Files
coffee_crisis/source/hiscore_table.cpp

180 lines
3.9 KiB
C++

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