#include "core/rendering/notifier.hpp" #include "core/rendering/screen.hpp" #include "core/rendering/surface.hpp" #include "core/rendering/text.hpp" #include "core/resources/resource_cache.hpp" #include "utils/defines.hpp" auto Notifier::get() -> Notifier& { static Notifier instance_; return instance_; } Notifier::~Notifier() = default; void Notifier::init() { // El Director preloade la paleta "ui" i la surface "8bithud.gif" abans // de cridar aquest init(); ací només cal construir el Text. auto font_surface = Resource::Cache::get().getSurface("8bithud.gif"); text_ = std::make_unique(font_surface, "data/font/8bithud.fnt"); } void Notifier::update(int delta_ms) { const float DT = static_cast(delta_ms) / 1000.0F; switch (status_) { case Status::RISING: y_ += SLIDE_SPEED * DT; if (y_ >= static_cast(MARGIN_TOP)) { y_ = static_cast(MARGIN_TOP); status_ = Status::ACTIVE; } break; case Status::ACTIVE: remaining_ms_ -= delta_ms; if (remaining_ms_ <= 0) { status_ = Status::VANISHING; } break; case Status::VANISHING: y_ -= SLIDE_SPEED * DT; if (y_ <= static_cast(-HEIGHT)) { y_ = static_cast(-HEIGHT - MARGIN_TOP); status_ = Status::HIDDEN; } break; default: break; } } void Notifier::render() { if (status_ == Status::HIDDEN || text_ == nullptr || current_text_.empty()) { return; } const int TEXT_W = text_->length(current_text_, 1); const int BOX_W = TEXT_W + (2 * PADDING_H); const int BOX_X = (GameCanvas::WIDTH - BOX_W) / 2; const int BOX_Y = static_cast(y_); // Fons sòlid a través de la paleta "ui" (ARGB directe al canvas, sense // tocar cap surface paletada). const auto& ui_palette = Resource::Cache::get().getPalette("ui"); Screen::get().fillRect(BOX_X, BOX_Y, BOX_W, HEIGHT, ui_palette[current_bg_color_]); text_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, BOX_Y + PADDING_V, current_text_, 1, current_text_color_); } 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. current_text_ = text; current_text_color_ = text_color; current_bg_color_ = bg_color; remaining_ms_ = time_ms; status_ = Status::RISING; }