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#include <raylib.h>
#include <stdlib.h>
#include <stdio.h>
const int i = 1;
#define is_bigendian() ( (*(char*)&i) == 0 )
Texture2D processTilemapTexture(int * tilelayout, int width, int height) {
Color *pixels = (Color*) malloc(width * height * sizeof(Color));
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
int tile = tilelayout[y*width + x];
pixels[y*width + x] = (Color){
(int) tile, 0, 0, 0
};
}
}
Image checkedIm = {
.data = pixels,
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
};
Texture2D checked = LoadTextureFromImage(checkedIm);
UnloadImage(checkedIm);
return checked;
}
// read a big endian bytes from file
int readb(char *out, size_t noBytes, FILE *file) {
int s = fread(out, (size_t)1, (size_t) noBytes, file);
if (!is_bigendian()) {
int tmp;
// reverse byte order
for(int i = 0; i < noBytes/2; i++) {
tmp = out[i];
out[i] = out[noBytes-i-1];
out[noBytes-i-1] = tmp;
}
}
return s;
}
Texture2D loadTileMap(char *filename) {
int width, height, tilebytes;
int *tilelayout;
FILE *file;
file = fopen(filename, "rb");
// skip header
fseek(file, 10, SEEK_CUR);
// 4 bytes for int width
readb((char *)&width, 4, file);
// 4 bytes for int height
readb((char *)&height, 4, file);
// 1 byte saying how big each tile is
readb((char *)&tilebytes, 4, file);
printf("tilebytes: %d\n", tilebytes);
tilelayout = malloc(width*height*tilebytes);
int tile;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
readb((char *)&tile, tilebytes, file);
tilelayout[y*width + x] = tile;
}
}
return processTilemapTexture(tilelayout, width, height);
}
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