push pending changed / update SDL#4

This commit is contained in:
Adrien Marquès 2019-10-31 23:17:56 +01:00
parent df73278733
commit 6f779f7ce1
8 changed files with 124 additions and 32 deletions

86
SDL#4/.vscode/c_cpp_properties.json vendored Normal file
View File

@ -0,0 +1,86 @@
{
"configurations": [
{
"name": "Mac",
"includePath": [
"/usr/include",
"/usr/include/SDL2",
"/usr/local/include",
"${workspaceRoot}"
],
"defines": [],
"intelliSenseMode": "clang-x64",
"browse": {
"path": [
"/usr/include",
"/usr/local/include",
"${workspaceRoot}"
],
"limitSymbolsToIncludedHeaders": true,
"databaseFilename": ""
},
"macFrameworkPath": [
"/System/Library/Frameworks",
"/Library/Frameworks"
],
"compilerPath": "/usr/bin/gcc",
"cStandard": "c11",
"cppStandard": "c++17"
},
{
"name": "Linux",
"includePath": [
"/usr/include/c++/5.4.0",
"/usr/include/x86_64-linux-gnu/c++/5.4.0",
"/usr/local/include",
"/usr/include",
"/usr/include/x86_64-linux-gnu",
"${workspaceRoot}",
"/usr/include/linux",
"/usr/include/linux",
"/usr/include/SDL2"
],
"defines": [],
"intelliSenseMode": "clang-x64",
"browse": {
"path": [
"/usr/include/c++/5.4.0",
"/usr/include/x86_64-linux-gnu/c++/5.4.0",
"/usr/local/include",
"/usr/include",
"/usr/include/x86_64-linux-gnu",
"${workspaceRoot}"
],
"limitSymbolsToIncludedHeaders": true,
"databaseFilename": ""
},
"compilerPath": "/usr/bin/gcc",
"cStandard": "c11",
"cppStandard": "c++17"
},
{
"name": "Win32",
"includePath": [
"C:/Program Files (x86)/Microsoft Visual Studio 14.0/VC/include",
"${workspaceRoot}"
],
"defines": [
"_DEBUG",
"UNICODE"
],
"intelliSenseMode": "msvc-x64",
"browse": {
"path": [
"C:/Program Files (x86)/Microsoft Visual Studio 14.0/VC/include/*",
"${workspaceRoot}"
],
"limitSymbolsToIncludedHeaders": true,
"databaseFilename": ""
},
"compilerPath": "/usr/bin/gcc",
"cStandard": "c11",
"cppStandard": "c++17"
}
],
"version": 4
}

6
SDL#4/.vscode/settings.json vendored Normal file
View File

@ -0,0 +1,6 @@
{
"files.associations": {
"iostream": "cpp",
"ctime": "cpp"
}
}

View File

@ -13,7 +13,7 @@
class xSprite;
#include "xSDL.h" // Librairie perso
#include "xMario.h" // Elements utiles au jeu
#include "xSDL.cpp" // Librairie perso
#include "xMario.cpp" // Elements utiles au jeu

View File

@ -102,7 +102,7 @@ void xMarioMario::spreadTurn(){
_pos = "TL";
return;
}
/* (1.2) HAUT - DROITE */
@ -138,14 +138,14 @@ void xMarioMario::spreadTurn(){
// _pos = "BC";
return;
}
/* (2.1) BAS - GAUCHE */
}else if( left ){ // bl
if( _pos != "BL" ){
return;
}
/* (2.2) BAS - DROITE */
@ -172,8 +172,8 @@ void xMarioMario::spreadTurn(){
_pos = "NR";
return;
}
/* (3.1) NORMAL - GAUCHE */
}else if( left ){ // nl
if( _pos != "NL" ){
@ -186,7 +186,7 @@ void xMarioMario::spreadTurn(){
_pos = "NL";
return;
}
/* (3.2) NORMAL - DROITE */

