clang-tidy readability-function-cognitive-complexity
This commit is contained in:
@@ -1,5 +1,7 @@
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#include "define_buttons.h"
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#include <ranges>
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#include "input.h" // Para Input, InputAction
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#include "lang.h" // Para getText
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#include "options.h" // Para OptionsController, Options, options
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@@ -86,9 +88,6 @@ auto DefineButtons::enable(int index) -> bool {
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return false;
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}
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// Comprueba si está habilitado
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auto DefineButtons::isEnabled() const -> bool { return enabled_; }
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// Incrementa el indice de los botones
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void DefineButtons::incIndexButton() {
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if (index_button_ < buttons_.size() - 1) {
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@@ -100,7 +99,6 @@ void DefineButtons::incIndexButton() {
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// Guarda los cambios en las opciones
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void DefineButtons::saveBindingsToOptions() {
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// Modifica las opciones para colocar los valores asignados
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auto &controller = Options::controllers.at(index_controller_);
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controller.name = input_->getControllerName(index_controller_);
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for (size_t j = 0; j < controller.inputs.size(); ++j) {
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@@ -110,12 +108,9 @@ void DefineButtons::saveBindingsToOptions() {
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// Comprueba que un botón no esté ya asignado
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auto DefineButtons::checkButtonNotInUse(SDL_GamepadButton button) -> bool {
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for (const auto &b : buttons_) {
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if (b.button == button) {
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return false;
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}
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}
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return true;
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return std::ranges::all_of(buttons_, [button](const auto &b) {
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return b.button != button;
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});
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}
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// Limpia la asignación de botones
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@@ -130,18 +125,10 @@ void DefineButtons::clearButtons() {
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// Comprueba si ha finalizado
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void DefineButtons::checkEnd() {
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// Comprueba si ha finalizado
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if (finished_) {
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// Asigna los botones definidos al input_
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bindButtons();
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// Guarda los cambios en las opciones
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saveBindingsToOptions();
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// Reinicia los estados de las pulsaciones de los botones
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input_->resetInputStates();
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// Deshabilita
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enabled_ = false;
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bindButtons(); // Asigna los botones definidos al input_
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saveBindingsToOptions(); // Guarda los cambios en las opciones
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input_->resetInputStates(); // Reinicia los estados de las pulsaciones de los botones
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enabled_ = false; // Deshabilita
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}
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}
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@@ -32,9 +32,9 @@ class DefineButtons {
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void render(); // Dibuja el objeto en pantalla
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void checkEvents(const SDL_Event &event); // Procesa los eventos
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auto enable(int index_controller) -> bool; // Habilita la redefinición de botones
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[[nodiscard]] auto isEnabled() const -> bool; // Comprueba si está habilitado
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[[nodiscard]] auto isEnabled() const -> bool { return enabled_; }; // Comprueba si está habilitado
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private:
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private:
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// Objetos
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Input *input_ = nullptr; // Gestión de entrada
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std::shared_ptr<Text> text_; // Renderizado de texto
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@@ -15,16 +15,16 @@
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#include "texture.h" // Para Texture
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// Singleton
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Notifier *Notifier::instance = nullptr;
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Notifier* Notifier::instance = nullptr;
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// Inicializa la instancia única del singleton
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void Notifier::init(const std::string &icon_file, std::shared_ptr<Text> text) { Notifier::instance = new Notifier(icon_file, text); }
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void Notifier::init(const std::string& icon_file, std::shared_ptr<Text> text) { Notifier::instance = new Notifier(icon_file, text); }
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// Libera la instancia
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void Notifier::destroy() { delete Notifier::instance; }
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// Obtiene la instancia
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auto Notifier::get() -> Notifier * { return Notifier::instance; }
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auto Notifier::get() -> Notifier* { return Notifier::instance; }
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// Constructor
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Notifier::Notifier(std::string icon_file, std::shared_ptr<Text> text)
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@@ -46,71 +46,108 @@ void Notifier::render() {
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// Actualiza el estado de las notificaiones
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void Notifier::update() {
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for (int i = 0; i < (int)notifications_.size(); ++i) {
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// Si la notificación anterior está "saliendo", no hagas nada
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if (i > 0) {
