Files
coffee_crisis_arcade_edition/source/ui/notifier.cpp

308 lines
9.6 KiB
C++

#include "notifier.h"
#include <SDL3/SDL.h> // Para SDL_RenderFillRect, SDL_FRect, SDL_RenderClear
#include <algorithm> // Para remove_if
#include <string> // Para basic_string, string
#include <utility>
#include <vector> // Para vector
#include "audio.h" // Para Audio
#include "param.h" // Para Param, param, ParamNotification, ParamGame
#include "screen.h" // Para Screen
#include "sprite.h" // Para Sprite
#include "text.h" // Para Text
#include "texture.h" // Para Texture
// Singleton
Notifier* Notifier::instance = nullptr;
// Inicializa la instancia única del singleton
void Notifier::init(const std::string& icon_file, std::shared_ptr<Text> text) { Notifier::instance = new Notifier(icon_file, std::move(text)); }
// Libera la instancia
void Notifier::destroy() { delete Notifier::instance; }
// Obtiene la instancia
auto Notifier::get() -> Notifier* { return Notifier::instance; }
// Constructor
Notifier::Notifier(const std::string& icon_file, std::shared_ptr<Text> text)
: renderer_(Screen::get()->getRenderer()),
icon_texture_(!icon_file.empty() ? std::make_unique<Texture>(renderer_, icon_file) : nullptr),
text_(std::move(text)),
bg_color_(param.notification.color),
wait_time_(150),
stack_(false),
has_icons_(!icon_file.empty()) {}
// Dibuja las notificaciones por pantalla
void Notifier::render() {
for (int i = (int)notifications_.size() - 1; i >= 0; --i) {
notifications_[i].sprite->render();
}
}
// Actualiza el estado de las notificaiones
void Notifier::update() {
for (int i = 0; i < (int)notifications_.size(); ++i) {
if (!shouldProcessNotification(i)) {
break;
}
processNotification(i);
}
clearFinishedNotifications();
}
auto Notifier::shouldProcessNotification(int index) const -> bool {
// Si la notificación anterior está "saliendo", no hagas nada
return index <= 0 || notifications_[index - 1].state != State::RISING;
}
void Notifier::processNotification(int index) {
auto& notification = notifications_[index];
notification.counter++;
playNotificationSoundIfNeeded(notification);
updateNotificationState(index);
notification.sprite->setPosition(notification.rect);
}
void Notifier::playNotificationSoundIfNeeded(const Notification& notification) {
// Hace sonar la notificación en el primer frame
if (notification.counter == 1 &&
param.notification.sound &&
notification.state == State::RISING) {
Audio::get()->playSound("notify.wav", Audio::Group::INTERFACE);
}
}
void Notifier::updateNotificationState(int index) {
auto& notification = notifications_[index];
switch (notification.state) {
case State::RISING:
handleRisingState(index);
break;
case State::STAY:
handleStayState(index);
break;
case State::VANISHING:
handleVanishingState(index);
break;
default:
break;
}
}
void Notifier::handleRisingState(int index) {
auto& notification = notifications_[index];
const float STEP = (float)notification.counter / notification.travel_dist;
const int ALPHA = 255 * STEP;
moveNotificationVertically(notification, param.notification.pos_v == Position::TOP ? 1 : -1);
notification.texture->setAlpha(ALPHA);
if (notification.rect.y == notification.y) {
transitionToStayState(index);
}
}
void Notifier::handleStayState(int index) {
auto& notification = notifications_[index];
if (notification.counter == wait_time_) {
notification.state = State::VANISHING;
notification.counter = 0;
}
}
void Notifier::handleVanishingState(int index) {
auto& notification = notifications_[index];
const float STEP = notification.counter / (float)notification.travel_dist;
const int ALPHA = 255 * (1 - STEP);
moveNotificationVertically(notification, param.notification.pos_v == Position::TOP ? -1 : 1);
notification.texture->setAlpha(ALPHA);
if (notification.rect.y == notification.y - notification.travel_dist) {
notification.state = State::FINISHED;
}
}
void Notifier::moveNotificationVertically(Notification& notification, int direction) {
notification.rect.y += direction;
}
void Notifier::transitionToStayState(int index) {
