Imposible canviar la rendererSurface

This commit is contained in:
2025-03-05 18:51:36 +01:00
parent d41b0cb31c
commit 70a50f5117
16 changed files with 199 additions and 257 deletions

View File

@@ -29,10 +29,10 @@ Credits::Credits()
Screen::get()->setBorderColor(stringToColor("black"));
// Crea la textura para el texto que se escribe en pantalla
text_surface_ = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), options.game.width, options.game.height);
text_surface_ = std::make_shared<Surface>(Screen::get()->getRendererSurface(), options.game.width, options.game.height);
// Crea la textura para cubrir el rexto
cover_surface_ = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), options.game.width, options.game.height);
cover_surface_ = std::make_shared<Surface>(Screen::get()->getRendererSurface(), options.game.width, options.game.height);
// Escribe el texto en la textura
fillTexture();
@@ -142,7 +142,7 @@ void Credits::fillTexture()
iniTexts();
// Rellena la textura de texto
Screen::get()->setRenderSurfaceData(text_surface_);
Screen::get()->setRendererSurface(text_surface_);
Screen::get()->clearSurface(stringToColor("black"));
auto text = Resource::get()->getText("smb2");
@@ -164,46 +164,46 @@ void Credits::fillTexture()
// Recoloca el sprite del brillo
shining_sprite_->setPosX(POS_X + 2);
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
// Rellena la textura que cubre el texto con color transparente
Screen::get()->setRenderSurfaceData(text_surface_);
Screen::get()->setRendererSurface(text_surface_);
Screen::get()->clearSurface(stringToColor("transparent"));
// Los primeros 8 pixels crea una malla
auto surface_data = *(Screen::get()->getRenderSurfaceData());
auto surface = Screen::get()->getRendererSurface();
auto color = stringToColor("black");
for (int i = 0; i < 256; i += 2)
{
text_surface_->putPixel(surface_data, i, 0, color);
text_surface_->putPixel(surface_data, i, 2, color);
text_surface_->putPixel(surface_data, i, 4, color);
text_surface_->putPixel(surface_data, i, 6, color);
surface->putPixel(i, 0, color);
surface->putPixel(i, 2, color);
surface->putPixel(i, 4, color);
surface->putPixel(i, 6, color);
text_surface_->putPixel(surface_data, i + 1, 5, color);
text_surface_->putPixel(surface_data, i + 1, 7, color);
surface->putPixel(i + 1, 5, color);
surface->putPixel(i + 1, 7, color);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, 256, 192};
text_surface_->fillRect(surface_data, &rect, color);
surface->fillRect(&rect, color);
for (int i = 0; i < 256; i += 2)
{
text_surface_->putPixel(surface_data, i, 0, color);
text_surface_->putPixel(surface_data, i, 2, color);
text_surface_->putPixel(surface_data, i, 4, color);
text_surface_->putPixel(surface_data, i, 6, color);
surface->putPixel(i, 0, color);
surface->putPixel(i, 2, color);
surface->putPixel(i, 4, color);
surface->putPixel(i, 6, color);
text_surface_->putPixel(surface_data, i + 1, 5, color);
text_surface_->putPixel(surface_data, i + 1, 7, color);
surface->putPixel(i + 1, 5, color);
surface->putPixel(i + 1, 7, color);
}
// El resto se rellena de color sólido
rect = {0, 8, 256, 192};
text_surface_->fillRect(surface_data, &rect, color);
surface->fillRect(&rect, color);
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
}
// Actualiza el contador

