Corregidos ~2570 issues automáticamente con clang-tidy --fix-errors más ajustes manuales posteriores: - modernize: designated-initializers, trailing-return-type, use-auto, avoid-c-arrays (→ std::array<>), use-ranges, use-emplace, deprecated-headers, use-equals-default, pass-by-value, return-braced-init-list, use-default-member-init - readability: math-missing-parentheses, implicit-bool-conversion, braces-around-statements, isolate-declaration, use-std-min-max, identifier-naming, else-after-return, redundant-casting, convert-member-functions-to-static, make-member-function-const, static-accessed-through-instance - performance: avoid-endl, unnecessary-value-param, type-promotion, inefficient-vector-operation - dead code: XOR_KEY (orphan tras eliminar encryptData/decryptData), dead stores en engine.cpp y png_shape.cpp - NOLINT justificado en 10 funciones con alta complejidad cognitiva (initialize, render, main, processEvents, update×3, performDemoAction, randomizeOnDemoStart, renderDebugHUD, AppLogo::update) Compilación: gcc -Wall sin warnings. clang-tidy: 0 issues. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
708 lines
29 KiB
C++
708 lines
29 KiB
C++
#include "app_logo.hpp"
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#include <SDL3/SDL_render.h> // for SDL_DestroyTexture, SDL_RenderGeometry, SDL_SetTextureAlphaMod
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#include <array> // for std::array
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#include <cmath> // for powf, sinf, cosf
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#include <cstdlib> // for free()
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#include <iostream> // for std::cout
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#include <numbers>
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#include "defines.hpp" // for APPLOGO_HEIGHT_PERCENT, getResourcesDirectory
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#include "logo_scaler.hpp" // for LogoScaler
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// ============================================================================
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// Destructor - Liberar las 4 texturas SDL
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// ============================================================================
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AppLogo::~AppLogo() {
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if (logo1_base_texture_ != nullptr) {
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SDL_DestroyTexture(logo1_base_texture_);
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logo1_base_texture_ = nullptr;
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}
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if (logo1_native_texture_ != nullptr) {
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SDL_DestroyTexture(logo1_native_texture_);
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logo1_native_texture_ = nullptr;
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}
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if (logo2_base_texture_ != nullptr) {
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SDL_DestroyTexture(logo2_base_texture_);
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logo2_base_texture_ = nullptr;
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}
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if (logo2_native_texture_ != nullptr) {
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SDL_DestroyTexture(logo2_native_texture_);
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logo2_native_texture_ = nullptr;
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}
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}
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// ============================================================================
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// Inicialización - Pre-escalar logos a 2 resoluciones (base y nativa)
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// ============================================================================
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auto AppLogo::initialize(SDL_Renderer* renderer, int screen_width, int screen_height) -> bool {
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if (logo1_base_texture_ != nullptr) {
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SDL_DestroyTexture(logo1_base_texture_);
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logo1_base_texture_ = nullptr;
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}
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if (logo1_native_texture_ != nullptr) {
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SDL_DestroyTexture(logo1_native_texture_);
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logo1_native_texture_ = nullptr;
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}
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if (logo2_base_texture_ != nullptr) {
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SDL_DestroyTexture(logo2_base_texture_);
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logo2_base_texture_ = nullptr;
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}
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if (logo2_native_texture_ != nullptr) {
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SDL_DestroyTexture(logo2_native_texture_);
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logo2_native_texture_ = nullptr;
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}
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renderer_ = renderer;
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base_screen_width_ = screen_width;
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base_screen_height_ = screen_height;
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screen_width_ = screen_width;
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screen_height_ = screen_height;
