Actualizado a la última versión de ltexture

This commit is contained in:
2022-09-25 21:11:17 +02:00
parent a74c8d5122
commit 6637ba9f10
7 changed files with 133 additions and 114 deletions

View File

@@ -47,24 +47,24 @@ Game::Game(int numPlayers, SDL_Renderer *renderer, Screen *screen, std::string *
mSmartSprite[i] = new SmartSprite(); mSmartSprite[i] = new SmartSprite();
} }
mTextureBalloon = new LTexture(); mTextureBalloon = new LTexture(mRenderer);
mTextureBullet = new LTexture(); mTextureBullet = new LTexture(mRenderer);
mTextureGameBG = new LTexture(); mTextureGameBG = new LTexture(mRenderer);
mTextureGameText = new LTexture(); mTextureGameText = new LTexture(mRenderer);
mTextureItems = new LTexture(); mTextureItems = new LTexture(mRenderer);
mTexturePlayer1Head = new LTexture(); mTexturePlayer1Head = new LTexture(mRenderer);
mTexturePlayer1Body = new LTexture(); mTexturePlayer1Body = new LTexture(mRenderer);
mTexturePlayer1Death = new LTexture(); mTexturePlayer1Death = new LTexture(mRenderer);
mTexturePlayer1Legs = new LTexture(); mTexturePlayer1Legs = new LTexture(mRenderer);
mTexturePlayer2Head = new LTexture(); mTexturePlayer2Head = new LTexture(mRenderer);
mTexturePlayer2Body = new LTexture(); mTexturePlayer2Body = new LTexture(mRenderer);
mTexturePlayer2Death = new LTexture(); mTexturePlayer2Death = new LTexture(mRenderer);
mTexturePlayer2Legs = new LTexture(); mTexturePlayer2Legs = new LTexture(mRenderer);
mTextureText = new LTexture(); mTextureText = new LTexture(mRenderer);
mTextureTextScoreBoard = new LTexture(); mTextureTextScoreBoard = new LTexture(mRenderer);
mTextureTextBig = new LTexture(); mTextureTextBig = new LTexture(mRenderer);
mTextureTextNokia2 = new LTexture(); mTextureTextNokia2 = new LTexture(mRenderer);
mTextureTextNokiaBig2 = new LTexture(); mTextureTextNokiaBig2 = new LTexture(mRenderer);
mText = new Text(mFileList[48], mTextureText, mRenderer); mText = new Text(mFileList[48], mTextureText, mRenderer);
mTextScoreBoard = new Text(mFileList[46], mTextureTextScoreBoard, mRenderer); mTextScoreBoard = new Text(mFileList[46], mTextureTextScoreBoard, mRenderer);
@@ -449,8 +449,11 @@ void Game::init()
// Vector de jugadores // Vector de jugadores
if (mNumPlayers == 1) if (mNumPlayers == 1)
{
mPlayer[0]->init(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, mTexturePlayer1Legs, mTexturePlayer1Body, mTexturePlayer1Head, mTexturePlayer1Death, mRenderer); mPlayer[0]->init(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, mTexturePlayer1Legs, mTexturePlayer1Body, mTexturePlayer1Head, mTexturePlayer1Death, mRenderer);
if (mNumPlayers == 2) }
else if (mNumPlayers == 2)
{ {
mPlayer[0]->init((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, mTexturePlayer1Legs, mTexturePlayer1Body, mTexturePlayer1Head, mTexturePlayer1Death, mRenderer); mPlayer[0]->init((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, mTexturePlayer1Legs, mTexturePlayer1Body, mTexturePlayer1Head, mTexturePlayer1Death, mRenderer);
mPlayer[1]->init((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, mTexturePlayer2Legs, mTexturePlayer2Body, mTexturePlayer2Head, mTexturePlayer2Death, mRenderer); mPlayer[1]->init((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, mTexturePlayer2Legs, mTexturePlayer2Body, mTexturePlayer2Head, mTexturePlayer2Death, mRenderer);
@@ -3531,10 +3534,12 @@ void Game::initPaths()
{ {
mStageBitmapPath[i] = (mSin[(int)((i * 1.8f) + 90)] * (distance) + centerPoint); mStageBitmapPath[i] = (mSin[(int)((i * 1.8f) + 90)] * (distance) + centerPoint);
} }
else if (i < secondPart) else if (i < secondPart)
{ {
mStageBitmapPath[i] = (int)centerPoint; mStageBitmapPath[i] = (int)centerPoint;
} }
else else
{ {
mStageBitmapPath[i] = (mSin[(int)(((i - 149) * 1.8f) + 90)] * (centerPoint + 17) - 17); mStageBitmapPath[i] = (mSin[(int)(((i - 149) * 1.8f) + 90)] * (centerPoint + 17) - 17);

