321 lines
9.6 KiB
C++
321 lines
9.6 KiB
C++
#include "notifier.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 <string> // Para string
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#include <algorithm>
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#include <vector>
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#include "jail_audio.h" // Para JA_DeleteSound, JA_LoadSound, JA_Pla...
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#include "param.h" // Para Param, param, ParamNotification, Par...
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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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#include "resource.h"
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// [SINGLETON]
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Notifier *Notifier::notifier_ = nullptr;
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// [SINGLETON] Crearemos el objeto con esta función estática
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void Notifier::init(const std::string &icon_file, std::shared_ptr<Text> text)
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{
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Notifier::notifier_ = new Notifier(icon_file, text);
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}
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// [SINGLETON] Destruiremos el objeto con esta función estática
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void Notifier::destroy()
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{
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delete Notifier::notifier_;
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}
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// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
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Notifier *Notifier::get()
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{
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return Notifier::notifier_;
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}
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// Constructor
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Notifier::Notifier(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_(text),
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bg_color_(param.notification.color),
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wait_time_(150),
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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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{
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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 Notifier::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 == NotificationStatus::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 (param.notification.sound)
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{
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if (notifications_[i].state == NotificationStatus::RISING)
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{
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// Reproduce el sonido de la notificación
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JA_PlaySound(Resource::get()->getSound("notify.wav"));
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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 == NotificationStatus::RISING)
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{
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const float step = ((float)notifications_[i].counter / notifications_[i].travel_dist);
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const int alpha = 255 * step;
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if (param.notification.pos_v == NotifyPosition::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 = NotificationStatus::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 == NotificationStatus::STAY)
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{
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if (notifications_[i].counter == wait_time_)
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{
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notifications_[i].state = NotificationStatus::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 == NotificationStatus::VANISHING)
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{
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const float step = (notifications_[i].counter / (float)notifications_[i].travel_dist);
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const int alpha = 255 * (1 - step);
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if (param.notification.pos_v == NotifyPosition::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].travel_dist)
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{
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notifications_[i].state = NotificationStatus::FINISHED;
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}
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}
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notifications_[i].sprite->setPosition(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 Notifier::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 == NotificationStatus::FINISHED)
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{
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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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{
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// Si no hay texto, acaba
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if (texts.empty())
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{
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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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{
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clearAllNotifications();
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}
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// Elimina las cadenas vacías
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texts.erase(std::remove_if(texts.begin(), texts.end(), [](const std::string &s)
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{ return s.empty(); }),
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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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{
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if (text.length() > longest.length())
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longest = text;
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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_->lenght(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 = NotificationShape::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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{
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case NotifyPosition::LEFT:
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desp_h = PADDING_OUT;
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break;
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case NotifyPosition::MIDDLE:
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desp_h = ((param.game.width / 2) - (WIDTH / 2));
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break;
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case NotifyPosition::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 == NotifyPosition::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 == NotifyPosition::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 == NotifyPosition::TOP ? -TRAVEL_DIST : TRAVEL_DIST);
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n.rect = {desp_h, POS_Y, WIDTH, 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 == NotificationShape::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 == NotificationShape::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 (has_icons_ && icon >= 0 && texts.size() >= 2)
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{
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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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{
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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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{
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for (auto ¬ification : notifications_)
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{
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notification.state = NotificationStatus::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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std::vector<std::string> Notifier::getCodes()
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{
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std::vector<std::string> codes;
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for (const auto ¬ification : notifications_)
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{
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codes.emplace_back(notification.code);
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}
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return codes;
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} |