forked from jaildesigner-jailgames/jaildoctors_dilemma
Optimizaciones de código
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@@ -11,7 +11,7 @@ LTexture::LTexture(SDL_Renderer *renderer, std::string path)
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this->path = path;
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// Inicializa
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texture = NULL;
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texture = nullptr;
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width = 0;
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height = 0;
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@@ -35,7 +35,7 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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int req_format = STBI_rgb_alpha;
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int width, height, orig_format;
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unsigned char *data = stbi_load(path.c_str(), &width, &height, &orig_format, req_format);
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if (data == NULL)
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if (data == nullptr)
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{
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SDL_Log("Loading image failed: %s", stbi_failure_reason());
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exit(1);
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@@ -60,11 +60,11 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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unload();
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// La textura final
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SDL_Texture *newTexture = NULL;
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SDL_Texture *newTexture = nullptr;
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// Carga la imagen desde una ruta específica
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SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
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if (loadedSurface == NULL)
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if (loadedSurface == nullptr)
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{
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printf("Unable to load image %s!\n", path.c_str());
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}
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@@ -72,7 +72,7 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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{
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// Crea la textura desde los pixels de la surface
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newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
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if (newTexture == NULL)
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if (newTexture == nullptr)
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{
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printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
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}
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@@ -89,7 +89,7 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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// Return success
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texture = newTexture;
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return texture != NULL;
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return texture != nullptr;
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}
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// Crea una textura en blanco
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@@ -97,7 +97,7 @@ bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_Te
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{
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// Crea una textura sin inicializar
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
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if (texture == NULL)
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if (texture == nullptr)
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{
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printf("Unable to create blank texture! SDL Error: %s\n", SDL_GetError());
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}
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@@ -107,17 +107,17 @@ bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_Te
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this->height = height;
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}
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return texture != NULL;
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return texture != nullptr;
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}
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// Libera la memoria de la textura
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void LTexture::unload()
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{
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// Libera la textura si existe
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if (texture != NULL)
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if (texture != nullptr)
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{
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SDL_DestroyTexture(texture);
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texture = NULL;
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texture = nullptr;
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width = 0;
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height = 0;
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}
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@@ -148,7 +148,7 @@ void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, floa
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SDL_Rect renderQuad = {x, y, width, height};
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// Obtiene las dimesiones del clip de renderizado
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if (clip != NULL)
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if (clip != nullptr)
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{
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renderQuad.w = clip->w;
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renderQuad.h = clip->h;
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