Commit pa que Mon arregle el codi mentre em dutxe

This commit is contained in:
2024-10-09 21:48:01 +02:00
parent 3c1dcad3ab
commit f2fa216b0d
34 changed files with 862 additions and 1218 deletions

View File

@@ -12,36 +12,36 @@
// Constructor
Texture::Texture(SDL_Renderer *renderer, std::string path)
: renderer(renderer), path(path)
: renderer_(renderer), path_(path)
{
// Inicializa
surface = nullptr;
texture = nullptr;
width = 0;
height = 0;
paletteIndex = 0;
palettes.clear();
surface_ = nullptr;
texture_ = nullptr;
width_ = 0;
height_ = 0;
paletteIndex_ = 0;
palettes_.clear();
// Carga el fichero en la textura
if (path != "")
if (path_ != "")
{
// Obtiene la extensión
const std::string extension = path.substr(path.find_last_of(".") + 1);
const std::string extension = path_.substr(path_.find_last_of(".") + 1);
// .png
if (extension == "png")
{
loadFromFile(path);
loadFromFile(path_);
}
// .gif
else if (extension == "gif")
{
surface = loadSurface(path.c_str());
addPalette(path.c_str());
surface_ = loadSurface(path_.c_str());
addPalette(path_.c_str());
setPaletteColor(0, 0, 0x00000000);
createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING);
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
createBlank(width_, height_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING);
SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);
flipSurface();
}
}
@@ -106,7 +106,7 @@ bool Texture::loadFromFile(std::string path)
else
{
// Crea la textura desde los pixels de la surface
newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
newTexture = SDL_CreateTextureFromSurface(renderer_, loadedSurface);
if (newTexture == nullptr)
{
#ifdef VERBOSE
@@ -116,8 +116,8 @@ bool Texture::loadFromFile(std::string path)
else
{
// Obtiene las dimensiones de la imagen
this->width = loadedSurface->w;
this->height = loadedSurface->h;
width_ = loadedSurface->w;
height_ = loadedSurface->h;
}
// Elimina la textura cargada
@@ -126,71 +126,73 @@ bool Texture::loadFromFile(std::string path)
// Return success
stbi_image_free(data);
texture = newTexture;
return texture != nullptr;
texture_ = newTexture;
return texture_ != nullptr;
}
// Crea una textura en blanco
bool Texture::createBlank(int width, int height, SDL_PixelFormatEnum format, SDL_TextureAccess access)
{
// Crea una textura sin inicializar
texture = SDL_CreateTexture(renderer, format, access, width, height);
if (texture == nullptr)
texture_ = SDL_CreateTexture(renderer_, format, access, width, height);
if (!texture_)
{
#ifdef VERBOSE
std::cout << "Unable to create blank texture! SDL Error: " << SDL_GetError() << std::endl;
#endif
}
else
{
this->width = width;
this->height = height;
width_ = width;
height_ = height;
}
return texture != nullptr;
return texture_ != nullptr;
}
// Libera la memoria de la textura
void Texture::unload()
{
// Libera la textura
if (texture != nullptr)
if (texture_)
{
SDL_DestroyTexture(texture);
texture = nullptr;
width = 0;
height = 0;
SDL_DestroyTexture(texture_);
texture_ = nullptr;
width_ = 0;
height_ = 0;
}
// Libera la surface
if (surface != nullptr)
if (surface_)
{
deleteSurface(surface);
surface = nullptr;
deleteSurface(surface_);
surface_ = nullptr;
}
}
// Establece el color para la modulacion
void Texture::setColor(Uint8 red, Uint8 green, Uint8 blue)
{
SDL_SetTextureColorMod(texture, red, green, blue);
SDL_SetTextureColorMod(texture_, red, green, blue);
}
// Establece el blending
void Texture::setBlendMode(SDL_BlendMode blending)
{
