using namespace std en todos los ficheros
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@@ -5,9 +5,9 @@
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#include <iostream>
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// Constructor
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Texture::Texture(SDL_Renderer *renderer, std::string path, bool verbose)
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Texture::Texture(SDL_Renderer *renderer, string path, bool verbose)
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{
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//std::cout << "Construido Texture" << std::endl;
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//cout << "Construido Texture" << endl;
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// Copia punteros
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this->renderer = renderer;
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this->path = path;
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@@ -27,16 +27,16 @@ Texture::Texture(SDL_Renderer *renderer, std::string path, bool verbose)
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// Destructor
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Texture::~Texture()
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{
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//std::cout << "Destruido Texture" << std::endl;
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//cout << "Destruido Texture" << endl;
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// Libera memoria
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unload();
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}
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// Carga una imagen desde un fichero
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bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer, bool verbose)
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bool Texture::loadFromFile(string path, SDL_Renderer *renderer, bool verbose)
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{
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const std::string filename = path.substr(path.find_last_of("\\/") + 1);
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const string filename = path.substr(path.find_last_of("\\/") + 1);
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int req_format = STBI_rgb_alpha;
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int width, height, orig_format;
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unsigned char *data = stbi_load(path.c_str(), &width, &height, &orig_format, req_format);
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@@ -49,7 +49,7 @@ bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer, bool verbos
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{
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if (verbose)
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{
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std::cout << "Image loaded: " << filename.c_str() << std::endl;
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cout << "Image loaded: " << filename.c_str() << endl;
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}
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}
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@@ -80,7 +80,7 @@ bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer, bool verbos
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{
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if (verbose)
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{
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std::cout << "Unable to load image " << path.c_str() << std::endl;
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cout << "Unable to load image " << path.c_str() << endl;
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}
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}
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else
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@@ -91,7 +91,7 @@ bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer, bool verbos
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{
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if (verbose)
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{
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std::cout << "Unable to create texture from " << path.c_str() << "! SDL Error: " << SDL_GetError() << std::endl;
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cout << "Unable to create texture from " << path.c_str() << "! SDL Error: " << SDL_GetError() << endl;
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}
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}
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else
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@@ -118,7 +118,7 @@ bool Texture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_Tex
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
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if (texture == nullptr)
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{
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std::cout << "Unable to create blank texture! SDL Error: " << SDL_GetError() << std::endl;
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cout << "Unable to create blank texture! SDL Error: " << SDL_GetError() << endl;
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}
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else
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{
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