Quan canvia de RendererSurface, torna a deixar la que havia, no la de per defecte
This commit is contained in:
@@ -142,6 +142,7 @@ void Credits::fillTexture()
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iniTexts();
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// Rellena la textura de texto
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(text_surface_);
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text_surface_->clear(stringToColor("black"));
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@@ -164,10 +165,8 @@ void Credits::fillTexture()
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// Recoloca el sprite del brillo
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shining_sprite_->setPosX(POS_X + 2);
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Screen::get()->setRendererSurface(nullptr);
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// Rellena la textura que cubre el texto con color transparente
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Screen::get()->setRendererSurface(text_surface_);
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text_surface_->clear(stringToColor("transparent"));
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// Los primeros 8 pixels crea una malla
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@@ -203,7 +202,7 @@ void Credits::fillTexture()
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rect = {0, 8, 256, 192};
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surface->fillRect(&rect, color);
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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// Actualiza el contador
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@@ -91,13 +91,13 @@ Director::~Director()
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saveOptionsToFile(Asset::get()->get("config.txt"));
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// Destruye los singletones
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Asset::destroy();
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Input::destroy();
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Screen::destroy();
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Notifier::destroy();
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Debug::destroy();
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Resource::destroy();
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Cheevos::destroy();
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Debug::destroy();
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Input::destroy();
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Notifier::destroy();
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Resource::destroy();
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Screen::destroy();
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Asset::destroy();
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SDL_DestroyRenderer(renderer_);
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SDL_DestroyWindow(window_);
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@@ -174,6 +174,7 @@ void Ending::iniTexts()
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// Crea la textura
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st.image_surface = std::make_shared<Surface>(WIDTH, HEIGHT);
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(st.image_surface);
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text->writeDX(TEXT_STROKE, 2, 2, txt.caption, 1, text_color, 2, shadow_color);
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@@ -216,7 +217,7 @@ void Ending::iniTexts()
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st.cover_clip_height = HEIGHT;
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sprite_texts_.push_back(st);
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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}
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@@ -250,6 +251,7 @@ void Ending::iniPics()
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// Crea la cover_surface
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sp.cover_surface = std::make_shared<Surface>(WIDTH, HEIGHT + 8);
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(sp.cover_surface);
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// Rellena la cover_surface con color transparente
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@@ -283,7 +285,7 @@ void Ending::iniPics()
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sp.cover_clip_height = HEIGHT;
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sprite_pics_.push_back(sp);
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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}
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@@ -473,6 +475,7 @@ void Ending::checkChangeScene()
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void Ending::fillCoverTexture()
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{
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// Rellena la textura que cubre el texto con color transparente
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(cover_surface_);
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cover_surface_->clear(stringToColor("transparent"));
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@@ -495,7 +498,7 @@ void Ending::fillCoverTexture()
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SDL_Rect rect = {0, 0, 256, options.game.height};
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surface->fillRect(&rect, color);
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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// Dibuja la cortinilla de cambio de escena
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@@ -424,6 +424,7 @@ void Ending2::createSpriteTexts()
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// Crea la surface
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auto surface = std::make_shared<Surface>(W, H);
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(surface);
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text->write(0, 0, txt);
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@@ -431,7 +432,7 @@ void Ending2::createSpriteTexts()
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SDL_Rect pos = {X, Y, W, H};
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sprite_texts_.emplace_back(std::make_shared<SMovingSprite>(surface, pos));
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sprite_texts_.back()->setVelY(SPRITE_DESP_SPEED_);
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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}
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@@ -456,14 +457,15 @@ void Ending2::createTexts()
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// Crea la surface
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auto surface = std::make_shared<Surface>(w, h);
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Screen::get()->setRendererSurface(surface);
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(surface);
