#include #include #include #include #include #include #include #include #include "breakout.h" #include "vector.h" #include "background.h" #define BG_Path_1 "assets/images/bg/bg1.png" #define BG_Path_2 "assets/images/bg/bg2.png" int BACKGROUND_BoxWidth, BACKGROUND_BoxHeight; int BACKGROUND_TextureCount; SDL_Texture ** BACKGROUND_Textures; bool BACKGROUND_IsInit = false; SDL_Rect BACKGROUND_TotalRect; void BACKGROUND_Initialize(SDL_Renderer * renderer, int width, int height){ if (!BACKGROUND_IsInit) { printf("Initializing Background...\n"); BACKGROUND_BoxWidth = width; BACKGROUND_BoxHeight = height; BACKGROUND_TextureCount = 2; BACKGROUND_TotalRect = (SDL_Rect) {.x = 0, .y = 0, .w = 1920, .h = 1080 }; BACKGROUND_Textures = malloc(BACKGROUND_TextureCount * sizeof(SDL_Texture *)); BACKGROUND_Textures[0] = IMG_LoadTexture(renderer, BG_Path_1); BACKGROUND_Textures[1] = IMG_LoadTexture(renderer, BG_Path_2); // BACKGROUND_Textures[2] = IMG_LoadTexture(renderer, BG_Path_3); printf("Background initialized!\n"); BACKGROUND_IsInit = true; } else printf("Background already initialized!\n"); } void BACKGROUND_Draw(SDL_Renderer * renderer, int index){ if (index < 0 || index >= BACKGROUND_TextureCount) { printf("Bad Background Texture index: %d by max: %d\n", index, BACKGROUND_TextureCount); return; } SDL_RenderCopy(renderer, BACKGROUND_Textures[index], &BACKGROUND_TotalRect, &BACKGROUND_TotalRect); } void BACKGROUND_Deinitialize(){ if (BACKGROUND_IsInit) { printf("De-initializing Background...\n"); for (int i = 0; i < BACKGROUND_TextureCount; i++) { SDL_DestroyTexture(BACKGROUND_Textures[0]); } free(BACKGROUND_Textures); printf("Background de-initialized!\n"); BACKGROUND_IsInit = false; } else printf("Background already de-initialized!\n"); }