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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