Reestructurar código moviendo utilidades a source/external/
- Crear directorio source/external/ para componentes externos - Mover sprite.h/.cpp, texture.h/.cpp, dbgtxt.h, stb_image.h a external/ - Actualizar includes en main.cpp y ball.h para nueva estructura - Modificar CMakeLists.txt y Makefile para incluir external/*.cpp - Mantener lógica del juego (ball.h/.cpp, main.cpp) en source/ - Mejorar organización y separación de responsabilidades 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
42
source/external/dbgtxt.h
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42
source/external/dbgtxt.h
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#pragma once
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namespace
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{
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SDL_Texture *dbg_tex = nullptr;
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SDL_Renderer *dbg_ren = nullptr;
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}
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void dbg_init(SDL_Renderer *renderer)
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{
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dbg_ren = renderer;
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Uint8 font[448] = {0x42, 0x4D, 0xC0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x82, 0x01, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x18, 0xF3, 0x83, 0x83, 0xCF, 0x83, 0x87, 0x00, 0x00, 0xF3, 0x39, 0x39, 0xCF, 0x79, 0xF3, 0x00, 0x00, 0x01, 0xF9, 0x39, 0xCF, 0x61, 0xF9, 0x00, 0x00, 0x33, 0xF9, 0x03, 0xE7, 0x87, 0x81, 0x00, 0x00, 0x93, 0x03, 0x3F, 0xF3, 0x1B, 0x39, 0x00, 0x00, 0xC3, 0x3F, 0x9F, 0x39, 0x3B, 0x39, 0x00, 0x41, 0xE3, 0x03, 0xC3, 0x01, 0x87, 0x83, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xE7, 0x01, 0xC7, 0x81, 0x01, 0x83, 0x00, 0x00, 0xE7, 0x1F, 0x9B, 0xE7, 0x1F, 0x39, 0x00, 0x00, 0xE7, 0x8F, 0x39, 0xE7, 0x87, 0xF9, 0x00, 0x00, 0xC3, 0xC7, 0x39, 0xE7, 0xC3, 0xC3, 0x00, 0x00, 0x99, 0xE3, 0x39, 0xE7, 0xF1, 0xE7, 0x00, 0x00, 0x99, 0xF1, 0xB3, 0xC7, 0x39, 0xF3, 0x00, 0x00, 0x99, 0x01, 0xC7, 0xE7, 0x83, 0x81, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x83, 0xE7, 0x83, 0xEF, 0x39, 0x39, 0x00, 0x00, 0x39, 0xE7, 0x39, 0xC7, 0x11, 0x11, 0x00, 0x00, 0xF9, 0xE7, 0x39, 0x83, 0x01, 0x83, 0x00, 0x00, 0x83, 0xE7, 0x39, 0x11, 0x01, 0xC7, 0x00, 0x00, 0x3F, 0xE7, 0x39, 0x39, 0x29, 0x83, 0x00, 0x00, 0x33, 0xE7, 0x39, 0x39, 0x39, 0x11, 0x00, 0x00, 0x87, 0x81, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x39, 0x83, 0x3F, 0x85, 0x31, 0x00, 0x00, 0x39, 0x31, 0x39, 0x3F, 0x33, 0x23, 0x00, 0x00, 0x29, 0x21, 0x39, 0x03, 0x21, 0x07, 0x00, 0x00, 0x01, 0x01, 0x39, 0x39, 0x39, 0x31, 0x00, 0x00, 0x01, 0x09, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x11, 0x19, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x39, 0x39, 0x83, 0x03, 0x83, 0x03, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xC1, 0x39, 0x81, 0x83, 0x31, 0x01, 0x00, 0x00, 0x99, 0x39, 0xE7, 0x39, 0x23, 0x3F, 0x00, 0x00, 0x39, 0x39, 0xE7, 0xF9, 0x07, 0x3F, 0x00, 0x00, 0x31, 0x01, 0xE7, 0xF9, 0x0F, 0x3F, 0x00, 0x00, 0x3F, 0x39, 0xE7, 0xF9, 0x27, 0x3F, 0x00, 0x00, 0x9F, 0x39, 0xE7, 0xF9, 0x33, 0x3F, 0x00, 0x00, 0xC1, 0x39, 0x81, 0xF9, 0x39, 0x3F, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x03, 0xC3, 0x07, 0x01, 0x3F, 0x00, 0x00, 0x39, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0x01, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x39, 0x03, 0x3F, 0x39, 0x03, 0x03, 0x00, 0x00, 0x39, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x93, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0xC7, 0x03, 0xC3, 0x07, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00};
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dbg_tex = SDL_CreateTextureFromSurface(dbg_ren, SDL_LoadBMP_IO(SDL_IOFromMem(font, 448), 1));
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}
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void dbg_print(int x, int y, const char *text, Uint8 r, Uint8 g, Uint8 b)
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{
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int cc = 0;
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SDL_SetTextureColorMod(dbg_tex, r, g, b);
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SDL_FRect src = {0, 0, 8, 8};
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SDL_FRect dst = {static_cast<float>(x), static_cast<float>(y), 8, 8};
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while (text[cc] != 0)
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{
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if (text[cc] != 32)
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{
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if (text[cc] >= 65)
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{
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src.x = ((text[cc] - 65) % 6) * 8;
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src.y = ((text[cc] - 65) / 6) * 8;
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}
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else
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{
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src.x = ((text[cc] - 22) % 6) * 8;
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src.y = ((text[cc] - 22) / 6) * 8;
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}
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SDL_RenderTexture(dbg_ren, dbg_tex, &src, &dst);
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}
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cc++;
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dst.x += 8;
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}
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}
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40
source/external/sprite.cpp
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40
source/external/sprite.cpp
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#include "sprite.h"
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#include "texture.h" // for Texture
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// Constructor
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Sprite::Sprite(std::shared_ptr<Texture> texture)
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: texture_(texture),
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pos_{0.0f, 0.0f, 0.0f, 0.0f},
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clip_{0.0f, 0.0f, 0.0f, 0.0f} {}
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// Establece la posición del sprite
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void Sprite::setPos(SDL_FPoint pos)
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{
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pos_.x = pos.x;
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pos_.y = pos.y;
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}
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// Pinta el sprite
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void Sprite::render()
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{
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texture_->render(&clip_, &pos_);
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}
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// Establece el rectangulo de la textura que se va a pintar
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void Sprite::setClip(SDL_FRect clip)
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{
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clip_ = clip;
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}
