migracio a SDL3
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@@ -1,7 +1,5 @@
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#include "fade.h"
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_timer.h> // for SDL_Delay
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#include <SDL3/SDL.h>
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#include <stdlib.h> // for rand
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#include <iostream> // for char_traits, basic_ostream, operator<<
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#include "const.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
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@@ -45,7 +43,8 @@ void Fade::render()
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switch (mFadeType)
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{
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case FADE_FULLSCREEN:
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mRect1 = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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{
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SDL_FRect fRect1 = {0, 0, (float)GAMECANVAS_WIDTH, (float)GAMECANVAS_HEIGHT};
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for (int i = 0; i < 256; i += 4)
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{
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@@ -53,10 +52,10 @@ void Fade::render()
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SDL_SetRenderTarget(mRenderer, nullptr);
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// Copia el backbuffer con la imagen que había al renderizador
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SDL_RenderCopy(mRenderer, mBackbuffer, nullptr, nullptr);
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SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, i);
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SDL_RenderFillRect(mRenderer, &mRect1);
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SDL_RenderFillRect(mRenderer, &fRect1);
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// Vuelca el renderizador en pantalla
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SDL_RenderPresent(mRenderer);
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@@ -71,28 +70,32 @@ void Fade::render()
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
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SDL_RenderClear(mRenderer);
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break;
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}
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case FADE_CENTER:
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mRect1 = {0, 0, GAMECANVAS_WIDTH, 0};
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mRect2 = {0, 0, GAMECANVAS_WIDTH, 0};
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{
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SDL_FRect fR1 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
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SDL_FRect fR2 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
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for (int i = 0; i < mCounter; i++)
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{
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mRect1.h = mRect2.h = i * 4;
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mRect2.y = GAMECANVAS_HEIGHT - (i * 4);
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fR1.h = fR2.h = (float)(i * 4);
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fR2.y = (float)(GAMECANVAS_HEIGHT - (i * 4));
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SDL_RenderFillRect(mRenderer, &mRect1);
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SDL_RenderFillRect(mRenderer, &mRect2);
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SDL_RenderFillRect(mRenderer, &fR1);
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SDL_RenderFillRect(mRenderer, &fR2);
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}
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if ((mCounter * 4) > GAMECANVAS_HEIGHT)
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mFinished = true;
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break;
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}
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case FADE_RANDOM_SQUARE:
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mRect1 = {0, 0, 32, 32};
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{
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SDL_FRect fRs = {0, 0, 32, 32};
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for (Uint16 i = 0; i < 50; i++)
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{
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@@ -105,21 +108,22 @@ void Fade::render()
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// Dibujamos sobre el backbuffer
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SDL_SetRenderTarget(mRenderer, mBackbuffer);
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mRect1.x = rand() % (GAMECANVAS_WIDTH - mRect1.w);
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mRect1.y = rand() % (GAMECANVAS_HEIGHT - mRect1.h);
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SDL_RenderFillRect(mRenderer, &mRect1);
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fRs.x = (float)(rand() % (GAMECANVAS_WIDTH - 32));
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fRs.y = (float)(rand() % (GAMECANVAS_HEIGHT - 32));
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SDL_RenderFillRect(mRenderer, &fRs);
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// Volvemos a usar el renderizador de forma normal
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SDL_SetRenderTarget(mRenderer, nullptr);
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// Copiamos el backbuffer al renderizador
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SDL_RenderCopy(mRenderer, mBackbuffer, nullptr, nullptr);
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SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
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// Volcamos el renderizador en pantalla
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SDL_RenderPresent(mRenderer);
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SDL_Delay(100);
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}
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break;
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}
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default:
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break;
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