Quan canvia de RendererSurface, torna a deixar la que havia, no la de per defecte

This commit is contained in:
2025-03-06 12:09:59 +01:00
parent 60c926a9c9
commit f2bfc970bc
11 changed files with 75 additions and 59 deletions

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@@ -142,6 +142,7 @@ void Credits::fillTexture()
iniTexts();
// Rellena la textura de texto
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(text_surface_);
text_surface_->clear(stringToColor("black"));
@@ -164,10 +165,8 @@ void Credits::fillTexture()
// Recoloca el sprite del brillo
shining_sprite_->setPosX(POS_X + 2);
Screen::get()->setRendererSurface(nullptr);
// Rellena la textura que cubre el texto con color transparente
Screen::get()->setRendererSurface(text_surface_);
text_surface_->clear(stringToColor("transparent"));
// Los primeros 8 pixels crea una malla
@@ -203,7 +202,7 @@ void Credits::fillTexture()
rect = {0, 8, 256, 192};
surface->fillRect(&rect, color);
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
}
// Actualiza el contador

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@@ -91,13 +91,13 @@ Director::~Director()
saveOptionsToFile(Asset::get()->get("config.txt"));
// Destruye los singletones
Asset::destroy();
Input::destroy();
Screen::destroy();
Notifier::destroy();
Debug::destroy();
Resource::destroy();
Cheevos::destroy();
Debug::destroy();
Input::destroy();
Notifier::destroy();
Resource::destroy();
Screen::destroy();
Asset::destroy();
SDL_DestroyRenderer(renderer_);
SDL_DestroyWindow(window_);

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@@ -174,6 +174,7 @@ void Ending::iniTexts()
// Crea la textura
st.image_surface = std::make_shared<Surface>(WIDTH, HEIGHT);
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(st.image_surface);
text->writeDX(TEXT_STROKE, 2, 2, txt.caption, 1, text_color, 2, shadow_color);
@@ -216,7 +217,7 @@ void Ending::iniTexts()
st.cover_clip_height = HEIGHT;
sprite_texts_.push_back(st);
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
}
}
@@ -250,6 +251,7 @@ void Ending::iniPics()
// Crea la cover_surface
sp.cover_surface = std::make_shared<Surface>(WIDTH, HEIGHT + 8);
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(sp.cover_surface);
// Rellena la cover_surface con color transparente
@@ -283,7 +285,7 @@ void Ending::iniPics()
sp.cover_clip_height = HEIGHT;
sprite_pics_.push_back(sp);
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
}
}
@@ -473,6 +475,7 @@ void Ending::checkChangeScene()
void Ending::fillCoverTexture()
{
// Rellena la textura que cubre el texto con color transparente
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(cover_surface_);
cover_surface_->clear(stringToColor("transparent"));
@@ -495,7 +498,7 @@ void Ending::fillCoverTexture()
SDL_Rect rect = {0, 0, 256, options.game.height};
surface->fillRect(&rect, color);
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
}
// Dibuja la cortinilla de cambio de escena

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@@ -424,6 +424,7 @@ void Ending2::createSpriteTexts()
// Crea la surface
auto surface = std::make_shared<Surface>(W, H);
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(surface);
text->write(0, 0, txt);
@@ -431,7 +432,7 @@ void Ending2::createSpriteTexts()
SDL_Rect pos = {X, Y, W, H};
sprite_texts_.emplace_back(std::make_shared<SMovingSprite>(surface, pos));
sprite_texts_.back()->setVelY(SPRITE_DESP_SPEED_);
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
}
}
@@ -456,14 +457,15 @@ void Ending2::createTexts()
// Crea la surface
auto surface = std::make_shared<Surface>(w, h);
Screen::get()->setRendererSurface(surface);
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(surface);
text->write(0, 0, list[i]);
// Crea el sprite
SDL_Rect pos = {x + dx, y, w, h};
texts_.emplace_back(std::make_shared<SMovingSprite>(surface, pos));
texts_.back()->setVelY(SPRITE_DESP_SPEED_);
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
}
// Crea los últimos textos
@@ -485,6 +487,7 @@ void Ending2::createTexts()
// Crea la surface
auto surface = std::make_shared<Surface>(w, h);
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(surface);
text->write(0, 0, list[i]);
@@ -492,7 +495,7 @@ void Ending2::createTexts()
SDL_Rect pos = {x + dx, y, w, h};
texts_.emplace_back(std::make_shared<SMovingSprite>(surface, pos));
texts_.back()->setVelY(SPRITE_DESP_SPEED_);
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
}
}

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@@ -562,6 +562,7 @@ void Game::initStats()
void Game::fillRoomNameTexture()
{
// Pone la textura como destino de renderizado
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(room_name_surface_);
// Rellena la textura de color
@@ -572,7 +573,7 @@ void Game::fillRoomNameTexture()
text->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, text->getCharacterSize() / 2, room_->getName(), 1, room_->getBGColor());
// Deja el renderizador por defecto
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
}
// Comprueba algunos logros

