migrat a SDL3

This commit is contained in:
2025-03-23 22:56:10 +01:00
parent 57db69d2a4
commit 45b763791a
10 changed files with 186 additions and 152 deletions

View File

@@ -12,7 +12,7 @@ Ball::Ball(int x, int y, int w, int h, int vx, int vy, Texture *texture)
sprite = new Sprite(texture);
sprite->setPos({x, y});
sprite->setSize(w, h);
sprite->setClip({0, 0, w, h});
sprite->setClip({0, 0, static_cast<float>(w), static_cast<float>(h)});
color = {(rand() % 192) + 32, (rand() % 192) + 32, (rand() % 192) + 32};
}
@@ -45,9 +45,9 @@ void Ball::update()
collision = true;
}
if (x + w > SCREEN_WIDTH)
if (x + w > DEMO_WIDTH)
{
x = SCREEN_WIDTH - w;
x = DEMO_WIDTH - w;
vx = -luckyX;
collision = true;
}
@@ -59,9 +59,9 @@ void Ball::update()
collision = true;
}
if (y + h > SCREEN_HEIGHT)
if (y + h > DEMO_HEIGHT)
{
y = SCREEN_HEIGHT - h;
y = DEMO_HEIGHT - h;
vy = -luckyY;
collision = true;
}

View File

@@ -13,7 +13,7 @@ private:
int w; // Ancho
int h; // Alto
int vx, vy; // Velocidad
color_t color; // Color de la pelota
Color color; // Color de la pelota
public:
// Constructor

View File

@@ -1,19 +1,21 @@
#pragma once
#include "SDL2/SDL.h"
#include <stdlib.h> /* srand, rand */
constexpr Uint64 DEMO_SPEED = 1000/60;
#define SCREEN_WIDTH 480
#define SCREEN_HEIGHT 360
#define NUM_BALLS 100
#define BALL_SIZE 36
#define NUM_FRAMES 4
#define BG_R 96
#define BG_G 96
#define BG_B 96
#define TEXTURE_FILE "resources/soccer_ball.png"
constexpr int DEMO_WIDTH = 480;
constexpr int DEMO_HEIGHT = 360;
constexpr int WINDOW_ZOOM = 2;
constexpr int NUM_BALLS = 100;
constexpr int BALL_SIZE = 36;
constexpr int NUM_FRAMES = 4;
struct color_t
constexpr int BG_R = 96;
constexpr int BG_G = 96;
constexpr int BG_B = 96;
constexpr char TEXTURE_FILE[] = "resources/soccer_ball.png";
struct Color
{
int r, g, b;
};

View File

@@ -2,15 +2,15 @@
#include "ball.h"
#include "defines.h"
#include <iostream>
#include <SDL3/SDL.h>
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
SDL_Event *event;
SDL_Window *window = nullptr;
SDL_Renderer *renderer = nullptr;
Texture *texture = nullptr;
Ball *ball[NUM_BALLS];
bool shouldExit = false;
Uint32 ticks = 0;
bool should_exit = false;
Uint64 ticks = 0;
bool init()
{
@@ -18,7 +18,7 @@ bool init()
bool success = true;
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
if (SDL_Init(SDL_INIT_VIDEO))
{
printf("SDL could not initialize! SDL Error: %s\n", SDL_GetError());
success = false;
@@ -26,7 +26,7 @@ bool init()
else
{
// Create window
window = SDL_CreateWindow("demo_pelotas1", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH * 2, SCREEN_HEIGHT * 2, SDL_WINDOW_SHOWN);
window = SDL_CreateWindow("demo_pelotas1", DEMO_WIDTH * WINDOW_ZOOM, DEMO_HEIGHT * WINDOW_ZOOM, SDL_WINDOW_OPENGL);
if (window == NULL)
{
printf("Window could not be created! SDL Error: %s\n", SDL_GetError());
@@ -35,7 +35,7 @@ bool init()
else
{
// Create renderer for window
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
renderer = SDL_CreateRenderer(window, nullptr);
if (renderer == NULL)
{
printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());
@@ -46,26 +46,24 @@ bool init()
// Initialize renderer color
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
SDL_SetRenderLogicalPresentation(renderer, DEMO_WIDTH, DEMO_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
}
}
}
event = new SDL_Event();
texture = new Texture(renderer, TEXTURE_FILE);
for (int i = 0; i < NUM_BALLS; ++i)
{
const int vx = rand() % 2 == 0 ? 1 : -1;
const int vy = rand() % 2 == 0 ? 1 : -1;
const int x = rand() % SCREEN_WIDTH;
const int y = rand() % SCREEN_HEIGHT;
const int size = BALL_SIZE;
ball[i] = new Ball(x, y, size, size, vx, vy, texture);
const int VX = rand() % 2 == 0 ? 1 : -1;
const int VY = rand() % 2 == 0 ? 1 : -1;
const int X = rand() % DEMO_WIDTH;
const int Y = rand() % DEMO_HEIGHT;
constexpr int SIZE = BALL_SIZE;
ball[i] = new Ball(X, Y, SIZE, SIZE, VX, VY, texture);
}
ticks = SDL_GetTicks();
srand(time(NULL));
srand(time(nullptr));
return success;
}
@@ -75,13 +73,6 @@ void close()
// Destroy window
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
window = NULL;
renderer = NULL;
if (event)
{
delete event;
}
if (texture)
{
@@ -102,24 +93,26 @@ void close()
void checkEvents()
{
SDL_Event event;
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(event) != 0)
while (SDL_PollEvent(&event) != 0)
{
// Evento de salida de la aplicación
if (event->type == SDL_QUIT)
if (event.type == SDL_EVENT_QUIT)
{
shouldExit = true;
should_exit = true;
break;
}
if (event->type == SDL_KEYDOWN && event->key.repeat == 0)
if (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 0)
{
switch (event->key.keysym.sym)
switch (event.key.key)
{
case SDLK_ESCAPE:
shouldExit = true;
should_exit = true;
break;
default:
break;
}
@@ -129,7 +122,7 @@ void checkEvents()
void update()
{
if (SDL_GetTicks() - ticks > 15)
if (SDL_GetTicks() - ticks > DEMO_SPEED)
{
ticks = SDL_GetTicks();
@@ -157,7 +150,7 @@ int main(int argc, char *args[])
{
init();
while (!shouldExit)
while (!should_exit)
{
update();
checkEvents();

