Ya empieza a pintar el mapa
This commit is contained in:
38
data/map/01 - copia.tmx
Normal file
38
data/map/01 - copia.tmx
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@@ -0,0 +1,38 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.9" tiledversion="1.9.0" orientation="orthogonal" renderorder="right-down" width="20" height="13" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="1">
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<tileset firstgid="1" source="../../../volcano_2022_resources/tilesets/surface.tsx"/>
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<layer id="2" name="actors" width="20" height="13">
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<data encoding="csv">
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||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,225,0,0,0,0,0,0,0,0,
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||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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</data>
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</layer>
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<layer id="1" name="tiles" width="20" height="13">
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<data encoding="csv">
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
0,0,0,68,68,0,0,0,0,0,0,0,0,74,74,74,0,0,0,0,
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74,74,74,75,75,74,74,68,68,68,68,68,74,74,78,74,68,74,68,68
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</data>
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</layer>
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</map>
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11
data/map/01.map
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11
data/map/01.map
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@@ -0,0 +1,11 @@
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tileset_img=tiles_surface.png
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bg_img=bg_surface.png
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room_up=0
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room_down=0
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room_left=0
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room_right=0
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[tilemap]
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01.tmx
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[tilemap-end]
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21
data/map/01.tmx
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21
data/map/01.tmx
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@@ -0,0 +1,21 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.9" tiledversion="1.9.0" orientation="orthogonal" renderorder="right-down" width="20" height="13" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="1">
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<tileset firstgid="1" source="../../../volcano_2022_resources/tilesets/surface.tsx"/>
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<layer id="1" name="tiles" width="20" height="13">
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<data encoding="csv">
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
0,0,0,68,68,0,0,0,0,0,0,0,0,74,74,74,0,0,0,0,
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74,74,74,75,75,74,74,68,68,68,68,68,74,74,78,74,68,74,68,68
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</data>
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</layer>
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</map>
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BIN
data/volcano.map
BIN
data/volcano.map
Binary file not shown.
@@ -3,12 +3,9 @@
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#ifndef CONST_H
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#define CONST_H
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// Textos
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#define WINDOW_CAPTION "Volcano (©2016,2022 JailDesigner v0.6)"
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// Tamaño de bloque
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#define BLOCK 8
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#define HALF_BLOCK 4
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#define BLOCK 16
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#define HALF_BLOCK 8
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// Tamaño de la pantalla real
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#define SCREEN_WIDTH 320
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@@ -10,12 +10,14 @@ Game::Game(SDL_Renderer *renderer, Asset *asset, Screen *screen, Input *input)
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this->input = input;
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eventHandler = new SDL_Event();
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map = new Map(asset->get("01.map"), renderer, asset);
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}
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// Destructor
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Game::~Game()
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{
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delete eventHandler;
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delete map;
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}
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// Bucle para el juego
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@@ -78,6 +80,9 @@ void Game::render()
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screen->start();
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screen->clean();
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// Dibuja el mapa
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map->render();
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// Actualiza la pantalla
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screen->blit();
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}
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@@ -4,6 +4,7 @@
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#include "asset.h"
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#include "screen.h"
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#include "input.h"
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#include "map.h"
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#ifndef GAME_H
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#define GAME_H
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@@ -19,6 +20,7 @@ private:
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section_t section; // Seccion actual dentro del programa
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int ticks; // Contador de ticks para ajustar la velocidad del programa
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int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
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Map *map; // Objeto encargado de gestionar el mapeado del juego
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// Actualiza el juego, las variables, comprueba la entrada, etc.
