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7 Commits

Author SHA1 Message Date
0a3fcd91d7 actualitzat makefile 2025-03-24 17:35:09 +01:00
38f23c83c3 eliminat pelota.png 2025-03-24 12:26:23 +01:00
857a0c05f1 aaara si, makes, cmakes i gitignores com toca 2025-03-24 12:17:53 +01:00
a7c0b7d8c6 fix: dos fallos tontos 2025-03-23 23:10:18 +01:00
45b763791a migrat a SDL3 2025-03-23 22:56:10 +01:00
57db69d2a4 actualitzat Makefile 2025-03-23 08:52:19 +01:00
1eab622ba2 Muchos pequeños cambios para estandarizar y mejorar la demo 2024-08-22 21:35:48 +02:00
14 changed files with 418 additions and 214 deletions

107
.gitignore vendored
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@@ -1,2 +1,107 @@
demo4_sprites
build/
# ---> C++
# Prerequisites
*.d
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.dll
*.out
*.app
# ---> macOS
# General
.DS_Store
.AppleDouble
.LSOverride
# Icon must end with two \r
Icon
# Thumbnails
._*
# Files that might appear in the root of a volume
.DocumentRevisions-V100
.fseventsd
.Spotlight-V100
.TemporaryItems
.Trashes
.VolumeIcon.icns
.com.apple.timemachine.donotpresent
# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk
# ---> Windows
# Windows thumbnail cache files
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db
# Dump file
*.stackdump
# Folder config file
[Dd]esktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msix
*.msm
*.msp
# Windows shortcuts
*.lnk
# ---> Linux
*~
# temporary files which can be created if a process still has a handle open of a deleted file
.fuse_hidden*
# KDE directory preferences
.directory
# Linux trash folder which might appear on any partition or disk
.Trash-*
# .nfs files are created when an open file is removed but is still being accessed
.nfs*

49
CMakeLists.txt Normal file
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@@ -0,0 +1,49 @@
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 -ffunction-sections -fdata-sections")
# 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()
# Detectar la plataforma y configuraciones específicas
if(WIN32)
set(PLATFORM windows)
set(LINK_LIBS ${SDL3_LIBRARIES} mingw32 ws2_32)
elseif(UNIX AND NOT APPLE)
set(PLATFORM linux)
set(LINK_LIBS ${SDL3_LIBRARIES})
elseif(APPLE)
set(PLATFORM macos)
set(LINK_LIBS ${SDL3_LIBRARIES})
endif()
# Incluir directorios de SDL3
include_directories(${SDL3_INCLUDE_DIRS})
# Añadir el ejecutable reutilizando el nombre del proyecto
add_executable(${PROJECT_NAME} ${SOURCE_FILES})
# Especificar la ubicación del ejecutable (en la raíz del proyecto)
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
# Enlazar las bibliotecas necesarias
target_link_libraries(${PROJECT_NAME} ${LINK_LIBS})

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@@ -1,11 +1,20 @@
source := source/*.cpp
executable_name := demo_pelotas1
# Variables comunes
SOURCE := source/*.cpp
EXECUTABLE_NAME := demo4_sprites
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections # Opciones comunes de compilación
LDFLAGS := -lSDL3 # Flags de enlace comunes
OUTPUT_EXT :=
windows:
g++ $(source) -std=c++11 -Wall -lmingw32 -lws2_32 -lSDL2main -lSDL2 -o $(executable_name).exe
# Detectar plataforma y configurar
ifeq ($(OS),Windows_NT)
LDFLAGS += -lmingw32 -lws2_32
OUTPUT_EXT := .exe
endif
linux:
g++ $(source) -std=c++11 -Wall -lSDL2 -o $(executable_name)
# Regla principal: compilar el ejecutable
all:
$(CXX) $(SOURCE) $(CXXFLAGS) $(LDFLAGS) -o $(EXECUTABLE_NAME)$(OUTPUT_EXT)
macos:
g++ $(source) -std=c++11 -Wall -lSDL2 -o $(executable_name)
# Regla para limpiar archivos generados
clean:
rm -f $(EXECUTABLE_NAME)$(OUTPUT_EXT)

