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

55
CMakeLists.txt Normal file
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@@ -0,0 +1,55 @@
cmake_minimum_required(VERSION 3.20)
project(demo4_sprites)
# Establecer el estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Opciones comunes de compilación
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Os")
# Buscar SDL3 automáticamente
find_package(SDL3 REQUIRED)
# Si no se encuentra SDL3, generar un error
if (NOT SDL3_FOUND)
message(FATAL_ERROR "SDL3 no encontrado. Por favor, verifica su instalación.")
endif()
# Archivos fuente
file(GLOB SOURCE_FILES source/*.cpp)
# Comprobar si se encontraron archivos fuente
if(NOT SOURCE_FILES)
message(FATAL_ERROR "No se encontraron archivos fuente en el directorio 'source/'. Verifica la ruta.")
endif()
# Nombre del ejecutable
set(EXECUTABLE_NAME demo4_sprites)
# Detectar la plataforma y configuraciones específicas
if(WIN32)
set(PLATFORM windows)
set(LINK_LIBS ${SDL3_LIBRARIES} mingw32 ws2_32)
set(EXECUTABLE_EXTENSION ".exe")
elseif(UNIX AND NOT APPLE)
set(PLATFORM linux)
set(LINK_LIBS ${SDL3_LIBRARIES})
set(EXECUTABLE_EXTENSION ".out")
elseif(APPLE)
set(PLATFORM macos)
set(LINK_LIBS ${SDL3_LIBRARIES})
set(EXECUTABLE_EXTENSION ".out")
endif()
# Incluir directorios de SDL3
include_directories(${SDL3_INCLUDE_DIRS})
# Añadir el ejecutable
add_executable(${EXECUTABLE_NAME}${EXECUTABLE_EXTENSION} ${SOURCE_FILES})
# Especificar la ubicación del ejecutable (en la raíz del proyecto)
set_target_properties(${EXECUTABLE_NAME}${EXECUTABLE_EXTENSION} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
# Enlazar las bibliotecas necesarias
target_link_libraries(${EXECUTABLE_NAME}${EXECUTABLE_EXTENSION} ${LINK_LIBS})

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@@ -1,31 +1,22 @@
# Variables comunes # Variables comunes
source := source/*.cpp source := source/*.cpp
executable_name := demo_pelotas1 executable_name := demo4_sprites
CXX := g++ # Cambiar a clang++ si prefieres CXXFLAGS := -std=c++20 -Wall -Os # Opciones comunes de compilación
CXXFLAGS := -std=c++11 -Wall # Opciones comunes de compilación LDFLAGS := -lSDL2 # Flags de enlace comunes
LDFLAGS := -lSDL2 # Flags de enlace comunes OUTPUT_EXT :=
# Detectar plataforma # Detectar plataforma y configurar
ifeq ($(OS),Windows_NT) ifeq ($(OS),Windows_NT)
PLATFORM := windows
LDFLAGS += -lmingw32 -lws2_32 -lSDL2main LDFLAGS += -lmingw32 -lws2_32 -lSDL2main
OUTPUT_EXT := .exe OUTPUT_EXT := .exe
else else
PLATFORM := unix # Unificación para macOS y Linux
OUTPUT_EXT := .out OUTPUT_EXT := .out
endif endif
# Regla principal: compilar según la plataforma detectada # Regla principal: compilar el ejecutable
all: $(PLATFORM) all:
# Compilación para Windows
windows:
$(CXX) $(source) $(CXXFLAGS) $(LDFLAGS) -o $(executable_name)$(OUTPUT_EXT)
# Compilación para Unix (Linux y macOS)
unix:
$(CXX) $(source) $(CXXFLAGS) $(LDFLAGS) -o $(executable_name)$(OUTPUT_EXT) $(CXX) $(source) $(CXXFLAGS) $(LDFLAGS) -o $(executable_name)$(OUTPUT_EXT)
# Regla para limpiar archivos generados # Regla para limpiar archivos generados
clean: clean:
rm -f $(executable_name)* rm -f $(executable_name)$(OUTPUT_EXT)

