treballant en arreglas els includes de SDL3

This commit is contained in:
2025-07-18 13:58:58 +02:00
parent e4b16a6602
commit 2aaba7938c
77 changed files with 3211 additions and 2458 deletions

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@@ -1,5 +1,5 @@
#include "animated_sprite.h"
#include <SDL3/SDL_log.h> // Para SDL_LogWarn, SDL_LogCategory, SDL_LogError
#include <SDL3/SDL.h> // Para SDL_LogWarn, SDL_LogCategory, SDL_LogError
#include <stddef.h> // Para size_t
#include <fstream> // Para basic_istream, basic_ifstream, basic_ios
#include <sstream> // Para basic_stringstream
@@ -67,7 +67,6 @@ int AnimatedSprite::getIndex(const std::string &name)
return -1;
}
// Calcula el frame correspondiente a la animación
void AnimatedSprite::animate()
{

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@@ -1,6 +1,6 @@
#pragma once
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL.h>
#include <memory>
#include <string>
#include <vector>

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@@ -1,5 +1,5 @@
#include "asset.h"
#include <SDL3/SDL_log.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError
#include <algorithm> // Para find_if, max
#include <fstream> // Para basic_ifstream, ifstream
#include <string> // Para allocator, string, char_traits, operator+
@@ -14,7 +14,7 @@ void Asset::init(const std::string &executable_path) { Asset::instance_ = new As
// Libera la instancia
void Asset::destroy() { delete Asset::instance_; }
// Obtiene la instancia
// Obtiene la instancia
Asset *Asset::get() { return Asset::instance_; }
// Añade un elemento a la lista

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@@ -60,7 +60,7 @@ void Audio::playSound(const std::string &name, Group group)
{
if (sound_enabled_)
{
JA_PlaySound(Resource::get()->getSound(name), 0 , static_cast<int>(group));
JA_PlaySound(Resource::get()->getSound(name), 0, static_cast<int>(group));
}
}

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@@ -1,7 +1,7 @@
#define _USE_MATH_DEFINES
#include "background.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL3/SDL.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <algorithm> // Para clamp, max
#include <cmath>
#include "moving_sprite.h" // Para MovingSprite

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@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect, SDL_FPoint
#include <SDL3/SDL_render.h> // Para SDL_Texture, SDL_Renderer
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_FPoint
#include <SDL3/SDL.h> // Para SDL_Texture, SDL_Renderer
#include <stddef.h> // Para size_t
#include <memory> // Para unique_ptr, shared_ptr
#include <vector> // Para vector

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@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_stdinc.h> // Para Uint8, Uint16, Uint32
#include <SDL3/SDL.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para Uint8, Uint16, Uint32
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector

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@@ -1,6 +1,6 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para SDL_FRect
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector

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@@ -1,5 +1,5 @@
#include "bullet.h"
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para SDL_FRect
#include <memory> // Para unique_ptr, make_unique, shared_ptr
#include "param.h" // Para Param, ParamGame, param
#include "sprite.h" // Para Sprite

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@@ -1,6 +1,6 @@
#pragma once
#include <SDL3/SDL_stdinc.h> // Para Uint8
#include <SDL3/SDL.h> // Para Uint8
#include <memory> // Para shared_ptr, unique_ptr
#include "animated_sprite.h" // Para AnimatedSprite
#include "utils.h" // Para Circle

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@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_events.h> // Para SDL_Event, SDL_GamepadButtonEvent
#include <SDL3/SDL_gamepad.h> // Para SDL_GamepadButton
#include <SDL3/SDL.h> // Para SDL_Event, SDL_GamepadButtonEvent
#include <SDL3/SDL.h> // Para SDL_GamepadButton
#include <memory> // Para std::shared_ptr
#include <stddef.h> // Para size_t
#include <string> // Para std::string

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@@ -1,11 +1,11 @@
// IWYU pragma: no_include <bits/chrono.h>
#include "director.h"
#include <SDL3/SDL_audio.h> // Para SDL_AudioFormat
#include <SDL3/SDL_error.h> // Para SDL_GetError
#include <SDL3/SDL_gamepad.h> // Para SDL_GamepadButton
#include <SDL3/SDL_init.h> // Para SDL_Init, SDL_Quit, SDL_INIT_AUDIO
#include <SDL3/SDL.h> // Para SDL_AudioFormat
#include <SDL3/SDL.h> // Para SDL_GetError
#include <SDL3/SDL.h> // Para SDL_GamepadButton
#include <SDL3/SDL.h> // Para SDL_Init, SDL_Quit, SDL_INIT_AUDIO
#include <SDL3/SDL.h> // Para SDL_Log, SDL_LogCategory, SDL_LogE...
#include <SDL3/SDL_scancode.h> // Para SDL_Scancode
#include <SDL3/SDL.h> // Para SDL_Scancode
#include <errno.h> // Para errno, EEXIST, EACCES, ENAMETOOLONG
#include <stdio.h> // Para printf, perror
#include <sys/stat.h> // Para mkdir, stat, S_IRWXU

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@@ -84,7 +84,7 @@ void EnterName::decPosition()
{
// Si position_ es 0, aseguramos que no vaya a ser negativo y limpiamos el carácter actual.
position_ = 0;
//character_index_[position_] = 0;
// character_index_[position_] = 0;
}
// Si position_ es menor que NAME_LENGHT, aseguramos que el overflow esté desactivado.

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@@ -1,5 +1,5 @@
#include "gif.h"
#include <SDL3/SDL_log.h> // Para SDL_LogError, SDL_LogCategory, SDL_LogInfo
#include <SDL3/SDL.h> // Para SDL_LogError, SDL_LogCategory, SDL_LogInfo
#include <cstring> // Para memcpy, size_t
#include <stdexcept> // Para runtime_error
#include <string> // Para char_traits, operator==, basic_string, string