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resources/soccer_ball.png Normal file

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@@ -1,5 +1,4 @@
#include "ball.h"
#include "defines.h"
// Constructor
Ball::Ball(int x, int y, int w, int h, int vx, int vy, Texture *texture)
@@ -13,8 +12,8 @@ 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, 24, 24});
color = {255, 255, 255};
sprite->setClip({0, 0, static_cast<float>(w), static_cast<float>(h)});
color = {(rand() % 192) + 32, (rand() % 192) + 32, (rand() % 192) + 32};
}
// Destructor
@@ -46,9 +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;
}
@@ -60,16 +59,16 @@ 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;
}
if (collision)
{
color = {rand() % 255, rand() % 255, rand() % 255};
sprite->setAnimationSpeed((rand() % 15) + 5);
}
// Actualiza la posición del sprite

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@@ -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

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@@ -1,10 +1,21 @@
#pragma once
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240
#define NUM_BALLS 100
constexpr Uint64 DEMO_SPEED = 1000/60;
struct color_t
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;
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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@@ -1,152 +1,188 @@
#include <SDL2/SDL.h>
#include "texture.h"
#include "ball.h"
#include "defines.h"
#include <iostream>
#include <SDL3/SDL.h>
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
SDL_Event *event;
// Ventana principal y renderizador
SDL_Window *window = nullptr;
SDL_Renderer *renderer = nullptr;
// Textura y bolas
Texture *texture = nullptr;
Ball *ball[NUM_BALLS];
bool shouldExit = false;
Uint32 ticks = 0;
// Control de la aplicación
bool should_exit = false;
Uint64 ticks = 0;
// Inicializa SDL, la ventana, el renderizador y los elementos del juego
bool init()
{
// Initialization flag
bool success = true;
// Indicador de inicialización exitosa
bool success = true;
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
printf("SDL could not initialize! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Create window
window = SDL_CreateWindow("demo_pelotas1", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH * 2, SCREEN_HEIGHT * 2, SDL_WINDOW_SHOWN);
if (window == NULL)
{
printf("Window could not be created! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Create renderer for window
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
{
printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Initialize renderer color
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
// Inicializar SDL
if (!SDL_Init(SDL_INIT_VIDEO))
{
std::cout << "¡SDL no pudo inicializarse! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
}
else
{
// Crear ventana
window = SDL_CreateWindow("demo_pelotas1", DEMO_WIDTH * WINDOW_ZOOM, DEMO_HEIGHT * WINDOW_ZOOM, SDL_WINDOW_OPENGL);
if (window == nullptr)
{
std::cout << "¡No se pudo crear la ventana! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
}
else
{
// Crear renderizador para la ventana
renderer = SDL_CreateRenderer(window, nullptr);
if (renderer == nullptr)
{
std::cout << "¡No se pudo crear el renderizador! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
}
else
{
// Establecer el color inicial del renderizador
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
}
}
}
// Configurar el renderizador para usar una presentación lógica
SDL_SetRenderLogicalPresentation(renderer, DEMO_WIDTH, DEMO_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
}
}
}
event = new SDL_Event();
// Crear textura y bolas
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() % DEMO_WIDTH;
const int Y = rand() % DEMO_HEIGHT;
constexpr int SIZE = BALL_SIZE;
ball[i] = new Ball(X, Y, SIZE, SIZE, VX, VY, texture);
}
texture = new Texture(renderer, "resources/pelota.png");
for (int i = 0; i < NUM_BALLS; ++i)
{
ball[i] = new Ball(rand() % SCREEN_WIDTH, rand() % SCREEN_HEIGHT, 24, 24, 1, 1, texture);
