Cambiado el nombre de la clase LTexture a Texture
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@@ -1,7 +1,7 @@
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#include "animatedsprite.h"
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// Constructor
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AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer, std::string file, std::vector<std::string> *buffer)
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AnimatedSprite::AnimatedSprite(Texture *texture, SDL_Renderer *renderer, std::string file, std::vector<std::string> *buffer)
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{
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// Copia los punteros
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setTexture(texture);
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@@ -30,7 +30,7 @@ private:
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public:
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// Constructor
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AnimatedSprite(LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "", std::vector<std::string> *buffer = nullptr);
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AnimatedSprite(Texture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "", std::vector<std::string> *buffer = nullptr);
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// Destructor
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~AnimatedSprite();
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@@ -2,7 +2,7 @@
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#include "movingsprite.h"
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// Constructor
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MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, LTexture *texture, SDL_Renderer *renderer)
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MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, Texture *texture, SDL_Renderer *renderer)
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{
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// Copia los punteros
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this->texture = texture;
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@@ -35,7 +35,7 @@ protected:
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public:
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// Constructor
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MovingSprite(float x = 0, float y = 0, int w = 0, int h = 0, float velx = 0, float vely = 0, float accelx = 0, float accely = 0, LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr);
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MovingSprite(float x = 0, float y = 0, int w = 0, int h = 0, float velx = 0, float vely = 0, float accelx = 0, float accely = 0, Texture *texture = nullptr, SDL_Renderer *renderer = nullptr);
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// Destructor
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~MovingSprite();
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@@ -1,7 +1,7 @@
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#include "sprite.h"
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// Constructor
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Sprite::Sprite(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *renderer)
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Sprite::Sprite(int x, int y, int w, int h, Texture *texture, SDL_Renderer *renderer)
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{
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// Establece la posición X,Y del sprite
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this->x = x;
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@@ -24,7 +24,7 @@ Sprite::Sprite(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *rend
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enabled = true;
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}
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Sprite::Sprite(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer)
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Sprite::Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer)
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{
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// Establece la posición X,Y del sprite
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x = rect.x;
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@@ -149,13 +149,13 @@ void Sprite::setSpriteClip(int x, int y, int w, int h)
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}
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// Obten el valor de la variable
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LTexture *Sprite::getTexture()
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Texture *Sprite::getTexture()
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{
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return texture;
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}
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// Establece el valor de la variable
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void Sprite::setTexture(LTexture *texture)
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void Sprite::setTexture(Texture *texture)
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{
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this->texture = texture;
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}
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@@ -1,7 +1,7 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "ltexture.h"
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#include "texture.h"
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#ifndef SPRITE_H
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#define SPRITE_H
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@@ -16,15 +16,15 @@ protected:
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int h; // Alto del sprite
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SDL_Renderer *renderer; // Puntero al renderizador de la ventana
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LTexture *texture; // Textura donde estan todos los dibujos del sprite
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Texture *texture; // Textura donde estan todos los dibujos del sprite
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SDL_Rect spriteClip; // Rectangulo de origen de la textura que se dibujará en pantalla
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bool enabled; // Indica si el sprite esta habilitado
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public:
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// Constructor
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Sprite(int x = 0, int y = 0, int w = 0, int h = 0, LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr);
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Sprite(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer);
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Sprite(int x = 0, int y = 0, int w = 0, int h = 0, Texture *texture = nullptr, SDL_Renderer *renderer = nullptr);
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Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer);
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// Destructor
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~Sprite();
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@@ -75,10 +75,10 @@ public:
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void setSpriteClip(int x, int y, int w, int h);
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// Obten el valor de la variable
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LTexture *getTexture();
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Texture *getTexture();
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// Establece el valor de la variable
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void setTexture(LTexture *texture);
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void setTexture(Texture *texture);
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// Establece el valor de la variable
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void setRenderer(SDL_Renderer *renderer);
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@@ -10,7 +10,7 @@ Text::Text(std::string bitmapFile, std::string textFile, SDL_Renderer *renderer)
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initOffsetFromFile(textFile);
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// Crea los objetos
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texture = new LTexture(renderer, bitmapFile);
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texture = new Texture(renderer, bitmapFile);
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sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
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}
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@@ -24,7 +24,7 @@ private:
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// Objetos
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Sprite *sprite; // Objeto con los graficos para el texto
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LTexture *texture; // Textura con los bitmaps del texto
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Texture *texture; // Textura con los bitmaps del texto
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// Variables
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int boxWidth; // Anchura de la caja de cada caracter en el png
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@@ -1,10 +1,10 @@
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#include "ltexture.h"