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@@ -9,99 +9,107 @@
struct JA_Sound_t
{
SDL_AudioSpec spec { SDL_AUDIO_S16, 2, 48000 };
Uint32 length { 0 };
Uint8 *buffer { NULL };
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8 *buffer{NULL};
};
struct JA_Channel_t
{
JA_Sound_t *sound { nullptr };
int pos { 0 };
int times { 0 };
int group { 0 };
SDL_AudioStream *stream { nullptr };
JA_Channel_state state { JA_CHANNEL_FREE };
JA_Sound_t *sound{nullptr};
int pos{0};
int times{0};
int group{0};
SDL_AudioStream *stream{nullptr};
JA_Channel_state state{JA_CHANNEL_FREE};
};
struct JA_Music_t
{
SDL_AudioSpec spec { SDL_AUDIO_S16, 2, 48000 };
Uint32 length { 0 };
Uint8 *buffer { nullptr };
char *filename { nullptr };
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8 *buffer{nullptr};
char *filename{nullptr};
int pos { 0 };
int times { 0 };
SDL_AudioStream *stream { nullptr };
JA_Music_state state { JA_MUSIC_INVALID };
int pos{0};
int times{0};
SDL_AudioStream *stream{nullptr};
JA_Music_state state{JA_MUSIC_INVALID};
};
JA_Music_t *current_music { nullptr };
JA_Music_t *current_music{nullptr};
JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
SDL_AudioSpec JA_audioSpec { SDL_AUDIO_S16, 2, 48000 };
float JA_musicVolume { 1.0f };
SDL_AudioSpec JA_audioSpec{SDL_AUDIO_S16, 2, 48000};
float JA_musicVolume{1.0f};
float JA_soundVolume[JA_MAX_GROUPS];
bool JA_musicEnabled { true };
bool JA_soundEnabled { true };
SDL_AudioDeviceID sdlAudioDevice { 0 };
SDL_TimerID JA_timerID { 0 };
bool JA_musicEnabled{true};
bool JA_soundEnabled{true};
SDL_AudioDeviceID sdlAudioDevice{0};
SDL_TimerID JA_timerID{0};
bool fading = false;
int fade_start_time;
int fade_duration;
int fade_initial_volume;
Uint32 JA_UpdateCallback(void *userdata, SDL_TimerID timerID, Uint32 interval)
{
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING)
{
if (fading) {
if (fading)
{
int time = SDL_GetTicks();
if (time > (fade_start_time+fade_duration)) {
if (time > (fade_start_time + fade_duration))
{
fading = false;
JA_StopMusic();
return 30;
} else {
}
else
{
const int time_passed = time - fade_start_time;
const float percent = (float)time_passed / (float)fade_duration;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume*(1.0 - percent));
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * (1.0 - percent));
}
}
if (current_music->times != 0)
{
if ((Uint32)SDL_GetAudioStreamAvailable(current_music->stream) < (current_music->length/2)) {
if ((Uint32)SDL_GetAudioStreamAvailable(current_music->stream) < (current_music->length / 2))
{
SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length);
}
if (current_music->times>0) current_music->times--;
if (current_music->times > 0)
current_music->times--;
}
else
{
if (SDL_GetAudioStreamAvailable(current_music->stream) == 0) JA_StopMusic();
if (SDL_GetAudioStreamAvailable(current_music->stream) == 0)
JA_StopMusic();
}
}
if (JA_soundEnabled)
{
for (int i=0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
if (channels[i].state == JA_CHANNEL_PLAYING)
{
if (channels[i].times != 0)
{
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length/2)) {
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2))
{
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer, channels[i].sound->length);
if (channels[i].times>0) channels[i].times--;
if (channels[i].times > 0)
channels[i].times--;
}
}
else
{
if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0) JA_StopChannel(i);
if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0)
JA_StopChannel(i);
}
}
}
return 30;
@@ -109,30 +117,35 @@ Uint32 JA_UpdateCallback(void *userdata, SDL_TimerID timerID, Uint32 interval)
void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels)
{
#ifdef DEBUG
#ifdef DEBUG
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
#endif
#endif
SDL_Log("Iniciant JailAudio...");
JA_audioSpec = {format, num_channels, freq };
if (!sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
JA_audioSpec = {format, num_channels, freq};
if (!sdlAudioDevice)
SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
SDL_Log( (sdlAudioDevice==0) ? "Failed to initialize SDL audio!\n" : "OK!\n");
for (int i=0; i<JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
for (int i=0; i<JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
//SDL_PauseAudioDevice(sdlAudioDevice);
SDL_Log((sdlAudioDevice == 0) ? "Failed to initialize SDL audio!\n" : "OK!\n");
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
channels[i].state = JA_CHANNEL_FREE;
for (int i = 0; i < JA_MAX_GROUPS; ++i)
JA_soundVolume[i] = 0.5f;
// SDL_PauseAudioDevice(sdlAudioDevice);
JA_timerID = SDL_AddTimer(30, JA_UpdateCallback, nullptr);
}
void JA_Quit()
{
if (JA_timerID) SDL_RemoveTimer(JA_timerID);
if (JA_timerID)
SDL_RemoveTimer(JA_timerID);
if (!sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
if (!sdlAudioDevice)
SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = 0;
}
JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
JA_Music_t *JA_LoadMusic(Uint8 *buffer, Uint32 length)
{
JA_Music_t *music = new JA_Music_t();
@@ -143,7 +156,7 @@ JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
music->spec.channels = chan;
music->spec.freq = samplerate;
music->spec.format = SDL_AUDIO_S16;
music->buffer = (Uint8*)SDL_malloc(music->length);
music->buffer = (Uint8 *)SDL_malloc(music->length);
SDL_memcpy(music->buffer, output, music->length);
free(output);
music->pos = 0;
@@ -152,19 +165,20 @@ JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
return music;
}
JA_Music_t *JA_LoadMusic(const char* filename)
JA_Music_t *JA_LoadMusic(const char *filename)
{
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE *f = fopen(filename, "rb");
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8*)malloc(fsize + 1);
if (fread(buffer, fsize, 1, f)!=1) return NULL;
Uint8 *buffer = (Uint8 *)malloc(fsize + 1);
if (fread(buffer, fsize, 1, f) != 1)
return NULL;
fclose(f);
JA_Music_t *music = JA_LoadMusic(buffer, fsize);
music->filename = (char*)malloc(strlen(filename)+1);
music->filename = (char *)malloc(strlen(filename) + 1);
strcpy(music->filename, filename);
free(buffer);
@@ -174,7 +188,8 @@ JA_Music_t *JA_LoadMusic(const char* filename)
void JA_PlayMusic(JA_Music_t *music, const int loop)
{
if (!JA_musicEnabled) return;
if (!JA_musicEnabled)
return;
JA_StopMusic();
@@ -184,46 +199,55 @@ void JA_PlayMusic(JA_Music_t *music, const int loop)
current_music->times = loop;
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length)) printf("[ERROR] SDL_PutAudioStreamData failed!\n");
if (!SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length))
printf("[ERROR] SDL_PutAudioStreamData failed!\n");
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
//SDL_ResumeAudioStreamDevice(current_music->stream);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream))
printf("[ERROR] SDL_BindAudioStream failed!\n");
// SDL_ResumeAudioStreamDevice(current_music->stream);
}
char *JA_GetMusicFilename(JA_Music_t *music)
{
if (!music) music = current_music;
if (!music)
music = current_music;
return music->filename;
}
void JA_PauseMusic()
{
if (!JA_musicEnabled) return;
if (!current_music || current_music->state == JA_MUSIC_INVALID) return;
if (!JA_musicEnabled)
return;
if (!current_music || current_music->state == JA_MUSIC_INVALID)
return;
current_music->state = JA_MUSIC_PAUSED;
//SDL_PauseAudioStreamDevice(current_music->stream);
// SDL_PauseAudioStreamDevice(current_music->stream);
SDL_UnbindAudioStream(current_music->stream);
}
void JA_ResumeMusic()
{
if (!JA_musicEnabled) return;
if (!current_music || current_music->state == JA_MUSIC_INVALID) return;
if (!JA_musicEnabled)
return;
if (!current_music || current_music->state == JA_MUSIC_INVALID)
return;
current_music->state = JA_MUSIC_PLAYING;
//SDL_ResumeAudioStreamDevice(current_music->stream);
// SDL_ResumeAudioStreamDevice(current_music->stream);
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
}
void JA_StopMusic()
{
if (!JA_musicEnabled) return;
