Files
jaildoctors_dilemma/source/notifier.cpp

310 lines
8.8 KiB
C++

#include "notifier.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <string> // Para basic_string, string, char_traits
#include "jail_audio.h" // Para JA_DeleteSound, JA_LoadSound, JA_Pla...
#include "sprite.h" // Para Sprite
#include "text.h" // Para Text
#include "texture.h" // Para Texture
#include "screen.h"
#include "options.h"
// [SINGLETON]
Notifier *Notifier::notifier_ = nullptr;
// [SINGLETON] Crearemos el objeto con esta función estática
void Notifier::init(std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile)
{
Notifier::notifier_ = new Notifier(iconFile, bitmapFile, textFile, soundFile);
}
// [SINGLETON] Destruiremos el objeto con esta función estática
void Notifier::destroy()
{
delete Notifier::notifier_;
}
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
Notifier *Notifier::get()
{
return Notifier::notifier_;
}
// Constructor
Notifier::Notifier(std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile)
{
// Inicializa variables
renderer_ = Screen::get()->getRenderer();
bg_color_ = options.notifications.color;
wait_time_ = 300;
// Crea objetos
icon_texture_ = new Texture(renderer_, iconFile);
text_texture_ = new Texture(renderer_, bitmapFile);
text_ = new Text(textFile, text_texture_, renderer_);
sound_ = JA_LoadSound(soundFile.c_str());
}
// Destructor
Notifier::~Notifier()
{
// Libera la memoria de los objetos
delete text_texture_;
delete icon_texture_;
delete text_;
JA_DeleteSound(sound_);
for (auto notification : notifications_)
{
delete notification.sprite;
delete notification.texture;
}
}
// Dibuja las notificaciones por pantalla
void Notifier::render()
{
for (int i = (int)notifications_.size() - 1; i >= 0; --i)
{
notifications_[i].sprite->render();
}
}
// Actualiza el estado de las notificaiones
void Notifier::update()
{
for (int i = 0; i < (int)notifications_.size(); ++i)
{
// Si la notificación anterior está "saliendo", no hagas nada
if (i > 0)
{
if (notifications_[i - 1].state == ns_rising)
{
break;
}
}
notifications_[i].counter++;
// Hace sonar la notificación en el primer frame
if (notifications_[i].counter == 1)
{
if (options.notifications.sound)
{
if (notifications_[i].state == ns_rising)
{ // Reproduce el sonido de la notificación
JA_PlaySound(sound_);
}
}
}
// Comprueba los estados
if (notifications_[i].state == ns_rising)
{
const float step = ((float)notifications_[i].counter / notifications_[i].travelDist);
const int alpha = 255 * step;
if (options.notifications.posV == pos_top)
{
notifications_[i].rect.y++;
}
else
{
notifications_[i].rect.y--;
}
notifications_[i].texture->setAlpha(alpha);
if (notifications_[i].rect.y == notifications_[i].y)
{
notifications_[i].state = ns_stay;
notifications_[i].texture->setAlpha(255);
notifications_[i].counter = 0;
}
}
else if (notifications_[i].state == ns_stay)
{
if (notifications_[i].counter == wait_time_)
{
notifications_[i].state = ns_vanishing;
notifications_[i].counter = 0;
}
}
else if (notifications_[i].state == ns_vanishing)
{
const float step = (notifications_[i].counter / (float)notifications_[i].travelDist);
const int alpha = 255 * (1 - step);
if (options.notifications.posV == pos_top)
{
notifications_[i].rect.y--;
}
else
{
notifications_[i].rect.y++;
}
notifications_[i].texture->setAlpha(alpha);
if (notifications_[i].rect.y == notifications_[i].y - notifications_[i].travelDist)
{
notifications_[i].state = ns_finished;
}
}
notifications_[i].sprite->setRect(notifications_[i].rect);
}
clearFinishedNotifications();
}
// Elimina las notificaciones finalizadas
void Notifier::clearFinishedNotifications()
{
for (int i = (int)notifications_.size() - 1; i >= 0; --i)
