Abans de renombrar player.cpp
This commit is contained in:
@@ -22,105 +22,101 @@
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#endif
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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Screen *Screen::screen = nullptr;
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Screen *Screen::screen_ = nullptr;
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// [SINGLETON] Crearemos el objeto screen con esta función estática
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void Screen::init(SDL_Window *window, SDL_Renderer *renderer)
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{
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Screen::screen = new Screen(window, renderer);
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Screen::screen_ = new Screen(window, renderer);
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}
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// [SINGLETON] Destruiremos el objeto screen con esta función estática
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void Screen::destroy()
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{
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delete Screen::screen;
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delete Screen::screen_;
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}
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// [SINGLETON] Con este método obtenemos el objeto screen y podemos trabajar con él
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Screen *Screen::get()
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{
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return Screen::screen;
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return Screen::screen_;
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}
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// Constructor
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
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: window(window), renderer(renderer)
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: window_(window), renderer_(renderer)
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{
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// Copia punteros
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input = Input::get();
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asset = Asset::get();
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// Inicializa variables
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srcrect = {0, 0, param.game.width, param.game.height};
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dstrect = {0, 0, param.game.width, param.game.height};
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borderColor = {0, 0, 0};
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flashEffect.enabled = false;
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flashEffect.counter = 0;
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flashEffect.lenght = 0;
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flashEffect.color = {0xFF, 0xFF, 0xFF};
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shakeEffect.enabled = false;
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shakeEffect.desp = 2;
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shakeEffect.delay = 3;
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shakeEffect.counter = 0;
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shakeEffect.lenght = 8;
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shakeEffect.remaining = 0;
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shakeEffect.originalPos = 0;
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shakeEffect.originalWidth = param.game.width;
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attenuateEffect = false;
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fpsTicks = 0;
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fpsCounter = 0;
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fps = 0;
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src_rect_ = {0, 0, param.game.width, param.game.height};
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dst_rect_ = {0, 0, param.game.width, param.game.height};
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border_color_ = {0, 0, 0};
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flash_effect_.enabled = false;
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flash_effect_.counter = 0;
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flash_effect_.lenght = 0;
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flash_effect_.color = {0xFF, 0xFF, 0xFF};
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shake_effect_.enabled = false;
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shake_effect_.desp = 2;
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shake_effect_.delay = 3;
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shake_effect_.counter = 0;
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shake_effect_.lenght = 8;
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shake_effect_.remaining = 0;
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shake_effect_.originalPos = 0;
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shake_effect_.originalWidth = param.game.width;
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attenuate_effect_ = false;
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fps_ticks_ = 0;
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fps_counter_ = 0;
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fps_ = 0;
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#ifdef DEBUG
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showInfo = true;
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show_info_ = true;
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#else
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showInfo = false;
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show_info_ = false;
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#endif
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SDL_DisplayMode DM;
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SDL_GetCurrentDisplayMode(0, &DM);
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infoResolution = std::to_string(DM.w) + " X " + std::to_string(DM.h) + " AT " + std::to_string(DM.refresh_rate) + " HZ";
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info_resolution_ = std::to_string(DM.w) + " X " + std::to_string(DM.h) + " AT " + std::to_string(DM.refresh_rate) + " HZ";
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// Crea los objetos
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notify = std::make_unique<Notify>(renderer, "", asset->get("8bithud.png"), asset->get("8bithud.txt"), asset->get("notify.wav"));
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notify_ = std::make_unique<Notify>(renderer_, "", Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), Asset::get()->get("notify_.wav"));
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// Define el color del borde para el modo de pantalla completa
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borderColor = {0x00, 0x00, 0x00};
