feat: Sistema dual de logos con animaciones independientes + ajuste de tamaño/posición

Implementación de sistema de 2 logos superpuestos con animaciones completamente independientes:

**Nuevas características:**
- Dos logos superpuestos (logo1.png + logo2.png) con animaciones independientes
- 4 tipos de animación: ZOOM_ONLY, ELASTIC_STICK, ROTATE_SPIRAL, BOUNCE_SQUASH
- Aleatorización independiente para entrada y salida de cada logo
- 256 combinaciones posibles (4×4 entrada × 4×4 salida)

**Ajuste de tamaño y posición:**
- Nueva constante APPLOGO_HEIGHT_PERCENT (40%) - altura del logo respecto a pantalla
- Nueva constante APPLOGO_PADDING_PERCENT (10%) - padding desde esquina inferior-derecha
- Logo anclado a esquina en lugar de centrado en cuadrante
- Valores fácilmente ajustables mediante constantes en defines.h

**Cambios técnicos:**
- Variables duplicadas para logo1 y logo2 (scale, squash, stretch, rotation)
- Variables compartidas para sincronización (state, timer, alpha)
- renderWithGeometry() acepta parámetro logo_index (1 o 2)
- Logo1 renderizado primero (fondo), Logo2 encima (overlay)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-10-18 10:01:32 +02:00
parent 8d608357b4
commit c91cb1ca56
5 changed files with 454 additions and 152 deletions

View File

@@ -11,44 +11,65 @@ bool AppLogo::initialize(SDL_Renderer* renderer, int screen_width, int screen_he
screen_width_ = screen_width;
screen_height_ = screen_height;
// Cargar textura del logo desde data/logo/logo.png
std::string resources_dir = getResourcesDirectory();
std::string logo_path = resources_dir + "/data/logo/logo.png";
logo_texture_ = std::make_shared<Texture>(renderer, logo_path);
if (logo_texture_->getWidth() == 0 || logo_texture_->getHeight() == 0) {
// Error al cargar textura
// ========================================================================
// Cargar LOGO1 desde data/logo/logo.png
// ========================================================================
std::string logo1_path = resources_dir + "/data/logo/logo.png";
logo1_texture_ = std::make_shared<Texture>(renderer, logo1_path);
if (logo1_texture_->getWidth() == 0 || logo1_texture_->getHeight() == 0) {
// Error al cargar textura logo1
return false;
}
// Configurar filtrado LINEAR para suavizado (mejor para logos escalados)
logo_texture_->setScaleMode(SDL_SCALEMODE_LINEAR);
// Configurar filtrado LINEAR para suavizado
logo1_texture_->setScaleMode(SDL_SCALEMODE_LINEAR);
// Crear sprite con la textura
logo_sprite_ = std::make_unique<Sprite>(logo_texture_);
logo1_sprite_ = std::make_unique<Sprite>(logo1_texture_);
// IMPORTANTE: Configurar el clip para que use toda la textura
float logo_width = static_cast<float>(logo_texture_->getWidth());
float logo_height = static_cast<float>(logo_texture_->getHeight());
logo_sprite_->setClip({0.0f, 0.0f, logo_width, logo_height});
// Configurar el clip para que use toda la textura
float logo1_width = static_cast<float>(logo1_texture_->getWidth());
float logo1_height = static_cast<float>(logo1_texture_->getHeight());
logo1_sprite_->setClip({0.0f, 0.0f, logo1_width, logo1_height});
// Calcular factor de escala para que el logo ocupe 1/4 de la pantalla (un cuadrante)
// El logo debe caber en width/2 x height/2
float quadrant_width = screen_width_ / 2.0f;
float quadrant_height = screen_height_ / 2.0f;
// ========================================================================
// Cargar LOGO2 desde data/logo/logo2.png
// ========================================================================
