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3 Commits

Author SHA1 Message Date
ba05eab79e Reduida la dependencia de PathSprite a Sprite
Treballant en els missatges de text que ixen durant la partida
2024-10-29 20:05:05 +01:00
d83c05bad4 El game_text dels items ja son textures generades i precarregades 2024-10-29 16:04:14 +01:00
e2abf835f9 Afegida nova tipografia 04b_25
Eliminades tipografies que no s'utilitzaven
La classe Text ara pot tornar una textura amb el text
2024-10-29 15:22:19 +01:00
25 changed files with 325 additions and 669 deletions

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# box width
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@@ -427,15 +427,6 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/gfx/game/game_sky_colors.png", AssetType::BITMAP);
}
{ // Game Text
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_1000_points.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_2500_points.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_5000_points.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_powerup.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_one_hit.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_stop.png", AssetType::BITMAP);
}
{ // Intro
Asset::get()->add(prefix + "/data/gfx/intro/intro.png", AssetType::BITMAP);
}
@@ -495,16 +486,12 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/font/8bithud.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/8bithud.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/nokia.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/nokia_big2.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/nokia.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/nokia2.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/nokia2.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/nokia_big2.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/smb2_big.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/smb2_big.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/smb2.gif", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/smb2_palette1.pal", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/font/smb2.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/04b_25.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/04b_25.txt", AssetType::FONT);
// Textos
Asset::get()->add(prefix + "/data/lang/es_ES.txt", AssetType::LANG);

