migrat a SDL3
This commit is contained in:
+38
-40
@@ -6,19 +6,19 @@
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Texture::Texture(SDL_Renderer *renderer)
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{
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this->renderer = renderer;
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texture = NULL;
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width = 0;
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height = 0;
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renderer_ = renderer;
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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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Texture::Texture(SDL_Renderer *renderer, std::string filepath)
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Texture::Texture(SDL_Renderer *renderer, std::string file_path)
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{
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this->renderer = renderer;
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texture = NULL;
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width = 0;
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height = 0;
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loadFromFile(filepath);
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renderer_ = renderer;
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texture_ = nullptr;
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width_ = 0;
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height_ = 0;
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loadFromFile(file_path);
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}
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Texture::~Texture()
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@@ -26,12 +26,12 @@ Texture::~Texture()
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free();
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}
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bool Texture::loadFromFile(std::string path)
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bool Texture::loadFromFile(std::string file_path)
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{
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const std::string filename = path.substr(path.find_last_of("\\/") + 1);
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const std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
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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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unsigned char *data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
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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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@@ -39,20 +39,18 @@ bool Texture::loadFromFile(std::string path)
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}
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else
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{
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std::cout << "Image loaded: " << filename.c_str() << std::endl;
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std::cout << "Image loaded: " << filename.c_str() << std::endl;
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}
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int depth, pitch;
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Uint32 pixel_format;
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int pitch;
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SDL_PixelFormat pixel_format;
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if (req_format == STBI_rgb)
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{
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depth = 24;
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pitch = 3 * width; // 3 bytes por pixel * pixels por linea
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pixel_format = SDL_PIXELFORMAT_RGB24;
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}
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else
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{ // STBI_rgb_alpha (RGBA)
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depth = 32;
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pitch = 4 * width;
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pixel_format = SDL_PIXELFORMAT_RGBA32;
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}
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@@ -61,69 +59,69 @@ bool Texture::loadFromFile(std::string path)
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free();
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// La textura final
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SDL_Texture *newTexture = nullptr;
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SDL_Texture *new_texture = 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 == nullptr)
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SDL_Surface *loaded_surface = SDL_CreateSurfaceFrom(width, height, pixel_format, (void *)data, pitch);
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if (loaded_surface == nullptr)
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{
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std::cout << "Unable to load image " << path.c_str() << std::endl;
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std::cout << "Unable to load image " << file_path.c_str() << std::endl;
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}
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else
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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 == nullptr)
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new_texture = SDL_CreateTextureFromSurface(renderer_, loaded_surface);
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if (new_texture == nullptr)
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{
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std::cout << "Unable to create texture from " << path.c_str() << "! SDL Error: " << SDL_GetError() << std::endl;
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std::cout << "Unable to create texture from " << file_path.c_str() << "! SDL Error: " << SDL_GetError() << std::endl;
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}
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else
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{
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// Obtiene las dimensiones de la imagen
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this->width = loadedSurface->w;
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this->height = loadedSurface->h;
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width_ = loaded_surface->w;
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height_ = loaded_surface->h;
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}
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// Elimina la textura cargada
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SDL_FreeSurface(loadedSurface);
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SDL_DestroySurface(loaded_surface);
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}
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// Return success
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stbi_image_free(data);
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texture = newTexture;
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return texture != nullptr;
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texture_ = new_texture;
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return texture_ != nullptr;
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}
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void Texture::free()
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{
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// Free texture if it exists
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if (texture != NULL)
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if (texture_ != NULL)
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{
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SDL_DestroyTexture(texture);
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texture = NULL;
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width = 0;
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height = 0;
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SDL_DestroyTexture(texture_);
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texture_ = NULL;
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width_ = 0;
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height_ = 0;
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}
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}
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void Texture::render(SDL_Rect *src, SDL_Rect *dst)
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void Texture::render(SDL_FRect *src, SDL_FRect *dst)
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{
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// Render to screen
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SDL_RenderCopy(renderer, texture, src, dst);
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SDL_RenderTexture(renderer_, texture_, src, dst);
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}
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int Texture::getWidth()
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{
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return width;
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return width_;
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}
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int Texture::getHeight()
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{
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return height;
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return height_;
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}
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// Modulación de color
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void Texture::setColor(int r, int g, int b)
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{
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SDL_SetTextureColorMod(texture, r, g, b);
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SDL_SetTextureColorMod(texture_, r, g, b);
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}
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