if (!current_music || current_music->state == JA_MUSIC_INVALID) return;
if (!JA_musicEnabled)
return;
if (!current_music || current_music->state == JA_MUSIC_INVALID)
return;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
//SDL_PauseAudioStreamDevice(current_music->stream);
// SDL_PauseAudioStreamDevice(current_music->stream);
SDL_DestroyAudioStream(current_music->stream);
current_music->stream = nullptr;
free(current_music->filename);
@@ -232,8 +256,10 @@ void JA_StopMusic()
void JA_FadeOutMusic(const int milliseconds)
{
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
if (!JA_musicEnabled)
return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID)
return;
fading = true;
fade_start_time = SDL_GetTicks();
@@ -243,51 +269,55 @@ void JA_FadeOutMusic(const int milliseconds)
JA_Music_state JA_GetMusicState()
{
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
if (!current_music) return JA_MUSIC_INVALID;
if (!JA_musicEnabled)
return JA_MUSIC_DISABLED;
if (!current_music)
return JA_MUSIC_INVALID;
return current_music->state;
}
void JA_DeleteMusic(JA_Music_t *music)
{
if (current_music == music) current_music = nullptr;
if (current_music == music)
current_music = nullptr;
SDL_free(music->buffer);
if (music->stream) SDL_DestroyAudioStream(music->stream);
if (music->stream)
SDL_DestroyAudioStream(music->stream);
delete music;
}
float JA_SetMusicVolume(float volume)
{
JA_musicVolume = SDL_clamp( volume, 0.0f, 1.0f );
if (current_music) SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
JA_musicVolume = SDL_clamp(volume, 0.0f, 1.0f);
if (current_music)
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
return JA_musicVolume;
}
void JA_SetMusicPosition(float value)
{
if (!current_music) return;
if (!current_music)
return;
current_music->pos = value * current_music->spec.freq;
}
float JA_GetMusicPosition()
{
if (!current_music) return 0;
return float(current_music->pos)/float(current_music->spec.freq);
if (!current_music)
return 0;
return float(current_music->pos) / float(current_music->spec.freq);
}
void JA_EnableMusic(const bool value)
{
if ( !value && current_music && (current_music->state==JA_MUSIC_PLAYING) ) JA_StopMusic();
if (!value && current_music && (current_music->state == JA_MUSIC_PLAYING))
JA_StopMusic();
JA_musicEnabled = value;
}
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length)
JA_Sound_t *JA_NewSound(Uint8 *buffer, Uint32 length)
{
JA_Sound_t *sound = new JA_Sound_t();
sound->buffer = buffer;
@@ -295,15 +325,15 @@ JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length)
return sound;
}
JA_Sound_t *JA_LoadSound(uint8_t* buffer, uint32_t size)
JA_Sound_t *JA_LoadSound(uint8_t *buffer, uint32_t size)
{
JA_Sound_t *sound = new JA_Sound_t();
SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size),1, &sound->spec, &sound->buffer, &sound->length);
SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &sound->buffer, &sound->length);
return sound;
}
JA_Sound_t *JA_LoadSound(const char* filename)
JA_Sound_t *JA_LoadSound(const char *filename)
{
JA_Sound_t *sound = new JA_Sound_t();
SDL_LoadWAV(filename, &sound->spec, &sound->buffer, &sound->length);
@@ -313,11 +343,16 @@ JA_Sound_t *JA_LoadSound(const char* filename)
int JA_PlaySound(JA_Sound_t *sound, const int loop, const int group)
{
if (!JA_soundEnabled) return -1;
if (!JA_soundEnabled)
return -1;
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE)
{
channel++;
}
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS)
channel = 0;
JA_StopChannel(channel);
channels[channel].sound = sound;
@@ -334,9 +369,11 @@ int JA_PlaySound(JA_Sound_t *sound, const int loop, const int group)
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop, const int group)
{
if (!JA_soundEnabled) return -1;
if (!JA_soundEnabled)
return -1;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS)
return -1;
JA_StopChannel(channel);
channels[channel].sound = sound;
@@ -353,8 +390,10 @@ int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop,
void JA_DeleteSound(JA_Sound_t *sound)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
if (channels[i].sound == sound)
JA_StopChannel(i);
}
SDL_free(sound->buffer);
delete sound;
@@ -362,7 +401,8 @@ void JA_DeleteSound(JA_Sound_t *sound)
void JA_PauseChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (!JA_soundEnabled)
return;
if (channel == -1)
{
@@ -370,7 +410,7 @@ void JA_PauseChannel(const int channel)
if (channels[i].state == JA_CHANNEL_PLAYING)
{
channels[i].state = JA_CHANNEL_PAUSED;
//SDL_PauseAudioStreamDevice(channels[i].stream);
// SDL_PauseAudioStreamDevice(channels[i].stream);
SDL_UnbindAudioStream(channels[i].stream);
}
}
@@ -379,7 +419,7 @@ void JA_PauseChannel(const int channel)
if (channels[channel].state == JA_CHANNEL_PLAYING)
{
channels[channel].state = JA_CHANNEL_PAUSED;
//SDL_PauseAudioStreamDevice(channels[channel].stream);
// SDL_PauseAudioStreamDevice(channels[channel].stream);
SDL_UnbindAudioStream(channels[channel].stream);
}
}
@@ -387,7 +427,8 @@ void JA_PauseChannel(const int channel)
void JA_ResumeChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (!JA_soundEnabled)
return;
if (channel == -1)
{
@@ -395,7 +436,7 @@ void JA_ResumeChannel(const int channel)
if (channels[i].state == JA_CHANNEL_PAUSED)
{
channels[i].state = JA_CHANNEL_PLAYING;
//SDL_ResumeAudioStreamDevice(channels[i].stream);
// SDL_ResumeAudioStreamDevice(channels[i].stream);
SDL_BindAudioStream(sdlAudioDevice, channels[i].stream);
}
}
@@ -404,7 +445,7 @@ void JA_ResumeChannel(const int channel)
if (channels[channel].state == JA_CHANNEL_PAUSED)
{
channels[channel].state = JA_CHANNEL_PLAYING;
//SDL_ResumeAudioStreamDevice(channels[channel].stream);
// SDL_ResumeAudioStreamDevice(channels[channel].stream);
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
}
}
@@ -412,12 +453,15 @@ void JA_ResumeChannel(const int channel)
void JA_StopChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (!JA_soundEnabled)
return;
if (channel == -1)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state != JA_CHANNEL_FREE) SDL_DestroyAudioStream(channels[i].stream);
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
if (channels[i].state != JA_CHANNEL_FREE)
SDL_DestroyAudioStream(channels[i].stream);
channels[i].stream = nullptr;
channels[i].state = JA_CHANNEL_FREE;
channels[i].pos = 0;
@@ -426,7 +470,8 @@ void JA_StopChannel(const int channel)
}
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
{
if (channels[channel].state != JA_CHANNEL_FREE) SDL_DestroyAudioStream(channels[channel].stream);
if (channels[channel].state != JA_CHANNEL_FREE)
SDL_DestroyAudioStream(channels[channel].stream);
channels[channel].stream = nullptr;
channels[channel].state = JA_CHANNEL_FREE;
channels[channel].pos = 0;
@@ -436,23 +481,27 @@ void JA_StopChannel(const int channel)
JA_Channel_state JA_GetChannelState(const int channel)
{
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
if (!JA_soundEnabled)
return JA_SOUND_DISABLED;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS)
return JA_CHANNEL_INVALID;
return channels[channel].state;
}
float JA_SetSoundVolume(float volume, const int group)
{
const float v = SDL_clamp( volume, 0.0f, 1.0f );
for (int i = 0; i < JA_MAX_GROUPS; ++i) {
if (group==-1 || group==i) JA_soundVolume[i]=v;
const float v = SDL_clamp(volume, 0.0f, 1.0f);
for (int i = 0; i < JA_MAX_GROUPS; ++i)
{
if (group == -1 || group == i)
JA_soundVolume[i] = v;
}
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
if ( ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) &&
((group==-1) || (channels[i].group==group)) )
if (((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) &&
((group == -1) || (channels[i].group == group)))
SDL_SetAudioStreamGain(channels[i].stream, JA_soundVolume[i]);
return v;
@@ -462,7 +511,8 @@ void JA_EnableSound(const bool value)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
if (channels[i].state == JA_CHANNEL_PLAYING) JA_StopChannel(i);
if (channels[i].state == JA_CHANNEL_PLAYING)
JA_StopChannel(i);
}
JA_soundEnabled = value;
}