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border_color_ = {0x00, 0x00, 0x00};
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// Crea las textura donde se dibujan los graficos del juego
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gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
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shaderCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
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game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
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shader_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
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// Establece el modo de video
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setVideoMode(options.video.mode);
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// Muestra la ventana
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SDL_ShowWindow(window);
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SDL_ShowWindow(window_);
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}
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// Destructor
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Screen::~Screen()
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{
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SDL_DestroyTexture(gameCanvas);
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SDL_DestroyTexture(shaderCanvas);
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SDL_DestroyTexture(game_canvas_);
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SDL_DestroyTexture(shader_canvas_);
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}
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// Limpia la pantalla
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void Screen::clean(Color color)
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{
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer_);
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}
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// Prepara para empezar a dibujar en la textura de juego
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void Screen::start()
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{
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SDL_SetRenderTarget(renderer, gameCanvas);
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SDL_SetRenderTarget(renderer_, game_canvas_);
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}
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// Vuelca el contenido del renderizador en pantalla
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void Screen::blit()
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{
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// Actualiza el contador de FPS
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fpsCounter++;
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fps_counter_++;
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// Actualiza y dibuja el efecto de flash en la pantalla
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doFlash();
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@@ -135,51 +131,51 @@ void Screen::blit()
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displayInfo();
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// Muestra las notificaciones
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notify->render();
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notify_->render();
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#ifdef NO_SHADERS
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// Vuelve a dejar el renderizador en modo normal
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SDL_SetRenderTarget(renderer, nullptr);
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SDL_SetRenderTarget(renderer_, nullptr);
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// Borra el contenido previo
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SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer_, border_color_.r, border_color_.g, border_color_.b, 0xFF);
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SDL_RenderClear(renderer_);
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// Copia la textura de juego en el renderizador en la posición adecuada
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if (shakeEffect.enabled)
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SDL_RenderCopy(renderer, gameCanvas, nullptr, nullptr);
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SDL_RenderCopy(renderer, gameCanvas, &srcrect, &dstrect);
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if (shake_effect_.enabled)
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SDL_RenderCopy(renderer_, game_canvas_, nullptr, nullptr);
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SDL_RenderCopy(renderer_, game_canvas_, &src_rect_, &dst_rect_);
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// Muestra por pantalla el renderizador
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer_);
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#else
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if (options.video.shaders)
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{
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SDL_SetRenderTarget(renderer, shaderCanvas);
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderClear(renderer);
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if (shakeEffect.enabled)
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SDL_RenderCopy(renderer, gameCanvas, nullptr, nullptr);
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SDL_RenderCopy(renderer, gameCanvas, &srcrect, &dstrect);
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SDL_SetRenderTarget(renderer, nullptr);
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SDL_SetRenderTarget(renderer_, shader_canvas_);
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SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderClear(renderer_);
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if (shake_effect_.enabled)
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SDL_RenderCopy(renderer_, game_canvas_, nullptr, nullptr);
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SDL_RenderCopy(renderer_, game_canvas_, &src_rect_, &dst_rect_);
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SDL_SetRenderTarget(renderer_, nullptr);
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shader::render();
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}
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else
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{
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// Vuelve a dejar el renderizador en modo normal
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SDL_SetRenderTarget(renderer, nullptr);
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SDL_SetRenderTarget(renderer_, nullptr);
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// Borra el render
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderClear(renderer_);
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// Copia la textura de juego en el renderizador en la posición adecuada
