millores en la pantalla de càrrega de recursos
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@@ -13,9 +13,9 @@
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#include "core/resources/asset.hpp" // Para AssetType, Asset
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#include "core/resources/resource_helper.hpp" // Para ResourceHelper
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#include "external/jail_audio.h" // Para JA_DeleteMusic, JA_DeleteSound, JA_Loa...
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#include "game/defaults.hpp" // Para GameDefaults::VERSION
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#include "game/gameplay/room.hpp" // Para RoomData, loadRoomFile, loadRoomTileFile
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#include "game/options.hpp" // Para Options, OptionsGame, options
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#include "game/defaults.hpp" // Para GameDefaults::VERSION
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#include "utils/defines.hpp" // Para WINDOW_CAPTION
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#include "utils/utils.hpp" // Para getFileName, printWithDots, PaletteColor
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#include "version.h" // Para Version::GIT_HASH
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@@ -406,21 +406,23 @@ void Resource::calculateTotal() {
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// Muestra el progreso de carga
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void Resource::renderProgress() {
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constexpr float X_PADDING = 10;
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constexpr float Y_PADDING = 10;
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constexpr float BAR_HEIGHT = 10;
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constexpr float X_PADDING = 60.0F;
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constexpr float Y_PADDING = 10.0F;
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constexpr float BAR_HEIGHT = 5.0F;
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const float BAR_POSITION = Options::game.height - BAR_HEIGHT - Y_PADDING;
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Screen::get()->start();
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Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
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auto surface = Screen::get()->getRendererSurface();
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const Uint8 TEXT_COLOR = static_cast<Uint8>(PaletteColor::WHITE);
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const Uint8 TEXT_COLOR = static_cast<Uint8>(PaletteColor::BRIGHT_WHITE);
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const Uint8 BAR_COLOR = static_cast<Uint8>(PaletteColor::WHITE);
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const int TEXT_HEIGHT = loading_text_->getCharacterSize();
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const int CENTER_X = Options::game.width / 2;
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const int CENTER_Y = Options::game.height / 2;
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// Draw APP_NAME centered above center
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const std::string APP_NAME = WINDOW_CAPTION;
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const std::string APP_NAME = spaceBetweenLetters(Version::APP_NAME);
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loading_text_->writeColored(
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CENTER_X - (loading_text_->lenght(APP_NAME) / 2),
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CENTER_Y - TEXT_HEIGHT,
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@@ -437,13 +439,13 @@ void Resource::renderProgress() {
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// Draw progress bar border
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const float WIRED_BAR_WIDTH = Options::game.width - (X_PADDING * 2);
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SDL_FRect rect_wired = {X_PADDING, BAR_POSITION, WIRED_BAR_WIDTH, X_PADDING};
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surface->drawRectBorder(&rect_wired, TEXT_COLOR);
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SDL_FRect rect_wired = {X_PADDING, BAR_POSITION, WIRED_BAR_WIDTH, BAR_HEIGHT};
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surface->drawRectBorder(&rect_wired, BAR_COLOR);
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// Draw progress bar fill
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const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * count_.getPercentage();
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SDL_FRect rect_full = {X_PADDING, BAR_POSITION, FULL_BAR_WIDTH, X_PADDING};
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surface->fillRect(&rect_full, TEXT_COLOR);
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SDL_FRect rect_full = {X_PADDING, BAR_POSITION, FULL_BAR_WIDTH, BAR_HEIGHT};
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surface->fillRect(&rect_full, BAR_COLOR);
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Screen::get()->render();
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}
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@@ -62,11 +62,6 @@ constexpr bool SOUND_ENABLED = true; // Sonido habilitado por defecto
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constexpr bool NOTIFICATION_SOUND = true; // Sonido de las notificaciones por defecto
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const Uint8 NOTIFICATION_COLOR = static_cast<Uint8>(PaletteColor::BLUE); // Color de las notificaciones por defecto
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// =============================================================================
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// CONTROL
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// =============================================================================
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constexpr Options::ControlScheme CONTROL_SCHEME = Options::ControlScheme::CURSOR; // Control por defecto
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// =============================================================================
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// OTHER
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// =============================================================================
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@@ -183,14 +183,6 @@ auto saveToFile(const std::string& file_path) -> bool {
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auto setOptions(const std::string& var, const std::string& value) -> bool {
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static const std::unordered_map<std::string, std::function<void(const std::string&)>> OPTION_HANDLERS = {
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{"version", [](const std::string& v) { version = v; }},
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{"keys", [](const std::string& v) {
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int val = safeStoi(v, static_cast<int>(GameDefaults::CONTROL_SCHEME));
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if (val == static_cast<int>(ControlScheme::CURSOR) || val == static_cast<int>(ControlScheme::OPQA) || val == static_cast<int>(ControlScheme::WASD)) {
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keys = static_cast<ControlScheme>(val);
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} else {
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keys = GameDefaults::CONTROL_SCHEME;
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}
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}},
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{"window.zoom", [](const std::string& v) {
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int val = safeStoi(v, GameDefaults::WINDOW_ZOOM);
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if (val > 0) {
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@@ -215,7 +215,7 @@ inline Stats stats{}; // Datos con las estad
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inline Notification notifications{}; // Opciones relativas a las notificaciones;
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inline Window window{}; // Opciones relativas a la ventana
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inline Audio audio{}; // Opciones relativas al audio
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inline ControlScheme keys{GameDefaults::CONTROL_SCHEME}; // Teclas usadas para jugar
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inline ControlScheme keys{ControlScheme::CURSOR}; // Teclas usadas para jugar
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// --- Funciones ---
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void init(); // Crea e inicializa las opciones del programa
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@@ -450,3 +450,15 @@ void fillTextureWithColor(SDL_Renderer* renderer, SDL_Texture* texture, Uint8 r,
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// Restaurar el render target previo
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SDL_SetRenderTarget(renderer, previous_target);
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}
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// Añade espacios entre las letras de un string
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auto spaceBetweenLetters(const std::string& input) -> std::string {
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std::string result;
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for (size_t i = 0; i < input.size(); ++i) {
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result += input[i];
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if (i != input.size() - 1) {
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result += ' ';
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}
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}
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return result;
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}
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@@ -169,3 +169,6 @@ inline auto toSDLPoint(const SDL_FPoint& fpoint) -> SDL_Point {
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.y = static_cast<int>(fpoint.y)};
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return point;
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}
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// Añade espacios entre las letras de un string
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auto spaceBetweenLetters(const std::string& input) -> std::string;
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