Files
vibe1_delta/source/external/dbgtxt.h
Sergio Valor b3c70449dd Reestructurar código moviendo utilidades a source/external/
- Crear directorio source/external/ para componentes externos
- Mover sprite.h/.cpp, texture.h/.cpp, dbgtxt.h, stb_image.h a external/
- Actualizar includes en main.cpp y ball.h para nueva estructura
- Modificar CMakeLists.txt y Makefile para incluir external/*.cpp
- Mantener lógica del juego (ball.h/.cpp, main.cpp) en source/
- Mejorar organización y separación de responsabilidades

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-15 08:31:52 +02:00

42 lines
3.6 KiB
C

#pragma once
namespace
{
SDL_Texture *dbg_tex = nullptr;
SDL_Renderer *dbg_ren = nullptr;
}
void dbg_init(SDL_Renderer *renderer)
{
dbg_ren = renderer;
Uint8 font[448] = {0x42, 0x4D, 0xC0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x82, 0x01, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x18, 0xF3, 0x83, 0x83, 0xCF, 0x83, 0x87, 0x00, 0x00, 0xF3, 0x39, 0x39, 0xCF, 0x79, 0xF3, 0x00, 0x00, 0x01, 0xF9, 0x39, 0xCF, 0x61, 0xF9, 0x00, 0x00, 0x33, 0xF9, 0x03, 0xE7, 0x87, 0x81, 0x00, 0x00, 0x93, 0x03, 0x3F, 0xF3, 0x1B, 0x39, 0x00, 0x00, 0xC3, 0x3F, 0x9F, 0x39, 0x3B, 0x39, 0x00, 0x41, 0xE3, 0x03, 0xC3, 0x01, 0x87, 0x83, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xE7, 0x01, 0xC7, 0x81, 0x01, 0x83, 0x00, 0x00, 0xE7, 0x1F, 0x9B, 0xE7, 0x1F, 0x39, 0x00, 0x00, 0xE7, 0x8F, 0x39, 0xE7, 0x87, 0xF9, 0x00, 0x00, 0xC3, 0xC7, 0x39, 0xE7, 0xC3, 0xC3, 0x00, 0x00, 0x99, 0xE3, 0x39, 0xE7, 0xF1, 0xE7, 0x00, 0x00, 0x99, 0xF1, 0xB3, 0xC7, 0x39, 0xF3, 0x00, 0x00, 0x99, 0x01, 0xC7, 0xE7, 0x83, 0x81, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x83, 0xE7, 0x83, 0xEF, 0x39, 0x39, 0x00, 0x00, 0x39, 0xE7, 0x39, 0xC7, 0x11, 0x11, 0x00, 0x00, 0xF9, 0xE7, 0x39, 0x83, 0x01, 0x83, 0x00, 0x00, 0x83, 0xE7, 0x39, 0x11, 0x01, 0xC7, 0x00, 0x00, 0x3F, 0xE7, 0x39, 0x39, 0x29, 0x83, 0x00, 0x00, 0x33, 0xE7, 0x39, 0x39, 0x39, 0x11, 0x00, 0x00, 0x87, 0x81, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x39, 0x83, 0x3F, 0x85, 0x31, 0x00, 0x00, 0x39, 0x31, 0x39, 0x3F, 0x33, 0x23, 0x00, 0x00, 0x29, 0x21, 0x39, 0x03, 0x21, 0x07, 0x00, 0x00, 0x01, 0x01, 0x39, 0x39, 0x39, 0x31, 0x00, 0x00, 0x01, 0x09, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x11, 0x19, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x39, 0x39, 0x83, 0x03, 0x83, 0x03, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xC1, 0x39, 0x81, 0x83, 0x31, 0x01, 0x00, 0x00, 0x99, 0x39, 0xE7, 0x39, 0x23, 0x3F, 0x00, 0x00, 0x39, 0x39, 0xE7, 0xF9, 0x07, 0x3F, 0x00, 0x00, 0x31, 0x01, 0xE7, 0xF9, 0x0F, 0x3F, 0x00, 0x00, 0x3F, 0x39, 0xE7, 0xF9, 0x27, 0x3F, 0x00, 0x00, 0x9F, 0x39, 0xE7, 0xF9, 0x33, 0x3F, 0x00, 0x00, 0xC1, 0x39, 0x81, 0xF9, 0x39, 0x3F, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x03, 0xC3, 0x07, 0x01, 0x3F, 0x00, 0x00, 0x39, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0x01, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x39, 0x03, 0x3F, 0x39, 0x03, 0x03, 0x00, 0x00, 0x39, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x93, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0xC7, 0x03, 0xC3, 0x07, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00};
dbg_tex = SDL_CreateTextureFromSurface(dbg_ren, SDL_LoadBMP_IO(SDL_IOFromMem(font, 448), 1));
}
void dbg_print(int x, int y, const char *text, Uint8 r, Uint8 g, Uint8 b)
{
int cc = 0;
SDL_SetTextureColorMod(dbg_tex, r, g, b);
SDL_FRect src = {0, 0, 8, 8};
SDL_FRect dst = {static_cast<float>(x), static_cast<float>(y), 8, 8};
while (text[cc] != 0)
{
if (text[cc] != 32)
{
if (text[cc] >= 65)
{
src.x = ((text[cc] - 65) % 6) * 8;
src.y = ((text[cc] - 65) / 6) * 8;
}
else
{
src.x = ((text[cc] - 22) % 6) * 8;
src.y = ((text[cc] - 22) / 6) * 8;
}
SDL_RenderTexture(dbg_ren, dbg_tex, &src, &dst);
}
cc++;
dst.x += 8;
}
}