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3 changed files with 69 additions and 76 deletions

View File

@@ -1727,12 +1727,12 @@ void Game::initPlayers(int player_id)
const int y = param.game.play_area.rect.h - 30;
players_.emplace_back(std::make_unique<Player>(1, param.game.play_area.first_quarter_x - 15, y, demo_.enabled, param.game.play_area.rect, player_textures_[0], player_animations_));
players_.back()->setScoreBoardPanel(SCOREBOARD_LEFT_PANEL);
players_.back()->setName(lang::getText("SCOREBOARD_1"));
players_.back()->setName(lang::getText("[SCOREBOARD] 1"));
players_.back()->setController(getController(players_.back()->getId()));
players_.emplace_back(std::make_unique<Player>(2, param.game.play_area.third_quarter_x - 15, y, demo_.enabled, param.game.play_area.rect, player_textures_[1], player_animations_));
players_.back()->setScoreBoardPanel(SCOREBOARD_RIGHT_PANEL);
players_.back()->setName(lang::getText("SCOREBOARD_2"));
players_.back()->setName(lang::getText("[SCOREBOARD] 2"));
players_.back()->setController(getController(players_.back()->getId()));
// Activa el jugador que coincide con el "player_id"

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@@ -67,7 +67,7 @@ namespace shader
#endif
// Función para compilar un shader a partir de un std::string
GLuint compileShader(const std::string &source, GLuint shaderType)
GLuint compileShader(const std::string &source, GLuint shader_type)
{
if (source.empty())
{
@@ -76,92 +76,92 @@ namespace shader
}
// Crear identificador del shader
GLuint resultado = glCreateShader(shaderType);
GLuint shader_id = glCreateShader(shader_type);
// Agregar una directiva según el tipo de shader
std::string directiva = (shaderType == GL_VERTEX_SHADER)
std::string directive = (shader_type == GL_VERTEX_SHADER)
? "#define VERTEX\n"
: "#define FRAGMENT\n";
const char *sources[2] = {directiva.c_str(), source.c_str()};
const char *sources[2] = {directive.c_str(), source.c_str()};
// Especificar el código fuente del shader
glShaderSource(resultado, 2, sources, nullptr);
glShaderSource(shader_id, 2, sources, nullptr);
// Compilar el shader
glCompileShader(resultado);
glCompileShader(shader_id);
// Verificar si la compilación fue exitosa
GLint compiladoCorrectamente = GL_FALSE;
glGetShaderiv(resultado, GL_COMPILE_STATUS, &compiladoCorrectamente);
if (compiladoCorrectamente != GL_TRUE)
GLint compiled_ok = GL_FALSE;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &compiled_ok);
if (compiled_ok != GL_TRUE)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error en la compilación del shader (%d)!", resultado);
GLint longitudLog;
glGetShaderiv(resultado, GL_INFO_LOG_LENGTH, &longitudLog);
if (longitudLog > 0)
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error en la compilación del shader (%d)!", shader_id);
GLint log_length;
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0)
{
std::vector<GLchar> log(longitudLog);
glGetShaderInfoLog(resultado, longitudLog, &longitudLog, log.data());
std::vector<GLchar> log(log_length);
glGetShaderInfoLog(shader_id, log_length, &log_length, log.data());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Registro de compilación del shader: %s", log.data());
}
glDeleteShader(resultado);
resultado = 0;
glDeleteShader(shader_id);
shader_id = 0;
}
return resultado;
return shader_id;
}
// Función para compilar un programa de shaders (vertex y fragment) a partir de std::string
GLuint compileProgram(const std::string &vertexShaderSource, const std::string &fragmentShaderSource)
GLuint compileProgram(const std::string &vertex_shader_source, const std::string &fragment_shader_source)
{
GLuint idPrograma = glCreateProgram();
GLuint program_id = glCreateProgram();
// Si el fragment shader está vacío, reutilizamos el código del vertex shader
GLuint idShaderVertice = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
GLuint idShaderFragmento = compileShader(fragmentShaderSource.empty() ? vertexShaderSource : fragmentShaderSource, GL_FRAGMENT_SHADER);
GLuint vertex_shader_id = compileShader(vertex_shader_source, GL_VERTEX_SHADER);
GLuint fragment_shader_id = compileShader(fragment_shader_source.empty() ? vertex_shader_source : fragment_shader_source, GL_FRAGMENT_SHADER);
if (idShaderVertice && idShaderFragmento)
if (vertex_shader_id && fragment_shader_id)
{
// Asociar los shaders al programa
glAttachShader(idPrograma, idShaderVertice);
glAttachShader(idPrograma, idShaderFragmento);
glLinkProgram(idPrograma);
glValidateProgram(idPrograma);
glAttachShader(program_id, vertex_shader_id);
glAttachShader(program_id, fragment_shader_id);
glLinkProgram(program_id);
glValidateProgram(program_id);
// Verificar el estado del enlace
GLint longitudLog;
glGetProgramiv(idPrograma, GL_INFO_LOG_LENGTH, &longitudLog);
if (longitudLog > 0)
GLint log_length;
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0)
{
std::vector<char> log(longitudLog);
glGetProgramInfoLog(idPrograma, longitudLog, &longitudLog, log.data());
std::vector<char> log(log_length);
glGetProgramInfoLog(program_id, log_length, &log_length, log.data());
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Registro de información del programa:\n%s", log.data());
}
}
if (idShaderVertice)
if (vertex_shader_id)
{
glDeleteShader(idShaderVertice);
glDeleteShader(vertex_shader_id);
}
if (idShaderFragmento)
if (fragment_shader_id)
{
glDeleteShader(idShaderFragmento);
glDeleteShader(fragment_shader_id);
}
return idPrograma;
return program_id;
}
bool init(SDL_Window *ventana, SDL_Texture *texturaBackBuffer, const std::string &vertexShader, const std::string &fragmentShader)
bool init(SDL_Window *window, SDL_Texture *back_buffer_texture, const std::string &vertex_shader, const std::string &fragment_shader)
{
shader::win = ventana;
shader::renderer = SDL_GetRenderer(ventana);
shader::backBuffer = texturaBackBuffer;
SDL_GetWindowSize(ventana, &win_size.x, &win_size.y);
shader::win = window;
shader::renderer = SDL_GetRenderer(window);
shader::backBuffer = back_buffer_texture;
SDL_GetWindowSize(window, &win_size.x, &win_size.y);
SDL_GetTextureSize(texturaBackBuffer, &tex_size.x, &tex_size.y);
SDL_GetTextureSize(back_buffer_texture, &tex_size.x, &tex_size.y);
const auto RENDER_NAME = SDL_GetRendererName(renderer);
const auto render_name = SDL_GetRendererName(renderer);
// Verificar que el renderer sea OpenGL
if (!strncmp(RENDER_NAME, "opengl", 6))
if (!strncmp(render_name, "opengl", 6))
{
#ifndef __APPLE__
if (!initGLExtensions())
@@ -172,7 +172,7 @@ namespace shader
}
#endif
// Compilar el programa de shaders utilizando std::string
programId = compileProgram(vertexShader, fragmentShader);
programId = compileProgram(vertex_shader, fragment_shader);
}
else
{