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text->write(0, 0, list[i]);
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// Crea el sprite
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SDL_Rect pos = {x + dx, y, w, h};
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texts_.emplace_back(std::make_shared<SMovingSprite>(surface, pos));
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texts_.back()->setVelY(SPRITE_DESP_SPEED_);
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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// Crea los últimos textos
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@@ -485,6 +487,7 @@ void Ending2::createTexts()
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// Crea la surface
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auto surface = std::make_shared<Surface>(w, h);
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(surface);
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text->write(0, 0, list[i]);
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@@ -492,7 +495,7 @@ void Ending2::createTexts()
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SDL_Rect pos = {x + dx, y, w, h};
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texts_.emplace_back(std::make_shared<SMovingSprite>(surface, pos));
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texts_.back()->setVelY(SPRITE_DESP_SPEED_);
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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}
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@@ -562,6 +562,7 @@ void Game::initStats()
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void Game::fillRoomNameTexture()
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{
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// Pone la textura como destino de renderizado
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(room_name_surface_);
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// Rellena la textura de color
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@@ -572,7 +573,7 @@ void Game::fillRoomNameTexture()
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text->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, text->getCharacterSize() / 2, room_->getName(), 1, room_->getBGColor());
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// Deja el renderizador por defecto
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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// Comprueba algunos logros
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@@ -136,8 +136,10 @@ void LoadingScreen::updateCounter()
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// Dibuja la pantalla de carga
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void LoadingScreen::renderLoad()
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{
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(screen_surface_);
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loading_first_part_ ? mono_loading_screen_sprite_->render(1, stringToColor("black")) : color_loading_screen_sprite_->render();
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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// Dibuja el efecto de carga en el borde
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@@ -183,13 +183,13 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, in
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}
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// Inicializa variables
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const auto padding_in_h = text_->getCharacterSize();
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const auto padding_in_v = text_->getCharacterSize() / 2;
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const int icon_space = icon >= 0 ? ICON_SIZE_ + padding_in_h : 0;
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text_is = icon_space > 0 ? NotificationText::LEFT : text_is;
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const int width = options.game.width - (PADDING_OUT_ * 2);
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const int height = (text_->getCharacterSize() * texts.size()) + (padding_in_v * 2);
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const auto shape = NotificationShape::SQUARED;
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const auto PADDING_IN_H = text_->getCharacterSize();
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const auto PADDING_IN_V = text_->getCharacterSize() / 2;
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const int ICON_SPACE = icon >= 0 ? ICON_SIZE_ + PADDING_IN_H : 0;
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text_is = ICON_SPACE > 0 ? NotificationText::LEFT : text_is;
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const int WIDTH = options.game.width - (PADDING_OUT_ * 2);
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const int HEIGHT = (text_->getCharacterSize() * texts.size()) + (PADDING_IN_V * 2);
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const auto SHAPE = NotificationShape::SQUARED;
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// Posición horizontal
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auto desp_h = 0;
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@@ -199,25 +199,25 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, in
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}
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else if (options.notifications.getHorizontalPosition() == NotificationPosition::CENTER)
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{
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desp_h = ((options.game.width / 2) - (width / 2));
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desp_h = ((options.game.width / 2) - (WIDTH / 2));
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}
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else if (options.notifications.getHorizontalPosition() == NotificationPosition::RIGHT)
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{
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desp_h = options.game.width - width - PADDING_OUT_;
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desp_h = options.game.width - WIDTH - PADDING_OUT_;
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}
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// Posición vertical
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const int desp_v = (options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? PADDING_OUT_ : options.game.height - height - PADDING_OUT_;
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const int DESP_V = (options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? PADDING_OUT_ : options.game.height - HEIGHT - PADDING_OUT_;
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// Offset
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const auto travel_dist = height + PADDING_OUT_;
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const auto TRAVEL_DIST = HEIGHT + PADDING_OUT_;
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auto offset = 0;
