#include "game/ui/console.hpp" #include #include // Para string #include "core/rendering/screen.hpp" // Para Screen #include "core/rendering/sprite/sprite.hpp" // Para Sprite #include "core/rendering/surface.hpp" // Para Surface #include "core/rendering/text.hpp" // Para Text #include "core/resources/resource_cache.hpp" // Para Resource #include "game/options.hpp" // Para Options // [SINGLETON] Console* Console::console = nullptr; // [SINGLETON] void Console::init(const std::string& font_name) { Console::console = new Console(font_name); } // [SINGLETON] void Console::destroy() { delete Console::console; Console::console = nullptr; } // [SINGLETON] auto Console::get() -> Console* { return Console::console; } // Constructor Console::Console(const std::string& font_name) : text_(Resource::Cache::get()->getText(font_name)) { const int TEXT_SIZE = 6; const int PADDING_IN_V = TEXT_SIZE / 2; height_ = static_cast((TEXT_SIZE * 2) + (PADDING_IN_V * 2)); y_ = -height_; buildSurface(); } // Crea la Surface con el aspecto visual de la consola void Console::buildSurface() { const float WIDTH = Options::game.width; surface_ = std::make_shared(WIDTH, height_); // Posición inicial (fuera de pantalla por arriba) SDL_FRect sprite_rect = {.x = 0, .y = y_, .w = WIDTH, .h = height_}; sprite_ = std::make_shared(surface_, sprite_rect); // Dibujo inicial del texto redrawText(); } // Redibuja el texto dinámico sobre la surface (fondo + borde + líneas) void Console::redrawText() { const float WIDTH = Options::game.width; const int TEXT_SIZE = 6; const int PADDING_IN_H = TEXT_SIZE; const int PADDING_IN_V = TEXT_SIZE / 2; auto previous_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(surface_); // Fondo y borde surface_->clear(BG_COLOR); SDL_FRect rect = {.x = 0, .y = 0, .w = WIDTH, .h = height_}; surface_->drawRectBorder(&rect, BORDER_COLOR); // Línea 1: mensajes text_->writeColored(PADDING_IN_H, PADDING_IN_V, msg_line_, MSG_COLOR); // Línea 2: prompt + input + cursor const bool SHOW_CURSOR = cursor_visible_ && (static_cast(input_line_.size()) < MAX_INPUT_CHARS); const std::string INPUT_STR = "> " + input_line_ + (SHOW_CURSOR ? "_" : ""); text_->writeColored(PADDING_IN_H, PADDING_IN_V + TEXT_SIZE, INPUT_STR, BORDER_COLOR); Screen::get()->setRendererSurface(previous_renderer); } // Actualiza la animación de la consola void Console::update(float delta_time) { if (status_ == Status::HIDDEN) { return; } // Parpadeo del cursor (solo cuando activa) if (status_ == Status::ACTIVE) { cursor_timer_ += delta_time; const float THRESHOLD = cursor_visible_ ? CURSOR_ON_TIME : CURSOR_OFF_TIME; if (cursor_timer_ >= THRESHOLD) { cursor_timer_ = 0.0F; cursor_visible_ = !cursor_visible_; } } // Redibujar texto cada frame redrawText(); switch (status_) { case Status::RISING: { y_ += SLIDE_SPEED * delta_time; if (y_ >= 0.0F) { y_ = 0.0F; status_ = Status::ACTIVE; } break; } case Status::VANISHING: { y_ -= SLIDE_SPEED * delta_time; if (y_ <= -height_) { y_ = -height_; status_ = Status::HIDDEN; } break; } default: break; } SDL_FRect rect = {.x = 0, .y = y_, .w = Options::game.width, .h = height_}; sprite_->setPosition(rect); } // Renderiza la consola void Console::render() { if (status_ == Status::HIDDEN) { return; } sprite_->render(); } // Activa o desactiva la consola void Console::toggle() { switch (status_) { case Status::HIDDEN: status_ = Status::RISING; input_line_.clear(); cursor_timer_ = 0.0F; cursor_visible_ = true; SDL_StartTextInput(SDL_GetKeyboardFocus()); break; case Status::ACTIVE: status_ = Status::VANISHING; SDL_StopTextInput(SDL_GetKeyboardFocus()); break; default: // Durante RISING o VANISHING no se hace nada break; } } // Procesa el evento SDL: entrada de texto, Backspace, Enter void Console::handleEvent(const SDL_Event& event) { if (status_ != Status::ACTIVE) { return; } if (event.type == SDL_EVENT_TEXT_INPUT) { if (static_cast(input_line_.size()) < MAX_INPUT_CHARS) { input_line_ += event.text.text; } return; } if (event.type == SDL_EVENT_KEY_DOWN) { if (event.key.scancode == SDL_SCANCODE_BACKSPACE && !input_line_.empty()) { input_line_.pop_back(); } else if (event.key.scancode == SDL_SCANCODE_RETURN || event.key.scancode == SDL_SCANCODE_KP_ENTER) { processCommand(); } } } // Ejecuta el comando introducido y reinicia la línea de input void Console::processCommand() { if (!input_line_.empty()) { msg_line_ = "OK"; } input_line_.clear(); cursor_timer_ = 0.0F; cursor_visible_ = true; } // Indica si la consola está activa (visible o en animación) auto Console::isActive() -> bool { return status_ != Status::HIDDEN; } // Devuelve los píxeles visibles de la consola (sincronizado con la animación) auto Console::getVisibleHeight() -> int { if (status_ == Status::HIDDEN) { return 0; } return static_cast(y_ + height_); }