81 lines
2.6 KiB
C++
81 lines
2.6 KiB
C++
#include "assets.hpp"
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#include "audio.hpp"
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#include "sdl_types.hpp"
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#include <cstdint>
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#include <spdlog/spdlog.h>
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static constexpr uint8_t BACKGROUND_DATA[] = {
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#embed "assets/images/jungle.bmp"
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};
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static constexpr uint8_t FRUITS_DATA[] = {
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#embed "assets/images/fruits.bmp"
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};
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static constexpr uint8_t BASKET_DATA[] = {
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#embed "assets/images/basket.bmp"
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};
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static constexpr uint8_t BACKGROUND_MUSIC_DATA[] = {
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#embed "assets/sounds/JamaicanSunrise.wav"
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};
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SDL_Texture *load_texture(uint8_t const *data, size_t size,
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SDL_Renderer *renderer) {
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auto *iostream = SDL_IOFromConstMem(data, size);
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SDL_Surface *surface = SDL_LoadBMP_IO(iostream, false);
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if (surface == nullptr) {
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spdlog::error("Failed to load SDL surface!\nCause: {}", SDL_GetError());
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}
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SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (texture == nullptr) {
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spdlog::error("Failed to create texture from surface!\nCause: {}",
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SDL_GetError());
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}
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return texture;
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}
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AudioAsset load_audio(uint8_t const *data, size_t size) {
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AudioAsset audio_asset;
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auto *iostream = SDL_IOFromConstMem(data, size);
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bool res = SDL_LoadWAV_IO(iostream, false, &audio_asset.spec,
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&audio_asset.buffer, &audio_asset.buffer_length);
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if (!res) {
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spdlog::error("Failed to load audio file!\nCause: {}", SDL_GetError());
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}
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return audio_asset;
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}
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void init_assets(flecs::world &world) {
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auto *renderer = world.get<SdlHandles>()->renderer;
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auto *background =
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load_texture(BACKGROUND_DATA, sizeof(BACKGROUND_DATA), renderer);
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TextureAtlasLayout background_layout = {
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.width = 866, .height = 510, .rows = 1, .columns = 1};
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auto *fruits = load_texture(FRUITS_DATA, sizeof(FRUITS_DATA), renderer);
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TextureAtlasLayout fruits_layout = {
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.width = 16, .height = 16, .rows = 6, .columns = 38};
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auto *basket = load_texture(BASKET_DATA, sizeof(BASKET_DATA), renderer);
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TextureAtlasLayout basket_layout = {
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.width = 16, .height = 16, .rows = 1, .columns = 1};
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world.set<TextureAssets>(TextureAssets{
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.background = Texture{.sdl_texture = background,
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.texture_atlas_layout = background_layout},
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.fruits =
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Texture{.sdl_texture = fruits, .texture_atlas_layout = fruits_layout},
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.basket = Texture{.sdl_texture = basket,
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.texture_atlas_layout = basket_layout}});
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auto background_music =
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load_audio(BACKGROUND_MUSIC_DATA, sizeof(BACKGROUND_MUSIC_DATA));
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world.set<AudioAssets>(AudioAssets{.background_music = background_music});
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}
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