Trabajando en la clase screen

This commit is contained in:
2022-08-11 18:39:56 +02:00
parent 09ad78b02e
commit 89a43b3529
8 changed files with 180 additions and 71 deletions

View File

@@ -4,56 +4,56 @@
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, int scr_w, int scr_h, int gc_w, int gc_h)
{
// Inicializa variables
mWindow = window;
mRenderer = renderer;
this->window = window;
this->renderer = renderer;
mScreenWidth = scr_w;
mScreenHeight = scr_h;
mGameCanvasWidth = gc_w;
mGameCanvasHeight = gc_h;
mGameCanvasPosX = (scr_w - gc_w) / 2;
mGameCanvasPosY = (scr_h - gc_h) / 2;
mDest = {mGameCanvasPosX, mGameCanvasPosY, mGameCanvasWidth, mGameCanvasHeight};
mBorderColor = {0x27, 0x27, 0x36};
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};
borderColor = {0x27, 0x27, 0x36};
// Crea la textura donde se dibujan los graficos del juego
mGameCanvas = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, mGameCanvasWidth, mGameCanvasHeight);
if (mGameCanvas == NULL)
gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
if (gameCanvas == NULL)
printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());
}
// Destructor
Screen::~Screen()
{
mRenderer = nullptr;
renderer = nullptr;
}
// Limpia la pantalla
void Screen::clean(color_t color)
{
SDL_SetRenderDrawColor(mRenderer, color.r, color.g, color.b, 0xFF);
SDL_RenderClear(mRenderer);
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderClear(renderer);
}
// Prepara para empezar a dibujar en la textura de juego
void Screen::start()
{
SDL_SetRenderTarget(mRenderer, mGameCanvas);
SDL_SetRenderTarget(renderer, gameCanvas);
}
// Vuelca el contenido del renderizador en pantalla
void Screen::blit()
{
// Vuelve a dejar el renderizador en modo normal
SDL_SetRenderTarget(mRenderer, NULL);
SDL_SetRenderTarget(renderer, NULL);
// Borra el contenido previo
SDL_SetRenderDrawColor(mRenderer, mBorderColor.r, mBorderColor.g, mBorderColor.b, 0xFF);
SDL_RenderClear(mRenderer);
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
SDL_RenderClear(renderer);
// Copia la textura de juego en el renderizador en la posición adecuada
SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &mDest);
SDL_RenderCopy(renderer, gameCanvas, NULL, &dest);
// Muestra por pantalla el renderizador
SDL_RenderPresent(mRenderer);
SDL_RenderPresent(renderer);
}