retocs sucosets al minimap
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@@ -64,6 +64,14 @@ void MapEditor::loadSettings() {
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auto yaml = fkyaml::node::deserialize(content);
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if (yaml.contains("grid")) { settings_.grid = yaml["grid"].get_value<bool>(); }
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if (yaml.contains("show_render_info")) { settings_.show_render_info = yaml["show_render_info"].get_value<bool>(); }
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if (yaml.contains("minimap_bg")) {
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if (yaml["minimap_bg"].is_string()) { settings_.minimap_bg = yaml["minimap_bg"].get_value<std::string>(); }
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else if (yaml["minimap_bg"].is_integer()) { settings_.minimap_bg = std::to_string(yaml["minimap_bg"].get_value<int>()); }
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}
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if (yaml.contains("minimap_conn")) {
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if (yaml["minimap_conn"].is_string()) { settings_.minimap_conn = yaml["minimap_conn"].get_value<std::string>(); }
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else if (yaml["minimap_conn"].is_integer()) { settings_.minimap_conn = std::to_string(yaml["minimap_conn"].get_value<int>()); }
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}
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} catch (...) {
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// Fichero corrupto o vacío, usar defaults
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}
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@@ -80,6 +88,8 @@ void MapEditor::saveSettings() {
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file << "# Map Editor Settings\n";
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file << "grid: " << (settings_.grid ? "true" : "false") << "\n";
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file << "show_render_info: " << (settings_.show_render_info ? "true" : "false") << "\n";
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file << "minimap_bg: " << settings_.minimap_bg << "\n";
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file << "minimap_conn: " << settings_.minimap_conn << "\n";
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file.close();
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}
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@@ -100,13 +110,37 @@ auto MapEditor::showGrid(bool show) -> std::string {
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return show ? "Grid ON" : "Grid OFF";
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}
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// Parsea un color por nombre o índice numérico
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static auto parseColor(const std::string& value) -> Uint8 {
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try { return static_cast<Uint8>(std::stoi(value)); }
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catch (...) { return stringToColor(value); }
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}
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void MapEditor::toggleMiniMap() {
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if (!mini_map_) {
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mini_map_ = std::make_unique<MiniMap>();
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mini_map_ = std::make_unique<MiniMap>(parseColor(settings_.minimap_bg), parseColor(settings_.minimap_conn));
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}
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mini_map_visible_ = !mini_map_visible_;
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}
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auto MapEditor::setMiniMapBg(const std::string& color) -> std::string {
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settings_.minimap_bg = toLower(color);
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saveSettings();
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if (mini_map_) {
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mini_map_->rebuild(parseColor(settings_.minimap_bg), parseColor(settings_.minimap_conn));
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}
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return "minimap bg: " + settings_.minimap_bg;
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}
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auto MapEditor::setMiniMapConn(const std::string& color) -> std::string {
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settings_.minimap_conn = toLower(color);
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saveSettings();
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if (mini_map_) {
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mini_map_->rebuild(parseColor(settings_.minimap_bg), parseColor(settings_.minimap_conn));
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}
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return "minimap conn: " + settings_.minimap_conn;
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}
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// Entra en modo editor
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void MapEditor::enter(std::shared_ptr<Room> room, std::shared_ptr<Player> player, const std::string& room_path, std::shared_ptr<Scoreboard::Data> scoreboard_data) {
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if (active_) { return; }
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@@ -49,6 +49,8 @@ class MapEditor {
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auto showGrid(bool show) -> std::string;
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[[nodiscard]] auto isGridEnabled() const -> bool { return settings_.grid; }
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void toggleMiniMap();
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auto setMiniMapBg(const std::string& color) -> std::string;
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auto setMiniMapConn(const std::string& color) -> std::string;
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// Comandos para items
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auto setItemProperty(const std::string& property, const std::string& value) -> std::string;
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@@ -68,6 +70,8 @@ class MapEditor {
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struct Settings {
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bool grid{false};
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bool show_render_info{false};
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std::string minimap_bg{"blue"};
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std::string minimap_conn{"white"};
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};
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Settings settings_;
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void loadSettings();
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@@ -17,13 +17,20 @@
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#include "utils/utils.hpp" // Para stringToColor
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// Constructor: construye todo el minimapa
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MiniMap::MiniMap() {
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MiniMap::MiniMap(Uint8 bg_color, Uint8 conn_color) : bg_color_(bg_color), conn_color_(conn_color) {
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buildTileColorTable("standard.gif");
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layoutRooms();
