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TextureManger.cpp
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TextureManger.cpp
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#include "TextureManager.h"
TextureManager* TextureManager::s_pInstance = 0;
bool TextureManager::load(std::string fileName, std::string id, SDL_Renderer *pRenderer)
{
SDL_Surface *pTempSurface = IMG_Load(fileName.c_str());
if (pTempSurface == NULL)
{
return false;
}
SDL_Texture *pTexture = SDL_CreateTextureFromSurface(pRenderer, pTempSurface);
SDL_FreeSurface(pTempSurface);
//everything went ok, add the texture to our list
if (pTexture != 0)
{
m_textureMap[id] = pTexture;
return true;
}
//reaching here means something went wrong
return false;
}
void TextureManager::draw(std::string id, int x, int y, int width, int height, SDL_Renderer *pRenderer, SDL_RendererFlip flip)
{
SDL_Rect srcRect;
SDL_Rect desRect;
srcRect.x = 0;
srcRect.y = 0;
srcRect.w = desRect.w = width;
srcRect.h = desRect.h = height;
desRect.x = x;
desRect.y = y;
SDL_RenderCopyEx(pRenderer, m_textureMap[id], &srcRect, &desRect, 0, 0, flip);
}
void TextureManager::drawFrame(std::string id, int x, int y, int width, int height, int currentRow, int currentFrame, SDL_Renderer *pRenderer, SDL_RendererFlip flip)
{
SDL_Rect srcRect;
SDL_Rect destRect;
srcRect.x = width * currentFrame;
srcRect.y = height * (currentRow - 1);
srcRect.w = destRect.w = width;
srcRect.h = destRect.h = height;
destRect.x = x;
destRect.y = y;
SDL_RenderCopyEx(pRenderer, m_textureMap[id], &srcRect, &destRect, 0, 0, flip);
}
void TextureManager::clearFromTextureMap(std::string id)
{
m_textureMap.erase(id);
}