animacions a renderinfo

This commit is contained in:
2026-04-05 01:03:48 +02:00
parent 91f88ded09
commit 4238ae1bc4
9 changed files with 181 additions and 32 deletions

View File

@@ -9,6 +9,7 @@
#include "core/rendering/text.hpp"
#include "core/system/director.hpp"
#include "game/options.hpp"
#include "utils/easing.hpp"
namespace Overlay {
@@ -50,7 +51,19 @@ namespace Overlay {
static Uint32 last_ticks_ = 0;
// --- Render info ---
static std::string render_info_text_;
static Options::RenderInfoPosition info_visible_pos_ = Options::RenderInfoPosition::OFF;
static float info_anim_ = 0.0F; // 0 = fora de pantalla, 1 = posició final
static constexpr float INFO_SLIDE_SPEED = 5.0F;
// Segments del render info — cadascú amb la seva pròpia visibilitat animada
static constexpr int INFO_SEGMENT_COUNT = 4;
static constexpr float SEG_SPEED = 6.0F; // ~165 ms per aparèixer/desaparèixer
struct InfoSegment {
std::string text;
float anim{0.0F};
bool visible{false};
};
static InfoSegment info_segments_[INFO_SEGMENT_COUNT];
// --- Doble ESC per a eixir ---
static bool esc_waiting_ = false;
@@ -129,17 +142,79 @@ namespace Overlay {
font_->draw(pixel_data, box_x + NOTIF_PADDING_H, box_y + NOTIF_PADDING_V, notif.message.c_str(), NOTIF_TEXT_COLOR);
}
// Render info (FPS, driver, shader) — centrat, posició configurable
if (Options::render_info.position != Options::RenderInfoPosition::OFF && !render_info_text_.empty()) {
int info_w = font_->width(render_info_text_.c_str());
int info_x = (SCREEN_W - info_w) / 2;
int info_y = (Options::render_info.position == Options::RenderInfoPosition::TOP)
? 1
: SCREEN_H - font_->charHeight() - 1;
// Ombra (1px desplaçat)
font_->draw(pixel_data, info_x + 1, info_y + 1, render_info_text_.c_str(), Options::render_info.shadow_color);
// Text
font_->draw(pixel_data, info_x, info_y, render_info_text_.c_str(), Options::render_info.text_color);
// Render info (FPS, driver, shader) — animat amb slide vertical
// State machine: visible_pos s'actualitza cap a desired quan anim arriba a 0
{
const auto desired = Options::render_info.position;
if (desired == info_visible_pos_) {
// Mateix lloc: entra fins a 1
if (info_anim_ < 1.0F) {
info_anim_ += INFO_SLIDE_SPEED * dt;
if (info_anim_ > 1.0F) info_anim_ = 1.0F;
}
} else {
// Canvi: si visible_pos està OFF, commuta directament
if (info_visible_pos_ == Options::RenderInfoPosition::OFF) {
info_visible_pos_ = desired;
info_anim_ = 0.0F;
} else {
// Ix del lloc actual
info_anim_ -= INFO_SLIDE_SPEED * dt;
if (info_anim_ <= 0.0F) {
info_anim_ = 0.0F;
info_visible_pos_ = desired;
}
}
}
// Actualitza animacions individuals dels segments
for (auto& seg : info_segments_) {
float target = seg.visible ? 1.0F : 0.0F;
if (seg.anim < target) {
seg.anim += SEG_SPEED * dt;
if (seg.anim > target) seg.anim = target;
} else if (seg.anim > target) {
seg.anim -= SEG_SPEED * dt;
if (seg.anim < target) seg.anim = target;
}
}
// Render si hi ha alguna cosa visible
if (info_visible_pos_ != Options::RenderInfoPosition::OFF && info_anim_ > 0.0F) {
// Calcula amplada total interpolant cada segment per la seva anim
float total_w = 0.0F;
for (auto& seg : info_segments_) {
if (seg.anim > 0.0F && !seg.text.empty()) {
total_w += font_->width(seg.text.c_str()) * Easing::outQuad(seg.anim);
}
}
if (total_w > 0.0F) {
// Slide vertical (ease-out quadratic) — igual que abans
float eased_y = Easing::outQuad(info_anim_);
int ch = font_->charHeight();
int final_y;
int start_y;
if (info_visible_pos_ == Options::RenderInfoPosition::TOP) {
final_y = 1;
start_y = -ch - 1;
} else {
final_y = SCREEN_H - ch - 1;
start_y = SCREEN_H;
}
int info_y = start_y + static_cast<int>((final_y - start_y) * eased_y);
// Dibuixa cada segment en la seva posició x acumulada
float cur_x = (SCREEN_W - total_w) / 2.0F;
for (auto& seg : info_segments_) {
if (seg.anim > 0.01F && !seg.text.empty()) {
int xi = static_cast<int>(cur_x);
font_->draw(pixel_data, xi + 1, info_y + 1, seg.text.c_str(), Options::render_info.shadow_color);
font_->draw(pixel_data, xi, info_y, seg.text.c_str(), Options::render_info.text_color);
cur_x += font_->width(seg.text.c_str()) * Easing::outQuad(seg.anim);
}
}
}
}
}
// Elimina les acabades
@@ -192,8 +267,16 @@ namespace Overlay {
Options::render_info.position = static_cast<Options::RenderInfoPosition>(pos);
}
void setRenderInfoText(const char* text) {
render_info_text_ = text;
void setRenderInfoSegments(const char* s0, const char* s1, const char* s2, const char* s3) {
const char* segs[INFO_SEGMENT_COUNT] = {s0, s1, s2, s3};
for (int i = 0; i < INFO_SEGMENT_COUNT; i++) {
if (segs[i] != nullptr && *segs[i] != '\0') {
info_segments_[i].text = segs[i];
info_segments_[i].visible = true;
} else {
info_segments_[i].visible = false;
}
}
}
auto isEscConsumed() -> bool {