333 lines
9.4 KiB
C++
333 lines
9.4 KiB
C++
#include "screen.h"
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#include <SDL3/SDL.h>
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#include <algorithm> // for max, min
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include <string> // for basic_string, char_traits, string
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class Asset;
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// Constructor
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options) {
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// Inicializa variables
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this->window = window;
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this->renderer = renderer;
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this->options = options;
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this->asset = asset;
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gameCanvasWidth = options->gameWidth;
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gameCanvasHeight = options->gameHeight;
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borderWidth = options->borderWidth * 2;
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borderHeight = options->borderHeight * 2;
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notificationLogicalWidth = gameCanvasWidth;
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notificationLogicalHeight = gameCanvasHeight;
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iniFade();
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iniSpectrumFade();
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// Define el color del borde para el modo de pantalla completa
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borderColor = {0x00, 0x00, 0x00};
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// Crea la textura donde se dibujan los graficos del juego
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gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
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if (gameCanvas != nullptr) {
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SDL_SetTextureScaleMode(gameCanvas, options->filter == FILTER_NEAREST ? SDL_SCALEMODE_NEAREST : SDL_SCALEMODE_LINEAR);
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}
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if (gameCanvas == nullptr) {
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if (options->console) {
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std::cout << "TitleSurface could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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// Establece el modo de video
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setVideoMode(options->videoMode);
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// Inicializa variables
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notifyActive = false;
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}
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// Destructor
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Screen::~Screen() {
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SDL_DestroyTexture(gameCanvas);
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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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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer);
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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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SDL_SetRenderTarget(renderer, gameCanvas);
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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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// Vuelve a dejar el renderizador en modo normal
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SDL_SetRenderTarget(renderer, nullptr);
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// Borra el contenido previo
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SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
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SDL_RenderClear(renderer);
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// Copia la textura de juego en el renderizador en la posición adecuada
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SDL_FRect fdest = {(float)dest.x, (float)dest.y, (float)dest.w, (float)dest.h};
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SDL_RenderTexture(renderer, gameCanvas, nullptr, &fdest);
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// Muestra por pantalla el renderizador
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SDL_RenderPresent(renderer);
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}
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// Establece el modo de video
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void Screen::setVideoMode(int videoMode) {
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// Aplica el modo de video
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SDL_SetWindowFullscreen(window, videoMode != 0);
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// Si está activo el modo ventana quita el borde
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if (videoMode == 0) {
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// Muestra el puntero
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SDL_ShowCursor();
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// Esconde la ventana
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// SDL_HideWindow(window);
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if (options->borderEnabled) {
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windowWidth = gameCanvasWidth + borderWidth;
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windowHeight = gameCanvasHeight + borderHeight;
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dest = {0 + (borderWidth / 2), 0 + (borderHeight / 2), gameCanvasWidth, gameCanvasHeight};
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}
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else {
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windowWidth = gameCanvasWidth;
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windowHeight = gameCanvasHeight;
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dest = {0, 0, gameCanvasWidth, gameCanvasHeight};
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}
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// Modifica el tamaño de la ventana
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SDL_SetWindowSize(window, windowWidth * options->windowSize, windowHeight * options->windowSize);
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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// Muestra la ventana
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// SDL_ShowWindow(window);
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}
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// Si está activo el modo de pantalla completa añade el borde
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else if (videoMode == SDL_WINDOW_FULLSCREEN) {
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// Oculta el puntero
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SDL_HideCursor();
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// Obten el alto y el ancho de la ventana
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SDL_GetWindowSize(window, &windowWidth, &windowHeight);
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// Aplica el escalado al rectangulo donde se pinta la textura del juego
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if (options->integerScale) {
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// Calcula el tamaño de la escala máxima
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int scale = 0;
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while (((gameCanvasWidth * (scale + 1)) <= windowWidth) && ((gameCanvasHeight * (scale + 1)) <= windowHeight)) {
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scale++;
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}
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dest.w = gameCanvasWidth * scale;
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dest.h = gameCanvasHeight * scale;
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dest.x = (windowWidth - dest.w) / 2;
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dest.y = (windowHeight - dest.h) / 2;
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} else if (options->keepAspect) {
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float ratio = (float)gameCanvasWidth / (float)gameCanvasHeight;
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if ((windowWidth - gameCanvasWidth) >= (windowHeight - gameCanvasHeight)) {
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dest.h = windowHeight;
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dest.w = (int)((windowHeight * ratio) + 0.5f);
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dest.x = (windowWidth - dest.w) / 2;
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dest.y = (windowHeight - dest.h) / 2;
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} else {
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dest.w = windowWidth;
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dest.h = (int)((windowWidth / ratio) + 0.5f);
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dest.x = (windowWidth - dest.w) / 2;
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dest.y = (windowHeight - dest.h) / 2;
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}
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} else {
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dest.w = windowWidth;
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dest.h = windowHeight;
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dest.x = dest.y = 0;
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}
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}
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// Modifica el tamaño del renderizador
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SDL_SetRenderLogicalPresentation(renderer, windowWidth, windowHeight, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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// Actualiza las opciones
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options->videoMode = videoMode;
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options->screen.windowWidth = windowWidth;
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options->screen.windowHeight = windowHeight;
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}
