Variables renombrades en input.cpp

This commit is contained in:
2024-10-12 11:01:42 +02:00
parent 4ef759772a
commit 101e375fd3
16 changed files with 467 additions and 523 deletions

View File

@@ -19,40 +19,39 @@
// Constructor
HiScoreTable::HiScoreTable(JA_Music_t *music)
: music(music)
: music_(music)
{
// Copia punteros
renderer = Screen::get()->getRenderer();
renderer_ = Screen::get()->getRenderer();
// Objetos
eventHandler = std::make_unique<SDL_Event>();
fade = std::make_unique<Fade>(renderer);
background = std::make_unique<Background>(renderer);
text = std::make_unique<Text>(Asset::get()->get("smb2.gif"), Asset::get()->get("smb2.txt"), renderer);
fade_ = std::make_unique<Fade>(renderer_);
background_ = std::make_unique<Background>(renderer_);
text_ = std::make_unique<Text>(Asset::get()->get("smb2.gif"), Asset::get()->get("smb2.txt"), renderer_);
// Crea un backbuffer para el renderizador
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
SDL_SetTextureBlendMode(backbuffer, SDL_BLENDMODE_BLEND);
backbuffer_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
// Inicializa variables
section::name = section::Name::HI_SCORE_TABLE;
ticks = 0;
ticksSpeed = 15;
counter = 0;
counterEnd = 800;
viewArea = {0, 0, param.game.width, param.game.height};
fadeMode = FadeMode::IN;
ticks_ = 0;
ticks_speed_ = 15;
counter_ = 0;
counter_end_ = 800;
view_area_ = {0, 0, param.game.width, param.game.height};
fade_mode_ = FadeMode::IN;
// Inicializa objetos
background->setPos(param.game.game_area.rect);
background->setCloudsSpeed(-0.1f);
background->setGradientNumber(1);
background->setTransition(0.8f);
fade->setColor(fade_color.r, fade_color.g, fade_color.b);
fade->setType(FadeType::RANDOM_SQUARE);
fade->setPost(param.fade.post_duration);
fade->setMode(fadeMode);
fade->activate();
background_->setPos(param.game.game_area.rect);
background_->setCloudsSpeed(-0.1f);
background_->setGradientNumber(1);
background_->setTransition(0.8f);
fade_->setColor(fade_color.r, fade_color.g, fade_color.b);
fade_->setType(FadeType::RANDOM_SQUARE);
fade_->setPost(param.fade.post_duration);
fade_->setMode(fade_mode_);
fade_->activate();
// Crea el contenido de la textura con la lista de puntuaciones
fillTexture();
@@ -61,45 +60,45 @@ HiScoreTable::HiScoreTable(JA_Music_t *music)
// Destructor
HiScoreTable::~HiScoreTable()
{
SDL_DestroyTexture(backbuffer);
SDL_DestroyTexture(backbuffer_);
}
// Actualiza las variables
void HiScoreTable::update()
{
// Actualiza las variables
if (SDL_GetTicks() - ticks > ticksSpeed)
if (SDL_GetTicks() - ticks_ > ticks_speed_)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
ticks_ = SDL_GetTicks();
// Mantiene la música sonando
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
{
JA_PlayMusic(music);
JA_PlayMusic(music_);
}
// Actualiza el objeto screen
Screen::get()->update();
// Actualiza el fondo
background->update();
background_->update();
// Gestiona el fade
updateFade();
// Gestiona el contador y sus eventos
counter++;
counter_++;
if (counter == 150)
if (counter_ == 150)
{
background->setColor({0, 0, 0});
background->setAlpha(96);
background_->setColor({0, 0, 0});
background_->setAlpha(96);
}
if (counter == counterEnd)
if (counter_ == counter_end_)
{
fade->activate();
fade_->activate();
}
}
}
@@ -107,40 +106,40 @@ void HiScoreTable::update()
// Crea el contenido de la textura con la lista de puntuaciones
void HiScoreTable::fillTexture()
{
// hay 27 letras - 7 de puntos quedan 20 caracteres 20 - nameLenght 0 numDots
constexpr auto maxNames = 10;
constexpr auto spaceBetweenHeader = 32;
const auto spaceBetweenLines = text->getCharacterSize() * 2.0f;
const auto size = spaceBetweenHeader + spaceBetweenLines * (maxNames - 1) + text->getCharacterSize();
const auto firstLine = (param.game.height - size) / 2;
// hay 27 letras - 7 de puntos quedan 20 caracteres 20 - name_lenght 0 num_dots
