converted from bmp to jpg
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@ -26,7 +26,9 @@
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#include "../../gameplay/core/Game.h"
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#include "../../gameplay/effects/LineEffect.h"
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_ttf/SDL_ttf.h>
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#include "../../utils/ImagePathResolver.h"
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#include <iostream>
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#include <cmath>
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#include <fstream>
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@ -1044,17 +1046,20 @@ void ApplicationManager::setupStateHandlers() {
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if (m_cachedBgLevel != bgLevel) {
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if (m_nextLevelBackgroundTex) { SDL_DestroyTexture(m_nextLevelBackgroundTex); m_nextLevelBackgroundTex = nullptr; }
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char bgPath[256];
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std::snprintf(bgPath, sizeof(bgPath), "assets/images/tetris_main_back_level%d.bmp", bgLevel);
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SDL_Surface* s = SDL_LoadBMP(bgPath);
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std::snprintf(bgPath, sizeof(bgPath), "assets/images/tetris_main_back_level%d.jpg", bgLevel);
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const std::string resolvedBgPath = AssetPath::resolveImagePath(bgPath);
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SDL_Surface* s = IMG_Load(resolvedBgPath.c_str());
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if (s && renderer.getSDLRenderer()) {
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m_nextLevelBackgroundTex = SDL_CreateTextureFromSurface(renderer.getSDLRenderer(), s);
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SDL_DestroySurface(s);
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m_levelFadeAlpha = 0.0f;
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m_levelFadeElapsed = 0.0f;
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m_cachedBgLevel = bgLevel;
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if (resolvedBgPath != bgPath) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded level %d background via %s", bgLevel, resolvedBgPath.c_str());
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}
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} else {
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m_cachedBgLevel = -1; // don’t change if missing
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m_cachedBgLevel = -1; // don't change if missing
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m_cachedBgLevel = -1; // don't change if missing
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if (s) SDL_DestroySurface(s);
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}
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}
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@ -3,8 +3,10 @@
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#include "../../audio/Audio.h"
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#include "../../audio/SoundEffect.h"
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_ttf/SDL_ttf.h>
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#include <filesystem>
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#include "../../utils/ImagePathResolver.h"
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AssetManager::AssetManager()
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: m_renderer(nullptr)
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@ -379,19 +381,25 @@ SDL_Texture* AssetManager::loadTextureFromFile(const std::string& filepath) {
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return nullptr;
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}
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// Load using SDL_LoadBMP (matching main.cpp pattern)
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SDL_Surface* surface = SDL_LoadBMP(filepath.c_str());
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if (!surface) {
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setError("Failed to load surface from: " + filepath + " - " + SDL_GetError());
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const std::string resolvedPath = AssetPath::resolveImagePath(filepath);
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SDL_Texture* texture = IMG_LoadTexture(m_renderer, resolvedPath.c_str());
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if (!texture) {
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std::string message = "Failed to load texture from: ";
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message += filepath;
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message += " (resolved: ";
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message += resolvedPath;
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message += ") - ";
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message += SDL_GetError();
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setError(message);
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return nullptr;
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}
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SDL_Texture* texture = SDL_CreateTextureFromSurface(m_renderer, surface);
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SDL_DestroySurface(surface);
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if (!texture) {
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setError("Failed to create texture from surface: " + filepath + " - " + SDL_GetError());
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return nullptr;
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if (resolvedPath != filepath) {
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std::string message = "Loaded alternative image path for ";
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message += filepath;
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message += ": ";
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message += resolvedPath;
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logInfo(message);
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}
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return texture;
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