std::string logo2_path = resources_dir + "/data/logo/logo2.png";
logo2_texture_ = std::make_shared<Texture>(renderer, logo2_path);
if (logo2_texture_->getWidth() == 0 || logo2_texture_->getHeight() == 0) {
// Error al cargar textura logo2
return false;
}
float scale_x = quadrant_width / logo_width;
float scale_y = quadrant_height / logo_height;
float scale = (scale_x < scale_y) ? scale_x : scale_y;
// Configurar filtrado LINEAR para suavizado
logo2_texture_->setScaleMode(SDL_SCALEMODE_LINEAR);
// Calcular tamaño base (guardarlo para animaciones de zoom)
base_width_ = logo_width * scale;
base_height_ = logo_height * scale;
// Crear sprite con la textura
logo2_sprite_ = std::make_unique<Sprite>(logo2_texture_);
// Aplicar escala inicial
logo_sprite_->setSize(base_width_, base_height_);
// Configurar el clip para que use toda la textura
float logo2_width = static_cast<float>(logo2_texture_->getWidth());
float logo2_height = static_cast<float>(logo2_texture_->getHeight());
logo2_sprite_->setClip({0.0f, 0.0f, logo2_width, logo2_height});
// Posicionar logo en el centro del cuadrante inferior derecho
// ========================================================================
// Calcular tamaño base (asumimos mismo tamaño para ambos logos)
// El logo debe tener una altura de APPLOGO_HEIGHT_PERCENT (40%) de la pantalla
// ========================================================================
float target_height = screen_height_ * APPLOGO_HEIGHT_PERCENT;
float scale = target_height / logo1_height;
base_width_ = logo1_width * scale;
base_height_ = target_height; // = logo1_height * scale
// Aplicar escala inicial a ambos sprites
logo1_sprite_->setSize(base_width_, base_height_);
logo2_sprite_->setSize(base_width_, base_height_);
// Posicionar ambos logos en el centro del cuadrante inferior derecho (superpuestos)
updateLogoPosition();
return true;
@@ -73,11 +94,14 @@ void AppLogo::update(float delta_time, AppMode current_mode) {
state_ = AppLogoState::FADE_IN;
timer_ = 0.0f;
current_alpha_ = 0;
// Elegir animaciones de entrada aleatorias (independientes para cada logo)
logo1_entry_animation_ = getRandomAnimation();
logo2_entry_animation_ = getRandomAnimation();
}
break;
case AppLogoState::FADE_IN:
// Fade in: alpha de 0 a 255, scale de 120% a 100%
// Fade in: alpha de 0 a 255, animaciones independientes para logo1 y logo2
{
float fade_progress = timer_ / APPLOGO_FADE_DURATION;
if (fade_progress >= 1.0f) {
@@ -85,36 +109,105 @@ void AppLogo::update(float delta_time, AppMode current_mode) {
state_ = AppLogoState::VISIBLE;
timer_ = 0.0f;
current_alpha_ = 255;
current_scale_ = 1.0f;
squash_y_ = 1.0f;
stretch_x_ = 1.0f;
rotation_ = 0.0f;
// Resetear variables de ambos logos
logo1_scale_ = 1.0f;
logo1_squash_y_ = 1.0f;
logo1_stretch_x_ = 1.0f;
logo1_rotation_ = 0.0f;
logo2_scale_ = 1.0f;
logo2_squash_y_ = 1.0f;
logo2_stretch_x_ = 1.0f;
logo2_rotation_ = 0.0f;
} else {
// Interpolar alpha linealmente (0 → 255)
// Interpolar alpha linealmente (0 → 255) - compartido
current_alpha_ = static_cast<int>(fade_progress * 255.0f);
if (animation_type_ == AppLogoAnimationType::ELASTIC_STICK) {
// Animación elástica tipo "pegatina"
// Usar easing elástico para el scale (bounce al final)
float elastic_t = easeOutElastic(fade_progress);
current_scale_ = 1.2f - (elastic_t * 0.2f);
// ================================================================
// Aplicar animación de LOGO1 según logo1_entry_animation_
// ================================================================
switch (logo1_entry_animation_) {
