476 lines
12 KiB
C++
476 lines
12 KiB
C++
#include "scoreboard.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <math.h> // for roundf
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#include <iomanip>
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#include <sstream>
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#include "asset.h" // for Asset
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#include "lang.h" // for getText
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#include "resource.h" // for Resource
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#include "screen.h"
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#include "sprite.h" // for Sprite
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#include "text.h" // for Text
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#include "texture.h" // for Texture
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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Scoreboard *Scoreboard::scoreboard_ = nullptr;
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// [SINGLETON] Crearemos el objeto score_board con esta función estática
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void Scoreboard::init()
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{
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Scoreboard::scoreboard_ = new Scoreboard();
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}
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// [SINGLETON] Destruiremos el objeto score_board con esta función estática
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void Scoreboard::destroy()
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{
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delete Scoreboard::scoreboard_;
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}
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// [SINGLETON] Con este método obtenemos el objeto score_board y podemos trabajar con él
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Scoreboard *Scoreboard::get()
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{
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return Scoreboard::scoreboard_;
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}
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// Constructor
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Scoreboard::Scoreboard()
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: renderer_(Screen::get()->getRenderer()),
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game_power_meter_texture_(Resource::get()->getTexture("game_power_meter.png")),
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power_meter_sprite_(std::make_unique<Sprite>(game_power_meter_texture_)),
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text_scoreboard_(std::make_unique<Text>(Resource::get()->getTexture("8bithud.png"), Resource::get()->getTextFile("8bithud.txt"))),
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stage_(1),
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hi_score_(0),
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power_(0),
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hi_score_name_(std::string()),
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color_(Color(0, 0, 0)),
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rect_({0, 0, 320, 40}),
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ticks_(SDL_GetTicks()),
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counter_(0)
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{
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// Inicializa variables
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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name_[i].clear();
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record_name_[i].clear();
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selector_pos_[i] = 0;
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score_[i] = 0;
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mult_[i] = 0;
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continue_counter_[i] = 0;
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}
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panel_[SCOREBOARD_LEFT_PANEL].mode = ScoreboardMode::SCORE;
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panel_[SCOREBOARD_RIGHT_PANEL].mode = ScoreboardMode::SCORE;
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panel_[SCOREBOARD_CENTER_PANEL].mode = ScoreboardMode::STAGE_INFO;
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// Recalcula las anclas de los elementos
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recalculateAnchors();
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power_meter_sprite_->setPosition({slot4_2_.x - 20, slot4_2_.y, 40, 7});
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// Crea la textura de fondo
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background_ = nullptr;
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createBackgroundTexture();
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// Crea las texturas de los paneles
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createPanelTextures();
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// Rellena la textura de fondo
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fillBackgroundTexture();
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}
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Scoreboard::~Scoreboard()
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{
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if (background_)
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{
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SDL_DestroyTexture(background_);
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}
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for (auto texture : panel_texture_)
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{
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if (texture)
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{
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SDL_DestroyTexture(texture);
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}
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}
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}
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// Transforma un valor numérico en una cadena de 6 cifras
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std::string Scoreboard::updateScoreText(int num)
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{
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std::ostringstream oss;
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oss << std::setw(8) << std::setfill('0') << num;
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return oss.str();
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}
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// Actualiza el contador
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void Scoreboard::updateCounter()
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{
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if (SDL_GetTicks() - ticks_ > SCOREBOARD_TICK_SPEED_)
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{
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ticks_ = SDL_GetTicks();
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counter_++;
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}
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}
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// Actualiza la lógica del marcador
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void Scoreboard::update()
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{
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fillBackgroundTexture();
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updateCounter();
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}
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// Pinta el marcador
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void Scoreboard::render()
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{
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SDL_RenderCopy(renderer_, background_, nullptr, &rect_);
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}
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// Establece el valor de la variable
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void Scoreboard::setName(int panel_, const std::string &name_)
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{
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this->name_[panel_] = name_;
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}
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// Establece el valor de la variable
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void Scoreboard::setRecordName(int panel_, const std::string &record_name_)
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{
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this->record_name_[panel_] = record_name_;
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}
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// Establece el valor de la variable
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void Scoreboard::setSelectorPos(int panel_, int pos)
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{
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selector_pos_[panel_] = pos;
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}
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// Establece el valor de la variable
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void Scoreboard::setScore(int panel_, int score_)
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{
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this->score_[panel_] = score_;
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}
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// Establece el valor de la variable
