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