afegit i parametritzat outline per als textos dels items
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@@ -9,7 +9,7 @@
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#include "audio.h" // Para Audio
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#include "background.h" // Para Background
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#include "color.h" // Para Color, easeOutQuint, NO_TEXT_COLOR
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#include "color.h" // Para Color, easeOutQuint, Colors::NO_COLOR_MOD
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#include "fade.h" // Para Fade, FadeMode, FadeType
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#include "global_events.h" // Para check
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#include "global_inputs.h" // Para check
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@@ -29,14 +29,7 @@
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// Constructor
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HiScoreTable::HiScoreTable()
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: renderer_(Screen::get()->getRenderer()),
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backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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fade_(std::make_unique<Fade>()),
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background_(std::make_unique<Background>()),
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ticks_(0),
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view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}),
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fade_mode_(Fade::Mode::IN),
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background_fade_color_(Color(0, 0, 0)) {
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: renderer_(Screen::get()->getRenderer()), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), fade_(std::make_unique<Fade>()), background_(std::make_unique<Background>()), ticks_(0), view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}), fade_mode_(Fade::Mode::IN), background_fade_color_(Color(0, 0, 0)) {
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// Inicializa el resto
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Section::name = Section::Name::HI_SCORE_TABLE;
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SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
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@@ -191,7 +184,7 @@ void HiScoreTable::createSprites() {
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// Crea los sprites para las entradas en la tabla de puntuaciones
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const int ANIMATION = rand() % 4;
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const std::string SAMPLE_LINE(ENTRY_LENGTH + 3, ' ');
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auto sample_entry = std::make_unique<Sprite>(entry_text->writeDXToTexture(Text::SHADOW, SAMPLE_LINE, 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR));
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auto sample_entry = std::make_unique<Sprite>(entry_text->writeDXToTexture(Text::SHADOW, SAMPLE_LINE, 1, Colors::NO_COLOR_MOD, 1, Colors::SHADOW_TEXT));
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const auto ENTRY_WIDTH = sample_entry->getWidth();
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for (int i = 0; i < MAX_NAMES; ++i) {
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const auto TABLE_POSITION = format(i + 1) + ". ";
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@@ -204,7 +197,7 @@ void HiScoreTable::createSprites() {
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}
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const auto LINE = TABLE_POSITION + Options::settings.hi_score_table.at(i).name + dots + SCORE + ONE_CC;
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entry_names_.emplace_back(std::make_shared<PathSprite>(entry_text->writeDXToTexture(Text::SHADOW, LINE, 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR)));
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entry_names_.emplace_back(std::make_shared<PathSprite>(entry_text->writeDXToTexture(Text::SHADOW, LINE, 1, Colors::NO_COLOR_MOD, 1, Colors::SHADOW_TEXT)));
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const int DEFAULT_POS_X = (backbuffer_width - ENTRY_WIDTH) / 2;
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const int POS_X = (i < 9) ? DEFAULT_POS_X : DEFAULT_POS_X - entry_text->getCharacterSize();
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const int POS_Y = (i * SPACE_BETWEEN_LINES) + FIRST_LINE + SPACE_BETWEEN_HEADER;
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@@ -291,7 +284,7 @@ void HiScoreTable::initBackground() {
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background_->setTransition(0.0F);
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background_->setSunProgression(1.0F);
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background_->setMoonProgression(0.0F);
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background_fade_color_ = GREEN_SKY_COLOR;
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background_fade_color_ = Colors::GREEN_SKY;
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break;
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}
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@@ -301,7 +294,7 @@ void HiScoreTable::initBackground() {
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background_->setTransition(0.0F);
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background_->setSunProgression(0.65F);
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background_->setMoonProgression(0.0F);
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background_fade_color_ = PINK_SKY_COLOR;
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background_fade_color_ = Colors::PINK_SKY;
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break;
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}
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@@ -311,7 +304,7 @@ void HiScoreTable::initBackground() {
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background_->setTransition(0.0F);
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background_->setSunProgression(0.0F);
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background_->setMoonProgression(0.0F);
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background_fade_color_ = BLUE_SKY_COLOR;
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background_fade_color_ = Colors::BLUE_SKY;
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break;
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}
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