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// Establece el tamaño del sprite
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void Sprite::setSize(float w, float h)
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{
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pos_.w = w;
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pos_.h = h;
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}
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// Modulación de color
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void Sprite::setColor(int r, int g, int b)
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{
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texture_->setColor(r, g, b);
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}
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35
source/external/sprite.h
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35
source/external/sprite.h
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#pragma once
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#include <SDL3/SDL_rect.h> // for SDL_FRect, SDL_FPoint
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#include <memory> // for shared_ptr
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class Texture;
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class Sprite
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{
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private:
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std::shared_ptr<Texture> texture_; // Textura con los gráficos del sprite
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SDL_FRect pos_; // Posición y tamaño del sprite
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SDL_FRect clip_; // Parte de la textura que se va a dibujar
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public:
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// Constructor
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explicit Sprite(std::shared_ptr<Texture> texture);
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// Destructor
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~Sprite() = default;
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// Establece la posición del sprite
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void setPos(SDL_FPoint pos);
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// Pinta el sprite
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void render();
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// Establece el rectangulo de la textura que se va a pintar
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void setClip(SDL_FRect clip);
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// Establece el tamaño del sprite
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void setSize(float w, float h);
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// Modulación de color
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void setColor(int r, int g, int b);
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};
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7897
source/external/stb_image.h
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7897
source/external/stb_image.h
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File diff suppressed because it is too large
Load Diff
131
source/external/texture.cpp
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source/external/texture.cpp
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#define STB_IMAGE_IMPLEMENTATION
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#include "texture.h"
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#include <SDL3/SDL_error.h> // Para SDL_GetError
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#include <SDL3/SDL_log.h> // Para SDL_Log
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#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
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#include <SDL3/SDL_surface.h> // Para SDL_CreateSurfaceFrom, SDL_DestroySurface
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#include <stdio.h> // Para NULL
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#include <stdlib.h> // Para exit
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#include <iostream> // Para basic_ostream, char_traits, operator<<
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#include <string> // Para operator<<, string
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#include "stb_image.h" // Para stbi_failure_reason, stbi_image_free
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Texture::Texture(SDL_Renderer *renderer)
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: renderer_(renderer), texture_(nullptr), width_(0), height_(0) {}
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Texture::Texture(SDL_Renderer *renderer, const std::string &file_path)
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: renderer_(renderer), texture_(nullptr), width_(0), height_(0)
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{
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loadFromFile(file_path);
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}
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Texture::~Texture()
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{
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free();
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}
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// Carga la imagen desde una ruta especificada
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bool Texture::loadFromFile(const std::string &file_path)
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{
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const std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
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int req_format = STBI_rgb_alpha;
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int width, height, orig_format;
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unsigned char *data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
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if (data == nullptr)
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{
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SDL_Log("Error al cargar la imagen: %s", stbi_failure_reason());
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exit(1);
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}
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else
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{
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std::cout << "Imagen cargada: " << filename.c_str() << std::endl;
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}
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int pitch;
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SDL_PixelFormat pixel_format;
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if (req_format == STBI_rgb)
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{
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pitch = 3 * width; // 3 bytes por pixel * pixels por línea
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pixel_format = SDL_PIXELFORMAT_RGB24;
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}
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else
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{ // STBI_rgb_alpha (RGBA)
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pitch = 4 * width;
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pixel_format = SDL_PIXELFORMAT_RGBA32;
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}
