reinventant la roda
This commit is contained in:
@@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.20)
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project(demo1_pixels_wave)
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# Establecer el estándar de C++
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD 23)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# Opciones comunes de compilación
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@@ -17,12 +17,7 @@ if (NOT SDL3_FOUND)
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endif()
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# Archivos fuente
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file(GLOB SOURCE_FILES source/*.cpp)
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# Comprobar si se encontraron archivos fuente
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if(NOT SOURCE_FILES)
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message(FATAL_ERROR "No se encontraron archivos fuente en el directorio 'source/'. Verifica la ruta.")
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endif()
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set(SOURCE_FILES source/demo1_raii.cpp)
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# Detectar la plataforma y configuraciones específicas
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if(WIN32)
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20
Makefile
20
Makefile
@@ -1,20 +0,0 @@
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# Variables comunes
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SOURCE := source/*.cpp
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EXECUTABLE_NAME := demo1_pixels_wave
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CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections # Opciones comunes de compilación
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LDFLAGS := -lSDL3 # Flags de enlace comunes
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OUTPUT_EXT :=
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# Detectar plataforma y configurar
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ifeq ($(OS),Windows_NT)
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LDFLAGS += -lmingw32 -lws2_32
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OUTPUT_EXT := .exe
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endif
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# Regla principal: compilar el ejecutable
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all:
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$(CXX) $(SOURCE) $(CXXFLAGS) $(LDFLAGS) -o $(EXECUTABLE_NAME)$(OUTPUT_EXT)
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# Regla para limpiar archivos generados
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clean:
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rm -f $(EXECUTABLE_NAME)$(OUTPUT_EXT)
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@@ -14,8 +14,8 @@ int main(int argc, char *argv[])
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SDL_Window *window = SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, 0);
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SDL_Renderer *renderer = SDL_CreateRenderer(window, nullptr);
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SDL_SetRenderLogicalPresentation(renderer, WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
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// SDL_SetDefaultTextureScaleMode(renderer, SDL_SCALEMODE_NEAREST);
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SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT);
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SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
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Uint32 *pixels;
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int pitch;
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130
source/demo1_raii.cpp
Normal file
130
source/demo1_raii.cpp
Normal file
@@ -0,0 +1,130 @@
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#define SDL_MAIN_USE_CALLBACKS
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <cmath>
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#include <memory>
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#include <array>
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class PixelApp {
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public:
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static constexpr int WIDTH = 160;
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static constexpr int HEIGHT = 160;
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static constexpr int SIZE = WIDTH * HEIGHT;
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static constexpr int ZOOM = 4;
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PixelApp() = default;
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~PixelApp() { cleanup(); }
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bool init() {
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if (!SDL_Init(SDL_INIT_VIDEO))
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return false;
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window.reset(SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, 0));
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renderer.reset(SDL_CreateRenderer(window.get(), nullptr));
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SDL_SetRenderLogicalPresentation(renderer.get(), WIDTH, HEIGHT,
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SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
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texture.reset(SDL_CreateTexture(renderer.get(),
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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WIDTH, HEIGHT));
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SDL_SetTextureScaleMode(texture.get(), SDL_SCALEMODE_NEAREST);
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palette = { 0xFF000000, 0xFFFFFFFF };
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surface.fill(0);
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return true;
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}
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void handleEvent(const SDL_Event& e, SDL_AppResult& result) {
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if (e.type == SDL_EVENT_QUIT ||
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(e.type == SDL_EVENT_KEY_DOWN && e.key.key == SDLK_ESCAPE))
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{
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result = SDL_APP_SUCCESS;
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}
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}
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void update() {
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Uint32* pixels;
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int pitch;
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SDL_LockTexture(texture.get(), nullptr, (void**)&pixels, &pitch);
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surface.fill(0);
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float time = SDL_GetTicks() / 1000.0f;
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int rad = 96;
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int dx = (WIDTH - rad * 2) / 2;
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int dy = (HEIGHT - rad * 2) / 2;
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for (int j = -rad; j <= rad; j += 3) {
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for (int i = -rad; i <= rad; i += 2) {
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float dist = std::sqrt(float(i * i + j * j));
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float z = std::cos((dist / 40 - time) * M_PI * 2) * 6;
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int X = rad + i + dx;
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int Y = rad + j - z + dy;
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if (X >= 0 && X < WIDTH && Y >= 0 && Y < HEIGHT)
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surface[X + Y * WIDTH] = 1;
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}
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}
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int pixel_pitch = pitch / sizeof(Uint32);
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for (int y = 0; y < HEIGHT; ++y) {
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for (int x = 0; x < WIDTH; ++x) {