View File

@@ -1,8 +1,22 @@
#pragma once
#include <SDL3/SDL.h>
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED, JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED, JA_MUSIC_DISABLED };
enum JA_Channel_state
{
JA_CHANNEL_INVALID,
JA_CHANNEL_FREE,
JA_CHANNEL_PLAYING,
JA_CHANNEL_PAUSED,
JA_SOUND_DISABLED
};
enum JA_Music_state
{
JA_MUSIC_INVALID,
JA_MUSIC_PLAYING,
JA_MUSIC_PAUSED,
JA_MUSIC_STOPPED,
JA_MUSIC_DISABLED
};
struct JA_Sound_t;
struct JA_Music_t;
@@ -10,8 +24,8 @@ struct JA_Music_t;
void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels);
void JA_Quit();
JA_Music_t *JA_LoadMusic(const char* filename);
JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length);
JA_Music_t *JA_LoadMusic(const char *filename);
JA_Music_t *JA_LoadMusic(Uint8 *buffer, Uint32 length);
void JA_PlayMusic(JA_Music_t *music, const int loop = -1);
char *JA_GetMusicFilename(JA_Music_t *music = nullptr);
void JA_PauseMusic();
@@ -25,17 +39,17 @@ void JA_SetMusicPosition(float value);
float JA_GetMusicPosition();
void JA_EnableMusic(const bool value);
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound_t *sound, const int loop = 0, const int group=0);
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop = 0, const int group=0);
JA_Sound_t *JA_NewSound(Uint8 *buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(Uint8 *buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(const char *filename);
int JA_PlaySound(JA_Sound_t *sound, const int loop = 0, const int group = 0);
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop = 0, const int group = 0);
void JA_PauseChannel(const int channel);
void JA_ResumeChannel(const int channel);
void JA_StopChannel(const int channel);
JA_Channel_state JA_GetChannelState(const int channel);
void JA_DeleteSound(JA_Sound_t *sound);
float JA_SetSoundVolume(float volume, const int group=0);
float JA_SetSoundVolume(float volume, const int group = 0);
void JA_EnableSound(const bool value);
float JA_SetVolume(float volume);

