[SDL] (Discussion) Effective C++ wrapping of SDL
bssnrw at bath.ac.uk
Fri Jan 3 02:22:01 PST 2003
While developing my "ZXLIB" library (www.hogweed.org/zxlib) to abstract
SDL using C++, aiming for
ease of use and 2D game specificity, I've come across one or two problems
which I have solved in a particular way. However I'm keen to know what
other people think of my way of doing them compared to other alternatives.
The main challenge has been to take advantage of the greater speed of
using SDL_UpdateRects to update all changed rectangles at once, compared
to using SDL_UpdateRect() on each updated rectangle. The former offers an
approximate 120% speed advantage. However, if I want to use a C++ class
for my Sprites this poses a problem; I would have to store the sprites'
rectangles as an array outside the sprite objects to take advantage of
The way I have solved this is rather convoluted internally but clean at
the level of my ZXLIB API. I also have an Arena class which essentially
encapsulates the screen. When I construct a new Sprite I call a method of
Arena which allocates an SDL_Rect within an array inside the Arena class
(but outside the Sprite class) to that Sprite, by giving the Sprite a
numerical ID number which can then be used as a handle to obtain its
corresponding update rectangle from the Arena. (each sprite stores a
pointer to its parent Arena).
The alternative way I can think of, which would be simpler internally,
would be to store an array of Sprites inside the Arena, each containing
its own update SDL_Rect. However, as I said, this would not permit the use
Does anyone have any comments as to either method or, any possible
alternatives? My aim is to make ZXLIB as user friendly as possible without
incurring a significant speed hit with respect to raw SDL.
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