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#include "level.h"
texture_ptr Level::render(SDL_Renderer* ren, Layer layer) const
{
texture_ptr canvas(
SDL_CreateTexture(
ren,
SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET,
LEVEL_SIZE.w(),
LEVEL_SIZE.h()));
SDL_SetRenderTarget(ren, canvas.get());
SDL_SetTextureBlendMode(canvas.get(), SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(ren, 0, 0, 0, 0);
SDL_RenderFillRect(ren, nullptr);
for (size_t y = 0; y < size_.h(); y++)
{
for (size_t x = 0; x < size_.w(); x++)
{
SDL_Rect src {
0,
static_cast<int>(at(x, y, layer) * TILE_SIZE.h()),
TILE_SIZE.w(),
TILE_SIZE.h()
};
SDL_Rect dest {
static_cast<int>(x * TILE_SIZE.w()),
static_cast<int>(y * TILE_SIZE.h()),
TILE_SIZE.w(),
TILE_SIZE.h()
};
SDL_RenderCopy(
ren,
getTileset(layer).getImage().get(),
&src,
&dest);
}
}
SDL_SetRenderTarget(ren, nullptr);
return canvas;
}
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