Mes autos, const i constexpr perl codi Ara la classe Screen es un poc pitjor
351 lines
9.4 KiB
C++
351 lines
9.4 KiB
C++
#include "notify.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <string> // for basic_string, char_traits, string
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#include "jail_audio.h" // for JA_DeleteSound, JA_LoadSound, JA_Pla...
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#include "options.h" // for options
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#include "param.h"
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#include "sprite.h" // for Sprite
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#include "text.h" // for Text
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#include "texture.h" // for Texture
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// Constructor
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Notify::Notify(SDL_Renderer *renderer, std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile)
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{
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// Inicializa variables
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this->renderer = renderer;
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bgColor = options.notification.color;
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waitTime = 150;
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stack = false;
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hasIcons = iconFile == "" ? false : true;
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iconTexture = nullptr;
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textTexture = nullptr;
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text = nullptr;
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// Crea objetos
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if (hasIcons)
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{
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iconTexture = new Texture(renderer, iconFile);
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}
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textTexture = new Texture(renderer, bitmapFile);
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text = new Text(textFile, textTexture, renderer);
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sound = JA_LoadSound(soundFile.c_str());
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}
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// Destructor
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Notify::~Notify()
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{
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// Libera la memoria de los objetos
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if (textTexture)
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delete textTexture;
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if (iconTexture)
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delete iconTexture;
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if (text)
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delete text;
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JA_DeleteSound(sound);
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for (auto notification : notifications)
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{
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delete notification.sprite;
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delete notification.texture;
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}
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}
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// Dibuja las notificaciones por pantalla
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void Notify::render()
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{
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for (int i = (int)notifications.size() - 1; i >= 0; --i)
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{
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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 notificaiones
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void Notify::update()
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{
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for (int i = 0; i < (int)notifications.size(); ++i)
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{
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// Si la notificación anterior está "saliendo", no hagas nada
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if (i > 0)
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{
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if (notifications[i - 1].state == ns_rising)
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{
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break;
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}
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}
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notifications[i].counter++;
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// Hace sonar la notificación en el primer frame
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if (notifications[i].counter == 1)
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{
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if (options.notification.sound)
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{
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if (notifications[i].state == ns_rising)
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{ // Reproduce el sonido de la notificación
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JA_PlaySound(sound);
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}
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}
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}
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// Comprueba los estados
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if (notifications[i].state == ns_rising)
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{
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const float step = ((float)notifications[i].counter / notifications[i].travelDist);
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const int alpha = 255 * step;
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if (options.notification.posV == pos_top)
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{
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notifications[i].rect.y++;
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}
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else
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{
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notifications[i].rect.y--;
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}
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notifications[i].texture->setAlpha(alpha);
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if (notifications[i].rect.y == notifications[i].y)
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{
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notifications[i].state = ns_stay;
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notifications[i].texture->setAlpha(255);
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notifications[i].counter = 0;
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}
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}
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else if (notifications[i].state == ns_stay)
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{
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if (notifications[i].counter == waitTime)
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{
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notifications[i].state = ns_vanishing;
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notifications[i].counter = 0;
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}
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}
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else if (notifications[i].state == ns_vanishing)
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{
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const float step = (notifications[i].counter / (float)notifications[i].travelDist);
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const int alpha = 255 * (1 - step);
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if (options.notification.posV == pos_top)
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{
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notifications[i].rect.y--;
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}
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else
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{
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notifications[i].rect.y++;
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}
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notifications[i].texture->setAlpha(alpha);
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if (notifications[i].rect.y == notifications[i].y - notifications[i].travelDist)
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{
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notifications[i].state = ns_finished;
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}
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}
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notifications[i].sprite->setRect(notifications[i].rect);
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}
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clearFinishedNotifications();
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}
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// Elimina las notificaciones finalizadas
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void Notify::clearFinishedNotifications()
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{
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for (int i = (int)notifications.size() - 1; i >= 0; --i)
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{
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if (notifications[i].state == ns_finished)
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{
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delete notifications[i].sprite;
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delete notifications[i].texture;
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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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// Muestra una notificación de texto por pantalla;
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void Notify::showText(std::string text1, std::string text2, int icon)
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{