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

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

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

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@@ -2,15 +2,15 @@
#include "ball.h" #include "ball.h"
#include "defines.h" #include "defines.h"
#include <iostream> #include <iostream>
#include <SDL3/SDL.h>
SDL_Window *window = NULL; SDL_Window *window = nullptr;
SDL_Renderer *renderer = NULL; SDL_Renderer *renderer = nullptr;
SDL_Event *event;
Texture *texture = nullptr; Texture *texture = nullptr;
Ball *ball[NUM_BALLS]; Ball *ball[NUM_BALLS];
bool shouldExit = false; bool should_exit = false;
Uint32 ticks = 0; Uint64 ticks = 0;
bool init() bool init()
{ {
@@ -18,7 +18,7 @@ bool init()
bool success = true; bool success = true;
// Initialize SDL // 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()); printf("SDL could not initialize! SDL Error: %s\n", SDL_GetError());
success = false; success = false;
@@ -26,7 +26,7 @@ bool init()
else else
{ {
// Create window // 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) if (window == NULL)
{ {
printf("Window could not be created! SDL Error: %s\n", SDL_GetError()); printf("Window could not be created! SDL Error: %s\n", SDL_GetError());
@@ -35,7 +35,7 @@ bool init()
else else
{ {
// Create renderer for window // Create renderer for window
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); renderer = SDL_CreateRenderer(window, nullptr);
if (renderer == NULL) if (renderer == NULL)
{ {
printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError()); printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());
@@ -46,26 +46,24 @@ bool init()
// Initialize renderer color // Initialize renderer color
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF); 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); texture = new Texture(renderer, TEXTURE_FILE);
for (int i = 0; i < NUM_BALLS; ++i) for (int i = 0; i < NUM_BALLS; ++i)
{ {
const int vx = rand() % 2 == 0 ? 1 : -1; const int VX = rand() % 2 == 0 ? 1 : -1;
const int vy = rand() % 2 == 0 ? 1 : -1; const int VY = rand() % 2 == 0 ? 1 : -1;
const int x = rand() % SCREEN_WIDTH; const int X = rand() % DEMO_WIDTH;
const int y = rand() % SCREEN_HEIGHT; const int Y = rand() % DEMO_HEIGHT;
const int size = BALL_SIZE; constexpr int SIZE = BALL_SIZE;
ball[i] = new Ball(x, y, size, size, vx, vy, texture); ball[i] = new Ball(X, Y, SIZE, SIZE, VX, VY, texture);
} }
ticks = SDL_GetTicks(); ticks = SDL_GetTicks();
srand(time(NULL)); srand(time(nullptr));
return success; return success;
} }
@@ -75,13 +73,6 @@ void close()
// Destroy window // Destroy window
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
window = NULL;
renderer = NULL;
if (event)
{
delete event;
}
if (texture) if (texture)
{ {
@@ -102,22 +93,24 @@ void close()
void checkEvents() void checkEvents()
{ {
SDL_Event event;
// Comprueba los eventos que hay en la cola // Comprueba los eventos que hay en la cola
while (SDL_PollEvent(event) != 0) while (SDL_PollEvent(&event) != 0)
{ {
// Evento de salida de la aplicación // Evento de salida de la aplicación
if (event->type == SDL_QUIT) if (event.type == SDL_EVENT_QUIT)
{ {
shouldExit = true; should_exit = true;
break; 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: case SDLK_ESCAPE:
shouldExit = true; should_exit = true;
break; break;
default: default:
@@ -129,7 +122,7 @@ void checkEvents()
void update() void update()
{ {
if (SDL_GetTicks() - ticks > 15) if (SDL_GetTicks() - ticks > DEMO_SPEED)
{ {
ticks = SDL_GetTicks(); ticks = SDL_GetTicks();
@@ -157,7 +150,7 @@ int main(int argc, char *args[])
{ {
init(); init();
while (!shouldExit) while (!should_exit)
{ {
update(); update();
checkEvents(); checkEvents();

