Corregidos ~2570 issues automáticamente con clang-tidy --fix-errors más ajustes manuales posteriores: - modernize: designated-initializers, trailing-return-type, use-auto, avoid-c-arrays (→ std::array<>), use-ranges, use-emplace, deprecated-headers, use-equals-default, pass-by-value, return-braced-init-list, use-default-member-init - readability: math-missing-parentheses, implicit-bool-conversion, braces-around-statements, isolate-declaration, use-std-min-max, identifier-naming, else-after-return, redundant-casting, convert-member-functions-to-static, make-member-function-const, static-accessed-through-instance - performance: avoid-endl, unnecessary-value-param, type-promotion, inefficient-vector-operation - dead code: XOR_KEY (orphan tras eliminar encryptData/decryptData), dead stores en engine.cpp y png_shape.cpp - NOLINT justificado en 10 funciones con alta complejidad cognitiva (initialize, render, main, processEvents, update×3, performDemoAction, randomizeOnDemoStart, renderDebugHUD, AppLogo::update) Compilación: gcc -Wall sin warnings. clang-tidy: 0 issues. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
492 lines
19 KiB
C++
492 lines
19 KiB
C++
#include "help_overlay.hpp"
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#include <algorithm> // for std::min
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#include <array> // for std::array
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#include "defines.hpp"
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#include "text/textrenderer.hpp"
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#include "theme_manager.hpp"
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HelpOverlay::HelpOverlay()
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: renderer_(nullptr),
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theme_mgr_(nullptr),
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text_renderer_(nullptr),
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physical_width_(0),
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physical_height_(0),
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visible_(false),
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box_width_(0),
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box_height_(0),
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box_x_(0),
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box_y_(0),
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column1_width_(0),
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column2_width_(0),
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column3_width_(0),
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cached_texture_(nullptr),
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last_category_color_({.r = 0, .g = 0, .b = 0, .a = 255}),
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last_content_color_({.r = 0, .g = 0, .b = 0, .a = 255}),
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last_bg_color_({.r = 0, .g = 0, .b = 0, .a = 255}),
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texture_needs_rebuild_(true) {
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// Llenar lista de controles (organizados por categoría, equilibrado en 3 columnas)
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key_bindings_ = {
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// COLUMNA 1: SIMULACIÓN
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{.key = "SIMULACIÓN", .description = ""},
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{.key = "1-8", .description = "Escenarios (10 a 50.000 pelotas)"},
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{.key = "F", .description = "Cambia entre figura y física"},
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{.key = "B", .description = "Cambia entre boids y física"},
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{.key = "ESPACIO", .description = "Impulso contra la gravedad"},
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{.key = "G", .description = "Activar / Desactivar gravedad"},
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{.key = "CURSORES", .description = "Dirección de la gravedad"},
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{.key = "", .description = ""}, // Separador
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// COLUMNA 1: FIGURAS 3D
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{.key = "FIGURAS 3D", .description = ""},
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{.key = "Q/W/E/R", .description = "Esfera / Lissajous / Hélice / Toroide"},
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{.key = "T/Y/U/I", .description = "Cubo / Cilindro / Icosaedro / Átomo"},
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{.key = "Num+/-", .description = "Escalar figura"},
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{.key = "Num*", .description = "Reset escala"},
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{.key = "Num/", .description = "Activar / Desactivar profundidad"},
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{.key = "[new_col]", .description = ""}, // CAMBIO DE COLUMNA -> COLUMNA 2
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// COLUMNA 2: MODOS
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{.key = "MODOS", .description = ""},
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{.key = "D", .description = "Activar / Desactivar modo demo"},
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{.key = "L", .description = "Activar / Desactivar modo demo lite"},
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{.key = "K", .description = "Activar / Desactivar modo logo"},
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{.key = "", .description = ""}, // Separador
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// COLUMNA 2: VISUAL
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{.key = "VISUAL", .description = ""},
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{.key = "C", .description = "Tema siguiente"},
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{.key = "Shift+C", .description = "Tema anterior"},
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{.key = "NumEnter", .description = "Página de temas"},
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{.key = "Shift+D", .description = "Pausar tema dinámico"},
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{.key = "N", .description = "Cambiar tamaño de pelota"},
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{.key = "X", .description = "Ciclar presets PostFX"},
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{.key = "[new_col]", .description = ""}, // CAMBIO DE COLUMNA -> COLUMNA 3
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// COLUMNA 3: PANTALLA
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{.key = "PANTALLA", .description = ""},
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{.key = "F1", .description = "Disminuye ventana"},
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{.key = "F2", .description = "Aumenta ventana"},
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{.key = "F3", .description = "Pantalla completa"},
