migrant a SDL3
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@@ -1,9 +1,9 @@
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// IWYU pragma: no_include <bits/std_abs.h>
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#include "credits.h"
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#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_QUIT
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#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
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#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL3/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_QUIT
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#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
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#include <algorithm> // Para max, min, clamp
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#include <cstdlib> // Para abs
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#include <stdexcept> // Para runtime_error
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@@ -123,7 +123,7 @@ void Credits::render()
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Screen::get()->start();
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// Copia la textura con la zona de juego a la pantalla
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SDL_RenderCopy(Screen::get()->getRenderer(), canvas_, nullptr, nullptr);
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SDL_RenderTexture(Screen::get()->getRenderer(), canvas_, nullptr, nullptr);
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// Vuelca el contenido del renderizador en pantalla
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Screen::get()->render();
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@@ -262,10 +262,10 @@ void Credits::fillCanvas()
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}
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// Dibuja los titulos de credito
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SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &credits_rect_src_, &credits_rect_dst_);
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SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &credits_rect_src_, &credits_rect_dst_);
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// Dibuja el mini_logo
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SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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// Dibuja los rectangulos negros
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0xFF);
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@@ -276,12 +276,12 @@ void Credits::fillCanvas()
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// Dibuja el rectangulo rojo
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0xFF, 0, 0, 0xFF);
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SDL_RenderDrawRect(Screen::get()->getRenderer(), &red_rect);
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SDL_RenderRect(Screen::get()->getRenderer(), &red_rect);
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// Si el mini_logo está en su destino, lo dibuja encima de lo anterior
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if (mini_logo_on_position_)
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{
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SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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}
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// Dibuja el fade sobre el resto de elementos
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@@ -408,11 +408,11 @@ void Credits::updateBlackRects()
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if (counter_ % 4 == 0)
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{
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// Incrementa la altura del rectangulo superior
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top_black_rect_.h = std::min(top_black_rect_.h + 1, param.game.game_area.center_y - 1);
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top_black_rect_.h = std::min(static_cast<int>(top_black_rect_.h) + 1, param.game.game_area.center_y - 1);
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// Incrementa la altura y modifica la posición del rectangulo inferior
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++bottom_black_rect_.h;
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bottom_black_rect_.y = std::max(bottom_black_rect_.y - 1, param.game.game_area.center_y + 1);
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bottom_black_rect_.y = std::max(static_cast<int>(bottom_black_rect_.y) - 1, param.game.game_area.center_y + 1);
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--current_step;
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setVolume(static_cast<int>(initial_volume_ * current_step / steps_));
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@@ -426,11 +426,11 @@ void Credits::updateBlackRects()
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constexpr int SPEED = 2;
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// Si los rectangulos izquierdo y derecho no han llegado al centro
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// Incrementa la anchura del rectangulo situado a la izquierda
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left_black_rect_.w = std::min(left_black_rect_.w + SPEED, param.game.game_area.center_x);
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left_black_rect_.w = std::min(static_cast<int>(left_black_rect_.w) + SPEED, param.game.game_area.center_x);
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// Incrementa la anchura y modifica la posición del rectangulo situado a la derecha
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right_black_rect_.w += SPEED;
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right_black_rect_.x = std::max(right_black_rect_.x - SPEED, param.game.game_area.center_x);
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right_black_rect_.x = std::max(static_cast<int>(right_black_rect_.x) - SPEED, param.game.game_area.center_x);
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--current_step;
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setVolume(static_cast<int>(initial_volume_ * current_step / steps_));
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