116 lines
3.2 KiB
C++
116 lines
3.2 KiB
C++
#include "tiled_bg.h"
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_stdinc.h> // for SDL_sinf
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#include <stdlib.h> // for rand
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#include <memory> // for unique_ptr, make_shared, make_unique
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#include "screen.h" // for Screen
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#include "sprite.h" // for Sprite
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#include "texture.h" // for Texture
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// Constructor
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Tiledbg::Tiledbg(std::string texture_path, SDL_Rect pos, int mode)
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: texture_path_(texture_path), pos_(pos), mode_(mode)
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{
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// Copia los punteros
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renderer_ = Screen::get()->getRenderer();
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// Crea la textura para el mosaico de fondo
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canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, pos_.w * 2, pos_.h * 2);
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// Inicializa las variables
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init();
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}
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// Destructor
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Tiledbg::~Tiledbg()
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{
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SDL_DestroyTexture(canvas_);
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}
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// Inicializa las variables
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void Tiledbg::init()
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{
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counter_ = 0;
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if (mode_ == TILED_MODE_RANDOM)
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{
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mode_ = rand() % 2;
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}
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tile_width_ = 64;
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tile_height_ = 64;
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// Rellena la textura con el contenido
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fillTexture();
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// Coloca la ventana que recorre el mosaico de fondo de manera que coincida
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// con el mosaico que hay pintado en el titulo al iniciar
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window_.x = 128;
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window_.y = 96;
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window_.w = pos_.w;
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window_.h = pos_.h;
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// Inicializa los valores del vector con los valores del seno
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for (int i = 0; i < 360; ++i)
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{
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sin_[i] = SDL_sinf((float)i * 3.14f / 180.0f);
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}
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}
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// Rellena la textura con el contenido
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void Tiledbg::fillTexture()
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{
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// Crea los objetos para pintar en la textura de fondo
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auto bg_tile_texture = std::make_shared<Texture>(renderer_, texture_path_);
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auto tile = std::make_unique<Sprite>(bg_tile_texture, (SDL_Rect){0, 0, tile_width_, tile_height_});
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// Prepara para dibujar sobre la textura
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auto temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, canvas_);
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// Rellena la textura con el tile
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const auto i_max = pos_.w * 2 / tile_width_;
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const auto j_max = pos_.h * 2 / tile_height_;
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tile->setSpriteClip(0, 0, tile_width_, tile_height_);
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for (int i = 0; i < i_max; ++i)
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{
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for (int j = 0; j < j_max; ++j)
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{
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tile->setX(i * tile_width_);
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tile->setY(j * tile_height_);
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tile->render();
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}
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}
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// Vuelve a colocar el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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// Libera la memoria utilizada por los objetos
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bg_tile_texture->unload();
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}
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// Pinta la clase en pantalla
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void Tiledbg::render()
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{
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SDL_RenderCopy(renderer_, canvas_, &window_, &pos_);
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}
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// Actualiza la lógica de la clase
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void Tiledbg::update()
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{
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if (mode_ == TILED_MODE_DIAGONAL)
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{ // El tileado de fondo se desplaza en diagonal
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++window_.x %= tile_width_;
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++window_.y %= tile_height_;
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}
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else if (mode_ == TILED_MODE_CIRCLE)
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{ // El tileado de fondo se desplaza en circulo
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++counter_ %= 360;
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window_.x = 128 + (int(sin_[(counter_ + 270) % 360] * 128));
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window_.y = 96 + (int(sin_[(360 - counter_) % 360] * 96));
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}
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}
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// Recarga las texturas
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void Tiledbg::reLoad()
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{
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fillTexture();
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} |