- Canvis que vaig fer fa 2 messos, però no sé en què estava pensant, he de arreglar-ho.
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@@ -4,13 +4,13 @@
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#include "stb_image.h"
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#include <iostream>
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#include "systempalette.h"
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#include "destsurface.h"
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// Constructor
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Texture::Texture(SDL_Renderer *renderer, SDL_Texture *texture, std::string path, bool verbose)
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Texture::Texture(SDL_Renderer *renderer, std::string path, bool verbose)
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{
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// Copia punteros
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this->renderer = renderer;
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this->texture = texture;
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this->path = path;
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// Inicializa
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@@ -56,6 +56,8 @@ bool Texture::loadFromFile(std::string path, bool verbose)
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// Limpia
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unload();
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this->width = width;
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this->height = height;
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const int size = width*height;
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this->pixels = new uint8_t[size];
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for (int i = 0; i < size; ++i) this->pixels[i] = SystemPalette::getEntry(data[i]);
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@@ -66,7 +68,7 @@ bool Texture::loadFromFile(std::string path, bool verbose)
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}
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// Crea una textura en blanco
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bool Texture::createBlank(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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this->pixels = new uint8_t[width*height];
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@@ -124,13 +126,24 @@ void Texture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float
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renderQuad.h = renderQuad.h * zoomH;
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// Renderiza a pantalla
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SDL_RenderCopyEx(renderer, texture, clip, &renderQuad, angle, center, flip);
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//SDL_RenderCopyEx(renderer, texture, clip, &renderQuad, angle, center, flip);
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uint8_t *destSurface = DestSurface::getPixels();
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int canvasWidth = DestSurface::getWidth();
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int y_inc = 1, y_ini = 0, y_fin = renderQuad.h-1; if (flip && SDL_FLIP_VERTICAL==SDL_FLIP_VERTICAL) { auto tmp=y_ini; y_ini=y_fin; y_fin=tmp; y_inc=-1; }
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int x_inc = 1, x_ini = 0, x_fin = renderQuad.w-1; if (flip && SDL_FLIP_HORIZONTAL==SDL_FLIP_HORIZONTAL) { auto tmp=x_ini; x_ini=x_fin; x_fin=tmp; x_inc=-1; }
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for (int yy=y_ini; yy <= y_fin; yy += y_inc) {
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for (int xx=x_ini; xx <= x_fin; xx += x_inc) {
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destSurface[ x+xx + y+yy * canvasWidth ] = pixels[ clip->x+xx + clip->y+yy * width ];
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}
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}
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}
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// Establece la textura como objetivo de renderizado
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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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//SDL_SetRenderTarget(renderer, texture);
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}
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// Obtiene el ancho de la imagen
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@@ -154,5 +167,5 @@ bool Texture::reLoad()
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// Obtiene la textura
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SDL_Texture *Texture::getSDLTexture()
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{
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return texture;
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return nullptr; //texture;
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}
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