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LTexture.cpp
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LTexture.cpp
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#include "LTexture.h"
LTexture::LTexture()
{
//Initialize
mTexture = NULL;
mWidth = 0;
mHeight = 0;
gRendptr = nullptr;
}
LTexture::LTexture(SDL_Renderer *gRenderer)
{
//Initialize
mTexture = NULL;
mWidth = 0;
mHeight = 0;
gRendptr = gRenderer;
}
LTexture::~LTexture()
{
//Deallocate
free();
}
bool LTexture::loadFromFile(std::string path, SDL_Renderer *mRenderer)
{
//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
{
//Convert surface to display format
SDL_Surface* formattedSurface = SDL_ConvertSurfaceFormat(loadedSurface, SDL_PIXELFORMAT_RGBA8888, NULL);
if (formattedSurface == NULL)
{
printf("Unable to convert loaded surface to display format! %s\n", SDL_GetError());
}
else
{
//Create blank streamable texture
newTexture = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, formattedSurface->w, formattedSurface->h);
if (newTexture == NULL)
{
printf("Unable to create blank texture! SDL Error: %s\n", SDL_GetError());
}
else
{
//Enable blending on texture
SDL_SetTextureBlendMode(newTexture, SDL_BLENDMODE_BLEND);
//Lock texture for manipulation
SDL_LockTexture(newTexture, &formattedSurface->clip_rect, &mPixels, &mPitch);
//Copy loaded/formatted surface pixels
memcpy(mPixels, formattedSurface->pixels, formattedSurface->pitch * formattedSurface->h);
//Get image dimensions
mWidth = formattedSurface->w;
mHeight = formattedSurface->h;
//Get pixel data in editable format
Uint32* pixels = (Uint32*)mPixels;
int pixelCount = (mPitch / 4) * mHeight;
//Map colors
Uint32 colorKey = SDL_MapRGB(formattedSurface->format, 0, 0xFF, 0xFF);
Uint32 transparent = SDL_MapRGBA(formattedSurface->format, 0x00, 0xFF, 0xFF, 0x00);
//Color key pixels
for (int i = 0; i < pixelCount; ++i)
{
if (pixels[i] == colorKey)
{
pixels[i] = transparent;
}
}
//Unlock texture to update
SDL_UnlockTexture(newTexture);
mPixels = NULL;
}
//Get rid of old formatted surface
SDL_FreeSurface(formattedSurface);
}
//Get rid of old loaded surface
SDL_FreeSurface(loadedSurface);
}
//Return success
mTexture = newTexture;
return mTexture != NULL;
}
#ifdef _SDL_TTF_H
bool LTexture::loadFromRenderedText(SDL_Renderer* Renderer, std::string textureText, SDL_Color textColor, TTF_Font* Font)
{
//Get rid of preexisting texture
free();
Font = TTF_OpenFont("stages/OpenSans-Regular.ttf", 12);
//Render text surface
SDL_Surface* textSurface = TTF_RenderText_Solid(Font, textureText.c_str(), textColor);
if (textSurface == NULL)
{
printf("Unable to render text surface! SDL_ttf Error: %s\n", TTF_GetError());
}
else
{
//Create texture from surface pixels
mTexture = SDL_CreateTextureFromSurface(Renderer, 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);
}
//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(gRendptr, mTexture, clip, &renderQuad, angle, center, flip);
}
int LTexture::getWidth()
{
return mWidth;
}
int LTexture::getHeight()
{
return mHeight;
}