forked from jaildesigner-jailgames/jaildoctors_dilemma
50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
#include "screen.h"
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#include "const.h"
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// Constructor
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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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Screen::~Screen()
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{
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mRenderer = nullptr;
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}
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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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// 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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} |