Ja dibuixa la tarjeta amb la ajuda per als botons de servei

This commit is contained in:
2024-10-01 20:58:05 +02:00
parent 3cabd5c675
commit 3a84ea792c
5 changed files with 222 additions and 29 deletions

View File

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