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@@ -118,12 +118,12 @@ void Game::setResources()
// Texturas - Game_text
{
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_1000_points.png"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_2500_points.png"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_5000_points.png"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_powerup.png"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_one_hit.png"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_stop.png"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_1000_points"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_2500_points"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_5000_points"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_powerup"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_one_hit"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_stop"));
}
// Texturas - Globos
@@ -201,14 +201,6 @@ void Game::setResources()
item_animations_.emplace_back(Resource::get()->getAnimation("item_coffee.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_coffee_machine.ani"));
}
// Texto
{
text_ = std::make_unique<Text>(Resource::get()->getTexture("smb2.gif"), Resource::get()->getTextFile("smb2.txt"));
text_big_ = std::make_unique<Text>(Resource::get()->getTexture("smb2_big.png"), Resource::get()->getTextFile("smb2_big.txt"));
text_nokia2_ = std::make_unique<Text>(Resource::get()->getTexture("nokia2.png"), Resource::get()->getTextFile("nokia2.txt"));
text_nokia2_big_ = std::make_unique<Text>(Resource::get()->getTexture("nokia_big2.png"), Resource::get()->getTextFile("nokia_big2.txt"));
}
}
// Crea una formación de enemigos
@@ -652,28 +644,28 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player)
{
player->addScore(1000);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[0]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[0]);
createItemText(x, game_text_textures_[0]);
break;
}
case ItemType::GAVINA:
{
player->addScore(2500);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[1]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[1]);
createItemText(x, game_text_textures_[1]);
break;
}
case ItemType::PACMAR:
{
player->addScore(5000);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[2]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[2]);
createItemText(x, game_text_textures_[2]);
break;
}
case ItemType::CLOCK:
{
enableTimeStopItem();
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[5]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[5]);
createItemText(x, game_text_textures_[5]);
break;
}
case ItemType::COFFEE:
@@ -682,13 +674,13 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player)
{
player->addScore(5000);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[2]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[2]);
createItemText(x, game_text_textures_[2]);
}
else
{
player->giveExtraHit();
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[4]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[4]);
createItemText(x, game_text_textures_[4]);
}
break;
}
@@ -697,7 +689,7 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player)
player->setPowerUp();
coffee_machine_enabled_ = false;
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[3]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[3]);
createItemText(x, game_text_textures_[3]);
break;
}
default:
@@ -897,7 +889,7 @@ void Game::freeItems()
}
// Crea un objeto PathSprite
void Game::createPathSprite(int x, std::shared_ptr<Texture> texture)
void Game::createItemText(int x, std::shared_ptr<Texture> texture)
{
path_sprites_.emplace_back(std::make_unique<PathSprite>(texture));
@@ -905,7 +897,7 @@ void Game::createPathSprite(int x, std::shared_ptr<Texture> texture)
const auto h = texture->getHeight();
const int y0 = param.game.play_area.rect.h - h;
const int y1 = 160;
const int y1 = 155;
const int y2 = -h;
// Ajusta para que no se dibuje fuera de pantalla
@@ -920,6 +912,17 @@ void Game::createPathSprite(int x, std::shared_ptr<Texture> texture)
path_sprites_.back()->enable();
}
// Crea un objeto PathSprite
void Game::createMessage(std::vector<Path> paths, std::shared_ptr<Texture> texture)
{
path_sprites_.emplace_back(std::make_unique<PathSprite>(texture));
// Inicializa
for (const auto &path : paths)
path_sprites_.back()->addPath(path);
path_sprites_.back()->enable();
}
// Vacia el vector de smartsprites
void Game::freeSmartSprites()
{
@@ -1286,8 +1289,11 @@ void Game::updateMenace()
void Game::renderMessages()
{
// GetReady
if (counter_ < STAGE_COUNTER_ && !demo_.enabled)
text_nokia2_big_->write((int)get_ready_bitmap_path_[counter_], param.game.play_area.center_y - 8, lang::getText(75), -2);
if (counter_ == 10 && !demo_.enabled)
{ // text_04b_25_->write2X((int)get_ready_bitmap_path_[counter_], param.game.play_area.center_y - 8, lang::getText(75), -2);
std::vector<Path> paths = {paths_.at(0), paths_.at(1)};
createMessage(paths, Resource::get()->getTexture("get_ready"));
}
// STAGE NUMBER
if (stage_bitmap_counter_ < STAGE_COUNTER_)
@@ -1309,14 +1315,14 @@ void Game::renderMessages()
if (!game_completed_)
{
// Escribe el número de fases restantes
text_nokia2_big_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_], text, -2, no_color, 2, shdw_txt_color);
//text_04b_25_->write2X(param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_], text, -2);
}
else
{
// Escribe el texto de juego completado
text = lang::getText(50);
text_nokia2_big_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_], text, -2, no_color, 1, shdw_txt_color);
text_nokia2_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_] + text_nokia2_big_->getCharacterSize() + 2, lang::getText(76), -1, no_color, 1, shdw_txt_color);
//text_nokia2_big_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_], text, -2, no_color, 1, shdw_txt_color);
//text_nokia2_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_] + text_nokia2_big_->getCharacterSize() + 2, lang::getText(76), -1, no_color, 1, shdw_txt_color);
}
}
}
@@ -1379,6 +1385,18 @@ int Game::calculateScreenPower()
// Inicializa las variables que contienen puntos de ruta para mover objetos
void Game::initPaths()
{
// Recorrido para el texto de "Get Ready!"
const auto &texture = Resource::get()->getTexture("get_ready");
const auto w = texture->getWidth();
const auto h = texture->getHeight();
const int x0 = -w;
const int x1 = param.game.play_area.center_x - w / 2;
const int x2 = param.game.play_area.rect.w;
const int y = param.game.play_area.center_y - h / 2;
paths_.emplace_back(Path(createPath(x0, x1, PathType::HORIZONTAL, y, 80, easeOutQuint), 10));
paths_.emplace_back(Path(createPath(x1, x2, PathType::HORIZONTAL, y, 80, easeInQuint), 0));
// Vector con los valores del seno para 360 grados
float sin[360];
for (int i = 0; i < 360; ++i)
@@ -1404,33 +1422,6 @@ void Game::initPaths()
int index = static_cast<int>(((i - 149) * 1.8f) + 90) % 360;
stage_bitmap_path_[i] = sin[index] * (center_point + 17) - 17;
}
// Letrero de GetReady
const auto size = text_nokia2_big_->lenght(lang::getText(75), -2);
const float start1 = param.game.play_area.rect.x - size;
const float finish1 = param.game.play_area.center_x - (size / 2);
const float finish2 = param.game.play_area.rect.w;
const float distance1 = finish1 - start1;
const float distance2 = finish2 - finish1;
for (int i = 0; i < first_part; ++i)
{
get_ready_bitmap_path_[i] = sin[(int)(i * 1.8f)];
get_ready_bitmap_path_[i] *= distance1;
get_ready_bitmap_path_[i] -= size;
}
for (int i = first_part; i < second_part; ++i)
get_ready_bitmap_path_[i] = (int)finish1;
for (int i = second_part; i < STAGE_COUNTER_; ++i)
{
get_ready_bitmap_path_[i] = sin[(int)((i - second_part) * 1.8f)];
get_ready_bitmap_path_[i] *= distance2;
get_ready_bitmap_path_[i] += finish1;
}
}
// Actualiza el tramo final de juego, una vez completado
@@ -1565,7 +1556,7 @@ void Game::checkEvents()
case SDLK_5: // Crea un PathSprite
{
const int x = players_.at(0)->getPosX() + (players_.at(0)->getWidth() - game_text_textures_[3]->getWidth()) / 2;
createPathSprite(x, game_text_textures_.at(3));
createItemText(x, game_text_textures_.at(3));
break;
}
default:

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@@ -10,6 +10,7 @@
#include "options.h" // Para Options, OptionsGame, options
#include "player.h" // Para Player
#include "utils.h" // Para Demo
#include "path_sprite.h"
class Asset; // lines 12-12
class Background; // lines 13-13
class BalloonFormations; // lines 14-14
@@ -144,12 +145,8 @@ private:
std::vector<std::vector<std::string>> balloon_animations_; // Vector con las animaciones de los globos
std::vector<std::vector<std::string>> explosions_animations_; // Vector con las animaciones de las explosiones
std::unique_ptr<Text> text_; // Fuente para los textos del juego
std::unique_ptr<Text> text_big_; // Fuente de texto grande
std::unique_ptr<Text> text_nokia2_; // Otra fuente de texto para mensajes
std::unique_ptr<Text> text_nokia2_big_; // Y la versión en grande
std::unique_ptr<Fade> fade_; // Objeto para renderizar fades
std::vector<Path> paths_; // Vector con los recorridos precalculados almacenados
// Variables
HiScoreEntry hi_score_ = HiScoreEntry(
@@ -304,7 +301,10 @@ private:
void freeItems();
// Crea un objeto PathSprite
void createPathSprite(int x, std::shared_ptr<Texture> texture);
void createItemText(int x, std::shared_ptr<Texture> texture);
// Crea un objeto PathSprite
void createMessage(std::vector<Path> paths, std::shared_ptr<Texture> texture);
// Vacia el vector de smartsprites
void freeSmartSprites();

View File

@@ -139,9 +139,7 @@ Intro::Intro()
texts_[8]->setSpeed(16);
for (auto &text : texts_)
{
text->center(param.game.game_area.center_x);
}
}
// Recarga todas las texturas
@@ -171,9 +169,7 @@ void Intro::checkEvents()
case SDL_WINDOWEVENT:
{
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
reloadTextures();
}
break;
}

View File

@@ -7,34 +7,8 @@
#include <functional>
class Texture; // lines 3-3
// Constructor
PathSprite::PathSprite(std::shared_ptr<Texture> texture)
: AnimatedSprite(texture) {}
// Actualiza la posición y comprueba si ha llegado a su destino
void PathSprite::update()
{
if (enabled_)
{
moveThroughCurrentPath();
goToNextPathOrDie();
}
}
// Añade un recorrido
void PathSprite::addPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction, int waiting_counter)
{
paths_.emplace_back(createPath(start, end, type, fixed_pos, steps, easingFunction), waiting_counter);
}
// Añade un recorrido
void PathSprite::addPath(std::vector<SDL_Point> spots, int waiting_counter)
{
paths_.emplace_back(std::move(spots), waiting_counter);
}
// Devuelve un vector con los puntos que conforman la ruta
std::vector<SDL_Point> PathSprite::createPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction)
std::vector<SDL_Point> createPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction)
{
std::vector<SDL_Point> v;
v.reserve(steps);
@@ -69,6 +43,34 @@ std::vector<SDL_Point> PathSprite::createPath(int start, int end, PathType type,
return v;
}
// Actualiza la posición y comprueba si ha llegado a su destino
void PathSprite::update()
{
if (enabled_)
{
moveThroughCurrentPath();
goToNextPathOrDie();
}
}
// Añade un recorrido
void PathSprite::addPath(Path path)
{
paths_.emplace_back(path);
}
// Añade un recorrido
void PathSprite::addPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction, int waiting_counter)
{
paths_.emplace_back(createPath(start, end, type, fixed_pos, steps, easingFunction), waiting_counter);
}
// Añade un recorrido
void PathSprite::addPath(std::vector<SDL_Point> spots, int waiting_counter)
{
paths_.emplace_back(std::move(spots), waiting_counter);
}
// Habilita el objeto
void PathSprite::enable()
{
@@ -82,7 +84,7 @@ void PathSprite::moveThroughCurrentPath()
// Establece la posición
const auto &p = path.spots.at(path.counter);
MovingSprite::setPos(p.x, p.y);
setPosition(p);
// Comprobar si ha terminado el recorrido
if (!path.on_destination)