View File

@@ -43,7 +43,7 @@ Ending::Ending()
Screen::get()->setBorderColor(stringToColor("black"));
// Crea la textura para cubrir el texto
cover_surface_ = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), options.game.width, options.game.height + 8);
cover_surface_ = std::make_shared<Surface>(Screen::get()->getRendererSurface(), options.game.width, options.game.height + 8);
// Rellena la textura para la cortinilla
fillCoverTexture();
@@ -172,8 +172,8 @@ void Ending::iniTexts()
EndingSurface st;
// Crea la textura
st.image_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT);
Screen::get()->setRenderSurfaceData(st.image_surface);
st.image_surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), WIDTH, HEIGHT);
Screen::get()->setRendererSurface(st.image_surface);
text->writeDX(TEXT_STROKE, 2, 2, txt.caption, 1, color, 2, color);
// Crea el sprite
@@ -181,29 +181,29 @@ void Ending::iniTexts()
st.image_sprite->setPosition((options.game.width - st.image_surface->getWidth()) / 2, txt.pos);
// Crea la cover_surface
st.cover_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT + 8);
Screen::get()->setRenderSurfaceData(st.cover_surface);
st.cover_surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), WIDTH, HEIGHT + 8);
Screen::get()->setRendererSurface(st.cover_surface);
// Rellena la cover_surface con color transparente
Screen::get()->clearSurface(stringToColor("transparent"));
// Crea una malla de 8 pixels de alto
auto surface_data = *(Screen::get()->getRenderSurfaceData());
auto surface = Screen::get()->getRendererSurface();
color = stringToColor("black");
for (int i = 0; i < WIDTH; i += 2)
{
st.cover_surface->putPixel(surface_data, i, 0, color);
st.cover_surface->putPixel(surface_data, i, 2, color);
st.cover_surface->putPixel(surface_data, i, 4, color);
st.cover_surface->putPixel(surface_data, i, 6, color);
surface->putPixel(i, 0, color);
surface->putPixel(i, 2, color);
surface->putPixel(i, 4, color);
surface->putPixel(i, 6, color);
st.cover_surface->putPixel(surface_data, i + 1, 5, color);
st.cover_surface->putPixel(surface_data, i + 1, 7, color);
surface->putPixel(i + 1, 5, color);
surface->putPixel(i + 1, 7, color);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
st.cover_surface->fillRect(surface_data, &rect, color);
surface->fillRect(&rect, color);
// Crea el sprite
st.cover_sprite = std::make_shared<SSprite>(st.cover_surface, 0, 0, st.cover_surface->getWidth(), st.cover_surface->getHeight() - 8);
@@ -215,7 +215,7 @@ void Ending::iniTexts()
st.cover_clip_height = HEIGHT;
sprite_texts_.push_back(st);
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
}
}
@@ -248,29 +248,29 @@ void Ending::iniPics()
sp.image_sprite->setPosition((options.game.width - WIDTH) / 2, pic.pos);
// Crea la cover_surface
sp.cover_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT + 8);
Screen::get()->setRenderSurfaceData(sp.cover_surface);
sp.cover_surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), WIDTH, HEIGHT + 8);
Screen::get()->setRendererSurface(sp.cover_surface);
// Rellena la cover_surface con color transparente
Screen::get()->clearSurface(stringToColor("transparent"));
// Crea una malla en los primeros 8 pixels
auto surface_data = *(Screen::get()->getRenderSurfaceData());
auto surface = Screen::get()->getRendererSurface();
auto color = stringToColor("black");
for (int i = 0; i < WIDTH; i += 2)
{
sp.cover_surface->putPixel(surface_data, i, 0, color);
sp.cover_surface->putPixel(surface_data, i, 2, color);
sp.cover_surface->putPixel(surface_data, i, 4, color);
sp.cover_surface->putPixel(surface_data, i, 6, color);
surface->putPixel(i, 0, color);
surface->putPixel(i, 2, color);
surface->putPixel(i, 4, color);
surface->putPixel(i, 6, color);
sp.cover_surface->putPixel(surface_data, i + 1, 5, color);
sp.cover_surface->putPixel(surface_data, i + 1, 7, color);
surface->putPixel(i + 1, 5, color);
surface->putPixel(i + 1, 7, color);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
sp.cover_surface->fillRect(surface_data, &rect, color);
surface->fillRect(&rect, color);
// Crea el sprite
sp.cover_sprite = std::make_shared<SSprite>(sp.cover_surface, 0, 0, sp.cover_surface->getWidth(), sp.cover_surface->getHeight() - 8);
@@ -282,7 +282,7 @@ void Ending::iniPics()
sp.cover_clip_height = HEIGHT;
sprite_pics_.push_back(sp);
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
}
}
@@ -472,29 +472,29 @@ void Ending::checkChangeScene()
void Ending::fillCoverTexture()
{
// Rellena la textura que cubre el texto con color transparente
Screen::get()->setRenderSurfaceData(cover_surface_);
Screen::get()->setRendererSurface(cover_surface_);
Screen::get()->clearSurface(stringToColor("transparent"));
// Los primeros 8 pixels crea una malla
const Uint8 color = stringToColor("black");
auto surface_data = *(Screen::get()->getRenderSurfaceData());
auto surface = Screen::get()->getRendererSurface();
for (int i = 0; i < 256; i += 2)
{
cover_surface_->putPixel(surface_data, i + 0, options.game.height + 0, color);
cover_surface_->putPixel(surface_data, i + 1, options.game.height + 1, color);
cover_surface_->putPixel(surface_data, i + 0, options.game.height + 2, color);
cover_surface_->putPixel(surface_data, i + 1, options.game.height + 3, color);
surface->putPixel(i + 0, options.game.height + 0, color);
surface->putPixel(i + 1, options.game.height + 1, color);
surface->putPixel(i + 0, options.game.height + 2, color);
surface->putPixel(i + 1, options.game.height + 3, color);
cover_surface_->putPixel(surface_data, i, options.game.height + 4, color);
cover_surface_->putPixel(surface_data, i, options.game.height + 6, color);
surface->putPixel(i, options.game.height + 4, color);
surface->putPixel(i, options.game.height + 6, color);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 0, 256, options.game.height};
cover_surface_->fillRect(surface_data, &rect, color);
surface->fillRect(&rect, color);
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
}
// Dibuja la cortinilla de cambio de escena

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@@ -114,25 +114,24 @@ void Ending2::render()
// Dibuja una trama arriba y abajo
Uint8 color = stringToColor("black");
auto surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), 1, 1);
auto surface_data = *(Screen::get()->getRenderSurfaceData());
auto surface = Screen::get()->getRendererSurface();
for (int i = 0; i < 256; i += 2)
{
surface->putPixel(surface_data, i + 0, 0, color);
surface->putPixel(surface_data, i + 1, 1, color);
surface->putPixel(surface_data, i + 0, 2, color);
surface->putPixel(surface_data, i + 1, 3, color);
surface->putPixel(i + 0, 0, color);
surface->putPixel(i + 1, 1, color);
surface->putPixel(i + 0, 2, color);
surface->putPixel(i + 1, 3, color);
surface->putPixel(surface_data, i, 4, color);
surface->putPixel(surface_data, i, 6, color);
surface->putPixel(i, 4, color);
surface->putPixel(i, 6, color);
surface->putPixel(surface_data, i + 0, 191, color);
surface->putPixel(surface_data, i + 1, 190, color);
surface->putPixel(surface_data, i + 0, 189, color);
surface->putPixel(surface_data, i + 1, 188, color);
surface->putPixel(i + 0, 191, color);
surface->putPixel(i + 1, 190, color);
surface->putPixel(i + 0, 189, color);
surface->putPixel(i + 1, 188, color);
surface->putPixel(surface_data, i, 187, color);
surface->putPixel(surface_data, i, 185, color);
surface->putPixel(i, 187, color);
surface->putPixel(i, 185, color);
}
// Vuelca el contenido del renderizador en pantalla
@@ -424,15 +423,15 @@ void Ending2::createSpriteTexts()
const int Y = sprites_.at(i)->getPosY() + sprites_.at(i)->getHeight() + DIST_SPRITE_TEXT_;
// Crea la surface
auto surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), W, H);
Screen::get()->setRenderSurfaceData(surface);
auto surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), W, H);
Screen::get()->setRendererSurface(surface);
text->write(0, 0, txt);
// Crea el sprite
SDL_Rect pos = {X, Y, W, H};
sprite_texts_.emplace_back(std::make_shared<SMovingSprite>(surface, pos));
sprite_texts_.back()->setVelY(SPRITE_DESP_SPEED_);
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
}
}
@@ -456,15 +455,15 @@ void Ending2::createTexts()
const int y = options.game.height + (text->getCharacterSize() * (i * 2));
// Crea la surface
auto surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), w, h);
Screen::get()->setRenderSurfaceData(surface);
auto surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), w, h);
Screen::get()->setRendererSurface(surface);
text->write(0, 0, list[i]);
// Crea el sprite
SDL_Rect pos = {x + dx, y, w, h};
texts_.emplace_back(std::make_shared<SMovingSprite>(surface, pos));
texts_.back()->setVelY(SPRITE_DESP_SPEED_);
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
}
// Crea los últimos textos
@@ -485,15 +484,15 @@ void Ending2::createTexts()
const int y = START + (text->getCharacterSize() * (i * 2));
// Crea la surface
auto surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), w, h);
Screen::get()->setRenderSurfaceData(surface);
auto surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), w, h);
Screen::get()->setRendererSurface(surface);
text->write(0, 0, list[i]);
// Crea el sprite
SDL_Rect pos = {x + dx, y, w, h};
texts_.emplace_back(std::make_shared<SMovingSprite>(surface, pos));
texts_.back()->setVelY(SPRITE_DESP_SPEED_);
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
}
}