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if (notifications_[i - 1].state == NotificationStatus::RISING) {
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if (!shouldProcessNotification(i)) {
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break;
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}
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}
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notifications_[i].counter++;
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// Hace sonar la notificación en el primer frame
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if (notifications_[i].counter == 1) {
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if (param.notification.sound) {
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if (notifications_[i].state == NotificationStatus::RISING) {
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// Reproduce el sonido de la notificación
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Audio::get()->playSound("notify.wav", Audio::Group::INTERFACE);
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}
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}
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}
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// Comprueba los estados
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if (notifications_[i].state == NotificationStatus::RISING) {
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const float STEP = ((float)notifications_[i].counter / notifications_[i].travel_dist);
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const int ALPHA = 255 * STEP;
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if (param.notification.pos_v == NotifyPosition::TOP) {
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notifications_[i].rect.y++;
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} else {
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notifications_[i].rect.y--;
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}
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notifications_[i].texture->setAlpha(ALPHA);
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if (notifications_[i].rect.y == notifications_[i].y) {
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notifications_[i].state = NotificationStatus::STAY;
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notifications_[i].texture->setAlpha(255);
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notifications_[i].counter = 0;
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}
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}
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else if (notifications_[i].state == NotificationStatus::STAY) {
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if (notifications_[i].counter == wait_time_) {
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notifications_[i].state = NotificationStatus::VANISHING;
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notifications_[i].counter = 0;
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}
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} else if (notifications_[i].state == NotificationStatus::VANISHING) {
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const float STEP = (notifications_[i].counter / (float)notifications_[i].travel_dist);
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const int ALPHA = 255 * (1 - STEP);
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if (param.notification.pos_v == NotifyPosition::TOP) {
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notifications_[i].rect.y--;
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} else {
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notifications_[i].rect.y++;
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}
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notifications_[i].texture->setAlpha(ALPHA);
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if (notifications_[i].rect.y == notifications_[i].y - notifications_[i].travel_dist) {
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notifications_[i].state = NotificationStatus::FINISHED;
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}
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}
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notifications_[i].sprite->setPosition(notifications_[i].rect);
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processNotification(i);
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}
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clearFinishedNotifications();
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}
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bool Notifier::shouldProcessNotification(int index) const {
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// Si la notificación anterior está "saliendo", no hagas nada
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if (index > 0 && notifications_[index - 1].state == NotificationStatus::RISING) {
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return false;
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}
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return true;
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}
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void Notifier::processNotification(int index) {
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auto& notification = notifications_[index];
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notification.counter++;
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playNotificationSoundIfNeeded(notification);
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updateNotificationState(index);
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notification.sprite->setPosition(notification.rect);
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}
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void Notifier::playNotificationSoundIfNeeded(const Notification& notification) {
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// Hace sonar la notificación en el primer frame
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if (notification.counter == 1 &&
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param.notification.sound &&
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notification.state == NotificationStatus::RISING) {
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Audio::get()->playSound("notify.wav", Audio::Group::INTERFACE);
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}
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}
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void Notifier::updateNotificationState(int index) {
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auto& notification = notifications_[index];
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switch (notification.state) {
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case NotificationStatus::RISING:
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handleRisingState(index);
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break;
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case NotificationStatus::STAY:
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handleStayState(index);
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break;
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case NotificationStatus::VANISHING:
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handleVanishingState(index);
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break;
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default:
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break;
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}
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}
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void Notifier::handleRisingState(int index) {
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auto& notification = notifications_[index];
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const float step = (float)notification.counter / notification.travel_dist;
