#include "on_screen_help.h" #include "screen.h" #include "asset.h" #include "input.h" #include "text.h" #include "sprite.h" #include "texture.h" #include "lang.h" // [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado OnScreenHelp *OnScreenHelp::onScreenHelp = nullptr; // Constantes evaluables en tiempo de compilación constexpr int ICONSIZE = 16; constexpr SDL_Point PADDING = {8, 8}; constexpr SDL_Point DESP = {ICONSIZE + 4, 5}; constexpr SDL_Rect CONTROLLER_UP = {16, 16, ICONSIZE, ICONSIZE}; constexpr SDL_Rect CONTROLLER_DOWN = {48, 16, ICONSIZE, ICONSIZE}; constexpr SDL_Rect CONTROLLER_LEFT = {64, 16, ICONSIZE, ICONSIZE}; constexpr SDL_Rect LEFT_BUTTON = {48, 144, ICONSIZE, ICONSIZE}; constexpr SDL_Rect TOP_BUTTON = {0, 144, ICONSIZE, ICONSIZE}; constexpr SDL_Rect RIGHT_BUTTON = {16, 144, ICONSIZE, ICONSIZE}; constexpr SDL_Rect START_BUTTON = {128, 320, ICONSIZE, ICONSIZE}; constexpr SDL_Rect CONTROLLER_UP_POS = {PADDING.x, PADDING.y + 18 * 0, ICONSIZE, ICONSIZE}; constexpr SDL_Rect CONTROLLER_DOWN_POS = {PADDING.x, PADDING.y + 18 * 1, ICONSIZE, ICONSIZE}; constexpr SDL_Rect CONTROLLER_LEFT_POS = {PADDING.x, PADDING.y + 18 * 2, ICONSIZE, ICONSIZE}; constexpr SDL_Rect LEFT_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 3, ICONSIZE, ICONSIZE}; constexpr SDL_Rect TOP_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 4, ICONSIZE, ICONSIZE}; constexpr SDL_Rect RIGHT_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 5, ICONSIZE, ICONSIZE}; constexpr SDL_Rect START_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 6, ICONSIZE, ICONSIZE}; // [SINGLETON] Crearemos el objeto onScreenHelp con esta función estática void OnScreenHelp::init() { OnScreenHelp::onScreenHelp = new OnScreenHelp(); } // [SINGLETON] Destruiremos el objeto onScreenHelp con esta función estática void OnScreenHelp::destroy() { delete OnScreenHelp::onScreenHelp; } // [SINGLETON] Con este método obtenemos el objeto onScreenHelp y podemos trabajar con él OnScreenHelp *OnScreenHelp::get() { return OnScreenHelp::onScreenHelp; } // Constructor OnScreenHelp::OnScreenHelp() : state(OnScreenHelpStatus::showing) { setSize(); texture = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, dest.w, dest.h); SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); fillTexture(); } // Destructor OnScreenHelp::~OnScreenHelp() { SDL_DestroyTexture(texture); } // Actualiza la lógica interna void OnScreenHelp::update() { } // Muestra el objeto en pantalla void OnScreenHelp::render() { if (state != OnScreenHelpStatus::hidden) { SDL_RenderCopy(Screen::get()->getRenderer(), texture, nullptr, &dest); } } // Rellena la textura con los gráficos y texto void OnScreenHelp::fillTexture() { // Cambia el renderizador a la textura SDL_Texture *temp = SDL_GetRenderTarget(Screen::get()->getRenderer()); SDL_SetRenderTarget(Screen::get()->getRenderer(), texture); // Crea el objeto para el texto Text *text = new Text(Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), Screen::get()->getRenderer()); // Crea la textura con los gráficos Texture *controllersTexture = new Texture(Screen::get()->getRenderer(), Asset::get()->get("controllers.png")); // Crea el sprite para dibujar los gráficos Sprite *sprite = new Sprite({0, 0, 16, 16}, controllersTexture); // Borra la textura SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0); SDL_RenderClear(Screen::get()->getRenderer()); // Pon el color de fondo con el bisel SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0x55, 0x5D, 0x77, 255); SDL_Rect rect; rect = {4, 0, dest.w - (4 * 2), dest.h}; SDL_RenderFillRect(Screen::get()->getRenderer(), &rect); rect = {4 / 2, 1, dest.w - 4, dest.h - 2}; SDL_RenderFillRect(Screen::get()->getRenderer(), &rect); rect = {1, 4 / 2, dest.w - 2, dest.h - 4}; SDL_RenderFillRect(Screen::get()->getRenderer(), &rect); rect = {0, 4, dest.w, dest.h - (4 * 2)}; SDL_RenderFillRect(Screen::get()->getRenderer(), &rect); // Dibuja los iconos y el texto sprite->setSpriteClip(CONTROLLER_UP); sprite->setPos(CONTROLLER_UP_POS); sprite->render(); text->write(CONTROLLER_UP_POS.x + DESP.x, CONTROLLER_UP_POS.y + DESP.y, lang::getText(107)); sprite->setSpriteClip(CONTROLLER_DOWN); sprite->setPos(CONTROLLER_DOWN_POS); sprite->render(); text->write(CONTROLLER_DOWN_POS.x + DESP.x, CONTROLLER_DOWN_POS.y + DESP.y, lang::getText(108)); sprite->setSpriteClip(CONTROLLER_LEFT); sprite->setPos(CONTROLLER_LEFT_POS); sprite->render(); text->write(CONTROLLER_LEFT_POS.x + DESP.x, CONTROLLER_LEFT_POS.y + DESP.y, lang::getText(109)); sprite->setSpriteClip(LEFT_BUTTON); sprite->setPos(LEFT_BUTTON_POS); sprite->render(); text->write(LEFT_BUTTON_POS.x + DESP.x, LEFT_BUTTON_POS.y + DESP.y, lang::getText(110)); sprite->setSpriteClip(TOP_BUTTON); sprite->setPos(TOP_BUTTON_POS); sprite->render(); text->write(TOP_BUTTON_POS.x + DESP.x, TOP_BUTTON_POS.y + DESP.y, lang::getText(111)); sprite->setSpriteClip(RIGHT_BUTTON); sprite->setPos(RIGHT_BUTTON_POS); sprite->render(); text->write(RIGHT_BUTTON_POS.x + DESP.x, RIGHT_BUTTON_POS.y + DESP.y, lang::getText(112)); sprite->setSpriteClip(START_BUTTON); sprite->setPos(START_BUTTON_POS); sprite->render(); text->write(START_BUTTON_POS.x + DESP.x, START_BUTTON_POS.y + DESP.y, lang::getText(113)); // text->write(0, 0, "hola"); // Restaura el destino de renderizado SDL_SetRenderTarget(Screen::get()->getRenderer(), temp); // Elimina los objetos delete text; delete controllersTexture; delete sprite; } // Define el ancho y alto de la textura void OnScreenHelp::setSize() { const int textSize = getLargestStringSize(); dest = (SDL_Rect){8, 8, PADDING.x + DESP.x + textSize + PADDING.x, PADDING.y + (7 * 18) + PADDING.y}; } // Activa o desactiva el objeto void OnScreenHelp::toggleState() { state = state == OnScreenHelpStatus::showing ? OnScreenHelpStatus::hidden : OnScreenHelpStatus::showing; } // Calcula la longitud en pixels del texto más largo int OnScreenHelp::getLargestStringSize() const { Text *text = new Text(Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), Screen::get()->getRenderer()); int size = 0; for (int i = 107; i <= 113; ++i) { const int textSize = text->lenght(lang::getText(i)); size = textSize > size ? textSize : size; } delete text; return size; }