- Continua el treball amb el gamestate_sequencia.

This commit is contained in:
2023-10-12 09:49:10 +02:00
parent eb5e2abf75
commit 7b40d4fad4

View File

@@ -3,6 +3,7 @@
#include "jfile.h"
#include "jinput.h"
#include "jdraw.h"
#include "jaudio.h"
#include <string>
#include <SDL2/SDL.h>
@@ -22,6 +23,38 @@ namespace gamestate
const char *sequence_file = nullptr;
uint32_t wait_until = 0;
uint8_t getByte()
{
return *(sequence_file++);
}
uint16_t getWord()
{
return (getByte() << 8) + getByte();
}
std::string getString()
{
uint8_t tamanyCadena = getByte();
char filename[256];
for (int i=0; i<tamanyCadena; i++) filename[i] = getByte();
filename[tamanyCadena] = '\0';
return std::string(filename);
}
void drawPic(std::string filename)
{
draw::surface *pic = draw::loadSurface(filename);
draw::setSource(pic);
draw::draw(0, 0, 320, 200, 0, 0);
draw::freeSurface(pic);
}
void drawText(const int x, const int y, const uint8_t color, std::string text)
{
}
bool loop()
{
if (wait_until>0 && SDL_GetTicks() < wait_until)
@@ -40,23 +73,31 @@ namespace gamestate
switch ( tipo_diapositiva )
{
case DIAPO_ESPERAR:
const uint32_t wait_time = (uint16_t)((uint8_t(*(sequence_file++)) << 8) + uint8_t(*(sequence_file++)));
wait_until = SDL_GetTicks() + wait_time;
wait_until = SDL_GetTicks() + getWord();
break;
case DIAPO_FADEIN:
{
uint8_t tamanyCadena = *(sequence_file++);
char *filename = (char *)malloc(tamanyCadena + 1);
for (int i=0; i<tamanyCadena; i++) filename[i] = *(sequence_file++);
filename[tamanyCadena] = '\0';
draw::surface *pic = draw::loadSurface(filename);
draw::setSource(pic);
draw::draw(0, 0, 320, 200, 0, 0);
draw::freeSurface(pic);
free(filename);
drawPic(getString());
draw::fadein();
wait_until = SDL_GetTicks() + 250;
break;
case DIAPO_SHOW:
drawPic(getString());
break;
case DIAPO_PRINT:
drawText(getWord(), getWord(), getByte(), getString());
break;
case DIAPO_MUSICA:
audio::playMusic(audio::loadMusic(getString()));
break;
case DIAPO_FADEOUT:
draw::fadeout();
wait_until = SDL_GetTicks() + 250;
break;
case DIAPO_FADEMUSIC:
draw::fadeout();
audio::fadeoutMusic();
wait_until = SDL_GetTicks() + 250;
break;
}
}
}