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@@ -13,8 +13,8 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, std::string *
// Reserva memoria para los punteros // Reserva memoria para los punteros
mEventHandler = new SDL_Event(); mEventHandler = new SDL_Event();
mItemTexture = new LTexture(); mItemTexture = new LTexture(mRenderer);
mTextTexture = new LTexture(); mTextTexture = new LTexture(mRenderer);
mSprite = new Sprite(); mSprite = new Sprite();
mText = new Text(mFileList[48], mTextTexture, mRenderer); mText = new Text(mFileList[48], mTextTexture, mRenderer);

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@@ -11,8 +11,8 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, std::string *fileList, Lang
// Reserva memoria para los punteros // Reserva memoria para los punteros
mEventHandler = new SDL_Event(); mEventHandler = new SDL_Event();
mBitmapTexture = new LTexture(); mBitmapTexture = new LTexture(mRenderer);
mTextTexture = new LTexture(); mTextTexture = new LTexture(mRenderer);
mText = new Text(mFileList[52], mTextTexture, mRenderer); mText = new Text(mFileList[52], mTextTexture, mRenderer);
for (int i = 0; i < INTRO_TOTAL_BITMAPS; i++) for (int i = 0; i < INTRO_TOTAL_BITMAPS; i++)

View File

@@ -13,7 +13,7 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, std::string *fileList)
// Reserva memoria para los punteros // Reserva memoria para los punteros
mEventHandler = new SDL_Event(); mEventHandler = new SDL_Event();
mTexture = new LTexture(); mTexture = new LTexture(mRenderer);
mSprite = new Sprite(); mSprite = new Sprite();
// Crea un backbuffer para el renderizador // Crea un backbuffer para el renderizador