View File

@@ -139,17 +139,10 @@ void Scoreboard::setPos(SDL_FRect rect)
{
rect_ = rect;
// Recalcula las anclas de los elementos
recalculateAnchors();
// Crea la textura de fondo
createBackgroundTexture();
// Crea las texturas de los paneles
createPanelTextures();
// Rellena la textura de fondo
fillBackgroundTexture();
recalculateAnchors(); // Recalcula las anclas de los elementos
createBackgroundTexture(); // Crea la textura de fondo
createPanelTextures(); // Crea las texturas de los paneles
fillBackgroundTexture(); // Rellena la textura de fondo
}
// Rellena los diferentes paneles del marcador
@@ -177,7 +170,7 @@ void Scoreboard::fillPanelTextures()
text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
// MULT
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_3"));
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 3"));
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_[i]).substr(0, 3));
break;
}
@@ -185,13 +178,13 @@ void Scoreboard::fillPanelTextures()
case ScoreboardMode::DEMO:
{
// DEMO MODE
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_6"));
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 6"));
// PRESS START TO PLAY
if (time_counter_ % 10 < 8)
{
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_8"));
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("SCOREBOARD_9"));
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 8"));
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("[SCOREBOARD] 9"));
}
break;
}
@@ -199,13 +192,13 @@ void Scoreboard::fillPanelTextures()
case ScoreboardMode::WAITING:
{
// GAME OVER
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_7"));
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 7"));
// PRESS START TO PLAY
if (time_counter_ % 10 < 8)
{
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_8"));
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("SCOREBOARD_9"));
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 8"));
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("[SCOREBOARD] 9"));
}
break;
}
@@ -213,13 +206,13 @@ void Scoreboard::fillPanelTextures()
case ScoreboardMode::GAME_OVER:
{
// GAME OVER
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_7"));
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 7"));
// PLEASE WAIT
if (time_counter_ % 10 < 8)
{
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_12"));
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("SCOREBOARD_13"));
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 12"));
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("[SCOREBOARD] 13"));
}
break;
}
@@ -227,7 +220,7 @@ void Scoreboard::fillPanelTextures()
case ScoreboardMode::STAGE_INFO:
{
// STAGE
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, lang::getText("SCOREBOARD_5") + std::to_string(stage_));
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, lang::getText("[SCOREBOARD] 5") + std::to_string(stage_));
// POWERMETER
power_meter_sprite_->setSpriteClip(0, 0, 40, 7);
@@ -236,7 +229,7 @@ void Scoreboard::fillPanelTextures()
power_meter_sprite_->render();
// HI-SCORE
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_4"));
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 4"));
const std::string name = hi_score_name_ == "" ? "" : hi_score_name_ + " - ";
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, name + updateScoreText(hi_score_));
break;
@@ -249,7 +242,7 @@ void Scoreboard::fillPanelTextures()
text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
// CONTINUE
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_10"));
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 10"));
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_[i]));
break;
}
@@ -262,7 +255,7 @@ void Scoreboard::fillPanelTextures()
// ENTER NAME
{
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_11"));
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 11"));
SDL_FRect rect = {enter_name_pos_.x, enter_name_pos_.y, 5.0f, 7.0f};
// Recorre todos los slots de letras del nombre
@@ -298,7 +291,7 @@ void Scoreboard::fillPanelTextures()
text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
// NAME
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_11"));
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 11"));
/* 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));
@@ -309,12 +302,12 @@ void Scoreboard::fillPanelTextures()
case ScoreboardMode::GAME_COMPLETED:
{
// GAME OVER
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_7"));
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 7"));
// SCORE
if (time_counter_ % 10 < 8)
{
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_14"));
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 14"));
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_[i]));
}
}