forked from jaildesigner-jailgames/jaildoctors_dilemma
Trabajando en la clase screen. Ya pone borde en la pantalla
This commit is contained in:
@@ -15,12 +15,16 @@
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#define HALF_BLOCK 4
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// Tamaño de la pantalla real
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#define REAL_SCREEN_WIDTH 320
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#define REAL_SCREEN_HEIGHT 240
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// Tamaño de la pantalla virtual
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#define SCREEN_WIDTH 256
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#define SCREEN_HEIGHT 192
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// Tamaño de la pantalla que se muestra
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const int VIEW_WIDTH = SCREEN_WIDTH * 3;
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const int VIEW_HEIGHT = SCREEN_HEIGHT * 3;
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const int VIEW_WIDTH = REAL_SCREEN_WIDTH * 3;
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const int VIEW_HEIGHT = REAL_SCREEN_HEIGHT * 3;
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// Zona de juego
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const int PLAY_AREA_TOP = (0 * BLOCK);
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@@ -49,7 +49,7 @@ Director::Director(std::string path)
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// Aplica las opciones
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SDL_SetWindowFullscreen(mWindow, mOptions->fullScreenMode);
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SDL_SetWindowSize(mWindow, SCREEN_WIDTH * mOptions->windowSize, SCREEN_HEIGHT * mOptions->windowSize);
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SDL_SetWindowSize(mWindow, REAL_SCREEN_WIDTH * mOptions->windowSize, REAL_SCREEN_HEIGHT * mOptions->windowSize);
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mLang->setLang(mOptions->language);
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// Inicializa el resto de variables
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@@ -172,7 +172,7 @@ bool Director::initSDL()
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SDL_SetRenderDrawColor(mRenderer, 0x00, 0x00, 0x00, 0xFF);
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// Establece el tamaño del buffer de renderizado
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SDL_RenderSetLogicalSize(mRenderer, SCREEN_WIDTH, SCREEN_HEIGHT);
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SDL_RenderSetLogicalSize(mRenderer, REAL_SCREEN_WIDTH, REAL_SCREEN_HEIGHT);
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// Establece el modo de mezcla
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SDL_SetRenderDrawBlendMode(mRenderer, SDL_BLENDMODE_BLEND);
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@@ -352,7 +352,7 @@ void Director::runTitle()
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void Director::runGame()
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{
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mGame = new Game(mRenderer, mAsset, mLang, mInput);
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mGame = new Game(mWindow, mRenderer, mAsset, mLang, mInput);
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setSection(mGame->run());
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delete mGame;
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}
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@@ -1,7 +1,7 @@
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#include "game.h"
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// Constructor
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Game::Game(SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input)
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Game::Game(SDL_Window *window,SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input)
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{
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// Copia los punteros
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mRenderer = renderer;
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@@ -9,7 +9,7 @@ Game::Game(SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input)
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mLang = lang;
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mInput = input;
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mScreen = new Screen(renderer);
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mScreen = new Screen(window, renderer);
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mEventHandler = new SDL_Event();
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mTextureText = new LTexture();
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mText = new Text(mAsset->get("nokia2.txt"), mTextureText, renderer);
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@@ -95,7 +95,12 @@ section_t Game::run()
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// Limpia la pantalla
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mScreen->clean();
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mText->writeCentered(SCREEN_CENTER_X, SCREEN_CENTER_Y, "Pepe el Cazavampiros", 0);
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// Medidas de ancho y alto de la pantalla
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mText->writeCentered(SCREEN_CENTER_X, 0, std::to_string(SCREEN_WIDTH), -1);
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mText->write(0, SCREEN_CENTER_Y - (mText->getCharacterWidth() / 2), std::to_string(SCREEN_HEIGHT), -1);
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// Texto en el centro de la pantalla
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mText->writeCentered(SCREEN_CENTER_X, SCREEN_CENTER_Y - (mText->getCharacterWidth() / 2), "Pepe el Cazavampiros", -1);
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// Actualiza la pantalla
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mScreen->blit();
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@@ -45,7 +45,7 @@ private:
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public:
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// Constructor
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Game(SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input);
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Game(SDL_Window *window,SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input);
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// Destructor
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~Game();
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@@ -1,9 +1,22 @@
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#include "screen.h"
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#include "const.h"
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// Constructor
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Screen::Screen(SDL_Renderer *renderer)
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
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{
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mWindow = window;
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mRenderer = renderer;
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mRealScreenWidth = REAL_SCREEN_WIDTH;
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mRealScreenHeight = REAL_SCREEN_HEIGHT;
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mScreenWidth = SCREEN_WIDTH;
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mScreenHeight = SCREEN_HEIGHT;
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mBorderX = (REAL_SCREEN_WIDTH - SCREEN_WIDTH) / 2;
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mBorderY = (REAL_SCREEN_HEIGHT - SCREEN_HEIGHT) / 2;
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mGameCanvas = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
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if (mGameCanvas == NULL)
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printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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// Destructor
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@@ -15,6 +28,10 @@ Screen::~Screen()
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// Limpia la pantalla
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void Screen::clean()
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{
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SDL_SetRenderDrawColor(mRenderer, 0x27, 0x27, 0x36, 0xFF);
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SDL_RenderClear(mRenderer);
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SDL_SetRenderTarget(mRenderer, mGameCanvas);
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SDL_SetRenderDrawColor(mRenderer, 0xAA, 0x44, 0x44, 0xFF);
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SDL_RenderClear(mRenderer);
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}
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@@ -22,5 +39,12 @@ void Screen::clean()
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// Vuelca el contenido del renderizador en pantalla
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void Screen::blit()
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{
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SDL_Rect src = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
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SDL_Rect dest = {mBorderX, mBorderY, SCREEN_WIDTH, SCREEN_HEIGHT};
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SDL_SetRenderTarget(mRenderer, NULL);
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SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &dest);
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SDL_RenderPresent(mRenderer);
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}
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@@ -8,11 +8,20 @@
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class Screen
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{
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private:
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SDL_Window *mWindow; // Ventana de la aplicación
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SDL_Renderer *mRenderer; // El renderizador de la ventana
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SDL_Texture *mGameCanvas; // Textura para completar la ventana de juego hasta la pantalla completa
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int mRealScreenWidth;
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int mRealScreenHeight;
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int mScreenWidth;
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int mScreenHeight;
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int mBorderX;
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int mBorderY;
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public:
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// Constructor
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Screen(SDL_Renderer *renderer);
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Screen(SDL_Window *windows, SDL_Renderer *renderer);
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// Destructor
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~Screen();
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