SDL_SetTextureBlendMode(texture, blending);
SDL_SetTextureBlendMode(texture_, blending);
}
// Establece el alpha para la modulación
void Texture::setAlpha(Uint8 alpha)
{
SDL_SetTextureAlphaMod(texture, alpha);
SDL_SetTextureAlphaMod(texture_, alpha);
}
// Renderiza la textura en un punto específico
void Texture::render(int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
{
// Establece el destino de renderizado en la pantalla
SDL_Rect renderQuad = {x, y, width, height};
SDL_Rect renderQuad = {x, y, width_, height_};
// Obtiene las dimesiones del clip de renderizado
if (clip != nullptr)
@@ -203,37 +205,37 @@ void Texture::render(int x, int y, SDL_Rect *clip, float zoomW, float zoomH, dou
renderQuad.h = renderQuad.h * zoomH;
// Renderiza a pantalla
SDL_RenderCopyEx(renderer, texture, clip, &renderQuad, angle, center, flip);
SDL_RenderCopyEx(renderer_, texture_, clip, &renderQuad, angle, center, flip);
}
// Establece la textura como objetivo de renderizado
void Texture::setAsRenderTarget(SDL_Renderer *renderer)
{
SDL_SetRenderTarget(renderer, texture);
SDL_SetRenderTarget(renderer, texture_);
}
// Obtiene el ancho de la imagen
int Texture::getWidth()
{
return width;
return width_;
}
// Obtiene el alto de la imagen
int Texture::getHeight()
{
return height;
return height_;
}
// Recarga la textura
bool Texture::reLoad()
{
return loadFromFile(path);
return loadFromFile(path_);
}
// Obtiene la textura
SDL_Texture *Texture::getSDLTexture()
{
return texture;
return texture_;
}
// Crea una nueva surface
@@ -291,8 +293,8 @@ Surface Texture::loadSurface(const char *filename)
surface->data = pixels;
free(buffer);
this->width = w;
this->height = h;
width_ = w;
height_ = h;
return surface;
}
@@ -301,27 +303,27 @@ Surface Texture::loadSurface(const char *filename)
void Texture::flipSurface()
{
// Limpia la textura
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, texture);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer, temp);
auto *temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, texture_);
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, temp);
// Vuelca los datos
Uint32 *pixels;
int pitch;
SDL_LockTexture(texture, nullptr, (void **)&pixels, &pitch);
for (int i = 0; i < width * height; ++i)
SDL_LockTexture(texture_, nullptr, (void **)&pixels, &pitch);
for (int i = 0; i < width_ * height_; ++i)
{
pixels[i] = palettes[paletteIndex][surface->data[i]];
pixels[i] = palettes_[paletteIndex_][surface_->data[i]];
}
SDL_UnlockTexture(texture);
SDL_UnlockTexture(texture_);
}
// Establece un color de la paleta
void Texture::setPaletteColor(int palette, int index, Uint32 color)
{
palettes.at(palette)[index] = color;
palettes_.at(palette)[index] = color;
}
// Carga una paleta desde un fichero
@@ -361,16 +363,16 @@ std::vector<Uint32> Texture::loadPal(const char *filename)
// Añade una paleta a la lista
void Texture::addPalette(std::string path)
{
palettes.push_back(loadPal(path.c_str()));
setPaletteColor((int)palettes.size() - 1, 0, 0x00000000);
palettes_.push_back(loadPal(path.c_str()));
setPaletteColor((int)palettes_.size() - 1, 0, 0x00000000);
}
// Cambia la paleta de la textura
void Texture::setPalette(int palette)
{
if (palette < (int)palettes.size())
if (palette < (int)palettes_.size())
{
paletteIndex = palette;
paletteIndex_ = palette;
flipSurface();
}
}
@@ -378,5 +380,5 @@ void Texture::setPalette(int palette)
// Obtiene el renderizador
SDL_Renderer *Texture::getRenderer()
{
return renderer;
return renderer_;
}