case AppLogoAnimationType::ZOOM_ONLY:
logo1_scale_ = 1.2f - (fade_progress * 0.2f);
logo1_squash_y_ = 1.0f;
logo1_stretch_x_ = 1.0f;
logo1_rotation_ = 0.0f;
break;
// Squash vertical al principio, luego se normaliza con overshoot
// Empieza aplastado (0.6), termina normal (1.0) con bounce
float squash_t = easeOutBack(fade_progress);
squash_y_ = 0.6f + (squash_t * 0.4f);
case AppLogoAnimationType::ELASTIC_STICK:
{
float elastic_t = easeOutElastic(fade_progress);
logo1_scale_ = 1.2f - (elastic_t * 0.2f);
float squash_t = easeOutBack(fade_progress);
logo1_squash_y_ = 0.6f + (squash_t * 0.4f);
logo1_stretch_x_ = 1.0f + (1.0f - logo1_squash_y_) * 0.5f;
logo1_rotation_ = 0.0f;
}
break;
// Compensar squash con stretch horizontal (conservación de área)
stretch_x_ = 1.0f + (1.0f - squash_y_) * 0.5f;
case AppLogoAnimationType::ROTATE_SPIRAL:
{
float ease_t = easeInOutQuad(fade_progress);
logo1_scale_ = 0.3f + (ease_t * 0.7f);
logo1_rotation_ = (1.0f - fade_progress) * 6.28f;
logo1_squash_y_ = 1.0f;
logo1_stretch_x_ = 1.0f;
}
break;
// Sin rotación en fade in
rotation_ = 0.0f;
} else {
// Animación simple (solo zoom)
current_scale_ = 1.2f - (fade_progress * 0.2f);
squash_y_ = 1.0f;
stretch_x_ = 1.0f;
rotation_ = 0.0f;
case AppLogoAnimationType::BOUNCE_SQUASH:
{
float bounce_t = easeOutBounce(fade_progress);
logo1_scale_ = 1.0f;
float squash_amount = (1.0f - bounce_t) * 0.3f;
logo1_squash_y_ = 1.0f - squash_amount;
logo1_stretch_x_ = 1.0f + squash_amount * 0.5f;
logo1_rotation_ = 0.0f;
}
break;
}
// ================================================================
// Aplicar animación de LOGO2 según logo2_entry_animation_
// ================================================================
switch (logo2_entry_animation_) {
case AppLogoAnimationType::ZOOM_ONLY:
logo2_scale_ = 1.2f - (fade_progress * 0.2f);
logo2_squash_y_ = 1.0f;
logo2_stretch_x_ = 1.0f;
logo2_rotation_ = 0.0f;
break;
case AppLogoAnimationType::ELASTIC_STICK:
{
float elastic_t = easeOutElastic(fade_progress);
logo2_scale_ = 1.2f - (elastic_t * 0.2f);
float squash_t = easeOutBack(fade_progress);
logo2_squash_y_ = 0.6f + (squash_t * 0.4f);
logo2_stretch_x_ = 1.0f + (1.0f - logo2_squash_y_) * 0.5f;
logo2_rotation_ = 0.0f;
}
break;
case AppLogoAnimationType::ROTATE_SPIRAL:
{
float ease_t = easeInOutQuad(fade_progress);
logo2_scale_ = 0.3f + (ease_t * 0.7f);
logo2_rotation_ = (1.0f - fade_progress) * 6.28f;
logo2_squash_y_ = 1.0f;
logo2_stretch_x_ = 1.0f;
}
break;
case AppLogoAnimationType::BOUNCE_SQUASH:
{
float bounce_t = easeOutBounce(fade_progress);
logo2_scale_ = 1.0f;
float squash_amount = (1.0f - bounce_t) * 0.3f;
logo2_squash_y_ = 1.0f - squash_amount;
logo2_stretch_x_ = 1.0f + squash_amount * 0.5f;
logo2_rotation_ = 0.0f;
}
break;
}
}
}
@@ -126,11 +219,14 @@ void AppLogo::update(float delta_time, AppMode current_mode) {
state_ = AppLogoState::FADE_OUT;
timer_ = 0.0f;
current_alpha_ = 255;
// Elegir animaciones de salida aleatorias (independientes para cada logo)
logo1_exit_animation_ = getRandomAnimation();
logo2_exit_animation_ = getRandomAnimation();
}
break;
case AppLogoState::FADE_OUT:
// Fade out: alpha de 255 a 0, scale de 100% a 120%
// Fade out: alpha de 255 a 0, animaciones independientes para logo1 y logo2
{
float fade_progress = timer_ / APPLOGO_FADE_DURATION;
if (fade_progress >= 1.0f) {
@@ -138,64 +234,165 @@ void AppLogo::update(float delta_time, AppMode current_mode) {
state_ = AppLogoState::HIDDEN;
timer_ = 0.0f;
current_alpha_ = 0;
current_scale_ = 1.0f;
squash_y_ = 1.0f;
stretch_x_ = 1.0f;
rotation_ = 0.0f;
