mirror of
https://github.com/libsdl-org/SDL.git
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185 lines
5.8 KiB
C
185 lines
5.8 KiB
C
/*
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Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
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Copyright 2022 Collabora Ltd.
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include "testutils.h"
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#ifdef SDL_PLATFORM_DOS
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static const struct
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{
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const char *longname;
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const char *shortname;
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} names83_map[] = {
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{ "unifont-15.1.05.hex", "UNIFONT.HEX" },
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{ "unifont-15.1.05-license.txt", "UNIFONTL.TXT" },
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{ "physaudiodev.png", "PHYSADEV.PNG" },
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{ "logaudiodev.png", "LOGADEV.PNG" },
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{ "audiofile.png", "AUDIOFIL.PNG" },
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{ "soundboard.png", "SNDBRD.PNG" },
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{ "soundboard_levels.png", "SNDLVL.PNG" },
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{ "trashcan.png", "TRASHCAN.PNG" },
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{ "msdf_font.png", "MSDFFONT.PNG" },
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{ "msdf_font.csv", "MSDFFONT.CSV" },
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{ "gamepad_front.png", "GP_FRONT.PNG" },
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{ "gamepad_back.png", "GP_BACK.PNG" },
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{ "gamepad_face_abxy.png", "GP_FABXY.PNG" },
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{ "gamepad_face_axby.png", "GP_FAXBY.PNG" },
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{ "gamepad_face_bayx.png", "GP_FBAYX.PNG" },
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{ "gamepad_face_sony.png", "GP_FSONY.PNG" },
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{ "gamepad_battery.png", "GP_BATT.PNG" },
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{ "gamepad_battery_unknown.png", "GP_BATTX.PNG" },
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{ "gamepad_battery_wired.png", "GP_BATTW.PNG" },
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{ "gamepad_touchpad.png", "GP_TOUCH.PNG" },
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{ "gamepad_dual_touchpad.png", "GP_DUALT.PNG" },
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{ "gamepad_button.png", "GP_BTN.PNG" },
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{ "gamepad_button_small.png", "GP_BTNSM.PNG" },
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{ "gamepad_button_background.png", "GP_BTNBG.PNG" },
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{ "gamepad_axis.png", "GP_AXIS.PNG" },
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{ "gamepad_axis_arrow.png", "GP_AXARW.PNG" },
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{ "gamepad_wired.png", "GP_WIRED.PNG" },
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{ "gamepad_wireless.png", "GP_WLESS.PNG" },
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{ "sdl-test_round.png", "SDLROUND.PNG" },
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{ NULL, NULL }
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};
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static const char *Map83Filename(const char *file)
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{
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int i;
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for (i = 0; names83_map[i].longname; i++) {
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if (SDL_strcasecmp(file, names83_map[i].longname) == 0) {
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return names83_map[i].shortname;
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}
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}
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return file;
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}
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#endif
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/**
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* Return the absolute path to def in the SDL_GetBasePath() if possible, or
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* the relative path to def on platforms that don't have a working
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* SDL_GetBasePath(). Free the result with SDL_free.
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*
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* Fails and returns NULL if out of memory.
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*/
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char *GetNearbyFilename(const char *file)
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{
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const char *base = SDL_GetBasePath();
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#ifdef SDL_PLATFORM_DOS
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file = Map83Filename(file);
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#endif
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char *path;
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if (base) {
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SDL_IOStream *rw;
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if (SDL_asprintf(&path, "%s%s", base, file) < 0) {
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return NULL;
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}
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rw = SDL_IOFromFile(path, "rb");
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if (rw) {
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SDL_CloseIO(rw);
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return path;
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}
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/* Couldn't find the file in the base path */
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SDL_free(path);
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}
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return SDL_strdup(file);
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}
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/**
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* If user_specified is non-NULL, return a copy of it. Free with SDL_free.
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*
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* Otherwise, return the absolute path to def in the SDL_GetBasePath() if
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* possible, or the relative path to def on platforms that don't have a
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* working SDL_GetBasePath(). Free the result with SDL_free.
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*
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* Fails and returns NULL if out of memory.
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*/
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char *GetResourceFilename(const char *user_specified, const char *def)
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{
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if (user_specified) {
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return SDL_strdup(user_specified);
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}
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#ifdef SDL_PLATFORM_DOS
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def = Map83Filename(def);
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#endif
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return GetNearbyFilename(def);
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}
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/**
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* Load the .png file whose name is file, from the SDL_GetBasePath() if
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* possible or the current working directory if not.
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*
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* If transparent is true, set the transparent colour from the top left pixel.
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*
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* If width_out is non-NULL, set it to the texture width.
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*
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* If height_out is non-NULL, set it to the texture height.
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*/
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SDL_Texture *LoadTexture(SDL_Renderer *renderer, const char *file, bool transparent)
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{
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SDL_Surface *temp = NULL;
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SDL_Texture *texture = NULL;
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char *path;
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path = GetNearbyFilename(file);
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if (path) {
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file = path;
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}
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temp = SDL_LoadSurface(file);
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if (!temp) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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} else {
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/* Set transparent pixel as the pixel at (0,0) */
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if (transparent) {
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if (SDL_GetSurfacePalette(temp)) {
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const Uint8 bpp = SDL_BITSPERPIXEL(temp->format);
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const Uint8 mask = (1 << bpp) - 1;
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if (SDL_PIXELORDER(temp->format) == SDL_BITMAPORDER_4321)
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SDL_SetSurfaceColorKey(temp, true, (*(Uint8 *)temp->pixels) & mask);
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else
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SDL_SetSurfaceColorKey(temp, true, ((*(Uint8 *)temp->pixels) >> (8 - bpp)) & mask);
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} else {
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switch (SDL_BITSPERPIXEL(temp->format)) {
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case 15:
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SDL_SetSurfaceColorKey(temp, true,
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(*(Uint16 *)temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetSurfaceColorKey(temp, true, *(Uint16 *)temp->pixels);
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break;
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case 24:
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SDL_SetSurfaceColorKey(temp, true,
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(*(Uint32 *)temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetSurfaceColorKey(temp, true, *(Uint32 *)temp->pixels);
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break;
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}
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}
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}
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texture = SDL_CreateTextureFromSurface(renderer, temp);
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s", SDL_GetError());
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}
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}
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SDL_DestroySurface(temp);
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SDL_free(path);
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return texture;
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}
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