133 lines
4.2 KiB
C++
133 lines
4.2 KiB
C++
#include "screen.h"
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#include "const.h"
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#include <string>
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#include <stdio.h>
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// Constructor
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options)
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{
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// Inicializa variables
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mWindow = window;
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mRenderer = renderer;
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mOptions = options;
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mGameCanvasWidth = SCREEN_WIDTH;
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mGameCanvasHeight = SCREEN_HEIGHT;
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// Establece el modo de video
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setVideoMode(mOptions->fullScreenMode);
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// Define el color del borde para el modo de pantalla completa
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mBorderColor = {0x27, 0x27, 0x36};
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mBorderColor = {0x00, 0x00, 0x00};
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// Crea la textura donde se dibujan los graficos del juego
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mGameCanvas = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, mGameCanvasWidth, mGameCanvasHeight);
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if (mGameCanvas == NULL)
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printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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// Destructor
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Screen::~Screen()
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{
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mRenderer = nullptr;
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}
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// Limpia la pantalla
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void Screen::clean(color_t color)
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{
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SDL_SetRenderDrawColor(mRenderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(mRenderer);
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}
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// Prepara para empezar a dibujar en la textura de juego
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void Screen::start()
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{
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SDL_SetRenderTarget(mRenderer, mGameCanvas);
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}
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// Vuelca el contenido del renderizador en pantalla
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void Screen::blit()
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{
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// Vuelve a dejar el renderizador en modo normal
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SDL_SetRenderTarget(mRenderer, NULL);
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// Borra el contenido previo
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SDL_SetRenderDrawColor(mRenderer, mBorderColor.r, mBorderColor.g, mBorderColor.b, 0xFF);
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SDL_RenderClear(mRenderer);
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// Copia la textura de juego en el renderizador en la posición adecuada
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SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &mDest);
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// Muestra por pantalla el renderizador
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SDL_RenderPresent(mRenderer);
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}
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// Establece el modo de video
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void Screen::setVideoMode(int fullScreenMode)
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{
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// Aplica el modo de video
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SDL_SetWindowFullscreen(mWindow, fullScreenMode);
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// Si está activo el modo ventana quita el borde
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if (fullScreenMode == 0)
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{
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mScreenWidth = mGameCanvasWidth;
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mScreenHeight = mGameCanvasHeight;
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mDest = {0, 0, mGameCanvasWidth, mGameCanvasHeight};
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// Modifica el tamaño del renderizador y de la ventana
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SDL_RenderSetLogicalSize(mRenderer, mScreenWidth, mScreenHeight);
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SDL_SetWindowSize(mWindow, mScreenWidth * mOptions->windowSize, mScreenHeight * mOptions->windowSize);
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}
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// Si está activo el modo de pantalla completa añade el borde
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if (fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
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{
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// Obten el alto y el ancho de la ventana
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SDL_GetWindowSize(mWindow, &mScreenWidth, &mScreenHeight);
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// Aplica el escalado al rectangulo donde se pinta la textura del juego
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if (mOptions->integerScale)
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{
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// Calcula el tamaño de la escala máxima
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int scale = 0;
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while (((mGameCanvasWidth * (scale + 1)) <= mScreenWidth) && ((mGameCanvasHeight * (scale + 1)) <= mScreenHeight))
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{
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scale++;
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}
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mDest.w = mGameCanvasWidth * scale;
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mDest.h = mGameCanvasHeight * scale;
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mDest.x = (mScreenWidth - mDest.w) / 2;
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mDest.y = (mScreenHeight - mDest.h) / 2;
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}
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else if (mOptions->keepAspect)
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{
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float ratio = (float)mGameCanvasWidth / (float)mGameCanvasHeight;
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if ((mScreenWidth - mGameCanvasWidth) >= (mScreenHeight - mGameCanvasHeight))
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{
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mDest.h = mScreenHeight;
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mDest.w = (int)((mScreenHeight * ratio) + 0.5f);
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mDest.x = (mScreenWidth - mDest.w) / 2;
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mDest.y = (mScreenHeight - mDest.h) / 2;
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}
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else
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{
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mDest.w = mScreenWidth;
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mDest.h = (int)((mScreenWidth / ratio) + 0.5f);
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mDest.x = (mScreenWidth - mDest.w) / 2;
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mDest.y = (mScreenHeight - mDest.h) / 2;
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}
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}
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else
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{
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mDest.w = mScreenWidth;
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mDest.h = mScreenHeight;
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mDest.x = mDest.y = 0;
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}
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// Modifica el tamaño del renderizador
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SDL_RenderSetLogicalSize(mRenderer, mScreenWidth, mScreenHeight);
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}
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} |