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LevelInfoRender.cpp
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LevelInfoRender.cpp
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#include
"Functions.h"
#include
"Globals.h"
#include
"LevelInfoRender.h"
#include
"WordWrapper.h"
LevelInfoRender
::
LevelInfoRender
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
const
std
::
string
&
dataPath
,
SDL_Color
textColor
)
:
cachedWidth
(
-1
)
{
playButton
=
imageManager
.
loadTexture
(
dataPath
+
"gfx/playbutton.png"
,
renderer
);
timeIcon
=
imageManager
.
loadTexture
(
dataPath
+
"gfx/time.png"
,
renderer
);
recordingsIcon
=
imageManager
.
loadTexture
(
dataPath
+
"gfx/recordings.png"
,
renderer
);
objThemes
.
getBlock
(
TYPE_COLLECTABLE
)
->
createInstance
(
&
collectable
);
//Skip doing this here as it will be called LevelPlaySelect::refresh which is called by it's constructor anyhow.
//resetText(renderer, textColor);
}
void
LevelInfoRender
::
resetText
(
SDL_Renderer
&
renderer
,
SDL_Color
textColor
)
{
auto
tex
=
[
&
](
const
char
*
text
){
return
textureFromText
(
renderer
,
*
fontText
,
text
,
textColor
);
};
levelDescription
=
nullptr
;
cachedDescription
=
_
(
"Choose a level"
);
cachedWidth
=
-1
;
timeText
=
tex
(
_
(
"Time:"
));
recordingsText
=
tex
(
_
(
"Recordings:"
));
collectablesText
=
tex
(
_
(
"Collectibles:"
));
levelTime
=
tex
(
"- / -"
);
levelRecs
=
tex
(
"- / -"
);
}
void
LevelInfoRender
::
update
(
SDL_Renderer
&
renderer
,
SDL_Color
textColor
,
const
std
::
string
&
description
,
const
std
::
string
&
time
,
const
std
::
string
&
recordings
)
{
auto
tex
=
[
&
](
const
std
::
string
&
text
){
return
textureFromText
(
renderer
,
*
fontText
,
text
.
c_str
(),
textColor
);
};
levelDescription
=
nullptr
;
cachedDescription
=
description
;
cachedWidth
=
-1
;
levelTime
=
tex
(
time
);
levelRecs
=
tex
(
recordings
);
}
void
LevelInfoRender
::
render
(
SDL_Renderer
&
renderer
,
bool
arcade
)
{
//Avoid crashing if this is somehow not initialized.
if
(
!
timeText
)
{
return
;
}
int
w
=
0
,
h
=
0
;
SDL_GetRendererOutputSize
(
&
renderer
,
&
w
,
&
h
);
if
(
!
cachedDescription
.
empty
())
{
if
(
!
levelDescription
||
cachedWidth
!=
w
)
{
cachedWidth
=
w
;
WordWrapper
wrapper
;
wrapper
.
font
=
fontText
;
wrapper
.
maxWidth
=
w
-
510
;
wrapper
.
wordWrap
=
true
;
wrapper
.
hyphen
=
"-"
;
std
::
vector
<
std
::
string
>
lines
;
wrapper
.
addString
(
lines
,
cachedDescription
);
levelDescription
=
textureFromMultilineText
(
renderer
,
*
fontText
,
lines
,
objThemes
.
getTextColor
(
false
));
}
applyTexture
(
100
,
h
-
130
+
(
50
-
textureHeight
(
*
levelDescription
))
/
2
,
levelDescription
,
renderer
);
}
//Draw time the icon.
applyTexture
(
w
-405
,
h
-130
+
6
,
timeIcon
,
renderer
);
//Now draw the text (title).
applyTexture
(
w
-380
,
h
-130
+
6
,
timeText
,
renderer
);
//Now draw the second text (value).
applyTexture
(
w
-
textureWidth
(
*
levelTime
)
-80
,
h
-130
+
6
,
levelTime
,
renderer
);
//Draw the icon.
if
(
arcade
)
{
collectable
.
draw
(
renderer
,
w
-
405
-
16
,
h
-
98
+
6
-
16
);
}
else
{
applyTexture
(
w
-
405
,
h
-
98
+
6
,
recordingsIcon
,
renderer
);
}
//Now draw the text (title).
applyTexture
(
w
-
380
,
h
-
98
+
6
,
arcade
?
collectablesText
:
recordingsText
,
renderer
);
//Now draw the second text (value).
applyTexture
(
w
-
textureWidth
(
*
levelRecs
)
-80
,
h
-98
+
6
,
levelRecs
,
renderer
);
}
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LevelInfoRender.cpp (3 KB)
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