#include "ltexture.h" #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" LTexture::LTexture() { // Initialize mTexture = NULL; mWidth = 0; mHeight = 0; } LTexture::~LTexture() { // Deallocate unload(); } bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer) { int req_format = STBI_rgb_alpha; int width, height, orig_format; unsigned char *data = stbi_load(path.c_str(), &width, &height, &orig_format, req_format); if (data == NULL) { SDL_Log("Loading image failed: %s", stbi_failure_reason()); exit(1); } int depth, pitch; Uint32 pixel_format; if (req_format == STBI_rgb) { depth = 24; pitch = 3 * width; // 3 bytes per pixel * pixels per row pixel_format = SDL_PIXELFORMAT_RGB24; } else { // STBI_rgb_alpha (RGBA) depth = 32; pitch = 4 * width; pixel_format = SDL_PIXELFORMAT_RGBA32; } // Get rid of preexisting texture unload(); // The final texture SDL_Texture *newTexture = NULL; // Load image at specified path //SDL_Surface *loadedSurface = IMG_Load(path.c_str()); SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format); if (loadedSurface == NULL) { printf("Unable to load image %s!\n", path.c_str()); } 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(renderer, 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(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access) { // Create uninitialized texture mTexture = SDL_CreateTexture(renderer, 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::unload() { // 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(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, 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; } renderQuad.w = renderQuad.w * zoomW; renderQuad.h = renderQuad.h * zoomH; // Render to screen SDL_RenderCopyEx(renderer, mTexture, clip, &renderQuad, angle, center, flip); } void LTexture::setAsRenderTarget(SDL_Renderer *renderer) { // Make self render target SDL_SetRenderTarget(renderer, mTexture); } int LTexture::getWidth() { return mWidth; } int LTexture::getHeight() { return mHeight; }