El responsable de comprobar si se ha pulsado alguna tecla para cambiar el tamaño de la venta, el modo de pantalla completa o la activación de los shaders pasa a ser la clase screen

This commit is contained in:
2024-07-05 14:09:38 +02:00
parent 5e7212dfaa
commit 62f3c42e7b
14 changed files with 209 additions and 187 deletions

View File

@@ -26,8 +26,6 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight);
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
// Inicializa variables
section->name = SECTION_PROG_INSTRUCTIONS;
ticks = 0;
@@ -35,7 +33,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
counter = 0;
counterEnd = 700;
view = {0, 0, param->gameWidth, param->gameHeight};
spritePos = {0,0};
spritePos = {0, 0};
// Rellena la textura de texto
fillTexture();
@@ -153,17 +151,17 @@ void Instructions::fillTexture()
// Calcula cual es el texto más largo de las descripciones de los items
int lenght = 0;
for (int i= 17; i <=21;++i)
for (int i = 17; i <= 21; ++i)
{
const int l = text->lenght(lang->getText(i));
lenght = l > lenght? l : lenght;
lenght = l > lenght ? l : lenght;
}
const int anchorItem = (param->gameWidth - (lenght + 24)) / 2;
// BORRAR ESTO
//SDL_SetRenderDrawColor(renderer, 255, 255, 255, 32);
//SDL_Rect rect = {10, firstLine, param->gameWidth - 20, size};
//SDL_RenderFillRect(renderer, &rect);
// SDL_SetRenderDrawColor(renderer, 255, 255, 255, 32);
// SDL_Rect rect = {10, firstLine, param->gameWidth - 20, size};
// SDL_RenderFillRect(renderer, &rect);
// Escribe el texto de las instrucciones
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, firstLine, lang->getText(11), 1, orangeColor, 1, shdwTxtColor);
@@ -179,11 +177,11 @@ void Instructions::fillTexture()
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, anchor2, lang->getText(16), 1, orangeColor, 1, shdwTxtColor);
const int anchor3 = anchor2 + spacePostHeader;
text->writeShadowed(anchorItem+24, anchor3 + spaceBetweenItemLines * 0, lang->getText(17), shdwTxtColor);
text->writeShadowed(anchorItem+24, anchor3 + spaceBetweenItemLines * 1, lang->getText(18), shdwTxtColor);
text->writeShadowed(anchorItem+24, anchor3 + spaceBetweenItemLines * 2, lang->getText(19), shdwTxtColor);
text->writeShadowed(anchorItem+24, anchor3 + spaceBetweenItemLines * 3, lang->getText(20), shdwTxtColor);
text->writeShadowed(anchorItem+24, anchor3 + spaceBetweenItemLines * 4, lang->getText(21), shdwTxtColor);
text->writeShadowed(anchorItem + 24, anchor3 + spaceBetweenItemLines * 0, lang->getText(17), shdwTxtColor);
text->writeShadowed(anchorItem + 24, anchor3 + spaceBetweenItemLines * 1, lang->getText(18), shdwTxtColor);
text->writeShadowed(anchorItem + 24, anchor3 + spaceBetweenItemLines * 2, lang->getText(19), shdwTxtColor);
text->writeShadowed(anchorItem + 24, anchor3 + spaceBetweenItemLines * 3, lang->getText(20), shdwTxtColor);
text->writeShadowed(anchorItem + 24, anchor3 + spaceBetweenItemLines * 4, lang->getText(21), shdwTxtColor);
// Deja el renderizador como estaba
SDL_SetRenderTarget(renderer, temp);
@@ -220,9 +218,6 @@ void Instructions::fillBackbuffer()
// Actualiza las variables
void Instructions::update()
{
// Comprueba las entradas
checkInput();
// Actualiza las variables
if (SDL_GetTicks() - ticks > ticksSpeed)
{
@@ -271,6 +266,17 @@ void Instructions::render()
screen->blit();
}
// Recarga todas las texturas
void Instructions::reloadTextures()
{
for (auto tex : itemTextures)
{
tex->reLoad();
}
text->reLoadTexture();
fillTexture();
}
// Comprueba los eventos
void Instructions::checkEvents()
{
@@ -283,6 +289,15 @@ void Instructions::checkEvents()
section->name = SECTION_PROG_QUIT;
break;
}
// Comprueba si se ha cambiado el tamaño de la ventana
else if (eventHandler->type == SDL_WINDOWEVENT)
{
if (eventHandler->window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
reloadTextures();
}
}
}
}
@@ -294,27 +309,15 @@ void Instructions::checkInput()
section->name = SECTION_PROG_QUIT;
}
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
screen->switchVideoMode();
}
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen->decWindowSize();
}
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen->incWindowSize();
}
else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE))
{
JA_StopMusic();
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
}
// Comprueba el input para el resto de objetos
screen->checkInput();
}
// Bucle para la pantalla de instrucciones
@@ -322,8 +325,9 @@ void Instructions::run()
{
while (section->name == SECTION_PROG_INSTRUCTIONS)
{
checkInput();
update();
checkEvents();
checkEvents(); // Tiene que ir antes del render
render();
}
}