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#include <SDL.h>
#define STB_IMAGE_IMPLEMENTATION
#define STB_ASSERT(x)
#define STB_ONLY_PNG
#include "stb_image.h"
#include "util.h"
#include "sprites.h"
#include "assets.h"
void
sprites_init(
SDL_Renderer * const renderer,
SDL_Texture **sprites
) {
// get asset
const asset_t * const asset = asset_get(ASSET_SPRITES_PNG);
// load image
int im_w, im_h;
unsigned char *im_data = stbi_load_from_memory(asset->buf, asset->len, &im_w, &im_h, NULL, 4);
if (!im_data) {
die("stbi_load(): %s", stbi_failure_reason());
}
// create surface
SDL_Surface * const src = SDL_CreateRGBSurfaceWithFormatFrom(im_data, im_w, im_h, 32, 4 * im_w, SDL_PIXELFORMAT_RGBA32);
if (!src) {
die("SDLCreateRGBSurfaceFrom(): %s", SDL_GetError());
}
// create sprite textures
for (size_t i = 0; i < SPRITE_LAST; i++) {
// create surface
SDL_Surface *s = SDL_CreateRGBSurfaceWithFormat(0, 32, 32, 32, SDL_PIXELFORMAT_RGBA32);
if (!s) {
die("SDL_CreateRGBSurfaceWithFormat(): %s", SDL_GetError());
}
// copy from main surface
const SDL_Rect src_rect = { i * 32, 0, 32, 32 };
if (SDL_BlitScaled(src, &src_rect, s, NULL)) {
die("SDL_BlitScaled(): %s", SDL_GetError());
}
// create texture
sprites[i] = SDL_CreateTextureFromSurface(renderer, s);
if (!sprites[i]) {
die("SDLCreateTextureFromSurface(): %s", SDL_GetError());
}
// free surface
SDL_FreeSurface(s);
}
// free main surface
SDL_FreeSurface(src);
// free image data
stbi_image_free(im_data);
}
SDL_Rect
sprites_get_rect(
const sprite_t sprite
) {
const int x = ((sprite < SPRITE_LAST) ? sprite : SPRITE_NONE) * 32;
return (SDL_Rect) { .x = x, .y = 0, .w = 32, .h = 32 };
}
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