dashboard/src/panel/sample_panel.def.cpp

149 lines
5.0 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// Tyler Perkins
// 22-12-21
// Sample panel cpp
//
#include "sample_panel.hpp"
#include "sample_panel_config.hpp"
using namespace dashboard::panel;
///////////////////////////////////////////////////////////////////////////////
// Constructors ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
sample_panel::sample_panel(){
std::cerr << "SAMPLE_PANEL CONSTRUCTOR\n";
_texture = nullptr;
_time_on_screen = SAMPLE_PANEL_TIME_ON_SCREEN;
_update_interval = std::chrono::milliseconds{SAMPLE_PANEL_UPDATE_INTERVAL};
_title = SAMPLE_PANEL_TITLE;
}
sample_panel::~sample_panel(){
std::cerr << "SAMPLE_PANEL DECONSTRUCTOR\n";
if(_texture != nullptr)
SDL_DestroyTexture(_texture);
}
///////////////////////////////////////////////////////////////////////////////
// Draw function //////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
void sample_panel::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();
}
//copy the local _texture to the rendering canvas
SDL_RenderCopy(board::getRenderer(), _texture, NULL, NULL);
}
///////////////////////////////////////////////////////////////////////////////
// Helper functions ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////
// Update the information of the obj
// This DOES NOT update the display
void sample_panel::update(){
std::cerr << "SAMPLE_PANEL::UPDATE\n";
_last_update = std::chrono::high_resolution_clock::now();
//TODO Add your code to update the state of this panel here
//Sample code
i++;
if(SAMPLE_PANEL_DOUBLE_VAL)
i = i * 2;
}
///////////////////////////////////////
// Update the texture that is being
// displayed, based on data that was
// grabed by update()
void sample_panel::update_texture(){
std::cerr << "SAMPLE_PANEL::UPDATE_TEXTURE\n";
//set the render target to our local _texture
SDL_SetRenderTarget(board::getRenderer(), _texture);
SDL_RenderClear(board::getRenderer());
//TODO Add your code to update the texture here
// Begin Sample code //////////////
SDL_Rect tgt;
std::string i_str = std::to_string(i);
//Get the size of the string to be shown, and store it in tgt
TTF_SizeText(board::getFont({ "Roboto_Mono/RobotoMono-Medium.ttf", 50 }),
i_str.c_str(),
&tgt.w, &tgt.h);
//Set the position of the text by changing tgt.x and tgt.y
//NOTE 0,0 is the top left corner of both textures and the screen
tgt.x = (SCREEN_WIDTH / 2) - (tgt.w / 2); //center the text on the x axis
tgt.y = (SCREEN_HEIGHT / 2) - (tgt.h / 2);
//Get a texture of the string and place it on the screen
SDL_RenderCopy(board::getRenderer(),
board::getString(i_str.c_str(),
{ "Roboto_Mono/RobotoMono-Medium.ttf", 50 }),
NULL, &tgt);
//NOTE board::getString will generate a texture of that string and place it
//in a cache. After so many textures have been generated, the texture will
//be deleted (LRU cache). If you have a static string that you wish to add,
//be sure to add it to config.cpp as a static string and it will be generated
//and cached for the lifetime of the program
//copy a texture at the right hand size of the screen
tgt.x = (3*SCREEN_WIDTH / 4);
tgt.x = (SCREEN_HEIGHT / 2) - 100;
tgt.h = 100;
tgt.w = 100;
SDL_RenderCopy(board::getRenderer(),
board::getImage("bmp_24.png"),
NULL, &tgt);
//NOTE board::getImage can only get images that were declared at runtime as
//of this writing. To add these images place them in the img folder and add
//the name to config.cpp
// End Sample Code ////////////////
//reset the render texture
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
// Most of this is fine as defaults and you probably dont want to change any of
// this
void sample_panel::initTexture(){
std::cerr << "SAMPLE PANEL INIT TEXTURE\n";
if(_texture == nullptr){
_texture = SDL_CreateTexture(board::getRenderer(),
SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET,
SCREEN_WIDTH, SCREEN_HEIGHT);
SDL_SetTextureBlendMode(_texture, SDL_BLENDMODE_BLEND);
}
}