Añadido puntero a la estructura param en las clases necesarias

This commit is contained in:
2024-06-18 08:58:28 +02:00
parent c98f0fc3d9
commit 022e44cfeb
22 changed files with 133 additions and 98 deletions

View File

@@ -3,15 +3,11 @@
#include <iostream>
// Constructor
Fade::Fade(SDL_Renderer *renderer)
Fade::Fade(SDL_Renderer *renderer, param_t *param)
{
mRenderer = renderer;
mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (mBackbuffer == nullptr)
{
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight);
}
// Destructor
@@ -41,7 +37,7 @@ void Fade::render()
switch (mFadeType)
{
case FADE_FULLSCREEN:
mRect1 = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
mRect1 = {0, 0, param->gameWidth, param->gameHeight};
for (int i = 0; i < 256; i += 4)
{
@@ -69,21 +65,21 @@ void Fade::render()
break;
case FADE_CENTER:
mRect1 = {0, 0, GAMECANVAS_WIDTH, 0};
mRect2 = {0, 0, GAMECANVAS_WIDTH, 0};
mRect1 = {0, 0, param->gameWidth, 0};
mRect2 = {0, 0, param->gameWidth, 0};
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
for (int i = 0; i < mCounter; i++)
{
mRect1.h = mRect2.h = i * 4;
mRect2.y = GAMECANVAS_HEIGHT - (i * 4);
mRect2.y = param->gameHeight - (i * 4);
SDL_RenderFillRect(mRenderer, &mRect1);
SDL_RenderFillRect(mRenderer, &mRect2);
}
if ((mCounter * 4) > GAMECANVAS_HEIGHT)
if ((mCounter * 4) > param->gameHeight)
mFinished = true;
break;
@@ -101,8 +97,8 @@ void Fade::render()
// Dibujamos sobre el backbuffer
SDL_SetRenderTarget(mRenderer, mBackbuffer);
mRect1.x = rand() % (GAMECANVAS_WIDTH - mRect1.w);
mRect1.y = rand() % (GAMECANVAS_HEIGHT - mRect1.h);
mRect1.x = rand() % (param->gameWidth - mRect1.w);
mRect1.y = rand() % (param->gameHeight - mRect1.h);
SDL_RenderFillRect(mRenderer, &mRect1);
// Volvemos a usar el renderizador de forma normal