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if (options.notifications.getVerticalPosition() == NotificationPosition::TOP)
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{
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offset = !notifications_.empty() ? notifications_.back().y + notifications_.back().travel_dist : desp_v;
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offset = !notifications_.empty() ? notifications_.back().y + notifications_.back().travel_dist : DESP_V;
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}
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else if (options.notifications.getVerticalPosition() == NotificationPosition::BOTTOM)
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{
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offset = !notifications_.empty() ? notifications_.back().y - notifications_.back().travel_dist : desp_v;
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offset = !notifications_.empty() ? notifications_.back().y - notifications_.back().travel_dist : DESP_V;
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}
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// Crea la notificacion
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@@ -227,36 +227,37 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, in
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n.code = code;
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n.can_be_removed = can_be_removed;
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n.y = offset;
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n.travel_dist = travel_dist;
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n.travel_dist = TRAVEL_DIST;
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n.texts = texts;
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n.shape = shape;
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int y_pos = offset + ((options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? -travel_dist : travel_dist);
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n.rect = {desp_h, y_pos, width, height};
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n.shape = SHAPE;
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int y_pos = offset + ((options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? -TRAVEL_DIST : TRAVEL_DIST);
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n.rect = {desp_h, y_pos, WIDTH, HEIGHT};
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// Crea la textura
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n.surface = std::make_shared<Surface>(width, height);
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n.surface = std::make_shared<Surface>(WIDTH, HEIGHT);
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// Prepara para dibujar en la textura
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(n.surface);
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// Dibuja el fondo de la notificación
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SDL_Rect rect;
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if (shape == NotificationShape::ROUNDED)
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if (SHAPE == NotificationShape::ROUNDED)
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{
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rect = {4, 0, width - (4 * 2), height};
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rect = {4, 0, WIDTH - (4 * 2), HEIGHT};
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n.surface->fillRect(&rect, bg_color_);
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rect = {4 / 2, 1, width - 4, height - 2};
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rect = {4 / 2, 1, WIDTH - 4, HEIGHT - 2};
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n.surface->fillRect(&rect, bg_color_);
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rect = {1, 4 / 2, width - 2, height - 4};
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rect = {1, 4 / 2, WIDTH - 2, HEIGHT - 4};
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n.surface->fillRect(&rect, bg_color_);
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rect = {0, 4, width, height - (4 * 2)};
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rect = {0, 4, WIDTH, HEIGHT - (4 * 2)};
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n.surface->fillRect(&rect, bg_color_);
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}
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else if (shape == NotificationShape::SQUARED)
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else if (SHAPE == NotificationShape::SQUARED)
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{
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n.surface->clear(bg_color_);
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}
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@@ -265,36 +266,37 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, in
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if (has_icons_ && icon >= 0 && texts.size() >= 2)
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{
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auto sp = std::make_unique<SSprite>(icon_surface_, (SDL_Rect){0, 0, ICON_SIZE_, ICON_SIZE_});
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sp->setPosition({padding_in_h, padding_in_v, ICON_SIZE_, ICON_SIZE_});
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sp->setPosition({PADDING_IN_H, PADDING_IN_V, ICON_SIZE_, ICON_SIZE_});
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sp->setClip({ICON_SIZE_ * (icon % 10), ICON_SIZE_ * (icon / 10), ICON_SIZE_, ICON_SIZE_});
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sp->render();
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}
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// Escribe el texto de la notificación
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const Uint8 color = stringToColor("white");
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const Uint8 COLOR = stringToColor("white");
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int iterator = 0;
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for (const auto &text : texts)
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{
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if (text_is == NotificationText::LEFT)
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switch (text_is)
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{
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text_->writeColored(padding_in_h + icon_space, padding_in_v + iterator * (text_->getCharacterSize() + 1), text, color);
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}
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else if (text_is == NotificationText::CENTER)
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{
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text_->writeDX(TEXT_CENTER | TEXT_COLOR, width / 2, padding_in_v + iterator * (text_->getCharacterSize() + 1), text, 1, color);
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case NotificationText::LEFT:
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text_->writeColored(PADDING_IN_H + ICON_SPACE, PADDING_IN_V + iterator * (text_->getCharacterSize() + 1), text, COLOR);
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break;
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case NotificationText::CENTER:
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text_->writeDX(TEXT_CENTER | TEXT_COLOR, WIDTH / 2, PADDING_IN_V + iterator * (text_->getCharacterSize() + 1), text, 1, COLOR);
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break;
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default:
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break;
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}
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++iterator;
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}
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// Deja de dibujar en la textura
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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// Crea el sprite de la notificación
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n.sprite = std::make_shared<SSprite>(n.surface, n.rect);
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// Deja la notificación invisible
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// n.surface->setAlpha(0);
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// Añade la notificación a la lista
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notifications_.emplace_back(n);
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}
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@@ -474,6 +474,7 @@ void Room::initializeRoom(const RoomData &room)
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void Room::fillMapTexture()
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{
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const Uint8 color = stringToColor(bg_color_);
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(map_surface_);
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map_surface_->clear(color);
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@@ -593,7 +594,7 @@ void Room::fillMapTexture()
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}
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#endif
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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// Dibuja el mapa en pantalla
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@@ -136,6 +136,7 @@ int Scoreboard::getMinutes()
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void Scoreboard::fillTexture()
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{
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// Empieza a dibujar en la textura
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(surface_);
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// Limpia la textura
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@@ -179,5 +180,5 @@ void Scoreboard::fillTexture()
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text->writeColored(28 * BLOCK, LINE2, ROOMS_TEXT, stringToColor("white"));
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// Deja el renderizador como estaba
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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@@ -147,10 +147,11 @@ std::shared_ptr<Surface> Text::writeToSurface(const std::string &text, int zoom,
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auto width = lenght(text, kerning) * zoom;
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auto height = box_height_ * zoom;
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auto surface = std::make_shared<Surface>(width, height);
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(surface);
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surface->clear(stringToColor("transparent"));
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write(0, 0, text, kerning);
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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return surface;
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}
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@@ -161,10 +162,11 @@ std::shared_ptr<Surface> Text::writeDXToSurface(Uint8 flags, const std::string &
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auto width = Text::lenght(text, kerning) + shadow_distance;
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auto height = box_height_ + shadow_distance;
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auto surface = std::make_shared<Surface>(width, height);
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(surface);
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surface->clear(stringToColor("transparent"));
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writeDX(flags, 0, 0, text, kerning, textColor, shadow_distance, shadow_color, lenght);
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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return surface;
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}
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@@ -313,6 +313,7 @@ void Title::moveCheevosList(int direction)
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void Title::fillSurface()
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{
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// Coloca el puntero del renderizador sobre la textura
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(bg_surface_);
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// Rellena la textura de color
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@@ -332,7 +333,7 @@ void Title::fillSurface()
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text->writeColored(PLAY_AREA_CENTER_X, 30 * TEXT_SIZE, "ESC.EXIT GAME", COLOR);
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// Devuelve el puntero del renderizador a su sitio
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Screen::get()->setRendererSurface(nullptr);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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// Crea y rellena la textura para mostrar los logros
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@@ -350,6 +351,7 @@ void Title::createCheevosTexture()
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cheevos_surface_ = std::make_shared<Surface>(CHEEVOS_TEXTURE_WIDTH, CHEEVOS_TEXTURE_HEIGHT);
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// Prepara para dibujar sobre la textura
|
||||
auto previuos_renderer = Screen::get()->getRendererSurface();
|
||||
Screen::get()->setRendererSurface(cheevos_surface_);
|
||||
|
||||
// Rellena la textura con color sólido
|
||||
@@ -382,7 +384,7 @@ void Title::createCheevosTexture()
|
||||
}
|
||||
|
||||
// Restablece el RenderSurface
|
||||
Screen::get()->setRendererSurface(nullptr);
|
||||
Screen::get()->setRendererSurface(previuos_renderer);
|
||||
|
||||
// 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());
|
||||
|
||||
Reference in New Issue
Block a user