dashboard/src/panel/weather.cpp

138 lines
4.5 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// Tyler Perkins
// 19-9-21
// weather panel
//
#include "weather.hpp"
#include "weather_config.hpp"
using namespace dashboard::panel;
///////////////////////////////////////////////////////////////////////////////
// Constructors ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
weather::weather(){
std::cerr << "WEATHER CONSTRUCTOR\n";
_time_on_screen = WEATHER_DEFAULT_ON_SCREEN_TIME;
_update_interval = std::chrono::milliseconds{WEATHER_UPDATE_INTERVAL};
//let set to default, will make it so it updates the texture ASAP
//_last_update;
_rss = rss_utils::rss(WEATHER_URL_SOURCE);
}
weather::~weather(){
std::cerr << "WEATHER DECONSTRUCTOR\n";
if(_texture != nullptr){
SDL_DestroyTexture(_texture);
}
}
///////////////////////////////////////////////////////////////////////////////
// Draw function //////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
void weather::draw(){
//create the texture if this is the first time running draw
if(_texture == nullptr){
initTexture();
update();
update_texture();
}
//check if its time to update
if((std::chrono::high_resolution_clock::now() - _last_update)
> _update_interval){
update();
update_texture();
}
SDL_RenderCopy(board::getRenderer(), _texture, NULL, NULL);
}
///////////////////////////////////////////////////////////////////////////////
// Helper functions ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////
// 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
_rss.update();
//update internal state
current_desc = _rss.getItem(0).getDescription();
current_desc = current_desc.substr(0,current_desc.find('<'));
std::cerr << "Current Description : (\" " << current_desc << "\")\n";
tommorow_desc = _rss.getItem(1).getDescription();
tommorow_desc = tommorow_desc.substr(0,tommorow_desc.find('<'));
std::cerr << "Tommorow Description : (\" " << tommorow_desc << "\")\n";
}
///////////////////////////////////////
// Update the texture that is being
// displayed, based on data in
// _rss
void weather::update_texture(){
std::cerr << "WEATHER::UPDATE_TEXTURE\n";
SDL_Rect tgt;
SDL_SetRenderTarget(board::getRenderer(), _texture);
SDL_RenderClear(board::getRenderer());
//title
tgt.x = 50;
tgt.y = 50;
TTF_SizeText(board::getFont({ "Roboto_Mono/RobotoMono-Medium.ttf", 50 }),
"Today's Weather",
&tgt.w, &tgt.h);
SDL_RenderCopy(board::getRenderer(),
board::getString("Today's Weather",
{ "Roboto_Mono/RobotoMono-Medium.ttf", 50 }), NULL, &tgt);
//current weather
TTF_SizeText(board::getFont({ "Roboto_Mono/RobotoMono-Medium.ttf", 50 }),
current_desc.c_str(),
&tgt.w, &tgt.h);
tgt.x = SCREEN_WIDTH / 2 - (tgt.w / 2);
tgt.y = SCREEN_HEIGHT / 2 - (tgt.h / 2);
SDL_RenderCopy(board::getRenderer(),
board::getString(current_desc.c_str(),
{ "Roboto_Mono/RobotoMono-Medium.ttf", 50 }), NULL, &tgt);
//tommorow's weather
TTF_SizeText(board::getFont({ "Roboto_Mono/RobotoMono-Medium.ttf", 50 }),
tommorow_desc.c_str(),
&tgt.w, &tgt.h);
tgt.x = SCREEN_WIDTH / 2 - (tgt.w / 2);
tgt.y = SCREEN_HEIGHT / 2 - (tgt.h / 2) + 50;
SDL_RenderCopy(board::getRenderer(),
board::getString(tommorow_desc.c_str(),
{ "Roboto_Mono/RobotoMono-Medium.ttf", 50 }), NULL, &tgt);
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_BLEND);
}
}