View File

@@ -1,28 +1,41 @@
#include "const.h"
#include "ltexture.h" #include "ltexture.h"
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" #include "stb_image.h"
LTexture::LTexture() // Constructor
LTexture::LTexture(SDL_Renderer *renderer, std::string path)
{ {
// Initialize // Copia punteros
mTexture = NULL; this->renderer = renderer;
mWidth = 0; this->path = path;
mHeight = 0;
// Inicializa
texture = nullptr;
width = 0;
height = 0;
// Carga el fichero en la textura
if (path != "")
{
loadFromFile(path, renderer);
}
} }
// Destructor
LTexture::~LTexture() LTexture::~LTexture()
{ {
// Deallocate // Libera memoria
unload(); unload();
} }
// Carga una imagen desde un fichero
bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer) bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
{ {
int req_format = STBI_rgb_alpha; int req_format = STBI_rgb_alpha;
int width, height, orig_format; int width, height, orig_format;
unsigned char *data = stbi_load(path.c_str(), &width, &height, &orig_format, req_format); unsigned char *data = stbi_load(path.c_str(), &width, &height, &orig_format, req_format);
if (data == NULL) if (data == nullptr)
{ {
SDL_Log("Loading image failed: %s", stbi_failure_reason()); SDL_Log("Loading image failed: %s", stbi_failure_reason());
exit(1); exit(1);
@@ -33,7 +46,7 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
if (req_format == STBI_rgb) if (req_format == STBI_rgb)
{ {
depth = 24; depth = 24;
pitch = 3 * width; // 3 bytes per pixel * pixels per row pitch = 3 * width; // 3 bytes por pixel * pixels per linea
pixel_format = SDL_PIXELFORMAT_RGB24; pixel_format = SDL_PIXELFORMAT_RGB24;
} }
else else
@@ -43,100 +56,99 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
pixel_format = SDL_PIXELFORMAT_RGBA32; pixel_format = SDL_PIXELFORMAT_RGBA32;
} }
// Get rid of preexisting texture // Limpia
unload(); unload();
// The final texture // La textura final
SDL_Texture *newTexture = NULL; SDL_Texture *newTexture = nullptr;
// Load image at specified path // Carga la imagen desde una ruta específica
//SDL_Surface *loadedSurface = IMG_Load(path.c_str());
SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format); SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
if (loadedSurface == NULL) if (loadedSurface == nullptr)
{ {
printf("Unable to load image %s!\n", path.c_str()); printf("Unable to load image %s!\n", path.c_str());
} }
else else
{ {
// Color key image // Crea la textura desde los pixels de la surface
//SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, COLOR_KEY_R, COLOR_KEY_G, COLOR_KEY_B));
// Create texture from surface pixels
newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface); newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
if (newTexture == NULL) if (newTexture == nullptr)
{ {
printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError()); printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
} }
else else
{ {
// Get image dimensions // Obtiene las dimensiones de la imagen
mWidth = loadedSurface->w; this->width = loadedSurface->w;
mHeight = loadedSurface->h; this->height = loadedSurface->h;
} }
// Get rid of old loaded surface // Elimina la textura cargada
SDL_FreeSurface(loadedSurface); SDL_FreeSurface(loadedSurface);
} }
// Return success // Return success
mTexture = newTexture; texture = newTexture;
return mTexture != NULL; return texture != nullptr;
} }
// Crea una textura en blanco
bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access) bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access)
{ {
// Create uninitialized texture // Crea una textura sin inicializar
mTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height); texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
if (mTexture == NULL) if (texture == nullptr)
{ {
printf("Unable to create blank texture! SDL Error: %s\n", SDL_GetError()); printf("Unable to create blank texture! SDL Error: %s\n", SDL_GetError());
} }
else else
{ {
mWidth = width; this->width = width;
mHeight = height; this->height = height;
} }
return mTexture != NULL; return texture != nullptr;
} }
// Libera la memoria de la textura
void LTexture::unload() void LTexture::unload()
{ {
// Free texture if it exists // Libera la textura si existe
if (mTexture != NULL) if (texture != nullptr)
{ {
SDL_DestroyTexture(mTexture); SDL_DestroyTexture(texture);
mTexture = NULL; texture = nullptr;
mWidth = 0; width = 0;
mHeight = 0; height = 0;
} }
} }
// Establece el color para la modulacion
void LTexture::setColor(Uint8 red, Uint8 green, Uint8 blue) void LTexture::setColor(Uint8 red, Uint8 green, Uint8 blue)
{ {
// Modulate texture rgb SDL_SetTextureColorMod(texture, red, green, blue);
SDL_SetTextureColorMod(mTexture, red, green, blue);
} }
// Establece el blending
void LTexture::setBlendMode(SDL_BlendMode blending) void LTexture::setBlendMode(SDL_BlendMode blending)
{ {
// Set blending function SDL_SetTextureBlendMode(texture, blending);
SDL_SetTextureBlendMode(mTexture, blending);
} }
// Establece el alpha para la modulación
void LTexture::setAlpha(Uint8 alpha) void LTexture::setAlpha(Uint8 alpha)
{ {
// Modulate texture alpha SDL_SetTextureAlphaMod(texture, alpha);
SDL_SetTextureAlphaMod(mTexture, alpha);
} }
// Renderiza la textura en un punto específico
void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip) void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
{ {
// Set rendering space and render to screen // Establece el destini de renderizado en la pantalla
SDL_Rect renderQuad = {x, y, mWidth, mHeight}; SDL_Rect renderQuad = {x, y, width, height};
// Set clip rendering dimensions // Obtiene las dimesiones del clip de renderizado
if (clip != NULL) if (clip != nullptr)
{ {
renderQuad.w = clip->w; renderQuad.w = clip->w;
renderQuad.h = clip->h; renderQuad.h = clip->h;
@@ -145,22 +157,30 @@ void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, floa
renderQuad.w = renderQuad.w * zoomW; renderQuad.w = renderQuad.w * zoomW;
renderQuad.h = renderQuad.h * zoomH; renderQuad.h = renderQuad.h * zoomH;
// Render to screen // Renderiza a pantalla
SDL_RenderCopyEx(renderer, mTexture, clip, &renderQuad, angle, center, flip); SDL_RenderCopyEx(renderer, texture, clip, &renderQuad, angle, center, flip);
} }
// Establece la textura como objetivo de renderizado
void LTexture::setAsRenderTarget(SDL_Renderer *renderer) void LTexture::setAsRenderTarget(SDL_Renderer *renderer)
{ {
// Make self render target SDL_SetRenderTarget(renderer, texture);
SDL_SetRenderTarget(renderer, mTexture);
} }
// Obtiene el ancho de la imagen
int LTexture::getWidth() int LTexture::getWidth()
{ {
return mWidth; return width;
} }
// Obtiene el alto de la imagen
int LTexture::getHeight() int LTexture::getHeight()
{ {
return mHeight; return height;
} }
// Recarga la textura
bool LTexture::reLoad()
{
return loadFromFile(path, renderer);
}

