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aee/source/core/rendering/overlay.cpp

460 lines
19 KiB
C++

#include "core/rendering/overlay.hpp"
#include <algorithm>
#include <memory>
#include <string>
#include <vector>
#include "core/locale/locale.hpp"
#include "core/rendering/menu.hpp"
#include "core/rendering/text.hpp"
#include "core/system/director.hpp"
#include "game/options.hpp"
#include "utils/easing.hpp"
namespace Overlay {
static std::unique_ptr<Text> font_;
// --- Aspecte de la notificació ---
static constexpr Uint32 NOTIF_BG_COLOR = 0xFF2E1A1A; // Fons blau fosc (ABGR)
static constexpr Uint32 NOTIF_TEXT_COLOR = 0xFFFFFF00; // Text cyan (ABGR)
static constexpr int NOTIF_PADDING_H = 8; // Padding horitzontal (esquerra/dreta dins la caixa)
static constexpr int NOTIF_PADDING_V = 4; // Padding vertical (dalt/baix dins la caixa)
static constexpr int NOTIF_MARGIN_X = 4; // Offset des de la vora esquerra de la pantalla
static constexpr int NOTIF_MARGIN_Y = 4; // Offset des de la vora superior de la pantalla
// --- Animació ---
static constexpr float SLIDE_SPEED = 4.0F; // Velocitat de l'animació (unitats/segon)
// --- Pantalla ---
static constexpr int SCREEN_W = 320;
static constexpr int SCREEN_H = 200;
// --- Estat de les notificacions ---
enum class Status { RISING,
STAY,
VANISHING,
FINISHED };
struct Notification {
std::vector<std::string> lines; // una o més línies de text
Overlay::NotifPosition pos{Overlay::NotifPosition::TOP_LEFT_SLIDE};
Overlay::NotifStyle style{Overlay::NotifStyle::BOX};
Uint32 accent_color{NOTIF_BG_COLOR}; // fons (BOX) o ombra (SHADOW)
Uint32 text_color{NOTIF_TEXT_COLOR};
Status status{Status::RISING};
float anim{0.0F}; // 0 = fora de pantalla, 1 = posició final
float timer{0.0F};
float duration{2.0F};
int box_w{0}; // Ample de la caixa (calculat al crear)
int box_h{0}; // Alçada de la caixa (calculat al crear)
};
static std::vector<Notification> notifications_;
static Uint32 last_ticks_ = 0;
// --- Render info ---
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};
bool mono_digits{false}; // si true, dígits amb amplada fixa (la resta natural)
};
static InfoSegment info_segments_[INFO_SEGMENT_COUNT];
// --- Crèdits cinematogràfics ---
// Usen el sistema de notificacions en posició TOP_CENTER_DROP.
enum class CreditsPhase { IDLE,
DELAY,
PLAYING_1,
GAP,
PLAYING_2 };
static CreditsPhase credits_phase_ = CreditsPhase::IDLE;
static float credits_timer_ = 0.0F; // segons dins la phase actual
static constexpr float CREDITS_DELAY = 2.0F;
static constexpr float CREDITS_GAP = 0.4F;
static constexpr float CREDITS_HOLD = 7.5F;
static constexpr Uint32 CREDITS_BG = NOTIF_BG_COLOR; // mateix marró de les notificacions
static constexpr Uint32 CREDITS_FG = NOTIF_TEXT_COLOR; // mateix cian
// --- Doble ESC per a eixir ---
static bool esc_waiting_ = false;
void init() {
font_ = std::make_unique<Text>("fonts/8bithud.fnt", "fonts/8bithud.gif");
last_ticks_ = SDL_GetTicks();
}
void destroy() {
font_.reset();
notifications_.clear();
}
// Pinta un rectangle sòlid dins els límits de la pantalla
static void drawRect(Uint32* pixel_data, int rx, int ry, int rw, int rh, Uint32 color) {
for (int row = ry; row < ry + rh; row++) {
if (row < 0 || row >= SCREEN_H) continue;
for (int col = rx; col < rx + rw; col++) {
if (col < 0 || col >= SCREEN_W) continue;
pixel_data[col + row * SCREEN_W] = color;
}
}
}
void render(Uint32* pixel_data) {
if (!font_ || !pixel_data) return;
// Calcula delta time
Uint32 now = SDL_GetTicks();
float dt = static_cast<float>(now - last_ticks_) / 1000.0F;
last_ticks_ = now;
// Actualitza i pinta cada notificació
for (auto& notif : notifications_) {
switch (notif.status) {
case Status::RISING:
notif.anim += SLIDE_SPEED * dt;
if (notif.anim >= 1.0F) {
notif.anim = 1.0F;
notif.status = Status::STAY;
notif.timer = 0.0F;
}
break;
case Status::STAY:
notif.timer += dt;
if (notif.timer >= notif.duration) {
notif.status = Status::VANISHING;
}
break;
case Status::VANISHING:
notif.anim -= SLIDE_SPEED * dt;
if (notif.anim <= 0.0F) {
notif.status = Status::FINISHED;
}
break;
case Status::FINISHED:
break;
}
if (notif.status == Status::FINISHED) continue;
// Posició segons el tipus
int box_x = 0;
int box_y = 0;
switch (notif.pos) {
case NotifPosition::TOP_LEFT_SLIDE: {
int target_x = NOTIF_MARGIN_X;
int target_y = NOTIF_MARGIN_Y;
box_x = target_x - static_cast<int>((1.0F - notif.anim) * (notif.box_w + NOTIF_MARGIN_X));
box_y = target_y;
break;
}
case NotifPosition::TOP_CENTER_DROP: {
int target_y = NOTIF_MARGIN_Y;
box_x = (SCREEN_W - notif.box_w) / 2;
// Baixa des de sobre de la pantalla fins a target_y
box_y = target_y - static_cast<int>((1.0F - notif.anim) * (notif.box_h + NOTIF_MARGIN_Y));
break;
}
}
// Pinta fons (si BOX)
if (notif.style == NotifStyle::BOX) {
drawRect(pixel_data, box_x, box_y, notif.box_w, notif.box_h, notif.accent_color);
}
// Pinta el text línia a línia (amb ombra o contorn segons style)
int line_h = font_->charHeight();
int line_y = box_y + NOTIF_PADDING_V;
for (const auto& line : notif.lines) {
int line_w = font_->width(line.c_str());
int line_x = box_x + (notif.box_w - line_w) / 2; // centrat dins la caixa
if (notif.style == NotifStyle::SHADOW) {
font_->draw(pixel_data, line_x + 1, line_y + 1, line.c_str(), notif.accent_color);
} else if (notif.style == NotifStyle::OUTLINE) {
// Contorn 4-direccional (N, S, E, W)
font_->draw(pixel_data, line_x, line_y - 1, line.c_str(), notif.accent_color);
font_->draw(pixel_data, line_x, line_y + 1, line.c_str(), notif.accent_color);
font_->draw(pixel_data, line_x - 1, line_y, line.c_str(), notif.accent_color);
font_->draw(pixel_data, line_x + 1, line_y, line.c_str(), notif.accent_color);
}
font_->draw(pixel_data, line_x, line_y, line.c_str(), notif.text_color);
line_y += line_h + 1;
}
}
// 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) {
const int DIGIT_CELL = font_->charBoxWidth() - 1; // amplada uniforme per dígit
// 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()) {
int w = seg.mono_digits
? font_->widthMonoDigits(seg.text.c_str(), DIGIT_CELL)
: font_->width(seg.text.c_str());
total_w += w * Easing::outQuad(seg.anim);
}
}
if (total_w > 0.0F) {
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);
int seg_w = seg.mono_digits
? font_->widthMonoDigits(seg.text.c_str(), DIGIT_CELL)
: font_->width(seg.text.c_str());
if (seg.mono_digits) {
font_->drawMonoDigits(pixel_data, xi + 1, info_y + 1, seg.text.c_str(), Options::render_info.shadow_color, DIGIT_CELL);
font_->drawMonoDigits(pixel_data, xi, info_y, seg.text.c_str(), Options::render_info.text_color, DIGIT_CELL);
} else {
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 += seg_w * Easing::outQuad(seg.anim);
}
}
}
}
}
// Elimina les acabades
notifications_.erase(
std::remove_if(notifications_.begin(), notifications_.end(), [](const Notification& n) { return n.status == Status::FINISHED; }),
notifications_.end());
// Si la notificació d'ESC ha desaparegut, reseteja l'estat
if (esc_waiting_ && notifications_.empty()) {
esc_waiting_ = false;
}
// Indicador de pausa persistent (cantó superior dret)
if (Director::get() && Director::get()->isPaused()) {
const char* pause_text = Locale::get("notifications.pause");
int w = font_->width(pause_text);
int x = SCREEN_W - w - 4;
int y = 4;
// Contorn blanc 4-direccional
font_->draw(pixel_data, x, y - 1, pause_text, 0xFFFFFFFF);
font_->draw(pixel_data, x, y + 1, pause_text, 0xFFFFFFFF);
font_->draw(pixel_data, x - 1, y, pause_text, 0xFFFFFFFF);
font_->draw(pixel_data, x + 1, y, pause_text, 0xFFFFFFFF);
// Text en roig
font_->draw(pixel_data, x, y, pause_text, 0xFF0000FF);
}
// Crèdits seqüencials — dispara notificacions TOP_CENTER_DROP una darrere l'altra.