View File

@@ -1,6 +1,6 @@
#include "jail_shader.h"
#include <SDL3/SDL_log.h> // Para SDL_LogCategory, SDL_LogError, SDL_LogWarn
#include <SDL3/SDL_rect.h> // Para SDL_FPoint, SDL_Point
#include <SDL3/SDL.h> // Para SDL_LogCategory, SDL_LogError, SDL_LogWarn
#include <SDL3/SDL.h> // Para SDL_FPoint, SDL_Point
#include <cstring> // Para strncmp
#include <stdexcept> // Para runtime_error
#include <vector> // Para vector
@@ -75,7 +75,7 @@ namespace shader
#endif
// Función para verificar errores de OpenGL
void checkGLError(const char* operation)
void checkGLError(const char *operation)
{
GLenum error = glGetError();
if (error != GL_NO_ERROR)
@@ -218,9 +218,10 @@ namespace shader
}
// Función para obtener el ID de textura OpenGL desde SDL3
GLuint getTextureID(SDL_Texture* texture)
GLuint getTextureID(SDL_Texture *texture)
{
if (!texture) return DEFAULT_TEXTURE_ID;
if (!texture)
return DEFAULT_TEXTURE_ID;
// Intentar obtener el ID de textura OpenGL desde las propiedades de SDL3
SDL_PropertiesID props = SDL_GetTextureProperties(texture);
@@ -230,17 +231,20 @@ namespace shader
textureId = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "SDL.texture.opengl.texture", nullptr);
// Si la primera no funciona, intentar con el nombre alternativo
if (textureId == 0) {
if (textureId == 0)
{
textureId = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "texture.opengl.texture", nullptr);
}
// Si aún no funciona, intentar obtener como número
if (textureId == 0) {
if (textureId == 0)
{
textureId = (GLuint)SDL_GetNumberProperty(props, "SDL.texture.opengl.texture", DEFAULT_TEXTURE_ID);
}
// Si ninguna funciona, usar el método manual de bindeo de textura
if (textureId == 0) {
if (textureId == 0)
{
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No se pudo obtener el ID de textura OpenGL, usando ID por defecto (%d)", DEFAULT_TEXTURE_ID);
textureId = DEFAULT_TEXTURE_ID;

View File

@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_render.h> // Para SDL_Texture
#include <SDL3/SDL_video.h> // Para SDL_Window
#include <SDL3/SDL.h> // Para SDL_Texture
#include <SDL3/SDL.h> // Para SDL_Window
#include <string>
namespace shader

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +1,6 @@
#include "fade.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND, SDL_BLENDMODE_NONE
#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL3/SDL.h> // Para SDL_BLENDMODE_BLEND, SDL_BLENDMODE_NONE
#include <SDL3/SDL.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <stdlib.h> // Para rand
#include <algorithm> // Para min, max
#include "param.h" // Para Param, param, ParamGame, ParamFade

View File

@@ -1,8 +1,8 @@
#pragma once
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_render.h>
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL.h>
#include <vector>
#include "utils.h"

View File

@@ -1,5 +1,5 @@
#include "game_logo.h"
#include <SDL3/SDL_surface.h> // Para SDL_FlipMode
#include <SDL3/SDL.h> // Para SDL_FlipMode
#include <algorithm> // Para max
#include "animated_sprite.h" // Para AnimatedSprite
#include "audio.h" // Para JA_PlaySound

View File

@@ -1,5 +1,5 @@
#include "global_events.h"
#include <SDL3/SDL_log.h> // Para SDL_LogInfo, SDL_LogCategory
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory
#include "mouse.h" // Para handleEvent
#include "section.h" // Para Name, Options, name, options
#include "screen.h"

View File

@@ -1,6 +1,6 @@
#pragma once
#include <SDL3/SDL_events.h>
#include <SDL3/SDL.h>
namespace GlobalEvents
{

View File

@@ -1,5 +1,5 @@
#include "global_inputs.h"
#include <SDL3/SDL_render.h> // Para SDL_RendererLogicalPresentation, SDL_Se...
#include <SDL3/SDL.h> // Para SDL_RendererLogicalPresentation, SDL_Se...
#include <string> // Para operator+, allocator, char_traits, string
#include <vector> // Para vector
#include "asset.h" // Para Asset

View File

@@ -1,8 +1,8 @@
#include "input.h"
#include <SDL3/SDL_error.h> // Para SDL_GetError
#include <SDL3/SDL_init.h> // Para SDL_INIT_GAMEPAD, SDL_InitSubSystem
#include <SDL3/SDL_keyboard.h> // Para SDL_GetKeyboardState
#include <SDL3/SDL_log.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_Log...
#include <SDL3/SDL.h> // Para SDL_GetError
#include <SDL3/SDL.h> // Para SDL_INIT_GAMEPAD, SDL_InitSubSystem
#include <SDL3/SDL.h> // Para SDL_GetKeyboardState
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_Log...
#include <algorithm> // Para find
#include <iterator> // Para distance
#include <unordered_map> // Para unordered_map, operator==, _Node_cons...

View File

@@ -1,9 +1,9 @@
#pragma once
#include <SDL3/SDL_gamepad.h> // Para SDL_GamepadButton, SDL_Gamepad
#include <SDL3/SDL_joystick.h> // Para SDL_Joystick, SDL_JoystickID
#include <SDL3/SDL_scancode.h> // Para SDL_Scancode
#include <SDL3/SDL_stdinc.h> // Para Uint8
#include <SDL3/SDL.h> // Para SDL_GamepadButton, SDL_Gamepad
#include <SDL3/SDL.h> // Para SDL_Joystick, SDL_JoystickID
#include <SDL3/SDL.h> // Para SDL_Scancode
#include <SDL3/SDL.h> // Para Uint8
#include <string> // Para string
#include <vector> // Para vector

View File

@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_stdinc.h> // Para Uint16
#include <SDL3/SDL.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para Uint16
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector

View File

@@ -82,9 +82,9 @@ namespace Lang
}
// Devuelve el código de un idioma a partir de un nombre
Code getCodeFromName(const std::string& name)
Code getCodeFromName(const std::string &name)
{
for (const auto& lang : languages)
for (const auto &lang : languages)
{
if (lang.name == name)
return lang.code;
@@ -96,7 +96,7 @@ namespace Lang
// Devuelve el nombre de un idioma a partir de un código
std::string getNameFromCode(Code code)
{
for (const auto& lang : languages)
for (const auto &lang : languages)
{
if (lang.code == code)
return lang.name;

View File

@@ -37,7 +37,7 @@ namespace Lang
Language getLanguage(Code code);
// Devuelve el código de un idioma a partir de un nombre
Code getCodeFromName(const std::string& name);
Code getCodeFromName(const std::string &name);
// Devuelve el nombre de un idioma a partir de un código
std::string getNameFromCode(Code code);

View File

@@ -1,7 +1,7 @@
#include "manage_hiscore_table.h"
#include <SDL3/SDL_error.h> // Para SDL_GetError
#include <SDL3/SDL_iostream.h> // Para SDL_ReadIO, SDL_WriteIO, SDL_CloseIO
#include <SDL3/SDL_log.h> // Para SDL_LogCategory, SDL_LogError, SDL_Lo...
#include <SDL3/SDL.h> // Para SDL_GetError
#include <SDL3/SDL.h> // Para SDL_ReadIO, SDL_WriteIO, SDL_CloseIO
#include <SDL3/SDL.h> // Para SDL_LogCategory, SDL_LogError, SDL_Lo...
#include <algorithm> // Para find_if, sort
#include <iterator> // Para distance
#include "utils.h" // Para getFileName

