Files
jaildoctors_dilemma/source/screen.cpp

50 lines
1.3 KiB
C++

#include "screen.h"
#include "const.h"
// Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
{
mWindow = window;
mRenderer = renderer;
mRealScreenWidth = REAL_SCREEN_WIDTH;
mRealScreenHeight = REAL_SCREEN_HEIGHT;
mScreenWidth = SCREEN_WIDTH;
mScreenHeight = SCREEN_HEIGHT;
mBorderX = (REAL_SCREEN_WIDTH - SCREEN_WIDTH) / 2;
mBorderY = (REAL_SCREEN_HEIGHT - SCREEN_HEIGHT) / 2;
mGameCanvas = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
if (mGameCanvas == NULL)
printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());
}
// Destructor
Screen::~Screen()
{
mRenderer = nullptr;
}
// Limpia la pantalla
void Screen::clean()
{
SDL_SetRenderDrawColor(mRenderer, 0x27, 0x27, 0x36, 0xFF);
SDL_RenderClear(mRenderer);
SDL_SetRenderTarget(mRenderer, mGameCanvas);
SDL_SetRenderDrawColor(mRenderer, 0xAA, 0x44, 0x44, 0xFF);
SDL_RenderClear(mRenderer);
}
// Vuelca el contenido del renderizador en pantalla
void Screen::blit()
{
SDL_Rect src = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
SDL_Rect dest = {mBorderX, mBorderY, SCREEN_WIDTH, SCREEN_HEIGHT};
SDL_SetRenderTarget(mRenderer, NULL);
SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &dest);
SDL_RenderPresent(mRenderer);
}