// Resetear variables de ambos logos
logo1_scale_ = 1.0f;
logo1_squash_y_ = 1.0f;
logo1_stretch_x_ = 1.0f;
logo1_rotation_ = 0.0f;
logo2_scale_ = 1.0f;
logo2_squash_y_ = 1.0f;
logo2_stretch_x_ = 1.0f;
logo2_rotation_ = 0.0f;
} else {
// Interpolar alpha linealmente (255 → 0)
// Interpolar alpha linealmente (255 → 0) - compartido
current_alpha_ = static_cast<int>((1.0f - fade_progress) * 255.0f);
if (animation_type_ == AppLogoAnimationType::ELASTIC_STICK) {
// Animación elástica tipo "despegar pegatina"
// Scale crece con easing out (más rápido al principio)
current_scale_ = 1.0f + (fade_progress * fade_progress * 0.2f);
// ================================================================
// Aplicar animación de LOGO1 según logo1_exit_animation_
// ================================================================
switch (logo1_exit_animation_) {
case AppLogoAnimationType::ZOOM_ONLY:
logo1_scale_ = 1.0f + (fade_progress * 0.2f);
logo1_squash_y_ = 1.0f;
logo1_stretch_x_ = 1.0f;
logo1_rotation_ = 0.0f;
break;
// Stretch vertical (estiramiento al despegarse)
squash_y_ = 1.0f + (fade_progress * 0.3f);
case AppLogoAnimationType::ELASTIC_STICK:
logo1_scale_ = 1.0f + (fade_progress * fade_progress * 0.2f);
logo1_squash_y_ = 1.0f + (fade_progress * 0.3f);
logo1_stretch_x_ = 1.0f - (fade_progress * 0.2f);
logo1_rotation_ = fade_progress * 0.1f;
break;
// Squash horizontal (se comprime al estirarse verticalmente)
stretch_x_ = 1.0f - (fade_progress * 0.2f);
case AppLogoAnimationType::ROTATE_SPIRAL:
{
float ease_t = easeInOutQuad(fade_progress);
logo1_scale_ = 1.0f - (ease_t * 0.7f);
logo1_rotation_ = fade_progress * 6.28f;
logo1_squash_y_ = 1.0f;
logo1_stretch_x_ = 1.0f;
}
break;
// Rotación sutil al despegarse (parece que se tuerce)
rotation_ = fade_progress * 0.1f; // ~5.7 grados máximo
} else {
// Animación simple (solo zoom)
current_scale_ = 1.0f + (fade_progress * 0.2f);
squash_y_ = 1.0f;
stretch_x_ = 1.0f;
rotation_ = 0.0f;
case AppLogoAnimationType::BOUNCE_SQUASH:
{
if (fade_progress < 0.2f) {
float squash_t = fade_progress / 0.2f;
logo1_squash_y_ = 1.0f - (squash_t * 0.3f);
logo1_stretch_x_ = 1.0f + (squash_t * 0.2f);
} else {
float jump_t = (fade_progress - 0.2f) / 0.8f;
logo1_squash_y_ = 0.7f + (jump_t * 0.5f);
logo1_stretch_x_ = 1.2f - (jump_t * 0.2f);
}
logo1_scale_ = 1.0f + (fade_progress * 0.3f);
logo1_rotation_ = 0.0f;
}
break;
}
// ================================================================
// Aplicar animación de LOGO2 según logo2_exit_animation_
// ================================================================
switch (logo2_exit_animation_) {
case AppLogoAnimationType::ZOOM_ONLY:
logo2_scale_ = 1.0f + (fade_progress * 0.2f);
logo2_squash_y_ = 1.0f;
logo2_stretch_x_ = 1.0f;
logo2_rotation_ = 0.0f;
break;
case AppLogoAnimationType::ELASTIC_STICK:
logo2_scale_ = 1.0f + (fade_progress * fade_progress * 0.2f);
logo2_squash_y_ = 1.0f + (fade_progress * 0.3f);
logo2_stretch_x_ = 1.0f - (fade_progress * 0.2f);
logo2_rotation_ = fade_progress * 0.1f;
break;
case AppLogoAnimationType::ROTATE_SPIRAL:
{
float ease_t = easeInOutQuad(fade_progress);
logo2_scale_ = 1.0f - (ease_t * 0.7f);
logo2_rotation_ = fade_progress * 6.28f;
logo2_squash_y_ = 1.0f;
logo2_stretch_x_ = 1.0f;
}
break;
case AppLogoAnimationType::BOUNCE_SQUASH:
{
if (fade_progress < 0.2f) {
float squash_t = fade_progress / 0.2f;
logo2_squash_y_ = 1.0f - (squash_t * 0.3f);
logo2_stretch_x_ = 1.0f + (squash_t * 0.2f);
} else {
float jump_t = (fade_progress - 0.2f) / 0.8f;
logo2_squash_y_ = 0.7f + (jump_t * 0.5f);