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if (shakeEffect.enabled)
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SDL_RenderCopy(renderer, gameCanvas, nullptr, nullptr);
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SDL_RenderCopy(renderer, gameCanvas, &srcrect, &dstrect);
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if (shake_effect_.enabled)
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SDL_RenderCopy(renderer_, game_canvas_, nullptr, nullptr);
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SDL_RenderCopy(renderer_, game_canvas_, &src_rect_, &dst_rect_);
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// Muestra por pantalla el renderizador
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer_);
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}
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#endif
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}
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@@ -197,7 +193,7 @@ void Screen::setVideoMode(ScreenVideoMode videoMode)
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case ScreenVideoMode::WINDOW:
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{
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// Cambia a modo de ventana
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SDL_SetWindowFullscreen(window, 0);
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SDL_SetWindowFullscreen(window_, 0);
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#ifdef ARCADE
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// Oculta el puntero
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@@ -207,8 +203,8 @@ void Screen::setVideoMode(ScreenVideoMode videoMode)
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SDL_ShowCursor(SDL_ENABLE);
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#endif
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// Modifica el tamaño de la ventana
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SDL_SetWindowSize(window, param.game.width * options.video.window.size, param.game.height * options.video.window.size);
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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SDL_SetWindowSize(window_, param.game.width * options.video.window.size, param.game.height * options.video.window.size);
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SDL_SetWindowPosition(window_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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break;
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}
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@@ -217,7 +213,7 @@ void Screen::setVideoMode(ScreenVideoMode videoMode)
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case ScreenVideoMode::FULLSCREEN:
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{
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// Aplica el modo de video
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_SetWindowFullscreen(window_, SDL_WINDOW_FULLSCREEN_DESKTOP);
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// Oculta el puntero
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SDL_ShowCursor(SDL_DISABLE);
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@@ -233,10 +229,10 @@ void Screen::setVideoMode(ScreenVideoMode videoMode)
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if (options.video.shaders)
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{
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#ifndef NO_SHADERS
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std::ifstream f(asset->get("crtpi.glsl").c_str());
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std::ifstream f(Asset::get()->get("crtpi.glsl").c_str());
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std::string source((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
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shader::init(window, shaderCanvas, source.c_str());
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shader::init(window_, shader_canvas_, source.c_str());
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#endif
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}
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}
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@@ -274,20 +270,20 @@ void Screen::incWindowSize()
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// Cambia el color del borde
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void Screen::setBorderColor(Color color)
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{
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borderColor = color;
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border_color_ = color;
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}
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// Cambia el tipo de mezcla
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void Screen::setBlendMode(SDL_BlendMode blendMode)
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{
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SDL_SetRenderDrawBlendMode(renderer, blendMode);
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SDL_SetRenderDrawBlendMode(renderer_, blendMode);
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}
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// Actualiza la lógica de la clase
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void Screen::update()
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{
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updateShake();
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notify->update();
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updateShakeEffect();
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notify_->update();
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updateFPS();
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OnScreenHelp::get()->update();
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}
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@@ -297,7 +293,7 @@ void Screen::checkInput()
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{
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#ifndef ARCADE
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// Comprueba el teclado para cambiar entre pantalla completa y ventana
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if (input->checkInput(input_window_fullscreen, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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if (Input::get()->checkInput(input_window_fullscreen, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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{
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switchVideoMode();
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const std::string mode = options.video.mode == ScreenVideoMode::WINDOW ? "Window" : "Fullscreen";
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@@ -306,7 +302,7 @@ void Screen::checkInput()
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}
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// Comprueba el teclado para decrementar el tamaño de la ventana