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@@ -136,8 +136,10 @@ void LoadingScreen::updateCounter()
// Dibuja la pantalla de carga
void LoadingScreen::renderLoad()
{
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(screen_surface_);
loading_first_part_ ? mono_loading_screen_sprite_->render(1, stringToColor("black")) : color_loading_screen_sprite_->render();
Screen::get()->setRendererSurface(previuos_renderer);
}
// Dibuja el efecto de carga en el borde

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@@ -183,13 +183,13 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, in
}
// Inicializa variables
const auto padding_in_h = text_->getCharacterSize();
const auto padding_in_v = text_->getCharacterSize() / 2;
const int icon_space = icon >= 0 ? ICON_SIZE_ + padding_in_h : 0;
text_is = icon_space > 0 ? NotificationText::LEFT : text_is;
const int width = options.game.width - (PADDING_OUT_ * 2);
const int height = (text_->getCharacterSize() * texts.size()) + (padding_in_v * 2);
const auto shape = NotificationShape::SQUARED;
const auto PADDING_IN_H = text_->getCharacterSize();
const auto PADDING_IN_V = text_->getCharacterSize() / 2;
const int ICON_SPACE = icon >= 0 ? ICON_SIZE_ + PADDING_IN_H : 0;
text_is = ICON_SPACE > 0 ? NotificationText::LEFT : text_is;
const int WIDTH = options.game.width - (PADDING_OUT_ * 2);
const int HEIGHT = (text_->getCharacterSize() * texts.size()) + (PADDING_IN_V * 2);
const auto SHAPE = NotificationShape::SQUARED;
// Posición horizontal
auto desp_h = 0;
@@ -199,25 +199,25 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, in
}
else if (options.notifications.getHorizontalPosition() == NotificationPosition::CENTER)
{
desp_h = ((options.game.width / 2) - (width / 2));
desp_h = ((options.game.width / 2) - (WIDTH / 2));
}
else if (options.notifications.getHorizontalPosition() == NotificationPosition::RIGHT)
{
desp_h = options.game.width - width - PADDING_OUT_;
desp_h = options.game.width - WIDTH - PADDING_OUT_;
}
// Posición vertical
const int desp_v = (options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? PADDING_OUT_ : options.game.height - height - PADDING_OUT_;
const int DESP_V = (options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? PADDING_OUT_ : options.game.height - HEIGHT - PADDING_OUT_;
// Offset
const auto travel_dist = height + PADDING_OUT_;
const auto TRAVEL_DIST = HEIGHT + PADDING_OUT_;
auto offset = 0;
if (options.notifications.getVerticalPosition() == NotificationPosition::TOP)
{
offset = !notifications_.empty() ? notifications_.back().y + notifications_.back().travel_dist : desp_v;
offset = !notifications_.empty() ? notifications_.back().y + notifications_.back().travel_dist : DESP_V;
}
else if (options.notifications.getVerticalPosition() == NotificationPosition::BOTTOM)
{
offset = !notifications_.empty() ? notifications_.back().y - notifications_.back().travel_dist : desp_v;
offset = !notifications_.empty() ? notifications_.back().y - notifications_.back().travel_dist : DESP_V;
}
// Crea la notificacion
@@ -227,36 +227,37 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, in
n.code = code;
n.can_be_removed = can_be_removed;
n.y = offset;
n.travel_dist = travel_dist;
n.travel_dist = TRAVEL_DIST;
n.texts = texts;
n.shape = shape;
int y_pos = offset + ((options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? -travel_dist : travel_dist);
n.rect = {desp_h, y_pos, width, height};
n.shape = SHAPE;
int y_pos = offset + ((options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? -TRAVEL_DIST : TRAVEL_DIST);
n.rect = {desp_h, y_pos, WIDTH, HEIGHT};
// Crea la textura
n.surface = std::make_shared<Surface>(width, height);
n.surface = std::make_shared<Surface>(WIDTH, HEIGHT);
// Prepara para dibujar en la textura
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(n.surface);
// Dibuja el fondo de la notificación
SDL_Rect rect;
if (shape == NotificationShape::ROUNDED)
if (SHAPE == NotificationShape::ROUNDED)
{
rect = {4, 0, width - (4 * 2), height};
rect = {4, 0, WIDTH - (4 * 2), HEIGHT};
n.surface->fillRect(&rect, bg_color_);
rect = {4 / 2, 1, width - 4, height - 2};
rect = {4 / 2, 1, WIDTH - 4, HEIGHT - 2};
n.surface->fillRect(&rect, bg_color_);
rect = {1, 4 / 2, width - 2, height - 4};
rect = {1, 4 / 2, WIDTH - 2, HEIGHT - 4};
n.surface->fillRect(&rect, bg_color_);
rect = {0, 4, width, height - (4 * 2)};
rect = {0, 4, WIDTH, HEIGHT - (4 * 2)};
n.surface->fillRect(&rect, bg_color_);
}
else if (shape == NotificationShape::SQUARED)
else if (SHAPE == NotificationShape::SQUARED)
{
n.surface->clear(bg_color_);
}
@@ -265,36 +266,37 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, in
if (has_icons_ && icon >= 0 && texts.size() >= 2)
{
auto sp = std::make_unique<SSprite>(icon_surface_, (SDL_Rect){0, 0, ICON_SIZE_, ICON_SIZE_});
sp->setPosition({padding_in_h, padding_in_v, ICON_SIZE_, ICON_SIZE_});
sp->setPosition({PADDING_IN_H, PADDING_IN_V, ICON_SIZE_, ICON_SIZE_});
sp->setClip({ICON_SIZE_ * (icon % 10), ICON_SIZE_ * (icon / 10), ICON_SIZE_, ICON_SIZE_});
sp->render();
}
// Escribe el texto de la notificación
const Uint8 color = stringToColor("white");
const Uint8 COLOR = stringToColor("white");
int iterator = 0;
for (const auto &text : texts)
{
if (text_is == NotificationText::LEFT)
switch (text_is)
{
text_->writeColored(padding_in_h + icon_space, padding_in_v + iterator * (text_->getCharacterSize() + 1), text, color);
}
else if (text_is == NotificationText::CENTER)
{
text_->writeDX(TEXT_CENTER | TEXT_COLOR, width / 2, padding_in_v + iterator * (text_->getCharacterSize() + 1), text, 1, color);
case NotificationText::LEFT:
text_->writeColored(PADDING_IN_H + ICON_SPACE, PADDING_IN_V + iterator * (text_->getCharacterSize() + 1), text, COLOR);
break;
case NotificationText::CENTER:
text_->writeDX(TEXT_CENTER | TEXT_COLOR, WIDTH / 2, PADDING_IN_V + iterator * (text_->getCharacterSize() + 1), text, 1, COLOR);
break;
default:
break;
}
++iterator;
}
// Deja de dibujar en la textura
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
// Crea el sprite de la notificación
n.sprite = std::make_shared<SSprite>(n.surface, n.rect);
// Deja la notificación invisible
// n.surface->setAlpha(0);
// Añade la notificación a la lista
notifications_.emplace_back(n);
}