}
// Configuración inicial de tiempos
ticks = SDL_GetTicks();
srand(time(nullptr));
ticks = SDL_GetTicks();
return success;
return success;
}
// Limpia y libera todos los recursos
void close()
{
// Destroy window
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
window = NULL;
renderer = NULL;
// Destruir el renderizador y la ventana
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
if (event)
{
delete event;
}
// Eliminar la textura
if (texture)
{
delete texture;
}
if (texture)
{
delete texture;
}
// Eliminar todas las bolas
for (int i = 0; i < NUM_BALLS; ++i)
{
if (ball[i])
{
delete ball[i];
}
}
for (int i = 0; i < NUM_BALLS; ++i)
{
if (ball[i])
{
delete ball[i];
}
}
// Quit SDL subsystems
SDL_Quit();
// Finalizar SDL
SDL_Quit();
}
// Gestiona los eventos del usuario
void checkEvents()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(event) != 0)
{
// Evento de salida de la aplicación
if (event->type == SDL_QUIT)
{
shouldExit = true;
break;
}
}
SDL_Event event;
// Procesar todos los eventos en la cola
while (SDL_PollEvent(&event) != 0)
{
// Detectar si el usuario quiere cerrar la aplicación
if (event.type == SDL_EVENT_QUIT)
{
should_exit = true;
break;
}
// Manejar eventos de teclado
if (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 0)
{
switch (event.key.key)
{
case SDLK_ESCAPE: // Salir de la aplicación
should_exit = true;
break;
default:
break;
}
}
}
}
// Actualiza el estado de las bolas
void update()
{
if (SDL_GetTicks() - ticks > 15)
{
ticks = SDL_GetTicks();
if (SDL_GetTicks() - ticks > DEMO_SPEED)
{
ticks = SDL_GetTicks();
for (int i = 0; i < NUM_BALLS; ++i)
{
ball[i]->update();
}
}
// Actualizar la posición de cada bola
for (int i = 0; i < NUM_BALLS; ++i)
{
ball[i]->update();
}
}
}
// Dibuja el estado actual en la pantalla
void render()
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// Limpiar la pantalla con el color de fondo
SDL_SetRenderDrawColor(renderer, BG_R, BG_G, BG_B, 255);
SDL_RenderClear(renderer);
for (int i = 0; i < NUM_BALLS; ++i)
{
ball[i]->render();
}
// Dibujar todas las bolas
for (int i = 0; i < NUM_BALLS; ++i)
{
ball[i]->render();
}
SDL_RenderPresent(renderer);
// Presentar el renderizador
SDL_RenderPresent(renderer);
}
// Función principal
int main(int argc, char *args[])
{
init();
if (!init())
{
return -1; // Salir si la inicialización falla
}
while (!shouldExit)
{
update();
checkEvents();
render();
}
// Bucle principal del juego
while (!should_exit)
{
update();
checkEvents();
render();
}
close();
// Limpiar y cerrar la aplicación
close();
return 0;
}
return 0;
}

View File

@@ -3,65 +3,67 @@
// Constructor
Sprite::Sprite(Texture *texture)
{
this->texture = texture;
pos = {0, 0, 0, 0};
clip = {0, 0, 0, 0};
frame = 0;
numFrames = 3;
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)
{
animation_speed_ = value;
animation_counter_ = 0;
}

View File

@@ -1,28 +1,28 @@
#pragma once
#include <SDL2/SDL.h>
#include "texture.h"
#include "defines.h"
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);
@@ -34,11 +34,14 @@ 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);
// Modulación de color
void setColor(int r, int g, int b);
// Cambia la velocidad de la animación
void setAnimationSpeed(int value);
};

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@@ -5,20 +5,12 @@
#include "texture.h"
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)
: renderer_(renderer), texture_(nullptr), width_(0), height_(0)
{
this->renderer = renderer;
texture = NULL;
width = 0;
height = 0;
loadFromFile(filepath);
loadFromFile(file_path);
}
Texture::~Texture()
@@ -26,12 +18,12 @@ 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 +31,18 @@ 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 +51,69 @@ 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 << 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 << "! 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);
}

View File

@@ -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();