auto& notification = notifications_[index];
notification.state = State::STAY;
notification.texture->setAlpha(255);
notification.counter = 0;
}
// Elimina las notificaciones finalizadas
void Notifier::clearFinishedNotifications() {
for (int i = (int)notifications_.size() - 1; i >= 0; --i) {
if (notifications_[i].state == State::FINISHED) {
notifications_.erase(notifications_.begin() + i);
}
}
}
void Notifier::show(std::vector<std::string> texts, int icon, const std::string& code) {
// Si no hay texto, acaba
if (texts.empty()) {
return;
}
// Si las notificaciones no se apilan, elimina las anteriores
if (!stack_) {
clearAllNotifications();
}
// Elimina las cadenas vacías
texts.erase(std::remove_if(texts.begin(), texts.end(), [](const std::string& s) { return s.empty(); }),
texts.end());
// Encuentra la cadena más larga
std::string longest;
for (const auto& text : texts) {
if (text.length() > longest.length()) {
longest = text;
}
}
// Inicializa variables
constexpr int ICON_SIZE = 16;
constexpr int PADDING_OUT = 1;
const float PADDING_IN_H = text_->getCharacterSize();
const float PADDING_IN_V = text_->getCharacterSize() / 2;
const int ICON_SPACE = icon >= 0 ? ICON_SIZE + PADDING_IN_H : 0;
const float WIDTH = text_->length(longest) + (PADDING_IN_H * 2) + ICON_SPACE;
const float HEIGHT = (text_->getCharacterSize() * texts.size()) + (PADDING_IN_V * 2);
const auto SHAPE = Shape::SQUARED;
// Posición horizontal
float desp_h = 0;
switch (param.notification.pos_h) {
case Position::LEFT:
desp_h = PADDING_OUT;
break;
case Position::MIDDLE:
desp_h = ((param.game.width / 2) - (WIDTH / 2));
break;
case Position::RIGHT:
desp_h = param.game.width - WIDTH - PADDING_OUT;
break;
default:
desp_h = 0;
break;
}
// Posición vertical
const int DESP_V = (param.notification.pos_v == Position::TOP) ? PADDING_OUT : (param.game.height - HEIGHT - PADDING_OUT);
// Offset
const auto TRAVEL_DIST = HEIGHT + PADDING_OUT;
auto offset = notifications_.empty()
? DESP_V
: notifications_.back().y + (param.notification.pos_v == Position::TOP ? TRAVEL_DIST : -TRAVEL_DIST);
// Crea la notificacion
Notification n;
// Inicializa variables
n.code = code;
n.y = offset;
n.travel_dist = TRAVEL_DIST;
n.texts = texts;
n.shape = SHAPE;
const float POS_Y = offset + (param.notification.pos_v == Position::TOP ? -TRAVEL_DIST : TRAVEL_DIST);
n.rect = {desp_h, POS_Y, 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_, bg_color_.r, bg_color_.g, bg_color_.b, 255);
SDL_FRect rect;
if (SHAPE == Shape::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 == Shape::SQUARED) {
SDL_RenderClear(renderer_);
}
// Dibuja el icono de la notificación
if (has_icons_ && icon >= 0 && texts.size() >= 2) {
auto sp = std::make_unique<Sprite>(icon_texture_, (SDL_FRect){0, 0, ICON_SIZE, ICON_SIZE});
sp->setPosition({PADDING_IN_H, PADDING_IN_V, ICON_SIZE, ICON_SIZE});
sp->setSpriteClip(SDL_FRect{
static_cast<float>(ICON_SIZE * (icon % 10)),
static_cast<float>(ICON_SIZE * (icon / 10)),
ICON_SIZE,
ICON_SIZE});
sp->render();
}
// Escribe el texto de la notificación
const Color COLOR{255, 255, 255};
int iterator = 0;
for (const auto& text : texts) {
text_->writeColored(PADDING_IN_H + ICON_SPACE, PADDING_IN_V + iterator * (text_->getCharacterSize() + 1), text, COLOR);
++iterator;
}
// Deja de dibujar en la textura
SDL_SetRenderTarget(renderer_, nullptr);
// Crea el sprite de la notificación
n.sprite = std::make_shared<Sprite>(n.texture, n.rect);
// Deja la notificación invisible
n.texture->setAlpha(0);
// Añade la notificación a la lista
notifications_.emplace_back(n);
}
// Finaliza y elimnina todas las notificaciones activas
void Notifier::clearAllNotifications() {
for (auto& notification : notifications_) {
notification.state = State::FINISHED;
}
clearFinishedNotifications();
}
// Obtiene los códigos de las notificaciones
auto Notifier::getCodes() -> std::vector<std::string> {
std::vector<std::string> codes;
codes.reserve(notifications_.size());
for (const auto& notification : notifications_) {
codes.emplace_back(notification.code);
}
return codes;
}