| 58 | } |
| 59 | |
| 60 | int |
| 61 | LoadSprite(const char *file) |
| 62 | { |
| 63 | int i; |
| 64 | SDL_Surface *temp; |
| 65 | |
| 66 | /* Load the sprite image */ |
| 67 | temp = SDL_LoadBMP(file); |
| 68 | if (temp == NULL) { |
| 69 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); |
| 70 | return (-1); |
| 71 | } |
| 72 | sprite_w = temp->w; |
| 73 | sprite_h = temp->h; |
| 74 | |
| 75 | /* Set transparent pixel as the pixel at (0,0) */ |
| 76 | if (temp->format->palette) { |
| 77 | SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels); |
| 78 | } else { |
| 79 | switch (temp->format->BitsPerPixel) { |
| 80 | case 15: |
| 81 | SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF); |
| 82 | break; |
| 83 | case 16: |
| 84 | SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels); |
| 85 | break; |
| 86 | case 24: |
| 87 | SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF); |
| 88 | break; |
| 89 | case 32: |
| 90 | SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels); |
| 91 | break; |
| 92 | } |
| 93 | } |
| 94 | |
| 95 | /* Create textures from the image */ |
| 96 | for (i = 0; i < state->num_windows; ++i) { |
| 97 | SDL_Renderer *renderer = state->renderers[i]; |
| 98 | sprites[i] = SDL_CreateTextureFromSurface(renderer, temp); |
| 99 | if (!sprites[i]) { |
| 100 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); |
| 101 | SDL_FreeSurface(temp); |
| 102 | return (-1); |
| 103 | } |
| 104 | if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) { |
| 105 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError()); |
| 106 | SDL_FreeSurface(temp); |
| 107 | SDL_DestroyTexture(sprites[i]); |
| 108 | return (-1); |
| 109 | } |
| 110 | } |
| 111 | SDL_FreeSurface(temp); |
| 112 | |
| 113 | /* We're ready to roll. :) */ |
| 114 | return (0); |
| 115 | } |
| 116 | |
| 117 | void |
no test coverage detected