forked from jaildesigner-jailgames/jaildoctors_dilemma
- Canvis que vaig fer fa 2 messos, però no sé en què estava pensant, he de arreglar-ho.
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@@ -1,6 +1,8 @@
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#include "screen.h"
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#include <string>
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#include <iostream>
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#include "destsurface.h"
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#include "systempalette.h"
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// Constructor
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options)
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@@ -28,7 +30,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
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borderColor = {0x00, 0x00, 0x00};
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// Crea la textura donde se dibujan los graficos del juego
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gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
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gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, gameCanvasWidth, gameCanvasHeight);
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if (gameCanvas == nullptr)
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{
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if (options->console)
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@@ -37,6 +39,8 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
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}
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}
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DestSurface::init(gameCanvasWidth, gameCanvasHeight);
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// Establece el modo de video
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setVideoMode(options->videoMode);
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@@ -53,26 +57,34 @@ Screen::~Screen()
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// Limpia la pantalla
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void Screen::clean(color_t color)
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{
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer);
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DestSurface::clear((color.r<<24) + (color.g<<16) + (color.b<<8) + 255);
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}
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// Prepara para empezar a dibujar en la textura de juego
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void Screen::start()
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{
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SDL_SetRenderTarget(renderer, gameCanvas);
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//SDL_SetRenderTarget(renderer, gameCanvas);
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}
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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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// Vuelve a dejar el renderizador en modo normal
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SDL_SetRenderTarget(renderer, nullptr);
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//SDL_SetRenderTarget(renderer, nullptr);
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// Borra el contenido previo
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SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
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SDL_RenderClear(renderer);
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uint8_t *destSurface = DestSurface::getPixels();
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Uint32 *pixels;
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int pitch;
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int size = gameCanvasWidth*gameCanvasHeight;
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SDL_LockTexture(gameCanvas, NULL, (void**)&pixels, &pitch);
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for (int i=0;i<size;++i) pixels[i] = SystemPalette::getRGBA(destSurface[i]);
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SDL_UnlockTexture(gameCanvas);
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// Copia la textura de juego en el renderizador en la posición adecuada
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SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
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