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orni-attack/source/core/graphics/playfield_grid.cpp
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// playfield_grid.cpp - Implementació de la grilla de fons
// © 2026 JailDesigner
#include "core/graphics/playfield_grid.hpp"
#include "core/defaults.hpp"
#include "core/rendering/line_renderer.hpp"
namespace Graphics {
PlayfieldGrid::PlayfieldGrid(Rendering::Renderer* renderer)
: renderer_(renderer) {}
void PlayfieldGrid::draw() const {
const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
const float CELL_W = zona.w / static_cast<float>(Defaults::Grid::COLUMNS);
const float CELL_H = zona.h / static_cast<float>(Defaults::Grid::ROWS);
const float SUB_W = CELL_W / static_cast<float>(Defaults::Grid::SUBDIVISIONS);
const float SUB_H = CELL_H / static_cast<float>(Defaults::Grid::SUBDIVISIONS);
const int SUB_VERTS = Defaults::Grid::COLUMNS * Defaults::Grid::SUBDIVISIONS;
const int SUB_HORIZ = Defaults::Grid::ROWS * Defaults::Grid::SUBDIVISIONS;
const int X1 = static_cast<int>(zona.x);
const int Y1 = static_cast<int>(zona.y);
const int X2 = static_cast<int>(zona.x + zona.w);
const int Y2 = static_cast<int>(zona.y + zona.h);
// PRIMER: sub-graella (queda per dessota — pintem primer).
// Saltem les posicions que coincideixen amb la graella principal (i % SUBDIVISIONS == 0).
for (int i = 1; i < SUB_VERTS; i++) {
if (i % Defaults::Grid::SUBDIVISIONS == 0) {
continue;
}
const int X = static_cast<int>(zona.x + (static_cast<float>(i) * SUB_W));
Rendering::linea(renderer_, X, Y1, X, Y2, Defaults::Grid::SUBGRID_BRIGHTNESS);
}
for (int j = 1; j < SUB_HORIZ; j++) {
if (j % Defaults::Grid::SUBDIVISIONS == 0) {
continue;
}
const int Y = static_cast<int>(zona.y + (static_cast<float>(j) * SUB_H));
Rendering::linea(renderer_, X1, Y, X2, Y, Defaults::Grid::SUBGRID_BRIGHTNESS);
}
// SEGON: graella principal (línies interiors, no repetim el border).
for (int i = 1; i < Defaults::Grid::COLUMNS; i++) {
const int X = static_cast<int>(zona.x + (static_cast<float>(i) * CELL_W));
Rendering::linea(renderer_, X, Y1, X, Y2, Defaults::Grid::BRIGHTNESS);
}
for (int j = 1; j < Defaults::Grid::ROWS; j++) {
const int Y = static_cast<int>(zona.y + (static_cast<float>(j) * CELL_H));
Rendering::linea(renderer_, X1, Y, X2, Y, Defaults::Grid::BRIGHTNESS);
}
}
} // namespace Graphics