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@@ -7,61 +7,55 @@
#ifndef LTEXTURE_H #ifndef LTEXTURE_H
#define LTEXTURE_H #define LTEXTURE_H
// Texture wrapper class // Clase LTexture
class LTexture class LTexture
{ {
public: private:
// Initializes variables SDL_Texture *texture; // La textura
LTexture(); SDL_Renderer *renderer; // Renderizador donde dibujar la textura
int width; // Ancho de la imagen
int height; // Alto de la imagen
std::string path; // Ruta de la imagen de la textura
// Deallocates memory public:
// Constructor
LTexture(SDL_Renderer *renderer, std::string path = "");
// Destructor
~LTexture(); ~LTexture();
// Loads image at specified path // Carga una imagen desde un fichero
bool loadFromFile(std::string path, SDL_Renderer *renderer); bool loadFromFile(std::string path, SDL_Renderer *renderer);
// Creates blank texture // Crea una textura en blanco
bool createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING); bool createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
// Deallocates texture // Libera la memoria de la textura
void unload(); void unload();
// Set color modulation // Establece el color para la modulacion
void setColor(Uint8 red, Uint8 green, Uint8 blue); void setColor(Uint8 red, Uint8 green, Uint8 blue);
// Set blending // Establece el blending
void setBlendMode(SDL_BlendMode blending); void setBlendMode(SDL_BlendMode blending);
// Set alpha modulation // Establece el alpha para la modulación
void setAlpha(Uint8 alpha); void setAlpha(Uint8 alpha);
// Renders texture at given point // Renderiza la textura en un punto específico
void render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip = NULL, float zoomW = 1, float zoomH = 1, double angle = 0.0, SDL_Point *center = NULL, SDL_RendererFlip flip = SDL_FLIP_NONE); void render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip = nullptr, float zoomW = 1, float zoomH = 1, double angle = 0.0, SDL_Point *center = nullptr, SDL_RendererFlip flip = SDL_FLIP_NONE);
// Set self as render target // Establece la textura como objetivo de renderizado
void setAsRenderTarget(SDL_Renderer *renderer); void setAsRenderTarget(SDL_Renderer *renderer);
// Gets image dimensions // Obtiene el ancho de la imagen
int getWidth(); int getWidth();
// Obtiene el alto de la imagen
int getHeight(); int getHeight();
// Pixel manipulators // Recarga la textura
bool lockTexture(); bool reLoad();
bool unlockTexture();
void *getPixels();
void copyPixels(void *pixels);
int getPitch();
Uint32 getPixel32(unsigned int x, unsigned int y);
private:
// The actual hardware texture
SDL_Texture *mTexture;
void *mPixels;
int mPitch;
// Image dimensions
int mWidth;
int mHeight;
}; };
#endif #endif

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@@ -15,10 +15,10 @@ Title::Title(SDL_Window *window, SDL_Renderer *renderer, Screen *screen, Input *
// Reserva memoria para los punteros propios // Reserva memoria para los punteros propios
mEventHandler = new SDL_Event(); mEventHandler = new SDL_Event();
mFade = new Fade(renderer); mFade = new Fade(renderer);
mTitleTexture = new LTexture(); mTitleTexture = new LTexture(mRenderer);
mItemsTexture = new LTexture(); mItemsTexture = new LTexture(mRenderer);
mTextTexture = new LTexture(); mTextTexture = new LTexture(mRenderer);
mTextTexture2 = new LTexture(); mTextTexture2 = new LTexture(mRenderer);
mCoffeeBitmap = new SmartSprite(); mCoffeeBitmap = new SmartSprite();
mCrisisBitmap = new SmartSprite(); mCrisisBitmap = new SmartSprite();
mDustBitmapL = new AnimatedSprite(); mDustBitmapL = new AnimatedSprite();