Files
basic1/games/monopoly/MonopolyBoardRenderer.h
T
2026-01-31 22:23:49 -05:00

119 lines
5.4 KiB
C++

#pragma once
#include "../../display/low_level_render.h"
#include "monopoly_board.h"
#include "player.h"
#include <cstring>
class MonopolyBoardRenderer {
public:
static void draw_tile(LowLevelRenderer* renderer, int x, int y, int w, int h, int index, bool is_corner, Player* players, int players_count, int orientation = 0, int currentPlayerPos = -1) {
if (index < 0 || index >= BOARD_SIZE) return;
bool isInverted = (index == currentPlayerPos);
if (isInverted) {
renderer->draw_filled_rectangle(x, y, w, h, true, 1);
renderer->set_text_color(false); // Black text on white background
} else {
renderer->draw_rectangle(x, y, w, h, true, 1);
}
const BoardTile& tile = MONOPOLY_BOARD[index];
int content_x = x, content_y = y, content_w = w, content_h = h;
if (!is_corner && tile.type == TILE_PROPERTY) {
int bar_size = 10;
int bx = x, by = y, bw = w, bh = h;
if (orientation == 0) { // Bottom row (Bar on top)
bh = bar_size;
content_y += bar_size; content_h -= bar_size;
} else if (orientation == 1) { // Left column (Bar on right)
bx = x + w - bar_size; bw = bar_size;
content_w -= bar_size;
} else if (orientation == 2) { // Top row (Bar on bottom)
by = y + h - bar_size; bh = bar_size;
content_h -= bar_size;
} else if (orientation == 3) { // Right column (Bar on left)
bw = bar_size;
content_x += bar_size; content_w -= bar_size;
}
if (isInverted) {
// In inverted mode, the bar should be black (transparent/inverted)
renderer->draw_filled_rectangle(bx, by, bw, bh, false, 0); // Clear the bar area back to black
renderer->set_text_color(true); // Groups on the bar are usually white text on black bar in this mode
} else {
renderer->draw_filled_rectangle(bx, by, bw, bh, true, 1);
renderer->set_text_color(false); // Black text on white bar
}
// Group number
char gbuf[2] = { (char)('0' + tile.group[0]), '\0' };
renderer->draw_string_scaled(bx + (bw - 6) / 2, by + (bh - 8) / 2, gbuf, 1);
if (isInverted) renderer->set_text_color(false); // Back to black text for the rest of the tile
else renderer->set_text_color(true);
}
char short_name[5] = {0};
const char* full_name = tile.name;
if (is_corner) {
strncpy(short_name, full_name, 4);
} else {
short_name[0] = full_name[0];
const char* space = strchr(full_name, ' ');
if (space && space[1] != '\0') short_name[1] = space[1];
}
for (int i = 0; short_name[i]; i++) if(short_name[i] >= 'a' && short_name[i] <= 'z') short_name[i] -= 32;
renderer->draw_string_scaled(content_x + (content_w - (int)strlen(short_name) * 6) / 2, content_y + (content_h - 8) / 2, short_name, 1);
// Draw player markers
int p_count = 0;
for (int i = 0; i < players_count; ++i) {
if (players[i].position == index) {
char mark[2] = { (players[i].token ? players[i].token[0] : 'P'), '\0' };
renderer->draw_string_scaled(content_x + 2 + (p_count * 8), content_y + 2, mark, 1);
p_count++;
}
}
if (isInverted) {
renderer->set_text_color(true); // Reset for next tiles
}
}
static void draw_board_perimeter(LowLevelRenderer* renderer, int width, int height, Player* players, int players_count, int currentPlayerPos = -1) {
int cw = width / 7; // Corner width
int ch = height / 7; // Corner height
int rw = (width - 2 * cw) / 9; // Regular tile width
int rh = (height - 2 * ch) / 9; // Regular tile height
// --- Bottom Row: 0 to 10 (Right to Left) ---
draw_tile(renderer, width - cw, height - ch, cw, ch, 0, true, players, players_count, 0, currentPlayerPos); // GO
for (int i = 1; i < 10; ++i) {
draw_tile(renderer, width - cw - i * rw, height - ch, rw, ch, i, false, players, players_count, 0, currentPlayerPos);
}
draw_tile(renderer, 0, height - ch, cw, ch, 10, true, players, players_count, 1, currentPlayerPos); // JAIL
// --- Left Column: 11 to 19 (Bottom to Top) ---
for (int i = 11; i < 20; ++i) {
draw_tile(renderer, 0, height - ch - (i - 10) * rh, cw, rh, i, false, players, players_count, 1, currentPlayerPos);
}
// --- Top Row: 20 to 30 (Left to Right) ---
draw_tile(renderer, 0, 0, cw, ch, 20, true, players, players_count, 2, currentPlayerPos); // FREE PARKING
for (int i = 21; i < 30; ++i) {
draw_tile(renderer, cw + (i - 21) * rw, 0, rw, ch, i, false, players, players_count, 2, currentPlayerPos);
}
draw_tile(renderer, width - cw, 0, cw, ch, 30, true, players, players_count, 3, currentPlayerPos); // GO TO JAIL
// --- Right Column: 31 to 39 (Top to Bottom) ---
for (int i = 31; i < 40; ++i) {
draw_tile(renderer, width - cw, ch + (i - 31) * rh, cw, rh, i, false, players, players_count, 3, currentPlayerPos);
}
}
};