/* Copyright 2015, Michele Santullo * This file is part of "Jumping in D". * * "Jumping in D" is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * "Jumping in D" is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with "Jumping in D". If not, see . */ module gameobjjumping; public import gameobj; import derelict.sdl2.sdl; import texture; import std.stdio; class GameObjJumping : GameObj { //Don't disable this(), it's disable automatically when you define a //custorm constructor. //@disable this(); //Take the pointer to the renderer and set initial values this (SDL_Renderer* parRenderer) { m_renderer = parRenderer; m_wants_to_quit = false; } ~this() { writeln("Destroying GameObj"); } void prepare() { string texture_name = "bcruiser_normal.bpg"; writeln("Loading texture %s", texture_name); m_texture = Texture(texture_name, m_renderer); } void destroy() { } //This is the function that is called at every frame void exec() { SDL_RenderClear(m_renderer); m_texture.draw(); SDL_RenderPresent(m_renderer); m_wants_to_quit = do_events(); } bool wants_to_quit() const { return m_wants_to_quit; } private: Texture m_texture; SDL_Renderer* m_renderer; bool m_wants_to_quit; } private bool do_events() { SDL_Event eve; while (SDL_PollEvent(&eve)) { switch (eve.type) { case SDL_KEYDOWN: break; case SDL_KEYUP: break; case SDL_QUIT: return true; default: break; } } return false; }