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{.key = "F4", .description = "Pantalla completa real"},
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{.key = "F5", .description = "Activar / Desactivar PostFX"},
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{.key = "F6", .description = "Cambia el escalado de pantalla"},
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{.key = "V", .description = "Activar / Desactivar V-Sync"},
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{.key = "", .description = ""}, // Separador
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// COLUMNA 3: DEBUG/AYUDA
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{.key = "DEBUG / AYUDA", .description = ""},
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{.key = "F12", .description = "Activar / Desactivar info debug"},
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{.key = "H", .description = "Esta ayuda"},
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{.key = "ESC", .description = "Salir"}};
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}
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HelpOverlay::~HelpOverlay() {
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// Destruir textura cacheada si existe
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if (cached_texture_ != nullptr) {
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SDL_DestroyTexture(cached_texture_);
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cached_texture_ = nullptr;
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}
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delete text_renderer_;
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}
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void HelpOverlay::toggle() {
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visible_ = !visible_;
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}
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void HelpOverlay::initialize(SDL_Renderer* renderer, ThemeManager* theme_mgr, int physical_width, int physical_height, int font_size) {
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renderer_ = renderer;
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theme_mgr_ = theme_mgr;
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physical_width_ = physical_width;
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physical_height_ = physical_height;
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// Crear renderer de texto con tamaño dinámico
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text_renderer_ = new TextRenderer();
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text_renderer_->init(renderer, APP_FONT, font_size, true);
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calculateBoxDimensions();
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}
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void HelpOverlay::updatePhysicalWindowSize(int physical_width, int physical_height) {
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physical_width_ = physical_width;
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physical_height_ = physical_height;
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calculateBoxDimensions();
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// Marcar textura para regeneración (dimensiones han cambiado)
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texture_needs_rebuild_ = true;
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}
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void HelpOverlay::reinitializeFontSize(int new_font_size) {
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if (text_renderer_ == nullptr) {
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return;
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}
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// Reinicializar text renderer con nuevo tamaño
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text_renderer_->reinitialize(new_font_size);
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// NOTA: NO recalcular dimensiones aquí porque physical_width_ y physical_height_
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// pueden tener valores antiguos. updatePhysicalWindowSize() se llamará después
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// con las dimensiones correctas y recalculará todo apropiadamente.
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// Marcar textura para regeneración completa
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texture_needs_rebuild_ = true;
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}
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void HelpOverlay::updateAll(int font_size, int physical_width, int physical_height) {
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// Actualizar dimensiones físicas PRIMERO
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physical_width_ = physical_width;
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physical_height_ = physical_height;
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// Reinicializar text renderer con nuevo tamaño (si cambió)
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if (text_renderer_ != nullptr) {
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text_renderer_->reinitialize(font_size);
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}
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// Recalcular dimensiones del box con nuevo font y nuevas dimensiones
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calculateBoxDimensions();
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// Marcar textura para regeneración completa
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texture_needs_rebuild_ = true;
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}
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void HelpOverlay::calculateTextDimensions(int& max_width, int& total_height) {
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if (text_renderer_ == nullptr) {
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max_width = 0;
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total_height = 0;
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return;
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}
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int line_height = text_renderer_->getTextHeight();
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// Padding dinámico basado en altura física: 25px para >= 600px, escalado proporcionalmente para menores
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int padding = (physical_height_ >= 600) ? 25 : std::max(10, physical_height_ / 24);
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// Calcular ancho máximo por columna
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int max_col1_width = 0;
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int max_col2_width = 0;
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int max_col3_width = 0;
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int current_column = 0;
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for (const auto& binding : key_bindings_) {
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// Cambio de columna
