Enhance Renderer class with Clear and Present methods for improved rendering control; remove unnecessary comments and streamline SDL_Surface and SDL_Texture deleters by eliminating memory tracking logic. Additionally, remove unused TexturePool class to simplify the codebase.
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@@ -42,16 +42,10 @@ class Renderer {
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auto renderer() -> SDL_Renderer * { return renderer_.get(); }
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/**
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* @brief Used to render a bitmap to the screen.
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*/
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void RenderBitmap(gfx::Bitmap *bitmap) {
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bitmap->CreateTexture(renderer_.get());
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}
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/**
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* @brief Used to update a bitmap on the screen.
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*/
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void UpdateBitmap(gfx::Bitmap *bitmap) {
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bitmap->UpdateTexture(renderer_.get());
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}
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@@ -64,6 +58,13 @@ class Renderer {
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RenderBitmap(&bitmap);
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}
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void Clear() {
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SDL_SetRenderDrawColor(renderer_.get(), 0x00, 0x00, 0x00, 0x00);
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SDL_RenderClear(renderer_.get());
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}
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void Present() { SDL_RenderPresent(renderer_.get()); }
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private:
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Renderer() = default;
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@@ -3,8 +3,6 @@
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#include <SDL.h>
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#include "app/core/platform/memory_tracker.h"
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namespace yaze {
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namespace core {
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@@ -19,8 +17,7 @@ struct SDL_Deleter {
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// Custom deleter for SDL_Surface
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struct SDL_Surface_Deleter {
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void operator()(SDL_Surface* p) const {
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if (p && !MemoryTracker::GetInstance().IsFreed(p)) {
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MemoryTracker::GetInstance().TrackDeallocation(p);
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if (p) {
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SDL_FreeSurface(p);
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}
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}
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@@ -29,8 +26,7 @@ struct SDL_Surface_Deleter {
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// Custom deleter for SDL_Texture
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struct SDL_Texture_Deleter {
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void operator()(SDL_Texture* p) const {
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if (p && !MemoryTracker::GetInstance().IsFreed(p)) {
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MemoryTracker::GetInstance().TrackDeallocation(p);
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if (p) {
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SDL_DestroyTexture(p);
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}
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}
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@@ -1,69 +0,0 @@
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#ifndef YAZE_APP_GFX_TEXTURE_POOL_H
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#define YAZE_APP_GFX_TEXTURE_POOL_H
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#include <SDL.h>
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#include <string>
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#include <unordered_map>
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#include <vector>
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namespace yaze {
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namespace gfx {
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class TexturePool {
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public:
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static TexturePool& GetInstance() {
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static TexturePool instance;
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return instance;
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}
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SDL_Texture* GetTexture(SDL_Renderer* renderer, int width, int height,
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Uint32 format) {
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std::string key = GenerateKey(width, height, format);
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// Check if we have a suitable texture in the pool
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auto it = available_textures_.find(key);
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if (it != available_textures_.end() && !it->second.empty()) {
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SDL_Texture* texture = it->second.back();
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it->second.pop_back();
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return texture;
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}
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// Create a new texture
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return SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STREAMING,
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width, height);
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}
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void ReturnTexture(SDL_Texture* texture, int width, int height,
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Uint32 format) {
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if (!texture) return;
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std::string key = GenerateKey(width, height, format);
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available_textures_[key].push_back(texture);
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}
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void Clear() {
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for (auto& pair : available_textures_) {
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for (SDL_Texture* texture : pair.second) {
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SDL_DestroyTexture(texture);
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}
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}
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available_textures_.clear();
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}
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private:
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TexturePool() = default;
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std::string GenerateKey(int width, int height, Uint32 format) {
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return std::to_string(width) + "x" + std::to_string(height) + "_" +
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std::to_string(format);
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}
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std::unordered_map<std::string, std::vector<SDL_Texture*>>
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available_textures_;
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};
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} // namespace gfx
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} // namespace yaze
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#endif // YAZE_APP_GFX_TEXTURE_POOL_H
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