View File

@@ -1,6 +1,6 @@
#include "mouse.h"
#include <SDL3/SDL_mouse.h> // Para SDL_ShowCursor
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_ShowCursor
#include <SDL3/SDL.h> // Para SDL_GetTicks
namespace Mouse
{

View File

@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_events.h> // Para SDL_Event
#include <SDL3/SDL_stdinc.h> // Para Uint32
#include <SDL3/SDL.h> // Para SDL_Event
#include <SDL3/SDL.h> // Para Uint32
namespace Mouse
{

View File

@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FPoint, SDL_FRect
#include <SDL3/SDL_surface.h> // Para SDL_FlipMode
#include <SDL3/SDL.h> // Para SDL_FPoint, SDL_FRect
#include <SDL3/SDL.h> // Para SDL_FlipMode
#include <algorithm> // Para std::max
#include <memory> // Para shared_ptr
#include "sprite.h" // Para Sprite

View File

@@ -1,6 +1,6 @@
#include "notifier.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL3/SDL.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <string> // Para string
#include <algorithm>
#include <vector>

View File

@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_render.h> // Para SDL_Renderer
#include <SDL3/SDL.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para SDL_Renderer
#include <memory> // Para shared_ptr
#include <string> // Para string
#include <vector> // Para vector

View File

@@ -1,5 +1,5 @@
#include "options.h"
#include <SDL3/SDL_log.h> // Para SDL_LogCategory, SDL_LogInfo, SDL_LogError
#include <SDL3/SDL.h> // Para SDL_LogCategory, SDL_LogInfo, SDL_LogError
#include <algorithm> // Para clamp
#include <fstream> // Para basic_ostream, operator<<, basic_ostream::...
#include <utility> // Para swap

View File

@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_gamepad.h> // Para SDL_GamepadButton
#include <SDL3/SDL_surface.h> // Para SDL_ScaleMode
#include <SDL3/SDL.h> // Para SDL_GamepadButton
#include <SDL3/SDL.h> // Para SDL_ScaleMode
#include <string> // Para std::string
#include <vector> // Para std::vector
#include "input.h" // Para InputAction, InputDeviceToUse

View File

@@ -1,5 +1,5 @@
#include "param.h"
#include <SDL3/SDL_log.h> // Para SDL_LogCategory, SDL_LogError, SDL_LogInfo
#include <SDL3/SDL.h> // Para SDL_LogCategory, SDL_LogError, SDL_LogInfo
#include <fstream> // Para basic_istream, basic_ifstream, ifstream
#include <sstream> // Para basic_istringstream
#include <stdexcept> // Para runtime_error

View File

@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_stdinc.h> // Para Uint32
#include <SDL3/SDL.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para Uint32
#include <string> // Para std::string
#include <vector> // Para std::vector
#include "utils.h" // Para Color, Zone, NotifyPosition

View File

@@ -1,6 +1,6 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FPoint
#include <SDL3/SDL.h> // Para SDL_FPoint
#include <functional> // Para std::function
#include <memory> // Para shared_ptr
#include <vector> // Para vector

View File

@@ -1,6 +1,6 @@
#include "player.h"
#include <SDL3/SDL_surface.h> // Para SDL_FlipMode
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_FlipMode
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <stdlib.h> // Para rand
#include <algorithm> // Para clamp, max, min
#include <array> // Para array

View File

@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_stdinc.h> // Para Uint32
#include <SDL3/SDL.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para Uint32
#include <memory> // Para unique_ptr, shared_ptr
#include <string> // Para string
#include <vector> // Para vector

View File

@@ -1,5 +1,5 @@
#include "resource.h"
#include <SDL3/SDL_log.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError
#include <SDL3/SDL.h>
#include <algorithm> // Para find_if
#include <array>

View File

@@ -1,7 +1,7 @@
#include "scoreboard.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <math.h> // Para roundf
#include <iomanip> // Para operator<<, setfill, setw
#include <sstream> // Para basic_ostream, basic_ostringstream
@@ -305,7 +305,7 @@ void Scoreboard::fillPanelTextures()
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, record_name_[i], 1, getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
/* TEXTO A LA IZQUIERDA */
//text_scoreboard_->writeColored(enter_name_pos_.x, enter_name_pos_.y, record_name_[i], getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
// text_scoreboard_->writeColored(enter_name_pos_.x, enter_name_pos_.y, record_name_[i], getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
break;
}
case ScoreboardMode::GAME_COMPLETED:

View File

@@ -1,9 +1,9 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FPoint, SDL_FRect
#include <SDL3/SDL_render.h> // Para SDL_Texture, SDL_Renderer
#include <SDL3/SDL_stdinc.h> // Para Uint32
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_FPoint, SDL_FRect
#include <SDL3/SDL.h> // Para SDL_Texture, SDL_Renderer
#include <SDL3/SDL.h> // Para Uint32
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <stddef.h> // Para size_t
#include <memory> // Para unique_ptr, shared_ptr
#include <string> // Para string

View File

@@ -1,12 +1,12 @@
#include "screen.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_error.h> // Para SDL_GetError
#include <SDL3/SDL_hints.h> // Para SDL_SetHint, SDL_HINT_RENDER_DRIVER
#include <SDL3/SDL_init.h> // Para SDL_Init, SDL_INIT_VIDEO
#include <SDL3/SDL_log.h> // Para SDL_LogCategory, SDL_LogError, SDL_L...
#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
#include <SDL3/SDL_surface.h> // Para SDL_ScaleMode
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL.h> // Para SDL_GetError
#include <SDL3/SDL.h> // Para SDL_SetHint, SDL_HINT_RENDER_DRIVER
#include <SDL3/SDL.h> // Para SDL_Init, SDL_INIT_VIDEO
#include <SDL3/SDL.h> // Para SDL_LogCategory, SDL_LogError, SDL_L...
#include <SDL3/SDL.h> // Para SDL_PixelFormat
#include <SDL3/SDL.h> // Para SDL_ScaleMode
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <algorithm> // Para min, max
#include <fstream> // Para basic_ifstream, ifstream
#include <iterator> // Para istreambuf_iterator, operator==