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std::string resources_dir = getResourcesDirectory();
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// ========================================================================
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// 1. Detectar resolución nativa del monitor
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// ========================================================================
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if (!LogoScaler::detectNativeResolution(native_screen_width_, native_screen_height_)) {
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std::cout << "No se pudo detectar resolución nativa, usando solo base" << '\n';
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// Fallback: usar resolución base como nativa
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native_screen_width_ = screen_width;
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native_screen_height_ = screen_height;
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}
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// ========================================================================
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// 2. Calcular alturas finales para ambas resoluciones
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// ========================================================================
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int logo_base_target_height = static_cast<int>(base_screen_height_ * APPLOGO_HEIGHT_PERCENT);
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int logo_native_target_height = static_cast<int>(native_screen_height_ * APPLOGO_HEIGHT_PERCENT);
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// ========================================================================
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// 3. Cargar y escalar LOGO1 (data/logo/logo.png) a 2 versiones
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// ========================================================================
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std::string logo1_path = resources_dir + "/data/logo/logo.png";
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// 3a. Versión BASE de logo1
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unsigned char* logo1_base_data = LogoScaler::loadAndScale(
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logo1_path,
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0, // width calculado automáticamente por aspect ratio
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logo_base_target_height,
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logo1_base_width_,
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logo1_base_height_);
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if (logo1_base_data == nullptr) {
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std::cout << "Error: No se pudo escalar logo1 (base)" << '\n';
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return false;
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}
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logo1_base_texture_ = LogoScaler::createTextureFromBuffer(
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renderer,
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logo1_base_data,
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logo1_base_width_,
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logo1_base_height_);
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free(logo1_base_data); // Liberar buffer temporal
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if (logo1_base_texture_ == nullptr) {
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std::cout << "Error: No se pudo crear textura logo1 (base)" << '\n';
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return false;
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}
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// Habilitar alpha blending
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SDL_SetTextureBlendMode(logo1_base_texture_, SDL_BLENDMODE_BLEND);
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// 3b. Versión NATIVA de logo1
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unsigned char* logo1_native_data = LogoScaler::loadAndScale(
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logo1_path,
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0, // width calculado automáticamente
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logo_native_target_height,
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logo1_native_width_,
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logo1_native_height_);
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if (logo1_native_data == nullptr) {
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std::cout << "Error: No se pudo escalar logo1 (nativa)" << '\n';
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return false;
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}
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logo1_native_texture_ = LogoScaler::createTextureFromBuffer(
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renderer,
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logo1_native_data,
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logo1_native_width_,
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logo1_native_height_);
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free(logo1_native_data);
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if (logo1_native_texture_ == nullptr) {
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std::cout << "Error: No se pudo crear textura logo1 (nativa)" << '\n';
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return false;
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}
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SDL_SetTextureBlendMode(logo1_native_texture_, SDL_BLENDMODE_BLEND);