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// Libera la memoria previa
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free();
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// La textura final
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SDL_Texture *new_texture = nullptr;
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// Crea la superficie de la imagen desde los datos cargados
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SDL_Surface *loaded_surface = SDL_CreateSurfaceFrom(width, height, pixel_format, (void *)data, pitch);
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if (loaded_surface == nullptr)
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{
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std::cout << "No se pudo cargar la imagen " << file_path << std::endl;
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}
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else
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{
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// Crea la textura desde los píxeles de la superficie
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new_texture = SDL_CreateTextureFromSurface(renderer_, loaded_surface);
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if (new_texture == nullptr)
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{
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std::cout << "No se pudo crear la textura desde " << file_path << "! Error de SDL: " << SDL_GetError() << std::endl;
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}
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else
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{
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// Obtiene las dimensiones de la imagen
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width_ = loaded_surface->w;
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height_ = loaded_surface->h;
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// Configurar filtro nearest neighbor para píxel perfect
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SDL_SetTextureScaleMode(new_texture, SDL_SCALEMODE_NEAREST);
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}
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// Destruye la superficie cargada
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SDL_DestroySurface(loaded_surface);
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}
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// Devuelve el resultado del proceso
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stbi_image_free(data);
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texture_ = new_texture;
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return texture_ != nullptr;
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}
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// Libera la textura si existe
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void Texture::free()
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{
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if (texture_ != nullptr)
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{
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SDL_DestroyTexture(texture_);
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texture_ = nullptr;
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width_ = 0;
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height_ = 0;
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}
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}
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// Renderiza la textura en pantalla
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void Texture::render(SDL_FRect *src, SDL_FRect *dst)
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{
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SDL_RenderTexture(renderer_, texture_, src, dst);
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}
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// Obtiene el ancho de la imagen
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int Texture::getWidth()
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{
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return width_;
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}
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// Obtiene la altura de la imagen
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int Texture::getHeight()
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{
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return height_;
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}
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// Modula el color de la textura
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void Texture::setColor(int r, int g, int b)
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{
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SDL_SetTextureColorMod(texture_, r, g, b);
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}
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40
source/external/texture.h
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40
source/external/texture.h
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#pragma once
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#include <SDL3/SDL_rect.h> // Para SDL_FRect
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#include <SDL3/SDL_render.h> // Para SDL_Renderer, SDL_Texture
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#include <string> // Para std::string
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class Texture
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{
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private:
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SDL_Renderer *renderer_;
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SDL_Texture *texture_;
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// Dimensiones de la imagen
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int width_;
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int height_;
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public:
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// Inicializa las variables
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explicit Texture(SDL_Renderer *renderer);
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Texture(SDL_Renderer *renderer, const std::string &file_path);
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// Libera la memoria
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~Texture();
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// Carga una imagen desde la ruta especificada
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bool loadFromFile(const std::string &path);
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// Libera la textura
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void free();
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// Renderiza la textura en el punto especificado
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void render(SDL_FRect *src = nullptr, SDL_FRect *dst = nullptr);
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// Obtiene las dimensiones de la imagen
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int getWidth();
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int getHeight();
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// Modula el color de la textura
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void setColor(int r, int g, int b);
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};
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