287 lines
8.8 KiB
C++
287 lines
8.8 KiB
C++
#include "window_message.h"
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#include <algorithm>
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#include <utility>
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#include "param.h"
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#include "screen.h"
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#include "text.h"
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WindowMessage::WindowMessage(
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std::shared_ptr<Text> text_renderer,
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const std::string& title,
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const Config& config)
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: text_renderer_(std::move(text_renderer)),
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config_(config),
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title_(title),
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title_style_(Text::CENTER | Text::COLOR, config_.title_color, config_.title_color, 0, -2),
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text_style_(Text::CENTER | Text::COLOR, config_.text_color, config_.text_color, 0, -2) {
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}
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void WindowMessage::render() {
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if (!visible_) {
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return;
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}
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SDL_Renderer* renderer = Screen::get()->getRenderer();
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// Dibujar fondo con transparencia
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SDL_SetRenderDrawColor(renderer, config_.bg_color.r, config_.bg_color.g,
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config_.bg_color.b, config_.bg_color.a);
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SDL_RenderFillRect(renderer, &rect_);
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// Dibujar borde
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SDL_SetRenderDrawColor(renderer, config_.border_color.r, config_.border_color.g,
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config_.border_color.b, config_.border_color.a);
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SDL_RenderRect(renderer, &rect_);
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float current_y = rect_.y + config_.padding;
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// Dibujar título si existe
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if (!title_.empty()) {
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text_renderer_->writeStyle(
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rect_.x + rect_.w / 2.0f,
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current_y,
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title_,
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title_style_);
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current_y += text_renderer_->getCharacterSize() + config_.title_separator_spacing;
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// Línea separadora debajo del título
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SDL_SetRenderDrawColor(renderer, config_.border_color.r, config_.border_color.g,
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config_.border_color.b, config_.border_color.a);
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SDL_RenderLine(renderer,
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rect_.x + config_.padding,
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current_y - config_.title_separator_spacing / 2.0f,
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rect_.x + rect_.w - config_.padding,
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current_y - config_.title_separator_spacing / 2.0f);
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}
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// Dibujar textos
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for (const auto& text : texts_) {
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text_renderer_->writeStyle(
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rect_.x + rect_.w / 2.0f,
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current_y,
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text,
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text_style_);
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current_y += text_renderer_->getCharacterSize() + config_.line_spacing;
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}
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}
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void WindowMessage::update() {
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// Actualizar animación de redimensionado
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if (resize_animation_.active) {
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// Aquí necesitarías el delta_time del game loop
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// Por ahora usamos un valor fijo, pero idealmente se pasaría como parámetro
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float delta_time = 1.0f / 60.0f; // Asumiendo 60 FPS
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updateAnimation(delta_time);
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}
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}
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void WindowMessage::show() {
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ensureTextFits();
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visible_ = true;
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}
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void WindowMessage::hide() {
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visible_ = false;
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}
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void WindowMessage::setTitle(const std::string& title) {
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title_ = title;
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triggerAutoResize();
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}
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void WindowMessage::setText(const std::string& text) {
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texts_.clear();
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texts_.push_back(text);
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triggerAutoResize();
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}
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void WindowMessage::setTexts(const std::vector<std::string>& texts) {
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texts_ = texts;
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triggerAutoResize();
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}
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void WindowMessage::addText(const std::string& text) {
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texts_.push_back(text);
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triggerAutoResize();
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}
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void WindowMessage::clearTexts() {
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texts_.clear();
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triggerAutoResize();
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}
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void WindowMessage::setPosition(float x, float y, PositionMode mode) {
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anchor_x_ = x;
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anchor_y_ = y;
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position_mode_ = mode;
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updatePosition();
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}
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void WindowMessage::setSize(float width, float height) {
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rect_.w = width;
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rect_.h = height;
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updatePosition(); // Reposicionar después de cambiar el tamaño
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}
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void WindowMessage::centerOnScreen() {
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setPosition(getScreenWidth() / 2.0f, getScreenHeight() / 2.0f, PositionMode::CENTERED);
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}
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void WindowMessage::autoSize() {
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if (resize_animation_.active) {
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resize_animation_.stop(); // Detener animación anterior
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}
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float old_width = rect_.w;
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float old_height = rect_.h;
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calculateAutoSize();
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// Solo animar si hay cambio en el tamaño y la ventana está visible
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if (visible_ && (old_width != rect_.w || old_height != rect_.h)) {
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resize_animation_.start(old_width, old_height, rect_.w, rect_.h);
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// Restaurar el tamaño anterior para que la animación funcione
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rect_.w = old_width;