{
if (notifications_[i].state == ns_finished)
{
delete notifications_[i].sprite;
delete notifications_[i].texture;
notifications_.erase(notifications_.begin() + i);
}
}
}
// Muestra una notificación de texto por pantalla;
void Notifier::showText(std::string text1, std::string text2, int icon)
{
// Inicializa variables
const int iconSize = 16;
const int padding = text_->getCharacterSize();
const int iconSpace = icon >= 0 ? iconSize + padding : 0;
const std::string txt = text1.length() > text2.length() ? text1 : text2;
const int width = text_->lenght(txt) + (padding * 2) + iconSpace;
const int height = (text_->getCharacterSize() * 2) + (padding * 2);
// Posición horizontal
int despH = 0;
if (options.notifications.posH == pos_left)
{
despH = padding;
}
else if (options.notifications.posH == pos_middle)
{
despH = ((options.screen.windowWidth * options.windowSize) / 2 - (width / 2));
}
else
{
despH = (options.screen.windowWidth * options.windowSize) - width - padding;
}
// Posición vertical
int despV = 0;
if (options.notifications.posV == pos_top)
{
despV = padding;
}
else
{
despV = (options.screen.windowHeight * options.windowSize) - height - padding;
}
const int travelDist = height + padding;
// Offset
int offset = 0;
if (options.notifications.posV == pos_top)
{
offset = (int)notifications_.size() > 0 ? notifications_.back().y + travelDist : despV;
}
else
{
offset = (int)notifications_.size() > 0 ? notifications_.back().y - travelDist : despV;
}
// Crea la notificacion
notification_t n;
// Inicializa variables
n.y = offset;
n.travelDist = travelDist;
n.counter = 0;
n.state = ns_rising;
n.text1 = text1;
n.text2 = text2;
if (options.notifications.posV == pos_top)
{
n.rect = {despH, offset - travelDist, width, height};
}
else
{
n.rect = {despH, offset + travelDist, width, height};
}
// Crea la textura
n.texture = new Texture(renderer_);
n.texture->createBlank(renderer_, width, height, SDL_TEXTUREACCESS_TARGET);
n.texture->setBlendMode(SDL_BLENDMODE_BLEND);
// Prepara para dibujar en la textura
n.texture->setAsRenderTarget(renderer_);
// Dibuja el fondo de la notificación
SDL_SetRenderDrawColor(renderer_, bg_color_.r, bg_color_.g, bg_color_.b, 255);
SDL_Rect rect;
rect = {4, 0, width - (4 * 2), height};
SDL_RenderFillRect(renderer_, &rect);
rect = {4 / 2, 1, width - 4, height - 2};
SDL_RenderFillRect(renderer_, &rect);
rect = {1, 4 / 2, width - 2, height - 4};
SDL_RenderFillRect(renderer_, &rect);
rect = {0, 4, width, height - (4 * 2)};
SDL_RenderFillRect(renderer_, &rect);
// Dibuja el icono de la notificación
if (icon >= 0)
{
Sprite *sp = new Sprite({0, 0, iconSize, iconSize}, icon_texture_, renderer_);
sp->setPos({padding, padding, iconSize, iconSize});
sp->setSpriteClip({iconSize * (icon % 10), iconSize * (icon / 10), iconSize, iconSize});
sp->render();
delete sp;
}
// Escribe el texto de la notificación
color_t color = {255, 255, 255};
if (text2 != "")
{ // Dos lineas de texto
text_->writeColored(padding + iconSpace, padding, text1, color);
text_->writeColored(padding + iconSpace, padding + text_->getCharacterSize() + 1, text2, color);
}
else
{ // Una linea de texto
text_->writeColored(padding + iconSpace, (height / 2) - (text_->getCharacterSize() / 2), text1, color);
}
// Deja de dibujar en la textura
SDL_SetRenderTarget(renderer_, nullptr);
// Crea el sprite de la notificación
n.sprite = new Sprite(n.rect, n.texture, renderer_);
// Deja la notificación invisible
n.texture->setAlpha(0);
// Añade la notificación a la lista
notifications_.push_back(n);
}
// Indica si hay notificaciones activas
bool Notifier::active()
{
if ((int)notifications_.size() > 0)
{
return true;
}
return false;
}