Finalitzada la part de entrar nom. Falta posar un temporitzador i una animació
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@@ -309,26 +309,24 @@ void Scoreboard::fillPanelTextures()
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// ENTER NAME
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textScoreBoard->writeCentered(slot4_3.x, slot4_3.y, lang::getText(106));
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//color_t selectorColor = lightenColor(color, 36);
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color_t textColor = {0xFB, 0xF2, 0x36};
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SDL_Rect rect = {enterNamePos.x, enterNamePos.y, 8, 8};
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SDL_Rect rect = {enterNamePos.x, enterNamePos.y, 5, 7};
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xEB, 255);
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for (int j = 0; j < (int)recordName[i].size(); ++j)
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{
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 255);
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SDL_RenderDrawLine(renderer, rect.x + 1, rect.y + rect.h + 1, rect.x + rect.w - 2, rect.y + rect.h + 1);
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if (j == selectorPos[i])
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{
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// SDL_SetRenderDrawColor(renderer, selectorColor.r, selectorColor.g, selectorColor.b, 255);
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// SDL_RenderFillRect(renderer, &rect);
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SDL_SetRenderDrawColor(renderer, textColor.r, textColor.g, textColor.b, 255);
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SDL_RenderDrawLine(renderer, rect.x + 1, rect.y + rect.h + 1, rect.x + rect.w - 2, rect.y + rect.h + 1);
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textScoreBoard->writeColored(rect.x + 1, rect.y + 1, recordName[i].substr(j, 1), textColor);
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{// La letra seleccionada se pinta de forma intermitente
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if (counter % 3 > 0)
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{
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SDL_RenderDrawLine(renderer, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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textScoreBoard->write(rect.x, rect.y, recordName[i].substr(j, 1));
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}
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}
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else
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{
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textScoreBoard->write(rect.x + 1, rect.y + 1, recordName[i].substr(j, 1));
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SDL_RenderDrawLine(renderer, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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textScoreBoard->write(rect.x, rect.y, recordName[i].substr(j, 1));
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}
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rect.x += 8;
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rect.x += 7;
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}
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break;
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}
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@@ -402,9 +400,9 @@ void Scoreboard::recalculateAnchors()
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slot4_4 = {col, row4};
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// Primer cuadrado para poner el nombre de record
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const int enterNameLenght = 8 * 8;
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const int enterNameLenght = 8 * 7;
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enterNamePos.x = (panelWidth - enterNameLenght) / 2;
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enterNamePos.y = row4 - 1;
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enterNamePos.y = row4;
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// Recoloca los sprites
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if (powerMeterSprite)
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