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