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buildRoomSurfaces();
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composeFinalSurface();
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}
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// Regenera la surface final con nuevo color de fondo
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void MiniMap::rebuild(Uint8 bg_color, Uint8 conn_color) {
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bg_color_ = bg_color;
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conn_color_ = conn_color;
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composeFinalSurface();
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}
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// Analiza el tileset y crea tabla: tile_index → color predominante
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void MiniMap::buildTileColorTable(const std::string& tileset_name) {
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auto tileset = Resource::Cache::get()->getSurface(tileset_name);
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@@ -196,7 +203,7 @@ void MiniMap::composeFinalSurface() {
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Screen::get()->setRendererSurface(map_surface_);
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// 1. Fondo general
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map_surface_->clear(COLOR_BACKGROUND);
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map_surface_->clear(bg_color_);
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// 2. Líneas de conexión entre rooms (debajo de todo)
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drawConnections();
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@@ -240,22 +247,22 @@ void MiniMap::drawConnections() {
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int px = cellPixelX(mini.pos.x);
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int py = cellPixelY(mini.pos.y);
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// Conexión derecha: línea horizontal desde el borde derecho de esta room hasta el borde izquierdo de la vecina
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// Conexión derecha
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if (room_data->right_room != "0" && !room_data->right_room.empty() && room_positions_.contains(room_data->right_room)) {
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int x1 = px + CELL_W;
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int y_mid = py + CELL_H / 2;
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int y_mid = py + CELL_H / 2 - 1;
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SDL_FRect line = {.x = static_cast<float>(x1), .y = static_cast<float>(y_mid),
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.w = static_cast<float>(GAP), .h = 1.0F};
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map_surface_->fillRect(&line, COLOR_CONNECTION);
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.w = static_cast<float>(GAP), .h = 3.0F};
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map_surface_->fillRect(&line, conn_color_);
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}
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// Conexión abajo: línea vertical desde el borde inferior de esta room hasta el borde superior de la vecina
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// Conexión abajo
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if (room_data->lower_room != "0" && !room_data->lower_room.empty() && room_positions_.contains(room_data->lower_room)) {
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int x_mid = px + CELL_W / 2;
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int x_mid = px + CELL_W / 2 - 1;
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int y1 = py + CELL_H;
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SDL_FRect line = {.x = static_cast<float>(x_mid), .y = static_cast<float>(y1),
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.w = 1.0F, .h = static_cast<float>(GAP)};
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map_surface_->fillRect(&line, COLOR_CONNECTION);
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.w = 3.0F, .h = static_cast<float>(GAP)};
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map_surface_->fillRect(&line, conn_color_);
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}
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}
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}
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@@ -267,10 +274,6 @@ void MiniMap::render(const std::string& current_room) {
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auto game_surface = Screen::get()->getRendererSurface();
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if (!game_surface) { return; }
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// Fondo negro en el play area
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SDL_FRect bg = {.x = 0, .y = 0, .w = static_cast<float>(PlayArea::WIDTH), .h = static_cast<float>(PlayArea::HEIGHT)};
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game_surface->fillRect(&bg, 0);
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// Centrar el minimapa en el play area, centrado en la room actual
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auto it = room_positions_.find(current_room);
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if (it == room_positions_.end()) { return; }
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@@ -21,10 +21,11 @@ class Surface;
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*/
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class MiniMap {
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public:
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MiniMap();
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explicit MiniMap(Uint8 bg_color = 2, Uint8 conn_color = 14);
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~MiniMap() = default;
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void render(const std::string& current_room); // Dibuja el minimapa centrado en la room actual
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void render(const std::string& current_room);
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void rebuild(Uint8 bg_color, Uint8 conn_color); // Regenera la surface final
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[[nodiscard]] auto isReady() const -> bool { return !room_positions_.empty(); }
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private:
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@@ -76,10 +77,10 @@ class MiniMap {
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static constexpr int PADDING = 4; // Padding alrededor del minimapa
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// Colores del minimapa (índices de paleta)
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static constexpr Uint8 COLOR_BACKGROUND = 2; // Fondo general (blue, si border es 0 usamos 2)
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Uint8 bg_color_{2}; // Fondo general (configurable)
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Uint8 conn_color_{14}; // Líneas de conexión (configurable)
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static constexpr Uint8 COLOR_ROOM_BORDER = 0; // Borde de cada miniroom
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static constexpr Uint8 COLOR_SHADOW = 1; // Sombra de cada miniroom
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static constexpr Uint8 COLOR_CONNECTION = 14; // Líneas de conexión entre rooms
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};
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#endif // _DEBUG
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