something

This commit is contained in:
2025-04-24 20:04:41 +02:00
parent 8fd5f1cf1e
commit 451e80f750
23 changed files with 565 additions and 161 deletions

55
util/util.c Normal file
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//
// Created by bruno on 4/24/25.
//
#include "util.h"
SDL_Texture* createFlippedTexture(SDL_Renderer* renderer, SDL_Texture* src, SDL_RendererFlip flip) {
int w, h;
SDL_QueryTexture(src, NULL, NULL, &w, &h);
SDL_Texture* target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
SDL_SetRenderTarget(renderer, target);
SDL_RenderCopyEx(renderer, src, NULL, NULL, 0, NULL, flip);
SDL_SetRenderTarget(renderer, NULL);
return target;
}
SDL_Texture* createRotatedTexture(SDL_Renderer* renderer, SDL_Texture* src, double angle) {
int w, h;
SDL_QueryTexture(src, NULL, NULL, &w, &h);
SDL_Texture* target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
SDL_SetRenderTarget(renderer, target);
SDL_RenderCopyEx(renderer, src, NULL, NULL, angle, NULL, SDL_FLIP_NONE);
SDL_SetRenderTarget(renderer, NULL);
return target;
}
SDL_Texture* ScaleTexture(SDL_Renderer* renderer, SDL_Texture* src, int newWidth, int newHeight) {
SDL_Texture* scaledTex = SDL_CreateTexture(renderer,
SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET,
newWidth,
newHeight);
if (!scaledTex) {
SDL_Log("Failed to create target texture: %s", SDL_GetError());
return nullptr;
}
// Save current render target
SDL_Texture* oldTarget = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, scaledTex);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
SDL_Rect dst = { 0, 0, newWidth, newHeight };
SDL_RenderCopy(renderer, src, NULL, &dst);
SDL_SetRenderTarget(renderer, oldTarget); // Restore
return scaledTex;
}

28
util/util.h Normal file
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//
// Created by bruno on 4/24/25.
//
#ifndef FACTORYGAME_UTIL_H
#define FACTORYGAME_UTIL_H
#include <SDL2/SDL.h>
typedef enum {
ORIENT_LEFT_DOWN,
ORIENT_LEFT,
ORIENT_LEFT_UP,
ORIENT_UP,
ORIENT_RIGHT_UP,
ORIENT_RIGHT,
ORIENT_RIGHT_DOWN,
ORIENT_DOWN,
ORIENT_DIRECTION_COUNT
} OrientDirection;
SDL_Texture *createRotatedTexture(SDL_Renderer *renderer, SDL_Texture *src, double angle);
SDL_Texture *createFlippedTexture(SDL_Renderer *renderer, SDL_Texture *src, SDL_RendererFlip flip);
SDL_Texture* ScaleTexture(SDL_Renderer* renderer, SDL_Texture* src, int newWidth, int newHeight);
#endif //FACTORYGAME_UTIL_H