logo2_stretch_x_ = 1.2f - (jump_t * 0.2f);
}
logo2_scale_ = 1.0f + (fade_progress * 0.3f);
logo2_rotation_ = 0.0f;
}
break;
}
}
}
break;
}
// Aplicar alpha y scale al logo
if (logo_texture_) {
logo_texture_->setAlpha(current_alpha_);
// Aplicar alpha a ambos logos (compartido - sincronizado)
if (logo1_texture_) {
logo1_texture_->setAlpha(current_alpha_);
}
if (logo2_texture_) {
logo2_texture_->setAlpha(current_alpha_);
}
if (logo_sprite_) {
// Aplicar escala animada al tamaño
float scaled_width = base_width_ * current_scale_;
float scaled_height = base_height_ * current_scale_;
logo_sprite_->setSize(scaled_width, scaled_height);
// Recentrar con el nuevo tamaño (importante para que el zoom sea desde el centro)
updateLogoPosition();
// Aplicar escala animada INDEPENDIENTE a cada logo
if (logo1_sprite_) {
float scaled_width = base_width_ * logo1_scale_;
float scaled_height = base_height_ * logo1_scale_;
logo1_sprite_->setSize(scaled_width, scaled_height);
}
if (logo2_sprite_) {
float scaled_width = base_width_ * logo2_scale_;
float scaled_height = base_height_ * logo2_scale_;
logo2_sprite_->setSize(scaled_width, scaled_height);
}
// Recentrar ambos logos (están superpuestos, misma posición)
updateLogoPosition();
}
void AppLogo::render() {
// Renderizar si NO está en estado HIDDEN (incluye FADE_IN, VISIBLE, FADE_OUT)
if (state_ != AppLogoState::HIDDEN) {
if (animation_type_ == AppLogoAnimationType::ELASTIC_STICK) {
// Usar renderizado con geometría para deformaciones
renderWithGeometry();
} else if (logo_sprite_) {
// Usar renderizado simple con Sprite
logo_sprite_->render();
// Determinar animaciones actuales para cada logo
AppLogoAnimationType logo1_anim = (state_ == AppLogoState::FADE_IN) ? logo1_entry_animation_ : logo1_exit_animation_;
AppLogoAnimationType logo2_anim = (state_ == AppLogoState::FADE_IN) ? logo2_entry_animation_ : logo2_exit_animation_;
// ====================================================================
// Renderizar LOGO1 primero (fondo)
// ====================================================================
if (logo1_anim != AppLogoAnimationType::ZOOM_ONLY) {
// Usar renderizado con geometría para deformaciones/rotación
renderWithGeometry(1);
} else if (logo1_sprite_) {
// Usar renderizado simple con Sprite (solo ZOOM_ONLY)
logo1_sprite_->render();
}
// ====================================================================
// Renderizar LOGO2 después (encima de logo1)
// ====================================================================
if (logo2_anim != AppLogoAnimationType::ZOOM_ONLY) {
// Usar renderizado con geometría para deformaciones/rotación
renderWithGeometry(2);
} else if (logo2_sprite_) {
// Usar renderizado simple con Sprite (solo ZOOM_ONLY)
logo2_sprite_->render();
}
}
}
@@ -204,55 +401,63 @@ void AppLogo::updateScreenSize(int screen_width, int screen_height) {
screen_width_ = screen_width;
screen_height_ = screen_height;
// Recalcular tamaño base del logo para la nueva resolución
if (logo_sprite_ && logo_texture_) {
float logo_width = static_cast<float>(logo_texture_->getWidth());
float logo_height = static_cast<float>(logo_texture_->getHeight());
// Recalcular tamaño base para la nueva resolución (asumimos mismo tamaño para ambos logos)
if (logo1_sprite_ && logo1_texture_) {
float logo_width = static_cast<float>(logo1_texture_->getWidth());
float logo_height = static_cast<float>(logo1_texture_->getHeight());
// Calcular factor de escala para que el logo ocupe 1/4 de la pantalla
float quadrant_width = screen_width_ / 2.0f;
float quadrant_height = screen_height_ / 2.0f;
