#include "ltexture.h" 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, COLOR_KEY_R, COLOR_KEY_G, COLOR_KEY_B)); //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; } bool LTexture::createBlank( int width, int height, SDL_TextureAccess access ) { //Create uninitialized texture mTexture = SDL_CreateTexture( gRenderer, SDL_PIXELFORMAT_RGBA8888, access, width, height ); if( mTexture == NULL ) { printf( "Unable to create blank texture! SDL Error: %s\n", SDL_GetError() ); } else { mWidth = width; mHeight = height; } return mTexture != NULL; } 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, clip, &renderQuad, angle, center, flip); } void LTexture::setAsRenderTarget() { //Make self render target SDL_SetRenderTarget( gRenderer, mTexture ); } int LTexture::getWidth() { return mWidth; } int LTexture::getHeight() { return mHeight; }