View File

@@ -1,10 +1,10 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_render.h> // Para SDL_Renderer, SDL_SetRenderLogicalPresentation
#include <SDL3/SDL_stdinc.h> // Para Uint32
#include <SDL3/SDL_video.h> // Para SDL_Window, SDL_HideWindow, SDL_ShowWindow
#include <SDL3/SDL_log.h> // Para SDL_LogCategory, SDL_LogError, SDL_Log
#include <SDL3/SDL.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para SDL_Renderer, SDL_SetRenderLogicalPresentation
#include <SDL3/SDL.h> // Para Uint32
#include <SDL3/SDL.h> // Para SDL_Window, SDL_HideWindow, SDL_ShowWindow
#include <SDL3/SDL.h> // Para SDL_LogCategory, SDL_LogError, SDL_Log
#include <string> // Para string
#include <memory> // Para shared_ptr
#include "options.h" // Para Options, VideoOptions, options

View File

@@ -1,9 +1,9 @@
// IWYU pragma: no_include <bits/std_abs.h>
#include "credits.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_events.h> // Para SDL_PollEvent, SDL_Event
#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL.h> // Para SDL_PollEvent, SDL_Event
#include <SDL3/SDL.h> // Para SDL_PixelFormat
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <algorithm> // Para max, min, clamp
#include <array> // Para array
#include <stdexcept> // Para runtime_error

View File

@@ -1,8 +1,8 @@
#pragma once
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_render.h>
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL.h>
#include <memory>
#include <vector>

View File

@@ -1,9 +1,9 @@
#include "game.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_events.h> // Para SDL_EventType, SDL_Event, SDL_Poll...
#include <SDL3/SDL_keycode.h> // Para SDLK_1, SDLK_2, SDLK_3, SDLK_4
#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL.h> // Para SDL_EventType, SDL_Event, SDL_Poll...
#include <SDL3/SDL.h> // Para SDLK_1, SDLK_2, SDLK_3, SDLK_4
#include <SDL3/SDL.h> // Para SDL_PixelFormat
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <stdlib.h> // Para rand, size_t
#include <algorithm> // Para find_if, clamp, min
#include <functional> // Para function

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@@ -1,8 +1,8 @@
#pragma once
#include <SDL3/SDL_events.h> // Para SDL_Event
#include <SDL3/SDL_render.h> // Para SDL_Renderer, SDL_Texture
#include <SDL3/SDL_stdinc.h> // Para Uint64, Uint8
#include <SDL3/SDL.h> // Para SDL_Event
#include <SDL3/SDL.h> // Para SDL_Renderer, SDL_Texture
#include <SDL3/SDL.h> // Para Uint64, Uint8
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector

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@@ -1,9 +1,9 @@
#include "hiscore_table.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_events.h> // Para SDL_PollEvent, SDL_Event
#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
#include <SDL3/SDL_render.h> // Para SDL_SetRenderTarget, SDL_CreateTex...
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL.h> // Para SDL_PollEvent, SDL_Event
#include <SDL3/SDL.h> // Para SDL_PixelFormat
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_CreateTex...
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <stdlib.h> // Para rand, size_t
#include <algorithm> // Para max
#include <functional> // Para function

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@@ -1,8 +1,8 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_render.h> // Para SDL_Renderer, SDL_Texture
#include <SDL3/SDL_stdinc.h> // Para Uint16, Uint32, Uint8
#include <SDL3/SDL.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para SDL_Renderer, SDL_Texture
#include <SDL3/SDL.h> // Para Uint16, Uint32, Uint8
#include <memory> // Para unique_ptr, shared_ptr
#include <string> // Para string
#include <vector> // Para vector

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@@ -1,8 +1,8 @@
#include "instructions.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_events.h> // Para SDL_PollEvent, SDL_Event
#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL.h> // Para SDL_PollEvent, SDL_Event
#include <SDL3/SDL.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <algorithm> // Para max
#include <array> // Para array
#include <utility> // Para move

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@@ -1,8 +1,8 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FPoint, SDL_FRect
#include <SDL3/SDL_render.h> // Para SDL_Texture, SDL_Renderer
#include <SDL3/SDL_stdinc.h> // Para Uint32
#include <SDL3/SDL.h> // Para SDL_FPoint, SDL_FRect
#include <SDL3/SDL.h> // Para SDL_Texture, SDL_Renderer
#include <SDL3/SDL.h> // Para Uint32
#include <memory> // Para unique_ptr, shared_ptr
#include <vector> // Para vector

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@@ -1,10 +1,10 @@
#include "intro.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND, SDL_BLENDMODE_MOD
#include <SDL3/SDL_events.h> // Para SDL_PollEvent, SDL_Event
#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_render.h> // Para SDL_SetTextureBlendMode, SDL_GetRend...
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_BLENDMODE_BLEND, SDL_BLENDMODE_MOD
#include <SDL3/SDL.h> // Para SDL_PollEvent, SDL_Event
#include <SDL3/SDL.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL3/SDL.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para SDL_SetTextureBlendMode, SDL_GetRend...
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <array> // Para array
#include <functional> // Para function
#include <string> // Para basic_string, string

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@@ -1,6 +1,6 @@
#pragma once
#include <SDL3/SDL_stdinc.h> // Para Uint32, Uint8
#include <SDL3/SDL.h> // Para Uint32, Uint8
#include <memory> // Para unique_ptr
#include <vector> // Para vector
#include "path_sprite.h" // Para PathSprite

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@@ -1,6 +1,6 @@
#include "logo.h"
#include <SDL3/SDL_events.h> // Para SDL_PollEvent, SDL_Event
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_PollEvent, SDL_Event
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <utility> // Para move
#include "global_events.h" // Para check
#include "global_inputs.h" // Para check, update

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@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FPoint
#include <SDL3/SDL_stdinc.h> // Para Uint64
#include <SDL3/SDL.h> // Para SDL_FPoint
#include <SDL3/SDL.h> // Para Uint64
#include <memory> // Para shared_ptr, unique_ptr
#include <vector> // Para vector

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@@ -1,7 +1,7 @@
#include "title.h"
#include <SDL3/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_KEYDOWN
#include <SDL3/SDL_keycode.h> // Para SDLK_1, SDLK_2, SDLK_3, SDLK_4, SDLK_5
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_PollEvent, SDL_Event, SDL_KEYDOWN
#include <SDL3/SDL.h> // Para SDLK_1, SDLK_2, SDLK_3, SDLK_4, SDLK_5
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <stddef.h> // Para size_t
#include <string> // Para char_traits, operator+, basic_string
#include <vector> // Para vector

