migrant a SDL3
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@@ -1,8 +1,9 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_blendmode.h> // Para SDL_BlendMode
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#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888, SDL_PixelF...
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#include <SDL3/SDL_rect.h> // Para SDL_Point, SDL_FRect
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#include <SDL3/SDL_rect.h> // Para SDL_FPoint, SDL_FRect
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#include <SDL3/SDL_render.h> // Para SDL_Renderer, SDL_FLIP_NONE, SDL_TEX...
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#include <SDL3/SDL_stdinc.h> // Para Uint8, Uint16, Uint32
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#include <memory> // Para shared_ptr
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@@ -62,7 +63,7 @@ public:
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bool loadFromFile(const std::string &path);
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// Crea una textura en blanco
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bool createBlank(int width, int height, SDL_PixelFormatEnum format = SDL_PIXELFORMAT_RGBA8888, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
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bool createBlank(int width, int height, SDL_PixelFormat format = SDL_PIXELFORMAT_RGBA8888, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
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// Establece el color para la modulacion
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void setColor(Uint8 red, Uint8 green, Uint8 blue);
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@@ -75,7 +76,7 @@ public:
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void setAlpha(Uint8 alpha);
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// Renderiza la textura en un punto específico
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void render(int x, int y, SDL_FRect *clip = nullptr, float zoomW = 1, float zoomH = 1, double angle = 0.0, SDL_Point *center = nullptr, SDL_RendererFlip flip = SDL_FLIP_NONE);
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void render(int x, int y, SDL_FRect *clip = nullptr, float zoomW = 1, float zoomH = 1, double angle = 0.0, SDL_FPoint *center = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE);
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// Establece la textura como objetivo de renderizado
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void setAsRenderTarget(SDL_Renderer *renderer);
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