if (credits_phase_ != CreditsPhase::IDLE) {
credits_timer_ += dt;
switch (credits_phase_) {
case CreditsPhase::DELAY:
if (credits_timer_ >= CREDITS_DELAY) {
showNotification(
{std::string(Locale::get("credits.port_role")),
std::string(Locale::get("credits.port_name"))},
CREDITS_HOLD,
NotifPosition::TOP_CENTER_DROP,
NotifStyle::OUTLINE,
CREDITS_BG,
CREDITS_FG);
credits_phase_ = CreditsPhase::PLAYING_1;
credits_timer_ = 0.0F;
}
break;
case CreditsPhase::PLAYING_1:
if (notifications_.empty()) {
credits_phase_ = CreditsPhase::GAP;
credits_timer_ = 0.0F;
}
break;
case CreditsPhase::GAP:
if (credits_timer_ >= CREDITS_GAP) {
showNotification(
{std::string(Locale::get("credits.modern_role")),
std::string(Locale::get("credits.modern_name"))},
CREDITS_HOLD,
NotifPosition::TOP_CENTER_DROP,
NotifStyle::OUTLINE,
CREDITS_BG,
CREDITS_FG);
credits_phase_ = CreditsPhase::PLAYING_2;
credits_timer_ = 0.0F;
}
break;
case CreditsPhase::PLAYING_2:
if (notifications_.empty()) {
credits_phase_ = CreditsPhase::IDLE;
credits_timer_ = 0.0F;
}
break;
case CreditsPhase::IDLE:
break;
}
}
// Neteja notificacions finalitzades
notifications_.erase(
std::remove_if(notifications_.begin(), notifications_.end(), [](const Notification& n) { return n.status == Status::FINISHED; }),
notifications_.end());
// Menú flotant per damunt de tot (isVisible inclou l'animació de tancament)
if (Menu::isVisible()) {
Menu::render(pixel_data);
}
}
void showNotification(const char* text, float duration_seconds) {
showNotification({std::string(text)}, duration_seconds, NotifPosition::TOP_LEFT_SLIDE, NotifStyle::BOX, NOTIF_BG_COLOR, NOTIF_TEXT_COLOR);
}
void showNotification(const std::vector<std::string>& lines,
float duration_seconds,
NotifPosition pos,
NotifStyle style,
Uint32 accent_color,
Uint32 text_color) {
// Reemplaça la notificació anterior
notifications_.clear();
Notification notif;
notif.lines = lines;
notif.pos = pos;
notif.style = style;
notif.accent_color = accent_color;
notif.text_color = text_color;
notif.duration = duration_seconds;
// Calcula l'amplada màxima de les línies
int max_w = 0;
for (const auto& line : lines) {
int w = font_->width(line.c_str());
if (w > max_w) max_w = w;
}
notif.box_w = max_w + NOTIF_PADDING_H * 2;
int line_h = font_->charHeight();
int line_count = static_cast<int>(lines.size());
notif.box_h = line_count * line_h + (line_count - 1) * 1 + NOTIF_PADDING_V * 2;
notifications_.push_back(notif);
}
void toggleRenderInfo() { cycleRenderInfo(+1); }
void cycleRenderInfo(int dir) {
// Seqüència: OFF → TOP → BOTTOM → OFF
int pos = static_cast<int>(Options::render_info.position);
pos = (pos + (dir >= 0 ? 1 : -1) + 3) % 3;
Options::render_info.position = static_cast<Options::RenderInfoPosition>(pos);
}
void setRenderInfoSegments(const char* s0, const char* s1, const char* s2, const char* s3, unsigned int mono_mask) {
const char* segs[INFO_SEGMENT_COUNT] = {s0, s1, s2, s3};
for (int i = 0; i < INFO_SEGMENT_COUNT; i++) {
info_segments_[i].mono_digits = (mono_mask >> i) & 1u;
if (segs[i] != nullptr && *segs[i] != '\0') {
info_segments_[i].text = segs[i];
info_segments_[i].visible = true;
} else {
info_segments_[i].visible = false;
}
}
}
void startCredits() {
if (credits_phase_ != CreditsPhase::IDLE) return;
credits_phase_ = CreditsPhase::DELAY;
credits_timer_ = 0.0F;
}
void cancelCredits() {
credits_phase_ = CreditsPhase::IDLE;
credits_timer_ = 0.0F;
notifications_.clear();
}
auto creditsActive() -> bool {
return credits_phase_ != CreditsPhase::IDLE;
}
auto isEscConsumed() -> bool {
return esc_waiting_;
}
auto handleEscape() -> bool {
if (!esc_waiting_) {
// Primera pulsació: mostra avís i consumeix
esc_waiting_ = true;
showNotification(Locale::get("notifications.exit_double_esc"), 2.0F);
return true; // Consumit
}
// Segona pulsació: deixa passar
esc_waiting_ = false;
return false;
}
} // namespace Overlay