#include "core/rendering/texture.h" #include #include // for exit #include // for basic_ostream, operator<<, cout, endl #define STB_IMAGE_IMPLEMENTATION #include "core/resources/resource_helper.h" // for loadFile (pack + filesystem fallback) #include "external/stb_image.h" // for stbi_failure_reason, stbi_image_free SDL_ScaleMode Texture::current_scale_mode = SDL_SCALEMODE_NEAREST; void Texture::setGlobalScaleMode(SDL_ScaleMode mode) { current_scale_mode = mode; } // Constructor Texture::Texture(SDL_Renderer *renderer, const std::string &path, bool verbose) : texture_(nullptr), renderer_(renderer), width_(0), height_(0), path_(path) { // Carga el fichero en la textura if (!path.empty()) { loadFromFile(path, renderer, verbose); } } // Constructor desde bytes Texture::Texture(SDL_Renderer *renderer, const std::vector &bytes, bool verbose) : texture_(nullptr), renderer_(renderer), width_(0), height_(0) { if (!bytes.empty()) { loadFromMemory(bytes.data(), bytes.size(), renderer, verbose); } } // Destructor Texture::~Texture() { // Libera memoria unload(); } // Helper: convierte píxeles RGBA decodificados por stbi en SDL_Texture static auto createTextureFromPixels(SDL_Renderer *renderer, unsigned char *data, int w, int h, int *out_w, int *out_h) -> SDL_Texture * { const int PITCH = 4 * w; SDL_Surface *loaded_surface = SDL_CreateSurfaceFrom(w, h, SDL_PIXELFORMAT_RGBA32, static_cast(data), PITCH); if (loaded_surface == nullptr) { return nullptr; } SDL_Texture *new_texture = SDL_CreateTextureFromSurface(renderer, loaded_surface); if (new_texture != nullptr) { *out_w = loaded_surface->w; *out_h = loaded_surface->h; SDL_SetTextureScaleMode(new_texture, Texture::current_scale_mode); } SDL_DestroySurface(loaded_surface); return new_texture; } // Carga una imagen desde un fichero (vía ResourceHelper: pack si està inicialitzat, filesystem si no) auto Texture::loadFromFile(const std::string &path, SDL_Renderer *renderer, bool verbose) -> bool { const std::string FILE_NAME = path.substr(path.find_last_of("\\/") + 1); auto bytes = ResourceHelper::loadFile(path); if (bytes.empty()) { SDL_Log("Loading image failed: can't open %s", path.c_str()); exit(1); } int req_format = STBI_rgb_alpha; int w; int h; int orig_format; unsigned char *data = stbi_load_from_memory(bytes.data(), static_cast(bytes.size()), &w, &h, &orig_format, req_format); if (data == nullptr) { SDL_Log("Loading image failed: %s", stbi_failure_reason()); exit(1); } else if (verbose) { std::cout << "Image loaded: " << FILE_NAME.c_str() << '\n'; } unload(); SDL_Texture *new_texture = createTextureFromPixels(renderer, data, w, h, &this->width_, &this->height_); if (new_texture == nullptr && verbose) { std::cout << "Unable to load image " << path.c_str() << '\n'; } stbi_image_free(data); texture_ = new_texture; return texture_ != nullptr; } // Carga una imagen desde bytes en memoria auto Texture::loadFromMemory(const uint8_t *data, size_t size, SDL_Renderer *renderer, bool verbose) -> bool { int w; int h; int orig_format; unsigned char *pixels = stbi_load_from_memory(data, (int)size, &w, &h, &orig_format, STBI_rgb_alpha); if (pixels == nullptr) { SDL_Log("Loading image from memory failed: %s", stbi_failure_reason()); return false; } unload(); SDL_Texture *new_texture = createTextureFromPixels(renderer, pixels, w, h, &this->width_, &this->height_); if (new_texture == nullptr && verbose) { std::cout << "Unable to create texture from memory" << '\n'; } stbi_image_free(pixels); texture_ = new_texture; return texture_ != nullptr; } // Crea una textura en blanco auto Texture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access) -> bool { // Crea una textura sin inicializar texture_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height); if (texture_ == nullptr) { std::cout << "Unable to create blank texture! SDL Error: " << SDL_GetError() << '\n'; } else { this->width_ = width; this->height_ = height; SDL_SetTextureScaleMode(texture_, current_scale_mode); } return texture_ != nullptr; } // Libera la memoria de la textura void Texture::unload() { // Libera la textura si existe if (texture_ != nullptr) { SDL_DestroyTexture(texture_); texture_ = nullptr; width_ = 0; height_ = 0; } } // Establece el color para la modulacion void Texture::setColor(Uint8 red, Uint8 green, Uint8 blue) { SDL_SetTextureColorMod(texture_, red, green, blue); } // Establece el blending void Texture::setBlendMode(SDL_BlendMode blending) { SDL_SetTextureBlendMode(texture_, blending); } // Establece el alpha para la modulación void Texture::setAlpha(Uint8 alpha) { SDL_SetTextureAlphaMod(texture_, alpha); } // Renderiza la textura en un punto específico void Texture::render(SDL_Renderer *renderer, int x, int y, const SDL_Rect *clip, float zoom_w, float zoom_h, double angle, const SDL_Point *center, SDL_FlipMode flip) { // Establece el destino de renderizado en la pantalla SDL_FRect render_quad = {(float)x, (float)y, (float)width_, (float)height_}; // Obtiene las dimesiones del clip de renderizado if (clip != nullptr) { render_quad.w = (float)clip->w; render_quad.h = (float)clip->h; } render_quad.w = render_quad.w * zoom_w; render_quad.h = render_quad.h * zoom_h; // Convierte el clip a SDL_FRect SDL_FRect src_rect; SDL_FRect *src_rect_ptr = nullptr; if (clip != nullptr) { src_rect = {.x = (float)clip->x, .y = (float)clip->y, .w = (float)clip->w, .h = (float)clip->h}; src_rect_ptr = &src_rect; } // Convierte el centro a SDL_FPoint SDL_FPoint f_center; SDL_FPoint *f_center_ptr = nullptr; if (center != nullptr) { f_center = {.x = (float)center->x, .y = (float)center->y}; f_center_ptr = &f_center; } // Renderiza a pantalla SDL_RenderTextureRotated(renderer, texture_, src_rect_ptr, &render_quad, angle, f_center_ptr, flip); } // Establece la textura como objetivo de renderizado void Texture::setAsRenderTarget(SDL_Renderer *renderer) { SDL_SetRenderTarget(renderer, texture_); } // Obtiene el ancho de la imagen auto Texture::getWidth() const -> int { return width_; } // Obtiene el alto de la imagen auto Texture::getHeight() const -> int { return height_; } // Recarga la textura auto Texture::reLoad() -> bool { return loadFromFile(path_, renderer_); } // Reapunta el path emmagatzemat i recarrega: usat pel SkinManager per a // fer hot-swap d'skin mantenint estable el punter Texture* (els Sprites // continuen apuntant al mateix objecte amb contingut actualitzat). auto Texture::reLoadFromPath(const std::string &new_path) -> bool { path_ = new_path; return loadFromFile(path_, renderer_); } // Obtiene la textura auto Texture::getSDLTexture() -> SDL_Texture * { return texture_; }