Finalizada la primera implementación funcional de la clase screen
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@@ -4,17 +4,21 @@
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// Constructor
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
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{
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// Inicializa variables
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mWindow = window;
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mRenderer = renderer;
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mRealScreenWidth = REAL_SCREEN_WIDTH;
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mRealScreenHeight = REAL_SCREEN_HEIGHT;
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mScreenWidth = SCREEN_WIDTH;
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mScreenHeight = SCREEN_HEIGHT;
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mBorderX = (REAL_SCREEN_WIDTH - SCREEN_WIDTH) / 2;
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mBorderY = (REAL_SCREEN_HEIGHT - SCREEN_HEIGHT) / 2;
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mGameCanvasWidth = GAMECANVAS_WIDTH;
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mGameCanvasHeight = GAMECANVAS_HEIGHT;
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mGameCanvasPosX = (SCREEN_WIDTH - GAMECANVAS_WIDTH) / 2;
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mGameCanvasPosY = (SCREEN_HEIGHT - GAMECANVAS_HEIGHT) / 2;
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mGameCanvas = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
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mBorderColor = {0x27, 0x27, 0x36};
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// Crea la textura donde se dibujan los graficos del juego
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mGameCanvas = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (mGameCanvas == NULL)
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printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());
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}
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@@ -26,25 +30,34 @@ Screen::~Screen()
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}
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// Limpia la pantalla
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void Screen::clean()
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void Screen::clean(color_t color)
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{
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SDL_SetRenderDrawColor(mRenderer, 0x27, 0x27, 0x36, 0xFF);
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SDL_SetRenderDrawColor(mRenderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(mRenderer);
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}
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// Prepara para empezar a dibujar en la textura de juego
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void Screen::start()
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{
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SDL_SetRenderTarget(mRenderer, mGameCanvas);
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SDL_SetRenderDrawColor(mRenderer, 0xAA, 0x44, 0x44, 0xFF);
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SDL_RenderClear(mRenderer);
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}
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// Vuelca el contenido del renderizador en pantalla
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void Screen::blit()
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{
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SDL_Rect src = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
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SDL_Rect dest = {mBorderX, mBorderY, SCREEN_WIDTH, SCREEN_HEIGHT};
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// Vuelve a dejar el renderizador en modo normal
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SDL_SetRenderTarget(mRenderer, NULL);
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// Borra el contenido previo
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SDL_SetRenderDrawColor(mRenderer, mBorderColor.r, mBorderColor.g, mBorderColor.b, 0xFF);
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SDL_RenderClear(mRenderer);
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// Rectangulo de destino donde se dibujarà la textura con el juego
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SDL_Rect dest = {mGameCanvasPosX, mGameCanvasPosY, mGameCanvasWidth, mGameCanvasHeight};
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// Copia la textura de juego en el renderizador en la posición adecuada
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SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &dest);
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// Muestra por pantalla el renderizador
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SDL_RenderPresent(mRenderer);
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}
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