forked from jaildesigner-jailgames/jaildoctors_dilemma
Ya permite establecer el online ID desde el propio juego
This commit is contained in:
@@ -1,6 +1,7 @@
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#include "enter_id.h"
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#include "const.h"
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#include "common/jail_audio.h"
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#include "const.h"
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#include "enter_id.h"
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#include <iostream>
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// Constructor
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EnterID::EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options)
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@@ -16,11 +17,31 @@ EnterID::EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t
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texture = new Texture(renderer, asset->get("smb2.png"));
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text = new Text(asset->get("smb2.txt"), texture, renderer);
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// Crea la textura para el texto que se escribe en pantalla
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textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (textTexture == nullptr)
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{
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if (options->console)
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{
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND);
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// Inicializa variables
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counter = 0;
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section.name = SECTION_PROG_ENTER_ID;
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ticks = 0;
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ticksSpeed = 15;
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pos = 0;
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name[pos] = 0;
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maxLenght = 15;
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// Escribe el texto en la textura
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fillTexture();
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// Deja el texto a tamaño fijo
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// text->setFixedWidth(true);
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}
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// Destructor
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@@ -62,33 +83,77 @@ void EnterID::checkEventHandler()
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// Comprueba las teclas que se han pulsado
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if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
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{
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switch (eventHandler->key.keysym.scancode)
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if (eventHandler->key.keysym.scancode >= SDL_SCANCODE_A && eventHandler->key.keysym.scancode <= SDL_SCANCODE_Z)
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{ // Si pulsa una letra
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if (pos < maxLenght)
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{
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name[pos++] = eventHandler->key.keysym.scancode + 61;
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name[pos] = 0;
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}
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}
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else if (eventHandler->key.keysym.scancode >= SDL_SCANCODE_1 && eventHandler->key.keysym.scancode <= SDL_SCANCODE_9)
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{ // Si pulsa un número
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if (pos < maxLenght)
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{ // En ascii el '0' va antes del '1', pero en scancode el '0' va despues de '9'
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name[pos++] = eventHandler->key.keysym.scancode + 19;
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name[pos] = 0;
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}
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}
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_0)
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{
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if (pos < maxLenght)
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{
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name[pos++] = 48;
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name[pos] = 0;
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}
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}
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_BACKSPACE)
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{
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if (pos > 0)
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{
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name[--pos] = 0;
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}
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}
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_RETURN)
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{
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options->online.jailerID = (std::string)name;
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section.name = SECTION_PROG_INTRO;
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break;
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}
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_ESCAPE)
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{
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case SDL_SCANCODE_ESCAPE:
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section.name = SECTION_PROG_QUIT;
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break;
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}
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case SDL_SCANCODE_F1:
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F1)
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{
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screen->setWindowSize(1);
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break;
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}
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case SDL_SCANCODE_F2:
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F2)
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{
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screen->setWindowSize(2);
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break;
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}
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case SDL_SCANCODE_F3:
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F3)
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{
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screen->setWindowSize(3);
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break;
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}
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case SDL_SCANCODE_F4:
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F4)
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{
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screen->setWindowSize(4);
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break;
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}
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case SDL_SCANCODE_F5:
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// switchPalette();
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break;
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default:
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F5)
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{
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switchPalette();
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break;
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}
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}
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@@ -110,11 +175,8 @@ void EnterID::update()
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// Actualiza el contador
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counter++;
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// Comprueba el contador
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if (counter > 200)
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{
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section.name = SECTION_PROG_INTRO;
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}
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// Actualiza el cursor
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cursor = (counter % 20 >= 10) ? " " : "_";
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}
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}
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@@ -127,9 +189,77 @@ void EnterID::render()
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// Limpia la pantalla
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screen->clean();
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// Escribe texto
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text->writeCentered(GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y, "SECCION ENTER_ID");
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// Dibuja la textura con el texto en pantalla
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SDL_RenderCopy(renderer, textTexture, nullptr, nullptr);
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// Escribe el jailerID
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const std::string jailerID = (std::string)name + cursor;
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const color_t color = stringToColor(options->palette, "white");
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//text->writeCentered(GAMECANVAS_CENTER_X, 97, jailerID);
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text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, 97, jailerID,1,color);
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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// Inicializa los textos
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void EnterID::iniTexts()
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{
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texts.clear();
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"ONLINE CONFIGURATION:", stringToColor(options->palette, "red")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"YOU HAVE NOT SPECIFIED ANY ID", stringToColor(options->palette, "white")});
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texts.push_back({"FOR THE ONLINE SERVICE", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"PLEASE ENTER AN ID OR", stringToColor(options->palette, "white")});
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texts.push_back({"LEAVE BLANK FOR OFFLINE MODE", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"JAILER_ID:", stringToColor(options->palette, "red")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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}
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// Escribe el texto en la textura
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void EnterID::fillTexture()
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{
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// Inicializa los textos
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iniTexts();
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// Rellena la textura de texto
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SDL_SetRenderTarget(renderer, textTexture);
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color_t c = stringToColor(options->palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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SDL_RenderClear(renderer);
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// Escribe el texto en la textura
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const int size = text->getCharacterSize();
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int i = 0;
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for (auto t : texts)
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{
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text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color);
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i++;
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}
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SDL_SetRenderTarget(renderer, nullptr);
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}
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// Cambia la paleta
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void EnterID::switchPalette()
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{
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options->palette = options->palette == p_zxspectrum ? p_zxarne : p_zxspectrum;
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fillTexture();
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}
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