pssp/src/PSX_Texture.cpp

108 lines
2.0 KiB
C++

#include"PSX_Texture.h"
PSX_Texture::PSX_Texture(){
w = 0;
h = 0;
texture = NULL;
imgPath = "";
TTF_Init();
}
PSX_Texture::PSX_Texture(SDL_Renderer* render){
//Initialize variables
w = 0;
h = 0;
texture = NULL;
imgPath = "";
renderer = render;
TTF_Init();
}
PSX_Texture::~PSX_Texture(){
free();
IMG_Quit();
}
void PSX_Texture::free(){
if(texture != NULL){
SDL_DestroyTexture(texture);
texture = NULL;
w = 0;
h = 0;
}
}
void PSX_Texture::loadTexture(std::string path){
imgPath = path;
//In case of a preexisting texture
free();
//In SDL to load a texture you first have to create a surface
//(not loaded on VRAM bu RAM) convert it to texture (pass it to VRAM)
//and then get rid of the temporal surface
SDL_Surface* loadedSurface = IMG_Load( path.c_str() );
if(loadedSurface == NULL){
std::cout << "PSX_Texture: Couldn't load " << path.c_str() << std::endl;
}
else loadFromSurface(loadedSurface);
}
void PSX_Texture::loadText(std::string text, SDL_Color color, std::string path, int size){
free();
SDL_Surface* textSurface = TTF_RenderText_Solid(TTF_OpenFont( path.c_str(), size),text.c_str(),color);
if(textSurface == NULL){
std::cout << "Unable to render text surface! SDL_ttf Error: " << TTF_GetError() << std::endl;
}
else loadFromSurface(textSurface);
}
void PSX_Texture::setRenderer(SDL_Renderer* render){
renderer = render;
}
void PSX_Texture::render(SDL_Rect* quad, SDL_Rect* frame){
SDL_RenderCopy(renderer, texture, frame, quad);
}
void PSX_Texture::render(SDL_Rect* quad){
SDL_Rect frame = {0,0,w,h};
render(quad, &frame);
}
int PSX_Texture::getW(){
return w;
}
int PSX_Texture::getH(){
return h;
}
std::string PSX_Texture::getPath(){
return imgPath;
}
void PSX_Texture::loadFromSurface(SDL_Surface* surface){
texture = SDL_CreateTextureFromSurface
(renderer, surface);
if(texture == NULL){
std::cout << "PSX_Texture: Couldn't create texture from" /*<< path.c_str()*/ << std::endl;
}
else{
w = surface->w;
h = surface->h;
}
SDL_FreeSurface(surface);
}