#ifdef _DEBUG #include "game/editor/editor_statusbar.hpp" #include // Para to_string #include "core/rendering/screen.hpp" // Para Screen #include "core/rendering/surface.hpp" // Para Surface #include "core/rendering/text.hpp" // Para Text #include "core/resources/resource_cache.hpp" // Para Resource::Cache #include "game/options.hpp" // Para Options::game #include "utils/defines.hpp" // Para Tile::SIZE #include "utils/utils.hpp" // Para stringToColor, toLower // Constructor EditorStatusBar::EditorStatusBar(const std::string& room_number, const std::string& room_name) : room_number_(room_number), room_name_(room_name) { const float SURFACE_WIDTH = Options::game.width; constexpr float SURFACE_HEIGHT = 6.0F * Tile::SIZE; // 48 pixels, igual que el scoreboard surface_ = std::make_shared(SURFACE_WIDTH, SURFACE_HEIGHT); surface_dest_ = {.x = 0, .y = Options::game.height - SURFACE_HEIGHT, .w = SURFACE_WIDTH, .h = SURFACE_HEIGHT}; } // Pinta la barra de estado en pantalla void EditorStatusBar::render() { surface_->render(nullptr, &surface_dest_); } // Actualiza la barra de estado void EditorStatusBar::update([[maybe_unused]] float delta_time) { fillTexture(); } void EditorStatusBar::setMouseTile(int tile_x, int tile_y) { mouse_tile_x_ = tile_x; mouse_tile_y_ = tile_y; } void EditorStatusBar::setLine2(const std::string& text) { line2_ = text; } void EditorStatusBar::setLine3(const std::string& text) { line3_ = text; } void EditorStatusBar::setLine4(const std::string& text) { line4_ = text; } void EditorStatusBar::setLine5(const std::string& text) { line5_ = text; } // Dibuja los elementos en la surface void EditorStatusBar::fillTexture() { auto previous_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(surface_); surface_->clear(stringToColor("black")); auto text = Resource::Cache::get()->getText("8bithud"); const Uint8 LABEL_COLOR = stringToColor("bright_cyan"); const Uint8 VALUE_COLOR = stringToColor("white"); const Uint8 DETAIL_COLOR = stringToColor("bright_yellow"); // Línea 1: Nombre de la habitación text->writeColored(LEFT_X, LINE1_Y, toLower(room_number_ + " " + room_name_), LABEL_COLOR); // Línea 2: Propiedades de room o info de enemigo if (!line2_.empty()) { text->writeColored(LEFT_X, LINE2_Y, toLower(line2_), DETAIL_COLOR); } // Línea 3: Conexiones+items o propiedades del enemigo if (!line3_.empty()) { text->writeColored(LEFT_X, LINE3_Y, toLower(line3_), VALUE_COLOR); } // Línea 4: Extra if (!line4_.empty()) { text->writeColored(LEFT_X, LINE4_Y, toLower(line4_), DETAIL_COLOR); } // Línea 5: Tile coords + drag info const std::string TILE_X_STR = (mouse_tile_x_ < 10 ? "0" : "") + std::to_string(mouse_tile_x_); const std::string TILE_Y_STR = (mouse_tile_y_ < 10 ? "0" : "") + std::to_string(mouse_tile_y_); std::string line5 = "tile:" + TILE_X_STR + "," + TILE_Y_STR; if (!line5_.empty()) { line5 += " " + line5_; } text->writeColored(LEFT_X, LINE5_Y, toLower(line5), stringToColor("bright_green")); Screen::get()->setRendererSurface(previous_renderer); } #endif // _DEBUG