Transició a surface: ending.cpp fet

This commit is contained in:
2025-03-03 20:48:31 +01:00
parent d7e0178602
commit b320030547
11 changed files with 128 additions and 134 deletions

View File

@@ -14,9 +14,9 @@
#include "options.h" // for Options, options, OptionsVideo, Sect...
#include "resource.h" // for Resource
#include "screen.h" // for Screen
#include "s_sprite.h" // for Sprite
#include "s_sprite.h" // for SSprite
#include "text.h" // for Text, TEXT_STROKE
#include "surface.h" // for Texture
#include "surface.h" // for Surface
#include "utils.h" // for Color, stringToColor, Palette
// Constructor
@@ -43,8 +43,8 @@ Ending::Ending()
Screen::get()->setBorderColor(stringToColor(options.video.palette, "black"));
// Crea la textura para cubrir el texto
cover_texture_ = createTexture(Screen::get()->getRenderer(), options.game.width, options.game.height + 8);
SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND);
cover_surface_ = createTexture(Screen::get()->getRenderer(), options.game.width, options.game.height + 8);
SDL_SetTextureBlendMode(cover_surface_, SDL_BLENDMODE_BLEND);
// Rellena la textura para la cortinilla
fillCoverTexture();
@@ -53,7 +53,7 @@ Ending::Ending()
// Destructor
Ending::~Ending()
{
SDL_DestroyTexture(cover_texture_);
SDL_DestroyTexture(cover_surface_);
}
// Actualiza el objeto
@@ -174,61 +174,55 @@ void Ending::iniTexts()
const int WIDTH = text->lenght(txt.caption, 1) + 2 + 2;
const int HEIGHT = text->getCharacterSize() + 2 + 2;
Color color = stringToColor(options.video.palette, "black");
Uint8 color = stringToColor("black");
EndingTexture st;
// Crea la textura
st.image_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
st.image_texture->createBlank(WIDTH, HEIGHT);
st.image_texture->setAsRenderTarget(Screen::get()->getRenderer());
st.image_texture->setBlendMode(SDL_BLENDMODE_BLEND);
st.image_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT);
Screen::get()->setRenderSurfaceData(st.image_surface);
text->writeDX(TEXT_STROKE, 2, 2, txt.caption, 1, color, 2, color);
// Crea el sprite
st.image_sprite = std::make_shared<Sprite>(st.image_texture, 0, 0, st.image_texture->getWidth(), st.image_texture->getHeight());
st.image_sprite->setPosition((options.game.width - st.image_texture->getWidth()) / 2, txt.pos);
st.image_sprite = std::make_shared<SSprite>(st.image_surface, 0, 0, st.image_surface->getWidth(), st.image_surface->getHeight());
st.image_sprite->setPosition((options.game.width - st.image_surface->getWidth()) / 2, txt.pos);
// Crea la coverTexture
st.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
st.cover_texture->createBlank(WIDTH, HEIGHT + 8);
st.cover_texture->setAsRenderTarget(Screen::get()->getRenderer());
st.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND);
// Crea la cover_surface
st.cover_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT + 8);
Screen::get()->setRenderSurfaceData(st.cover_surface);
// Rellena la coverTexture con color transparente
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
SDL_RenderClear(Screen::get()->getRenderer());
// Rellena la cover_surface con color transparente
Screen::get()->clean(stringToColor("transparent"));
// Crea una malla de 8 pixels de alto
color = stringToColor(options.video.palette, "black");
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
auto surface = Screen::get()->getRenderSurfaceData();
color = stringToColor("black");
for (int i = 0; i < WIDTH; i += 2)
{
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 4);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 6);
st.cover_surface->putPixel(surface, i, 0, color);
st.cover_surface->putPixel(surface, i, 2, color);
st.cover_surface->putPixel(surface, i, 4, color);
st.cover_surface->putPixel(surface, i, 6, color);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 5);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 7);
st.cover_surface->putPixel(surface, i + 1, 5, color);
st.cover_surface->putPixel(surface, i + 1, 7, color);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
color = stringToColor(options.video.palette, "black");
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
st.cover_surface->fillRect(surface, &rect, color);
// Crea el sprite
st.cover_sprite = std::make_shared<Sprite>(st.cover_texture, 0, 0, st.cover_texture->getWidth(), st.cover_texture->getHeight() - 8);
st.cover_sprite->setPosition((options.game.width - st.cover_texture->getWidth()) / 2, txt.pos);
st.cover_sprite->setClip(0, 8, st.cover_texture->getWidth(), st.cover_texture->getHeight());
st.cover_sprite = std::make_shared<SSprite>(st.cover_surface, 0, 0, st.cover_surface->getWidth(), st.cover_surface->getHeight() - 8);
st.cover_sprite->setPosition((options.game.width - st.cover_surface->getWidth()) / 2, txt.pos);
st.cover_sprite->setClip(0, 8, st.cover_surface->getWidth(), st.cover_surface->getHeight());
// Inicializa variables
