afegit defaults.h amb els valors per defecte de Param
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@@ -49,16 +49,14 @@ void Notifier::update() {
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if (!shouldProcessNotification(i)) {
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break;
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}
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processNotification(i);
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}
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clearFinishedNotifications();
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}
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auto Notifier::shouldProcessNotification(int index) const -> bool {
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// Si la notificación anterior está "saliendo", no hagas nada
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return index <= 0 || notifications_[index - 1].state != NotificationStatus::RISING;
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return index <= 0 || notifications_[index - 1].state != State::RISING;
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}
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void Notifier::processNotification(int index) {
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@@ -74,7 +72,7 @@ void Notifier::playNotificationSoundIfNeeded(const Notification& notification) {
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// Hace sonar la notificación en el primer frame
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if (notification.counter == 1 &&
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param.notification.sound &&
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notification.state == NotificationStatus::RISING) {
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notification.state == State::RISING) {
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Audio::get()->playSound("notify.wav", Audio::Group::INTERFACE);
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}
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}
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@@ -83,13 +81,13 @@ void Notifier::updateNotificationState(int index) {
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auto& notification = notifications_[index];
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switch (notification.state) {
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case NotificationStatus::RISING:
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case State::RISING:
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handleRisingState(index);
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break;
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case NotificationStatus::STAY:
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case State::STAY:
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handleStayState(index);
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break;
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case NotificationStatus::VANISHING:
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case State::VANISHING:
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handleVanishingState(index);
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break;
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default:
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@@ -103,7 +101,7 @@ void Notifier::handleRisingState(int index) {
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const float STEP = (float)notification.counter / notification.travel_dist;
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const int ALPHA = 255 * STEP;
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moveNotificationVertically(notification, param.notification.pos_v == NotifyPosition::TOP ? 1 : -1);
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moveNotificationVertically(notification, param.notification.pos_v == Position::TOP ? 1 : -1);
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notification.texture->setAlpha(ALPHA);
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if (notification.rect.y == notification.y) {
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@@ -115,7 +113,7 @@ void Notifier::handleStayState(int index) {
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auto& notification = notifications_[index];
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if (notification.counter == wait_time_) {
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notification.state = NotificationStatus::VANISHING;
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notification.state = State::VANISHING;
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notification.counter = 0;
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}
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}
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@@ -126,11 +124,11 @@ void Notifier::handleVanishingState(int index) {
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const float STEP = notification.counter / (float)notification.travel_dist;
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const int ALPHA = 255 * (1 - STEP);
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moveNotificationVertically(notification, param.notification.pos_v == NotifyPosition::TOP ? -1 : 1);
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moveNotificationVertically(notification, param.notification.pos_v == Position::TOP ? -1 : 1);
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notification.texture->setAlpha(ALPHA);
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if (notification.rect.y == notification.y - notification.travel_dist) {
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notification.state = NotificationStatus::FINISHED;
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notification.state = State::FINISHED;
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}
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}
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@@ -140,7 +138,7 @@ void Notifier::moveNotificationVertically(Notification& notification, int direct
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void Notifier::transitionToStayState(int index) {
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auto& notification = notifications_[index];
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notification.state = NotificationStatus::STAY;
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notification.state = State::STAY;
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notification.texture->setAlpha(255);
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notification.counter = 0;
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}
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@@ -148,7 +146,7 @@ void Notifier::transitionToStayState(int index) {
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// Elimina las notificaciones finalizadas
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void Notifier::clearFinishedNotifications() {
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for (int i = (int)notifications_.size() - 1; i >= 0; --i) {
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if (notifications_[i].state == NotificationStatus::FINISHED) {
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if (notifications_[i].state == State::FINISHED) {
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notifications_.erase(notifications_.begin() + i);
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}
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}
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@@ -185,20 +183,20 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
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const int ICON_SPACE = icon >= 0 ? ICON_SIZE + PADDING_IN_H : 0;
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const float WIDTH = text_->length(longest) + (PADDING_IN_H * 2) + ICON_SPACE;
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const float HEIGHT = (text_->getCharacterSize() * texts.size()) + (PADDING_IN_V * 2);
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const auto SHAPE = NotificationShape::SQUARED;
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const auto SHAPE = Shape::SQUARED;
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// Posición horizontal
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float desp_h = 0;
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switch (param.notification.pos_h) {
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case NotifyPosition::LEFT:
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case Position::LEFT:
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desp_h = PADDING_OUT;
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break;
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case NotifyPosition::MIDDLE:
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case Position::MIDDLE:
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desp_h = ((param.game.width / 2) - (WIDTH / 2));
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break;
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case NotifyPosition::RIGHT:
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case Position::RIGHT:
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desp_h = param.game.width - WIDTH - PADDING_OUT;
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break;
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@@ -208,13 +206,13 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
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}
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// Posición vertical
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const int DESP_V = (param.notification.pos_v == NotifyPosition::TOP) ? PADDING_OUT : (param.game.height - HEIGHT - PADDING_OUT);
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const int DESP_V = (param.notification.pos_v == Position::TOP) ? PADDING_OUT : (param.game.height - HEIGHT - PADDING_OUT);
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// Offset
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const auto TRAVEL_DIST = HEIGHT + PADDING_OUT;
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auto offset = notifications_.empty()
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? DESP_V
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: notifications_.back().y + (param.notification.pos_v == NotifyPosition::TOP ? TRAVEL_DIST : -TRAVEL_DIST);
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: notifications_.back().y + (param.notification.pos_v == Position::TOP ? TRAVEL_DIST : -TRAVEL_DIST);
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// Crea la notificacion
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Notification n;
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@@ -225,7 +223,7 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
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n.travel_dist = TRAVEL_DIST;
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n.texts = texts;
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n.shape = SHAPE;
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const float POS_Y = offset + (param.notification.pos_v == NotifyPosition::TOP ? -TRAVEL_DIST : TRAVEL_DIST);
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const float POS_Y = offset + (param.notification.pos_v == Position::TOP ? -TRAVEL_DIST : TRAVEL_DIST);
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n.rect = {desp_h, POS_Y, WIDTH, HEIGHT};
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// Crea la textura
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@@ -239,7 +237,7 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
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// Dibuja el fondo de la notificación
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SDL_SetRenderDrawColor(renderer_, bg_color_.r, bg_color_.g, bg_color_.b, 255);
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SDL_FRect rect;
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if (SHAPE == NotificationShape::ROUNDED) {
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if (SHAPE == Shape::ROUNDED) {
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rect = {4, 0, WIDTH - (4 * 2), HEIGHT};
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SDL_RenderFillRect(renderer_, &rect);
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@@ -253,7 +251,7 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
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SDL_RenderFillRect(renderer_, &rect);
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}
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else if (SHAPE == NotificationShape::SQUARED) {
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else if (SHAPE == Shape::SQUARED) {
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SDL_RenderClear(renderer_);
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}
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@@ -293,7 +291,7 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
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// Finaliza y elimnina todas las notificaciones activas
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void Notifier::clearAllNotifications() {
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for (auto& notification : notifications_) {
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notification.state = NotificationStatus::FINISHED;
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notification.state = State::FINISHED;
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}
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clearFinishedNotifications();
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