dashboard/src/panel/weather.cpp

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///////////////////////////////////////////////////////////////////////////////
// Tyler Perkins
// 19-9-21
// weather panel
//
#include "weather.hpp"
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#include "weather_config.hpp"
using namespace dashboard::panel;
///////////////////////////////////////////////////////////////////////////////
// Constructors ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
weather::weather(){
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std::cerr << "WEATHER CONSTRUCTOR\n";
//std::cerr << "Current Renderer : " << board::getRenderer() << "\n";
_time_on_screen = WEATHER_DEFAULT_ON_SCREEN_TIME;
_update_interval = std::chrono::milliseconds{UPDATE_INTERVAL};
//let set to default, will make it so it updates the texture ASAP
//_last_update;
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_rss = rss_utils::rss(WEATHER_URL_SOURCE);
}
weather::~weather(){
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std::cerr << "WEATHER DECONSTRUCTOR\n";
if(_texture != nullptr){
SDL_DestroyTexture(_texture);
}
}
///////////////////////////////////////////////////////////////////////////////
// Draw function //////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
void weather::draw(){
std::cerr << "WEATHER::DRAW\n";
//create the texture if this is the first time running draw
if(_texture == nullptr)
initTexture();
//check if its time to update
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if((std::chrono::high_resolution_clock::now() - _last_update)
> _update_interval){
std::cerr << "UPDATING WEATHER IF STATEMENT\n";
//TODO multithread this
update();
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update_texture();
}
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SDL_RenderCopy(board::getRenderer(), _texture, NULL, NULL);
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//TODO add this all to one texture
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}
///////////////////////////////////////////////////////////////////////////////
// Helper functions ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////
// Update the information of the obj
// This DOES NOT update the display
void weather::update() {
std::cerr << "WEATHER::UPDATE\n";
_last_update = std::chrono::high_resolution_clock::now();
//fetch updates
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_rss.update();
}
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///////////////////////////////////////
// Update the texture that is being
// displayed, based on data in
// _rss
void weather::update_texture(){
std::cerr << "WEATHER::UPDATE_TEXTURE\n";
int ret = SDL_SetRenderTarget(board::getRenderer(), _texture);
std::cerr << "ret : " << ret << "\n";
std::cerr << "Renderer : " << board::getRenderer() << "\n";
if(ret != 0)
SDL_Log("ERROR : %s\n", SDL_GetError());
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SDL_Rect tgt;
//title
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tgt.x = 50;
tgt.y = 50;
TTF_SizeText(board::getFont({ "Roboto_Mono/RobotoMono-Medium.ttf", 24 }),
_rss.getTitle().c_str(),
&tgt.w, &tgt.h);
std::cerr << "tgt.w : " << tgt.w << "\n";
std::cerr << "tgt.h : " << tgt.h << "\n";
std::cerr << "board::getString : " << board::getString(_rss.getTitle(),{ "Roboto_Mono/RobotoMono-Medium.ttf", 24 }) << "\n";
ret = SDL_RenderCopy(board::getRenderer(),
//board::getString(_rss.getTitle(),
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board::getString(_rss.getTitle(),
{ "Roboto_Mono/RobotoMono-Medium.ttf", 24 }), NULL, &tgt);
std::cerr << "ret : " << ret << "\n";
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SDL_SetRenderTarget(board::getRenderer(), NULL);
}
///////////////////////////////////////
// Lazy load the texture object
// This is to make sure that all of SDL
// is init before we attempt to draw anything
void weather::initTexture(){
if(_texture == nullptr){
_texture = SDL_CreateTexture(board::getRenderer(),
SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET,
SCREEN_WIDTH, SCREEN_HEIGHT);
SDL_SetTextureBlendMode(_texture, SDL_BLENDMODE_NONE);
}
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}