View File

@ -21,7 +21,7 @@ xManager::xManager(const char *t, int w, int h){
SDL_WINDOWPOS_CENTERED,
w,
h,
SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_BORDERLESS | SDL_WINDOW_OPENGL
SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_BORDERLESS | SDL_WINDOW_OPENGL
);
// Gestion erreur
@ -180,7 +180,7 @@ bool xManager::hit(xSprite* current, int movex, int movey){
|| (a.x+a.w > _winrect.x+_winrect.w ) // Inclus a gauche
|| (a.y < _winrect.y ) // Inclus en haut
|| (a.y+a.h > _winrect.y+_winrect.h ) // Inclus en bas
){
){
// Si on tombe, on meurt
if( a.y+a.h > _winrect.y+_winrect.h )
state = 2;
@ -236,7 +236,7 @@ bool xManager::hit(xSprite* current, int movex, int movey){
=========================================================*/
bool xManager::hit(string current, int movex, int movey){
if( !this->status() ) return true;
_mutex_hit.try_lock();
/* (1) On recupere le SDL_Rect destination du sprite courant */
@ -251,17 +251,17 @@ bool xManager::hit(string current, int movex, int movey){
// Retour du resultat
_mutex_hit.unlock();
return this->hit(sprite, movex, movey);
return this->hit(sprite, movex, movey);
}
/* [GET] Renvoie le sprite
/* [GET] Renvoie le sprite
=========================================================*/
xSprite *xManager::get(string index){
if( !this->status() ) return NULL;
// On cherche la texture avec l'index
for( int i = 0 ; i < _indexes.size() ; i++ )
@ -361,10 +361,10 @@ void xManager::manageFps(const int fps){
if( !this->status() ) return;
/* (1) Definition de fps */
if( fps != 0 )
if( fps != 0 )
_fpstime = 1000/fps;
if( _lasttick == 0 )
if( _lasttick == 0 )
_lasttick = SDL_GetTicks()-_fpstime;
/* (2) Utilisation en fin de boucle */
@ -372,7 +372,7 @@ void xManager::manageFps(const int fps){
// 1 > Si trop rapide, on attends
if( SDL_GetTicks()-_lasttick < _fpstime )
SDL_Delay( _fpstime - (SDL_GetTicks()-_lasttick) );
// On enregistre le temps actuel
_lasttick = SDL_GetTicks();
}
@ -474,6 +474,6 @@ void xManager::manageEvents(SDL_Event *event){
void xManager::debug(){
for( int i = 0 ; i < _sprites.size() ; i++ ){
cerr << "INDEX: " << _indexes[i] << " AT " << i << endl;
cerr << " (" << (*_sprites[i]->dst()).x <<","<<(*_sprites[i]->dst()).y<<") -> (" << (*_sprites[i]->dst()).w << ", " << (*_sprites[i]->dst()).h << ")" << endl;
cerr << " (" << (*_sprites[i]->dst()).x <<","<<(*_sprites[i]->dst()).y<<") -> (" << (*_sprites[i]->dst()).w << ", " << (*_sprites[i]->dst()).h << ")" << endl;
}
}

View File

@ -40,7 +40,7 @@
// 0 -> Boucle infinie
// 1 -> Arret jeu
// 2 -> mort
// DEBUG
void debug();

View File

@ -32,7 +32,7 @@ xSprite::xSprite(xManager *m, const int rgb[]){
// On recupere la couleur
Uint32 color = SDL_MapRGBA( surf->format, rgb[0], rgb[1], rgb[2], rgb[3]);
// On cree la texture a partir de la surface
_texture = SDL_CreateTextureFromSurface(_manager->renderer(), surf);
@ -50,7 +50,7 @@ xSprite::xSprite(xManager *m, const int rgb[]){
=========================================================*/
xSprite::xSprite(xManager *m, const char *url){
_type = "basic";
_manager = m;
_texture = NULL;
@ -66,7 +66,7 @@ xSprite::xSprite(xManager *m, const char *url){
=========================================================*/
xSprite::xSprite(xManager *m, SDL_Texture *t){
_type = "basic";
_manager = m;
_texture = t;
@ -87,7 +87,7 @@ void xSprite::setTexture(const int rgb[]){
// On recupere la couleur
Uint32 color = SDL_MapRGBA( surf->format, rgb[0], rgb[1], rgb[2], rgb[3]);
// On cree la texture a partir de la surface
_texture = SDL_CreateTextureFromSurface(_manager->renderer(), surf);
@ -118,7 +118,7 @@ void xSprite::setTexture(const char *url){
=========================================================*/
void xSprite::setTexture(SDL_Texture *t){
_type = "basic";
_texture = NULL;
_texture = t;
@ -140,7 +140,7 @@ vector<int> xSprite::move(int x, int y){
vector<int> result(2, 0);
/* (1) Variables utiles */
int incrx = x;
@ -169,7 +169,7 @@ vector<int> xSprite::move(int x, int y){
_mutex_move.unlock();
return result;
}
/* (4) Sinon, on decremente les deplacements 'alternativement' */
@ -195,7 +195,7 @@ vector<int> xSprite::move(int x, int y){
// }
}
// retour
// retour
_mutex_move.unlock();
return result;
}
@ -211,7 +211,7 @@ void xSprite::onCollide(vector<bool> from, xSprite* by){
// if( from[0] == 0 && from[1] == 0 )
// return;
// cerr << _type << " collided with " << by->_type << " from ";
// if( from[0] != 0 )
@ -263,7 +263,7 @@ void xSprite::dimensions(SDL_Rect r){
/* [DIMENSIONS] Definition des dimensions de la texture+clip
=========================================================*/
void xSprite::dimensions(SDL_Rect r, SDL_Rect clip){
void xSprite::dimensions(SDL_Rect r, SDL_Rect clip){
/* (1) On definit les dimensions */
_dst = (SDL_Rect){r.x, r.y, r.w, r.h};
_src = (SDL_Rect){clip.x, clip.y, clip.w, clip.h};
@ -281,13 +281,13 @@ void xSprite::push(string index){
=========================================================*/
void xSprite::pull(string index){
_index = index;
_manager->pull( index );
}
/* [PULL] Retire une sprite du rendu
=========================================================*/
void xSprite::pull(){
void xSprite::pull(){
_manager->pull( this );
}

View File

@ -5,7 +5,7 @@
class xSprite{
public:
xSprite(xManager *m); // Sprite vide
xSprite(xManager *m); // Sprite vide
xSprite(xManager *m, const int rgb[]); // Sprite couleur
xSprite(xManager *m, const char *url); // Sprite image
xSprite(xManager *m, SDL_Texture *t); // Sprite texture