#include "notify.h" #include #include // Constructor Notify::Notify(SDL_Renderer *renderer, std::string bitmapFile, std::string textFile) { // Inicializa variables this->renderer = renderer; bgColor = {64, 64, 64}; waitTime = 300; // Crea objetos text = new Text(bitmapFile, textFile, renderer); } // Destructor Notify::~Notify() { // Libera la memoria de los objetos delete text; for (auto notification : notifications) { delete notification.sprite; delete notification.texture; } } // Dibuja las notificaciones por pantalla void Notify::render() { for (int i = 0; i < (int)notifications.size(); ++i) { notifications.at(i).sprite->render(); } } // Actualiza el estado de las notificaiones void Notify::update() { for (int i = 0; i < (int)notifications.size(); ++i) { notifications.at(i).counter++; // Comprueba los estados if (notifications.at(i).state == ns_rising) { const float step = (notifications.at(i).counter / (float)notifications.at(i).texture->getHeight()); const int alpha = 255 * step; notifications.at(i).rect.y++; //notifications.at(i).texture->setAlpha(alpha); if (notifications.at(i).rect.y == 0) { notifications.at(i).state = ns_stay; //notifications.at(i).texture->setAlpha(255); notifications.at(i).counter = 0; } } else if (notifications.at(i).state == ns_stay) { if (notifications.at(i).counter == waitTime) { notifications.at(i).state = ns_vanishing; notifications.at(i).counter = 0; } } else if (notifications.at(i).state == ns_vanishing) { const float step = (notifications.at(i).counter / (float)notifications.at(i).texture->getHeight()); const int alpha = 255 * step; notifications.at(i).rect.y--; //notifications.at(i).texture->setAlpha(alpha); if (notifications.at(i).rect.y == -notifications.at(i).texture->getHeight()) { notifications.at(i).state = ns_finished; } } notifications.at(i).sprite->setRect(notifications.at(i).rect); } clearFinishedNotifications(); } // Elimina las notificaciones finalizadas void Notify::clearFinishedNotifications() { for (int i = (int)notifications.size() - 1; i >= 0; --i) { if (notifications.at(i).state == ns_finished) { delete notifications.at(i).sprite; delete notifications.at(i).texture; notifications.erase(notifications.begin() + i); } } } // Muestra una notificación de texto por pantalla; void Notify::showText(std::string text) { // Crea constantes const int width = this->text->lenght(text) + (this->text->getCharacterSize() * 2); const int height = this->text->getCharacterSize() * 2; const int desp = this->text->getCharacterSize(); // Crea la notificacion notification_t n; // inicializa variables n.counter = 0; n.state = ns_rising; n.text = text; n.rect = {0, -height, width, height}; // Crea la textura n.texture = new Texture(renderer); n.texture->createBlank(renderer, width, height, SDL_TEXTUREACCESS_TARGET); n.texture->setAsRenderTarget(renderer); SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255); SDL_RenderClear(renderer); n.texture->setBlendMode(SDL_BLENDMODE_BLEND); this->text->writeDX(TXT_CENTER | TXT_STROKE, width / 2, desp / 2, text, 1, {255, 255, 255}, 1, {0, 0, 0}); // Crea el sprite n.sprite = new Sprite(n.rect, n.texture, renderer); // Añade la notificación a la lista notifications.push_back(n); }