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void update();
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202
source/map.cpp
202
source/map.cpp
@@ -1,12 +1,212 @@
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#include "map.h"
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// Constructor
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Map::Map()
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Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset)
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{
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// Copia los punteros a objetos
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this->asset = asset;
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this->renderer = renderer;
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// Crea los objetos
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texture_tile = new LTexture();
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texture_bg = new LTexture();
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load(file);
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loadTextureFromFile(texture_tile, asset->get(tileset_img), renderer);
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loadTextureFromFile(texture_bg, asset->get(bg_img), renderer);
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// Crea la textura para el mapa de tiles de la habitación
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map_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (map_texture == NULL)
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printf("Error: map_texture could not be created!\nSDL Error: %s\n", SDL_GetError());
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// Pinta el mapa de la habitación en la textura
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fillMapTexture();
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}
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// Destructor
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Map::~Map()
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{
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// Reclama la memoria utilizada por los objetos
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texture_tile->unload();
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delete texture_tile;
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texture_bg->unload();
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delete texture_bg;
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SDL_DestroyTexture(map_texture);
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}
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// Carga las variables desde un fichero
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bool Map::load(std::string file_path)
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{
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// Indicador de éxito en la carga
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bool success = true;
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std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
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std::string line;
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std::ifstream file(file_path);
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// El fichero se puede abrir
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if (file.good())
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{
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// Procesa el fichero linea a linea
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printf("Reading file %s\n", filename.c_str());
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while (std::getline(file, line))
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{
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// Si la linea contiene el texto [tilemap] se realiza el proceso de carga del fichero tmx
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if (line == "[tilemap]")
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{
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do
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{
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std::getline(file, line);
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if (line.find(".tmx") != std::string::npos)
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{
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std::ifstream file2(asset->get(line)); // Abre el fichero tmx
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if (file2.good())
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{
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bool data_read = false;
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while (std::getline(file2, line)) // Lee el fichero linea a linea
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{
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if (!data_read)
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{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
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int pos = 0;
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do
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{
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std::getline(file2, line);
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pos = line.find("data encoding");
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} while (pos == std::string::npos);
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do
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{ // Se introducen los valores separados por comas en un vector
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data_read = true;
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std::getline(file2, line);
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if (line != "</data>")
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{
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std::stringstream ss(line);
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std::string tmp;
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while (getline(ss, tmp, ','))
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{
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tilemap.push_back(std::stoi(tmp));
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}
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}
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} while (line != "</data>");
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}
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}
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}
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}
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} while (line != "[tilemap-end]");
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}
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// En caso contrario se parsea el fichero para buscar las variables y los valores
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else
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{
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// Encuentra la posición del caracter '='
