add check to image blit
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2fe4e825aa
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@ -61,7 +61,6 @@ var sprite = {
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this._p = p;
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this.del_anim?.();
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this.texture = game.texture(p);
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say(p);
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this.diffuse = this.texture;
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this.rect = [0,0,1,1];
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@ -2002,6 +2002,7 @@ JSC_GET(texture, delays, ints)
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JSC_SCALL(texture_save, texture_save(js2texture(self), str));
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JSC_CCALL(texture_blit,
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texture *tex = js2texture(self);
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texture_blit(js2texture(self), js2texture(argv[0]), js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), js2number(argv[4])))
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static const JSCFunctionListEntry js_texture_funcs[] = {
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@ -2009,8 +2010,8 @@ static const JSCFunctionListEntry js_texture_funcs[] = {
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MIST_GET(texture, height),
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MIST_GET(texture, frames),
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MIST_GET(texture, delays),
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MIST_FUNC_DEF(texture, save, 2),
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MIST_FUNC_DEF(texture, blit, 3)
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MIST_FUNC_DEF(texture, save, 1),
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MIST_FUNC_DEF(texture, blit, 5)
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};
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JSC_GETSET(font, linegap, number)
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@ -2307,7 +2308,9 @@ JSC_SCALL(os_make_texture,
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JS_SetPropertyStr(js, ret, "path", JS_DupValue(js,argv[0]));
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)
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JSC_CCALL(os_make_tex_data, ret = texture2js(texture_empty(js2number(argv[0]), js2number(argv[1]), js2number(argv[2]))))
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JSC_CCALL(os_make_tex_data,
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ret = texture2js(texture_empty(js2number(argv[0]), js2number(argv[1]), js2number(argv[2])))
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)
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JSC_CCALL(os_make_font,
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font *f = MakeFont(js2str(argv[0]), js2number(argv[1]));
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@ -296,6 +296,8 @@ void texture_save(texture *tex, const char *file)
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}
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void blit_image(uint8_t* src, uint8_t* dest, int src_width, int src_height, int dest_width, int dest_height, int sx, int sy, int sw, int sh) {
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if (sx + sw > dest_width) return;
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if (sy + sh > dest_height) return;
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int src_stride = src_width * 4;
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int dest_stride = dest_width * 4;
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