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if (input->checkInput(input_window_dec_size, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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if (Input::get()->checkInput(input_window_dec_size, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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{
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decWindowSize();
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const std::string size = std::to_string(options.video.window.size);
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@@ -315,7 +311,7 @@ void Screen::checkInput()
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}
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// Comprueba el teclado para incrementar el tamaño de la ventana
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if (input->checkInput(input_window_inc_size, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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if (Input::get()->checkInput(input_window_inc_size, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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{
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incWindowSize();
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const std::string size = std::to_string(options.video.window.size);
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@@ -325,7 +321,7 @@ void Screen::checkInput()
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#endif
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// Comprueba el teclado para activar o desactivar los shaders
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if (input->checkInput(input_video_shaders, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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if (Input::get()->checkInput(input_video_shaders, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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{
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switchShaders();
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return;
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@@ -333,26 +329,26 @@ void Screen::checkInput()
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#ifdef DEBUG
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// Comprueba el teclado para mostrar la información de debug
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if (input->checkInput(input_showinfo, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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if (Input::get()->checkInput(input_showinfo, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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{
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showInfo = !showInfo;
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show_info_ = !show_info_;
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return;
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}
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#endif
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for (int i = 0; i < input->getNumControllers(); ++i)
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for (int i = 0; i < Input::get()->getNumControllers(); ++i)
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{
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// Comprueba los mandos para activar o desactivar los shaders
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if (input->checkModInput(input_service, input_video_shaders, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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if (Input::get()->checkModInput(input_service, input_video_shaders, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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{
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switchShaders();
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return;
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}
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// Comprueba los mandos para mostrar la información de debug
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if (input->checkModInput(input_service, input_showinfo, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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if (Input::get()->checkModInput(input_service, input_showinfo, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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{
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showInfo = !showInfo;
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show_info_ = !show_info_;
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return;
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}
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}
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@@ -362,43 +358,43 @@ void Screen::checkInput()
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void Screen::shake()
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{
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// Si no hay un shake effect activo, se guarda una copia de los valores actuales antes de modificarlos
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if (!shakeEffect.enabled)
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if (!shake_effect_.enabled)
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{
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shakeEffect.enabled = true;
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shakeEffect.originalPos = srcrect.x;
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shakeEffect.originalWidth = srcrect.w;
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srcrect.w -= shakeEffect.desp;
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dstrect.w = srcrect.w;
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shake_effect_.enabled = true;
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shake_effect_.originalPos = src_rect_.x;
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shake_effect_.originalWidth = src_rect_.w;
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src_rect_.w -= shake_effect_.desp;
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dst_rect_.w = src_rect_.w;
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}
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// Si ya hay un shake effect en marcha no se pilla el origen, solo se renuevan los contadores
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shakeEffect.remaining = shakeEffect.lenght;
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shakeEffect.counter = shakeEffect.delay;
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shake_effect_.remaining = shake_effect_.lenght;
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shake_effect_.counter = shake_effect_.delay;
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}
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// Actualiza la logica para agitar la pantalla
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void Screen::updateShake()
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void Screen::updateShakeEffect()
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{