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

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

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@@ -6,19 +6,19 @@
Texture::Texture(SDL_Renderer *renderer) Texture::Texture(SDL_Renderer *renderer)
{ {
this->renderer = renderer; renderer_ = renderer;
texture = NULL; texture_ = nullptr;
width = 0; width_ = 0;
height = 0; height_ = 0;
} }
Texture::Texture(SDL_Renderer *renderer, std::string filepath) Texture::Texture(SDL_Renderer *renderer, std::string file_path)
{ {
this->renderer = renderer; renderer_ = renderer;
texture = NULL; texture_ = nullptr;
width = 0; width_ = 0;
height = 0; height_ = 0;
loadFromFile(filepath); loadFromFile(file_path);
} }
Texture::~Texture() Texture::~Texture()
@@ -26,12 +26,12 @@ Texture::~Texture()
free(); 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 req_format = STBI_rgb_alpha;
int width, height, orig_format; 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) if (data == nullptr)
{ {
SDL_Log("Loading image failed: %s", stbi_failure_reason()); SDL_Log("Loading image failed: %s", stbi_failure_reason());
@@ -39,20 +39,18 @@ bool Texture::loadFromFile(std::string path)
} }
else else
{ {
std::cout << "Image loaded: " << filename.c_str() << std::endl; std::cout << "Image loaded: " << filename.c_str() << std::endl;
} }
int depth, pitch; int pitch;
Uint32 pixel_format; SDL_PixelFormat pixel_format;
if (req_format == STBI_rgb) if (req_format == STBI_rgb)
{ {
depth = 24;
pitch = 3 * width; // 3 bytes por pixel * pixels por linea pitch = 3 * width; // 3 bytes por pixel * pixels por linea
pixel_format = SDL_PIXELFORMAT_RGB24; pixel_format = SDL_PIXELFORMAT_RGB24;
} }
else else
{ // STBI_rgb_alpha (RGBA) { // STBI_rgb_alpha (RGBA)
depth = 32;
pitch = 4 * width; pitch = 4 * width;
pixel_format = SDL_PIXELFORMAT_RGBA32; pixel_format = SDL_PIXELFORMAT_RGBA32;
} }
@@ -61,69 +59,69 @@ bool Texture::loadFromFile(std::string path)
free(); free();
// La textura final // La textura final
SDL_Texture *newTexture = nullptr; SDL_Texture *new_texture = nullptr;
// Carga la imagen desde una ruta específica // Carga la imagen desde una ruta específica
SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format); SDL_Surface *loaded_surface = SDL_CreateSurfaceFrom(width, height, pixel_format, (void *)data, pitch);
if (loadedSurface == nullptr) 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 else
{ {
// Crea la textura desde los pixels de la surface // Crea la textura desde los pixels de la surface
newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface); new_texture = SDL_CreateTextureFromSurface(renderer_, loaded_surface);
if (newTexture == nullptr) 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 else
{ {
// Obtiene las dimensiones de la imagen // Obtiene las dimensiones de la imagen
this->width = loadedSurface->w; width_ = loaded_surface->w;
this->height = loadedSurface->h; height_ = loaded_surface->h;
} }
// Elimina la textura cargada // Elimina la textura cargada
SDL_FreeSurface(loadedSurface); SDL_DestroySurface(loaded_surface);
} }
// Return success // Return success
stbi_image_free(data); stbi_image_free(data);
texture = newTexture; texture_ = new_texture;
return texture != nullptr; return texture_ != nullptr;
} }
void Texture::free() void Texture::free()
{ {
// Free texture if it exists // Free texture if it exists
if (texture != NULL) if (texture_ != NULL)
{ {
SDL_DestroyTexture(texture); SDL_DestroyTexture(texture_);
texture = NULL; texture_ = NULL;
width = 0; width_ = 0;
height = 0; height_ = 0;
} }
} }
void Texture::render(SDL_Rect *src, SDL_Rect *dst) void Texture::render(SDL_FRect *src, SDL_FRect *dst)
{ {
// Render to screen // Render to screen
SDL_RenderCopy(renderer, texture, src, dst); SDL_RenderTexture(renderer_, texture_, src, dst);
} }
int Texture::getWidth() int Texture::getWidth()
{ {
return width; return width_;
} }
int Texture::getHeight() int Texture::getHeight()
{ {
return height; return height_;
} }
// Modulación de color // Modulación de color
void Texture::setColor(int r, int g, int b) 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 #pragma once
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include <iostream> #include <iostream>
// Texture wrapper class // Texture wrapper class
class Texture class Texture
{ {
private: private:
SDL_Renderer *renderer; SDL_Renderer *renderer_;
SDL_Texture *texture; SDL_Texture *texture_;
// Image dimensions // Image dimensions
int width; int width_;
int height; int height_;
public: public:
// Initializes variables // Initializes variables
Texture(SDL_Renderer *renderer); Texture(SDL_Renderer *renderer);
Texture(SDL_Renderer *renderer, std::string filepath); Texture(SDL_Renderer *renderer, std::string file_path);
// Deallocates memory // Deallocates memory
~Texture(); ~Texture();
@@ -29,7 +29,7 @@ public:
void free(); void free();
// Renders texture at given point // 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 // Gets image dimensions
int getWidth(); int getWidth();