Actualizadas todas las librerias de sprites
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@@ -1,5 +1,4 @@
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#include <stdio.h>
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#include <string>
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#include "const.h"
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#include "ltexture.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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@@ -15,7 +14,7 @@ LTexture::LTexture()
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LTexture::~LTexture()
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{
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// Deallocate
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free();
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unload();
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}
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bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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@@ -45,19 +44,23 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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}
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// Get rid of preexisting texture
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free();
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unload();
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// The final texture
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SDL_Texture *newTexture = NULL;
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// Load image at specified path
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SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void*)data, width, height, depth, pitch, pixel_format);
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//SDL_Surface *loadedSurface = IMG_Load(path.c_str());
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SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
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if (loadedSurface == NULL)
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{
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printf("Unable to load image %s!\n", path.c_str());
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}
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else
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{
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// Color key image
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//SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, COLOR_KEY_R, COLOR_KEY_G, COLOR_KEY_B));
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// Create texture from surface pixels
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newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
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if (newTexture == NULL)
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@@ -97,7 +100,7 @@ bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_Te
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return mTexture != NULL;
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}
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void LTexture::free()
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void LTexture::unload()
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{
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// Free texture if it exists
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if (mTexture != NULL)
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@@ -127,7 +130,7 @@ void LTexture::setAlpha(Uint8 alpha)
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SDL_SetTextureAlphaMod(mTexture, alpha);
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}
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void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, double angle, SDL_Point *center, SDL_RendererFlip flip)
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void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
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{
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// Set rendering space and render to screen
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SDL_Rect renderQuad = {x, y, mWidth, mHeight};
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@@ -139,6 +142,9 @@ void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, doub
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renderQuad.h = clip->h;
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}
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renderQuad.w = renderQuad.w * zoomW;
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renderQuad.h = renderQuad.h * zoomH;
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// Render to screen
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SDL_RenderCopyEx(renderer, mTexture, clip, &renderQuad, angle, center, flip);
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}
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