fencer/src/spritesheet.c
2023-09-24 23:40:14 +02:00

72 lines
2.1 KiB
C

#include "spritesheet.h"
#include "assets.h"
#include "render.h"
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_image.h>
struct Spritesheet {
// The texture to sample.
SDL_Texture* texture;
// The resolution of the texture.
IVector resolution;
// The number of frames in the sheet.
size_t frame_count;
// The number of frames contained in the width of the texture.
size_t frame_shear;
// Rules for how to play the sheet's animation.
AnimationType animation_type;
// The resolution of a single frame of the sheet.
IVector frame_size;
// The time to wait before switching frames.
float frame_interval;
};
static
void _spritesheet_destroy_asset(void* self_void) {
Spritesheet* self = self_void;
SDL_DestroyTexture(self->texture);
free(self_void);
}
Spritesheet* spritesheet_from_texture(const char* texture_name, IVector frame_resolution) {
Spritesheet* self = malloc(sizeof(Spritesheet));
if(self == NULL) {
return NULL;
}
store_asset(self, _spritesheet_destroy_asset);
// Load the texture image and query it's size
self->texture = IMG_LoadTexture(g_renderer, texture_name);
SDL_QueryTexture(self->texture, NULL, NULL, &self->resolution.x, &self->resolution.y);
self->animation_type = ANIMTYPE_ONCE;
self->frame_size = frame_resolution;
self->frame_shear = self->resolution.x / self->frame_size.x;
self->frame_count = self->resolution.x / self->frame_size.x + self->resolution.y / self->frame_size.y;
self->frame_interval = 0.016f;
return self;
}
void spritesheet_destroy(Spritesheet* self) {
asset_id id = get_asset_id(self);
if(id != 0) {
free_asset(id);
}
}
SDL_Texture* spritesheet_get_texture(const Spritesheet* self) {
return self->texture;
}
SDL_Rect spritesheet_get_frame_rect(const Spritesheet* self, size_t index) {
IVector tile_coord = {index % self->frame_shear, index / self->frame_shear};
tile_coord = vmuli(tile_coord, self->frame_size);
return (SDL_Rect) {
tile_coord.x, tile_coord.y,
self->frame_size.x, self->frame_size.y
};
}