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const int alpha = 255 * step;
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moveNotificationVertically(notification, param.notification.pos_v == NotifyPosition::TOP ? 1 : -1);
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notification.texture->setAlpha(alpha);
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if (notification.rect.y == notification.y) {
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transitionToStayState(index);
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}
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}
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void Notifier::handleStayState(int index) {
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auto& notification = notifications_[index];
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if (notification.counter == wait_time_) {
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notification.state = NotificationStatus::VANISHING;
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notification.counter = 0;
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}
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}
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void Notifier::handleVanishingState(int index) {
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auto& notification = notifications_[index];
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const float step = notification.counter / (float)notification.travel_dist;
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const int alpha = 255 * (1 - step);
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moveNotificationVertically(notification, param.notification.pos_v == NotifyPosition::TOP ? -1 : 1);
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notification.texture->setAlpha(alpha);
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if (notification.rect.y == notification.y - notification.travel_dist) {
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notification.state = NotificationStatus::FINISHED;
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}
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}
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void Notifier::moveNotificationVertically(Notification& notification, int direction) {
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notification.rect.y += direction;
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}
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void Notifier::transitionToStayState(int index) {
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auto& notification = notifications_[index];
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notification.state = NotificationStatus::STAY;
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notification.texture->setAlpha(255);
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notification.counter = 0;
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}
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// Elimina las notificaciones finalizadas
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void Notifier::clearFinishedNotifications() {
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for (int i = (int)notifications_.size() - 1; i >= 0; --i) {
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@@ -120,7 +157,7 @@ void Notifier::clearFinishedNotifications() {
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}
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}
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void Notifier::show(std::vector<std::string> texts, int icon, const std::string &code) {
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void Notifier::show(std::vector<std::string> texts, int icon, const std::string& code) {
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// Si no hay texto, acaba
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if (texts.empty()) {
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return;
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@@ -132,12 +169,12 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string
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}
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// Elimina las cadenas vacías
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texts.erase(std::remove_if(texts.begin(), texts.end(), [](const std::string &s) { return s.empty(); }),
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texts.erase(std::remove_if(texts.begin(), texts.end(), [](const std::string& s) { return s.empty(); }),
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texts.end());
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// Encuentra la cadena más larga
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std::string longest;
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for (const auto &text : texts) {
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for (const auto& text : texts) {
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if (text.length() > longest.length()) {
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longest = text;
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}
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@@ -238,7 +275,7 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string
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// Escribe el texto de la notificación
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const Color COLOR{255, 255, 255};
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int iterator = 0;
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for (const auto &text : texts) {
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for (const auto& text : texts) {
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text_->writeColored(PADDING_IN_H + ICON_SPACE, PADDING_IN_V + iterator * (text_->getCharacterSize() + 1), text, COLOR);
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++iterator;
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}
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@@ -258,7 +295,7 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string
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// Finaliza y elimnina todas las notificaciones activas
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void Notifier::clearAllNotifications() {
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for (auto ¬ification : notifications_) {
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for (auto& notification : notifications_) {
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notification.state = NotificationStatus::FINISHED;
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}
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@@ -268,7 +305,7 @@ void Notifier::clearAllNotifications() {
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// Obtiene los códigos de las notificaciones
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auto Notifier::getCodes() -> std::vector<std::string> {
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std::vector<std::string> codes;
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for (const auto ¬ification : notifications_) {
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for (const auto& notification : notifications_) {
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codes.emplace_back(notification.code);
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}
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return codes;
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@@ -30,10 +30,7 @@ class Notifier {
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auto getCodes() -> std::vector<std::string>; // Obtiene los códigos de las notificaciones activas
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auto checkCode(const std::string &code) -> bool { return stringInVector(getCodes(), code); } // Comprueba si hay alguna notificación con un código concreto
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private:
