Files
letnik3koncni-prap/src/renderer/texture.cpp
2026-05-02 21:56:33 +02:00

99 lines
2.9 KiB
C++

#include <renderer/texture.hpp>
#include <utility>
namespace Game::Renderer {
Texture::Texture(std::string id)
: mTex(nullptr), mId(std::move(id)) {}
Texture::Texture(const std::string& path, SDL_Renderer* renderer, std::string id)
: mTex(nullptr), mId(id) {
mPath = path;
mIsFromFile = true;
SDL_Surface* surf = IMG_Load(path.c_str());
if (!surf) {
ERROR("Failed to load image at " << path);
// Load Missing Texture
surf = IMG_Load("../resources/missing_texture.png");
if (!surf) {
ERROR("Failed to load missing texture image");
return;
}
}
mTex = SDL_CreateTextureFromSurface(renderer, surf);
SDL_DestroySurface(surf);
// Apply a more pixelated scaling mode, since this is a pixel art game and the default linear filtering causes unwanted blurring when textures are scaled up
if (mTex && !SDL_SetTextureScaleMode(mTex, SDL_SCALEMODE_NEAREST)) {
WARN("Failed to set texture scale mode to NEAREST for '" << mId << "': " << SDL_GetError());
}
}
Texture::Texture(const Texture& other) {
// Copy the references, since copying memory would require re-initing a bunch of things - for now
this->mTex = other.mTex;
}
Texture& Texture::operator=(const Texture& other) {
// Same reasoning
this->mTex = other.mTex;
return *this;
}
Texture::~Texture() {
if (mTex)
SDL_DestroyTexture(mTex);
LOG("Tekstura '" << mId << "' uničena")
}
bool Texture::reload(SDL_Renderer* renderer) {
if (!mIsFromFile || mPath.empty()) return false;
if (mTex) {
SDL_DestroyTexture(mTex);
mTex = nullptr;
}
SDL_Surface* surf = IMG_Load(mPath.c_str());
if (!surf) {
ERROR("Failed to reload image at " << mPath);
return false;
}
mTex = SDL_CreateTextureFromSurface(renderer, surf);
SDL_DestroySurface(surf);
if (!mTex) {
ERROR("Failed to create texture from surface when reloading " << mPath << ": " << SDL_GetError());
return false;
}
// Restore scale mode
if (!SDL_SetTextureScaleMode(mTex, SDL_SCALEMODE_NEAREST)) {
WARN("Failed to set texture scale mode to NEAREST for '" << mId << "' during reload: " << SDL_GetError());
}
return true;
}
SDL_Texture* Texture::getSDLTexture() {
return mTex;
}
std::string Texture::getId() {
return mId;
}
float Texture::getWidth() {
if (!mTex) return 0.f;
float width;
SDL_GetTextureSize(mTex, &width, nullptr);
return width;
}
float Texture::getHeight() {
if (!mTex) return 0.f;
float height;
SDL_GetTextureSize(mTex, nullptr, &height);
return height;
}
}