millores en la pantalla de càrrega de recursos

This commit is contained in:
2025-11-01 18:07:55 +01:00
parent b80e81dab3
commit 139d56f8b5
6 changed files with 52 additions and 48 deletions

View File

@@ -8,19 +8,19 @@
#include <stdexcept> // Para runtime_error
#include <utility>
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/text.hpp" // Para Text, loadTextFile
#include "core/resources/asset.hpp" // Para AssetType, Asset
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/text.hpp" // Para Text, loadTextFile
#include "core/resources/asset.hpp" // Para AssetType, Asset
#include "core/resources/resource_helper.hpp" // Para ResourceHelper
#include "external/jail_audio.h" // Para JA_DeleteMusic, JA_DeleteSound, JA_Loa...
#include "game/gameplay/room.hpp" // Para RoomData, loadRoomFile, loadRoomTileFile
#include "game/options.hpp" // Para Options, OptionsGame, options
#include "game/defaults.hpp" // Para GameDefaults::VERSION
#include "utils/defines.hpp" // Para WINDOW_CAPTION
#include "utils/utils.hpp" // Para getFileName, printWithDots, PaletteColor
#include "version.h" // Para Version::GIT_HASH
struct JA_Music_t; // lines 17-17
struct JA_Sound_t; // lines 18-18
#include "external/jail_audio.h" // Para JA_DeleteMusic, JA_DeleteSound, JA_Loa...
#include "game/defaults.hpp" // Para GameDefaults::VERSION
#include "game/gameplay/room.hpp" // Para RoomData, loadRoomFile, loadRoomTileFile
#include "game/options.hpp" // Para Options, OptionsGame, options
#include "utils/defines.hpp" // Para WINDOW_CAPTION
#include "utils/utils.hpp" // Para getFileName, printWithDots, PaletteColor
#include "version.h" // Para Version::GIT_HASH
struct JA_Music_t; // lines 17-17
struct JA_Sound_t; // lines 18-18
// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
Resource* Resource::resource = nullptr;
@@ -406,21 +406,23 @@ void Resource::calculateTotal() {
// Muestra el progreso de carga
void Resource::renderProgress() {
constexpr float X_PADDING = 10;
constexpr float Y_PADDING = 10;
constexpr float BAR_HEIGHT = 10;
constexpr float X_PADDING = 60.0F;
constexpr float Y_PADDING = 10.0F;
constexpr float BAR_HEIGHT = 5.0F;
const float BAR_POSITION = Options::game.height - BAR_HEIGHT - Y_PADDING;
Screen::get()->start();
Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
auto surface = Screen::get()->getRendererSurface();
const Uint8 TEXT_COLOR = static_cast<Uint8>(PaletteColor::WHITE);
const Uint8 TEXT_COLOR = static_cast<Uint8>(PaletteColor::BRIGHT_WHITE);
const Uint8 BAR_COLOR = static_cast<Uint8>(PaletteColor::WHITE);
const int TEXT_HEIGHT = loading_text_->getCharacterSize();
const int CENTER_X = Options::game.width / 2;
const int CENTER_Y = Options::game.height / 2;
// Draw APP_NAME centered above center
const std::string APP_NAME = WINDOW_CAPTION;
const std::string APP_NAME = spaceBetweenLetters(Version::APP_NAME);
loading_text_->writeColored(
CENTER_X - (loading_text_->lenght(APP_NAME) / 2),
CENTER_Y - TEXT_HEIGHT,
@@ -437,13 +439,13 @@ void Resource::renderProgress() {
// Draw progress bar border
const float WIRED_BAR_WIDTH = Options::game.width - (X_PADDING * 2);
SDL_FRect rect_wired = {X_PADDING, BAR_POSITION, WIRED_BAR_WIDTH, X_PADDING};
surface->drawRectBorder(&rect_wired, TEXT_COLOR);
SDL_FRect rect_wired = {X_PADDING, BAR_POSITION, WIRED_BAR_WIDTH, BAR_HEIGHT};
surface->drawRectBorder(&rect_wired, BAR_COLOR);
// Draw progress bar fill
const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * count_.getPercentage();
SDL_FRect rect_full = {X_PADDING, BAR_POSITION, FULL_BAR_WIDTH, X_PADDING};
surface->fillRect(&rect_full, TEXT_COLOR);
SDL_FRect rect_full = {X_PADDING, BAR_POSITION, FULL_BAR_WIDTH, BAR_HEIGHT};
surface->fillRect(&rect_full, BAR_COLOR);
Screen::get()->render();
}