Deshaciendose de sdl_image y sdl_mixer
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@@ -1,71 +1,71 @@
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#pragma once
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#include "const.h"
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#include "globals.h"
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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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// Texture wrapper class
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class LTexture
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{
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public:
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// Initializes variables
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LTexture(SDL_Renderer *gRenderer);
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// Deallocates memory
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~LTexture();
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// Loads image at specified path
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bool loadFromFile(std::string path);
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// Creates blank texture
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bool createBlank(int width, int height, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
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// Deallocates texture
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void free();
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// Set color modulation
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void setColor(Uint8 red, Uint8 green, Uint8 blue);
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// Set blending
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void setBlendMode(SDL_BlendMode blending);
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// Set alpha modulation
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void setAlpha(Uint8 alpha);
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// Renders texture at given point
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void render(int x, int y, SDL_Rect *clip = NULL, double angle = 0.0, SDL_Point *center = NULL, SDL_RendererFlip flip = SDL_FLIP_NONE);
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// Set self as render target
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void setAsRenderTarget();
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// Gets image dimensions
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int getWidth();
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int getHeight();
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// Pixel manipulators
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bool lockTexture();
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bool unlockTexture();
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void *getPixels();
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void copyPixels(void *pixels);
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int getPitch();
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Uint32 getPixel32(unsigned int x, unsigned int y);
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private:
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// El renderizador de la ventana
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SDL_Renderer *gRenderer = NULL;
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// The actual hardware texture
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SDL_Texture *mTexture;
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void *mPixels;
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int mPitch;
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// Image dimensions
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int mWidth;
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int mHeight;
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};
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#pragma once
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#include "const.h"
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#include "globals.h"
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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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// Texture wrapper class
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class LTexture
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{
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public:
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// Initializes variables
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LTexture(SDL_Renderer *gRenderer);
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// Deallocates memory
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~LTexture();
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// Loads image at specified path
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bool loadFromFile(std::string path);
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// Creates blank texture
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bool createBlank(int width, int height, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
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// Deallocates texture
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void free();
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// Set color modulation
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void setColor(Uint8 red, Uint8 green, Uint8 blue);
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// Set blending
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void setBlendMode(SDL_BlendMode blending);
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// Set alpha modulation
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void setAlpha(Uint8 alpha);
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// Renders texture at given point
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void render(int x, int y, SDL_Rect *clip = NULL, double angle = 0.0, SDL_Point *center = NULL, SDL_RendererFlip flip = SDL_FLIP_NONE);
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// Set self as render target
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void setAsRenderTarget();
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// Gets image dimensions
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int getWidth();
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int getHeight();
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// Pixel manipulators
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bool lockTexture();
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bool unlockTexture();
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void *getPixels();
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void copyPixels(void *pixels);
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int getPitch();
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Uint32 getPixel32(unsigned int x, unsigned int y);
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private:
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// El renderizador de la ventana
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SDL_Renderer *gRenderer = NULL;
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// The actual hardware texture
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SDL_Texture *mTexture;
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void *mPixels;
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int mPitch;
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// Image dimensions
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int mWidth;
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int mHeight;
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};
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#endif
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