags))
{
cout << "SDL_m_image could not initialize! SDL_m_image Error: " << IMG_GetError() << endl;
SDL_Quit();
exit(1);
}
int dimx, dimy;
dimx = 200;
dimy = 200;
// Creation de la fenetre
window = SDL_CreateWindow("Module Image", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, dimx, dimy, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
if (window == NULL)
{
cout << "Erreur lors de la creation de la fenetre : " << SDL_GetError() << endl;
SDL_Quit();
exit(1);
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == nullptr)
{
cout << "Erreur lors de la creation du renderer : " << SDL_GetError() << endl;
SDL_Quit();
exit(1);
}
}
ImageViewer::~ImageViewer()
{
m_surface = nullptr;
m_texture = nullptr;
TTF_Quit();
SDL_FreeSurface(m_surface);
SDL_DestroyTexture(m_texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
Uint32 rmask, gmask, bmask, amask;
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x00000000;
m_surface = SDL_CreateRGBSurfaceFrom(im->getTab(),200,200,24,3*200,rmask,gmask,bmask,amask);
//m_surface = IMG_Load("./data/pacman.png");
if (m_surface == nullptr)
cout << "Erreur lors de la création de la surface : " << SDL_GetError() << endl;
SDL_Quit();
exit(1);
// tant qu'il y a des evenements à traiter (cette boucle n'est pas bloquante)
while (SDL_PollEvent(&events))
{
if (events.type == SDL_QUIT)
quit = true; // Si l'utilisateur a clique sur la croix de fermeture
else if (events.type == SDL_KEYDOWN)
{
switch (events.key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
case SDL_SCANCODE_Q:
quit = true;
break;
default:
break;
}
}
}
// on affiche le jeu sur le buffer caché
SDL_SetRenderDrawColor(renderer, 169, 169, 169, 255);
SDL_RenderClear(renderer);
// on permute les deux buffers (cette fonction ne doit se faire qu'une seule fois dans la boucle)
SDL_RenderPresent(renderer);
}