#include "notify.h" #include #include #include // Constructor Notify::Notify(SDL_Renderer *renderer, std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile, options_t *options) { // Inicializa variables this->renderer = renderer; this->options = options; bgColor = options->notifications.color; waitTime = 300; // Crea objetos iconTexture = new Texture(renderer, iconFile); textTexture = new Texture(renderer, bitmapFile); text = new Text(textFile, textTexture, renderer); sound = JA_LoadSound(soundFile.c_str()); } // Destructor Notify::~Notify() { // Libera la memoria de los objetos delete textTexture; delete iconTexture; delete text; JA_DeleteSound(sound); for (auto notification : notifications) { delete notification.sprite; delete notification.texture; } } // Dibuja las notificaciones por pantalla void Notify::render() { for (int i = (int)notifications.size() - 1; i >= 0; --i) { notifications[i].sprite->render(); } } // Actualiza el estado de las notificaiones void Notify::update() { for (int i = 0; i < (int)notifications.size(); ++i) { // Si la notificación anterior está "saliendo", no hagas nada if (i > 0) { if (notifications[i - 1].state == ns_rising) { break; } } notifications[i].counter++; // Hace sonar la notificación en el primer frame if (notifications[i].counter == 1) { if (options->notifications.sound) { if (notifications[i].state == ns_rising) { // Reproduce el sonido de la notificación JA_PlaySound(sound); } } } // Comprueba los estados if (notifications[i].state == ns_rising) { const float step = ((float)notifications[i].counter / notifications[i].travelDist); const int alpha = 255 * step; if (options->notifications.posV == pos_top) { notifications[i].rect.y++; } else { notifications[i].rect.y--; } notifications[i].texture->setAlpha(alpha); if (notifications[i].rect.y == notifications[i].y) { notifications[i].state = ns_stay; notifications[i].texture->setAlpha(255); notifications[i].counter = 0; } } else if (notifications[i].state == ns_stay) { if (notifications[i].counter == waitTime) { notifications[i].state = ns_vanishing; notifications[i].counter = 0; } } else if (notifications[i].state == ns_vanishing) { const float step = (notifications[i].counter / (float)notifications[i].travelDist); const int alpha = 255 * (1 - step); if (options->notifications.posV == pos_top) { notifications[i].rect.y--; } else { notifications[i].rect.y++; } notifications[i].texture->setAlpha(alpha); if (notifications[i].rect.y == notifications[i].y - notifications[i].travelDist) { notifications[i].state = ns_finished; } } notifications[i].sprite->setRect(notifications[i].rect); } clearFinishedNotifications(); } // Elimina las notificaciones finalizadas void Notify::clearFinishedNotifications() { for (int i = (int)notifications.size() - 1; i >= 0; --i) { if (notifications[i].state == ns_finished) { delete notifications[i].sprite; delete notifications[i].texture; notifications.erase(notifications.begin() + i); } } } // Muestra una notificación de texto por pantalla; void Notify::showText(std::string text1, std::string text2, int icon) { // Inicializa variables const int iconSize = 16; const int padding = text->getCharacterSize(); const int iconSpace = icon >= 0 ? iconSize + padding : 0; const std::string txt = text1.length() > text2.length() ? text1 : text2; const int width = text->lenght(txt) + (padding * 2) + iconSpace; const int height = (text->getCharacterSize() * 2) + (padding * 2); // Posición horizontal int despH = 0; if (options->notifications.posH == pos_left) { despH = padding; } else if (options->notifications.posH == pos_middle) { despH = ((options->screen.windowWidth * options->windowSize) / 2 - (width / 2)); } else { despH = (options->screen.windowWidth * options->windowSize) - width - padding; } // Posición vertical int despV = 0; if (options->notifications.posV == pos_top) { despV = padding; } else { despV = (options->screen.windowHeight * options->windowSize) - height - padding; } const int travelDist = height + padding; // Offset int offset = 0; if (options->notifications.posV == pos_top) { offset = (int)notifications.size() > 0 ? notifications.back().y + travelDist : despV; } else { offset = (int)notifications.size() > 0 ? notifications.back().y - travelDist : despV; } // Crea la notificacion notification_t n; // Inicializa variables n.y = offset; n.travelDist = travelDist; n.counter = 0; n.state = ns_rising; n.text1 = text1; n.text2 = text2; if (options->notifications.posV == pos_top) { n.rect = {despH, offset - travelDist, width, height}; } else { n.rect = {despH, offset + travelDist, width, height}; } // Crea la textura n.texture = new Texture(renderer); n.texture->createBlank(renderer, width, height, SDL_TEXTUREACCESS_TARGET); n.texture->setBlendMode(SDL_BLENDMODE_BLEND); // Prepara para dibujar en la textura n.texture->setAsRenderTarget(renderer); // Dibuja el fondo de la notificación SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255); SDL_Rect rect; rect = {4, 0, width - (4 * 2), height}; SDL_RenderFillRect(renderer, &rect); rect = {4 / 2, 1, width - 4, height - 2}; SDL_RenderFillRect(renderer, &rect); rect = {1, 4 / 2, width - 2, height - 4}; SDL_RenderFillRect(renderer, &rect); rect = {0, 4, width, height - (4 * 2)}; SDL_RenderFillRect(renderer, &rect); // Dibuja el icono de la notificación if (icon >= 0) { Sprite *sp = new Sprite({0, 0, iconSize, iconSize}, iconTexture, renderer); sp->setPos({padding, padding, iconSize, iconSize}); sp->setSpriteClip({iconSize * (icon % 10), iconSize * (icon / 10), iconSize, iconSize}); sp->render(); delete sp; } // Escribe el texto de la notificación color_t color = {255, 255, 255}; if (text2 != "") { // Dos lineas de texto text->writeColored(padding + iconSpace, padding, text1, color); text->writeColored(padding + iconSpace, padding + text->getCharacterSize() + 1, text2, color); } else { // Una linea de texto text->writeColored(padding + iconSpace, (height / 2) - (text->getCharacterSize() / 2), text1, color); } // Deja de dibujar en la textura SDL_SetRenderTarget(renderer, nullptr); // Crea el sprite de la notificación n.sprite = new Sprite(n.rect, n.texture, renderer); // Deja la notificación invisible n.texture->setAlpha(0); // Añade la notificación a la lista notifications.push_back(n); } // Indica si hay notificaciones activas bool Notify::active() { if ((int)notifications.size() > 0) { return true; } return false; }