310 lines
10 KiB
C++
310 lines
10 KiB
C++
#include "notifier.h"
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#include <SDL3/SDL.h> // Para SDL_RenderFillRect, SDL_FRect, SDL_RenderClear
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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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#include "audio.h" // Para Audio
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#include "param.h" // Para Param, param, ParamNotification, ParamGame
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#include "screen.h" // Para Screen
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#include "sprite.h" // Para Sprite
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#include "text.h" // Para Text
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#include "texture.h" // Para Texture
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// Singleton
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Notifier* Notifier::instance = nullptr;
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// Inicializa la instancia única del singleton
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void Notifier::init(const std::string& icon_file, std::shared_ptr<Text> text) { Notifier::instance = new Notifier(icon_file, std::move(text)); }
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// Libera la instancia
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void Notifier::destroy() { delete Notifier::instance; }
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// Obtiene la instancia
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auto Notifier::get() -> Notifier* { return Notifier::instance; }
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// Constructor
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Notifier::Notifier(const std::string& icon_file, std::shared_ptr<Text> text)
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: renderer_(Screen::get()->getRenderer()),
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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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stack_(false),
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has_icons_(!icon_file.empty()) {}
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// Dibuja las notificaciones por pantalla
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void Notifier::render() {
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for (int i = (int)notifications_.size() - 1; i >= 0; --i) {
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notifications_[i].sprite->render();
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}
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}
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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, delta_time);
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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 != State::RISING;
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}
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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.timer += delta_time;
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playNotificationSoundIfNeeded(notification);
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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 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, 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, 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, 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, float delta_time) {
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auto& notification = notifications_[index];
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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 ? PIXELS_TO_MOVE : -PIXELS_TO_MOVE);
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notification.texture->setAlpha(ALPHA);
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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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void Notifier::handleStayState(int index) {
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auto& notification = notifications_[index];
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if (notification.timer >= STAY_DURATION_S) {
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notification.state = State::VANISHING;
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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, float delta_time) {
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auto& notification = notifications_[index];
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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 ? -PIXELS_TO_MOVE : PIXELS_TO_MOVE);
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notification.texture->setAlpha(ALPHA);
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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, 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.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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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 == State::FINISHED) {
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notifications_.erase(notifications_.begin() + i);
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}
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}
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}
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void Notifier::show(std::vector<std::string> texts, int icon, const std::string& code) {
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// Si no hay texto, acaba
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if (texts.empty()) {
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return;
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}
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// Si las notificaciones no se apilan, elimina las anteriores
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if (!stack_) {
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clearAllNotifications();
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}
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// Elimina las cadenas vacías
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texts.erase(std::ranges::remove_if(texts, [](const std::string& s) { return s.empty(); }).begin(), texts.end());
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// Encuentra la cadena más larga
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std::string longest;
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for (const auto& text : texts) {
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if (text.length() > longest.length()) {
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longest = text;
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}
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}
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// Inicializa variables
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constexpr int ICON_SIZE = 16;
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constexpr int PADDING_OUT = 1;
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const float PADDING_IN_H = text_->getCharacterSize();
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const float PADDING_IN_V = text_->getCharacterSize() / 2;
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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 = 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 Position::LEFT:
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desp_h = PADDING_OUT;
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break;
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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 Position::RIGHT:
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desp_h = param.game.width - WIDTH - PADDING_OUT;
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break;
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default:
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desp_h = 0;
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break;
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}
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// Posición vertical
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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 == Position::TOP ? TRAVEL_DIST : -TRAVEL_DIST);
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// Crea la notificacion
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Notification n;
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// Inicializa variables
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n.code = code;
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n.y = offset;
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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 == Position::TOP ? -TRAVEL_DIST : TRAVEL_DIST);
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n.rect = {.x = desp_h, .y = POS_Y, .w = WIDTH, .h = HEIGHT};
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// Crea la textura
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n.texture = std::make_shared<Texture>(renderer_);
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n.texture->createBlank(WIDTH, HEIGHT, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
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n.texture->setBlendMode(SDL_BLENDMODE_BLEND);
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// Prepara para dibujar en la textura
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n.texture->setAsRenderTarget(renderer_);
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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 == Shape::ROUNDED) {
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rect = {.x = 4, .y = 0, .w = WIDTH - (4 * 2), .h = HEIGHT};
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SDL_RenderFillRect(renderer_, &rect);
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rect = {.x = 4 / 2, .y = 1, .w = WIDTH - 4, .h = HEIGHT - 2};
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SDL_RenderFillRect(renderer_, &rect);
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rect = {.x = 1, .y = 4 / 2, .w = WIDTH - 2, .h = HEIGHT - 4};
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SDL_RenderFillRect(renderer_, &rect);
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rect = {.x = 0, .y = 4, .w = WIDTH, .h = HEIGHT - (4 * 2)};
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SDL_RenderFillRect(renderer_, &rect);
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}
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else if (SHAPE == Shape::SQUARED) {
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SDL_RenderClear(renderer_);
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}
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// Dibuja el icono de la notificación
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if (has_icons_ && icon >= 0 && texts.size() >= 2) {
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auto sp = std::make_unique<Sprite>(icon_texture_, (SDL_FRect){0, 0, ICON_SIZE, ICON_SIZE});
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sp->setPosition({PADDING_IN_H, PADDING_IN_V, ICON_SIZE, ICON_SIZE});
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sp->setSpriteClip(SDL_FRect{
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static_cast<float>(ICON_SIZE * (icon % 10)),
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static_cast<float>(ICON_SIZE * (icon / 10)),
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ICON_SIZE,
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ICON_SIZE});
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sp->render();
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}
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// Escribe el texto de la notificación
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const Color COLOR{255, 255, 255};
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int iterator = 0;
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for (const auto& text : texts) {
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text_->writeColored(PADDING_IN_H + ICON_SPACE, PADDING_IN_V + (iterator * (text_->getCharacterSize() + 1)), text, COLOR);
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++iterator;
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}
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// Deja de dibujar en la textura
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SDL_SetRenderTarget(renderer_, nullptr);
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// Crea el sprite de la notificación
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n.sprite = std::make_shared<Sprite>(n.texture, n.rect);
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// Deja la notificación invisible
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n.texture->setAlpha(0);
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// Añade la notificación a la lista
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notifications_.emplace_back(n);
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}
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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 = State::FINISHED;
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}
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clearFinishedNotifications();
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}
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// Obtiene los códigos de las notificaciones
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auto Notifier::getCodes() -> std::vector<std::string> {
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std::vector<std::string> codes;
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codes.reserve(notifications_.size());
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for (const auto& notification : notifications_) {
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codes.emplace_back(notification.code);
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}
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return codes;
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} |