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@@ -562,7 +562,7 @@ void Game::initStats()
void Game::fillRoomNameTexture()
{
// Pone la textura como destino de renderizado
Screen::get()->setRenderSurfaceData(room_name_surface_);
Screen::get()->setRendererSurface(room_name_surface_);
// Rellena la textura de color
Screen::get()->clearSurface(stringToColor("white"));
@@ -572,7 +572,7 @@ void Game::fillRoomNameTexture()
text->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, text->getCharacterSize() / 2, room_->getName(), 1, room_->getBGColor());
// Deja el renderizador por defecto
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
}
// Comprueba algunos logros
@@ -662,7 +662,7 @@ void Game::initPlayer(const PlayerSpawn &spawn_point, std::shared_ptr<Room> room
void Game::createRoomNameTexture()
{
auto text = Resource::get()->getText("smb2");
room_name_surface_ = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), options.game.width, text->getCharacterSize() * 2);
room_name_surface_ = std::make_shared<Surface>(Screen::get()->getRendererSurface(), options.game.width, text->getCharacterSize() * 2);
// Establece el destino de la textura
room_name_rect_ = {0, PLAY_AREA_HEIGHT, options.game.width, text->getCharacterSize() * 2};

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@@ -22,11 +22,11 @@ LoadingScreen::LoadingScreen()
color_loading_screen_surface_(Resource::get()->getSurface("loading_screen_color.gif")),
mono_loading_screen_sprite_(std::make_shared<SSprite>(mono_loading_screen_surface_, 0, 0, mono_loading_screen_surface_->getWidth(), mono_loading_screen_surface_->getHeight())),
color_loading_screen_sprite_(std::make_shared<SSprite>(color_loading_screen_surface_, 0, 0, color_loading_screen_surface_->getWidth(), color_loading_screen_surface_->getHeight())),
screen_surface_(std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), options.game.width, options.game.height))
screen_surface_(std::make_shared<Surface>(Screen::get()->getRendererSurface(), options.game.width, options.game.height))
{
// Cambia el destino de las surfaces
mono_loading_screen_surface_->setSurfaceDataDestRaw(screen_surface_->getSurfaceData());
color_loading_screen_surface_->setSurfaceDataDestRaw(screen_surface_->getSurfaceData());
mono_loading_screen_surface_->setSurfaceDest(screen_surface_);
color_loading_screen_surface_->setSurfaceDest(screen_surface_);
// Configura la superficie donde se van a pintar los sprites
screen_surface_->setColor(0, 0xFF000000);
@@ -156,7 +156,7 @@ void LoadingScreen::renderBorder()
const int WIDTH = options.game.width + (options.video.border.width * 2);
const int HEIGHT = options.game.height + (options.video.border.height * 2);
bool draw_enabled = rand() % 2 == 0 ? true : false;
auto surface_data = *(Screen::get()->getRenderSurfaceData());
auto surface = Screen::get()->getRendererSurface();
int row = 0;
while (row < HEIGHT)
@@ -166,7 +166,7 @@ void LoadingScreen::renderBorder()
{
for (int i = row; i < row + ROW_HEIGHT; ++i)
{
screen_surface_->drawLine(surface_data, 0, i, WIDTH, i, color);
surface->drawLine(0, i, WIDTH, i, color);
}
}
row += ROW_HEIGHT;

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@@ -234,27 +234,27 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, in
n.rect = {desp_h, y_pos, width, height};
// Crea la textura
n.surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), width, height);
n.surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), width, height);
// Prepara para dibujar en la textura
Screen::get()->setRenderSurfaceData(n.surface);
Screen::get()->setRendererSurface(n.surface);
// Dibuja el fondo de la notificación
SDL_Rect rect;
auto surface_data = *(Screen::get()->getRenderSurfaceData());
auto surface = Screen::get()->getRendererSurface();
if (shape == NotificationShape::ROUNDED)
{
rect = {4, 0, width - (4 * 2), height};
n.surface->fillRect(surface_data, &rect, bg_color_);
surface->fillRect(&rect, bg_color_);
rect = {4 / 2, 1, width - 4, height - 2};
n.surface->fillRect(surface_data, &rect, bg_color_);
surface->fillRect(&rect, bg_color_);
rect = {1, 4 / 2, width - 2, height - 4};
n.surface->fillRect(surface_data, &rect, bg_color_);
surface->fillRect(&rect, bg_color_);
rect = {0, 4, width, height - (4 * 2)};
n.surface->fillRect(surface_data, &rect, bg_color_);
surface->fillRect(&rect, bg_color_);
}
else if (shape == NotificationShape::SQUARED)
@@ -288,7 +288,7 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, in
}
// Deja de dibujar en la textura
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
// Crea el sprite de la notificación
n.sprite = std::make_shared<SSprite>(n.surface, n.rect);