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void Scoreboard::setMult(int panel_, float mult_)
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{
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this->mult_[panel_] = mult_;
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}
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// Establece el valor de la variable
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void Scoreboard::setContinue(int panel_, int value)
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{
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continue_counter_[panel_] = value;
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}
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// Establece el valor de la variable
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void Scoreboard::setStage(int stage_)
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{
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this->stage_ = stage_;
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}
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// Establece el valor de la variable
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void Scoreboard::setHiScore(int hi_score_)
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{
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this->hi_score_ = hi_score_;
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}
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// Establece el valor de la variable
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void Scoreboard::setPower(float power_)
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{
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this->power_ = power_;
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}
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// Establece el valor de la variable
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void Scoreboard::setHiScoreName(const std::string &name_)
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{
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hi_score_name_ = name_;
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}
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// Establece el valor de la variable
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void Scoreboard::setColor(Color color_)
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{
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this->color_ = color_;
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fillBackgroundTexture();
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}
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// Establece el valor de la variable
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void Scoreboard::setPos(SDL_Rect rect_)
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{
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this->rect_ = rect_;
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// Recalcula las anclas de los elementos
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recalculateAnchors();
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// Crea la textura de fondo
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createBackgroundTexture();
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// Crea las texturas de los paneles
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createPanelTextures();
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// Rellena la textura de fondo
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fillBackgroundTexture();
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}
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// Rellena los diferentes paneles del marcador
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void Scoreboard::fillPanelTextures()
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{
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// Guarda a donde apunta actualmente el renderizador
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SDL_Texture *temp = SDL_GetRenderTarget(renderer_);
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// Genera el contenidoi de cada panel_
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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// Cambia el destino del renderizador
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SDL_SetRenderTarget(renderer_, panel_texture_[i]);
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// Dibuja el fondo de la textura
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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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{
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case ScoreboardMode::SCORE:
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{
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// SCORE
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, name_[i]);
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text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
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// MULT
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(55));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, std::to_string(mult_[i]).substr(0, 3));
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break;
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}
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case ScoreboardMode::DEMO:
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{
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// DEMO MODE
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText(101));
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// PRESS START TO PLAY
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if (counter_ % 10 < 8)
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{
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText(103));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText(104));
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}
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break;
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}
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case ScoreboardMode::WAITING:
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{
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// GAME OVER
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText(102));
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// PRESS START TO PLAY
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if (counter_ % 10 < 8)
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{
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText(103));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText(104));
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}
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break;
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}
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case ScoreboardMode::GAME_OVER:
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{
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// GAME OVER
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText(102));
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// PLEASE WAIT
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if (counter_ % 10 < 8)
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{
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText(114));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText(115));
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}
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break;
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}
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case ScoreboardMode::STAGE_INFO:
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{
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// STAGE
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, lang::getText(57) + std::to_string(stage_));
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// POWERMETER
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power_meter_sprite_->setSpriteClip(0, 0, 40, 7);
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power_meter_sprite_->render();
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power_meter_sprite_->setSpriteClip(40, 0, int(power_ * 40.0f), 7);
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power_meter_sprite_->render();
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// HI-SCORE
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(56));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, hi_score_name_ + " - " + updateScoreText(hi_score_));
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break;
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}
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case ScoreboardMode::CONTINUE:
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{
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// SCORE
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, name_[i]);
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text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
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// CONTINUE
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(105));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_[i]));
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break;
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}
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case ScoreboardMode::ENTER_NAME:
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{
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// SCORE
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, name_[i]);
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text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
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// ENTER NAME
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(106));
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SDL_Rect rect = {enter_name_pos_.x, enter_name_pos_.y, 5, 7};
