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2 Commits

Author SHA1 Message Date
d3f413ebbb - Comencem a treballar en el gamestate de les sequencies 2023-10-11 20:04:39 +02:00
e00e94ce15 - [NEW] FadeOut() 2023-10-11 20:03:25 +02:00
4 changed files with 125 additions and 0 deletions

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@@ -0,0 +1,87 @@
#include "gamestate_sequence.h"
#include "jgame.h"
#include "jfile.h"
#include "jinput.h"
#include "jdraw.h"
#include <string>
#include <SDL2/SDL.h>
#define DIAPO_ESPERAR 0
#define DIAPO_FADEIN 1
#define DIAPO_SHOW 2
#define DIAPO_PRINT 3
#define DIAPO_MUSICA 4
#define DIAPO_FADEOUT 5
#define DIAPO_FADEMUSIC 6
namespace gamestate
{
namespace sequence
{
int num_diapositives = 0;
const char *sequence_file = nullptr;
uint32_t wait_until = 0;
bool loop()
{
if (wait_until>0 && SDL_GetTicks() < wait_until)
{
if (input::anyKey() || input::mouseBtn(1))
{
wait_until=0;
}
else
{
return true;
}
}
const char tipo_diapositiva = *(sequence_file++);
switch ( tipo_diapositiva )
{
case DIAPO_ESPERAR:
const uint32_t wait_time = (uint16_t)((uint8_t(*(sequence_file++)) << 8) + uint8_t(*(sequence_file++)));
wait_until = SDL_GetTicks() + wait_time;
break;
case DIAPO_FADEIN:
{
uint8_t tamanyCadena = *(sequence_file++);
char *filename = (char *)malloc(tamanyCadena + 1);
for (int i=0; i<tamanyCadena; i++) filename[i] = *(sequence_file++);
filename[tamanyCadena] = '\0';
draw::surface *pic = draw::loadSurface(filename);
draw::setSource(pic);
draw::draw(0, 0, 320, 200, 0, 0);
draw::freeSurface(pic);
free(filename);
draw::fadein();
break;
}
}
}
void init()
{
const int fase = game::getConfig("fase");
std::string filename;
switch (fase)
{
case -1: filename = "seqIN.seq"; break;
case 0: filename = "seq00.seq"; break;
case 5: filename = "seq05.seq"; break;
case 10: filename = "seq10.seq"; break;
case 15: filename = "seq15.seq"; break;
case 20: filename = "seq20.seq"; break;
case 25: filename = "seq25.seq"; break;
case 30: filename = "seq30.seq"; break;
}
int filesize;
sequence_file = file::getFileBuffer(filename, filesize);
num_diapositives = *(sequence_file++);
game::setState(&gamestate::sequence::loop);
}
}
}

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@@ -0,0 +1,9 @@
#pragma once
namespace gamestate
{
namespace sequence
{
void init();
}
}

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@@ -30,6 +30,9 @@ namespace draw
SDL_Rect viewport;
bool fading_out = false;
bool fading_in = false;
// Inicialització de tot el que fa falta per a carregar gràfics i pintar en pantalla
void init(const std::string &titol, const uint16_t width, const uint16_t height, const int zoom)
{
@@ -350,6 +353,26 @@ namespace draw
vline(x+w-1,y,h);
}
void fadein()
{
}
void fadeout()
{
fading_out = false;
for (int i=0; i<256; ++i)
{
// [TODO] ARREGLAR, les entrades en la paleta son uint32_t, hi ha que separar en rgba i decrementar cada canal per separat
if (palette[i] > 16) {
palette[i] = palette[i]-16;
fading_out = true;
} else {
palette[i] = 0;
}
}
}
void print(const char* text, const int x, const int y, const Uint8 color, const Uint8 borde)
{
surface* tmp = source;
@@ -384,6 +407,9 @@ namespace draw
int sdl_pitch; // Ací estarà guardat el pitch de la textura, com es de 32 bits, no m'afecta
const uint32_t size = screen->w * screen->h; // tamany de la superficie
if (fading_in) fadein();
if (fading_out) fadeout();
// Bloquejem la textura SDL i agafem els seus pixels (son enters de 32 bits amb format 0xAARRGGBB)
SDL_LockTexture(sdl_texture, NULL, (void **)&sdl_pixels, &sdl_pitch);

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@@ -93,6 +93,9 @@ namespace draw
void fillrect(const int x, const int y, const int w, const int h);
void rect(const int x, const int y, const int w, const int h);
void fadein();
void fadeout();
void print(const char* text, const int x, const int y, const uint8_t color, const uint8_t borde);
/// @brief Refresca la pantalla