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@@ -1,7 +1,7 @@
#pragma once
#include <SDL2/SDL_rect.h> // Para SDL_Point
#include <memory> // Para shared_ptr
#include <SDL2/SDL_rect.h> // Para SDL_Point
#include <memory> // Para shared_ptr
#include <functional>
#include <vector> // Para vector
#include "animated_sprite.h" // Para AnimatedSprite
@@ -13,24 +13,27 @@ enum class PathType
HORIZONTAL,
};
// Estructuras
struct Path
{
std::vector<SDL_Point> spots; // Puntos por los que se desplazará el sprite
int waiting_counter; // Tiempo de espera una vez en el destino
bool on_destination = false; // Indica si ha llegado al destino
bool finished = false; // Indica si ha terminado de esperarse
int counter = 0; // Contador interno
// Constructor
Path(const std::vector<SDL_Point> &spots_init, int waiting_counter_init)
: spots(spots_init), waiting_counter(waiting_counter_init) {}
};
// Devuelve un vector con los puntos que conforman la ruta
std::vector<SDL_Point> createPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction);
// Clase PathSprite
class PathSprite : public AnimatedSprite
class PathSprite : public Sprite
{
private:
// Estructuras
struct Path
{
std::vector<SDL_Point> spots; // Puntos por los que se desplazará el sprite
int waiting_counter; // Tiempo de espera una vez en el destino
bool on_destination = false; // Indica si ha llegado al destino
bool finished = false; // Indica si ha terminado de esperarse
int counter = 0; // Contador interno
// Constructor
Path(const std::vector<SDL_Point> &spots_init, int waiting_counter_init)
: spots(spots_init), waiting_counter(waiting_counter_init) {}
};
// Variables
bool finished_ = false; // Indica si ya ha terminado
bool enabled_ = false; // Indica si el objeto está habilitado
@@ -45,21 +48,20 @@ private:
public:
// Constructor
explicit PathSprite(std::shared_ptr<Texture> texture);
explicit PathSprite(std::shared_ptr<Texture> texture)
: Sprite(texture) {}
// Destructor
~PathSprite() = default;
// Actualiza la posición del sprite
void update() override;
void update();
// Añade un recorrido
void addPath(Path path);
void addPath(std::vector<SDL_Point> spots, int waiting_counter);
void addPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction, int waiting_counter);
// Devuelve un vector con los puntos que conforman la ruta
std::vector<SDL_Point> createPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction);
// Habilita el objeto
void enable();

View File

@@ -3,8 +3,10 @@
#include <iostream> // Para basic_ostream, operator<<, endl, cout, cerr
#include <stdexcept> // Para runtime_error
#include "asset.h" // Para Asset, AssetType
#include "lang.h" // Para lang
#include "jail_audio.h" // Para JA_LoadMusic, JA_LoadSound
#include "screen.h" // Para Screen
#include "text.h" // Para Text
struct JA_Music_t;
struct JA_Sound_t;
@@ -40,19 +42,10 @@ Resource::Resource()
loadAnimations();
loadDemoData();
addPalettes();
createTextures();
std::cout << "\n** RESOURCES LOADED" << std::endl;
}
// Destructor
Resource::~Resource()
{
sounds_.clear();
musics_.clear();
textures_.clear();
text_files_.clear();
animations_.clear();
}
// Obtiene el sonido a partir de un nombre
JA_Sound_t *Resource::getSound(const std::string &name)
{
@@ -230,4 +223,45 @@ void Resource::addPalettes()
// Fuentes
getTexture("smb2.gif")->addPaletteFromFile(Asset::get()->get("smb2_palette1.pal"));
}
}
// Crea texturas
void Resource::createTextures()
{
struct NameAndText
{
std::string name;
std::string text;
// Constructor
NameAndText(const std::string &name_init, const std::string &text_init)
: name(name_init), text(text_init) {}
};
std::vector<NameAndText> strings = {
NameAndText("game_text_1000_points", "1.000"),
NameAndText("game_text_2500_points", "2.500"),
NameAndText("game_text_5000_points", "5.000"),
NameAndText("game_text_powerup", "PowerUp"),
NameAndText("game_text_one_hit", "+1 Hit"),
NameAndText("game_text_stop", "Stop!")};
auto text = std::make_unique<Text>(getTexture("04b_25.png"), getTextFile("04b_25.txt"));
std::cout << "\n>> CREATING TEXTURES" << std::endl;
for (const auto &s : strings)
{
textures_.emplace_back(ResourceTexture(s.name, text->writeToTexture(s.text, 1, -2)));
printWithDots("Texture : ", s.name, "[ DONE ]");
}
std::vector<NameAndText> strings2X = {
NameAndText("get_ready", lang::getText(75)),
NameAndText("stages_remaining", "9 " + lang::getText(38))};
for (const auto &s : strings2X)
{
textures_.emplace_back(ResourceTexture(s.name, text->writeToTexture(s.text, 2, -2)));
printWithDots("Texture : ", s.name, "[ DONE ]");
}
}

