180 lines
3.9 KiB
C++
180 lines
3.9 KiB
C++
#include "hiscore_table.h"
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#include "common/jscore.h"
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const Uint8 SELF = 0;
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// Constructor
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HiScoreTable::HiScoreTable(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, options_t *options)
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{
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// Copia los punteros
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this->renderer = renderer;
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this->screen = screen;
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this->asset = asset;
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this->lang = lang;
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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// Crea un backbuffer para el renderizador
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAME_WIDTH, GAME_HEIGHT);
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if (backbuffer == nullptr)
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{
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printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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// Inicializa variables
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section.name = SELF;
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ticks = 0;
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ticksSpeed = 15;
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manualQuit = false;
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counter = 0;
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counterEnd = 600;
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}
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// Destructor
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HiScoreTable::~HiScoreTable()
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{
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delete eventHandler;
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delete text;
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SDL_DestroyTexture(backbuffer);
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}
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// Actualiza las variables
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void HiScoreTable::update()
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{
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// Comprueba los eventos
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checkEventHandler();
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// Actualiza las variables
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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if (mode == mhst_auto)
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{ // Modo automático
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counter++;
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if (counter == counterEnd)
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{
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section.name = PROG_SECTION_TITLE;
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section.subsection = TITLE_SECTION_1;
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}
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}
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else
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{ // Modo manual
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++counter %= 60000;
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if (manualQuit)
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{
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section.name = PROG_SECTION_TITLE;
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section.subsection = TITLE_SECTION_3;
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}
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}
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}
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}
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// Pinta en pantalla
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void HiScoreTable::render()
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{
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// Pinta en pantalla
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SDL_Rect window = {0, 0, GAME_WIDTH, GAME_HEIGHT};
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SDL_Rect srcRect = {0, 0, 16, 16};
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const color_t orangeColor = {0xFF, 0x7A, 0x00};
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// Pinta en el backbuffer el texto y los sprites
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SDL_SetRenderTarget(renderer, backbuffer);
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SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255);
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SDL_RenderClear(renderer);
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// Escribe el texto
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 8, lang->getText(42), 1, orangeColor, 1, shdwTxtColor);
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int numUsers = jscore::getNumUsers();
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for (int i = 0; i < numUsers; ++i)
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{
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text->writeShadowed(0, (i * text->getCharacterSize())+20, jscore::getUserName(i),shdwTxtColor);
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text->writeShadowed(100, (i * text->getCharacterSize())+20, std::to_string(jscore::getPoints(i)),shdwTxtColor);
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}
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if ((mode == mhst_manual) && (counter % 50 > 14))
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{
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, GAME_HEIGHT - 12, lang->getText(22), 1, orangeColor, 1, shdwTxtColor);
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}
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// Cambia el destino de renderizado
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SDL_SetRenderTarget(renderer, nullptr);
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Limpia la pantalla
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screen->clean(bgColor);
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// Establece la ventana del backbuffer
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if (mode == mhst_auto)
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{
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window.y = std::max(8, GAME_HEIGHT - counter + 100);
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}
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else
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{
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window.y = 0;
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}
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// Copia el backbuffer al renderizador
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SDL_RenderCopy(renderer, backbuffer, nullptr, &window);
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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// Comprueba los eventos
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void HiScoreTable::checkEventHandler()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section.name = PROG_SECTION_QUIT;
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break;
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}
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if ((eventHandler->type == SDL_KEYUP) || (eventHandler->type == SDL_JOYBUTTONUP))
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{
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if (mode == mhst_auto)
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{
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JA_StopMusic();
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section.name = PROG_SECTION_TITLE;
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section.subsection = TITLE_SECTION_1;
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}
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else
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{
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if (counter > 30)
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{
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manualQuit = true;
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}
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}
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}
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}
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}
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// Bucle para la pantalla de instrucciones
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section_t HiScoreTable::run(mode_hiScoreTable_e mode)
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{
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this->mode = mode;
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while (section.name == SELF)
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{
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update();
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render();
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}
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return section;
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}
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