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@@ -1,6 +1,6 @@
#pragma once
#include <SDL3/SDL_stdinc.h> // Para Uint32
#include <SDL3/SDL.h> // Para Uint32
#include <memory> // Para unique_ptr, shared_ptr
#include <vector>
#include "section.h" // Para Options

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@@ -1,6 +1,6 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect, SDL_FPoint
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_FPoint
#include <memory> // Para shared_ptr
class Texture;

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@@ -1,6 +1,6 @@
// IWYU pragma: no_include <bits/std_abs.h>
#include "tabe.h"
#include <SDL3/SDL_surface.h> // Para SDL_FlipMode
#include <SDL3/SDL.h> // Para SDL_FlipMode
#include <stdlib.h> // Para rand, abs
#include <algorithm> // Para max
#include "audio.h" // Para JA_PlaySound

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@@ -1,8 +1,8 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_stdinc.h> // Para Uint32
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <SDL3/SDL.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para Uint32
#include <SDL3/SDL.h> // Para SDL_GetTicks
#include <stdlib.h> // Para rand
#include <memory> // Para unique_ptr
#include "animated_sprite.h" // Para AnimatedSprite

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@@ -1,8 +1,8 @@
#include "text.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_render.h> // Para SDL_SetRenderTarget, SDL_GetRenderTa...
#include <SDL3/SDL.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL.h> // Para SDL_PixelFormat
#include <SDL3/SDL.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_GetRenderTa...
#include <stddef.h> // Para size_t
#include <fstream> // Para basic_ifstream, basic_istream, basic...
#include <iostream> // Para cerr

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@@ -1,6 +1,6 @@
#pragma once
#include <SDL3/SDL_stdinc.h> // Para Uint8
#include <SDL3/SDL.h> // Para Uint8
#include <memory> // Para unique_ptr, shared_ptr
#include <string> // Para string
#include "sprite.h" // Para Sprite

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@@ -1,8 +1,8 @@
#define STB_IMAGE_IMPLEMENTATION
#include "texture.h"
#include <SDL3/SDL_error.h> // Para SDL_GetError
#include <SDL3/SDL_log.h> // Para SDL_LogError, SDL_LogCategory, SDL_Log...
#include <SDL3/SDL_surface.h> // Para SDL_CreateSurfaceFrom, SDL_DestroySurface
#include <SDL3/SDL.h> // Para SDL_GetError
#include <SDL3/SDL.h> // Para SDL_LogError, SDL_LogCategory, SDL_Log...
#include <SDL3/SDL.h> // Para SDL_CreateSurfaceFrom, SDL_DestroySurface
#include <stdint.h> // Para uint32_t
#include <cstring> // Para memcpy, size_t
#include <fstream> // Para basic_ifstream, basic_ios, ios, operator|

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@@ -1,11 +1,11 @@
#pragma once
#include <SDL3/SDL_blendmode.h> // Para SDL_BlendMode
#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
#include <SDL3/SDL_rect.h> // Para SDL_FPoint, SDL_FRect
#include <SDL3/SDL_render.h> // Para SDL_Renderer, SDL_TextureAccess, SDL_Texture
#include <SDL3/SDL_stdinc.h> // Para Uint8, Uint16, Uint32
#include <SDL3/SDL_surface.h> // Para SDL_FlipMode
#include <SDL3/SDL.h> // Para SDL_BlendMode
#include <SDL3/SDL.h> // Para SDL_PixelFormat
#include <SDL3/SDL.h> // Para SDL_FPoint, SDL_FRect
#include <SDL3/SDL.h> // Para SDL_Renderer, SDL_TextureAccess, SDL_Texture
#include <SDL3/SDL.h> // Para Uint8, Uint16, Uint32
#include <SDL3/SDL.h> // Para SDL_FlipMode
#include <memory> // Para shared_ptr
#include <string> // Para string
#include <vector> // Para vector

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@@ -1,5 +1,5 @@
#include "tiled_bg.h"
#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL3/SDL.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <stdlib.h> // Para rand
#include <cmath> // Para sin
#include <memory> // Para unique_ptr, make_unique

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@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect
#include <SDL3/SDL_render.h> // Para SDL_Renderer, SDL_Texture
#include <SDL3/SDL.h> // Para SDL_FRect
#include <SDL3/SDL.h> // Para SDL_Renderer, SDL_Texture
#include "utils.h"
// Modos de funcionamiento para el tileado de fondo

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@@ -159,6 +159,7 @@ public:
}
return max_w;
}
private:
std::vector<std::string> value_list_;
std::function<std::string()> getter_;

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@@ -7,7 +7,6 @@
#include "ui/service_menu.h" // Necesario para las enums y para acceder al estado del menú
#include "utils.h" // Para Color
// Forward declarations
class Text;
class MenuOption;

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@@ -1,7 +1,7 @@
#define _USE_MATH_DEFINES
#include "utils.h"
#include <SDL3/SDL_iostream.h> // Para SDL_CloseIO, SDL_IOFromFile, SDL_ReadIO
#include <SDL3/SDL_log.h> // Para SDL_LogCategory, SDL_LogError, SDL_Lo...
#include <SDL3/SDL.h> // Para SDL_CloseIO, SDL_IOFromFile, SDL_ReadIO
#include <SDL3/SDL.h> // Para SDL_LogCategory, SDL_LogError, SDL_Lo...
#include <stddef.h> // Para size_t
#include <algorithm> // Para min, clamp, find_if_not, find, transform
#include <cctype> // Para tolower, isspace
@@ -520,8 +520,7 @@ ColorCycle generateMirroredCycle(Color base, ColorCycleStyle style)
HSV adjusted = {
fmodf(baseHSV.h + hueShift + 360.0f, 360.0f),
fminf(1.0f, fmaxf(0.0f, baseHSV.s + satShift)),
fminf(1.0f, fmaxf(0.0f, baseHSV.v + valShift))
};
fminf(1.0f, fmaxf(0.0f, baseHSV.v + valShift))};
Color c = hsvToRgb(adjusted);
result[i] = c;

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@@ -1,8 +1,8 @@
#pragma once
#include <SDL3/SDL_rect.h> // Para SDL_FRect, SDL_FPoint
#include <SDL3/SDL_render.h> // Para SDL_Renderer
#include <SDL3/SDL_stdinc.h> // Para Uint8
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_FPoint
#include <SDL3/SDL.h> // Para SDL_Renderer
#include <SDL3/SDL.h> // Para Uint8
#include <stdint.h> // Para int32_t
#include <algorithm> // Para max, min
#include <string> // Para string