Files
factorygame/util/util.c
2025-05-30 22:31:59 +02:00

117 lines
3.6 KiB
C

//
// Created by bruno on 4/24/25.
//
#include "util.h"
//#include "font.h"
//The window we'll be rendering to
SDL_Window *window = NULL;
volatile bool running = true;
//The surface contained by the window
SDL_Renderer *renderer = NULL;
SDL_Texture* createFlippedTexture(SDL_Renderer* renderer, SDL_Texture* src, SDL_RendererFlip flip) {
int w, h;
SDL_QueryTexture(src, NULL, NULL, &w, &h);
SDL_Texture *renderTarget = SDL_GetRenderTarget(renderer);
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, renderTarget);
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 *renderTarget = SDL_GetRenderTarget(renderer);
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, renderTarget);
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;
}
void DrawThickRect(SDL_Renderer* renderer, SDL_Rect rect, int thickness) {
for (int i = 0; i < thickness; i++) {
SDL_Rect r = { rect.x - i, rect.y - i, rect.w + i * 2, rect.h + i * 2 };
SDL_RenderDrawRect(renderer, &r);
}
}
void renderBar(SDL_Renderer *renderer,
int x, int y, int width, int height,
int maxValue, int currentValue,
SDL_Color barColor, int margin)
{
if (maxValue <= 0) return; // Avoid division by zero
// Clamp value
if (currentValue < 0) currentValue = 0;
if (currentValue == 0) {
return;
}
if (currentValue > maxValue) currentValue = maxValue;
// Calculate filled width based on currentValue
int filledWidth = (width * currentValue) / maxValue;
// Bar rectangle
SDL_Rect barRect = { x, y, filledWidth, height };
// Background rectangle with margin
SDL_Rect bgRect = {
x - margin,
y - margin,
width + margin * 2,
height + margin * 2
};
// Draw background (black)
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderFillRect(renderer, &bgRect);
// Draw bar with provided color
SDL_SetRenderDrawColor(renderer, barColor.r, barColor.g, barColor.b, barColor.a);
SDL_RenderFillRect(renderer, &barRect);
char barString[20];
sprintf(barString, "%d/%d", currentValue, maxValue);
//renderText(renderer, fonts[3], barString, width / 2, margin);
}