Ja dibuixa la tarjeta amb la ajuda per als botons de servei
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@@ -1,8 +1,36 @@
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#include "on_screen_help.h"
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#include "screen.h"
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#include "asset.h"
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#include "input.h"
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#include "text.h"
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#include "sprite.h"
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#include "texture.h"
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#include "lang.h"
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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OnScreenHelp *OnScreenHelp::onScreenHelp = nullptr;
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// Constantes evaluables en tiempo de compilación
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constexpr int ICONSIZE = 16;
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constexpr SDL_Point PADDING = {8, 8};
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constexpr SDL_Point DESP = {ICONSIZE + 4, 5};
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constexpr SDL_Rect CONTROLLER_UP = {16, 16, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect CONTROLLER_DOWN = {48, 16, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect CONTROLLER_LEFT = {64, 16, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect LEFT_BUTTON = {48, 144, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect TOP_BUTTON = {0, 144, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect RIGHT_BUTTON = {16, 144, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect START_BUTTON = {128, 320, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect CONTROLLER_UP_POS = {PADDING.x, PADDING.y + 18 * 0, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect CONTROLLER_DOWN_POS = {PADDING.x, PADDING.y + 18 * 1, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect CONTROLLER_LEFT_POS = {PADDING.x, PADDING.y + 18 * 2, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect LEFT_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 3, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect TOP_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 4, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect RIGHT_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 5, ICONSIZE, ICONSIZE};
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constexpr SDL_Rect START_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 6, ICONSIZE, ICONSIZE};
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// [SINGLETON] Crearemos el objeto onScreenHelp con esta función estática
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void OnScreenHelp::init()
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{
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@@ -22,11 +50,143 @@ OnScreenHelp *OnScreenHelp::get()
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}
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// Constructor
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OnScreenHelp::OnScreenHelp()
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OnScreenHelp::OnScreenHelp() : state(OnScreenHelpStatus::showing)
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{
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setSize();
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texture = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, dest.w, dest.h);
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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fillTexture();
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}
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// Destructor
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OnScreenHelp::~OnScreenHelp()
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{
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SDL_DestroyTexture(texture);
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}
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// Actualiza la lógica interna
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void OnScreenHelp::update()
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{
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}
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// Muestra el objeto en pantalla
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void OnScreenHelp::render()
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{
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if (state != OnScreenHelpStatus::hidden)
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{
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SDL_RenderCopy(Screen::get()->getRenderer(), texture, nullptr, &dest);
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}
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}
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// Rellena la textura con los gráficos y texto
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void OnScreenHelp::fillTexture()
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{
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// Cambia el renderizador a la textura
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SDL_Texture *temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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SDL_SetRenderTarget(Screen::get()->getRenderer(), texture);
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// Crea el objeto para el texto
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Text *text = new Text(Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), Screen::get()->getRenderer());
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// Crea la textura con los gráficos
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Texture *controllersTexture = new Texture(Screen::get()->getRenderer(), Asset::get()->get("controllers.png"));
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// Crea el sprite para dibujar los gráficos
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Sprite *sprite = new Sprite({0, 0, 16, 16}, controllersTexture);
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// Borra la textura
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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// Pon el color de fondo con el bisel
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0x55, 0x5D, 0x77, 255);
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SDL_Rect rect;
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rect = {4, 0, dest.w - (4 * 2), dest.h};
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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rect = {4 / 2, 1, dest.w - 4, dest.h - 2};
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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rect = {1, 4 / 2, dest.w - 2, dest.h - 4};
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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rect = {0, 4, dest.w, dest.h - (4 * 2)};
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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// Dibuja los iconos y el texto
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sprite->setSpriteClip(CONTROLLER_UP);
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sprite->setPos(CONTROLLER_UP_POS);
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sprite->render();
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text->write(CONTROLLER_UP_POS.x + DESP.x, CONTROLLER_UP_POS.y + DESP.y, lang::getText(107));
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sprite->setSpriteClip(CONTROLLER_DOWN);
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sprite->setPos(CONTROLLER_DOWN_POS);
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sprite->render();
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text->write(CONTROLLER_DOWN_POS.x + DESP.x, CONTROLLER_DOWN_POS.y + DESP.y, lang::getText(108));
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sprite->setSpriteClip(CONTROLLER_LEFT);
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sprite->setPos(CONTROLLER_LEFT_POS);
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sprite->render();
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text->write(CONTROLLER_LEFT_POS.x + DESP.x, CONTROLLER_LEFT_POS.y + DESP.y, lang::getText(109));
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sprite->setSpriteClip(LEFT_BUTTON);
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sprite->setPos(LEFT_BUTTON_POS);
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sprite->render();
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text->write(LEFT_BUTTON_POS.x + DESP.x, LEFT_BUTTON_POS.y + DESP.y, lang::getText(110));
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sprite->setSpriteClip(TOP_BUTTON);
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sprite->setPos(TOP_BUTTON_POS);
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sprite->render();
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text->write(TOP_BUTTON_POS.x + DESP.x, TOP_BUTTON_POS.y + DESP.y, lang::getText(111));
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sprite->setSpriteClip(RIGHT_BUTTON);
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sprite->setPos(RIGHT_BUTTON_POS);
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sprite->render();
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text->write(RIGHT_BUTTON_POS.x + DESP.x, RIGHT_BUTTON_POS.y + DESP.y, lang::getText(112));
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sprite->setSpriteClip(START_BUTTON);
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sprite->setPos(START_BUTTON_POS);
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sprite->render();
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text->write(START_BUTTON_POS.x + DESP.x, START_BUTTON_POS.y + DESP.y, lang::getText(113));
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// text->write(0, 0, "hola");
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// Restaura el destino de renderizado
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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// Elimina los objetos
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delete text;
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delete controllersTexture;
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delete sprite;
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}
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// Define el ancho y alto de la textura
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void OnScreenHelp::setSize()
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{
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const int textSize = getLargestStringSize();
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dest = (SDL_Rect){8, 8, PADDING.x + DESP.x + textSize + PADDING.x, PADDING.y + (7 * 18) + PADDING.y};
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}
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// Activa o desactiva el objeto
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void OnScreenHelp::toggleState()
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{
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state = state == OnScreenHelpStatus::showing ? OnScreenHelpStatus::hidden : OnScreenHelpStatus::showing;
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}
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// Calcula la longitud en pixels del texto más largo
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int OnScreenHelp::getLargestStringSize() const
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{
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Text *text = new Text(Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), Screen::get()->getRenderer());
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int size = 0;
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for (int i = 107; i <= 113; ++i)
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{
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const int textSize = text->lenght(lang::getText(i));
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size = textSize > size ? textSize : size;
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}
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delete text;
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return size;
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}
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