#include "ui/TextScroll.hpp" #include "sdl.hpp" namespace { /// @brief This is the number of ticks needed before the text starts scrolling. constexpr uint64_t TICKS_SCROLL_TRIGGER = 3000; /// @brief This is the number of pixels between the two renderings of the text. constexpr int SIZE_TEXT_GAP = 0; } // namespace ui::TextScroll::TextScroll(std::string_view text, int x, int y, int width, int height, int fontSize, sdl::Color textColor, sdl::Color clearColor, bool center) { TextScroll::initialize(text, x, y, width, height, fontSize, textColor, clearColor, center); } void ui::TextScroll::initialize(std::string_view text, int x, int y, int width, int height, int fontSize, sdl::Color textColor, sdl::Color clearColor, bool center) { static int TARGET_ID{}; m_renderX = x; m_renderY = y; m_fontSize = fontSize; m_textColor = textColor; m_clearColor = clearColor; m_targetWidth = width; m_targetHeight = height; m_textY = (m_targetHeight / 2) - (m_fontSize / 2); m_scrollTimer.start(TICKS_SCROLL_TRIGGER); { const std::string targetName = "textScroll_" + std::to_string(TARGET_ID++); m_renderTarget = sdl::TextureManager::load(targetName, m_targetWidth, m_targetHeight, SDL_TEXTUREACCESS_TARGET); } TextScroll::set_text(text, center); } std::string_view ui::TextScroll::get_text() const noexcept { return m_text; } void ui::TextScroll::set_text(std::string_view text, bool center) { m_text = text; m_textWidth = sdl::text::get_width(m_fontSize, m_text.c_str()); m_textScrollTriggered = false; if (m_textWidth > m_targetWidth - 16) { m_textX = 8; m_textScrolling = true; m_scrollTimer.restart(); } else if (center) { m_textX = (m_targetWidth / 2) - (m_textWidth / 2); m_textScrolling = false; } else { m_textX = 8; m_textScrolling = false; } } void ui::TextScroll::update(bool hasFocus) { // I don't think this needs to care about having focus. const int invertedWidth = -(m_textWidth + SIZE_TEXT_GAP); const bool scrollTriggered = hasFocus && m_textScrolling && m_scrollTimer.is_triggered(); const bool keepScrolling = m_textScrollTriggered && m_textX > invertedWidth; const bool scrollFinished = m_textScrollTriggered && m_textX <= invertedWidth; if (scrollTriggered) { m_textX -= 2; m_textScrollTriggered = true; } else if (keepScrolling) { m_textX -= 2; } else if (scrollFinished) { // This will snap the text back. You can't see it though. m_textX = 8; m_textScrollTriggered = false; m_scrollTimer.restart(); } } void ui::TextScroll::render(sdl::SharedTexture &target, bool hasFocus) { m_renderTarget->clear(m_clearColor); if (!m_textScrolling) { sdl::text::render(m_renderTarget, m_textX, m_textY, m_fontSize, sdl::text::NO_WRAP, m_textColor, m_text); } else { // We're going to render text twice so it looks like it's scrolling and doesn't end. Ever. sdl::text::render(m_renderTarget, m_textX, m_textY, m_fontSize, sdl::text::NO_WRAP, m_textColor, m_text); sdl::text::render(m_renderTarget, m_textX + m_textWidth + 8, m_textY, m_fontSize, sdl::text::NO_WRAP, m_textColor, m_text); } m_renderTarget->render(target, m_renderX, m_renderY); }