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@@ -212,10 +212,10 @@ struct OptionsStats
worst_nightmare("") {}
// Constructor
OptionsStats(int rooms, int items, const std::string &worst_nightmare)
: rooms(rooms),
items(items),
worst_nightmare(worst_nightmare) {}
OptionsStats(int r, int i, const std::string wn)
: rooms(r),
items(i),
worst_nightmare(wn) {}
};
// Estructura con opciones de la ventana

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@@ -247,7 +247,7 @@ void Resource::loadSurfaces()
for (const auto &l : list)
{
auto name = getFileName(l);
surfaces_.emplace_back(ResourceSurface(name, std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), l)));
surfaces_.emplace_back(ResourceSurface(name, std::make_shared<Surface>(Screen::get()->getRendererSurface(), l)));
updateLoadingProgress();
}
}
@@ -407,15 +407,14 @@ void Resource::renderProgress()
Screen::get()->start();
Screen::get()->clearSurface();
auto surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), 1, 1);
auto surface_data = *(Screen::get()->getRenderSurfaceData());
auto surface = Screen::get()->getRendererSurface();
const int wired_bar_width = options.game.width - (X_PADDING * 2);
SDL_Rect rect_wired = {X_PADDING, bar_position, wired_bar_width, X_PADDING};
surface->fillRect(surface_data, &rect_wired, stringToColor("blue"));
surface->fillRect(&rect_wired, stringToColor("blue"));
const int full_bar_width = wired_bar_width * count_.getPercentage();
SDL_Rect rect_full = {X_PADDING, bar_position, full_bar_width, X_PADDING};
surface->fillRect(surface_data, &rect_full, stringToColor("white"));
surface->fillRect(&rect_full, stringToColor("white"));
Screen::get()->renderWithoutNotifier();
}

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@@ -415,7 +415,7 @@ Room::Room(const std::string &room_path, std::shared_ptr<ScoreboardData> data)
setAnimatedTiles();
// Crea la textura para el mapa de tiles de la habitación
map_surface_ = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
map_surface_ = std::make_shared<Surface>(Screen::get()->getRendererSurface(), PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
// Pinta el mapa de la habitación en la textura
fillMapTexture();
@@ -474,7 +474,7 @@ void Room::initializeRoom(const RoomData &room)
void Room::fillMapTexture()
{
const Uint8 color = stringToColor(bg_color_);
Screen::get()->setRenderSurfaceData(map_surface_);
Screen::get()->setRendererSurface(map_surface_);
Screen::get()->clearSurface(color);
// Los tileSetFiles son de 20x20 tiles. El primer tile es el 0. Cuentan hacia la derecha y hacia abajo
@@ -593,7 +593,7 @@ void Room::fillMapTexture()
}
#endif
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
}
// Dibuja el mapa en pantalla

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@@ -27,7 +27,7 @@ Scoreboard::Scoreboard(std::shared_ptr<ScoreboardData> data)
player_sprite_ = std::make_shared<SAnimatedSprite>(player_texture, player_animations);
player_sprite_->setCurrentAnimation("walk_menu");
surface_ = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), SURFACE_WIDTH_, SURFACE_HEIGHT_);
surface_ = std::make_shared<Surface>(Screen::get()->getRendererSurface(), SURFACE_WIDTH_, SURFACE_HEIGHT_);
surface_dest_ = {0, options.game.height - SURFACE_HEIGHT_, SURFACE_WIDTH_, SURFACE_HEIGHT_};
// Inicializa las variables
@@ -136,7 +136,7 @@ int Scoreboard::getMinutes()
void Scoreboard::fillTexture()
{
// Empieza a dibujar en la textura
Screen::get()->setRenderSurfaceData(surface_);
Screen::get()->setRendererSurface(surface_);
// Limpia la textura
Screen::get()->clearSurface(stringToColor("black"));
@@ -179,5 +179,5 @@ void Scoreboard::fillTexture()
text->writeColored(28 * BLOCK, LINE2, ROOMS_TEXT, stringToColor("white"));
// Deja el renderizador como estaba
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
}

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@@ -75,8 +75,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
}
// Crea la surface donde se dibujan los graficos del juego
game_surface_data_ = std::make_shared<std::shared_ptr<SurfaceData>>(std::make_shared<SurfaceData>(options.game.width, options.game.height));
game_surface_ = std::make_shared<Surface>(game_surface_data_, options.game.width, options.game.height);
game_surface_ = std::make_shared<Surface>(nullptr, options.game.width, options.game.height);
game_surface_->loadPalette(palettes_.front());
// Crea la surface donde se dibujan los graficos del juego
@@ -115,7 +114,12 @@ void Screen::clearSurface(Uint8 index)
void Screen::start()
{
SDL_SetRenderTarget(renderer_, game_texture_);
setRenderSurfaceData(nullptr);
setRendererSurface(nullptr);
}
// Prepara para empezar a dibujar en la textura del borde
void Screen::startDrawOnBorder()
{
}
// Vuelca el contenido del renderizador en pantalla
@@ -373,9 +377,9 @@ void Screen::resetShaders()
}
// Establece el renderizador para las surfaces
void Screen::setRenderSurfaceData(std::shared_ptr<Surface> surface)
void Screen::setRendererSurface(std::shared_ptr<Surface> surface)
{
(surface) ? game_surface_->redirectSurfaceDataTo(surface) : game_surface_->restoreOriginalSurfaceData();
(surface) ? game_surface_->setSurfaceDest(surface) : game_surface_->setSurfaceDest(nullptr);
}
// Cambia la paleta