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// --- Singleton ---
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static Notifier *instance;
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private:
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// --- Tipos internos ---
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enum class NotificationStatus {
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RISING,
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@@ -78,10 +75,22 @@ private:
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bool has_icons_; // Indica si el notificador tiene textura para iconos
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// --- Métodos internos ---
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void clearFinishedNotifications(); // Elimina las notificaciones finalizadas
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void clearAllNotifications(); // Finaliza y elimina todas las notificaciones activas
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void clearFinishedNotifications(); // Elimina las notificaciones cuyo estado es FINISHED
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void clearAllNotifications(); // Elimina todas las notificaciones activas, sin importar el estado
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bool shouldProcessNotification(int index) const; // Determina si una notificación debe ser procesada (según su estado y posición)
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void processNotification(int index); // Procesa una notificación en la posición dada: actualiza su estado y comportamiento visual
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void playNotificationSoundIfNeeded(const Notification ¬ification); // Reproduce sonido asociado si es necesario (dependiendo del estado o contenido)
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void updateNotificationState(int index); // Actualiza el estado interno de una notificación (ej. de RISING a STAY)
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void handleRisingState(int index); // Lógica de animación para el estado RISING (apareciendo)
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void handleStayState(int index); // Lógica para mantener una notificación visible en el estado STAY
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void handleVanishingState(int index); // Lógica de animación para el estado VANISHING (desapareciendo)
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void moveNotificationVertically(Notification ¬ification, int direction); // Mueve verticalmente una notificación en una dirección dada (útil para animación en apilamiento)
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void transitionToStayState(int index); // Cambia el estado de una notificación de RISING a STAY cuando ha alcanzado su posición final
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// --- Constructor y destructor ---
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Notifier(std::string icon_file, std::shared_ptr<Text> text); // Constructor privado
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~Notifier() = default; // Destructor privado
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// --- Singleton ---
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static Notifier *instance;
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};
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@@ -153,19 +153,58 @@ void Scoreboard::fillPanelTextures() {
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
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SDL_RenderClear(renderer_);
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switch (panel_[i].mode) {
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case ScoreboardMode::SCORE: {
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renderPanelContent(i);
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}
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// Deja el renderizador apuntando donde estaba
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SDL_SetRenderTarget(renderer_, temp);
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}
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void Scoreboard::renderPanelContent(size_t panelIndex) {
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switch (panel_[panelIndex].mode) {
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case ScoreboardMode::SCORE:
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renderScoreMode(panelIndex);
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break;
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case ScoreboardMode::DEMO:
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renderDemoMode();
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break;
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case ScoreboardMode::WAITING:
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renderWaitingMode();
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break;
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case ScoreboardMode::GAME_OVER:
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renderGameOverMode();
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break;
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case ScoreboardMode::STAGE_INFO:
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renderStageInfoMode();
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break;
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case ScoreboardMode::CONTINUE:
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renderContinueMode(panelIndex);
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break;
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case ScoreboardMode::ENTER_NAME:
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renderEnterNameMode(panelIndex);
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break;
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case ScoreboardMode::SHOW_NAME:
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renderShowNameMode(panelIndex);
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break;
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case ScoreboardMode::GAME_COMPLETED:
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renderGameCompletedMode(panelIndex);
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break;
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default:
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break;
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}
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}
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void Scoreboard::renderScoreMode(size_t panelIndex) {
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// SCORE
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text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_1_.x, slot4_1_.y, name_[i], 1, text_color1_);
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text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]), 1, text_color2_);
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text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_1_.x, slot4_1_.y, name_[panelIndex], 1, text_color1_);
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text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_2_.x, slot4_2_.y, updateScoreText(score_[panelIndex]), 1, text_color2_);
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// MULT
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text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 3"), 1, text_color1_);
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text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_[i]).substr(0, 3), 1, text_color2_);
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break;
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}
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text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_[panelIndex]).substr(0, 3), 1, text_color2_);
