254 lines
7.8 KiB
C++
254 lines
7.8 KiB
C++
#include "on_screen_help.h"
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#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <memory> // Para make_unique, unique_ptr
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#include "lang.h" // Para getText
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#include "param.h" // Para Param, ParamGame, param
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#include "resource.h" // Para Resource
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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 "utils.h" // Para easeInOutSine
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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OnScreenHelp *OnScreenHelp::onScreenHelp = nullptr;
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// Constantes evaluables en tiempo de compilación
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constexpr int ICONSIZE = 16;
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constexpr SDL_Point PADDING = {8, 8};
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constexpr SDL_Point DESP = {ICONSIZE + 4, 5};
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constexpr SDL_FRect CONTROLLER_UP = {16, 0, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect CONTROLLER_DOWN = {48, 0, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect CONTROLLER_LEFT = {64, 0, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect LEFT_BUTTON = {112, 0, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect TOP_BUTTON = {80, 0, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect RIGHT_BUTTON = {96, 0, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect START_BUTTON = {0, 0, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect CONTROLLER_UP_POS = {PADDING.x, PADDING.y + 18 * 0, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect CONTROLLER_DOWN_POS = {PADDING.x, PADDING.y + 18 * 1, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect CONTROLLER_LEFT_POS = {PADDING.x, PADDING.y + 18 * 2, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect LEFT_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 3, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect TOP_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 4, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect RIGHT_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 5, ICONSIZE, ICONSIZE};
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constexpr SDL_FRect START_BUTTON_POS = {PADDING.x, PADDING.y + 18 * 6, ICONSIZE, ICONSIZE};
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// [SINGLETON] Crearemos el objeto onScreenHelp con esta función estática
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void OnScreenHelp::init()
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{
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OnScreenHelp::onScreenHelp = new OnScreenHelp();
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}
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// [SINGLETON] Destruiremos el objeto onScreenHelp con esta función estática
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void OnScreenHelp::destroy()
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{
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delete OnScreenHelp::onScreenHelp;
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}
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// [SINGLETON] Con este método obtenemos el objeto onScreenHelp y podemos trabajar con él
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OnScreenHelp *OnScreenHelp::get()
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{
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return OnScreenHelp::onScreenHelp;
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}
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// Constructor
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OnScreenHelp::OnScreenHelp() : state(OnScreenHelpStatus::hidden), index(0)
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{
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setSize();
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texture = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, dest.w, dest.h);
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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fillTexture();
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precalculatePath(hiddenPos, showingPos, 60);
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}
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// Destructor
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OnScreenHelp::~OnScreenHelp()
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{
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SDL_DestroyTexture(texture);
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}
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// Actualiza la lógica interna
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void OnScreenHelp::update()
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{
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// Actualiza la posición
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updatePosition();
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}
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// Muestra el objeto en pantalla
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void OnScreenHelp::render()
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{
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if (state != OnScreenHelpStatus::hidden)
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{
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SDL_RenderTexture(Screen::get()->getRenderer(), texture, nullptr, &dest);
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}
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}
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// Rellena la textura con los gráficos y texto
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void OnScreenHelp::fillTexture()
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{
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// Cambia el renderizador a la textura
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auto temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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SDL_SetRenderTarget(Screen::get()->getRenderer(), texture);
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// Crea el objeto para el texto
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auto text = Resource::get()->getText("8bithud");
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// Crea la textura con los gráficos
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auto controllersTexture = Resource::get()->getTexture("controllers.png");
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// Crea el sprite para dibujar los gráficos
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auto sprite = std::make_unique<Sprite>(controllersTexture, (SDL_FRect){0, 0, 16, 16});
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// Borra la textura
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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// Pon el color de fondo con el bisel
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0x55, 0x5D, 0x77, 255);
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SDL_FRect rect;
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rect = {4, 0, dest.w - (4 * 2), dest.h};
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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rect = {4 / 2, 1, dest.w - 4, dest.h - 2};
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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rect = {1, 4 / 2, dest.w - 2, dest.h - 4};
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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rect = {0, 4, dest.w, dest.h - (4 * 2)};
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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rect = {0, 0, dest.w / 2, dest.h};
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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// Renderiza los botones y el texto
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renderButton(sprite.get(), text.get(), CONTROLLER_UP, CONTROLLER_UP_POS, 107);
