Files
coffee_crisis_arcade_edition/source/notify.cpp

312 lines
9.1 KiB
C++

#include "notify.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <string> // for basic_string, char_traits, string
#include "jail_audio.h" // for JA_DeleteSound, JA_LoadSound, JA_Pla...
#include "options.h" // for options
#include "param.h"
#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, std::string soundFile)
: renderer(renderer)
{
// Inicializa variables
bgColor = param.notification.color;
waitTime = 150;
stack = false;
hasIcons = iconFile == "" ? false : true;
// Crea objetos
if (hasIcons)
{
iconTexture = std::make_unique<Texture>(renderer, iconFile);
}
text = std::make_unique<Text>(bitmapFile, textFile, renderer);
sound = JA_LoadSound(soundFile.c_str());
}
// 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 != "") + (text2 != "");
// Si no hay texto, acaba
if (numTexts == 0)
{
return;
}
// Si solo hay un texto, lo coloca en la primera variable
else if (numTexts == 1)
{
text1 = text1 + text2;
text2 = "";
}
// 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<Texture>(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<Sprite>((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<Sprite>(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();
}