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}
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case ScoreboardMode::DEMO: {
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void Scoreboard::renderDemoMode() {
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// DEMO MODE
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text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 6"), 1, text_color1_);
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@@ -174,10 +213,9 @@ void Scoreboard::fillPanelTextures() {
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text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 8"), 1, text_color1_);
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text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 9"), 1, text_color1_);
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}
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break;
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}
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}
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case ScoreboardMode::WAITING: {
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void Scoreboard::renderWaitingMode() {
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// GAME OVER
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text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
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@@ -186,10 +224,9 @@ void Scoreboard::fillPanelTextures() {
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 8"), 1, text_color1_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 9"), 1, text_color1_);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
case ScoreboardMode::GAME_OVER: {
|
||||
void Scoreboard::renderGameOverMode() {
|
||||
// GAME OVER
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
|
||||
|
||||
@@ -198,10 +235,9 @@ void Scoreboard::fillPanelTextures() {
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 12"), 1, text_color1_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 13"), 1, text_color1_);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
case ScoreboardMode::STAGE_INFO: {
|
||||
void Scoreboard::renderStageInfoMode() {
|
||||
// STAGE
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, Lang::getText("[SCOREBOARD] 5") + std::to_string(stage_), 1, text_color1_);
|
||||
|
||||
@@ -215,84 +251,77 @@ void Scoreboard::fillPanelTextures() {
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 4"), 1, text_color1_);
|
||||
const std::string NAME = hi_score_name_.empty() ? "" : hi_score_name_ + " - ";
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, NAME + updateScoreText(hi_score_), 1, text_color2_);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
case ScoreboardMode::CONTINUE: {
|
||||
void Scoreboard::renderContinueMode(size_t panelIndex) {
|
||||
// SCORE
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_[i], 1, text_color1_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]), 1, text_color2_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_[panelIndex], 1, text_color1_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_[panelIndex]), 1, text_color2_);
|
||||
|
||||
// CONTINUE
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 10"), 1, text_color1_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_[i]), 1, text_color2_);
|
||||
break;
|
||||
}
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_[panelIndex]), 1, text_color2_);
|
||||
}
|
||||
|
||||
case ScoreboardMode::ENTER_NAME: {
|
||||
void Scoreboard::renderEnterNameMode(size_t panelIndex) {
|
||||
// SCORE
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_[i], 1, text_color1_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]), 1, text_color2_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_[panelIndex], 1, text_color1_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_[panelIndex]), 1, text_color2_);
|
||||
|
||||
// ENTER NAME
|
||||
{
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_);
|
||||
|
||||
renderNameInputField(panelIndex);
|
||||
}
|
||||
|
||||
void Scoreboard::renderNameInputField(size_t panelIndex) {
|
||||
SDL_FRect rect = {enter_name_pos_.x, enter_name_pos_.y, 5.0F, 7.0F};
|
||||
|
||||
// Recorre todos los slots de letras del nombre
|
||||
for (size_t j = 0; j < NAME_SIZE; ++j) {
|
||||
// Selecciona el color
|
||||
const Color COLOR = j < selector_pos_[i] ? text_color2_ : text_color1_;
|
||||
const Color COLOR = j < selector_pos_[panelIndex] ? text_color2_ : text_color1_;
|
||||
|
||||
if (j != selector_pos_[i] || time_counter_ % 3 == 0) {
|
||||
if (j != selector_pos_[panelIndex] || time_counter_ % 3 == 0) {
|
||||
// Dibuja la linea
|
||||
if (j >= selector_pos_[i]) {
|
||||
if (j >= selector_pos_[panelIndex]) {
|
||||
SDL_SetRenderDrawColor(renderer_, COLOR.r, COLOR.g, COLOR.b, 255);
|
||||
SDL_RenderLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
|
||||
}
|
||||
|
||||
// Dibuja la letra
|
||||
if (j < record_name_[i].size()) {
|
||||
text_scoreboard_->writeColored(rect.x, rect.y, record_name_[i].substr(j, 1), COLOR);
|
||||
if (j < record_name_[panelIndex].size()) {
|
||||
text_scoreboard_->writeColored(rect.x, rect.y, record_name_[panelIndex].substr(j, 1), COLOR);
|
||||
}
|
||||
}
|
||||
rect.x += 7;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case ScoreboardMode::SHOW_NAME: {
|
||||
}
|
||||
|
||||
void Scoreboard::renderShowNameMode(size_t panelIndex) {
|
||||
// SCORE
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_[i], 1, text_color1_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]), 1, text_color2_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_[panelIndex], 1, text_color1_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_[panelIndex]), 1, text_color2_);
|
||||
|
||||
// NAME
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_);
|
||||
|
||||
/* TEXTO CENTRADO */
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, record_name_[i], 1, getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, record_name_[panelIndex], 1, getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
|
||||
|
||||
/* TEXTO A LA IZQUIERDA */
|
||||
// text_scoreboard_->writeColored(enter_name_pos_.x, enter_name_pos_.y, record_name_[i], getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
|
||||
break;
|
||||
}
|
||||
case ScoreboardMode::GAME_COMPLETED: {
|
||||
// text_scoreboard_->writeColored(enter_name_pos_.x, enter_name_pos_.y, record_name_[panelIndex], getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
|
||||
}
|
||||
|
||||
void Scoreboard::renderGameCompletedMode(size_t panelIndex) {
|
||||
// GAME OVER
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
|
||||
|
||||
// SCORE
|
||||
if (time_counter_ % 10 < 8) {
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 14"), 1, text_color1_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_[i]), 1, text_color2_);
|
||||
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_[panelIndex]), 1, text_color2_);
|
||||
}
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Deja el renderizador apuntando donde estaba
|
||||
SDL_SetRenderTarget(renderer_, temp);
|
||||
}
|
||||
|
||||
// Rellena la textura de fondo
|
||||
|
||||
@@ -113,6 +113,17 @@ class Scoreboard {
|
||||
void updateTimeCounter(); // Actualiza el contador
|
||||
void renderSeparator(); // Dibuja la línea que separa la zona de juego del marcador
|
||||
void iniNameColors(); // Inicializa el vector de colores para el nombre
|
||||
void renderPanelContent(size_t panelIndex);
|
||||
void renderScoreMode(size_t panelIndex);
|
||||
void renderDemoMode();
|
||||
void renderWaitingMode();
|
||||
void renderGameOverMode();
|
||||
void renderStageInfoMode();
|
||||
void renderContinueMode(size_t panelIndex);
|
||||
void renderEnterNameMode(size_t panelIndex);
|
||||
void renderNameInputField(size_t panelIndex);
|
||||
void renderShowNameMode(size_t panelIndex);
|
||||
void renderGameCompletedMode(size_t panelIndex);
|
||||
|
||||
// --- Constructor y destructor privados (singleton) ---
|
||||
Scoreboard();
|
||||
|
||||
Reference in New Issue
Block a user