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renderButton(sprite.get(), text.get(), CONTROLLER_DOWN, CONTROLLER_DOWN_POS, 108);
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renderButton(sprite.get(), text.get(), CONTROLLER_LEFT, CONTROLLER_LEFT_POS, 109);
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renderButton(sprite.get(), text.get(), LEFT_BUTTON, LEFT_BUTTON_POS, 110);
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renderButton(sprite.get(), text.get(), TOP_BUTTON, TOP_BUTTON_POS, 111);
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renderButton(sprite.get(), text.get(), RIGHT_BUTTON, RIGHT_BUTTON_POS, 112);
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renderButton(sprite.get(), text.get(), START_BUTTON, START_BUTTON_POS, 113);
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// Restaura el destino de renderizado
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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}
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// Define el ancho y alto de la textura
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void OnScreenHelp::setSize()
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{
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const auto textSize = getLargestStringSize();
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const auto width = PADDING.x + DESP.x + textSize + PADDING.x;
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const auto height = PADDING.y + (7 * 18) + PADDING.y;
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const auto x = 0;
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const auto y = (param.game.height - height) / 2;
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dest = (SDL_FRect){x, y, width, height};
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hiddenPos = -width;
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showingPos = 0;
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}
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// Activa o desactiva el objeto
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void OnScreenHelp::toggleState()
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{
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if (state == OnScreenHelpStatus::showing || state == OnScreenHelpStatus::entering)
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{
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state = OnScreenHelpStatus::exitting;
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}
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else if (state == OnScreenHelpStatus::hidden || state == OnScreenHelpStatus::exitting)
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{
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state = OnScreenHelpStatus::entering;
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}
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}
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// Calcula la longitud en pixels del texto más largo
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auto OnScreenHelp::getLargestStringSize() -> int const
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{
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auto text = Resource::get()->getText("8bithud");
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auto size = 0;
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for (int i = 107; i <= 113; ++i)
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{
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const auto textSize = text->lenght(lang::getText(i));
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size = textSize > size ? textSize : size;
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}
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return size;
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}
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// Renderizara el boton y el texto
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void OnScreenHelp::renderButton(Sprite *sprite, Text *text, const SDL_FRect &buttonClip, const SDL_FRect &buttonPos, int textId)
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{
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sprite->setSpriteClip(buttonClip);
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sprite->setPosition(buttonPos);
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sprite->render();
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text->write(buttonPos.x + DESP.x, buttonPos.y + DESP.y, lang::getText(textId));
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}
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// Actualiza la posición
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void OnScreenHelp::updatePosition()
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{
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switch (state)
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{
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case OnScreenHelpStatus::hidden:
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{
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index = 0;
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break;
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}
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case OnScreenHelpStatus::showing:
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{
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index = path.size() - 1;
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break;
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}
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case OnScreenHelpStatus::exitting:
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{
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if (index > 0)
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{
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index--;
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}
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else
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{
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state = OnScreenHelpStatus::hidden;
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}
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break;
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}
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case OnScreenHelpStatus::entering:
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{
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if (index < (int)path.size() - 1)
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{
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index++;
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}
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else
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{
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state = OnScreenHelpStatus::showing;
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}
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break;
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}
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default:
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break;
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}
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dest.x = path[index];
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}
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// Rellena los puntos por donde pasa la animación
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void OnScreenHelp::precalculatePath(double start, double end, int steps)
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{
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path.reserve(steps);
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for (int i = 0; i <= steps; ++i)
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{
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double t = static_cast<double>(i) / steps;
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double value = start + (end - start) * easeInOutSine(t);
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path.push_back(static_cast<int>(value));
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}
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} |