Copiado el tutorial 5 de Jailgames Vintage en YouTube, pero algo sigue fallando
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163
jUnit.cpp
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163
jUnit.cpp
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#include "jUnit.h"
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#include "gif.c"
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#include <stdio.h>
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struct jSurface_s
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{
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Uint8 *data;
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Uint16 w, h;
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};
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static SDL_Window *jWin = NULL;
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static SDL_Renderer *jRen = NULL;
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static SDL_Texture *jTex = NULL;
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static jSurface jScreen;
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static jSurface jDestSurf;
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static jSurface jSourceSurf = NULL;
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static Uint32 paleta[256];
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static int jWidth = 320;
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static int jHeight = 240;
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static int jZoom = 2;
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jSurface jNewSurface(int w, int h)
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{
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jSurface surf = (jSurface)malloc(sizeof(jSurface_s));
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surf->w = w;
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surf->h = h;
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surf->data = (Uint8 *)malloc(w * h);
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return surf;
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}
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void jDeleteSurface(jSurface surf)
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{
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if (surf == NULL)
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return;
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if (surf->data != NULL)
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free(surf->data);
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free(surf);
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}
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void jSetDest(jSurface surf)
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{
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if (surf == NULL)
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jDestSurf = jScreen;
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else
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jDestSurf = surf;
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}
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void jSetSource(jSurface surf)
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{
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jSourceSurf = surf;
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}
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void jBlit(int dx, int dy, int sx, int sy, int w, int h)
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{
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if (jSourceSurf == NULL)
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return;
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for (int iy = 0; iy < h; ++iy)
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{
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for (int ix = 0; ix < w; ++ix)
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jPutPixel(dx + ix, dy + iy, jGetPixel(sx + ix, sy + iy));
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}
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}
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jSurface jLoadSurface(const char *filename)
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{
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FILE *f = fopen(filename, "rb");
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if (!f)
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return NULL;
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fseek(f, 0, SEEK_END);
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long size = ftell(f);
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fseek(f, 0, SEEK_SET);
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Uint8 *buffer = (Uint8 *)malloc(size);
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fread(buffer, size, 1, f);
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fclose(f);
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Uint16 w, h;
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Uint8 *pixels = LoadGif(buffer, &w, &h);
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if (pixels == NULL)
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{
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return NULL;
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}
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jSurface surf = (jSurface)malloc(sizeof(jSurface_s));
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surf->w = w;
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surf->h = h;
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surf->data = pixels;
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free(buffer);
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return surf;
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}
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void jLoadPal(const char *filename)
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{
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FILE *f = fopen(filename, "rb");
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if (!f)
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return;
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fseek(f, 0, SEEK_END);
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long size = ftell(f);
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fseek(f, 0, SEEK_SET);
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Uint8 *buffer = (Uint8 *)malloc(size);
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fread(buffer, size, 1, f);
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fclose(f);
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Uint32 *pal = LoadPalette(buffer);
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if (pal == NULL)
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{
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return;
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}
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free(buffer);
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for (int i = 0; i < 256; ++i)
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{
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paleta[i] = pal[i];
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}
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}
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void jInit(const char *titol, int w, int h, int z)
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{
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SDL_Init(SDL_INIT_EVERYTHING);
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jWidth = w;
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jHeight = h;
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jZoom = z;
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jWin = SDL_CreateWindow(titol, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w * z, h * z, SDL_WINDOW_SHOWN);
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jRen = SDL_CreateRenderer(jWin, -1, 0);
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SDL_RenderSetLogicalSize(jRen, w, h);
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jTex = SDL_CreateTexture(jRen, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, w, h);
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jScreen = jNewSurface(w, h);
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jDestSurf = jScreen;
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}
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void jSetPal(int index, Uint32 color)
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{
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paleta[index] = color;
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}
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void jCls(Uint8 color)
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{
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for (int i = 0; i < jDestSurf->w * jDestSurf->h; ++i)
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jDestSurf->data[i] = color;
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}
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void jFlip()
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{
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Uint32 *pixels;
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int pitch;
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SDL_LockTexture(jTex, NULL, (void **)&pixels, &pitch);
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for (int i = 0; i < jWidth * jHeight; ++i)
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pixels[i] = paleta[jScreen->data[i]];
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SDL_UnlockTexture(jTex);
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SDL_RenderCopy(jRen, jTex, NULL, NULL);
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SDL_RenderPresent(jRen);
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}
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void jPutPixel(int x, int y, Uint8 color)
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{
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if (x < 0 || y < 0 || x >= jDestSurf->w || y >= jDestSurf->h)
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return;
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jDestSurf->data[x + y * jDestSurf->w] = color;
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}
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Uint8 jGetPixel(int x, int y)
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{
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return jDestSurf->data[x + y * jDestSurf->w];
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}
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