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if (strcmp(binding.key, "[new_col]") == 0) {
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current_column++;
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continue;
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}
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// Separador vacío (no tiene key ni description)
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if (binding.key[0] == '\0') {
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continue;
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}
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int line_width = 0;
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if (binding.description[0] == '\0') {
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// Es un encabezado (solo tiene key, sin description)
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line_width = text_renderer_->getTextWidthPhysical(binding.key);
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} else {
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// Es una línea normal con key + description
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int key_width = text_renderer_->getTextWidthPhysical(binding.key);
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int desc_width = text_renderer_->getTextWidthPhysical(binding.description);
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line_width = key_width + 10 + desc_width; // 10px de separación
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}
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// Actualizar máximo de columna correspondiente
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if (current_column == 0) {
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max_col1_width = std::max(max_col1_width, line_width);
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} else if (current_column == 1) {
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max_col2_width = std::max(max_col2_width, line_width);
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} else {
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max_col3_width = std::max(max_col3_width, line_width);
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}
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}
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// Almacenar anchos de columnas en miembros para uso posterior
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column1_width_ = max_col1_width;
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column2_width_ = max_col2_width;
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column3_width_ = max_col3_width;
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// Gap entre columnas: doble del padding para dar más respiro
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int col_gap = padding * 2;
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// Ancho total: 3 columnas + padding izq/der + 2 gaps entre columnas
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max_width = max_col1_width + max_col2_width + max_col3_width + padding * 2 + col_gap * 2;
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// Calcular altura real simulando exactamente lo que hace el render
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std::array<int, 3> col_heights = {0, 0, 0};
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current_column = 0;
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for (const auto& binding : key_bindings_) {
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if (strcmp(binding.key, "[new_col]") == 0) {
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current_column++;
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continue;
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}
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if (binding.key[0] == '\0') {
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col_heights[current_column] += line_height; // separador vacío
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} else if (binding.description[0] == '\0') {
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col_heights[current_column] += line_height; // encabezado
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} else {
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col_heights[current_column] += line_height; // línea normal
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}
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}
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int content_height = std::max({col_heights[0], col_heights[1], col_heights[2]});
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// Eliminar el line_gap de la última línea: ese gap es espacio entre líneas,
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// pero la última línea no tiene siguiente, así que queda como padding muerto.
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int glyph_height = text_renderer_->getGlyphHeight();
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int visual_content_height = content_height - (line_height - glyph_height);
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total_height = visual_content_height + padding * 2;
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}
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void HelpOverlay::calculateBoxDimensions() {
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// Calcular dimensiones necesarias según el texto
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int text_width;
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int text_height;
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calculateTextDimensions(text_width, text_height);
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// Aplicar límites máximos: 95% ancho, 90% altura
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int max_width = static_cast<int>(physical_width_ * 0.95f);
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int max_height = static_cast<int>(physical_height_ * 0.90f);
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box_width_ = std::min(text_width, max_width);
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box_height_ = std::min(text_height, max_height);
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// Centrar en pantalla
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box_x_ = (physical_width_ - box_width_) / 2;
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box_y_ = (physical_height_ - box_height_) / 2;
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}
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void HelpOverlay::rebuildCachedTexture() {
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if ((renderer_ == nullptr) || (theme_mgr_ == nullptr) || (text_renderer_ == nullptr)) {
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return;
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}
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// Destruir textura anterior si existe
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if (cached_texture_ != nullptr) {
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SDL_DestroyTexture(cached_texture_);
