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LTexture.cpp
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#include "LTexture.h"
extern const int SCREEN_WIDTH;
extern const int SCREEN_HEIGHT;
//The window we'll be rendering to
extern SDL_Window* gWindow;
//The window renderer
extern SDL_Renderer* gRenderer;
extern TTF_Font *gFont;
LTexture::LTexture() {
//Initialize
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
LTexture::~LTexture() {
//Deallocate
free();
}
bool LTexture::loadFromFile( std::string path ) {
//Get rid of preexisting texture
free();
//The final texture
SDL_Texture* newTexture = NULL;
//Load image at specified path
SDL_Surface* loadedSurface = IMG_Load( path.c_str() );
if( loadedSurface == NULL ) {
printf( "Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError() );
} else {
//Color key image
SDL_SetColorKey( loadedSurface, SDL_TRUE, SDL_MapRGB( loadedSurface->format, 0xFF, 0xFF, 0xFF ) );
//Create texture from surface pixels
newTexture = SDL_CreateTextureFromSurface( gRenderer, loadedSurface );
if( newTexture == NULL ) {
printf( "Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError() );
} else {
//Get image dimensions
mWidth = loadedSurface->w;
mHeight = loadedSurface->h;
}
//Get rid of old loaded surface
SDL_FreeSurface( loadedSurface );
}
//Return success
mTexture = newTexture;
return mTexture != NULL;
}
//#if defined(SDL_TTF_MAJOR_VERSION)
bool LTexture::loadFromRenderedText( std::string textureText, SDL_Color textColor ) {
//Get rid of preexisting texture
free();
//Render text surface
SDL_Surface* textSurface = TTF_RenderText_Solid( gFont, textureText.c_str(), textColor );
if( textSurface != NULL ) {
//Create texture from surface pixels
mTexture = SDL_CreateTextureFromSurface( gRenderer, textSurface );
if( mTexture == NULL ) {
printf( "Unable to create texture from rendered text! SDL Error: %s\n", SDL_GetError() );
} else {
//Get image dimensions
mWidth = textSurface->w;
mHeight = textSurface->h;
}
//Get rid of old surface
SDL_FreeSurface( textSurface );
} else {
printf( "Unable to render text surface! SDL_ttf Error: %s\n", TTF_GetError() );
}
//Return success
return mTexture != NULL;
}
//#endif
void LTexture::free() {
//Free texture if it exists
if( mTexture != NULL ) {
SDL_DestroyTexture( mTexture );
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
}
void LTexture::setColor( Uint8 red, Uint8 green, Uint8 blue ) {
//Modulate texture rgb
SDL_SetTextureColorMod( mTexture, red, green, blue );
}
void LTexture::setBlendMode( SDL_BlendMode blending ) {
//Set blending function
SDL_SetTextureBlendMode( mTexture, blending );
}
void LTexture::setAlpha( Uint8 alpha ) {
//Modulate texture alpha
SDL_SetTextureAlphaMod( mTexture, alpha );
}
void LTexture::render( int x, int y, SDL_Rect* clip, double angle, SDL_Point* center, SDL_RendererFlip flip ) {
//Set rendering space and render to screen
SDL_Rect renderQuad = { x, y, mWidth, mHeight };
//Set clip rendering dimensions
if( clip != NULL ) {
renderQuad.w = clip->w;
renderQuad.h = clip->h;
}
//Render to screen
SDL_RenderCopyEx( gRenderer, mTexture, NULL, &renderQuad, angle, center, flip );
}
void LTexture::render2( int x, int y, SDL_Rect* clip )
{
//Set rendering space and render to screen
SDL_Rect renderQuad = { x, y, mWidth, mHeight };
//Set clip rendering dimensions
if( clip != NULL )
{
renderQuad.w = clip->w;
renderQuad.h = clip->h;
}
//Render to screen
SDL_RenderCopyEx( gRenderer, mTexture, clip, &renderQuad , 0.0, NULL, SDL_FLIP_NONE);
}
int LTexture::getWidth() {
return mWidth;
}
int LTexture::getHeight() {
return mHeight;
}