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@@ -26,13 +26,12 @@ private:
static Screen *screen_;
// Objetos y punteros
SDL_Window *window_; // Ventana de la aplicación
SDL_Renderer *renderer_; // El renderizador de la ventana
SDL_Texture *game_texture_; // Textura donde se dibuja el juego
SDL_Texture *border_texture_; // Textura donde se dibuja el borde del juego
std::shared_ptr<std::shared_ptr<SurfaceData>> game_surface_data_; // SurfaceData principal donde van a dibujar el resto de Surfaces
std::shared_ptr<Surface> game_surface_; // Surface principal para manejar game_surface_data_
std::shared_ptr<Surface> border_surface_; // Surface para pintar el el borde de la pantalla
SDL_Window *window_; // Ventana de la aplicación
SDL_Renderer *renderer_; // El renderizador de la ventana
SDL_Texture *game_texture_; // Textura donde se dibuja el juego
SDL_Texture *border_texture_; // Textura donde se dibuja el borde del juego
std::shared_ptr<Surface> game_surface_; // Surface principal para manejar game_surface_data_
std::shared_ptr<Surface> border_surface_; // Surface para pintar el el borde de la pantalla
// Variables
int window_width_; // Ancho de la pantalla o ventana
@@ -85,6 +84,7 @@ public:
// Prepara para empezar a dibujar en la textura de juego
void start();
void startDrawOnBorder();
// Vuelca el contenido del renderizador en pantalla
void render();
@@ -134,14 +134,11 @@ public:
int getMaxZoom();
// Establece el renderizador para las surfaces
void setRenderSurfaceData(std::shared_ptr<Surface> surface = nullptr);
void setRendererSurface(std::shared_ptr<Surface> surface = nullptr);
// Getters
SDL_Renderer *getRenderer() { return renderer_; }
std::shared_ptr<std::shared_ptr<SurfaceData>> getRenderSurfaceData() { return std::make_shared<std::shared_ptr<SurfaceData>>(game_surface_->getSurfaceData()); }
// Prepara para empezar a dibujar en la textura del borde
void startDrawOnBorder() { setRenderSurfaceData(border_surface_); }
std::shared_ptr<Surface> getRendererSurface() { return game_surface_; }
// Cambia la paleta
void nextPalette();

