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#include "SDL/SDL_stdinc.h"
#include "SDL/SDL_image.h"
#include "graphic.h"
#include "utils.h"

#define SDLSURF_OPTS SDL_HWSURFACE|SDL_HWACCEL|/*SDL_ASYNCBLIT|*/SDL_RLEACCEL

SDL_Surface * createSurface(int width, int height) {
	Uint32 rmask, gmask, bmask, amask;

	/* SDL interprets each pixel as a 32-bit number, so our masks must depend
	on the endianness (byte order) of the machine */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
	rmask = 0xff000000;
	gmask = 0x00ff0000;
	bmask = 0x0000ff00;
	amask = 0x000000ff;
#else
	rmask = 0x000000ff;
	gmask = 0x0000ff00;
	bmask = 0x00ff0000;
	amask = 0xff000000;
#endif

	return SDL_CreateRGBSurface(SDL_HWSURFACE|SDL_HWACCEL|/*SDL_ASYNCBLIT|*/SDL_RLEACCEL, width, height, 32, rmask, gmask, bmask, amask);

}

SDL_Surface * makeTerrain(gameIni_t *gIni, gameRess_t *gRess) {
	int res, i;
	SDL_Rect dstRect;
	SDL_Surface *terrain, *tile;

	terrain=createSurface(LEVEL_WIDTH, LEVEL_HEIGHT);
	if (terrain==NULL) {
		logs(LOG_ERROR, "makeTerrain(), SDL_CreateRGBSurface() returns NULL");
		return NULL;
	}

	res=SDL_FillRect(terrain, &(terrain->clip_rect), gIni->style.bgColor);
	if (res!=0) {
		logs(LOG_WARN, "makeTerrain(), SDL_FillRect() failed");
		return NULL;
	}

	for(i=0 ; i < gIni->level.terrainCount ; i++) {
		//FIXME : check sanity for id value
		tile=gRess->style.tiles[gIni->level.terrains[i].id];
		if (tile==NULL) {
			logs(LOG_ERROR, "makeTerrain(), tile==NULL");
			return NULL;
		}
		dstRect.x=gIni->level.terrains[i].xpos;
		dstRect.y=gIni->level.terrains[i].ypos;

		res=SDL_BlitSurface(tile, NULL, terrain, &dstRect);
		if (res!=0) {
			logs2(LOG_WARN, "makeTerrain(), SDL_BlitSurface()", SDL_GetError());
			return NULL;
		}
	}

	return terrain;
}