renderd7/source/ToastsV2.cpp

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#include <renderd7/Color.hpp>
#include <renderd7/Draw.hpp>
#include <renderd7/Screen.hpp>
#include <renderd7/ToastsV2.hpp>
#include <algorithm>
#include <memory>
#include <vector>
extern bool rd7_debugging;
std::vector<std::shared_ptr<RenderD7::Message>> msg_lst;
int fade_outs = 200; // Start of fadeout
int idles = 60; // start of Idle
int anim_len = 300; // Full Length of Animation
std::pair<int, int> MakePos(int frame, int entry) {
float fol = anim_len - fade_outs;
if (frame > fade_outs)
return std::make_pair(5, 240 - ((entry + 1) * 55) - 5 +
(float)((frame - fade_outs) / fol) * -20);
if (frame > idles)
return std::make_pair(5, 240 - ((entry + 1) * 55) - 5);
return std::make_pair(-150 + ((float)(frame / (float)idles) * 155),
240 - ((entry + 1) * 55) - 5);
}
namespace RenderD7 {
float GetDeltaTime(); // Extern from renderd7.cpp
void ProcessMessages() {
// Draw in ovl mode
RenderD7::OnScreen(Top);
float fol = anim_len - fade_outs;
std::reverse(msg_lst.begin(), msg_lst.end());
for (size_t i = 0; i < msg_lst.size(); i++) {
std::pair<int, int> pos = MakePos(msg_lst[i]->animationframe, i);
if ((pos.second + 150) < 0) {
// Dont Render Out of Screen
// And as thay aren't relevant anymore
// Thay get deleted!
msg_lst.erase(msg_lst.begin() + i);
} else {
int new_alpha = 200;
if (msg_lst[i]->animationframe > fade_outs) {
new_alpha =
200 - (float(msg_lst[i]->animationframe - fade_outs) / fol) * 200;
}
u32 txtcol = RenderD7::Color::Hex("#ffffff", new_alpha);
RenderD7::Draw::Rect(pos.first, pos.second, 150, 50,
RenderD7::Color::Hex("#333333", new_alpha));
RenderD7::Draw::Text(pos.first + 5, pos.second + 1, 0.4f, txtcol,
msg_lst[i]->title);
RenderD7::Draw::Text(pos.first + 5, pos.second + 17, 0.4f, txtcol,
msg_lst[i]->message);
if (rd7_debugging)
RenderD7::Draw::Text(pos.first + 160, pos.second + 1, 0.5f,
RenderD7::Color::Hex("#000000"),
std::to_string(msg_lst[i]->animationframe));
// Why Frameadd? because Message uses int as frame and
// It seems that lower 0.5 will be rounded to 0
// Why not replace int with float ?
// cause of buggy positions (seen in Flappy Bird 3ds for example)
float frameadd = 60.f * RenderD7::GetDeltaTime();
// 60fps animation * delta to not slowdown
// Oh and fix for Startup lol
// Todo: Only do this on AppStart
if (msg_lst[i]->animationframe == 0) {
msg_lst[i]->animationframe += 1;
} else {
msg_lst[i]->animationframe += (frameadd < 1.f ? 1.f : frameadd);
}
if (msg_lst[i]->animationframe > anim_len) {
msg_lst.erase(msg_lst.begin() + i);
}
}
}
// ReReverse ?? lol
// Cause otherwise the Toasts will swap
std::reverse(msg_lst.begin(), msg_lst.end());
}
void PushMessage(const Message &msg) {
msg_lst.push_back(std::make_shared<RenderD7::Message>(msg));
}
void SetIdleStartFrame(int frame) { idles = frame; }
void SetTotalAnimationFrames(int total_frames) { anim_len = total_frames; }
void SetFadeOutStartFrame(int frame) { fade_outs = frame; }
} // namespace RenderD7