View File

@@ -11,30 +11,17 @@
#include "gif.h" // for LoadGif, LoadPalette
// Constructor
Surface::Surface(std::shared_ptr<std::shared_ptr<SurfaceData>> surface_dest, int w, int h)
: surface_data_dest_(surface_dest),
Surface::Surface(std::shared_ptr<Surface> surface_dest, int w, int h)
: surface_dest_(surface_dest),
surface_data_(std::make_shared<SurfaceData>(w, h)),
original_surface_data_(surface_data_),
transparent_color_(0)
{
if (!surface_data_dest_)
{
surface_data_dest_ = std::make_shared<std::shared_ptr<SurfaceData>>(surface_data_);
}
}
transparent_color_(0){}
Surface::Surface(std::shared_ptr<std::shared_ptr<SurfaceData>> surface_dest, const std::string &file_path)
: surface_data_dest_(surface_dest),
Surface::Surface(std::shared_ptr<Surface> surface_dest, const std::string &file_path)
: surface_dest_(surface_dest),
transparent_color_(0)
{
SurfaceData loadedData = loadSurface(file_path);
surface_data_ = std::make_shared<SurfaceData>(std::move(loadedData));
original_surface_data_ = surface_data_;
if (!surface_data_dest_)
{
surface_data_dest_ = std::make_shared<std::shared_ptr<SurfaceData>>(surface_data_);
}
}
// Carga una superficie desde un archivo
@@ -117,48 +104,45 @@ void Surface::clear(Uint8 color)
}
// Pone un pixel en la SurfaceData
void Surface::putPixel(std::shared_ptr<SurfaceData> surface_data, int x, int y, Uint8 color)
void Surface::putPixel(int x, int y, Uint8 color)
{
if (x < 0 || y < 0 || x >= surface_data->width || y >= surface_data->height)
if (x < 0 || y < 0 || x >= surface_data_->width || y >= surface_data_->height)
{
return; // Coordenadas fuera de rango
}
const int index = x + y * surface_data->width;
surface_data->data[index] = color;
const int index = x + y * surface_data_->width;
surface_data_->data[index] = color;
}
// Obtiene el color de un pixel de la superficie de origen
// Obtiene el color de un pixel de la surface_data
Uint8 Surface::getPixel(int x, int y)
{
return surface_data_->data[x + y * surface_data_->width];
}
// Dibuja un rectangulo
void Surface::fillRect(std::shared_ptr<SurfaceData> surface_data, SDL_Rect *rect, Uint8 color)
void Surface::fillRect(SDL_Rect *rect, Uint8 color)
{
if (!rect)
return; // Verificar si el rectángulo es válido
// Limitar los valores del rectángulo al tamaño de la superficie
int x_start = std::max(0, rect->x);
int y_start = std::max(0, rect->y);
int x_end = std::min(rect->x + rect->w, static_cast<int>(surface_data->width));
int y_end = std::min(rect->y + rect->h, static_cast<int>(surface_data->height));
int x_end = std::min(rect->x + rect->w, static_cast<int>(surface_data_->width));
int y_end = std::min(rect->y + rect->h, static_cast<int>(surface_data_->height));
// Recorrer cada píxel dentro del rectángulo directamente
for (int y = y_start; y < y_end; ++y)
{
for (int x = x_start; x < x_end; ++x)
{
const int index = x + y * surface_data->width;
surface_data->data[index] = color;
const int index = x + y * surface_data_->width;
surface_data_->data[index] = color;
}
}
}
// Dibuja una linea
void Surface::drawLine(std::shared_ptr<SurfaceData> surface_data, int x1, int y1, int x2, int y2, Uint8 color)
void Surface::drawLine(int x1, int y1, int x2, int y2, Uint8 color)
{
// Calcula las diferencias
int dx = std::abs(x2 - x1);
@@ -173,9 +157,9 @@ void Surface::drawLine(std::shared_ptr<SurfaceData> surface_data, int x1, int y1
while (true)
{
// Asegúrate de no dibujar fuera de los límites de la superficie
if (x1 >= 0 && x1 < surface_data->width && y1 >= 0 && y1 < surface_data->height)
if (x1 >= 0 && x1 < surface_data_->width && y1 >= 0 && y1 < surface_data_->height)
{
surface_data->data[x1 + y1 * surface_data->width] = color;
surface_data_->data[x1 + y1 * surface_data_->width] = color;
}
// Si alcanzamos el punto final, salimos
@@ -199,17 +183,13 @@ void Surface::drawLine(std::shared_ptr<SurfaceData> surface_data, int x1, int y1
// Copia una región de la superficie de origen a la de destino
void Surface::render(int dx, int dy, int sx, int sy, int w, int h)
{
if (!surface_data_ || !surface_data_dest_ || !*surface_data_dest_) {
throw std::runtime_error("Surface source or destination is null.");
}
auto &dest = **surface_data_dest_;
auto surface_data = surface_dest_->getSurfaceData();
// Limitar la región para evitar accesos fuera de rango
w = std::min(w, surface_data_->width - sx);
h = std::min(h, surface_data_->height - sy);
w = std::min(w, dest.width - dx);
h = std::min(h, dest.height - dy);
w = std::min(w, surface_data->width - dx);
h = std::min(h, surface_data->height - dy);
for (int iy = 0; iy < h; ++iy)
{
@@ -218,7 +198,7 @@ void Surface::render(int dx, int dy, int sx, int sy, int w, int h)
Uint8 color = surface_data_->data[(sx + ix) + (sy + iy) * surface_data_->width];
if (color != transparent_color_)
{
dest.data[(dx + ix) + (dy + iy) * dest.width] = color;
surface_data->data[(dx + ix) + (dy + iy) * surface_data->width] = color;
}
}
}
@@ -227,11 +207,7 @@ void Surface::render(int dx, int dy, int sx, int sy, int w, int h)
// Copia una región de la superficie de origen a la de destino
void Surface::render(int x, int y, SDL_Rect *srcRect, SDL_RendererFlip flip)
{
if (!surface_data_ || !surface_data_dest_ || !*surface_data_dest_) {
throw std::runtime_error("Surface source or destination is null.");
}
auto &dest = **surface_data_dest_;
auto surface_data = surface_dest_->getSurfaceData();
// Determina la región de origen (clip) a renderizar
int sx = (srcRect) ? srcRect->x : 0;
@@ -242,8 +218,8 @@ void Surface::render(int x, int y, SDL_Rect *srcRect, SDL_RendererFlip flip)
// Limitar la región para evitar accesos fuera de rango
w = std::min(w, surface_data_->width - sx);
h = std::min(h, surface_data_->height - sy);
w = std::min(w, dest.width - x);
h = std::min(h, dest.height - y);
w = std::min(w, surface_data->width - x);
h = std::min(h, surface_data->height - y);
// Renderiza píxel por píxel aplicando el flip si es necesario
for (int iy = 0; iy < h; ++iy)
@@ -262,7 +238,7 @@ void Surface::render(int x, int y, SDL_Rect *srcRect, SDL_RendererFlip flip)
Uint8 color = surface_data_->data[src_x + src_y * surface_data_->width];
if (color != transparent_color_)
{
dest.data[dest_x + dest_y * dest.width] = color;
surface_data->data[dest_x + dest_y * surface_data->width] = color;
}
}
}
@@ -271,11 +247,7 @@ void Surface::render(int x, int y, SDL_Rect *srcRect, SDL_RendererFlip flip)
// Copia una región de la superficie de origen a la de destino
void Surface::render(SDL_Rect *srcRect, SDL_Rect *dstRect, SDL_RendererFlip flip)
{
if (!surface_data_ || !surface_data_dest_ || !*surface_data_dest_) {
throw std::runtime_error("Surface source or destination is null.");
}
auto &dest = **surface_data_dest_;
auto surface_data = surface_dest_->getSurfaceData();
// Si srcRect es nullptr, tomar toda la superficie fuente
int sx = (srcRect) ? srcRect->x : 0;
@@ -299,8 +271,8 @@ void Surface::render(SDL_Rect *srcRect, SDL_Rect *dstRect, SDL_RendererFlip flip
// Limitar la región para evitar accesos fuera de rango en src y dst
sw = std::min(sw, surface_data_->width - sx);
sh = std::min(sh, surface_data_->height - sy);
dw = std::min(dw, dest.width - dx);
dh = std::min(dh, dest.height - dy);
dw = std::min(dw, surface_data->width - dx);
dh = std::min(dh, surface_data->height - dy);
int final_width = std::min(sw, dw);
int final_height = std::min(sh, dh);
@@ -322,7 +294,7 @@ void Surface::render(SDL_Rect *srcRect, SDL_Rect *dstRect, SDL_RendererFlip flip
Uint8 color = surface_data_->data[src_x + src_y * surface_data_->width];
if (color != transparent_color_)
{
dest.data[dest_x + dest_y * dest.width] = color;
surface_data->data[dest_x + dest_y * surface_data->width] = color;
}
}
}
@@ -331,11 +303,7 @@ void Surface::render(SDL_Rect *srcRect, SDL_Rect *dstRect, SDL_RendererFlip flip
// Copia una región de la SurfaceData de origen a la SurfaceData de destino reemplazando un color por otro
void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 target_color, SDL_Rect *srcRect, SDL_RendererFlip flip)
{
if (!surface_data_ || !surface_data_dest_ || !*surface_data_dest_) {
throw std::runtime_error("Surface source or destination is null.");
}
auto &dest = **surface_data_dest_;
auto surface_data = surface_dest_->getSurfaceData();
// Determina la región de origen (clip) a renderizar
int sx = (srcRect) ? srcRect->x : 0;
@@ -361,7 +329,7 @@ void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 tar
int dest_y = y + iy;
// Verifica que las coordenadas de destino estén dentro de los límites
if (dest_x < 0 || dest_y < 0 || dest_x >= dest.width || dest_y >= dest.height)
if (dest_x < 0 || dest_y < 0 || dest_x >= surface_data->width || dest_y >= surface_data->height)
{
continue; // Saltar píxeles fuera del rango del destino
}
@@ -370,7 +338,7 @@ void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 tar
Uint8 color = surface_data_->data[src_x + src_y * surface_data_->width];
if (color != transparent_color_)
{
dest.data[dest_x + dest_y * dest.width] =
surface_data->data[dest_x + dest_y * surface_data->width] =
(color == source_color) ? target_color : color;
}
}
@@ -445,26 +413,3 @@ bool Surface::fadePalette()
// Devolver si el índice 15 coincide con el índice 0
return palette_[15] == palette_[0];
}
// Permite que una Surface apunte al SurfaceData de otra Surface
void Surface::redirectSurfaceDataTo(const std::shared_ptr<SurfaceData> &newSurfaceData)
{
if (surface_data_dest_)
{
*surface_data_dest_ = newSurfaceData;
}
}
void Surface::redirectSurfaceDataTo(const std::shared_ptr<Surface> &otherSurface)
{
redirectSurfaceDataTo(otherSurface->getSurfaceData());
}
// Método para restaurar
void Surface::restoreOriginalSurfaceData()
{
if (surface_data_dest_)
{
*surface_data_dest_ = original_surface_data_;
}
}

