Timers. This took a bit to figure out.

Timer code fucking sucks

someone pls improve
This commit is contained in:
/nick haya 2022-02-08 17:08:05 +08:00
parent 2120f83e1c
commit 5015500748
3 changed files with 77 additions and 18 deletions

View file

@ -107,7 +107,6 @@ MainState m2;
class SplashScreen : public State { class SplashScreen : public State {
Object bg; Object bg;
Object black; Object black;
int tick[2];
virtual void Create() { virtual void Create() {
bg.create(0, 0, "data/powered.png"); bg.create(0, 0, "data/powered.png");
AddObject(&bg); AddObject(&bg);
@ -117,26 +116,15 @@ class SplashScreen : public State {
black.alpha = 0; black.alpha = 0;
Timer time;
Timer time2;
time2.start(1.0, [this](int dummy) {black.alpha += 1; return 0;}, true);
time.start(3.0, [](int dummy) {SwitchState(&m2); return 0;});
playSound("data/flixel.ogg"); playSound("data/flixel.ogg");
// basic timer
tick[0] = Sec2Tick(1.0);
tick[1] = Sec2Tick(3.0);
//SDL_SetRenderDrawColor( renderer, 0xFF, 0xFF, 0xFF, 0xFF ); //SDL_SetRenderDrawColor( renderer, 0xFF, 0xFF, 0xFF, 0xFF );
} }
int now[2] = {0, 0};
virtual void Update(float dt) {
for (int i = 0; i < 2; i++) {
now[i]++;
}
if (!(now[0] < tick[0])) {
black.alpha += 1;
}
if (!(now[1] < tick[1])) {
SwitchState(&m2);
}
}
}; };
SplashScreen m; SplashScreen m;

View file

@ -1,4 +1,6 @@
#include <functional>
#include <iostream> #include <iostream>
#include <iterator>
#include <map> #include <map>
#include <stdio.h> #include <stdio.h>
#include <vector> #include <vector>
@ -87,6 +89,9 @@ void Render::Object::Draw(float dt) {
if (alpha > 100) if (alpha > 100)
alpha = 100; alpha = 100;
if (alpha < 0)
alpha = 0;
SDL_SetTextureAlphaMod(this->_tex, (this->alpha/100)*255); SDL_SetTextureAlphaMod(this->_tex, (this->alpha/100)*255);
} }
@ -152,6 +157,7 @@ void Render::TextObject::Draw(float dt) {
eff.color = color; eff.color = color;
eff.scale.x = scale.x; eff.scale.x = scale.x;
eff.scale.y = scale.y; eff.scale.y = scale.y;
FC_SetFilterMode(font, (antialiasing ? FC_FILTER_LINEAR : FC_FILTER_NEAREST));
FC_DrawEffect(font, renderer, x-offset.x, y-offset.y, eff, text.c_str()); FC_DrawEffect(font, renderer, x-offset.x, y-offset.y, eff, text.c_str());
SDL_Rect rec = FC_GetBounds(font, x-offset.x, y-offset.y, alignment, eff.scale, text.c_str()); SDL_Rect rec = FC_GetBounds(font, x-offset.x, y-offset.y, alignment, eff.scale, text.c_str());
@ -221,6 +227,19 @@ bool Render::Init(string window_name) {
return true; return true;
} }
vector<float> Render::_sec;
vector<Func<int>> Render::_call;
vector<bool> Render::_repeats;
vector<int> Render::_ticks;
template <typename T>
void remove_a(std::vector<T>& vec, size_t pos)
{
typename std::vector<T>::iterator it = vec.begin();
std::advance(it, pos);
vec.erase(it);
}
bool Render::Update() { bool Render::Update() {
int lastUpdate = SDL_GetTicks(); int lastUpdate = SDL_GetTicks();
bool run = true; bool run = true;
@ -241,6 +260,32 @@ bool Render::Update() {
current_state->Update(dT); current_state->Update(dT);
// I know this is a shitty way to do this
// but bear with me
// it was hard to work with lambdas properly man
// let me have this just one please :)
if (_sec.size() > 0) {
for (int i = 0; i < _sec.size(); i++) {
if (_ticks[i] != -1)
_ticks[i]++;
if (_sec[i] != -1) {
if (!(_ticks[i] < Sec2Tick(_sec[i]))) {
if (_call[i] != NULL)
_call[i](NULL);
if (!_repeats[i] && _repeats[i] != NULL)
{
_ticks[i] = -1;
_sec[i] = -1;
_call[i] = NULL;
_repeats[i] = NULL;
}
}
}
// cout << i << endl;
}
}
lastUpdate = current; lastUpdate = current;
current_state->Draw(dT); current_state->Draw(dT);
@ -266,6 +311,10 @@ bool Render::Update() {
void Render::SwitchState(State* state) { void Render::SwitchState(State* state) {
if (current_state != nullptr) { if (current_state != nullptr) {
_ticks = {};
_call = {};
_repeats = {};
_sec = {};
for (int i = 0; i < current_state->get_obj().size(); i++) { for (int i = 0; i < current_state->get_obj().size(); i++) {
SDL_DestroyTexture(current_state->get_obj()[i]->_tex); SDL_DestroyTexture(current_state->get_obj()[i]->_tex);
} }

View file

@ -1,8 +1,10 @@
#ifndef _RENDER_H #ifndef _RENDER_H
#define _RENDER_H #define _RENDER_H
#include <array> #include <array>
#include <functional>
#include <iostream> #include <iostream>
#include <map> #include <map>
#include <stdint.h>
#include <vector> #include <vector>
#include <string> #include <string>
#include <windows.h> #include <windows.h>
@ -132,10 +134,29 @@ namespace Render {
FC_AlignEnum alignment = FC_ALIGN_LEFT; FC_AlignEnum alignment = FC_ALIGN_LEFT;
SDL_Color color; SDL_Color color;
string text = ""; string text = "";
bool antialiasing = false;
private: private:
int font_size = 20; int font_size = 20;
}; };
template <typename T>
using Func = std::function<T(T)>;
extern vector<float> _sec;
extern vector<Func<int>> _call;
extern vector<bool> _repeats;
extern vector<int> _ticks;
class Timer {
public:
void start(float seconds, Func<int> callback, bool repeat = false) {
_sec.push_back(seconds);
_call.push_back(callback);
_repeats.push_back(repeat);
_ticks.push_back(0);
}
};
/* /*
* A state is where you would contain said objects. * A state is where you would contain said objects.
*/ */
@ -195,11 +216,12 @@ namespace Render {
void SwitchState(State* state); void SwitchState(State* state);
extern SDL_Event event; extern SDL_Event event;
extern State* current_state;
extern HWND hwnd; extern HWND hwnd;
extern HWND consoleD; extern HWND consoleD;
extern State* current_state;
extern array<anshub::AudioOut, MAX_SE> audioArray; extern array<anshub::AudioOut, MAX_SE> audioArray;
extern anshub::AudioOut music; extern anshub::AudioOut music;
extern string currentMusic; extern string currentMusic;