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// Cuenta el número de textos a mostrar
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int numTexts = 0;
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if (text1 != "")
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numTexts++;
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if (text2 != "")
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numTexts++;
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// Si no hay texto, acaba
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if (numTexts == 0)
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{
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return;
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}
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// Si solo hay un texto, lo coloca en la primera variable
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else if (numTexts == 1)
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{
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text1 = text1 + text2;
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text2 = "";
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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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{
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clearNotifications();
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}
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// Inicializa variables
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const int iconSize = 16;
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const int paddingOut = 1;
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const int paddingIn = text->getCharacterSize() / 2;
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const int iconSpace = icon >= 0 ? iconSize + paddingIn : 0;
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const std::string txt = text1.length() > text2.length() ? text1 : text2;
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const int width = text->lenght(txt) + (paddingIn * 2) + iconSpace;
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const int height = (text->getCharacterSize() * numTexts) + (paddingIn * 2);
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const notification_shape_t shape = notification_shape_squared;
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// Posición horizontal
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int despH = 0;
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if (options.notification.posH == pos_left)
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{
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despH = paddingOut;
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}
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else if (options.notification.posH == pos_middle)
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{
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despH = ((param.game.width / 2) - (width / 2));
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}
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else
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{
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despH = param.game.width - width - paddingOut;
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}
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// Posición vertical
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int despV = 0;
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if (options.notification.posV == pos_top)
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{
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despV = paddingOut;
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}
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else
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{
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despV = param.game.height - height - paddingOut;
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}
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const int travelDist = height + paddingOut;
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// Offset
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int offset = 0;
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if (options.notification.posV == pos_top)
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{
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offset = (int)notifications.size() > 0 ? notifications.back().y + travelDist : despV;
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}
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else
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{
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offset = (int)notifications.size() > 0 ? notifications.back().y - travelDist : despV;
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}
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// Crea la notificacion
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notification_t n;
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// Inicializa variables
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n.y = offset;
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n.travelDist = travelDist;
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n.counter = 0;
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n.state = ns_rising;
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n.text1 = text1;
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n.text2 = text2;
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n.shape = shape;
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if (options.notification.posV == pos_top)
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{
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n.rect = {despH, offset - travelDist, width, height};
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}
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else
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{
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n.rect = {despH, offset + travelDist, width, height};
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}
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// Crea la textura
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n.texture = new 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, bgColor.r, bgColor.g, bgColor.b, 255);
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SDL_Rect rect;
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if (shape == notification_shape_rounded)
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{
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rect = {4, 0, width - (4 * 2), height};
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SDL_RenderFillRect(renderer, &rect);
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rect = {4 / 2, 1, width - 4, height - 2};
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SDL_RenderFillRect(renderer, &rect);
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rect = {1, 4 / 2, width - 2, height - 4};
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SDL_RenderFillRect(renderer, &rect);
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rect = {0, 4, width, height - (4 * 2)};
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SDL_RenderFillRect(renderer, &rect);
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}
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else if (shape == notification_shape_squared)
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{
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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 (hasIcons && icon >= 0 && numTexts == 2)
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{
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Sprite *sp = new Sprite({0, 0, iconSize, iconSize}, iconTexture);
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sp->setPos({paddingIn, paddingIn, iconSize, iconSize});
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sp->setSpriteClip({iconSize * (icon % 10), iconSize * (icon / 10), iconSize, iconSize});
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sp->render();
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delete sp;
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}
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// Escribe el texto de la notificación
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color_t color = {255, 255, 255};
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if (numTexts == 2)
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{ // Dos lineas de texto
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text->writeColored(paddingIn + iconSpace, paddingIn, text1, color);
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text->writeColored(paddingIn + iconSpace, paddingIn + text->getCharacterSize() + 1, text2, color);
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}
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else
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{ // Una linea de texto
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text->writeColored(paddingIn + iconSpace, paddingIn, text1, color);
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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 = new Sprite(n.rect, n.texture);
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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.push_back(n);
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}
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// Indica si hay notificaciones activas
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bool Notify::active()
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{
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if ((int)notifications.size() > 0)
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{
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return true;
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}
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return false;
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}
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// Finaliza y elimnina todas las notificaciones activas
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void Notify::clearNotifications()
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{
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for (int i = 0; i < (int)notifications.size(); ++i)
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{
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notifications[i].state = ns_finished;
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}
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clearFinishedNotifications();
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} |