Finalizada la primera implementación funcional de la clase screen

This commit is contained in:
2021-09-09 17:18:34 +02:00
parent 850b4e2a12
commit 37325a2ec3
5 changed files with 66 additions and 45 deletions

View File

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