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cached_texture_ = nullptr;
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}
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// Crear nueva textura del tamaño del overlay
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cached_texture_ = SDL_CreateTexture(renderer_,
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SDL_PIXELFORMAT_RGBA8888,
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SDL_TEXTUREACCESS_TARGET,
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box_width_,
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box_height_);
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if (cached_texture_ == nullptr) {
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SDL_Log("Error al crear textura cacheada: %s", SDL_GetError());
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return;
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}
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// Habilitar alpha blending en la textura
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SDL_SetTextureBlendMode(cached_texture_, SDL_BLENDMODE_BLEND);
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// Guardar render target actual
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SDL_Texture* prev_target = SDL_GetRenderTarget(renderer_);
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// Cambiar render target a la textura cacheada
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SDL_SetRenderTarget(renderer_, cached_texture_);
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// Limpiar textura (completamente transparente)
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
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SDL_RenderClear(renderer_);
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// Habilitar alpha blending
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
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// Obtener colores actuales del tema
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int notif_bg_r;
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int notif_bg_g;
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int notif_bg_b;
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theme_mgr_->getCurrentNotificationBackgroundColor(notif_bg_r, notif_bg_g, notif_bg_b);
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// Renderizar fondo del overlay a la textura
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float alpha = 0.85f;
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std::array<SDL_Vertex, 4> bg_vertices{};
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float r = notif_bg_r / 255.0f;
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float g = notif_bg_g / 255.0f;
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float b = notif_bg_b / 255.0f;
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// Vértices del fondo (posición relativa 0,0 porque estamos renderizando a textura)
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bg_vertices[0].position = {.x = 0, .y = 0};
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bg_vertices[0].tex_coord = {.x = 0.0f, .y = 0.0f};
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bg_vertices[0].color = {.r = r, .g = g, .b = b, .a = alpha};
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bg_vertices[1].position = {.x = static_cast<float>(box_width_), .y = 0};
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bg_vertices[1].tex_coord = {.x = 1.0f, .y = 0.0f};
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bg_vertices[1].color = {.r = r, .g = g, .b = b, .a = alpha};
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bg_vertices[2].position = {.x = static_cast<float>(box_width_), .y = static_cast<float>(box_height_)};
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bg_vertices[2].tex_coord = {.x = 1.0f, .y = 1.0f};
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bg_vertices[2].color = {.r = r, .g = g, .b = b, .a = alpha};
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bg_vertices[3].position = {.x = 0, .y = static_cast<float>(box_height_)};
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bg_vertices[3].tex_coord = {.x = 0.0f, .y = 1.0f};
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bg_vertices[3].color = {.r = r, .g = g, .b = b, .a = alpha};
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std::array<int, 6> bg_indices = {0, 1, 2, 2, 3, 0};
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SDL_RenderGeometry(renderer_, nullptr, bg_vertices.data(), 4, bg_indices.data(), 6);
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// Renderizar texto del overlay (ajustando coordenadas para que sean relativas a 0,0)
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// Necesito renderizar el texto igual que en renderHelpText() pero con coordenadas ajustadas
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// Obtener colores para el texto
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int text_r;
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int text_g;
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int text_b;
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theme_mgr_->getCurrentThemeTextColor(text_r, text_g, text_b);
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SDL_Color category_color = {static_cast<Uint8>(text_r), static_cast<Uint8>(text_g), static_cast<Uint8>(text_b), 255};
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Color ball_color = theme_mgr_->getInterpolatedColor(0);
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SDL_Color content_color = {static_cast<Uint8>(ball_color.r), static_cast<Uint8>(ball_color.g), static_cast<Uint8>(ball_color.b), 255};
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// Guardar colores actuales para comparación futura
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last_category_color_ = category_color;
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last_content_color_ = content_color;
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last_bg_color_ = {.r = static_cast<Uint8>(notif_bg_r), .g = static_cast<Uint8>(notif_bg_g), .b = static_cast<Uint8>(notif_bg_b), .a = 255};
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// Configuración de espaciado
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int line_height = text_renderer_->getTextHeight();
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int padding = (physical_height_ >= 600) ? 25 : std::max(10, physical_height_ / 24);
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int col_gap = padding * 2;
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// Posición X de inicio de cada columna
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std::array<int, 3> col_start{};
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col_start[0] = padding;
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col_start[1] = padding + column1_width_ + col_gap;
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col_start[2] = padding + column1_width_ + col_gap + column2_width_ + col_gap;
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// Ancho de cada columna (para centrado interno)