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// Camibia entre pantalla completa y ventana
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void Screen::switchVideoMode() {
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options->videoMode = (options->videoMode == 0) ? SDL_WINDOW_FULLSCREEN : 0;
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setVideoMode(options->videoMode);
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}
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// Cambia el tamaño de la ventana
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void Screen::setWindowSize(int size) {
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options->windowSize = size;
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setVideoMode(0);
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}
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// Reduce el tamaño de la ventana
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void Screen::decWindowSize() {
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--options->windowSize;
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options->windowSize = std::max(options->windowSize, 1);
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setVideoMode(0);
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}
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// Aumenta el tamaño de la ventana
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void Screen::incWindowSize() {
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++options->windowSize;
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options->windowSize = std::min(options->windowSize, 4);
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setVideoMode(0);
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}
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// Cambia el color del borde
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void Screen::setBorderColor(color_t color) {
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borderColor = color;
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}
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// Cambia el tipo de mezcla
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void Screen::setBlendMode(SDL_BlendMode blendMode) {
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SDL_SetRenderDrawBlendMode(renderer, blendMode);
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}
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// Establece el tamaño del borde
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void Screen::setBorderWidth(int s) {
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options->borderWidth = s;
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}
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// Establece el tamaño del borde
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void Screen::setBorderHeight(int s) {
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options->borderHeight = s;
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}
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// Establece si se ha de ver el borde en el modo ventana
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void Screen::setBorderEnabled(bool value) {
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options->borderEnabled = value;
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}
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// Cambia entre borde visible y no visible
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void Screen::switchBorder() {
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options->borderEnabled = !options->borderEnabled;
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setVideoMode(0);
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}
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// Activa el fade
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void Screen::setFade() {
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fade = true;
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}
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// Comprueba si ha terminado el fade
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bool Screen::fadeEnded() {
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if (fade || fadeCounter > 0) {
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return false;
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}
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return true;
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}
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// Activa el spectrum fade
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void Screen::setspectrumFade() {
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spectrumFade = true;
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}
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// Comprueba si ha terminado el spectrum fade
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bool Screen::spectrumFadeEnded() {
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if (spectrumFade || spectrumFadeCounter > 0) {
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return false;
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}
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return true;
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}
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// Inicializa las variables para el fade
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void Screen::iniFade() {
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fade = false;
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fadeCounter = 0;
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fadeLenght = 200;
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}
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// Actualiza el fade
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void Screen::updateFade() {
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if (!fade) {
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return;
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}
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fadeCounter++;
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if (fadeCounter > fadeLenght) {
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iniFade();
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}
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}
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// Dibuja el fade
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void Screen::renderFade() {
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if (!fade) {
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return;
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}
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const SDL_FRect rect = {0, 0, (float)gameCanvasWidth, (float)gameCanvasHeight};
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color_t color = {0, 0, 0};
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const float step = (float)fadeCounter / (float)fadeLenght;
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const int alpha = 0 + (255 - 0) * step;
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, alpha);
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SDL_RenderFillRect(renderer, &rect);
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}
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// Inicializa las variables para el fade spectrum
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void Screen::iniSpectrumFade() {
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spectrumFade = false;
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spectrumFadeCounter = 0;
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spectrumFadeLenght = 50;
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spectrumColor.clear();
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// Inicializa el vector de colores
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const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
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for (auto v : vColors) {
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spectrumColor.push_back(stringToColor(options->palette, v));
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}
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}
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// Actualiza el spectrum fade
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void Screen::updateSpectrumFade() {
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if (!spectrumFade) {
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return;
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}
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spectrumFadeCounter++;
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if (spectrumFadeCounter > spectrumFadeLenght) {
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iniSpectrumFade();
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SDL_SetTextureColorMod(gameCanvas, 255, 255, 255);
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}
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}
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// Dibuja el spectrum fade
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void Screen::renderSpectrumFade() {
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if (!spectrumFade) {
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return;
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}
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const float step = (float)spectrumFadeCounter / (float)spectrumFadeLenght;
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const int max = spectrumColor.size() - 1;
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const int index = max + (0 - max) * step;
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const color_t c = spectrumColor[index];
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SDL_SetTextureColorMod(gameCanvas, c.r, c.g, c.b);
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}
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// Actualiza los efectos
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void Screen::updateFX() {
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updateFade();
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updateSpectrumFade();
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}
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// Dibuja los efectos
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void Screen::renderFX() {
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renderFade();
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renderSpectrumFade();
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} |