fencer/core/src/spritesheet.c
2023-11-22 15:14:59 +01:00

84 lines
2.5 KiB
C

#include "spritesheet.h"
#include "assets.h"
#include "render.h"
#include "debug.h"
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_image.h>
struct Spritesheet {
asset_id asset_id;
// The texture to sample.
SDL_Texture* texture;
// The resolution of the texture.
IVector resolution;
// The number of tiles in the sheet.
size_t tile_count;
// The number of tiles contained in the width of the texture.
size_t tile_shear;
// The resolution of a single tile of the sheet.
IVector tile_size;
};
void _internal_spritesheet_destroy(Spritesheet* self) {
SDL_DestroyTexture(self->texture);
free(self);
}
Spritesheet* spritesheet_load(const char* texture_name, IVector tile_size) {
SDL_Texture* texture = IMG_LoadTexture(g_renderer, texture_name);
ASSERT_RETURN(texture != NULL, NULL, "Failed to load texture from file %s.", texture_name);
return spritesheet_from_texture(texture, tile_size);
}
Spritesheet* spritesheet_from_texture(SDL_Texture* texture, IVector tile_size) {
Spritesheet* self = malloc(sizeof(Spritesheet));
ASSERT_RETURN(self != NULL, NULL, "Failed to allocate spritesheet.");
self->asset_id = store_asset(Spritesheet_as_Asset(self));
// Load the texture image and query it's size
self->texture = texture;
SDL_QueryTexture(self->texture, NULL, NULL, &self->resolution.x, &self->resolution.y);
self->tile_size = tile_size;
self->tile_shear = (size_t)self->resolution.x / self->tile_size.x;
self->tile_count = (size_t)self->resolution.x / self->tile_size.x * self->resolution.y / self->tile_size.y;
return self;
}
void spritesheet_destroy(Spritesheet* self) {
free_asset(self->asset_id);
}
SDL_Texture* spritesheet_get_texture(const Spritesheet* self) {
return self->texture;
}
SDL_Rect spritesheet_get_tile_rect(const Spritesheet* self, size_t index) {
IVector tile_coord = {(int)(index % self->tile_shear), (int)(index / self->tile_shear)};
tile_coord = vmuli(tile_coord, self->tile_size);
return (SDL_Rect) {
tile_coord.x, tile_coord.y,
self->tile_size.x, self->tile_size.y
};
}
IVector spritesheet_get_resolution(const Spritesheet* self) {
return self->resolution;
}
size_t spritesheet_get_tile_count(const Spritesheet* self) {
return self->tile_count;
}
asset_id spritesheet_get_asset_id(Spritesheet* self) {
return self->asset_id;
}
void spritesheet_set_asset_id(Spritesheet* self, asset_id id) {
self->asset_id = id;
}