View File

@@ -99,13 +99,16 @@ private:
// Añade paletas a las texturas
void addPalettes();
// Crea texturas
void createTextures();
// [SINGLETON] Ahora el constructor y el destructor son privados, para no poder crear objetos resource desde fuera
// Constructor
Resource();
// Destructor
~Resource();
~Resource() = default;
public:
// [SINGLETON] Crearemos el objeto resource con esta función estática

View File

@@ -4,6 +4,7 @@
#include <iostream> // Para cerr
#include <stdexcept> // Para runtime_error
#include "sprite.h" // Para Sprite
#include "screen.h" // Para Screen
#include "texture.h" // Para Texture
#include "utils.h" // Para Color, getFileName, printWithDots
@@ -122,26 +123,50 @@ Text::Text(std::shared_ptr<Texture> texture, std::shared_ptr<TextFile> text_file
// Escribe texto en pantalla
void Text::write(int x, int y, const std::string &text, int kerning, int lenght)
{
auto shift = 0;
int shift = 0;
if (lenght == -1)
{
lenght = text.length();
}
sprite_->setY(y);
const auto width = sprite_->getWidth();
const auto height = sprite_->getHeight();
for (int i = 0; i < lenght; ++i)
{
const auto index = static_cast<int>(text[i]);
sprite_->setSpriteClip(offset_[index].x, offset_[index].y, width, height);
auto index = static_cast<int>(text[i]);
sprite_->setSpriteClip(offset_[index].x, offset_[index].y, box_width_, box_height_);
sprite_->setX(x + shift);
sprite_->render();
shift += fixed_width_ ? box_width_ : (offset_[int(text[i])].w + kerning);
shift += offset_[static_cast<int>(text[i])].w + kerning;
}
}
// Escribe texto en pantalla
void Text::write2X(int x, int y, const std::string &text, int kerning)
{
int shift = 0;
for (size_t i = 0; i < text.length(); ++i)
{
auto index = static_cast<size_t>(text[i]);
SDL_Rect rect = {offset_[index].x, offset_[index].y, box_width_, box_height_};
sprite_->getTexture()->render(x + shift, y, &rect, 2.0f, 2.0f);
shift += (offset_[index].w + kerning) * 2;
}
}
// Escribe el texto en una textura
std::shared_ptr<Texture> Text::writeToTexture(const std::string &text, int zoom, int kerning)
{
auto renderer = Screen::get()->getRenderer();
auto texture = std::make_shared<Texture>(renderer);
auto width = lenght(text, kerning) * zoom;
auto height = box_height_ * zoom;
texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
texture->setBlendMode(SDL_BLENDMODE_BLEND);
texture->setAsRenderTarget(renderer);
zoom == 1 ? write(0, 0, text, kerning) : write2X(0, 0, text, kerning);
return texture;
}
// Escribe el texto con colores
void Text::writeColored(int x, int y, const std::string &text, Color color, int kerning, int lenght)
{
@@ -211,12 +236,9 @@ void Text::writeDX(Uint8 flags, int x, int y, const std::string &text, int kerni
// Obtiene la longitud en pixels de una cadena
int Text::lenght(const std::string &text, int kerning) const
{
auto shift = 0;
for (int i = 0; i < (int)text.length(); ++i)
{
shift += (offset_[int(text[i])].w + kerning);
}
int shift = 0;
for (size_t i = 0; i < text.length(); ++i)
shift += (offset_[static_cast<int>(text[i])].w + kerning);
// Descuenta el kerning del último caracter
return shift - kerning;

View File

@@ -50,6 +50,10 @@ public:
// Escribe el texto en pantalla
void write(int x, int y, const std::string &text, int kerning = 1, int lenght = -1);
void write2X(int x, int y, const std::string &text, int kerning = 1);
// Escribe el texto en una textura
std::shared_ptr<Texture> writeToTexture(const std::string &text, int zoom = 1, int kerning = 1);
// Escribe el texto con colores
void writeColored(int x, int y, const std::string &text, Color color, int kerning = 1, int lenght = -1);

View File

@@ -60,6 +60,9 @@ Texture::~Texture()
// Carga una imagen desde un fichero
bool Texture::loadFromFile(const std::string &file_path)
{
if (file_path.empty())
return false;
int req_format = STBI_rgb_alpha;
int width, height, orig_format;
unsigned char *data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);