migrat a deltaTime screen.cpp i notifier.cpp
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@@ -2,7 +2,7 @@
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#include <SDL3/SDL.h> // Para SDL_RenderFillRect, SDL_FRect, SDL_RenderClear
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#include <algorithm> // Para remove_if
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#include <algorithm> // Para remove_if, min
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#include <string> // Para basic_string, string
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#include <utility>
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#include <vector> // Para vector
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@@ -32,7 +32,6 @@ Notifier::Notifier(const std::string& icon_file, std::shared_ptr<Text> text)
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icon_texture_(!icon_file.empty() ? std::make_unique<Texture>(renderer_, icon_file) : nullptr),
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text_(std::move(text)),
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bg_color_(param.notification.color),
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wait_time_(150),
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stack_(false),
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has_icons_(!icon_file.empty()) {}
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@@ -43,13 +42,13 @@ void Notifier::render() {
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}
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}
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// Actualiza el estado de las notificaiones
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void Notifier::update() {
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// Actualiza el estado de las notificaciones
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void Notifier::update(float delta_time) {
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for (int i = 0; i < (int)notifications_.size(); ++i) {
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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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processNotification(i, delta_time);
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}
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clearFinishedNotifications();
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}
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@@ -59,52 +58,54 @@ auto Notifier::shouldProcessNotification(int index) const -> bool {
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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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void Notifier::processNotification(int index, float delta_time) {
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auto& notification = notifications_[index];
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notification.counter++;
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notification.timer += delta_time;
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playNotificationSoundIfNeeded(notification);
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updateNotificationState(index);
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updateNotificationState(index, delta_time);
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notification.sprite->setPosition(notification.rect);
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}
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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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// Hace sonar la notificación al inicio
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if (notification.timer <= 0.016f &&
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param.notification.sound &&
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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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void Notifier::updateNotificationState(int index) {
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void Notifier::updateNotificationState(int index, float delta_time) {
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auto& notification = notifications_[index];
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switch (notification.state) {
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case State::RISING:
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handleRisingState(index);
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handleRisingState(index, delta_time);
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break;
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case State::STAY:
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handleStayState(index);
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break;
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case State::VANISHING:
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handleVanishingState(index);
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handleVanishingState(index, delta_time);
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break;
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default:
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break;
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}
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}
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void Notifier::handleRisingState(int index) {
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void Notifier::handleRisingState(int index, float delta_time) {
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auto& notification = notifications_[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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const float PIXELS_TO_MOVE = ANIMATION_SPEED_PX_PER_S * delta_time;
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const float PROGRESS = notification.timer * ANIMATION_SPEED_PX_PER_S / notification.travel_dist;
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const int ALPHA = static_cast<int>(255 * std::min(PROGRESS, 1.0f));
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moveNotificationVertically(notification, param.notification.pos_v == Position::TOP ? 1 : -1);
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moveNotificationVertically(notification, param.notification.pos_v == Position::TOP ? PIXELS_TO_MOVE : -PIXELS_TO_MOVE);
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notification.texture->setAlpha(ALPHA);
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if (notification.rect.y == notification.y) {
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if ((param.notification.pos_v == Position::TOP && notification.rect.y >= notification.y) ||
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(param.notification.pos_v == Position::BOTTOM && notification.rect.y <= notification.y)) {
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transitionToStayState(index);
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}
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}
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@@ -112,35 +113,37 @@ void Notifier::handleRisingState(int index) {
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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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if (notification.timer >= STAY_DURATION_S) {
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notification.state = State::VANISHING;
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notification.counter = 0;
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notification.timer = 0.0f;
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}
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}
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void Notifier::handleVanishingState(int index) {
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void Notifier::handleVanishingState(int index, float delta_time) {
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auto& notification = notifications_[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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const float PIXELS_TO_MOVE = ANIMATION_SPEED_PX_PER_S * delta_time;
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const float PROGRESS = notification.timer * ANIMATION_SPEED_PX_PER_S / notification.travel_dist;
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const int ALPHA = static_cast<int>(255 * (1 - std::min(PROGRESS, 1.0f)));
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moveNotificationVertically(notification, param.notification.pos_v == Position::TOP ? -1 : 1);
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moveNotificationVertically(notification, param.notification.pos_v == Position::TOP ? -PIXELS_TO_MOVE : PIXELS_TO_MOVE);
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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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if (PROGRESS >= 1.0f) {
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notification.state = State::FINISHED;
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}
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}
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void Notifier::moveNotificationVertically(Notification& notification, int direction) {
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notification.rect.y += direction;
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void Notifier::moveNotificationVertically(Notification& notification, float pixels_to_move) {
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notification.rect.y += pixels_to_move;
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}
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void Notifier::transitionToStayState(int index) {
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auto& notification = notifications_[index];
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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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notification.rect.y = static_cast<float>(notification.y); // Asegurar posición exacta
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notification.timer = 0.0f;
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}
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// Elimina las notificaciones finalizadas
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