forked from jaildesigner-jailgames/jaildoctors_dilemma
310 lines
8.8 KiB
C++
310 lines
8.8 KiB
C++
#include "notifier.h"
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#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <string> // Para basic_string, string, char_traits
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#include "jail_audio.h" // Para JA_DeleteSound, JA_LoadSound, JA_Pla...
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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 "screen.h"
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#include "options.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(std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile)
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{
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Notifier::notifier_ = new Notifier(iconFile, bitmapFile, textFile, soundFile);
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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 iconFile, std::string bitmapFile, std::string textFile, std::string soundFile)
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{
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// Inicializa variables
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renderer_ = Screen::get()->getRenderer();
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bg_color_ = options.notifications.color;
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wait_time_ = 300;
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// Crea objetos
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icon_texture_ = new Texture(renderer_, iconFile);
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text_texture_ = new Texture(renderer_, bitmapFile);
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text_ = new Text(textFile, text_texture_, renderer_);
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sound_ = JA_LoadSound(soundFile.c_str());
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}
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// Destructor
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Notifier::~Notifier()
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{
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// Libera la memoria de los objetos
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delete text_texture_;
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delete icon_texture_;
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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 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 == 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.notifications.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.notifications.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 == wait_time_)
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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.notifications.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 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 == 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 Notifier::showText(std::string text1, std::string text2, int icon)
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{
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// Inicializa variables
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const int iconSize = 16;
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const int padding = text_->getCharacterSize();
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const int iconSpace = icon >= 0 ? iconSize + padding : 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) + (padding * 2) + iconSpace;
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const int height = (text_->getCharacterSize() * 2) + (padding * 2);
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// Posición horizontal
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int despH = 0;
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if (options.notifications.posH == pos_left)
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{
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despH = padding;
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}
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else if (options.notifications.posH == pos_middle)
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{
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despH = ((options.screen.windowWidth * options.windowSize) / 2 - (width / 2));
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}
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else
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{
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despH = (options.screen.windowWidth * options.windowSize) - width - padding;
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}
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// Posición vertical
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int despV = 0;
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if (options.notifications.posV == pos_top)
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{
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despV = padding;
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}
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else
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{
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despV = (options.screen.windowHeight * options.windowSize) - height - padding;
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}
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const int travelDist = height + padding;
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// Offset
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int offset = 0;
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if (options.notifications.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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if (options.notifications.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(renderer_, width, height, 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_Rect rect;
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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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// Dibuja el icono de la notificación
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if (icon >= 0)
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{
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Sprite *sp = new Sprite({0, 0, iconSize, iconSize}, icon_texture_, renderer_);
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sp->setPos({padding, padding, 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 (text2 != "")
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{ // Dos lineas de texto
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text_->writeColored(padding + iconSpace, padding, text1, color);
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text_->writeColored(padding + iconSpace, padding + 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(padding + iconSpace, (height / 2) - (text_->getCharacterSize() / 2), 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, renderer_);
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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 Notifier::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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} |