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VVVVVV/desktop_version/src/GraphicsResources.cpp
Misa 3102cac9d9 Add asserts for missing images and sound effects
I don't want to add too many asserts, because sometimes it's okay if a
file is missing (mmmmmm.vvv). But currently, the game basically expects
all images and sound effects to be present. That might change in the
future, but for now, these asserts are okay.
2021-04-18 15:01:43 -04:00

148 lines
3.4 KiB
C++

#include "GraphicsResources.h"
#include <stdio.h>
#include <stdlib.h>
#include "FileSystemUtils.h"
// Used to load PNG data
extern "C"
{
extern unsigned lodepng_decode24(
unsigned char** out,
unsigned* w,
unsigned* h,
const unsigned char* in,
size_t insize
);
extern unsigned lodepng_decode32(
unsigned char** out,
unsigned* w,
unsigned* h,
const unsigned char* in,
size_t insize
);
}
static SDL_Surface* LoadImage(const char *filename, bool noBlend = true, bool noAlpha = false)
{
//Temporary storage for the image that's loaded
SDL_Surface* loadedImage = NULL;
//The optimized image that will be used
SDL_Surface* optimizedImage = NULL;
unsigned char *data;
unsigned int width, height;
unsigned char *fileIn;
size_t length;
FILESYSTEM_loadAssetToMemory(filename, &fileIn, &length, false);
if (fileIn == NULL)
{
SDL_assert(0 && "Image file missing!");
return NULL;
}
if (noAlpha)
{
lodepng_decode24(&data, &width, &height, fileIn, length);
}
else
{
lodepng_decode32(&data, &width, &height, fileIn, length);
}
FILESYSTEM_freeMemory(&fileIn);
loadedImage = SDL_CreateRGBSurfaceFrom(
data,
width,
height,
noAlpha ? 24 : 32,
width * (noAlpha ? 3 : 4),
0x000000FF,
0x0000FF00,
0x00FF0000,
noAlpha ? 0x00000000 : 0xFF000000
);
if (loadedImage != NULL)
{
optimizedImage = SDL_ConvertSurfaceFormat(
loadedImage,
SDL_PIXELFORMAT_ABGR8888, // FIXME: Format? -flibit
0
);
SDL_FreeSurface( loadedImage );
SDL_free(data);
if (noBlend)
{
SDL_SetSurfaceBlendMode(optimizedImage, SDL_BLENDMODE_BLEND);
}
return optimizedImage;
}
else
{
SDL_free(data);
fprintf(stderr,"Image not found: %s\n", filename);
SDL_assert(0 && "Image not found! See stderr.");
return NULL;
}
}
void GraphicsResources::init(void)
{
im_tiles = LoadImage("graphics/tiles.png");
im_tiles2 = LoadImage("graphics/tiles2.png");
im_tiles3 = LoadImage("graphics/tiles3.png");
im_entcolours = LoadImage("graphics/entcolours.png");
im_sprites = LoadImage("graphics/sprites.png");
im_flipsprites = LoadImage("graphics/flipsprites.png");
im_bfont = LoadImage("graphics/font.png");
im_teleporter = LoadImage("graphics/teleporter.png");
im_image0 = LoadImage("graphics/levelcomplete.png", false);
im_image1 = LoadImage("graphics/minimap.png", true, true);
im_image2 = LoadImage("graphics/covered.png", true, true);
im_image3 = LoadImage("graphics/elephant.png");
im_image4 = LoadImage("graphics/gamecomplete.png", false);
im_image5 = LoadImage("graphics/fliplevelcomplete.png", false);
im_image6 = LoadImage("graphics/flipgamecomplete.png", false);
im_image7 = LoadImage("graphics/site.png", false);
im_image8 = LoadImage("graphics/site2.png");
im_image9 = LoadImage("graphics/site3.png");
im_image10 = LoadImage("graphics/ending.png");
im_image11 = LoadImage("graphics/site4.png");
im_image12 = LoadImage("graphics/minimap.png");
}
void GraphicsResources::destroy(void)
{
#define CLEAR(img) \
SDL_FreeSurface(img); \
img = NULL;
CLEAR(im_tiles);
CLEAR(im_tiles2);
CLEAR(im_tiles3);
CLEAR(im_entcolours);
CLEAR(im_sprites);
CLEAR(im_flipsprites);
CLEAR(im_bfont);
CLEAR(im_teleporter);
CLEAR(im_image0);
CLEAR(im_image1);
CLEAR(im_image2);
CLEAR(im_image3);
CLEAR(im_image4);
CLEAR(im_image5);
CLEAR(im_image6);
CLEAR(im_image7);
CLEAR(im_image8);
CLEAR(im_image9);
CLEAR(im_image10);
CLEAR(im_image11);
CLEAR(im_image12);
#undef CLEAR
}