claude: treballant en el nou define_buttons
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172
source/ui/window_message.cpp
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172
source/ui/window_message.cpp
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#include "window_message.h"
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#include <algorithm>
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#include <utility>
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#include "param.h"
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#include "screen.h"
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#include "text.h"
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WindowMessage::WindowMessage(
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std::shared_ptr<Text> text_renderer,
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const std::string& title,
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const Color& bg_color,
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const Color& border_color,
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const Color& title_color,
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const Color& text_color
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) : text_renderer_(std::move(text_renderer)),
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title_(title),
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bg_color_(bg_color),
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border_color_(border_color),
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title_color_(title_color),
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text_color_(text_color) {
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}
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void WindowMessage::render() {
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if (!visible_) {
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return;
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}
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SDL_Renderer* renderer = Screen::get()->getRenderer();
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// Dibujar fondo con transparencia
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SDL_SetRenderDrawColor(renderer, bg_color_.r, bg_color_.g, bg_color_.b, bg_color_.a);
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SDL_RenderFillRect(renderer, &rect_);
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// Dibujar borde
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SDL_SetRenderDrawColor(renderer, border_color_.r, border_color_.g, border_color_.b, border_color_.a);
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SDL_RenderRect(renderer, &rect_);
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float current_y = rect_.y + padding_;
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// Dibujar título si existe
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if (!title_.empty()) {
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text_renderer_->writeCentered(
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rect_.x + rect_.w / 2.0f,
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current_y,
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title_
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//title_color_
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);
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current_y += text_renderer_->getCharacterSize() + line_spacing_ * 2;
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// Línea separadora debajo del título
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SDL_SetRenderDrawColor(renderer, border_color_.r, border_color_.g, border_color_.b, border_color_.a);
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SDL_RenderLine(renderer,
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rect_.x + padding_, current_y - line_spacing_,
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rect_.x + rect_.w - padding_, current_y - line_spacing_);
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}
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// Dibujar textos
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for (const auto& text : texts_) {
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text_renderer_->writeCentered(
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rect_.x + rect_.w / 2.0f,
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current_y,
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text
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//text_color_
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);
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current_y += text_renderer_->getCharacterSize() + line_spacing_;
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}
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}
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void WindowMessage::update() {
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// Por ahora no hay animaciones, pero se puede extender
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}
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void WindowMessage::show() {
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visible_ = true;
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}
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void WindowMessage::hide() {
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visible_ = false;
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}
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void WindowMessage::setTitle(const std::string& title) {
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title_ = title;
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}
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void WindowMessage::setText(const std::string& text) {
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texts_.clear();
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texts_.push_back(text);
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}
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void WindowMessage::setTexts(const std::vector<std::string>& texts) {
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texts_ = texts;
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}
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void WindowMessage::addText(const std::string& text) {
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texts_.push_back(text);
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}
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void WindowMessage::clearTexts() {
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texts_.clear();
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}
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void WindowMessage::setPosition(float x, float y) {
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rect_.x = x;
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rect_.y = y;
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}
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void WindowMessage::setSize(float width, float height) {
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rect_.w = width;
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rect_.h = height;
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}
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void WindowMessage::centerOnScreen() {
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rect_.x = (param.game.width - rect_.w) / 2.0f;
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rect_.y = (param.game.height - rect_.h) / 2.0f;
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}
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void WindowMessage::autoSize() {
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calculateAutoSize();
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}
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void WindowMessage::calculateAutoSize() {
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float content_width = calculateContentWidth();
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float content_height = calculateContentHeight();
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rect_.w = content_width + (padding_ * 2);
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rect_.h = content_height + (padding_ * 2);
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// Aplicar límites mínimos y máximos
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rect_.w = std::max(rect_.w, 200.0f);
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rect_.h = std::max(rect_.h, 100.0f);
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// No exceder el 80% de la pantalla
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rect_.w = std::min(rect_.w, param.game.width * 0.8f);
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rect_.h = std::min(rect_.h, param.game.height * 0.8f);
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}
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auto WindowMessage::calculateContentHeight() const -> float {
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float height = 0;
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// Altura del título
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if (!title_.empty()) {
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height += text_renderer_->getCharacterSize() + line_spacing_ * 2; // Espacio extra para separador
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}
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// Altura de los textos
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if (!texts_.empty()) {
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height += (texts_.size() * text_renderer_->getCharacterSize());
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height += ((texts_.size() - 1) * line_spacing_); // Espaciado entre líneas
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}
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return height;
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}
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auto WindowMessage::calculateContentWidth() const -> float {
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float max_width = 200.0f; // Ancho mínimo
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// Ancho del título
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if (!title_.empty()) {
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float title_width = text_renderer_->lenght(title_, -2);
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max_width = std::max(max_width, title_width);
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}
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// Ancho de los textos
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for (const auto& text : texts_) {
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float text_width = text_renderer_->lenght(text, -2);
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max_width = std::max(max_width, text_width);
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}
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return max_width;
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}
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