Files
coffee_crisis_arcade_edition/source/define_buttons.cpp

218 lines
6.7 KiB
C++

#include "define_buttons.h"
#include <algorithm>
#include <functional>
#include <memory>
#include "input.h"
#include "input_types.h"
#include "lang.h"
#include "options.h"
#include "param.h"
#include "resource.h"
#include "text.h"
#include "ui/window_message.h"
DefineButtons::DefineButtons()
: input_(Input::get()) {
clearButtons();
auto gamepads = input_->getGamepads();
for (auto gamepad : gamepads) {
controller_names_.emplace_back(Input::getControllerName(gamepad));
}
// Crear la ventana de mensaje
WindowMessage::Config config;
config.bg_color = Color{20, 30, 50, 240}; // Fondo azul oscuro semi-transparente
config.border_color = Color{100, 150, 200, 255}; // Borde azul claro
config.title_color = Color{100, 150, 200, 255}; // Titulo azul claro
config.text_color = Color{220, 220, 220, 255}; // Texto gris claro
config.padding = 15.0F;
config.line_spacing = 5.0F;
config.title_separator_spacing = 15;
config.min_width = 250.0F;
config.text_safety_margin = 15.0F;
config.min_width = 100;
config.min_height = 32;
config.animation_duration = 0.3F;
auto text_renderer = Resource::get()->getText("04b_25_flat");
window_message_ = std::make_unique<WindowMessage>(
text_renderer,
Lang::getText("[DEFINE_BUTTONS] TITLE"),
config);
window_message_->setPosition(param.game.game_area.center_x, param.game.game_area.center_y, WindowMessage::PositionMode::CENTERED);
}
void DefineButtons::render() {
if (enabled_ && window_message_) {
window_message_->render();
}
}
void DefineButtons::update() {
if (!enabled_) {
return;
}
// Actualizar la ventana siempre
if (window_message_) {
window_message_->update();
}
// Manejar la secuencia de cierre si ya terminamos
if (finished_ && message_shown_) {
message_timer_++;
// Después del delay, iniciar animación de cierre (solo una vez)
if (message_timer_ > MESSAGE_DISPLAY_FRAMES && !closing_) {
if (window_message_) {
window_message_->hide(); // Iniciar animación de cierre
}
closing_ = true;
}
}
}
void DefineButtons::checkEvents(const SDL_Event &event) {
if (enabled_) {
switch (event.type) {
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
doControllerButtonDown(event.gbutton);
break;
case SDL_EVENT_GAMEPAD_BUTTON_UP:
checkEnd();
break;
default:
break;
}
}
}
auto DefineButtons::enable(Options::Gamepad *options_gamepad) -> bool {
if (options_gamepad != nullptr) {
options_gamepad_ = options_gamepad;
enabled_ = true;
finished_ = false;
index_button_ = 0;
message_shown_ = false;
closing_ = false;
clearButtons();
updateWindowMessage();
if (window_message_) {
window_message_->autoSize();
window_message_->show();
}
return true;
}
return false;
}
void DefineButtons::disable() {
enabled_ = false;
finished_ = false;
message_shown_ = false;
closing_ = false;
if (window_message_) {
window_message_->hide();
}
}
void DefineButtons::doControllerButtonDown(const SDL_GamepadButtonEvent &event) {
auto gamepad = input_->getGamepad(event.which);
if (!gamepad || gamepad != options_gamepad_->instance) {
return;
}
const auto BUTTON = static_cast<SDL_GamepadButton>(event.button);
if (checkButtonNotInUse(BUTTON)) {
buttons_.at(index_button_).button = BUTTON;
incIndexButton();
updateWindowMessage();
}
}
void DefineButtons::bindButtons(Options::Gamepad *options_gamepad) {
for (const auto &button : buttons_) {
Input::bindGameControllerButton(options_gamepad->instance, button.action, button.button);
}
Input::bindGameControllerButton(options_gamepad->instance, Input::Action::SM_SELECT, Input::Action::FIRE_LEFT);
Input::bindGameControllerButton(options_gamepad->instance, Input::Action::SM_BACK, Input::Action::FIRE_CENTER);
}
void DefineButtons::incIndexButton() {
if (index_button_ < buttons_.size() - 1) {
++index_button_;
} else {
finished_ = true;
}
}
auto DefineButtons::checkButtonNotInUse(SDL_GamepadButton button) -> bool {
return std::ranges::all_of(buttons_, [button](const auto &b) {
return b.button != button;
});
}
void DefineButtons::clearButtons() {
buttons_.clear();
buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] FIRE_LEFT"), Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_INVALID);
buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] FIRE_UP"), Input::Action::FIRE_CENTER, SDL_GAMEPAD_BUTTON_INVALID);
buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] FIRE_RIGHT"), Input::Action::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_INVALID);
buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] START"), Input::Action::START, SDL_GAMEPAD_BUTTON_INVALID);
buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] SERVICE_MENU"), Input::Action::SERVICE, SDL_GAMEPAD_BUTTON_INVALID);
}
void DefineButtons::checkEnd() {
if (finished_ && !message_shown_) {
bindButtons(options_gamepad_);
input_->saveGamepadConfigFromGamepad(options_gamepad_->instance);
input_->resetInputStates();
// Mostrar mensaje de finalización
if (window_message_) {
window_message_->clearTexts();
window_message_->addText(Lang::getText("[DEFINE_BUTTONS] CONFIGURATION_COMPLETE"));
}
// Solo marcar que ya mostramos el mensaje
message_shown_ = true;
message_timer_ = 0;
}
}
bool DefineButtons::isReadyToClose() const {
// Solo está listo para cerrar si:
// 1. Terminó
// 2. Ya mostró el mensaje
// 3. Está cerrando
// 4. La ventana ya no está visible (animación terminada)
return finished_ && message_shown_ && closing_ &&
(!window_message_ || !window_message_->isVisible());
}
void DefineButtons::updateWindowMessage() {
if (!window_message_ || !options_gamepad_) {
return;
}
// Configurar título
std::string title = Lang::getText("[DEFINE_BUTTONS] CONFIGURING") + ": " + options_gamepad_->name;
window_message_->setTitle(title);
// Limpiar textos anteriores
window_message_->clearTexts();
if (index_button_ < buttons_.size()) {
// Instrucción actual
std::string instruction = Lang::getText("[DEFINE_BUTTONS] PRESS_BUTTON_FOR") + ":";
window_message_->addText(instruction);
window_message_->addText(buttons_.at(index_button_).label);
}
}