la consola ja no va per velocitat sino per temps

This commit is contained in:
2026-04-12 15:42:13 +02:00
parent 848b658611
commit db3cb06c7a
2 changed files with 46 additions and 24 deletions

View File

@@ -8,6 +8,7 @@
#include <string> // Para string
#include <vector> // Para vector
#include "core/input/key_config.hpp" // Para KeyConfig
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/sprite/sprite.hpp" // Para Sprite
#include "core/rendering/surface.hpp" // Para Surface
@@ -15,6 +16,7 @@
#include "core/resources/resource_cache.hpp" // Para Resource
#include "game/options.hpp" // Para Options
#include "game/ui/notifier.hpp" // Para Notifier
#include "utils/easing_functions.hpp" // Para Easing::cubicInOut
// ── Helpers de texto ──────────────────────────────────────────────────────────
@@ -220,11 +222,17 @@ void Console::update(float delta_time) { // NOLINT(readability-function-cogniti
// Animación de altura (resize cuando msg_lines_ cambia); solo en ACTIVE
if (status_ == Status::ACTIVE && height_ != target_height_) {
if (anim_progress_ == 0.0F) {
// Iniciar animación de resize
anim_start_ = height_;
anim_end_ = target_height_;
}
anim_progress_ = std::min(anim_progress_ + (delta_time / ANIM_DURATION), 1.0F);
const float PREV_HEIGHT = height_;
if (height_ < target_height_) {
height_ = std::min(height_ + (SLIDE_SPEED * delta_time), target_height_);
} else {
height_ = std::max(height_ - (SLIDE_SPEED * delta_time), target_height_);
height_ = anim_start_ + ((anim_end_ - anim_start_) * Easing::cubicInOut(anim_progress_));
if (anim_progress_ >= 1.0F) {
height_ = target_height_;
anim_progress_ = 0.0F;
}
// Actualizar el Notifier incrementalmente con el delta de altura
if (Notifier::get() != nullptr) {
@@ -246,28 +254,22 @@ void Console::update(float delta_time) { // NOLINT(readability-function-cogniti
// Redibujar texto cada frame
redrawText();
switch (status_) {
case Status::RISING: {
y_ += SLIDE_SPEED * delta_time;
if (y_ >= 0.0F) {
y_ = 0.0F;
// Animación de apertura/cierre (basada en tiempo)
if (status_ == Status::RISING || status_ == Status::VANISHING) {
anim_progress_ = std::min(anim_progress_ + (delta_time / ANIM_DURATION), 1.0F);
y_ = anim_start_ + ((anim_end_ - anim_start_) * Easing::cubicInOut(anim_progress_));
if (anim_progress_ >= 1.0F) {
y_ = anim_end_;
anim_progress_ = 0.0F;
if (status_ == Status::RISING) {
status_ = Status::ACTIVE;
}
break;
}
case Status::VANISHING: {
y_ -= SLIDE_SPEED * delta_time;
if (y_ <= -height_) {
y_ = -height_;
} else {
status_ = Status::HIDDEN;
// Resetear el mensaje una vez completamente oculta
msg_lines_ = {std::string(CONSOLE_NAME) + " " + std::string(CONSOLE_VERSION)};
target_height_ = calcTargetHeight(static_cast<int>(msg_lines_.size()));
}
break;
}
default:
break;
}
SDL_FRect rect = {.x = 0, .y = y_, .w = Options::game.width, .h = height_};
@@ -291,6 +293,9 @@ void Console::toggle() {
target_height_ = calcTargetHeight(static_cast<int>(msg_lines_.size()));
height_ = target_height_;
y_ = -height_;
anim_start_ = y_;
anim_end_ = 0.0F;
anim_progress_ = 0.0F;
status_ = Status::RISING;
input_line_.clear();
cursor_timer_ = 0.0F;
@@ -308,8 +313,11 @@ void Console::toggle() {
break;
case Status::ACTIVE:
// Al cerrar: mantener el texto visible hasta que esté completamente oculta
anim_start_ = y_;
anim_end_ = -height_;
anim_progress_ = 0.0F;
status_ = Status::VANISHING;
target_height_ = height_; // No animar durante VANISHING
target_height_ = height_; // No animar altura durante VANISHING
history_index_ = -1;
saved_input_.clear();
SDL_StopTextInput(SDL_GetKeyboardFocus());
@@ -332,6 +340,15 @@ void Console::handleEvent(const SDL_Event& event) { // NOLINT(readability-funct
if (event.type == SDL_EVENT_TEXT_INPUT) {
// Filtrar caracteres de control (tab, newline, etc.)
if (static_cast<unsigned char>(event.text.text[0]) < 32) { return; }
// Ignorar texto si la tecla toggle está pulsada (evita escribir su carácter)
if (KeyConfig::get() != nullptr) {
SDL_Keycode toggle_key = KeyConfig::get()->key("GLOBAL", "console");
SDL_Scancode toggle_sc = SDL_GetScancodeFromKey(toggle_key, nullptr);
if (toggle_sc != SDL_SCANCODE_UNKNOWN) {
const bool* ks = SDL_GetKeyboardState(nullptr);
if (ks[toggle_sc]) { return; }
}
}
if (static_cast<int>(input_line_.size()) < MAX_LINE_CHARS) {
input_line_ += event.text.text;
}