float scale_x = quadrant_width / logo_width;
float scale_y = quadrant_height / logo_height;
float scale = (scale_x < scale_y) ? scale_x : scale_y;
// El logo debe tener una altura de APPLOGO_HEIGHT_PERCENT (40%) de la pantalla
float target_height = screen_height_ * APPLOGO_HEIGHT_PERCENT;
float scale = target_height / logo_height;
// Recalcular tamaño base
base_width_ = logo_width * scale;
base_height_ = logo_height * scale;
base_height_ = target_height; // = logo_height * scale
// Aplicar escala actual (respeta la animación en curso)
float scaled_width = base_width_ * current_scale_;
float scaled_height = base_height_ * current_scale_;
logo_sprite_->setSize(scaled_width, scaled_height);
// Aplicar escala actual a AMBOS logos (respeta la animación en curso)
if (logo1_sprite_) {
float scaled_width = base_width_ * logo1_scale_;
float scaled_height = base_height_ * logo1_scale_;
logo1_sprite_->setSize(scaled_width, scaled_height);
}
// Reposicionar logo
if (logo2_sprite_) {
float scaled_width = base_width_ * logo2_scale_;
float scaled_height = base_height_ * logo2_scale_;
logo2_sprite_->setSize(scaled_width, scaled_height);
}
// Reposicionar ambos logos
updateLogoPosition();
}
}
void AppLogo::updateLogoPosition() {
if (!logo_sprite_) return;
// Calcular padding desde bordes derecho e inferior
float padding_x = screen_width_ * APPLOGO_PADDING_PERCENT;
float padding_y = screen_height_ * APPLOGO_PADDING_PERCENT;
// Usar el tamaño actual del logo (base_width/height * current_scale_)
float current_width = base_width_ * current_scale_;
float current_height = base_height_ * current_scale_;
// Posicionar LOGO1 (anclado a esquina inferior derecha con padding)
if (logo1_sprite_) {
float logo1_width = base_width_ * logo1_scale_;
float logo1_height = base_height_ * logo1_scale_;
float pos_x = screen_width_ - logo1_width - padding_x;
float pos_y = screen_height_ - logo1_height - padding_y;
logo1_sprite_->setPos({pos_x, pos_y});
}
// Centro del cuadrante inferior derecho
// Cuadrante inferior derecho va de (width/2, height/2) a (width, height)
// Su centro está en (3/4 * width, 3/4 * height)
float quadrant_center_x = screen_width_ * 0.75f;
float quadrant_center_y = screen_height_ * 0.75f;
// Centrar el logo en ese punto (sprite se posiciona por esquina superior izquierda)
float pos_x = quadrant_center_x - (current_width / 2.0f);
float pos_y = quadrant_center_y - (current_height / 2.0f);
logo_sprite_->setPos({pos_x, pos_y});
// Posicionar LOGO2 (anclado a esquina inferior derecha con padding, superpuesto a logo1)
if (logo2_sprite_) {
float logo2_width = base_width_ * logo2_scale_;
float logo2_height = base_height_ * logo2_scale_;
float pos_x = screen_width_ - logo2_width - padding_x;
float pos_y = screen_height_ - logo2_height - padding_y;
logo2_sprite_->setPos({pos_x, pos_y});
}
}
// ============================================================================
// Funciones de easing para animaciones elásticas
// Funciones de easing para animaciones
// ============================================================================
float AppLogo::easeOutElastic(float t) {
@@ -273,28 +478,103 @@ float AppLogo::easeOutBack(float t) {
return 1.0f + c3 * powf(t - 1.0f, 3.0f) + c1 * powf(t - 1.0f, 2.0f);
}
float AppLogo::easeOutBounce(float t) {
// Bounce easing out: rebotes decrecientes (para BOUNCE_SQUASH)
const float n1 = 7.5625f;
const float d1 = 2.75f;
if (t < 1.0f / d1) {
return n1 * t * t;
} else if (t < 2.0f / d1) {
t -= 1.5f / d1;
return n1 * t * t + 0.75f;
} else if (t < 2.5f / d1) {