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// ========================================================================
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// 4. Cargar y escalar LOGO2 (data/logo/logo2.png) a 2 versiones
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// ========================================================================
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std::string logo2_path = resources_dir + "/data/logo/logo2.png";
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// 4a. Versión BASE de logo2
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unsigned char* logo2_base_data = LogoScaler::loadAndScale(
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logo2_path,
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0,
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logo_base_target_height,
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logo2_base_width_,
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logo2_base_height_);
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if (logo2_base_data == nullptr) {
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std::cout << "Error: No se pudo escalar logo2 (base)" << '\n';
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return false;
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}
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logo2_base_texture_ = LogoScaler::createTextureFromBuffer(
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renderer,
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logo2_base_data,
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logo2_base_width_,
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logo2_base_height_);
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free(logo2_base_data);
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if (logo2_base_texture_ == nullptr) {
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std::cout << "Error: No se pudo crear textura logo2 (base)" << '\n';
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return false;
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}
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SDL_SetTextureBlendMode(logo2_base_texture_, SDL_BLENDMODE_BLEND);
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// 4b. Versión NATIVA de logo2
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unsigned char* logo2_native_data = LogoScaler::loadAndScale(
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logo2_path,
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0,
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logo_native_target_height,
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logo2_native_width_,
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logo2_native_height_);
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if (logo2_native_data == nullptr) {
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std::cout << "Error: No se pudo escalar logo2 (nativa)" << '\n';
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return false;
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}
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logo2_native_texture_ = LogoScaler::createTextureFromBuffer(
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renderer,
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logo2_native_data,
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logo2_native_width_,
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logo2_native_height_);
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free(logo2_native_data);
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if (logo2_native_texture_ == nullptr) {
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std::cout << "Error: No se pudo crear textura logo2 (nativa)" << '\n';
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return false;
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}
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SDL_SetTextureBlendMode(logo2_native_texture_, SDL_BLENDMODE_BLEND);
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// ========================================================================
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// 5. Inicialmente usar texturas BASE (la resolución de inicio)
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// ========================================================================
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logo1_current_texture_ = logo1_base_texture_;
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logo1_current_width_ = logo1_base_width_;
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logo1_current_height_ = logo1_base_height_;
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logo2_current_texture_ = logo2_base_texture_;
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logo2_current_width_ = logo2_base_width_;
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logo2_current_height_ = logo2_base_height_;
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std::cout << "[Logo] logo.png + logo2.png (base " << logo_base_target_height << "px, nativa " << logo_native_target_height << "px)\n";
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return true;
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}
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void AppLogo::update(float delta_time, AppMode current_mode) { // NOLINT(readability-function-cognitive-complexity)
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// Si estamos en SANDBOX, resetear y no hacer nada (logo desactivado)
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if (current_mode == AppMode::SANDBOX) {
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state_ = AppLogoState::HIDDEN;
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timer_ = 0.0f;
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logo1_alpha_ = 0;
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logo2_alpha_ = 0;
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return;
