forked from jaildesigner-jailgames/jaildoctors_dilemma
- Canvis que vaig fer fa 2 messos, però no sé en què estava pensant, he de arreglar-ho.
This commit is contained in:
@@ -1,16 +1,30 @@
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#include "destsurface.h"
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#include "systempalette.h"
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namespace DestSurface
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{
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void Init(SDL_Renderer *renderer, SDL_Texture *texture) {
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uint8_t *pixels = nullptr;
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int width, height;
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void init(int width, int height)
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{
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if (pixels==nullptr) pixels = new uint8_t[width*height];
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DestSurface::width = width;
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DestSurface::height = height;
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}
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void Clear() {
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void clear(uint32_t color)
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{
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SDL_memset(pixels, SystemPalette::getEntry(color), width*height);
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}
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uint32_t *getPixels() {
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uint8_t *getPixels()
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{
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return pixels;
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}
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int getWidth()
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{
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return width;
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}
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}
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@@ -4,9 +4,11 @@
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namespace DestSurface
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{
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void Init(SDL_Renderer *renderer, SDL_Texture *texture);
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void init(int width, int height);
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void Clear();
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void clear(uint32_t color);
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uint32_t *getPixels();
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uint8_t *getPixels();
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int getWidth();
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}
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@@ -1,6 +1,8 @@
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#include "screen.h"
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#include <string>
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#include <iostream>
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#include "destsurface.h"
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#include "systempalette.h"
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// Constructor
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options)
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@@ -28,7 +30,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
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borderColor = {0x00, 0x00, 0x00};
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// Crea la textura donde se dibujan los graficos del juego
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gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
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gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, gameCanvasWidth, gameCanvasHeight);
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if (gameCanvas == nullptr)
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{
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if (options->console)
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@@ -37,6 +39,8 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
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}
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}
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DestSurface::init(gameCanvasWidth, gameCanvasHeight);
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// Establece el modo de video
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setVideoMode(options->videoMode);
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@@ -53,26 +57,34 @@ Screen::~Screen()
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// Limpia la pantalla
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void Screen::clean(color_t color)
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{
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer);
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DestSurface::clear((color.r<<24) + (color.g<<16) + (color.b<<8) + 255);
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}
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// Prepara para empezar a dibujar en la textura de juego
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void Screen::start()
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{
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SDL_SetRenderTarget(renderer, gameCanvas);
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//SDL_SetRenderTarget(renderer, gameCanvas);
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}
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// Vuelca el contenido del renderizador en pantalla
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void Screen::blit()
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{
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// Vuelve a dejar el renderizador en modo normal
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SDL_SetRenderTarget(renderer, nullptr);
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//SDL_SetRenderTarget(renderer, nullptr);
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// Borra el contenido previo
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SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
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SDL_RenderClear(renderer);
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uint8_t *destSurface = DestSurface::getPixels();
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Uint32 *pixels;
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int pitch;
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int size = gameCanvasWidth*gameCanvasHeight;
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SDL_LockTexture(gameCanvas, NULL, (void**)&pixels, &pitch);
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for (int i=0;i<size;++i) pixels[i] = SystemPalette::getRGBA(destSurface[i]);
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SDL_UnlockTexture(gameCanvas);
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// Copia la textura de juego en el renderizador en la posición adecuada
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SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
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@@ -4,13 +4,13 @@
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#include "stb_image.h"
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#include <iostream>
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#include "systempalette.h"
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#include "destsurface.h"
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// Constructor
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Texture::Texture(SDL_Renderer *renderer, SDL_Texture *texture, std::string path, bool verbose)
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Texture::Texture(SDL_Renderer *renderer, std::string path, bool verbose)
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{
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// Copia punteros
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this->renderer = renderer;
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this->texture = texture;
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this->path = path;
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// Inicializa
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@@ -56,6 +56,8 @@ bool Texture::loadFromFile(std::string path, bool verbose)
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// Limpia
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unload();
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this->width = width;
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this->height = height;
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const int size = width*height;
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this->pixels = new uint8_t[size];
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for (int i = 0; i < size; ++i) this->pixels[i] = SystemPalette::getEntry(data[i]);
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@@ -66,7 +68,7 @@ bool Texture::loadFromFile(std::string path, bool verbose)
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}
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// Crea una textura en blanco
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bool Texture::createBlank(int width, int height, SDL_TextureAccess access)
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bool Texture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access)
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{
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// Crea una textura sin inicializar
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this->pixels = new uint8_t[width*height];
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@@ -124,13 +126,24 @@ void Texture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float
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renderQuad.h = renderQuad.h * zoomH;
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// Renderiza a pantalla
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SDL_RenderCopyEx(renderer, texture, clip, &renderQuad, angle, center, flip);
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//SDL_RenderCopyEx(renderer, texture, clip, &renderQuad, angle, center, flip);
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uint8_t *destSurface = DestSurface::getPixels();
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int canvasWidth = DestSurface::getWidth();
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int y_inc = 1, y_ini = 0, y_fin = renderQuad.h-1; if (flip && SDL_FLIP_VERTICAL==SDL_FLIP_VERTICAL) { auto tmp=y_ini; y_ini=y_fin; y_fin=tmp; y_inc=-1; }
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int x_inc = 1, x_ini = 0, x_fin = renderQuad.w-1; if (flip && SDL_FLIP_HORIZONTAL==SDL_FLIP_HORIZONTAL) { auto tmp=x_ini; x_ini=x_fin; x_fin=tmp; x_inc=-1; }
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for (int yy=y_ini; yy <= y_fin; yy += y_inc) {
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for (int xx=x_ini; xx <= x_fin; xx += x_inc) {
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destSurface[ x+xx + y+yy * canvasWidth ] = pixels[ clip->x+xx + clip->y+yy * width ];
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}
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}
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}
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// Establece la textura como objetivo de renderizado
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void Texture::setAsRenderTarget(SDL_Renderer *renderer)
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{
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SDL_SetRenderTarget(renderer, texture);
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//SDL_SetRenderTarget(renderer, texture);
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}
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// Obtiene el ancho de la imagen
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@@ -154,5 +167,5 @@ bool Texture::reLoad()
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// Obtiene la textura
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SDL_Texture *Texture::getSDLTexture()
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{
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return texture;
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return nullptr; //texture;
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}
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@@ -12,7 +12,6 @@ class Texture
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private:
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// Objetos y punteros
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uint8_t *pixels; // Los pixels de esta textura
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SDL_Texture *texture; // La textura SDL sobre la que pintaremos (debe haber sido creada con SDL_TEXTUREACCESS_STREAMING)
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SDL_Renderer *renderer; // Renderizador donde dibujar la textura
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// Variables
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@@ -23,7 +22,7 @@ private:
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public:
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// Constructor
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Texture(SDL_Renderer *renderer, SDL_Texture *texture, std::string path = "", bool verbose = false);
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Texture(SDL_Renderer *renderer, std::string path = "", bool verbose = false);
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// Destructor
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~Texture();
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@@ -32,7 +31,7 @@ public:
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bool loadFromFile(std::string path, bool verbose = false);
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// Crea una textura en blanco
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bool createBlank(int width, int height, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
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bool createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
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// Libera la memoria de la textura
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void unload();
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