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15 changed files with 8350 additions and 231 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 *.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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@@ -1,5 +1,20 @@
source := source/*.cpp # Variables comunes
executable_name := pelota 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: # Detectar plataforma y configurar
g++ $(source) -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lSDL2_image -o $(executable_name).exe ifeq ($(OS),Windows_NT)
LDFLAGS += -lmingw32 -lws2_32
OUTPUT_EXT := .exe
endif
# Regla principal: compilar el ejecutable
all:
$(CXX) $(SOURCE) $(CXXFLAGS) $(LDFLAGS) -o $(EXECUTABLE_NAME)$(OUTPUT_EXT)
# 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 "ball.h"
#include "defines.h"
// Constructor // Constructor
Ball::Ball(int x, int y, int w, int h, int vx, int vy, Texture *texture) 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 = new Sprite(texture);
sprite->setPos({x, y}); sprite->setPos({x, y});
sprite->setSize(w, h); sprite->setSize(w, h);
sprite->setClip({0, 0, 24, 24}); sprite->setClip({0, 0, static_cast<float>(w), static_cast<float>(h)});
color = {255, 255, 255}; color = {(rand() % 192) + 32, (rand() % 192) + 32, (rand() % 192) + 32};
} }
// Destructor // Destructor
@@ -46,9 +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;
} }
@@ -60,16 +59,16 @@ 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;
} }
if (collision) if (collision)
{ {
color = {rand() % 255, rand() % 255, rand() % 255}; sprite->setAnimationSpeed((rand() % 15) + 5);
} }
// Actualiza la posición del sprite // Actualiza la posición del sprite

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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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@@ -1,10 +1,21 @@
#pragma once #pragma once
#define SCREEN_WIDTH 320 constexpr Uint64 DEMO_SPEED = 1000/60;
#define SCREEN_HEIGHT 240
#define NUM_BALLS 100
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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@@ -1,168 +1,188 @@
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "texture.h" #include "texture.h"
#include "ball.h" #include "ball.h"
#include "defines.h" #include "defines.h"
#include <iostream> #include <iostream>
#include <SDL3/SDL.h>
SDL_Window *window = NULL; // Ventana principal y renderizador
SDL_Renderer *renderer = NULL; SDL_Window *window = nullptr;
SDL_Event *event; SDL_Renderer *renderer = nullptr;
// Textura y bolas
Texture *texture = nullptr; Texture *texture = nullptr;
Ball *ball[NUM_BALLS]; Ball *ball[NUM_BALLS];
bool shouldExit = false; // Control de la aplicación
Uint32 ticks = 0; bool should_exit = false;
Uint64 ticks = 0;
// Inicializa SDL, la ventana, el renderizador y los elementos del juego
bool init() bool init()
{ {
// Initialization flag // Indicador de inicialización exitosa
bool success = true; bool success = true;
// Initialize SDL // Inicializar 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()); std::cout << "¡SDL no pudo inicializarse! Error de SDL: " << SDL_GetError() << std::endl;
success = false; success = false;
} }
else else
{ {
// Set texture filtering to linear // Crear ventana
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1")) window = SDL_CreateWindow("demo_pelotas1", DEMO_WIDTH * WINDOW_ZOOM, DEMO_HEIGHT * WINDOW_ZOOM, SDL_WINDOW_OPENGL);
{ if (window == nullptr)
printf("Warning: Linear texture filtering not enabled!"); {
} 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);
// Create window // Configurar el renderizador para usar una presentación lógica
window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH * 2, SCREEN_HEIGHT * 2, SDL_WINDOW_SHOWN); SDL_SetRenderLogicalPresentation(renderer, DEMO_WIDTH, DEMO_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
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);
// Initialize PNG loading // Crear textura y bolas
int imgFlags = IMG_INIT_PNG; texture = new Texture(renderer, TEXTURE_FILE);
if (!(IMG_Init(imgFlags) & imgFlags)) for (int i = 0; i < NUM_BALLS; ++i)
{ {
printf("SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError()); const int VX = rand() % 2 == 0 ? 1 : -1;
success = false; 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);
}
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT); // Configuración inicial de tiempos
} ticks = SDL_GetTicks();
} srand(time(nullptr));
}
event = new SDL_Event(); return success;
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);
}
ticks = SDL_GetTicks();
return success;
} }
// Limpia y libera todos los recursos
void close() void close()
{ {
// Destroy window // Destruir el renderizador y la ventana
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
window = NULL;
renderer = NULL;
if (event) // Eliminar la textura
{ if (texture)
delete event; {
} delete texture;
}
if (texture) // Eliminar todas las bolas
{ for (int i = 0; i < NUM_BALLS; ++i)
delete texture; {
} if (ball[i])
{
delete ball[i];
}
}
for (int i = 0; i < NUM_BALLS; ++i) // Finalizar SDL
{ SDL_Quit();
if (ball[i])
{
delete ball[i];
}
}
// Quit SDL subsystems
IMG_Quit();
SDL_Quit();
} }
// Gestiona los eventos del usuario
void checkEvents() void checkEvents()
{ {
// Comprueba los eventos que hay en la cola SDL_Event event;
while (SDL_PollEvent(event) != 0)
{ // Procesar todos los eventos en la cola
// Evento de salida de la aplicación while (SDL_PollEvent(&event) != 0)
if (event->type == SDL_QUIT) {
{ // Detectar si el usuario quiere cerrar la aplicación
shouldExit = true; if (event.type == SDL_EVENT_QUIT)
break; {
} 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() void update()
{ {
if (SDL_GetTicks() - ticks > 15) if (SDL_GetTicks() - ticks > DEMO_SPEED)
{ {
ticks = SDL_GetTicks(); ticks = SDL_GetTicks();
for (int i = 0; i < NUM_BALLS; ++i) // Actualizar la posición de cada bola
{ for (int i = 0; i < NUM_BALLS; ++i)
ball[i]->update(); {
} ball[i]->update();
} }
}
} }
// Dibuja el estado actual en la pantalla
void render() void render()
{ {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // Limpiar la pantalla con el color de fondo
SDL_RenderClear(renderer); SDL_SetRenderDrawColor(renderer, BG_R, BG_G, BG_B, 255);
SDL_RenderClear(renderer);
for (int i = 0; i < NUM_BALLS; ++i) // Dibujar todas las bolas
{ for (int i = 0; i < NUM_BALLS; ++i)
ball[i]->render(); {
} ball[i]->render();
}
SDL_RenderPresent(renderer); // Presentar el renderizador
SDL_RenderPresent(renderer);
} }
// Función principal
int main(int argc, char *args[]) int main(int argc, char *args[])
{ {
init(); if (!init())
{
return -1; // Salir si la inicialización falla
}
while (!shouldExit) // Bucle principal del juego
{ while (!should_exit)
update(); {
checkEvents(); update();
render(); checkEvents();
} render();
}
close(); // Limpiar y cerrar la aplicación
close();
return 0; return 0;
} }