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pixels[x + y * pixel_pitch] =
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palette[surface[x + y * WIDTH]];
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}
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}
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SDL_UnlockTexture(texture.get());
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SDL_RenderTexture(renderer.get(), texture.get(), nullptr, nullptr);
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SDL_RenderPresent(renderer.get());
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}
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private:
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struct SDL_Deleter {
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void operator()(SDL_Window* p) const { SDL_DestroyWindow(p); }
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void operator()(SDL_Renderer* p) const { SDL_DestroyRenderer(p); }
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void operator()(SDL_Texture* p) const { SDL_DestroyTexture(p); }
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};
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std::unique_ptr<SDL_Window, SDL_Deleter> window;
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std::unique_ptr<SDL_Renderer, SDL_Deleter> renderer;
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std::unique_ptr<SDL_Texture, SDL_Deleter> texture;
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std::array<Uint8, SIZE> surface;
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std::array<Uint32, 2> palette;
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void cleanup() {
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texture.reset();
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renderer.reset();
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window.reset();
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SDL_Quit();
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}
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};
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// Instancia global controlada por SDL (no por nosotros)
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static PixelApp app;
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SDL_AppResult SDL_AppInit(void**, int, char**) {
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return app.init() ? SDL_APP_CONTINUE : SDL_APP_FAILURE;
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}
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SDL_AppResult SDL_AppEvent(void*, SDL_Event* e) {
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SDL_AppResult result = SDL_APP_CONTINUE;
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app.handleEvent(*e, result);
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return result;
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}
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SDL_AppResult SDL_AppIterate(void*) {
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app.update();
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void*, SDL_AppResult) {
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// RAII se encarga de todo
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}
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106
source/demo1_sdl_main_callbacks.cpp
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106
source/demo1_sdl_main_callbacks.cpp
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@@ -0,0 +1,106 @@
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#define _USE_MATH_DEFINES
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#define SDL_MAIN_USE_CALLBACKS
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <cmath>
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static SDL_Window* window = nullptr;
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static SDL_Renderer* renderer = nullptr;
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static SDL_Texture* texture = nullptr;
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constexpr int WIDTH = 160;
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constexpr int HEIGHT = 160;
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constexpr int SIZE = WIDTH * HEIGHT;
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constexpr int ZOOM = 4;
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static Uint8 surface_buffer[SIZE];
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static Uint32 palette[2] = { 0xFF000000, 0xFFFFFFFF };
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv)
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{
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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return SDL_APP_FAILURE;
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}
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window = SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, 0);
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renderer = SDL_CreateRenderer(window, nullptr);
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SDL_SetRenderLogicalPresentation(renderer, WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
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texture = SDL_CreateTexture(renderer,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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WIDTH, HEIGHT);
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SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT ||
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(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_ESCAPE))
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{
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return SDL_APP_SUCCESS;
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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Uint32* pixels;
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int pitch;
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SDL_LockTexture(texture, nullptr, (void**)&pixels, &pitch);
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// limpiar surface
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for (int i = 0; i < SIZE; ++i)
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surface_buffer[i] = 0;
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// dibujar efecto
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float time = SDL_GetTicks() / 1000.0f;
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int rad = 96;
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int dx = (WIDTH - (rad * 2)) / 2;
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int dy = (HEIGHT - (rad * 2)) / 2;
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for (int j = -rad; j <= rad; j += 3)
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{
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for (int i = -rad; i <= rad; i += 2)
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{
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float dist = sqrt(i * i + j * j);
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float z = cos((dist / 40 - time) * M_PI * 2) * 6;
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int X = rad + i + dx;
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int Y = rad + j - z + dy;
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if (X >= 0 && X < WIDTH && Y >= 0 && Y < HEIGHT)
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surface_buffer[X + Y * WIDTH] = 1;
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}
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}
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int pixel_pitch = pitch / sizeof(Uint32);
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for (int y = 0; y < HEIGHT; ++y)
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{
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for (int x = 0; x < WIDTH; ++x)
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{
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int idx = x + y * WIDTH;
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pixels[x + y * pixel_pitch] = palette[surface_buffer[idx]];
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}
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}
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SDL_UnlockTexture(texture);
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SDL_RenderTexture(renderer, texture, nullptr, nullptr);
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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