Cambiando printf por std::cout
This commit is contained in:
@@ -2,9 +2,10 @@
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#include "texture.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include <iostream>
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// Constructor
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Texture::Texture(SDL_Renderer *renderer, std::string path)
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Texture::Texture(SDL_Renderer *renderer, std::string path, bool verbose)
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{
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// Copia punteros
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this->renderer = renderer;
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@@ -18,7 +19,7 @@ Texture::Texture(SDL_Renderer *renderer, std::string path)
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// Carga el fichero en la textura
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if (path != "")
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{
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loadFromFile(path, renderer);
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loadFromFile(path, renderer, verbose);
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}
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}
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@@ -30,7 +31,7 @@ Texture::~Texture()
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}
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// Carga una imagen desde un fichero
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bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer)
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bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer, bool verbose)
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{
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const std::string filename = path.substr(path.find_last_of("\\/") + 1);
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int req_format = STBI_rgb_alpha;
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@@ -43,7 +44,10 @@ bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer)
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}
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else
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{
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printf("Image loaded: %s\n", filename.c_str());
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if (verbose)
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{
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std::cout << "Image loaded: " << filename.c_str() << std::endl;
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}
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}
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int depth, pitch;
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@@ -71,7 +75,10 @@ bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer)
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SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
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if (loadedSurface == nullptr)
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{
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printf("Unable to load image %s!\n", path.c_str());
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if (verbose)
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{
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std::cout << "Unable to load image " << path.c_str() << std::endl;
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}
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}
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else
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{
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@@ -79,7 +86,10 @@ bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer)
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newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
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if (newTexture == nullptr)
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{
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printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
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if (verbose)
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{
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std::cout << "Unable to create texture from " << path.c_str() << "! SDL Error: " << SDL_GetError() << std::endl;
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}
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}
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else
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{
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@@ -92,7 +102,7 @@ bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer)
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SDL_FreeSurface(loadedSurface);
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}
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// Devuelve el resultado
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// Return success
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stbi_image_free(data);
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texture = newTexture;
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return texture != nullptr;
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@@ -105,7 +115,7 @@ bool Texture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_Tex
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
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if (texture == nullptr)
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{
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printf("Unable to create blank texture! SDL Error: %s\n", SDL_GetError());
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std::cout << "Unable to create blank texture! SDL Error: " << SDL_GetError() << std::endl;
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}
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else
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{
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@@ -190,3 +200,9 @@ bool Texture::reLoad()
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{
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return loadFromFile(path, renderer);
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}
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// Obtiene la textura
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SDL_Texture *Texture::getSDLTexture()
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{
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return texture;
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}
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@@ -21,13 +21,13 @@ private:
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public:
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// Constructor
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Texture(SDL_Renderer *renderer, std::string path = "");
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Texture(SDL_Renderer *renderer, std::string path = "", bool verbose = false);
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// Destructor
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~Texture();
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// Carga una imagen desde un fichero
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bool loadFromFile(std::string path, SDL_Renderer *renderer);
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bool loadFromFile(std::string path, SDL_Renderer *renderer, bool verbose = false);
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// Crea una textura en blanco
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bool createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
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@@ -58,6 +58,9 @@ public:
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// Recarga la textura
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bool reLoad();
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// Obtiene la textura
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SDL_Texture *getSDLTexture();
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};
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#endif
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@@ -108,7 +108,7 @@ bool Director::initSDL()
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
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// if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0)
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{
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printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError());
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std::cout << "SDL could not initialize!\nSDL Error: " << SDL_GetError() << std::endl;
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success = false;
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}
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else
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@@ -119,7 +119,7 @@ bool Director::initSDL()
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// Establece el filtro de la textura
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if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str()))
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{
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printf("Warning: Nearest texture filtering not enabled!\n");
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std::cout << "Warning: Nearest texture filtering not enabled!\n";
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}
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// Crea la ventana
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@@ -133,7 +133,7 @@ bool Director::initSDL()
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window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
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if (window == nullptr)
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{
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printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError());
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std::cout << "Window could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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success = false;
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}
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else
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@@ -150,7 +150,7 @@ bool Director::initSDL()
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if (renderer == nullptr)
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{
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printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
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std::cout << "Renderer could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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success = false;
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}
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else
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@@ -167,7 +167,7 @@ bool Director::initSDL()
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}
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}
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printf("\n");
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std::cout << std::endl;
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return success;
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}
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@@ -1,5 +1,6 @@
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#include "fade.h"
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#include "const.h"
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#include <iostream>
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// Constructor
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Fade::Fade(SDL_Renderer *renderer)
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@@ -8,7 +9,9 @@ Fade::Fade(SDL_Renderer *renderer)
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (mBackbuffer == nullptr)
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printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
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{
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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// Destructor
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@@ -1,5 +1,6 @@
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#include "hiscore_table.h"
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#include "common/jscore.h"
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#include <iostream>
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const Uint8 SELF = 0;
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@@ -21,7 +22,7 @@ HiScoreTable::HiScoreTable(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (backbuffer == nullptr)
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{
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printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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// Inicializa variables
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@@ -1,4 +1,5 @@
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#include "instructions.h"
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#include <iostream>
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const Uint8 SELF = 0;
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@@ -39,7 +40,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (backbuffer == nullptr)
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{
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printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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// Inicializa variables
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@@ -44,7 +44,7 @@ Reescribiendo el código el 27/09/2022
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int main(int argc, char *args[])
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{
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printf("Starting the game...\n\n");
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std::cout << "Starting the game...\n\n";
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// Crea el objeto Director
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Director *director = new Director(args[0]);
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@@ -55,7 +55,7 @@ int main(int argc, char *args[])
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// Destruye el objeto Director
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delete director;
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printf("\nShutting down the game...\n");
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std::cout << "\nShutting down the game..." << std::endl;
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return 0;
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}
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