mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-26 06:28:30 +02:00
a5c3bd97a0
This is just to simplify the function. I really don't see any point in taking away the alpha for some images, other than to disappoint people who mod the game assets. It just complicates loading the image with no real gain. To reduce maintenance costs, let's remove this alternate code path. Also it's a default argument and I don't like default arguments.
134 lines
3.6 KiB
C++
134 lines
3.6 KiB
C++
#include "GraphicsResources.h"
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#include "FileSystemUtils.h"
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#include "Vlogging.h"
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// Used to load PNG data
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extern "C"
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{
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extern unsigned lodepng_decode32(
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unsigned char** out,
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unsigned* w,
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unsigned* h,
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const unsigned char* in,
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size_t insize
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);
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extern const char* lodepng_error_text(unsigned code);
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}
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static SDL_Surface* LoadImage(const char *filename)
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{
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//Temporary storage for the image that's loaded
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SDL_Surface* loadedImage = NULL;
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//The optimized image that will be used
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SDL_Surface* optimizedImage = NULL;
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unsigned char *data;
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unsigned int width, height;
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unsigned int error;
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unsigned char *fileIn;
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size_t length;
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FILESYSTEM_loadAssetToMemory(filename, &fileIn, &length, false);
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if (fileIn == NULL)
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{
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SDL_assert(0 && "Image file missing!");
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return NULL;
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}
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error = lodepng_decode32(&data, &width, &height, fileIn, length);
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FILESYSTEM_freeMemory(&fileIn);
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if (error != 0)
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{
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vlog_error("Could not load %s: %s", filename, lodepng_error_text(error));
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return NULL;
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}
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loadedImage = SDL_CreateRGBSurfaceWithFormatFrom(
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data,
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width,
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height,
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32,
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width * 4,
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SDL_PIXELFORMAT_ABGR8888
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);
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if (loadedImage != NULL)
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{
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optimizedImage = SDL_ConvertSurfaceFormat(
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loadedImage,
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SDL_PIXELFORMAT_ARGB8888,
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0
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);
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SDL_FreeSurface( loadedImage );
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SDL_free(data);
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SDL_SetSurfaceBlendMode(optimizedImage, SDL_BLENDMODE_BLEND);
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return optimizedImage;
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}
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else
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{
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SDL_free(data);
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vlog_error("Image not found: %s", filename);
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SDL_assert(0 && "Image not found! See stderr.");
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return NULL;
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}
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}
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void GraphicsResources::init(void)
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{
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im_tiles = LoadImage("graphics/tiles.png");
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im_tiles2 = LoadImage("graphics/tiles2.png");
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im_tiles3 = LoadImage("graphics/tiles3.png");
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im_entcolours = LoadImage("graphics/entcolours.png");
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im_sprites = LoadImage("graphics/sprites.png");
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im_flipsprites = LoadImage("graphics/flipsprites.png");
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im_bfont = LoadImage("graphics/font.png");
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im_teleporter = LoadImage("graphics/teleporter.png");
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im_image0 = LoadImage("graphics/levelcomplete.png");
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im_image1 = LoadImage("graphics/minimap.png");
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im_image2 = LoadImage("graphics/covered.png");
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im_image3 = LoadImage("graphics/elephant.png");
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im_image4 = LoadImage("graphics/gamecomplete.png");
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im_image5 = LoadImage("graphics/fliplevelcomplete.png");
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im_image6 = LoadImage("graphics/flipgamecomplete.png");
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im_image7 = LoadImage("graphics/site.png");
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im_image8 = LoadImage("graphics/site2.png");
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im_image9 = LoadImage("graphics/site3.png");
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im_image10 = LoadImage("graphics/ending.png");
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im_image11 = LoadImage("graphics/site4.png");
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im_image12 = LoadImage("graphics/minimap.png");
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}
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void GraphicsResources::destroy(void)
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{
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#define CLEAR(img) \
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SDL_FreeSurface(img); \
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img = NULL;
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CLEAR(im_tiles);
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CLEAR(im_tiles2);
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CLEAR(im_tiles3);
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CLEAR(im_entcolours);
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CLEAR(im_sprites);
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CLEAR(im_flipsprites);
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CLEAR(im_bfont);
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CLEAR(im_teleporter);
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CLEAR(im_image0);
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CLEAR(im_image1);
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CLEAR(im_image2);
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CLEAR(im_image3);
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CLEAR(im_image4);
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CLEAR(im_image5);
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CLEAR(im_image6);
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CLEAR(im_image7);
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CLEAR(im_image8);
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CLEAR(im_image9);
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CLEAR(im_image10);
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CLEAR(im_image11);
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CLEAR(im_image12);
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#undef CLEAR
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}
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