View File

@@ -60,16 +60,15 @@ struct SurfaceData
class Surface
{
private:
std::shared_ptr<std::shared_ptr<SurfaceData>> surface_data_dest_; // Puntero a la SurfaceData remota donde copiar la información
std::shared_ptr<SurfaceData> surface_data_; // SurfaceData propia
std::shared_ptr<SurfaceData> original_surface_data_; // SurfaceData original para restauración
std::array<Uint32, 256> palette_; // Paleta para volcar la SurfaceData a una Textura
int transparent_color_; // Indice de la paleta que se omite en la copia de datos
std::shared_ptr<Surface> surface_dest_; // Surface remota donde dibujar la surface_data_
std::shared_ptr<SurfaceData> surface_data_; // Datos a dibujar
std::array<Uint32, 256> palette_; // Paleta para volcar la SurfaceData a una Textura
int transparent_color_; // Indice de la paleta que se omite en la copia de datos
public:
// Constructor
Surface(std::shared_ptr<std::shared_ptr<SurfaceData>> surface_dest, int w, int h);
Surface(std::shared_ptr<std::shared_ptr<SurfaceData>> surface_dest, const std::string &file_path);
Surface(std::shared_ptr<Surface> surface_dest, int w, int h);
Surface(std::shared_ptr<Surface> surface_dest, const std::string &file_path);
// Destructor
~Surface() = default;
@@ -101,34 +100,33 @@ public:
bool fadePalette();
// Pone un pixel en la SurfaceData
void putPixel(std::shared_ptr<SurfaceData> surface_data, int x, int y, Uint8 color);
void putPixel(int x, int y, Uint8 color);
// Obtiene el color de un pixel de la superficie de origen
// Obtiene el color de un pixel de la surface_data
Uint8 getPixel(int x, int y);
// Dibuja un rectangulo
void fillRect(std::shared_ptr<SurfaceData> surface_data, SDL_Rect *rect, Uint8 color);
void fillRect(SDL_Rect *rect, Uint8 color);
// Dibuja una linea
void drawLine(std::shared_ptr<SurfaceData> surface_data, int x1, int y1, int x2, int y2, Uint8 color);
void drawLine(int x1, int y1, int x2, int y2, Uint8 color);
// Getters
// Métodos para gestionar surface_dest_
std::shared_ptr<Surface> getSurfaceDest() const { return surface_dest_; }
void setSurfaceDest(std::shared_ptr<Surface> new_surface_dest) { surface_dest_ = new_surface_dest; }
// Metodos para gestionar surface_data_
std::shared_ptr<SurfaceData> getSurfaceData() const { return surface_data_; }
int getTransparentColor() const { return transparent_color_; }
void setSurfaceData(std::shared_ptr<SurfaceData> new_data) { surface_data_ = new_data; }
// Obtien ancho y alto
int getWidth() const { return surface_data_->width; }
int getHeight() const { return surface_data_->height; }
// Setters
// Color transparente
int getTransparentColor() const { return transparent_color_; }
void setTransparentColor(int color) { transparent_color_ = color; }
void setSurfaceDataDest(std::shared_ptr<std::shared_ptr<SurfaceData>> surface_data_dest) { surface_data_dest_ = surface_data_dest; }
void setSurfaceDataDestRaw(std::shared_ptr<SurfaceData> surface_data_dest) { surface_data_dest_ = std::make_shared<std::shared_ptr<SurfaceData>>(surface_data_dest); }
// Paleta
void setPalette(const std::array<Uint32, 256> &palette) { palette_ = palette; }
void setSurface(std::shared_ptr<SurfaceData> surface) { surface_data_ = surface; }
// Permite que una Surface apunte al SurfaceData de otra Surface
void redirectSurfaceDataTo(const std::shared_ptr<SurfaceData> &newSurfaceData);
void redirectSurfaceDataTo(const std::shared_ptr<Surface> &otherSurface);
// Método para restaurar
void restoreOriginalSurfaceData();
};

