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TextureManager.cpp
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82 lines (51 loc) · 1.81 KB
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#include "TextureManager.h"
#include "SDL_image.h"
#include "SDL.h"
TextureManager::TextureManager(){}
TextureManager::~TextureManager(){}
TextureManager* TextureManager::s_pInstance = 0;
/* LOAD */
bool TextureManager::load(std::string fileName, std::string id, SDL_Renderer* pRenderer){
SDL_Surface* pTempSurface = IMG_Load(fileName.c_str());
if(pTempSurface == 0){
return false;
}
SDL_Texture* pTexture = SDL_CreateTextureFromSurface(pRenderer, pTempSurface);
SDL_FreeSurface(pTempSurface);
// everything went ok, add the texture to our list
if(pTexture != 0){
m_textureMap[id] = pTexture;
return true;
}
// reaching here means something went wrong
return false;
}
/* DRAW */
void TextureManager::draw(std::string id, int x, int y, int width, int height, SDL_Renderer* pRenderer, SDL_RendererFlip flip){
SDL_Rect srcRect;
SDL_Rect destRect;
srcRect.x = 0;
srcRect.y = 0;
srcRect.w = destRect.w = width;
srcRect.h = destRect.h = height;
destRect.x = x;
destRect.y = y;
SDL_RenderCopyEx(pRenderer, m_textureMap[id], &srcRect, &destRect, 0, 0, flip);
}
/* DRAW FRAME */
void TextureManager::drawFrame(std::string id, int x, int y, int width, int height, int currentRow, int currentFrame, SDL_Renderer *pRenderer, SDL_RendererFlip flip){
SDL_Rect srcRect;
SDL_Rect destRect;
srcRect.x = width * currentFrame;
srcRect.y = height * (currentRow - 1);
srcRect.w = destRect.w = width;
srcRect.h = destRect.h = height;
destRect.x = x;
destRect.y = y;
SDL_RenderCopyEx(pRenderer, m_textureMap[id], &srcRect, &destRect, 0, 0, flip);
}
/* CLEAR TEXTURE */
void TextureManager::clearFromTextureMap(std::string id)
{
m_textureMap.erase(id);//enable to clear only texture from current state
}