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@@ -3,65 +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 = 3; 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
void Sprite::setAnimationSpeed(int value)
{
animation_speed_ = value;
animation_counter_ = 0;
} }

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

7897
source/stb_image.h Normal file

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@@ -1,23 +1,16 @@
#include <SDL2/SDL_image.h> #define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <stdio.h> #include <stdio.h>
#include <string> #include <string>
#include "texture.h" #include "texture.h"
Texture::Texture(SDL_Renderer *renderer) Texture::Texture(SDL_Renderer *renderer)
{ : renderer_(renderer), texture_(nullptr), width_(0), height_(0) {}
this->renderer = renderer;
texture = NULL;
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; loadFromFile(file_path);
texture = NULL;
width = 0;
height = 0;
loadFromFile(filepath);
} }
Texture::~Texture() Texture::~Texture()
@@ -25,77 +18,102 @@ Texture::~Texture()
free(); free();
} }
bool Texture::loadFromFile(std::string path) bool Texture::loadFromFile(std::string file_path)
{ {
// Get rid of preexisting texture const std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
free(); int req_format = STBI_rgb_alpha;
int width, height, orig_format;
// The final texture unsigned char *data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
SDL_Texture *newTexture = NULL; if (data == nullptr)
// Load image at specified path
SDL_Surface *loadedSurface = IMG_Load(path.c_str());
if (loadedSurface == NULL)
{ {
printf("Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError()); SDL_Log("Loading image failed: %s", stbi_failure_reason());
exit(1);
} }
else else
{ {
// Color key image std::cout << "Image loaded: " << filename.c_str() << std::endl;
SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, 0, 0xFF, 0xFF)); }
// Create texture from surface pixels int pitch;
newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface); SDL_PixelFormat pixel_format;
if (newTexture == NULL) if (req_format == STBI_rgb)
{
pitch = 3 * width; // 3 bytes por pixel * pixels por linea
pixel_format = SDL_PIXELFORMAT_RGB24;
}
else
{ // STBI_rgb_alpha (RGBA)
pitch = 4 * width;
pixel_format = SDL_PIXELFORMAT_RGBA32;
}
// Limpia
free();
// La textura final
SDL_Texture *new_texture = nullptr;
// Carga la imagen desde una ruta específica
SDL_Surface *loaded_surface = SDL_CreateSurfaceFrom(width, height, pixel_format, (void *)data, pitch);
if (loaded_surface == nullptr)
{
std::cout << "Unable to load image " << file_path << std::endl;
}
else
{
// Crea la textura desde los pixels de la surface
new_texture = SDL_CreateTextureFromSurface(renderer_, loaded_surface);
if (new_texture == nullptr)
{ {
printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError()); std::cout << "Unable to create texture from " << file_path << "! SDL Error: " << SDL_GetError() << std::endl;
} }
else else
{ {
// Get image dimensions // Obtiene las dimensiones de la imagen
width = loadedSurface->w; width_ = loaded_surface->w;
height = loadedSurface->h; height_ = loaded_surface->h;
} }
// Get rid of old loaded surface // Elimina la textura cargada
SDL_FreeSurface(loadedSurface); SDL_DestroySurface(loaded_surface);
} }
// Return success // Return success
texture = newTexture; stbi_image_free(data);
return texture != NULL; texture_ = new_texture;
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();