View File

@@ -146,11 +146,11 @@ std::shared_ptr<Surface> Text::writeToSurface(const std::string &text, int zoom,
{
auto width = lenght(text, kerning) * zoom;
auto height = box_height_ * zoom;
auto surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), width, height);
Screen::get()->setRenderSurfaceData(surface);
auto surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), width, height);
Screen::get()->setRendererSurface(surface);
Screen::get()->clearSurface(stringToColor("transparent"));
write(0, 0, text, kerning);
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
return surface;
}
@@ -160,11 +160,11 @@ std::shared_ptr<Surface> Text::writeDXToSurface(Uint8 flags, const std::string &
{
auto width = Text::lenght(text, kerning) + shadow_distance;
auto height = box_height_ + shadow_distance;
auto surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), width, height);
Screen::get()->setRenderSurfaceData(surface);
auto surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), width, height);
Screen::get()->setRendererSurface(surface);
Screen::get()->clearSurface(stringToColor("transparent"));
writeDX(flags, 0, 0, text, kerning, textColor, shadow_distance, shadow_color, lenght);
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
return surface;
}

View File

@@ -25,7 +25,7 @@
Title::Title()
: title_logo_surface_(Resource::get()->getSurface("title_logo.gif")),
title_logo_sprite_(std::make_shared<SSprite>(title_logo_surface_, 0, 0, title_logo_surface_->getWidth(), title_logo_surface_->getHeight())),
bg_surface_(std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), options.game.width, options.game.height))
bg_surface_(std::make_shared<Surface>(Screen::get()->getRendererSurface(), options.game.width, options.game.height))
{
// Carga la surface con los gráficos de la pantalla de carga
pInit(Screen::get()->getRenderer(), 256, 128);
@@ -33,7 +33,7 @@ Title::Title()
pLoadPal(Asset::get()->get("loading_screen_color.gif").c_str());
pSetSource(loading_screen_);
//title_logo_surface_->setSurfaceDataDestRaw(bg_surface_->getSurfaceData());
// title_logo_surface_->setSurfaceDataDestRaw(bg_surface_->getSurfaceData());
// Inicializa variables
state_ = options.section.subsection == Subsection::TITLE_WITH_LOADING_SCREEN ? TitleState::SHOW_LOADING_SCREEN : TitleState::SHOW_MENU;
@@ -313,7 +313,7 @@ void Title::moveCheevosList(int direction)
void Title::fillSurface()
{
// Coloca el puntero del renderizador sobre la textura
Screen::get()->setRenderSurfaceData(bg_surface_);
Screen::get()->setRendererSurface(bg_surface_);
// Rellena la textura de color
Screen::get()->clearSurface(4);
@@ -332,7 +332,7 @@ void Title::fillSurface()
text->writeColored(PLAY_AREA_CENTER_X, 30 * TEXT_SIZE, "ESC.EXIT GAME", COLOR);
// Devuelve el puntero del renderizador a su sitio
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
}
// Crea y rellena la textura para mostrar los logros
@@ -347,10 +347,10 @@ void Title::createCheevosTexture()
constexpr int CHEEVOS_PADDING = 10;
const int CHEEVO_HEIGHT = CHEEVOS_PADDING + (TEXT->getCharacterSize() * 2) + 1;
const int CHEEVOS_TEXTURE_HEIGHT = (CHEEVO_HEIGHT * CHEEVOS_LIST.size()) + 2 + TEXT->getCharacterSize() + 8;
cheevos_surface_ = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), CHEEVOS_TEXTURE_WIDTH, CHEEVOS_TEXTURE_HEIGHT);
cheevos_surface_ = std::make_shared<Surface>(Screen::get()->getRendererSurface(), CHEEVOS_TEXTURE_WIDTH, CHEEVOS_TEXTURE_HEIGHT);
// Prepara para dibujar sobre la textura
Screen::get()->setRenderSurfaceData(cheevos_surface_);
Screen::get()->setRendererSurface(cheevos_surface_);
// Rellena la textura con color sólido
const Uint8 CHEEVOS_BG_COLOR = stringToColor("black");
@@ -373,8 +373,8 @@ void Title::createCheevosTexture()
cheevoColor = cheevo.completed ? CHEEVO_UNLOCKED_COLOR : CHEEVO_LOCKED_COLOR;
pos += CHEEVOS_PADDING;
constexpr int HALF = CHEEVOS_PADDING / 2;
auto surface_data = *(Screen::get()->getRenderSurfaceData());
cheevos_surface_->drawLine(surface_data, LINE_X1, pos - HALF - 1, LINE_X2, pos - HALF - 1, cheevoColor);
auto surface = Screen::get()->getRendererSurface();
surface->drawLine(LINE_X1, pos - HALF - 1, LINE_X2, pos - HALF - 1, cheevoColor);
TEXT->writeDX(TEXT_CENTER | TEXT_COLOR, CHEEVOS_TEXTURE_WIDTH / 2, pos, cheevo.caption, 1, cheevoColor);
pos += TEXT->getCharacterSize() + 1;
TEXT->writeDX(TEXT_CENTER | TEXT_COLOR, CHEEVOS_TEXTURE_WIDTH / 2, pos, cheevo.description, 1, cheevoColor);
@@ -382,7 +382,7 @@ void Title::createCheevosTexture()
}
// Restablece el RenderSurface
Screen::get()->setRenderSurfaceData(nullptr);
Screen::get()->setRendererSurface(nullptr);
// Crea el sprite para el listado de logros
cheevos_sprite_ = std::make_shared<SSprite>(cheevos_surface_, (GAMECANVAS_WIDTH - cheevos_surface_->getWidth()) / 2, CHEEVOS_TEXTURE_POS_Y, cheevos_surface_->getWidth(), cheevos_surface_->getHeight());