Arreglada la clase Screen. Había un lio de conceptos con varias variables

This commit is contained in:
2022-11-18 20:09:03 +01:00
parent 90bdad7d51
commit fdc8797d2b
20 changed files with 708 additions and 128 deletions

View File

@@ -3,15 +3,19 @@
#include <iostream>
// Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options, int gameInternalResX, int gameInternalResY)
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options)
{
// Inicializa variables
this->window = window;
this->renderer = renderer;
this->options = options;
this->asset = asset;
gameCanvasWidth = gameInternalResX;
gameCanvasHeight = gameInternalResY;
// Crea los objetos
notify = new Notify(renderer, asset->get("smb2.png"), asset->get("smb2.txt"));
gameCanvasWidth = options->gameWidth;
gameCanvasHeight = options->gameHeight;
iniFade();
iniSpectrumFade();
@@ -27,15 +31,16 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options, i
}
// Establece el modo de video
setVideoMode(options->fullScreenMode);
setVideoMode(options->videoMode);
// Calcula los anclajes
anchor.left = 0;
anchor.right = gameCanvasWidth;
anchor.center = gameCanvasWidth / 2;
anchor.top = 0;
anchor.bottom = gameCanvasHeight;
anchor.middle = gameCanvasHeight / 2;
// Inicializa variables
notifyActive = false;
}
// Destructor
Screen::~Screen()
{
delete notify;
}
// Limpia la pantalla
@@ -64,42 +69,49 @@ void Screen::blit()
// Copia la textura de juego en el renderizador en la posición adecuada
SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
// Dibuja las notificaciones
// renderNotifications();
// Muestra por pantalla el renderizador
SDL_RenderPresent(renderer);
}
// Establece el modo de video
void Screen::setVideoMode(int fullScreenMode)
void Screen::setVideoMode(int videoMode)
{
// Aplica el modo de video
SDL_SetWindowFullscreen(window, fullScreenMode);
SDL_SetWindowFullscreen(window, videoMode);
// Si está activo el modo ventana quita el borde
if (fullScreenMode == 0)
if (videoMode == 0)
{
if (options->borderEnabled)
{
const int incWidth = gameCanvasWidth * options->borderSize;
const int incHeight = gameCanvasHeight * options->borderSize;
screenWidth = gameCanvasWidth + incWidth;
screenHeight = gameCanvasHeight + incHeight;
dest = {0 + (incWidth / 2), 0 + (incHeight / 2), gameCanvasWidth, gameCanvasHeight};
const int incWidth = options->gameWidth * options->borderSize;
const int incHeight = options->gameHeight * options->borderSize;
gameCanvasWidth = options->gameWidth + incWidth;
gameCanvasHeight = options->gameHeight + incHeight;
screenWidth = gameCanvasWidth * options->windowSize;
screenHeight = gameCanvasHeight * options->windowSize;
dest = {0 + (incWidth / 2), 0 + (incHeight / 2), options->gameWidth, options->gameHeight};
}
else
{
screenWidth = gameCanvasWidth;
screenHeight = gameCanvasHeight;
gameCanvasWidth = options->gameWidth;
gameCanvasHeight = options->gameHeight;
screenWidth = gameCanvasWidth * options->windowSize;
screenHeight = gameCanvasHeight * options->windowSize;
dest = {0, 0, gameCanvasWidth, gameCanvasHeight};
}
// Modifica el tamaño del renderizador y de la ventana
SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
SDL_SetWindowSize(window, screenWidth * options->windowSize, screenHeight * options->windowSize);
SDL_RenderSetLogicalSize(renderer, gameCanvasWidth, gameCanvasHeight);
SDL_SetWindowSize(window, screenWidth, screenHeight);
}
// Si está activo el modo de pantalla completa añade el borde
else if (fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
else if (videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
// Obten el alto y el ancho de la ventana
SDL_GetWindowSize(window, &screenWidth, &screenHeight);
@@ -149,22 +161,14 @@ void Screen::setVideoMode(int fullScreenMode)
}
// Actualiza el valor de la variable
options->fullScreenMode = fullScreenMode;
options->videoMode = videoMode;
}
// Camibia entre pantalla completa y ventana
void Screen::switchVideoMode()
{
if (options->fullScreenMode == 0)
{
options->fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
}
else
{
options->fullScreenMode = 0;
}
setVideoMode(options->fullScreenMode);
options->videoMode = (options->videoMode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
setVideoMode(options->videoMode);
}
// Cambia el tamaño de la ventana
@@ -338,4 +342,30 @@ void Screen::renderFX()
{
renderFade();
renderSpectrumFade();
}
// Actualiza el notificador
void Screen::updateNotifier()
{
notify->update();
notifyActive = notify->active();
}
// Muestra una notificación de texto por pantalla;
void Screen::showText(std::string text)
{
notify->showText(text);
}
// Dibuja las notificaciones
void Screen::renderNotifications()
{
if (!notifyActive)
{
return;
}
SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
notify->render();
SDL_RenderSetLogicalSize(renderer, gameCanvasWidth, gameCanvasHeight);
}