89 lines
3.3 KiB
C++
89 lines
3.3 KiB
C++
#ifdef _DEBUG
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#include "game/editor/editor_statusbar.hpp"
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#include <string> // Para to_string
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#include "core/rendering/screen.hpp" // Para Screen
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#include "core/rendering/surface.hpp" // Para Surface
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#include "core/rendering/text.hpp" // Para Text
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#include "core/resources/resource_cache.hpp" // Para Resource::Cache
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#include "game/options.hpp" // Para Options::game
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#include "utils/defines.hpp" // Para Tile::SIZE
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#include "utils/utils.hpp" // Para stringToColor
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// Constructor
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EditorStatusBar::EditorStatusBar(const std::string& room_number, const std::string& room_name)
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: room_number_(room_number),
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room_name_(room_name) {
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const float SURFACE_WIDTH = Options::game.width;
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constexpr float SURFACE_HEIGHT = 6.0F * Tile::SIZE; // 48 pixels, igual que el scoreboard
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surface_ = std::make_shared<Surface>(SURFACE_WIDTH, SURFACE_HEIGHT);
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surface_dest_ = {.x = 0, .y = Options::game.height - SURFACE_HEIGHT, .w = SURFACE_WIDTH, .h = SURFACE_HEIGHT};
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}
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// Pinta la barra de estado en pantalla
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void EditorStatusBar::render() {
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surface_->render(nullptr, &surface_dest_);
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}
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// Actualiza la barra de estado
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void EditorStatusBar::update([[maybe_unused]] float delta_time) {
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fillTexture();
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}
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// Establece las coordenadas del ratón en tiles
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void EditorStatusBar::setMouseTile(int tile_x, int tile_y) {
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mouse_tile_x_ = tile_x;
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mouse_tile_y_ = tile_y;
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}
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// Establece la información de la entidad seleccionada
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void EditorStatusBar::setSelectionInfo(const std::string& info) {
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selection_info_ = info;
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}
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// Establece el detalle adicional
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void EditorStatusBar::setSelectionDetail(const std::string& detail) {
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selection_detail_ = detail;
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}
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// Dibuja los elementos en la surface
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void EditorStatusBar::fillTexture() {
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auto previous_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(surface_);
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surface_->clear(stringToColor("black"));
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auto text = Resource::Cache::get()->getText("8bithud");
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const Uint8 LABEL_COLOR = stringToColor("bright_cyan");
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const Uint8 VALUE_COLOR = stringToColor("white");
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// Línea 1: Número y nombre de la habitación
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const std::string ROOM_TEXT = toLower(room_number_ + " " + room_name_);
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text->writeColored(LEFT_X, LINE1_Y, ROOM_TEXT, LABEL_COLOR);
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// Línea 2: Coordenadas del ratón en tiles
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const std::string TILE_X_STR = (mouse_tile_x_ < 10 ? "0" : "") + std::to_string(mouse_tile_x_);
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const std::string TILE_Y_STR = (mouse_tile_y_ < 10 ? "0" : "") + std::to_string(mouse_tile_y_);
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text->writeColored(LEFT_X, LINE2_Y, toLower("tile:"), LABEL_COLOR);
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text->writeColored(LEFT_X + 30, LINE2_Y, TILE_X_STR + "," + TILE_Y_STR, VALUE_COLOR);
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// Línea 2 (continuación): info de selección o indicador de modo editor
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if (!selection_info_.empty()) {
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text->writeColored(LEFT_X + 60, LINE2_Y, toLower(selection_info_), stringToColor("bright_yellow"));
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} else {
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text->writeColored(176, LINE2_Y, toLower("editor"), stringToColor("bright_green"));
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}
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// Línea 3: detalle de la selección (propiedades del enemigo)
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if (!selection_detail_.empty()) {
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text->writeColored(LEFT_X, LINE3_Y, toLower(selection_detail_), stringToColor("bright_white"));
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}
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Screen::get()->setRendererSurface(previous_renderer);
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}
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#endif // _DEBUG
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