forked from jaildesigner-jailgames/jaildoctors_dilemma
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clang-tidy (macos)
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@@ -82,13 +82,13 @@ class Surface {
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void render(SDL_FRect* src_rect = nullptr, SDL_FRect* dst_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE);
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// Copia una región de la SurfaceData de origen a la SurfaceData de destino reemplazando un color por otro
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void renderWithColorReplace(int x, int y, Uint8 source_color = 0, Uint8 target_color = 0, SDL_FRect* src_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE);
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void renderWithColorReplace(int x, int y, Uint8 source_color = 0, Uint8 target_color = 0, SDL_FRect* src_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE) const;
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// Render amb dissolució als cantons superior/inferior (hash 2D, sense parpelleig)
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void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect = nullptr);
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void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect = nullptr) const;
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// Idem però reemplaçant un color índex (per a sprites sobre fons del mateix color)
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void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect = nullptr);
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void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect = nullptr) const;
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// Establece un color en la paleta
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void setColor(int index, Uint32 color);
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