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path: root/src/sdl/sprites.c
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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"

typedef struct {
  const Uint32 r,
               g,
               b,
               a;
} mask_t;

#if SDL_BYTEORDER == SDL_BIG_ENDIAN
static const mask_t
MASK = { 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff };
#else 
static const mask_t
MASK = { 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 };
#endif /* SDL_BYTEORDER */

SDL_Texture *
sprites_init(
  SDL_Renderer * const renderer,
  const char * const png_path
) {
  // load image
  int x, y, n;
  unsigned char *data = stbi_load(png_path, &x, &y, &n, 4);
  if (!data) {
    die("stbi_load()");
  }

  // create surface
  SDL_Surface * const surface = SDL_CreateRGBSurfaceFrom(data, x, y, 32, 4 * x, MASK.r, MASK.g, MASK.b, MASK.a);
  if (!surface) {
    die("SDLCreateRGBSurfaceFrom(): %s", SDL_GetError());
  }

  // free image data
  free(data);

  // create texture
  SDL_Texture *r = SDL_CreateTextureFromSurface(renderer, surface);
  if (!r) {
    die("SDLCreateTextureFromSurface(): %s", SDL_GetError());
  }

  // free surface
  SDL_FreeSurface(surface);

  // return texture
  return r;
}

SDL_Rect
sprites_get_rect(
  const sprite_t sprite
) {
  const int x = ((sprite < SPRITE_LAST) ? sprite : SPRITE_NONE) * 32;
  return (SDL_Rect) { x, 0, 32, 32 };
}