Files
factorygame/util/util.c
2025-05-29 22:37:44 +02:00

75 lines
2.4 KiB
C

//
// Created by bruno on 4/24/25.
//
#include "util.h"
#include "../tiles/tile.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);
}
}