console: update() en 4 sub-passos (cursor, typewriter, resize, open/close)
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+63
-56
@@ -167,72 +167,79 @@ void Console::redrawText() {
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}
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// Actualiza la animación de la consola
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void Console::update(float delta_time) { // NOLINT(readability-function-cognitive-complexity)
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if (status_ == Status::HIDDEN) {
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// Parpadeig del cursor (només quan ACTIVE)
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void Console::updateCursorBlink(float delta_time) {
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cursor_timer_ += delta_time;
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const float THRESHOLD = cursor_visible_ ? CURSOR_ON_TIME : CURSOR_OFF_TIME;
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if (cursor_timer_ >= THRESHOLD) {
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cursor_timer_ = 0.0F;
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cursor_visible_ = !cursor_visible_;
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}
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}
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// Revelat lletra a lletra de msg_lines_ (només quan ACTIVE)
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void Console::updateTypewriter(float delta_time) {
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const int TOTAL_CHARS = std::accumulate(msg_lines_.begin(), msg_lines_.end(), 0, [](int acc, const auto& line) { return acc + static_cast<int>(line.size()); });
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if (typewriter_chars_ >= TOTAL_CHARS) { return; }
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typewriter_timer_ += delta_time;
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while (typewriter_timer_ >= TYPEWRITER_CHAR_DELAY && typewriter_chars_ < TOTAL_CHARS) {
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typewriter_timer_ -= TYPEWRITER_CHAR_DELAY;
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++typewriter_chars_;
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}
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}
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// Animació d'altura quan msg_lines_ canvia (només quan ACTIVE i height_ != target_height_)
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void Console::updateResizeAnimation(float delta_time) {
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if (anim_progress_ == 0.0F) {
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// Iniciar animació de resize
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anim_start_ = height_;
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anim_end_ = target_height_;
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}
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anim_progress_ = std::min(anim_progress_ + (delta_time / ANIM_DURATION), 1.0F);
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height_ = anim_start_ + ((anim_end_ - anim_start_) * Easing::cubicInOut(anim_progress_));
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if (anim_progress_ >= 1.0F) {
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height_ = target_height_;
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anim_progress_ = 0.0F;
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}
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// Reconstruir la Surface al nou tamany (xicoteta: 256×~18-72px)
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const float WIDTH = Options::game.width;
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surface_ = std::make_shared<Surface>(WIDTH, height_);
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sprite_->setSurface(surface_);
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}
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// Animació RISING/VANISHING (basada en temps amb easing)
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void Console::updateOpenCloseAnimation(float delta_time) {
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anim_progress_ = std::min(anim_progress_ + (delta_time / ANIM_DURATION), 1.0F);
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y_ = anim_start_ + ((anim_end_ - anim_start_) * Easing::cubicInOut(anim_progress_));
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if (anim_progress_ < 1.0F) { return; }
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y_ = anim_end_;
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anim_progress_ = 0.0F;
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if (status_ == Status::RISING) {
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status_ = Status::ACTIVE;
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return;
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}
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status_ = Status::HIDDEN;
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// Resetear el missatge una vegada completament oculta
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msg_lines_ = {std::string(CONSOLE_NAME) + " " + std::string(CONSOLE_VERSION)};
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target_height_ = calcTargetHeight(static_cast<int>(msg_lines_.size()));
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}
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void Console::update(float delta_time) {
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if (status_ == Status::HIDDEN) { return; }
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// Parpadeo del cursor (solo cuando activa)
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if (status_ == Status::ACTIVE) {
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cursor_timer_ += delta_time;
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const float THRESHOLD = cursor_visible_ ? CURSOR_ON_TIME : CURSOR_OFF_TIME;
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if (cursor_timer_ >= THRESHOLD) {
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cursor_timer_ = 0.0F;
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cursor_visible_ = !cursor_visible_;
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updateCursorBlink(delta_time);
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updateTypewriter(delta_time);
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if (height_ != target_height_) {
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updateResizeAnimation(delta_time);
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}
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}
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// Efecto typewriter: revelar letras una a una (solo cuando ACTIVE)
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if (status_ == Status::ACTIVE) {
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const int TOTAL_CHARS = std::accumulate(msg_lines_.begin(), msg_lines_.end(), 0, [](int acc, const auto& line) { return acc + static_cast<int>(line.size()); });
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if (typewriter_chars_ < TOTAL_CHARS) {
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typewriter_timer_ += delta_time;
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while (typewriter_timer_ >= TYPEWRITER_CHAR_DELAY && typewriter_chars_ < TOTAL_CHARS) {
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typewriter_timer_ -= TYPEWRITER_CHAR_DELAY;
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++typewriter_chars_;
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}
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}
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}
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// Animación de altura (resize cuando msg_lines_ cambia); solo en ACTIVE
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if (status_ == Status::ACTIVE && height_ != target_height_) {
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if (anim_progress_ == 0.0F) {
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// Iniciar animación de resize
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anim_start_ = height_;
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anim_end_ = target_height_;
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}
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anim_progress_ = std::min(anim_progress_ + (delta_time / ANIM_DURATION), 1.0F);
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height_ = anim_start_ + ((anim_end_ - anim_start_) * Easing::cubicInOut(anim_progress_));
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if (anim_progress_ >= 1.0F) {
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height_ = target_height_;
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anim_progress_ = 0.0F;
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}
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// Reconstruir la Surface al nuevo tamaño (pequeña: 256×~18-72px)
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const float WIDTH = Options::game.width;
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surface_ = std::make_shared<Surface>(WIDTH, height_);
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sprite_->setSurface(surface_);
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}
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// Redibujar texto cada frame
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redrawText();
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// Animación de apertura/cierre (basada en tiempo con easing)
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if (status_ == Status::RISING || status_ == Status::VANISHING) {
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anim_progress_ = std::min(anim_progress_ + (delta_time / ANIM_DURATION), 1.0F);
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y_ = anim_start_ + ((anim_end_ - anim_start_) * Easing::cubicInOut(anim_progress_));
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if (anim_progress_ >= 1.0F) {
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y_ = anim_end_;
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anim_progress_ = 0.0F;
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if (status_ == Status::RISING) {
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status_ = Status::ACTIVE;
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} else {
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status_ = Status::HIDDEN;
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// Resetear el mensaje una vez completamente oculta
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msg_lines_ = {std::string(CONSOLE_NAME) + " " + std::string(CONSOLE_VERSION)};
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target_height_ = calcTargetHeight(static_cast<int>(msg_lines_.size()));
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}
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}
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updateOpenCloseAnimation(delta_time);
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}
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SDL_FRect rect = {.x = 0, .y = y_, .w = Options::game.width, .h = height_};
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@@ -79,6 +79,12 @@ class Console {
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void processCommand(); // Procesa el comando introducido por el usuario
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[[nodiscard]] auto wrapText(const std::string& text) const -> std::vector<std::string>; // Word-wrap por ancho en píxeles
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// Sub-pasos de update() (extrets per reduir complexitat cognitiva)
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void updateCursorBlink(float delta_time); // Parpadeig del cursor
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void updateTypewriter(float delta_time); // Revelat lletra a lletra de msg_lines_
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void updateResizeAnimation(float delta_time); // Animació d'altura quan msg_lines_ canvia
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void updateOpenCloseAnimation(float delta_time); // Animació RISING/VANISHING
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// Objetos de renderizado
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std::shared_ptr<Text> text_;
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std::shared_ptr<Surface> surface_;
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