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std::array<int, 3> col_width = {column1_width_, column2_width_, column3_width_};
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int glyph_height = text_renderer_->getGlyphHeight();
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int current_y = padding;
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int current_column = 0;
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int content_start_y = current_y;
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// Renderizar cada línea
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for (const auto& binding : key_bindings_) {
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if (strcmp(binding.key, "[new_col]") == 0 && binding.description[0] == '\0') {
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if (current_column < 2) {
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current_column++;
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current_y = content_start_y;
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}
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continue;
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}
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// CHECK PADDING INFERIOR ANTES de escribir la línea
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// Usamos glyph_height (no line_height) porque el gap después de la última línea no ocupa espacio visual
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if (current_y + glyph_height > box_height_ - padding) {
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continue;
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}
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int cx = col_start[current_column];
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int cw = col_width[current_column];
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if (binding.description[0] == '\0') {
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if (binding.key[0] == '\0') {
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// Separador vacío: avanzar una línea completa
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current_y += line_height;
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} else {
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// Encabezado de sección — centrado en la columna
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int w = text_renderer_->getTextWidthPhysical(binding.key);
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text_renderer_->printAbsolute(cx + ((cw - w) / 2), current_y, binding.key, category_color);
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current_y += line_height;
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}
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continue;
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}
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// Par tecla+descripción — centrado como bloque en la columna
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int key_width = text_renderer_->getTextWidthPhysical(binding.key);
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int desc_width = text_renderer_->getTextWidthPhysical(binding.description);
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int total_width = key_width + 10 + desc_width;
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int line_x = cx + ((cw - total_width) / 2);
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text_renderer_->printAbsolute(line_x, current_y, binding.key, category_color);
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text_renderer_->printAbsolute(line_x + key_width + 10, current_y, binding.description, content_color);
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current_y += line_height;
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}
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// Restaurar render target original
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SDL_SetRenderTarget(renderer_, prev_target);
|
|
|
|
// Marcar que ya no necesita rebuild
|
|
texture_needs_rebuild_ = false;
|
|
}
|
|
|
|
void HelpOverlay::render(SDL_Renderer* renderer) {
|
|
if (!visible_) {
|
|
return;
|
|
}
|
|
|
|
// Obtener colores actuales del tema
|
|
int notif_bg_r;
|
|
int notif_bg_g;
|
|
int notif_bg_b;
|
|
theme_mgr_->getCurrentNotificationBackgroundColor(notif_bg_r, notif_bg_g, notif_bg_b);
|
|
|
|
int text_r;
|
|
int text_g;
|
|
int text_b;
|
|
theme_mgr_->getCurrentThemeTextColor(text_r, text_g, text_b);
|
|
|
|
Color ball_color = theme_mgr_->getInterpolatedColor(0);
|
|
|
|
// Crear colores actuales para comparación
|
|
SDL_Color current_bg = {static_cast<Uint8>(notif_bg_r), static_cast<Uint8>(notif_bg_g), static_cast<Uint8>(notif_bg_b), 255};
|
|
SDL_Color current_category = {static_cast<Uint8>(text_r), static_cast<Uint8>(text_g), static_cast<Uint8>(text_b), 255};
|
|
SDL_Color current_content = {static_cast<Uint8>(ball_color.r), static_cast<Uint8>(ball_color.g), static_cast<Uint8>(ball_color.b), 255};
|
|
|
|
// Detectar si los colores han cambiado significativamente (umbral: 5/255)
|
|
constexpr int COLOR_CHANGE_THRESHOLD = 5;
|
|
bool colors_changed =
|
|
(abs(current_bg.r - last_bg_color_.r) > COLOR_CHANGE_THRESHOLD ||
|
|
abs(current_bg.g - last_bg_color_.g) > COLOR_CHANGE_THRESHOLD ||
|
|
abs(current_bg.b - last_bg_color_.b) > COLOR_CHANGE_THRESHOLD ||
|
|
abs(current_category.r - last_category_color_.r) > COLOR_CHANGE_THRESHOLD ||
|
|
abs(current_category.g - last_category_color_.g) > COLOR_CHANGE_THRESHOLD ||
|
|
abs(current_category.b - last_category_color_.b) > COLOR_CHANGE_THRESHOLD ||
|
|
abs(current_content.r - last_content_color_.r) > COLOR_CHANGE_THRESHOLD ||
|
|
abs(current_content.g - last_content_color_.g) > COLOR_CHANGE_THRESHOLD ||
|
|
abs(current_content.b - last_content_color_.b) > COLOR_CHANGE_THRESHOLD);
|
|
|
|
// Regenerar textura si es necesario (colores cambiaron O flag de rebuild activo)
|
|
if (texture_needs_rebuild_ || colors_changed || (cached_texture_ == nullptr)) {
|
|
rebuildCachedTexture();
|
|
}
|
|
|
|
// Si no hay textura cacheada (error), salir
|
|
if (cached_texture_ == nullptr) {
|
|
return;
|
|
}
|
|
|
|
// CRÍTICO: Habilitar alpha blending para que la transparencia funcione
|
|
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
|
|
|
// Obtener viewport actual (en modo letterbox F3 tiene offset para centrar imagen)
|
|
SDL_Rect viewport;
|
|
SDL_GetRenderViewport(renderer, &viewport);
|
|
|
|
// Calcular posición centrada dentro del VIEWPORT, no de la pantalla física
|
|
// viewport.w y viewport.h son las dimensiones del área visible
|
|
// viewport.x y viewport.y son el offset de las barras negras
|
|
int centered_x = viewport.x + ((viewport.w - box_width_) / 2);
|
|
int centered_y = viewport.y + ((viewport.h - box_height_) / 2);
|
|
|
|
// Renderizar la textura cacheada centrada en el viewport
|
|
SDL_FRect dest_rect;
|
|
dest_rect.x = static_cast<float>(centered_x);
|
|
dest_rect.y = static_cast<float>(centered_y);
|
|
dest_rect.w = static_cast<float>(box_width_);
|
|
dest_rect.h = static_cast<float>(box_height_);
|
|
|
|
SDL_RenderTexture(renderer, cached_texture_, nullptr, &dest_rect);
|
|
}
|