t -= 2.25f / d1;
return n1 * t * t + 0.9375f;
} else {
t -= 2.625f / d1;
return n1 * t * t + 0.984375f;
}
}
float AppLogo::easeInOutQuad(float t) {
// Quadratic easing in/out: aceleración suave (para ROTATE_SPIRAL)
if (t < 0.5f) {
return 2.0f * t * t;
} else {
return 1.0f - powf(-2.0f * t + 2.0f, 2.0f) / 2.0f;
}
}
// ============================================================================
// Función auxiliar para aleatorización
// ============================================================================
AppLogoAnimationType AppLogo::getRandomAnimation() {
// Generar número aleatorio entre 0 y 3 (4 tipos de animación)
int random_value = rand() % 4;
switch (random_value) {
case 0:
return AppLogoAnimationType::ZOOM_ONLY;
case 1:
return AppLogoAnimationType::ELASTIC_STICK;
case 2:
return AppLogoAnimationType::ROTATE_SPIRAL;
case 3:
default:
return AppLogoAnimationType::BOUNCE_SQUASH;
}
}
// ============================================================================
// Renderizado con geometría deformada (para animación ELASTIC_STICK)
// ============================================================================
void AppLogo::renderWithGeometry() {
if (!logo_texture_ || !renderer_) return;
void AppLogo::renderWithGeometry(int logo_index) {
if (!renderer_) return;
// Seleccionar variables según el logo_index (1 = logo1, 2 = logo2)
std::shared_ptr<Texture> texture;
float scale, squash_y, stretch_x, rotation;
if (logo_index == 1) {
if (!logo1_texture_) return;
texture = logo1_texture_;
scale = logo1_scale_;
squash_y = logo1_squash_y_;
stretch_x = logo1_stretch_x_;
rotation = logo1_rotation_;
} else if (logo_index == 2) {
if (!logo2_texture_) return;
texture = logo2_texture_;
scale = logo2_scale_;
squash_y = logo2_squash_y_;
stretch_x = logo2_stretch_x_;
rotation = logo2_rotation_;
} else {
return; // Índice inválido
}
// Calcular tamaño con escala y deformaciones aplicadas
float width = base_width_ * current_scale_ * stretch_x_;
float height = base_height_ * current_scale_ * squash_y_;
float width = base_width_ * scale * stretch_x;
float height = base_height_ * scale * squash_y;
// Centro del cuadrante inferior derecho (mismo que updateLogoPosition)
float quadrant_center_x = screen_width_ * 0.75f;
float quadrant_center_y = screen_height_ * 0.75f;
// Calcular padding desde bordes derecho e inferior
float padding_x = screen_width_ * APPLOGO_PADDING_PERCENT;
float padding_y = screen_height_ * APPLOGO_PADDING_PERCENT;
// Calcular posición centrada
float center_x = quadrant_center_x;
float center_y = quadrant_center_y;
// Calcular esquina del logo (anclado a esquina inferior derecha con padding)
float corner_x = screen_width_ - width - padding_x;
float corner_y = screen_height_ - height - padding_y;
// Centro del logo (para rotación) = esquina + mitad del tamaño
float center_x = corner_x + (width / 2.0f);
float center_y = corner_y + (height / 2.0f);
// Pre-calcular seno y coseno de rotación
float cos_rot = cosf(rotation_);
float sin_rot = sinf(rotation_);
float cos_rot = cosf(rotation);
float sin_rot = sinf(rotation);
// Crear 4 vértices del quad (centrado en center_x, center_y)
SDL_Vertex vertices[4];
@@ -350,6 +630,6 @@ void AppLogo::renderWithGeometry() {
// Índices para 2 triángulos
int indices[6] = {0, 1, 2, 2, 3, 0};
// Renderizar con la textura del logo
SDL_RenderGeometry(renderer_, logo_texture_->getSDLTexture(), vertices, 4, indices, 6);
// Renderizar con la textura del logo correspondiente
SDL_RenderGeometry(renderer_, texture->getSDLTexture(), vertices, 4, indices, 6);
}