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}
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// Máquina de estados con fade in/out
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timer_ += delta_time;
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switch (state_) {
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case AppLogoState::HIDDEN:
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// Esperando el intervalo de espera
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if (timer_ >= APPLOGO_DISPLAY_INTERVAL) {
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state_ = AppLogoState::FADE_IN;
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timer_ = 0.0f;
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logo1_alpha_ = 0;
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logo2_alpha_ = 0;
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// Elegir UNA animación aleatoria (misma para ambos logos, misma entrada y salida)
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current_animation_ = getRandomAnimation();
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}
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break;
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case AppLogoState::FADE_IN:
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// Fade in: alpha de 0 a 255, con Logo 2 retrasado 0.25s
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{
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// Calcular progreso de cada logo (Logo 2 con retraso)
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float fade_progress_logo1 = timer_ / APPLOGO_ANIMATION_DURATION;
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float fade_progress_logo2 = std::max(0.0f, (timer_ - APPLOGO_LOGO2_DELAY) / APPLOGO_ANIMATION_DURATION);
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// Verificar si fade in completado (cuando logo2 también termina)
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if (fade_progress_logo2 >= 1.0f) {
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// Fade in completado para ambos logos
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state_ = AppLogoState::VISIBLE;
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timer_ = 0.0f;
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logo1_alpha_ = 255;
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logo2_alpha_ = 255;
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// Resetear variables de ambos logos
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logo1_scale_ = 1.0f;
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logo1_squash_y_ = 1.0f;
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logo1_stretch_x_ = 1.0f;
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logo1_rotation_ = 0.0f;
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logo2_scale_ = 1.0f;
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logo2_squash_y_ = 1.0f;
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logo2_stretch_x_ = 1.0f;
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logo2_rotation_ = 0.0f;
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} else {
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// Interpolar alpha con retraso de forma LINEAL (sin easing)
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logo1_alpha_ = static_cast<int>(std::min(1.0f, fade_progress_logo1) * 255.0f);
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logo2_alpha_ = static_cast<int>(std::min(1.0f, fade_progress_logo2) * 255.0f);
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// ================================================================
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// Aplicar MISMA animación (current_animation_) a ambos logos
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// con sus respectivos progresos
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// ================================================================
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switch (current_animation_) {
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case AppLogoAnimationType::ZOOM_ONLY:
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logo1_scale_ = 1.2f - (std::min(1.0f, fade_progress_logo1) * 0.2f);
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logo1_squash_y_ = 1.0f;
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logo1_stretch_x_ = 1.0f;
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logo1_rotation_ = 0.0f;
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logo2_scale_ = 1.2f - (std::min(1.0f, fade_progress_logo2) * 0.2f);
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logo2_squash_y_ = 1.0f;
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logo2_stretch_x_ = 1.0f;
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logo2_rotation_ = 0.0f;
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break;
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case AppLogoAnimationType::ELASTIC_STICK: {
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float prog1 = std::min(1.0f, fade_progress_logo1);
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float elastic_t1 = easeOutElastic(prog1);
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logo1_scale_ = 1.2f - (elastic_t1 * 0.2f);
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float squash_t1 = easeOutBack(prog1);
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logo1_squash_y_ = 0.6f + (squash_t1 * 0.4f);
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logo1_stretch_x_ = 1.0f + (1.0f - logo1_squash_y_) * 0.5f;
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logo1_rotation_ = 0.0f;
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float prog2 = std::min(1.0f, fade_progress_logo2);
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float elastic_t2 = easeOutElastic(prog2);
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logo2_scale_ = 1.2f - (elastic_t2 * 0.2f);