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#include "texture.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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// Constructor
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LTexture::LTexture(SDL_Renderer *renderer, std::string path)
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Texture::Texture(SDL_Renderer *renderer, std::string path)
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{
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// Copia punteros
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this->renderer = renderer;
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@@ -23,14 +23,14 @@ LTexture::LTexture(SDL_Renderer *renderer, std::string path)
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}
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// Destructor
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LTexture::~LTexture()
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Texture::~Texture()
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{
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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 LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer)
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{
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const std::string filename = path.substr(path.find_last_of("\\/") + 1);
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int req_format = STBI_rgb_alpha;
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@@ -98,7 +98,7 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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}
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// Crea una textura en blanco
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bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access)
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bool Texture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access)
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{
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// Crea una textura sin inicializar
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
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@@ -116,7 +116,7 @@ bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_Te
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}
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// Libera la memoria de la textura
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void LTexture::unload()
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void Texture::unload()
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{
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// Libera la textura si existe
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if (texture != nullptr)
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@@ -129,25 +129,25 @@ void LTexture::unload()
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}
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// Establece el color para la modulacion
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void LTexture::setColor(Uint8 red, Uint8 green, Uint8 blue)
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void Texture::setColor(Uint8 red, Uint8 green, Uint8 blue)
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{
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SDL_SetTextureColorMod(texture, red, green, blue);
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}
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// Establece el blending
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void LTexture::setBlendMode(SDL_BlendMode blending)
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void Texture::setBlendMode(SDL_BlendMode blending)
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{
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SDL_SetTextureBlendMode(texture, blending);
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}
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// Establece el alpha para la modulación
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void LTexture::setAlpha(Uint8 alpha)
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void Texture::setAlpha(Uint8 alpha)
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{
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SDL_SetTextureAlphaMod(texture, alpha);
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}
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// Renderiza la textura en un punto específico
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void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
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void Texture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
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{
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// Establece el destino de renderizado en la pantalla
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SDL_Rect renderQuad = {x, y, width, height};
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@@ -167,25 +167,25 @@ void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, floa
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}
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// Establece la textura como objetivo de renderizado
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void LTexture::setAsRenderTarget(SDL_Renderer *renderer)
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void Texture::setAsRenderTarget(SDL_Renderer *renderer)
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{
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SDL_SetRenderTarget(renderer, texture);
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}
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// Obtiene el ancho de la imagen
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int LTexture::getWidth()
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int Texture::getWidth()
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{
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return width;
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}
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// Obtiene el alto de la imagen
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int LTexture::getHeight()
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int Texture::getHeight()
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{
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return height;
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}
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// Recarga la textura
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bool LTexture::reLoad()
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bool Texture::reLoad()
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{
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return loadFromFile(path, renderer);
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}
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@@ -4,25 +4,27 @@
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#include <stdio.h>
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#include <string>
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#ifndef LTEXTURE_H
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#define LTEXTURE_H
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#ifndef TEXTURE_H
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#define TEXTURE_H
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// Clase LTexture
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class LTexture
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class Texture
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{
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private:
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// Objetos y punteros
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SDL_Texture *texture; // La textura
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SDL_Renderer *renderer; // Renderizador donde dibujar la textura
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int width; // Ancho de la imagen
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int height; // Alto de la imagen
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std::string path; // Ruta de la imagen de la textura
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// Variables
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int width; // Ancho de la imagen
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int height; // Alto de la imagen
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std::string path; // Ruta de la imagen de la textura
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public:
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// Constructor
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LTexture(SDL_Renderer *renderer, std::string path = "");
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Texture(SDL_Renderer *renderer, std::string path = "");
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// Destructor
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~LTexture();
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~Texture();
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// Carga una imagen desde un fichero
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bool loadFromFile(std::string path, SDL_Renderer *renderer);
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@@ -1,7 +1,7 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "ltexture.h"
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#include "texture.h"
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#include <string>
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#ifndef UTILS_H
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