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int pos = line.find("=");
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// Procesa las dos subcadenas
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if (!setVars(line.substr(0, pos), line.substr(pos + 1, line.length())))
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{
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printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
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success = false;
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}
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}
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}
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// Cierra el fichero
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printf("Closing file %s\n", filename.c_str());
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file.close();
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}
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// El fichero no se puede abrir
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else
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{
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printf("Warning: Unable to open %s file\n", filename.c_str());
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success = false;
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}
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return success;
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}
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// Asigna variables a partir de dos cadenas
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bool Map::setVars(std::string var, std::string value)
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{
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// Indicador de éxito en la asignación
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bool success = true;
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if (var == "bg_img")
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{
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bg_img = value;
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}
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else if (var == "tileset_img")
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{
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tileset_img = value;
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}
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else if (var == "room_up")
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{
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room_up = value;
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}
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else if (var == "room_down")
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{
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room_down = value;
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}
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else if (var == "room_left")
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{
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room_left = value;
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}
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else if (var == "room_right")
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{
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room_right = value;
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}
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else if (var == "tilemap")
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{
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// Se introducen los valores separados por comas en un vector
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std::stringstream ss(value);
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std::string tmp;
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while (getline(ss, tmp, ','))
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{
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tilemap.push_back(std::stoi(tmp));
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}
|
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}
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else if (var == "")
|
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{
|
||||
}
|
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else
|
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{
|
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success = false;
|
||||
}
|
||||
|
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return success;
|
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}
|
||||
|
||||
// Crea la textura con el mapeado de la habitación
|
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void Map::fillMapTexture()
|
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{
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SDL_SetRenderTarget(renderer, map_texture);
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SDL_SetTextureBlendMode(map_texture, SDL_BLENDMODE_BLEND);
|
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
|
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SDL_RenderClear(renderer);
|
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|
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const int tile_size = 16;
|
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const int map_width_in_tiles = 20;
|
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const int map_height_in_tiles = 13;
|
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|
||||
SDL_Rect clip = {0, 0, tile_size, tile_size};
|
||||
|
||||
for (int y = 0; y < map_height_in_tiles; y++)
|
||||
for (int x = 0; x < map_width_in_tiles; x++)
|
||||
{
|
||||
clip.x = ((tilemap[(y * map_width_in_tiles) + x] - 1) % 16) * tile_size;
|
||||
clip.y = ((tilemap[(y * map_width_in_tiles) + x] - 1) / 16) * tile_size;
|
||||
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
|
||||
}
|
||||
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
}
|
||||
|
||||
// Dibuja el mapa en pantalla
|
||||
void Map::render()
|
||||
{
|
||||
// Dibuja el fondo
|
||||
|
||||
// Dibuja la textura con el mapa en pantalla
|
||||
SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
|
||||
SDL_RenderCopy(renderer, map_texture, &rect, NULL);
|
||||
}
|
||||
39
source/map.h
39
source/map.h
@@ -1,4 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
#include "const.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <sstream>
|
||||
#include <fstream>
|
||||
|
||||
#ifndef MAP_H
|
||||
#define MAP_H
|
||||
|
||||
@@ -6,13 +16,40 @@
|
||||
class Map
|
||||
{
|
||||
private:
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
std::string room_up; // Identificador de la habitación que se encuentra arriba
|
||||
std::string room_down; // Identificador de la habitación que se encuentra abajp
|
||||
std::string room_left; // Identificador de la habitación que se encuentra a la izquierda
|
||||
std::string room_right; // Identificador de la habitación que se encuentra a la derecha
|
||||
std::string tileset_img; // Imagen con los graficos para la habitación
|
||||
std::string bg_img; // Imagen con los graficos para la habitación
|
||||
