paletes
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@@ -14,9 +14,8 @@
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#include "utils/utils.hpp" // Para stringToColor, toLower
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// Constructor
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EditorStatusBar::EditorStatusBar(std::string room_number, std::string room_name)
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: room_number_(std::move(room_number)),
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room_name_(std::move(room_name)) {
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EditorStatusBar::EditorStatusBar(std::string room_number)
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: room_number_(std::move(room_number)) {
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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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@@ -56,8 +55,8 @@ void EditorStatusBar::fillTexture() {
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const Uint8 VALUE_COLOR = stringToColor("white");
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const Uint8 DETAIL_COLOR = stringToColor("bright_yellow");
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// Línea 1: Nombre de la habitación
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text->writeColored(LEFT_X, LINE1_Y, toLower(room_number_ + " " + room_name_), LABEL_COLOR);
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// Línea 1: Número de la habitación
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text->writeColored(LEFT_X, LINE1_Y, toLower(room_number_), LABEL_COLOR);
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// Línea 2: Propiedades de room o info de enemigo
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if (!line2_.empty()) {
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@@ -11,7 +11,7 @@ class Surface;
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class EditorStatusBar {
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public:
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EditorStatusBar(std::string room_number, std::string room_name);
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explicit EditorStatusBar(std::string room_number);
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~EditorStatusBar() = default;
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void render();
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@@ -40,7 +40,6 @@ class EditorStatusBar {
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// Variables
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std::string room_number_; // Número de la habitación
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std::string room_name_; // Nombre de la habitación
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int mouse_tile_x_{0}; // Coordenada X del ratón en tiles
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int mouse_tile_y_{0}; // Coordenada Y del ratón en tiles
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std::string line2_; // Contenido de la línea 2
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@@ -219,7 +219,7 @@ void MapEditor::enter(std::shared_ptr<Room> room, std::shared_ptr<Player> player
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room_->resetEnemyPositions(room_data_.enemies);
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// Crear la barra de estado
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statusbar_ = std::make_unique<EditorStatusBar>(room_->getNumber(), room_->getName());
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statusbar_ = std::make_unique<EditorStatusBar>(room_->getNumber());
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// Resetear estado
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drag_ = {};
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@@ -1320,7 +1320,6 @@ auto MapEditor::createNewRoom(const std::string& direction) -> std::string { //
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// Crear Room::Data por defecto con conexión recíproca
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Room::Data new_room;
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new_room.number = std::string(name_buf).substr(0, std::string(name_buf).find('.'));
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new_room.name = "NO_NAME";
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new_room.bg_color = "black";
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new_room.border_color = "magenta";
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new_room.tile_set_file = "standard.gif";
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@@ -37,25 +37,12 @@ auto RoomSaver::conveyorBeltToString(int direction) -> std::string {
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// Genera el YAML completo como texto con formato compacto
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auto RoomSaver::buildYAML(const fkyaml::node& original_yaml, const Room::Data& room_data) -> std::string { // NOLINT(readability-function-cognitive-complexity)
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(void)original_yaml; // Ya no se usa; mantenido para compatibilidad con la firma de saveYAML
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std::ostringstream out;
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// --- Cabecera: nombre como comentario ---
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out << "# " << room_data.name << "\n";
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// --- Sección room ---
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out << "room:\n";
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// Escribir todos los campos name_* del YAML original (preserva name_ca, name_en, etc.)
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if (original_yaml.contains("room")) {
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const auto& room_node = original_yaml["room"];
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for (auto it = room_node.begin(); it != room_node.end(); ++it) {
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const auto KEY = it.key().get_value<std::string>();
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if (KEY.substr(0, 5) == "name_") {
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out << " " << KEY << ": \"" << it.value().get_value<std::string>() << "\"\n";
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}
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}
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}
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out << " bgColor: " << room_data.bg_color << "\n";
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out << " border: " << room_data.border_color << "\n";
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out << " tileSetFile: " << room_data.tile_set_file << "\n";
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