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SDL_SetRenderDrawColor(renderer_, 0xFF, 0xFF, 0xEB, 255);
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for (int j = 0; j < (int)record_name_[i].size(); ++j)
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{
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if (j == selector_pos_[i])
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{ // La letra seleccionada se pinta de forma intermitente
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if (counter_ % 3 > 0)
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{
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SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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text_scoreboard_->write(rect.x, rect.y, record_name_[i].substr(j, 1));
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}
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}
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else
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{
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SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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text_scoreboard_->write(rect.x, rect.y, record_name_[i].substr(j, 1));
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}
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rect.x += 7;
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}
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break;
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}
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default:
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break;
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}
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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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// Rellena la textura de fondo
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void Scoreboard::fillBackgroundTexture()
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{
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// Rellena los diferentes paneles del marcador
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fillPanelTextures();
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// Cambia el destino del renderizador
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SDL_Texture *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, background_);
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// Dibuja el fondo del marcador
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SDL_SetRenderDrawColor(renderer_, color_.r, color_.g, color_.b, 255);
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SDL_RenderClear(renderer_);
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// Copia las texturas de los paneles
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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SDL_RenderCopy(renderer_, panel_texture_[i], nullptr, &panel_[i].pos);
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}
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// Dibuja la linea que separa la zona de juego del marcador
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renderSeparator();
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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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// Recalcula las anclas de los elementos
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void Scoreboard::recalculateAnchors()
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{
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// Recalcula la posición y el tamaño de los paneles
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const float panelWidth = (float)rect_.w / (float)SCOREBOARD_MAX_PANELS;
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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panel_[i].pos.x = roundf(panelWidth * i);
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panel_[i].pos.y = 0;
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panel_[i].pos.w = roundf(panelWidth * (i + 1)) - panel_[i].pos.x;
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panel_[i].pos.h = rect_.h;
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}
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// Constantes para definir las zonas del panel_: 4 filas y 1 columna
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const int rowSize = rect_.h / 4;
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const int textHeight = 7;
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// Filas
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const int row1 = (rowSize * 0) + (textHeight / 2);
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const int row2 = (rowSize * 1) + (textHeight / 2) - 1;
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const int row3 = (rowSize * 2) + (textHeight / 2) - 2;
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const int row4 = (rowSize * 3) + (textHeight / 2) - 3;
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// Columna
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const int col = panelWidth / 2;
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// Slots de 4
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slot4_1_ = {col, row1};
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slot4_2_ = {col, row2};
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slot4_3_ = {col, row3};
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slot4_4_ = {col, row4};
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// Primer cuadrado para poner el nombre de record
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const int enterNameLenght = 8 * 7;
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enter_name_pos_.x = (panelWidth - enterNameLenght) / 2;
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enter_name_pos_.y = row4;
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// Recoloca los sprites
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if (power_meter_sprite_)
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{
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power_meter_sprite_->setX(slot4_2_.x - 20);
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power_meter_sprite_->setY(slot4_2_.y);
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}
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}
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// Establece el modo del marcador
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void Scoreboard::setMode(int index, ScoreboardMode mode)
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{
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panel_[index].mode = mode;
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}
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// Crea la textura de fondo
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void Scoreboard::createBackgroundTexture()
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{
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// Elimina la textura en caso de existir
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if (background_)
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{
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SDL_DestroyTexture(background_);
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}
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// Recrea la textura de fondo
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background_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, rect_.w, rect_.h);
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SDL_SetTextureBlendMode(background_, SDL_BLENDMODE_BLEND);
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}
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// Crea las texturas de los paneles
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void Scoreboard::createPanelTextures()
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{
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// Elimina las texturas en caso de existir
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for (auto texture : panel_texture_)
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{
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if (texture != nullptr)
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{
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SDL_DestroyTexture(texture);
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}
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}
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panel_texture_.clear();
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// Crea las texturas para cada panel_
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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SDL_Texture *tex = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, panel_[i].pos.w, panel_[i].pos.h);
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SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
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panel_texture_.push_back(tex);
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}
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}
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// Dibuja la linea que separa la zona de juego del marcador
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void Scoreboard::renderSeparator()
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{
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// Dibuja la linea que separa el marcador de la zona de juego
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SDL_SetRenderDrawColor(renderer_, separator_color.r, separator_color.g, separator_color.b, 255);
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SDL_RenderDrawLine(renderer_, 0, 0, rect_.w, 0);
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} |