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if (shakeEffect.enabled)
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if (shake_effect_.enabled)
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{
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if (shakeEffect.counter > 0)
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if (shake_effect_.counter > 0)
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{
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shakeEffect.counter--;
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shake_effect_.counter--;
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}
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else
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{
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shakeEffect.counter = shakeEffect.delay;
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const auto srcdesp = shakeEffect.remaining % 2 == 0 ? 0 : shakeEffect.desp;
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const auto dstdesp = shakeEffect.remaining % 2 == 1 ? 0 : shakeEffect.desp;
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srcrect.x = shakeEffect.originalPos + srcdesp;
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dstrect.x = shakeEffect.originalPos + dstdesp;
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shakeEffect.remaining--;
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shakeEffect.enabled = shakeEffect.remaining == -1 ? false : true;
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if (!shakeEffect.enabled)
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shake_effect_.counter = shake_effect_.delay;
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const auto srcdesp = shake_effect_.remaining % 2 == 0 ? 0 : shake_effect_.desp;
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const auto dstdesp = shake_effect_.remaining % 2 == 1 ? 0 : shake_effect_.desp;
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src_rect_.x = shake_effect_.originalPos + srcdesp;
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dst_rect_.x = shake_effect_.originalPos + dstdesp;
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shake_effect_.remaining--;
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shake_effect_.enabled = shake_effect_.remaining == -1 ? false : true;
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if (!shake_effect_.enabled)
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{
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srcrect.x = shakeEffect.originalPos;
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srcrect.w = shakeEffect.originalWidth;
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dstrect = srcrect;
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src_rect_.x = shake_effect_.originalPos;
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src_rect_.w = shake_effect_.originalWidth;
|
||||
dst_rect_ = src_rect_;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -407,39 +403,39 @@ void Screen::updateShake()
|
||||
// Pone la pantalla de color
|
||||
void Screen::flash(Color color, int lenght)
|
||||
{
|
||||
flashEffect.enabled = true;
|
||||
flashEffect.counter = 0;
|
||||
flashEffect.lenght = lenght;
|
||||
flashEffect.color = color;
|
||||
flash_effect_.enabled = true;
|
||||
flash_effect_.counter = 0;
|
||||
flash_effect_.lenght = lenght;
|
||||
flash_effect_.color = color;
|
||||
}
|
||||
|
||||
// Actualiza y dibuja el efecto de flash en la pantalla
|
||||
void Screen::doFlash()
|
||||
{
|
||||
if (flashEffect.enabled)
|
||||
if (flash_effect_.enabled)
|
||||
{
|
||||
// Dibuja el color del flash en la textura
|
||||
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
|
||||
SDL_SetRenderTarget(renderer, gameCanvas);
|
||||
SDL_SetRenderDrawColor(renderer, flashEffect.color.r, flashEffect.color.g, flashEffect.color.b, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_SetRenderTarget(renderer, temp);
|
||||
SDL_Texture *temp = SDL_GetRenderTarget(renderer_);
|
||||
SDL_SetRenderTarget(renderer_, game_canvas_);
|
||||
SDL_SetRenderDrawColor(renderer_, flash_effect_.color.r, flash_effect_.color.g, flash_effect_.color.b, 0xFF);
|
||||
SDL_RenderClear(renderer_);
|
||||
SDL_SetRenderTarget(renderer_, temp);
|
||||
|
||||
// Actualiza la lógica del efecto
|
||||
flashEffect.counter < flashEffect.lenght ? flashEffect.counter++ : flashEffect.enabled = false;
|
||||
flash_effect_.counter < flash_effect_.lenght ? flash_effect_.counter++ : flash_effect_.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Atenua la pantalla
|
||||
void Screen::doAttenuate()
|
||||
{
|
||||
if (attenuateEffect)
|
||||
if (attenuate_effect_)
|
||||
{
|
||||
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
|
||||
SDL_SetRenderTarget(renderer, gameCanvas);
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 64);
|
||||
SDL_RenderFillRect(renderer, nullptr);
|
||||
SDL_SetRenderTarget(renderer, temp);
|
||||
SDL_Texture *temp = SDL_GetRenderTarget(renderer_);
|
||||
SDL_SetRenderTarget(renderer_, game_canvas_);
|
||||
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 64);
|
||||
SDL_RenderFillRect(renderer_, nullptr);
|
||||
SDL_SetRenderTarget(renderer_, temp);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -455,50 +451,50 @@ void Screen::switchShaders()
|
||||
// Atenua la pantalla
|
||||
void Screen::attenuate(bool value)
|
||||
{
|
||||
attenuateEffect = value;
|
||||
attenuate_effect_ = value;
|
||||
}
|
||||
|
||||
// Muestra una notificación de texto por pantalla;
|
||||
void Screen::showNotification(std::string text1, std::string text2, int icon)
|
||||
{
|
||||
notify->showText(text1, text2, icon);
|
||||
notify_->showText(text1, text2, icon);
|
||||
}
|
||||
|
||||
// Obtiene el puntero al renderizador
|
||||
SDL_Renderer *Screen::getRenderer()
|
||||
{
|
||||
return renderer;
|
||||
return renderer_;
|
||||
}
|
||||
|
||||
// Calcula los frames por segundo
|
||||
void Screen::updateFPS()
|
||||
{
|
||||
if (SDL_GetTicks() - fpsTicks > 1000)
|
||||
if (SDL_GetTicks() - fps_ticks_ > 1000)
|
||||
{
|
||||
fpsTicks = SDL_GetTicks();
|
||||
fps = fpsCounter;
|
||||
fpsCounter = 0;
|
||||
fps_ticks_ = SDL_GetTicks();
|
||||
fps_ = fps_counter_;
|
||||
fps_counter_ = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Muestra información por pantalla
|
||||
void Screen::displayInfo()
|
||||
{
|
||||
if (showInfo)
|
||||
if (show_info_)
|
||||
{
|
||||
// FPS
|
||||
const std::string fpstext = std::to_string(fps) + " FPS";
|
||||
const std::string fpstext = std::to_string(fps_) + " FPS";
|
||||
dbg_print(param.game.width - fpstext.length() * 8, 0, fpstext.c_str(), 255, 255, 0);
|
||||
|
||||
// Resolution
|
||||
dbg_print(0, 0, infoResolution.c_str(), 255, 255, 0);
|
||||
dbg_print(0, 0, info_resolution_.c_str(), 255, 255, 0);
|
||||
|
||||
dbg_print(0, 8, std::to_string(globalInputs::servicePressedCounter[0]).c_str(), 255, 255, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// Indica si hay alguna notificación activa en pantalla
|
||||
bool Screen::notificationsAreActive()
|
||||
bool Screen::notificationsAreActive() const
|
||||
{
|
||||
return notify->active();
|
||||
return notify_->active();
|
||||
}
|
||||
Reference in New Issue
Block a user