#include "core/rendering/notifier.hpp" #include #include #include #include "core/rendering/screen.hpp" #include "core/rendering/text.hpp" #include "core/ui/ui_config.hpp" #include "utils/defines.hpp" namespace { // Parteix `text` en una llista de línies que caben cadascuna dins // `max_width`. Algoritme de projecte_2026: tall per espais, la paraula // que no cap passa a la línia següent. Les paraules aïllades més // llargues que `max_width` es queden a la seva pròpia línia sense // trencar-les (cas improbable amb els pretty_names de gamepad retallats // a ~25 caràcters). auto wrapToWidth(const std::string& text, int max_width, const Text& font, int kerning) -> std::vector { std::vector lines; if (text.empty()) { lines.emplace_back(); return lines; } std::string current; std::size_t i = 0; while (i < text.size()) { const std::size_t SPACE_POS = text.find(' ', i); const bool LAST = (SPACE_POS == std::string::npos); const std::string WORD = text.substr(i, LAST ? std::string::npos : SPACE_POS - i); if (current.empty()) { current = WORD; } else { std::string candidate = current; candidate += ' '; candidate += WORD; if (font.length(candidate, kerning) <= max_width) { current = std::move(candidate); } else { lines.push_back(current); current = WORD; } } if (LAST) { break; } i = SPACE_POS + 1; } lines.push_back(current); return lines; } } // namespace auto Notifier::get() -> Notifier& { static Notifier instance_; return instance_; } Notifier::~Notifier() = default; void Notifier::init(std::shared_ptr text, const Palette& ui_palette) { text_ = std::move(text); ui_palette_ = ui_palette; } void Notifier::update(int delta_ms) { const auto& geo = UiConfig::get().notifier(); const float DT = static_cast(delta_ms) / 1000.0F; switch (status_) { case Status::RISING: y_ += geo.slide_speed * DT; if (y_ >= static_cast(geo.margin_top + geo.border_px)) { y_ = static_cast(geo.margin_top + geo.border_px); status_ = Status::ACTIVE; } break; case Status::ACTIVE: remaining_ms_ -= delta_ms; if (remaining_ms_ <= 0) { status_ = Status::VANISHING; } break; case Status::VANISHING: y_ -= geo.slide_speed * DT; if (y_ <= static_cast(-current_box_h_ - geo.border_px)) { y_ = static_cast(-current_box_h_ - geo.border_px - geo.margin_top); status_ = Status::HIDDEN; } break; default: break; } } void Notifier::render() { if (status_ == Status::HIDDEN || text_ == nullptr || current_lines_.empty()) { return; } const auto& geo = UiConfig::get().notifier(); const int BOX_X = (GameCanvas::WIDTH - current_box_w_) / 2; const int BOX_Y = static_cast(y_); // Fons sòlid amb la paleta UI que ens ha injectat el caller a init() // (ARGB directe al canvas, sense tocar cap surface paletada). Screen::get().fillRect(BOX_X, BOX_Y, current_box_w_, current_box_h_, ui_palette_[current_bg_color_]); // Vora externa: 4 línies d'1 px del color del text, paral·leles a cada // costat i una mica fora de la caixa. Cada segment es queda dins del // rang del costat corresponent perquè les cantonades no es cobrisquen. const std::uint32_t BORDER_ARGB = ui_palette_[current_text_color_]; Screen::get().fillRect(BOX_X, BOX_Y - geo.border_px, current_box_w_, geo.border_px, BORDER_ARGB); Screen::get().fillRect(BOX_X, BOX_Y + current_box_h_, current_box_w_, geo.border_px, BORDER_ARGB); Screen::get().fillRect(BOX_X - geo.border_px, BOX_Y, geo.border_px, current_box_h_, BORDER_ARGB); Screen::get().fillRect(BOX_X + current_box_w_, BOX_Y, geo.border_px, current_box_h_, BORDER_ARGB); const int LINE_STEP = Rendering::Hud::FONT_SIZE_PX + geo.line_gap; int line_y = BOX_Y + geo.padding_top; for (const auto& line : current_lines_) { text_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, line_y, line, 1, current_text_color_); line_y += LINE_STEP; } } void Notifier::notify(const std::string& text, Uint8 text_color, Uint8 bg_color, int time_ms) { // Política simple: la nova notificació reemplaça la que hi havia. Per // gestionar-ne una cua, canviar ací per una FIFO quan calga. if (text_ == nullptr) { return; } const auto& geo = UiConfig::get().notifier(); const int MAX_TEXT_WIDTH = GameCanvas::WIDTH - (2 * SIDE_MARGIN) - (2 * geo.padding_h); current_lines_ = wrapToWidth(text, MAX_TEXT_WIDTH, *text_, 1); // Amplada = max de les línies + padding. Alçada = N*glif + (N-1)*gap + padding asimètric. const int MAX_LINE_W = std::accumulate(current_lines_.begin(), current_lines_.end(), 0, [this](int acc, const std::string& s) { return std::max(acc, text_->length(s, 1)); }); current_box_w_ = MAX_LINE_W + (2 * geo.padding_h); const int N = static_cast(current_lines_.size()); current_box_h_ = (N * Rendering::Hud::FONT_SIZE_PX) + ((N - 1) * geo.line_gap) + geo.padding_top + geo.padding_bottom; current_text_color_ = text_color; current_bg_color_ = bg_color; remaining_ms_ = time_ms; y_ = static_cast(-current_box_h_ - geo.border_px - geo.margin_top); status_ = Status::RISING; }