/SBDL

Directmedia Layer - A wrapper around SDL2 which make use of sdl much simpler

Primary LanguageC++GNU General Public License v3.0GPL-3.0

SBDL (Sadegh & Borjian Directmedia Layer)

A wrapper around SDL2 which make use of SDL much simpler

Motivation

For years in Shahid Beheshti University, ITP final project was a game written using SDL library. Since the bare SDL library is too verbose and hard to use for first-year students in college, each year TAs create their own wrapper for SDL to ease the SDL for students. This library is successor of Hash<Written for ITP96Fall> and Genio2<Written for ITP95Fall> with great experience which we learned from those libraries.

Mohammad Sadegh Dehghan & Amin Borjian wrote this library to fulfill all the needs of a first-term student for ITP97Fall course and all upcoming ITP courses in future.

Basic Usage

  1. Put include directories of SDL2,SDL2_image,SDL2_ttf,SDL2_mixer in your compiler's include directory.
  2. Put lib directories of SDL2,SDL2_image,SDL2_ttf,SDL2_mixer in your linker's path.
  3. Put SDL2Main.lib,SDL2.lib,SDL2_image.lib,SDL2_mixer.lib,SDL2_ttf.lib in linker's dependencies.
  4. Start Coding:
#include "SBDL.h"

using namespace std;

int main(int argc, char *argv[])
{
	const int window_width = 500;
	const int window_height = 500;
	SBDL::InitEngine("SBDL Test", window_width, window_height);

	const int FPS = 60; //frame per second
	const int delay = 1000 / FPS; //delay we need at each frame


	while (SBDL::isRunning()) {
		int startTime = SBDL::getTime();
		
		SBDL::updateEvents();
		SBDL::clearRenderScreen();

		//Game logic code

		SBDL::updateRenderScreen();
		
		int elapsedTime = SBDL::getTime() - startTime;
		if (elapsedTime < delay)
			SBDL::delay(delay - elapsedTime);

	}
}

Contribution

If you find any bugs,need a new feature,etc feel free to create an issue[https://github.com/MSDehghan/SBDL/issues]

Pull requests are also appreciated.

License

This library is released under GPL v3