st.cover_clip_desp = 8;
st.cover_clip_height = HEIGHT;
sprite_texts_.push_back(st);
Screen::get()->setRenderSurfaceData(nullptr);
}
}
@@ -238,22 +232,11 @@ void Ending::iniPics()
// Vector con las rutas y la posición
std::vector<TextAndPosition> pics;
if (options.video.palette == Palette::ZXSPECTRUM)
{
pics.push_back({"ending1.gif", 48});
pics.push_back({"ending2.gif", 26});
pics.push_back({"ending3.gif", 29});
pics.push_back({"ending4.gif", 63});
pics.push_back({"ending5.gif", 53});
}
else
{
pics.push_back({"ending1_zxarne.gif", 48});
pics.push_back({"ending2_zxarne.gif", 26});
pics.push_back({"ending3_zxarne.gif", 29});
pics.push_back({"ending4_zxarne.gif", 63});
pics.push_back({"ending5_zxarne.gif", 53});
}
pics.push_back({"ending1.gif", 48});
pics.push_back({"ending2.gif", 26});
pics.push_back({"ending3.gif", 29});
pics.push_back({"ending4.gif", 63});
pics.push_back({"ending5.gif", 53});
// Crea los sprites
sprite_pics_.clear();
@@ -263,54 +246,50 @@ void Ending::iniPics()
EndingTexture sp;
// Crea la texture
sp.image_texture = Resource::get()->getSurface(pic.caption);
const int WIDTH = sp.image_texture->getWidth();
const int HEIGHT = sp.image_texture->getHeight();
sp.image_surface = Resource::get()->getSurface(pic.caption);
const int WIDTH = sp.image_surface->getWidth();
const int HEIGHT = sp.image_surface->getHeight();
// Crea el sprite
sp.image_sprite = std::make_shared<Sprite>(sp.image_texture, 0, 0, WIDTH, HEIGHT);
sp.image_sprite = std::make_shared<SSprite>(sp.image_surface, 0, 0, WIDTH, HEIGHT);
sp.image_sprite->setPosition((options.game.width - WIDTH) / 2, pic.pos);
// Crea la coverTexture
sp.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
sp.cover_texture->createBlank(WIDTH, HEIGHT + 8);
sp.cover_texture->setAsRenderTarget(Screen::get()->getRenderer());
sp.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND);
// Crea la cover_surface
sp.cover_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT + 8);
Screen::get()->setRenderSurfaceData(sp.cover_surface);
// Rellena la coverTexture con color transparente
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
SDL_RenderClear(Screen::get()->getRenderer());
// Rellena la cover_surface con color transparente
Screen::get()->clean(stringToColor("transparent"));
// Crea una malla en los primeros 8 pixels
Color c = stringToColor(options.video.palette, "black");
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
auto surface = Screen::get()->getRenderSurfaceData();
auto color = stringToColor("black");
for (int i = 0; i < WIDTH; i += 2)
{
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 4);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 6);
sp.cover_surface->putPixel(surface, i, 0, color);
sp.cover_surface->putPixel(surface, i, 2, color);
sp.cover_surface->putPixel(surface, i, 4, color);
sp.cover_surface->putPixel(surface, i, 6, color);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 5);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 7);
sp.cover_surface->putPixel(surface, i + 1, 5, color);
sp.cover_surface->putPixel(surface, i + 1, 7, color);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
c = stringToColor(options.video.palette, "black");
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
sp.cover_surface->fillRect(surface, &rect, color);
// Crea el sprite
sp.cover_sprite = std::make_shared<Sprite>(sp.cover_texture, 0, 0, sp.cover_texture->getWidth(), sp.cover_texture->getHeight() - 8);
sp.cover_sprite->setPosition((options.game.width - sp.cover_texture->getWidth()) / 2, pic.pos);
sp.cover_sprite->setClip(0, 8, sp.cover_texture->getWidth(), sp.cover_texture->getHeight());
sp.cover_sprite = std::make_shared<SSprite>(sp.cover_surface, 0, 0, sp.cover_surface->getWidth(), sp.cover_surface->getHeight() - 8);
sp.cover_sprite->setPosition((options.game.width - sp.cover_surface->getWidth()) / 2, pic.pos);
sp.cover_sprite->setClip(0, 8, sp.cover_surface->getWidth(), sp.cover_surface->getHeight());
// Inicializa variables
sp.cover_clip_desp = 8;
sp.cover_clip_height = HEIGHT;
sprite_pics_.push_back(sp);
Screen::get()->setRenderSurfaceData(nullptr);
}
}
@@ -500,7 +479,7 @@ void Ending::checkChangeScene()
void Ending::fillCoverTexture()
{
// Rellena la textura que cubre el texto con color transparente
SDL_SetRenderTarget(Screen::get()->getRenderer(), cover_texture_);
SDL_SetRenderTarget(Screen::get()->getRenderer(), cover_surface_);
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
SDL_RenderClear(Screen::get()->getRenderer());
@@ -534,7 +513,7 @@ void Ending::renderCoverTexture()
const int OFFSET = std::min(cover_counter_, 100);
SDL_Rect srcRect = {0, 200 - (cover_counter_ * 2), 256, OFFSET * 2};
SDL_Rect dstRect = {0, 0, 256, OFFSET * 2};
SDL_RenderCopy(Screen::get()->getRenderer(), cover_texture_, &srcRect, &dstRect);
SDL_RenderCopy(Screen::get()->getRenderer(), cover_surface_, &srcRect, &dstRect);
}
}