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float squash_t2 = easeOutBack(prog2);
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logo2_squash_y_ = 0.6f + (squash_t2 * 0.4f);
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logo2_stretch_x_ = 1.0f + (1.0f - logo2_squash_y_) * 0.5f;
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logo2_rotation_ = 0.0f;
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} break;
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case AppLogoAnimationType::ROTATE_SPIRAL: {
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float prog1 = std::min(1.0f, fade_progress_logo1);
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float ease_t1 = easeInOutQuad(prog1);
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logo1_scale_ = 0.3f + (ease_t1 * 0.7f);
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logo1_rotation_ = (1.0f - prog1) * 6.28f;
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logo1_squash_y_ = 1.0f;
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logo1_stretch_x_ = 1.0f;
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float prog2 = std::min(1.0f, fade_progress_logo2);
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float ease_t2 = easeInOutQuad(prog2);
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logo2_scale_ = 0.3f + (ease_t2 * 0.7f);
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logo2_rotation_ = (1.0f - prog2) * 6.28f;
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logo2_squash_y_ = 1.0f;
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logo2_stretch_x_ = 1.0f;
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} break;
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case AppLogoAnimationType::BOUNCE_SQUASH: {
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float prog1 = std::min(1.0f, fade_progress_logo1);
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float bounce_t1 = easeOutBounce(prog1);
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logo1_scale_ = 1.0f;
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float squash_amount1 = (1.0f - bounce_t1) * 0.3f;
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logo1_squash_y_ = 1.0f - squash_amount1;
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logo1_stretch_x_ = 1.0f + squash_amount1 * 0.5f;
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logo1_rotation_ = 0.0f;
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float prog2 = std::min(1.0f, fade_progress_logo2);
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float bounce_t2 = easeOutBounce(prog2);
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logo2_scale_ = 1.0f;
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float squash_amount2 = (1.0f - bounce_t2) * 0.3f;
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logo2_squash_y_ = 1.0f - squash_amount2;
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logo2_stretch_x_ = 1.0f + squash_amount2 * 0.5f;
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logo2_rotation_ = 0.0f;
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} break;
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}
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}
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}
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break;
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case AppLogoState::VISIBLE:
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// Logo completamente visible, esperando duración
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if (timer_ >= APPLOGO_DISPLAY_DURATION) {
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state_ = AppLogoState::FADE_OUT;
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timer_ = 0.0f;
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logo1_alpha_ = 255;
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logo2_alpha_ = 255;
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// NO elegir nueva animación - reutilizar current_animation_ (simetría entrada/salida)
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}
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break;
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case AppLogoState::FADE_OUT:
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// Fade out: alpha de 255 a 0, con Logo 2 retrasado 0.25s (misma animación que entrada)
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{
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// Calcular progreso de cada logo (Logo 2 con retraso)
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float fade_progress_logo1 = timer_ / APPLOGO_ANIMATION_DURATION;
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float fade_progress_logo2 = std::max(0.0f, (timer_ - APPLOGO_LOGO2_DELAY) / APPLOGO_ANIMATION_DURATION);
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// Verificar si fade out completado (cuando logo2 también termina)
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if (fade_progress_logo2 >= 1.0f) {
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// Fade out completado, volver a HIDDEN
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state_ = AppLogoState::HIDDEN;
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timer_ = 0.0f;
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logo1_alpha_ = 0;
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logo2_alpha_ = 0;
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// Resetear variables de ambos logos
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logo1_scale_ = 1.0f;
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logo1_squash_y_ = 1.0f;
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logo1_stretch_x_ = 1.0f;
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logo1_rotation_ = 0.0f;
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logo2_scale_ = 1.0f;
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logo2_squash_y_ = 1.0f;
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logo2_stretch_x_ = 1.0f;
