#include "notify.h" #include // for SDL_BLENDMODE_BLEND #include // for SDL_PIXELFORMAT_RGBA8888 #include // for string #include "jail_audio.h" // for JA_DeleteSound, JA_LoadSound, JA_Pla... #include "param.h" // for param #include "sprite.h" // for Sprite #include "text.h" // for Text #include "texture.h" // for Texture // Constructor Notify::Notify(SDL_Renderer *renderer, std::string iconFile, std::string bitmapFile, std::string textFile, const std::string &soundFile) : renderer(renderer), text(std::make_unique(bitmapFile, textFile, renderer)), bgColor(param.notification.color), waitTime(150), stack(false), sound(JA_LoadSound(soundFile.c_str())) { // Inicializa variables hasIcons = !iconFile.empty(); // Crea objetos iconTexture = hasIcons ? std::make_unique(renderer, iconFile) : nullptr; } // Destructor Notify::~Notify() { // Libera la memoria de los objetos JA_DeleteSound(sound); notifications.clear(); } // 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].status == NotificationStatus::RISING) { break; } } notifications[i].counter++; // Hace sonar la notificación en el primer frame if (notifications[i].counter == 1) { if (param.notification.sound) { if (notifications[i].status == NotificationStatus::RISING) { // Reproduce el sonido de la notificación JA_PlaySound(sound); } } } // Comprueba los estados if (notifications[i].status == NotificationStatus::RISING) { const float step = ((float)notifications[i].counter / notifications[i].travelDist); const int alpha = 255 * step; if (param.notification.pos_v == NotifyPosition::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].status = NotificationStatus::STAY; notifications[i].texture->setAlpha(255); notifications[i].counter = 0; } } else if (notifications[i].status == NotificationStatus::STAY) { if (notifications[i].counter == waitTime) { notifications[i].status = NotificationStatus::VANISHING; notifications[i].counter = 0; } } else if (notifications[i].status == NotificationStatus::VANISHING) { const float step = (notifications[i].counter / (float)notifications[i].travelDist); const int alpha = 255 * (1 - step); if (param.notification.pos_v == NotifyPosition::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].status = NotificationStatus::FINISHED; } } notifications[i].sprite->setPos(notifications[i].rect); } clearFinishedNotifications(); } // Elimina las notificaciones finalizadas void Notify::clearFinishedNotifications() { for (int i = (int)notifications.size() - 1; i >= 0; --i) { if (notifications[i].status == NotificationStatus::FINISHED) { notifications.erase(notifications.begin() + i); } } } // Muestra una notificación de texto por pantalla; void Notify::showText(std::string text1, std::string text2, int icon) { // Cuenta el número de textos a mostrar const int numTexts = !text1.empty() + !text2.empty(); // Si no hay texto, acaba if (numTexts == 0) { return; } // Si solo hay un texto, lo coloca en la primera variable if (numTexts == 1) { text1 += text2; text2.clear(); } // Si las notificaciones no se apilan, elimina las anteriores if (!stack) { clearNotifications(); } // Inicializa variables constexpr auto iconSize = 16; constexpr auto paddingOut = 1; const auto paddingIn = text->getCharacterSize() / 2; const auto iconSpace = icon >= 0 ? iconSize + paddingIn : 0; const std::string txt = text1.length() > text2.length() ? text1 : text2; const auto width = text->lenght(txt) + (paddingIn * 2) + iconSpace; const auto height = (text->getCharacterSize() * numTexts) + (paddingIn * 2); const auto shape = NotificationShape::SQUARED; // Posición horizontal auto despH = 0; if (param.notification.pos_h == NotifyPosition::LEFT) { despH = paddingOut; } else if (param.notification.pos_h == NotifyPosition::MIDDLE) { despH = ((param.game.width / 2) - (width / 2)); } else { despH = param.game.width - width - paddingOut; } // Posición vertical const int despV = (param.notification.pos_v == NotifyPosition::TOP) ? paddingOut : (param.game.height - height - paddingOut); // Offset const auto travelDist = height + paddingOut; auto offset = 0; if (param.notification.pos_v == NotifyPosition::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 n; // Inicializa variables n.y = offset; n.travelDist = travelDist; n.counter = 0; n.status = NotificationStatus::RISING; n.text1 = text1; n.text2 = text2; n.shape = shape; auto yPos = offset + (param.notification.pos_v == NotifyPosition::TOP ? -travelDist : travelDist); n.rect = {despH, yPos, width, height}; // Crea la textura n.texture = std::make_shared(renderer); n.texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, 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; if (shape == NotificationShape::ROUNDED) { 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); } else if (shape == NotificationShape::SQUARED) { SDL_RenderClear(renderer); } // Dibuja el icono de la notificación if (hasIcons && icon >= 0 && numTexts == 2) { auto sp = std::make_unique((SDL_Rect){0, 0, iconSize, iconSize}, iconTexture); sp->setPos({paddingIn, paddingIn, iconSize, iconSize}); sp->setSpriteClip({iconSize * (icon % 10), iconSize * (icon / 10), iconSize, iconSize}); sp->render(); } // Escribe el texto de la notificación Color color = {255, 255, 255}; if (numTexts == 2) { // Dos lineas de texto text->writeColored(paddingIn + iconSpace, paddingIn, text1, color); text->writeColored(paddingIn + iconSpace, paddingIn + text->getCharacterSize() + 1, text2, color); } else { // Una linea de texto text->writeColored(paddingIn + iconSpace, paddingIn, text1, color); } // Deja de dibujar en la textura SDL_SetRenderTarget(renderer, nullptr); // Crea el sprite de la notificación n.sprite = std::make_shared(n.rect, n.texture); // 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; } // Finaliza y elimnina todas las notificaciones activas void Notify::clearNotifications() { for (int i = 0; i < (int)notifications.size(); ++i) { notifications[i].status = NotificationStatus::FINISHED; } clearFinishedNotifications(); }