#include namespace PD { MessageMgr::Container::Container(const std::string& title, const std::string& msg) { this->title = title; this->msg = msg; size = vec2(150, 50); // Precalculate colors col_bg = PD::Color("#111111aa"); col_text = PD::Color("#ffffff"); // Setup Flyin Animation FlyIn(); } void MessageMgr::Container::Render(PD::LI::Renderer::Ref ren) { // Create a Temp var to not recalculate // the position everytime we use it // even if the calculation would always // result in the same we would waste a lot // of cpu performance which is a big issue // espeacilly on the Old3ds... vec2 tpos = pos; // Check if it goes out of screen // Instant kills cause it will never be on // Screen agains if (tpos[1] + size[1] < 0) { kill = true; } // If should be removed modify the color by fade // Use a temp var as well to not call it twice if (tbr) { float f = 1.f - pos.Progress(); col_bg.a(col_bg.a() * f); col_text.a(col_text.a() * f); } // Create a backup Layer to Render // Text onto the next layer int l = ren->Layer(); ren->DrawRectSolid(tpos, size, col_bg); ren->Layer(l + 1); ren->DrawText(tpos + vec2(4, 2), col_text, title); ren->DrawText(tpos + vec2(4, 16), col_text, msg); ren->Layer(l); } void MessageMgr::Container::Update(int slot, float delta) { // Increase lifetime lifetime += delta / 1000.f; // Trigger move up Animation if // the slot got changed if (s != slot) { ToBeMoved(slot); s = slot; } // Update the animations pos.Update(delta); // Trigger the remove Event if lifetime // goes beyond 4 secods if (lifetime > 4 && !tbr) { ToBeRemoved(); } } void MessageMgr::Container::FlyIn() { // Come from out of the screen to 5, 185 into // The screen as EaseInSine in 0.5 seconds pos.From(vec2(-size[0], 240 - size[1] - 5)) .To(vec2(5, 240 - size[1] - 5)) .In(0.5) .As(pos.EaseInSine); } void MessageMgr::Container::ToBeMoved(int slot) { // Bit more special // Get the current pos as temp one vec2 tpos = pos; // Calculate a temp Startpos which // is the endpos of Flyin if // it is fully playd (see next comment) float spos = 240 - size[1] - 5; // Now from the Current Position Move up by // The Number of slot * the size.y + 5 // and make sure it flys diagonal if the // Flyin hasn't ended yet. This animation uses EaseInSine // And does it's move in 0.4 seconds to not have // The new one and this one in collision for to much time pos.From(tpos) .To(vec2(5, spos - slot * (size[1] + 5))) .As(pos.EaseInSine) .In(0.4); } void MessageMgr::Container::ToBeRemoved() { // This effect uses EaseOutSine and as well uses the fade anim tbr = true; // We Force set the Position to Finished to avoid collision // to the ToBeMoved Animation And then set an EaseOutSine in 0.5 // seconds to move the Message 30 pixels up while fading out pos.Finish(); vec2 tpos = pos; pos.From(tpos).To(tpos - vec2(0, 30)).As(pos.EaseOutSine).In(0.5); } void MessageMgr::Push(const std::string& title, const std::string& text) { // Simply Add a New Message Container msgs.push_back(Container::New(title, text)); } void MessageMgr::Update(float delta) { ren->OnScreen(ren->GetScreen(false)); for (size_t i = 0; i < msgs.size(); i++) { // Update the Animation Handlers and Move older // Messages up if a new one got pushed msgs[i]->Update(msgs.size() - i - 1, delta); msgs[i]->Render(ren); } /// OMG HE LOOPS TWICE OVER THE OBJECTS TO /// CHECK IF THEY CAN BE REMOVED WOW....... /// Just my Stupid fix for the flickering /// Of the other messages if one get's removed for (size_t i = 0; i < msgs.size(); i++) { if (msgs[i]->ShouldBeRemoved()) { msgs.erase(msgs.begin() + i); } } } } // namespace PD