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logo2_rotation_ = 0.0f;
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} else {
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// Interpolar alpha con retraso de forma LINEAL (255 → 0, sin easing)
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logo1_alpha_ = static_cast<int>((1.0f - std::min(1.0f, fade_progress_logo1)) * 255.0f);
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logo2_alpha_ = static_cast<int>((1.0f - std::min(1.0f, fade_progress_logo2)) * 255.0f);
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// ================================================================
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// Aplicar MISMA animación (current_animation_) de forma invertida
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// ================================================================
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switch (current_animation_) {
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case AppLogoAnimationType::ZOOM_ONLY:
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logo1_scale_ = 1.0f + (std::min(1.0f, fade_progress_logo1) * 0.2f);
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logo1_squash_y_ = 1.0f;
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logo1_stretch_x_ = 1.0f;
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logo1_rotation_ = 0.0f;
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logo2_scale_ = 1.0f + (std::min(1.0f, fade_progress_logo2) * 0.2f);
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logo2_squash_y_ = 1.0f;
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logo2_stretch_x_ = 1.0f;
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logo2_rotation_ = 0.0f;
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break;
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case AppLogoAnimationType::ELASTIC_STICK: {
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float prog1 = std::min(1.0f, fade_progress_logo1);
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logo1_scale_ = 1.0f + (prog1 * prog1 * 0.2f);
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logo1_squash_y_ = 1.0f + (prog1 * 0.3f);
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logo1_stretch_x_ = 1.0f - (prog1 * 0.2f);
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logo1_rotation_ = prog1 * 0.1f;
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float prog2 = std::min(1.0f, fade_progress_logo2);
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logo2_scale_ = 1.0f + (prog2 * prog2 * 0.2f);
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logo2_squash_y_ = 1.0f + (prog2 * 0.3f);
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logo2_stretch_x_ = 1.0f - (prog2 * 0.2f);
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logo2_rotation_ = prog2 * 0.1f;
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} break;
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case AppLogoAnimationType::ROTATE_SPIRAL: {
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float prog1 = std::min(1.0f, fade_progress_logo1);
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float ease_t1 = easeInOutQuad(prog1);
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logo1_scale_ = 1.0f - (ease_t1 * 0.7f);
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logo1_rotation_ = prog1 * 6.28f;
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logo1_squash_y_ = 1.0f;
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logo1_stretch_x_ = 1.0f;
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|
|
|
float prog2 = std::min(1.0f, fade_progress_logo2);
|
|
float ease_t2 = easeInOutQuad(prog2);
|
|
logo2_scale_ = 1.0f - (ease_t2 * 0.7f);
|
|
logo2_rotation_ = prog2 * 6.28f;
|
|
logo2_squash_y_ = 1.0f;
|
|
logo2_stretch_x_ = 1.0f;
|
|
} break;
|
|
|
|
case AppLogoAnimationType::BOUNCE_SQUASH: {
|
|
float prog1 = std::min(1.0f, fade_progress_logo1);
|
|
if (prog1 < 0.2f) {
|
|
float squash_t = prog1 / 0.2f;
|
|
logo1_squash_y_ = 1.0f - (squash_t * 0.3f);
|
|
logo1_stretch_x_ = 1.0f + (squash_t * 0.2f);
|
|
} else {
|
|
float jump_t = (prog1 - 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 + (prog1 * 0.3f);
|
|
logo1_rotation_ = 0.0f;
|
|
|
|
float prog2 = std::min(1.0f, fade_progress_logo2);
|
|
if (prog2 < 0.2f) {
|
|
float squash_t = prog2 / 0.2f;
|
|
logo2_squash_y_ = 1.0f - (squash_t * 0.3f);
|
|
logo2_stretch_x_ = 1.0f + (squash_t * 0.2f);
|
|
} else {
|
|
float jump_t = (prog2 - 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 + (prog2 * 0.3f);
|
|
logo2_rotation_ = 0.0f;
|
|
} break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void AppLogo::render() {
|
|
// Renderizar si NO está en estado HIDDEN (incluye FADE_IN, VISIBLE, FADE_OUT)
|
|
if (state_ != AppLogoState::HIDDEN) {
|
|
// Renderizar LOGO1 primero (fondo), luego LOGO2 (encima)
|
|
renderWithGeometry(1);
|
|
renderWithGeometry(2);
|
|
}
|
|
}
|
|
|
|
void AppLogo::updateScreenSize(int screen_width, int screen_height) {
|
|
screen_width_ = screen_width;
|
|
screen_height_ = screen_height;
|
|
|
|
// ========================================================================
|
|
// Detectar si coincide con resolución nativa o base, cambiar texturas
|
|
// ========================================================================
|
|
bool is_native = (screen_width == native_screen_width_ && screen_height == native_screen_height_);
|
|
|
|
if (is_native) {
|
|
// Cambiar a texturas nativas (F4 fullscreen)
|
|
logo1_current_texture_ = logo1_native_texture_;
|
|
logo1_current_width_ = logo1_native_width_;
|
|
logo1_current_height_ = logo1_native_height_;
|
|
|
|
logo2_current_texture_ = logo2_native_texture_;
|
|
logo2_current_width_ = logo2_native_width_;
|
|
logo2_current_height_ = logo2_native_height_;
|
|
|
|
std::cout << "AppLogo: Cambiado a texturas NATIVAS" << '\n';
|
|
} else {
|
|
// Cambiar a texturas base (ventana redimensionable)
|
|
logo1_current_texture_ = logo1_base_texture_;
|
|
logo1_current_width_ = logo1_base_width_;