View File

@@ -3,72 +3,67 @@
// Constructor
Sprite::Sprite(Texture *texture)
{
this->texture = texture;
pos = {0, 0, 0, 0};
clip = {0, 0, 0, 0};
frame = 0;
numFrames = NUM_FRAMES;
animationSpeed = 20;
animationCounter = 0;
}
// Destructor
Sprite::~Sprite()
{
texture_ = texture;
pos_ = {0, 0, 0, 0};
clip_ = {0, 0, 0, 0};
frame_ = 0;
num_frames_ = NUM_FRAMES;
animation_speed_ = 20;
animation_counter_ = 0;
}
// Establece la posición del sprite
void Sprite::setPos(SDL_Point pos)
{
this->pos.x = pos.x;
this->pos.y = pos.y;
pos_.x = pos.x;
pos_.y = pos.y;
}
// Pinta el sprite
void Sprite::render()
{
texture->render(&clip, &pos);
texture_->render(&clip_, &pos_);
}
// Actualiza la lógica de la clase
void Sprite::update()
{
animationCounter++;
if (animationCounter % animationSpeed == 0)
animation_counter_++;
if (animation_counter_ % animation_speed_ == 0)
{
animate();
}
}
// Establece el rectangulo de la textura que se va a pintar
void Sprite::setClip(SDL_Rect clip)
void Sprite::setClip(SDL_FRect clip)
{
this->clip = clip;
clip_ = clip;
}
// Establece el tamaño del sprite
void Sprite::setSize(int w, int h)
{
this->pos.w = w;
this->pos.h = h;
pos_.w = w;
pos_.h = h;
}
// Anima el sprite
void Sprite::animate()
{
frame = (frame + 1) % numFrames;
clip.x = frame * pos.w;
frame_ = (frame_ + 1) % num_frames_;
clip_.x = frame_ * pos_.w;
}
// Modulación de color
void Sprite::setColor(int r, int g, int b)
{
texture->setColor(r, g, b);
texture_->setColor(r, g, b);
}
// Cambia la velocidad de la animación
void Sprite::setAnimationSpeed(int value)
{
animationSpeed = value;
animationCounter = 0;
animation_speed_ = value;
animation_counter_ = 0;
}

View File

@@ -6,23 +6,23 @@
class Sprite
{
private:
Texture *texture; // Textura con los gráficos del sprite
SDL_Rect pos; // Posición y tamaño del sprite
SDL_Rect clip; // Parte de la textura que se va a dibujar
int frame; // Frame a dibujar de la textura definido en clip
int numFrames; // Numero total de frames
int animationSpeed; // Velocidad de animación
int animationCounter; // Contador para la animación
Texture *texture_; // Textura con los gráficos del sprite
SDL_FRect pos_; // Posición y tamaño del sprite
SDL_FRect clip_; // Parte de la textura que se va a dibujar
int frame_; // Frame a dibujar de la textura definido en clip
int num_frames_; // Numero total de frames
int animation_speed_; // Velocidad de animación
int animation_counter_; // Contador para la animación
// Anima el sprite
void animate();
public:
// Constructor
Sprite(Texture *texture);
explicit Sprite(Texture *texture);
// Destructor
~Sprite();
~Sprite() = default;
// Establece la posición del sprite
void setPos(SDL_Point pos);
@@ -34,7 +34,7 @@ public:
void update();
// Establece el rectangulo de la textura que se va a pintar
void setClip(SDL_Rect clip);
void setClip(SDL_FRect clip);
// Establece el tamaño del sprite
void setSize(int w, int h);

View File

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

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@@ -1,23 +1,23 @@
#pragma once
#include <SDL2/SDL.h>
#include <SDL3/SDL.h>
#include <iostream>
// Texture wrapper class
class Texture
{
private:
SDL_Renderer *renderer;
SDL_Texture *texture;
SDL_Renderer *renderer_;
SDL_Texture *texture_;
// Image dimensions
int width;
int height;
int width_;
int height_;
public:
// Initializes variables
Texture(SDL_Renderer *renderer);
Texture(SDL_Renderer *renderer, std::string filepath);
Texture(SDL_Renderer *renderer, std::string file_path);
// Deallocates memory
~Texture();
@@ -29,7 +29,7 @@ public:
void free();
// Renders texture at given point
void render(SDL_Rect *src = nullptr, SDL_Rect *dst = nullptr);
void render(SDL_FRect *src = nullptr, SDL_FRect *dst = nullptr);
// Gets image dimensions
int getWidth();