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@@ -474,6 +474,7 @@ void Room::initializeRoom(const RoomData &room)
void Room::fillMapTexture()
{
const Uint8 color = stringToColor(bg_color_);
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(map_surface_);
map_surface_->clear(color);
@@ -593,7 +594,7 @@ void Room::fillMapTexture()
}
#endif
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
}
// Dibuja el mapa en pantalla

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@@ -136,6 +136,7 @@ int Scoreboard::getMinutes()
void Scoreboard::fillTexture()
{
// Empieza a dibujar en la textura
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(surface_);
// Limpia la textura
@@ -179,5 +180,5 @@ void Scoreboard::fillTexture()
text->writeColored(28 * BLOCK, LINE2, ROOMS_TEXT, stringToColor("white"));
// Deja el renderizador como estaba
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
}

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@@ -147,10 +147,11 @@ std::shared_ptr<Surface> Text::writeToSurface(const std::string &text, int zoom,
auto width = lenght(text, kerning) * zoom;
auto height = box_height_ * zoom;
auto surface = std::make_shared<Surface>(width, height);
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(surface);
surface->clear(stringToColor("transparent"));
write(0, 0, text, kerning);
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
return surface;
}
@@ -161,10 +162,11 @@ std::shared_ptr<Surface> Text::writeDXToSurface(Uint8 flags, const std::string &
auto width = Text::lenght(text, kerning) + shadow_distance;
auto height = box_height_ + shadow_distance;
auto surface = std::make_shared<Surface>(width, height);
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(surface);
surface->clear(stringToColor("transparent"));
writeDX(flags, 0, 0, text, kerning, textColor, shadow_distance, shadow_color, lenght);
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
return surface;
}

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@@ -313,6 +313,7 @@ void Title::moveCheevosList(int direction)
void Title::fillSurface()
{
// Coloca el puntero del renderizador sobre la textura
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(bg_surface_);
// Rellena la textura de color
@@ -332,7 +333,7 @@ void Title::fillSurface()
text->writeColored(PLAY_AREA_CENTER_X, 30 * TEXT_SIZE, "ESC.EXIT GAME", COLOR);
// Devuelve el puntero del renderizador a su sitio
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
}
// Crea y rellena la textura para mostrar los logros
@@ -350,6 +351,7 @@ void Title::createCheevosTexture()
cheevos_surface_ = std::make_shared<Surface>(CHEEVOS_TEXTURE_WIDTH, CHEEVOS_TEXTURE_HEIGHT);
// Prepara para dibujar sobre la textura
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(cheevos_surface_);
// Rellena la textura con color sólido
@@ -382,7 +384,7 @@ void Title::createCheevosTexture()
}
// Restablece el RenderSurface
Screen::get()->setRendererSurface(nullptr);
Screen::get()->setRendererSurface(previuos_renderer);
// Crea el sprite para el listado de logros
cheevos_sprite_ = std::make_shared<SSprite>(cheevos_surface_, (GAMECANVAS_WIDTH - cheevos_surface_->getWidth()) / 2, CHEEVOS_TEXTURE_POS_Y, cheevos_surface_->getWidth(), cheevos_surface_->getHeight());