std::vector<int> tilemap; // Indice de los tiles a dibujar en la habitación
|
||||
LTexture *texture_tile; // Textura con los graficos de los tiles habitación
|
||||
LTexture *texture_bg; // Textura con los graficos de fondo de la habitación
|
||||
SDL_Texture *map_texture; // Textura para dibujar el mapa de la habitación
|
||||
|
||||
// Carga las variables desde un fichero
|
||||
bool load(std::string file);
|
||||
|
||||
// Asigna variables a partir de dos cadenas
|
||||
bool setVars(std::string var, std::string value);
|
||||
|
||||
// Pinta el mapa de la habitación en la textura
|
||||
void fillMapTexture();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Map();
|
||||
Map(std::string file, SDL_Renderer *renderer, Asset *asset);
|
||||
|
||||
// Destructor
|
||||
~Map();
|
||||
|
||||
// Actualiza todas las variables
|
||||
void update();
|
||||
|
||||
// Dibuja el objeto
|
||||
void render();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -29,7 +29,7 @@ Prog::Prog(std::string executablePath)
|
||||
section.name = SECTION_PROG_GAME;
|
||||
}
|
||||
input = new Input(asset->get("gamecontrollerdb.txt"));
|
||||
screen = new Screen(window, renderer, options->screenWidth, options->screenWidth, GAME_WIDTH, GAME_HEIGHT);
|
||||
screen = new Screen(window, renderer, options);
|
||||
}
|
||||
|
||||
Prog::~Prog()
|
||||
@@ -115,7 +115,8 @@ bool Prog::initSDL()
|
||||
bool Prog::setFileList()
|
||||
{
|
||||
// Ficheros binarios
|
||||
asset->add("/data/volcano.map", data);
|
||||
asset->add("/data/map/01.map", data);
|
||||
asset->add("/data/map/01.tmx", data);
|
||||
asset->add("/data/config.bin", data, false);
|
||||
asset->add("/data/gamecontrollerdb.txt", data);
|
||||
|
||||
|
||||
@@ -1,20 +1,25 @@
|
||||
#include "screen.h"
|
||||
#include "const.h"
|
||||
#include <string>
|
||||
#include <stdio.h>
|
||||
|
||||
// Constructor
|
||||
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, int scr_w, int scr_h, int gc_w, int gc_h)
|
||||
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options)
|
||||
{
|
||||
// Inicializa variables
|
||||
this->window = window;
|
||||
this->renderer = renderer;
|
||||
this->options = options;
|
||||
|
||||
screenWidth = scr_w;
|
||||
screenHeight = scr_h;
|
||||
gameCanvasWidth = gc_w;
|
||||
gameCanvasHeight = gc_h;
|
||||
gameCanvasPosX = (scr_w - gc_w) / 2;
|
||||
gameCanvasPosY = (scr_h - gc_h) / 2;
|
||||
dest = {gameCanvasPosX, gameCanvasPosY, gameCanvasWidth, gameCanvasHeight};
|
||||
gameCanvasWidth = SCREEN_WIDTH;
|
||||
gameCanvasHeight = SCREEN_HEIGHT;
|
||||
|
||||
// Establece el modo de video
|
||||
setVideoMode(options->fullScreenMode);
|
||||
|
||||
// Define el color del borde para el modo de pantalla completa
|
||||
borderColor = {0x27, 0x27, 0x36};
|
||||
borderColor = {0x00, 0x00, 0x00};
|
||||
|
||||
// Crea la textura donde se dibujan los graficos del juego
|
||||
gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
|
||||
@@ -57,3 +62,72 @@ void Screen::blit()
|
||||
// Muestra por pantalla el renderizador
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
// Establece el modo de video
|
||||
void Screen::setVideoMode(int fullScreenMode)
|
||||
{
|
||||
// Aplica el modo de video
|
||||
SDL_SetWindowFullscreen(window, fullScreenMode);
|
||||
|
||||
// Si está activo el modo ventana quita el borde
|
||||
if (fullScreenMode == 0)
|
||||
{
|
||||
screenWidth = gameCanvasWidth;
|
||||
screenHeight = gameCanvasHeight;
|
||||
dest = {0, 0, gameCanvasWidth, gameCanvasHeight};
|
||||
|
||||
// Modifica el tamaño del renderizador y de la ventana
|
||||
SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
|
||||
SDL_SetWindowSize(window, screenWidth * options->windowSize, screenHeight * options->windowSize);
|
||||
}
|
||||
|
||||
// Si está activo el modo de pantalla completa añade el borde
|
||||
if (fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
|
||||
{
|
||||
// Obten el alto y el ancho de la ventana
|
||||
SDL_GetWindowSize(window, &screenWidth, &screenHeight);
|
||||
|
||||
// Aplica el escalado al rectangulo donde se pinta la textura del juego
|
||||
if (options->integerScale)
|
||||
{
|
||||
// Calcula el tamaño de la escala máxima
|
||||
int scale = 0;
|
||||
while (((gameCanvasWidth * (scale + 1)) <= screenWidth) && ((gameCanvasHeight * (scale + 1)) <= screenHeight))
|
||||
{
|
||||
scale++;
|
||||
}
|
||||
|
||||
dest.w = gameCanvasWidth * scale;
|
||||
dest.h = gameCanvasHeight * scale;
|
||||
dest.x = (screenWidth - dest.w) / 2;
|
||||
dest.y = (screenHeight - dest.h) / 2;
|
||||
}
|
||||
else if (options->keepAspect)
|
||||
{
|
||||
float ratio = (float)gameCanvasWidth / (float)gameCanvasHeight;
|
||||
if ((screenWidth - gameCanvasWidth) >= (screenHeight - gameCanvasHeight))
|
||||
{
|
||||
dest.h = screenHeight;
|
||||
dest.w = (int)((screenHeight * ratio) + 0.5f);
|
||||
dest.x = (screenWidth - dest.w) / 2;
|
||||
dest.y = (screenHeight - dest.h) / 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
dest.w = screenWidth;
|
||||
dest.h = (int)((screenWidth / ratio) + 0.5f);
|
||||
dest.x = (screenWidth - dest.w) / 2;
|
||||
dest.y = (screenHeight - dest.h) / 2;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dest.w = screenWidth;
|
||||
dest.h = screenHeight;
|
||||
dest.x = dest.y = 0;
|
||||
}
|
||||
|
||||
// Modifica el tamaño del renderizador
|
||||
SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
|
||||
}
|
||||
}
|
||||
@@ -9,23 +9,21 @@
|
||||
class Screen
|
||||
{
|
||||
private:
|
||||
SDL_Window *window; // Ventana de la aplicación
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
SDL_Window *window; // Ventana de la aplicación
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
SDL_Texture *gameCanvas; // Textura para completar la ventana de juego hasta la pantalla completa
|
||||
options_t *options; // Variable con todas las opciones del programa
|
||||
|
||||
int screenWidth; // Ancho de la pantalla
|
||||
int screenHeight; // Alto de la pantalla
|
||||
int screenWidth; // Ancho de la pantalla
|
||||
int screenHeight; // Alto de la pantalla
|
||||
int gameCanvasWidth; // Ancho de la textura donde se dibuja el juego
|
||||
int gameCanvasHeight; // Alto de la textura donde se dibuja el juego
|
||||
int gameCanvasPosX; // Posicion en el eje X donde se dibujará la textura del juego dentro de la pantalla
|
||||
int gameCanvasPosY; // Posicion en el eje Y donde se dibujará la textura del juego dentro de la pantalla
|
||||
|
||||
SDL_Rect dest; // Rectangulo de destino donde se dibujarà la textura con el juego
|
||||
color_t borderColor; // Color del borde añadido a la textura de juego para rellenar la pantalla
|
||||
SDL_Rect dest; // Coordenadas donde se va a dibujar la textura del juego
|
||||
color_t borderColor; // Color del borde añadido a la textura de juego para rellenar la pantalla
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Screen(SDL_Window *window, SDL_Renderer *renderer, int scr_w = 0, int scr_h = 0, int gc_w = 0, int gc_h = 0);
|
||||
Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options);
|
||||
|
||||
// Destructor
|
||||
~Screen();
|
||||
@@ -38,6 +36,9 @@ public:
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
void blit();
|
||||
|
||||
// Establece el modo de video
|
||||
void setVideoMode(int fullScreenMode);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user