constexpr auto max_names = 10;
constexpr auto space_between_header = 32;
const auto space_between_lines = text_->getCharacterSize() * 2.0f;
const auto size = space_between_header + space_between_lines * (max_names - 1) + text_->getCharacterSize();
const auto first_line = (param.game.height - size) / 2;
// Pinta en el backbuffer el texto y los sprites
auto temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, backbuffer);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
SDL_RenderClear(renderer_);
// Escribe el texto: Mejores puntuaciones
text->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, firstLine, lang::getText(42), 1, orange_color, 1, shdw_txt_color);
text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, first_line, lang::getText(42), 1, orange_color, 1, shdw_txt_color);
// Escribe los nombres de la tabla de puntuaciones
for (int i = 0; i < maxNames; ++i)
for (int i = 0; i < max_names; ++i)
{
const auto nameLenght = options.game.hi_score_table[i].name.length();
const auto name_lenght = options.game.hi_score_table[i].name.length();
const auto score = format(options.game.hi_score_table[i].score);
const auto scoreLenght = score.size();
const auto numDots = 25 - nameLenght - scoreLenght;
const auto score_lenght = score.size();
const auto num_dots = 25 - name_lenght - score_lenght;
std::string dots = "";
for (int j = 0; j < (int)numDots; ++j)
for (int j = 0; j < (int)num_dots; ++j)
{
dots = dots + ".";
}
const auto line = options.game.hi_score_table[i].name + dots + score;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, (i * spaceBetweenLines) + firstLine + spaceBetweenHeader, line, 1, orange_color, 1, shdw_txt_color);
text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, (i * space_between_lines) + first_line + space_between_header, line, 1, orange_color, 1, shdw_txt_color);
}
// Cambia el destino de renderizado
SDL_SetRenderTarget(renderer, temp);
SDL_SetRenderTarget(renderer_, temp);
}
// Pinta en pantalla
@@ -153,16 +152,16 @@ void HiScoreTable::render()
Screen::get()->clean(bg_color);
// Pinta el fondo
background->render();
background_->render();
// Establece la ventana del backbuffer
viewArea.y = std::max(0, param.game.height - counter + 100);
view_area_.y = std::max(0, param.game.height - counter_ + 100);
// Copia el backbuffer al renderizador
SDL_RenderCopy(renderer, backbuffer, nullptr, &viewArea);
SDL_RenderCopy(renderer_, backbuffer_, nullptr, &view_area_);
// Renderiza el fade
fade->render();
fade_->render();
// Vuelca el contenido del renderizador en pantalla
Screen::get()->blit();
@@ -171,7 +170,7 @@ void HiScoreTable::render()
// Recarga todas las texturas
void HiScoreTable::reloadTextures()
{
text->reLoadTexture();
text_->reLoadTexture();
fillTexture();
}
@@ -179,19 +178,20 @@ void HiScoreTable::reloadTextures()
void HiScoreTable::checkEvents()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler.get()) != 0)
SDL_Event event;
while (SDL_PollEvent(&event))
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
if (event.type == SDL_QUIT)
{
section::name = section::Name::QUIT;
break;
}
// Comprueba si se ha cambiado el tamaño de la ventana
else if (eventHandler->type == SDL_WINDOWEVENT)
else if (event.type == SDL_WINDOWEVENT)
{
if (eventHandler->window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
reloadTextures();
}
@@ -233,16 +233,16 @@ void HiScoreTable::run()
// Gestiona el fade
void HiScoreTable::updateFade()
{
fade->update();
fade_->update();
if (fade->hasEnded() && fadeMode == FadeMode::IN)
if (fade_->hasEnded() && fade_mode_ == FadeMode::IN)
{
fade->reset();
fadeMode = FadeMode::OUT;
fade->setMode(fadeMode);
fade_->reset();
fade_mode_ = FadeMode::OUT;
fade_->setMode(fade_mode_);
}
if (fade->hasEnded() && fadeMode == FadeMode::OUT)
if (fade_->hasEnded() && fade_mode_ == FadeMode::OUT)
{
section::name = section::Name::INSTRUCTIONS;
}