Trabajando en la clase screen. Ya pone borde en la pantalla

This commit is contained in:
2021-09-08 23:12:08 +02:00
parent 726a1b3064
commit 850b4e2a12
6 changed files with 53 additions and 11 deletions

View File

@@ -15,12 +15,16 @@
#define HALF_BLOCK 4
// Tamaño de la pantalla real
#define REAL_SCREEN_WIDTH 320
#define REAL_SCREEN_HEIGHT 240
// Tamaño de la pantalla virtual
#define SCREEN_WIDTH 256
#define SCREEN_HEIGHT 192
// Tamaño de la pantalla que se muestra
const int VIEW_WIDTH = SCREEN_WIDTH * 3;
const int VIEW_HEIGHT = SCREEN_HEIGHT * 3;
const int VIEW_WIDTH = REAL_SCREEN_WIDTH * 3;
const int VIEW_HEIGHT = REAL_SCREEN_HEIGHT * 3;
// Zona de juego
const int PLAY_AREA_TOP = (0 * BLOCK);

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@@ -49,7 +49,7 @@ Director::Director(std::string path)
// Aplica las opciones
SDL_SetWindowFullscreen(mWindow, mOptions->fullScreenMode);
SDL_SetWindowSize(mWindow, SCREEN_WIDTH * mOptions->windowSize, SCREEN_HEIGHT * mOptions->windowSize);
SDL_SetWindowSize(mWindow, REAL_SCREEN_WIDTH * mOptions->windowSize, REAL_SCREEN_HEIGHT * mOptions->windowSize);
mLang->setLang(mOptions->language);
// Inicializa el resto de variables
@@ -172,7 +172,7 @@ bool Director::initSDL()
SDL_SetRenderDrawColor(mRenderer, 0x00, 0x00, 0x00, 0xFF);
// Establece el tamaño del buffer de renderizado
SDL_RenderSetLogicalSize(mRenderer, SCREEN_WIDTH, SCREEN_HEIGHT);
SDL_RenderSetLogicalSize(mRenderer, REAL_SCREEN_WIDTH, REAL_SCREEN_HEIGHT);
// Establece el modo de mezcla
SDL_SetRenderDrawBlendMode(mRenderer, SDL_BLENDMODE_BLEND);
@@ -352,7 +352,7 @@ void Director::runTitle()
void Director::runGame()
{
mGame = new Game(mRenderer, mAsset, mLang, mInput);
mGame = new Game(mWindow, mRenderer, mAsset, mLang, mInput);
setSection(mGame->run());
delete mGame;
}

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@@ -1,7 +1,7 @@
#include "game.h"
// Constructor
Game::Game(SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input)
Game::Game(SDL_Window *window,SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input)
{
// Copia los punteros
mRenderer = renderer;
@@ -9,7 +9,7 @@ Game::Game(SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input)
mLang = lang;
mInput = input;
mScreen = new Screen(renderer);
mScreen = new Screen(window, renderer);
mEventHandler = new SDL_Event();
mTextureText = new LTexture();
mText = new Text(mAsset->get("nokia2.txt"), mTextureText, renderer);
@@ -95,7 +95,12 @@ section_t Game::run()
// Limpia la pantalla
mScreen->clean();
mText->writeCentered(SCREEN_CENTER_X, SCREEN_CENTER_Y, "Pepe el Cazavampiros", 0);
// Medidas de ancho y alto de la pantalla
mText->writeCentered(SCREEN_CENTER_X, 0, std::to_string(SCREEN_WIDTH), -1);
mText->write(0, SCREEN_CENTER_Y - (mText->getCharacterWidth() / 2), std::to_string(SCREEN_HEIGHT), -1);
// Texto en el centro de la pantalla
mText->writeCentered(SCREEN_CENTER_X, SCREEN_CENTER_Y - (mText->getCharacterWidth() / 2), "Pepe el Cazavampiros", -1);
// Actualiza la pantalla
mScreen->blit();

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@@ -45,7 +45,7 @@ private:
public:
// Constructor
Game(SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input);
Game(SDL_Window *window,SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input);
// Destructor
~Game();

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@@ -1,9 +1,22 @@
#include "screen.h"
#include "const.h"
// Constructor
Screen::Screen(SDL_Renderer *renderer)
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
{
mWindow = window;
mRenderer = renderer;
mRealScreenWidth = REAL_SCREEN_WIDTH;
mRealScreenHeight = REAL_SCREEN_HEIGHT;
mScreenWidth = SCREEN_WIDTH;
mScreenHeight = SCREEN_HEIGHT;
mBorderX = (REAL_SCREEN_WIDTH - SCREEN_WIDTH) / 2;
mBorderY = (REAL_SCREEN_HEIGHT - SCREEN_HEIGHT) / 2;
mGameCanvas = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
if (mGameCanvas == NULL)
printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());
}
// Destructor
@@ -15,6 +28,10 @@ Screen::~Screen()
// Limpia la pantalla
void Screen::clean()
{
SDL_SetRenderDrawColor(mRenderer, 0x27, 0x27, 0x36, 0xFF);
SDL_RenderClear(mRenderer);
SDL_SetRenderTarget(mRenderer, mGameCanvas);
SDL_SetRenderDrawColor(mRenderer, 0xAA, 0x44, 0x44, 0xFF);
SDL_RenderClear(mRenderer);
}
@@ -22,5 +39,12 @@ void Screen::clean()
// Vuelca el contenido del renderizador en pantalla
void Screen::blit()
{
SDL_Rect src = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
SDL_Rect dest = {mBorderX, mBorderY, SCREEN_WIDTH, SCREEN_HEIGHT};
SDL_SetRenderTarget(mRenderer, NULL);
SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &dest);
SDL_RenderPresent(mRenderer);
}

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@@ -8,11 +8,20 @@
class Screen
{
private:
SDL_Window *mWindow; // Ventana de la aplicación
SDL_Renderer *mRenderer; // El renderizador de la ventana
SDL_Texture *mGameCanvas; // Textura para completar la ventana de juego hasta la pantalla completa
int mRealScreenWidth;
int mRealScreenHeight;
int mScreenWidth;
int mScreenHeight;
int mBorderX;
int mBorderY;
public:
// Constructor
Screen(SDL_Renderer *renderer);
Screen(SDL_Window *windows, SDL_Renderer *renderer);
// Destructor
~Screen();