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rect_.h = old_height;
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} else {
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updatePosition(); // Reposicionar después de ajustar el tamaño
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}
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}
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void WindowMessage::updateStyles() {
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title_style_ = Text::Style(Text::CENTER | Text::COLOR, config_.title_color,
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config_.title_color, 0, -2);
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text_style_ = Text::Style(Text::CENTER | Text::COLOR, config_.text_color,
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config_.text_color, 0, -2);
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}
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void WindowMessage::updatePosition() {
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switch (position_mode_) {
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case PositionMode::CENTERED:
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rect_.x = anchor_x_ - rect_.w / 2.0f;
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rect_.y = anchor_y_ - rect_.h / 2.0f;
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break;
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case PositionMode::FIXED:
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rect_.x = anchor_x_;
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rect_.y = anchor_y_;
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break;
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}
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// Asegurar que la ventana esté dentro de los límites de la pantalla
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rect_.x = std::max(0.0f, std::min(rect_.x, getScreenWidth() - rect_.w));
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rect_.y = std::max(0.0f, std::min(rect_.y, getScreenHeight() - rect_.h));
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}
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void WindowMessage::ensureTextFits() {
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float required_width = calculateContentWidth() + (config_.padding * 2) + config_.text_safety_margin;
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float required_height = calculateContentHeight() + (config_.padding * 2) + config_.text_safety_margin;
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// Verificar si el tamaño actual es suficiente
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if (rect_.w < required_width || rect_.h < required_height) {
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autoSize(); // Recalcular tamaño automáticamente
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}
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}
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void WindowMessage::calculateAutoSize() {
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float content_width = calculateContentWidth();
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float content_height = calculateContentHeight();
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// Calcular dimensiones con padding y margen de seguridad
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rect_.w = content_width + (config_.padding * 2) + config_.text_safety_margin;
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rect_.h = content_height + (config_.padding * 2);
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// Aplicar límites mínimos
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rect_.w = std::max(rect_.w, config_.min_width);
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rect_.h = std::max(rect_.h, config_.min_height);
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// Aplicar límites máximos basados en el tamaño de pantalla
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float max_width = getScreenWidth() * config_.max_width_ratio;
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float max_height = getScreenHeight() * config_.max_height_ratio;
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rect_.w = std::min(rect_.w, max_width);
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rect_.h = std::min(rect_.h, max_height);
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}
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auto WindowMessage::calculateContentHeight() const -> float {
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float height = 0;
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// Altura del título
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if (!title_.empty()) {
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height += text_renderer_->getCharacterSize() + config_.title_separator_spacing;
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}
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// Altura de los textos
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if (!texts_.empty()) {
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height += (texts_.size() * text_renderer_->getCharacterSize());
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if (texts_.size() > 1) {
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height += ((texts_.size() - 1) * config_.line_spacing);
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}
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}
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return height;
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}
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auto WindowMessage::calculateContentWidth() const -> float {
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float max_width = config_.min_width - (config_.padding * 2); // Ancho mínimo sin padding
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// Ancho del título
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if (!title_.empty()) {
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float title_width = text_renderer_->length(title_, -2);
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max_width = std::max(max_width, title_width);
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}
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// Ancho de los textos
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for (const auto& text : texts_) {
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float text_width = text_renderer_->length(text, -2);
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max_width = std::max(max_width, text_width);
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}
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return max_width;
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}
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auto WindowMessage::getScreenWidth() const -> float {
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return static_cast<float>(param.game.width);
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}
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auto WindowMessage::getScreenHeight() const -> float {
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return static_cast<float>(param.game.height);
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}
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void WindowMessage::triggerAutoResize() {
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if (auto_resize_enabled_) {
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autoSize();
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}
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}
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void WindowMessage::updateAnimation(float delta_time) {
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if (!resize_animation_.active) {
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return;
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}
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resize_animation_.elapsed += delta_time;
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if (resize_animation_.isFinished()) {
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// Animación terminada
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rect_.w = resize_animation_.target_width;
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rect_.h = resize_animation_.target_height;
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resize_animation_.stop();
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updatePosition();
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} else {
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// Interpolar el tamaño
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float progress = easeOut(resize_animation_.getProgress());
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rect_.w = resize_animation_.start_width +
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(resize_animation_.target_width - resize_animation_.start_width) * progress;
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rect_.h = resize_animation_.start_height +
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(resize_animation_.target_height - resize_animation_.start_height) * progress;
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updatePosition(); // Mantener la posición centrada durante la animación
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}
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}
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auto WindowMessage::easeOut(float t) const -> float {
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// Función de suavizado ease-out cuadrática
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return 1.0f - (1.0f - t) * (1.0f - t);
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} |