Files
jaildoctors_dilemma/source/game/editor/editor_statusbar.cpp

89 lines
3.3 KiB
C++

#ifdef _DEBUG
#include "game/editor/editor_statusbar.hpp"
#include <string> // 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
// 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>(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();
}
// Establece las coordenadas del ratón en tiles
void EditorStatusBar::setMouseTile(int tile_x, int tile_y) {
mouse_tile_x_ = tile_x;
mouse_tile_y_ = tile_y;
}
// Establece la información de la entidad seleccionada
void EditorStatusBar::setSelectionInfo(const std::string& info) {
selection_info_ = info;
}
// Establece el detalle adicional
void EditorStatusBar::setSelectionDetail(const std::string& detail) {
selection_detail_ = detail;
}
// 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");
// Línea 1: Número y nombre de la habitación
const std::string ROOM_TEXT = toLower(room_number_ + " " + room_name_);
text->writeColored(LEFT_X, LINE1_Y, ROOM_TEXT, LABEL_COLOR);
// Línea 2: Coordenadas del ratón en tiles
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_);
text->writeColored(LEFT_X, LINE2_Y, toLower("tile:"), LABEL_COLOR);
text->writeColored(LEFT_X + 30, LINE2_Y, TILE_X_STR + "," + TILE_Y_STR, VALUE_COLOR);
// Línea 2 (continuación): info de selección o indicador de modo editor
if (!selection_info_.empty()) {
text->writeColored(LEFT_X + 60, LINE2_Y, toLower(selection_info_), stringToColor("bright_yellow"));
} else {
text->writeColored(176, LINE2_Y, toLower("editor"), stringToColor("bright_green"));
}
// Línea 3: detalle de la selección (propiedades del enemigo)
if (!selection_detail_.empty()) {
text->writeColored(LEFT_X, LINE3_Y, toLower(selection_detail_), stringToColor("bright_white"));
}
Screen::get()->setRendererSurface(previous_renderer);
}
#endif // _DEBUG