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Copy pathgetinput.cpp
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148 lines (126 loc) · 3.06 KB
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#include <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
#include <stdio.h>
#include <string>
#include <sstream>
#include "getinput.hpp"
extern SDL_Window* gWindow;
extern SDL_Renderer* gRenderer;
extern TTF_Font *gFont;
LTexture::LTexture()
{
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
LTexture::~LTexture()
{
free();
}
bool LTexture::loadFromFile( std::string path )
{
free();
SDL_Texture* newTexture = NULL;
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
{
SDL_SetColorKey( loadedSurface, SDL_TRUE, SDL_MapRGB( loadedSurface->format, 0, 0xFF, 0xFF ) );
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
{
mWidth = loadedSurface->w;
mHeight = loadedSurface->h;
}
SDL_FreeSurface( loadedSurface );
}
mTexture = newTexture;
return mTexture != NULL;
}
#ifdef _SDL_TTF_H
bool LTexture::loadFromRenderedText( std::string textureText, SDL_Color textColor )
{
free(); //Get rid of preexisting texture
//Render text surface
SDL_Surface* textSurface = TTF_RenderText_Solid( gFont, textureText.c_str(), textColor );
if( textSurface != NULL )
{
//Create texture from surface pixels
mTexture = SDL_CreateTextureFromSurface( gRenderer, textSurface );
if( mTexture == NULL )
{
printf( "Unable to create texture from rendered text! SDL Error: %s\n", SDL_GetError() );
}
else
{
//Get image dimensions
mWidth = textSurface->w;
mHeight = textSurface->h;
}
//Get rid of old surface
SDL_FreeSurface( textSurface );
}
else
{
printf( "Unable to render text surface! SDL_ttf Error: %s\n", TTF_GetError() );
}
return mTexture != NULL;
}
#endif
void LTexture::free()
{
if( mTexture != NULL )
{
SDL_DestroyTexture( mTexture );
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
}
void LTexture::setColor( Uint8 red, Uint8 green, Uint8 blue )
{
SDL_SetTextureColorMod( mTexture, red, green, blue );
}
void LTexture::setBlendMode( SDL_BlendMode blending )
{
SDL_SetTextureBlendMode( mTexture, blending );
}
void LTexture::setAlpha( Uint8 alpha )
{
SDL_SetTextureAlphaMod( mTexture, alpha );
}
void LTexture::render( int x, int y, SDL_Rect* clip, double angle, SDL_Point* center, SDL_RendererFlip flip )
{
SDL_Rect renderQuad = { x, y, mWidth, mHeight };
if( clip != NULL )
{
renderQuad.w = clip->w;
renderQuad.h = clip->h;
}
SDL_RenderCopyEx( gRenderer, mTexture, clip, &renderQuad, angle, center, flip );
}
void LTexture::renderTexture(int x, int y, int w, int h)
{
SDL_Rect dst;
dst.x = x;
dst.y = y;
dst.w = w;
dst.h = h;
SDL_RenderCopy(gRenderer, mTexture, NULL, &dst);
}
int LTexture::getWidth()
{
return mWidth;
}
int LTexture::getHeight()
{
return mHeight;
}