|
|
logo1_current_height_ = logo1_base_height_;
|
|
|
|
logo2_current_texture_ = logo2_base_texture_;
|
|
logo2_current_width_ = logo2_base_width_;
|
|
logo2_current_height_ = logo2_base_height_;
|
|
|
|
std::cout << "AppLogo: Cambiado a texturas BASE" << '\n';
|
|
}
|
|
|
|
// Nota: No es necesario recalcular escalas porque las texturas están pre-escaladas
|
|
// al tamaño exacto de pantalla. Solo renderizamos al 100% (o con deformaciones de animación).
|
|
}
|
|
|
|
// ============================================================================
|
|
// Funciones de easing para animaciones
|
|
// ============================================================================
|
|
|
|
auto AppLogo::easeOutElastic(float t) -> float {
|
|
// Elastic easing out: bounce elástico al final
|
|
const float C4 = (2.0f * std::numbers::pi_v<float>) / 3.0f;
|
|
|
|
if (t == 0.0f) {
|
|
return 0.0f;
|
|
}
|
|
if (t == 1.0f) {
|
|
return 1.0f;
|
|
}
|
|
|
|
return (powf(2.0f, -10.0f * t) * sinf((t * 10.0f - 0.75f) * C4)) + 1.0f;
|
|
}
|
|
|
|
auto AppLogo::easeOutBack(float t) -> float {
|
|
// Back easing out: overshoot suave al final
|
|
const float C1 = 1.70158f;
|
|
const float C3 = C1 + 1.0f;
|
|
|
|
return 1.0f + (C3 * powf(t - 1.0f, 3.0f)) + (C1 * powf(t - 1.0f, 2.0f));
|
|
}
|
|
|
|
auto AppLogo::easeOutBounce(float t) -> float {
|
|
// 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;
|
|
}
|
|
if (t < 2.0f / D1) {
|
|
t -= 1.5f / D1;
|
|
return (N1 * t * t) + 0.75f;
|
|
}
|
|
if (t < 2.5f / D1) {
|
|
t -= 2.25f / D1;
|
|
return (N1 * t * t) + 0.9375f;
|
|
}
|
|
t -= 2.625f / D1;
|
|
return (N1 * t * t) + 0.984375f;
|
|
}
|
|
|
|
auto AppLogo::easeInOutQuad(float t) -> float {
|
|
// Quadratic easing in/out: aceleración suave (para ROTATE_SPIRAL)
|
|
if (t < 0.5f) {
|
|
return 2.0f * t * t;
|
|
}
|
|
return 1.0f - (powf((-2.0f * t) + 2.0f, 2.0f) / 2.0f);
|
|
}
|
|
|
|
// ============================================================================
|
|
// Función auxiliar para aleatorización
|
|
// ============================================================================
|
|
|
|
auto AppLogo::getRandomAnimation() -> AppLogoAnimationType {
|
|
// 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 (para todos los logos, con deformaciones)
|
|
// ============================================================================
|
|
|
|
void AppLogo::renderWithGeometry(int logo_index) {
|
|
if (renderer_ == nullptr) {
|
|
return;
|
|
}
|
|
|
|
// Seleccionar variables según el logo_index (1 = logo1, 2 = logo2)
|
|
SDL_Texture* texture;
|
|
int base_width;
|
|
int base_height;
|
|
float scale;
|
|
float squash_y;
|
|
float stretch_x;
|
|
float rotation;
|
|
|
|
if (logo_index == 1) {
|
|
if (logo1_current_texture_ == nullptr) {
|
|
return;
|
|
}
|
|
texture = logo1_current_texture_;
|
|
base_width = logo1_current_width_;
|
|
base_height = logo1_current_height_;
|
|
scale = logo1_scale_;
|
|
squash_y = logo1_squash_y_;
|
|
stretch_x = logo1_stretch_x_;
|
|
rotation = logo1_rotation_;
|
|
} else if (logo_index == 2) {
|
|
if (logo2_current_texture_ == nullptr) {
|
|
return;
|
|
}
|
|
texture = logo2_current_texture_;
|
|
base_width = logo2_current_width_;
|
|
base_height = logo2_current_height_;
|
|
scale = logo2_scale_;
|
|
squash_y = logo2_squash_y_;
|
|
stretch_x = logo2_stretch_x_;
|
|
rotation = logo2_rotation_;
|
|
} else {
|
|
return; // Índice inválido
|
|
}
|
|
|
|
// Aplicar alpha específico de cada logo (con retraso para logo2)
|
|
int alpha = (logo_index == 1) ? logo1_alpha_ : logo2_alpha_;
|
|
float alpha_normalized = static_cast<float>(alpha) / 255.0f; // Convertir 0-255 → 0.0-1.0
|
|
// NO usar SDL_SetTextureAlphaMod - aplicar alpha directamente a vértices
|
|
|
|
// Calcular padding desde bordes derecho e inferior
|
|
float padding_x = screen_width_ * APPLOGO_PADDING_PERCENT;
|
|
float padding_y = screen_height_ * APPLOGO_PADDING_PERCENT;
|
|
|
|
// Calcular esquina BASE (sin escala) para obtener centro FIJO
|
|
// Esto asegura que el centro no se mueva cuando cambia scale/squash/stretch
|
|
float corner_x_base = screen_width_ - base_width - padding_x;
|
|
float corner_y_base = screen_height_ - base_height - padding_y;
|
|
|
|
// Centro FIJO del logo (no cambia con scale/squash/stretch)
|
|
float center_x = corner_x_base + (base_width / 2.0f);
|
|
float center_y = corner_y_base + (base_height / 2.0f);
|
|
|
|
// Calcular tamaño ESCALADO (para vértices)
|
|
// (base_width y base_height ya están pre-escalados al tamaño correcto de pantalla)
|
|
float width = base_width * scale * stretch_x;
|
|
float height = base_height * scale * squash_y;
|
|
|
|
// Pre-calcular seno y coseno de rotación
|
|
float cos_rot = cosf(rotation);
|
|
float sin_rot = sinf(rotation);
|
|
|
|
// Crear 4 vértices del quad (centrado en center_x, center_y)
|
|
std::array<SDL_Vertex, 4> vertices{};
|
|
|
|
// Offset desde el centro
|
|
float half_w = width / 2.0f;
|
|
float half_h = height / 2.0f;
|
|
|
|
// Vértice superior izquierdo (rotado)
|
|
{
|
|
float local_x = -half_w;
|
|
float local_y = -half_h;
|
|
float rotated_x = (local_x * cos_rot) - (local_y * sin_rot);
|
|
float rotated_y = (local_x * sin_rot) + (local_y * cos_rot);
|
|
vertices[0].position = {.x = center_x + rotated_x, .y = center_y + rotated_y};
|
|
vertices[0].tex_coord = {.x = 0.0f, .y = 0.0f};
|
|
vertices[0].color = {.r = 1.0f, .g = 1.0f, .b = 1.0f, .a = alpha_normalized}; // Alpha aplicado al vértice
|
|
}
|
|
|
|
// Vértice superior derecho (rotado)
|
|
{
|
|
float local_x = half_w;
|
|
float local_y = -half_h;
|
|
float rotated_x = (local_x * cos_rot) - (local_y * sin_rot);
|
|
float rotated_y = (local_x * sin_rot) + (local_y * cos_rot);
|
|
vertices[1].position = {.x = center_x + rotated_x, .y = center_y + rotated_y};
|
|
vertices[1].tex_coord = {.x = 1.0f, .y = 0.0f};
|
|
vertices[1].color = {.r = 1.0f, .g = 1.0f, .b = 1.0f, .a = alpha_normalized}; // Alpha aplicado al vértice
|
|
}
|
|
|
|
// Vértice inferior derecho (rotado)
|
|
{
|
|
float local_x = half_w;
|
|
float local_y = half_h;
|
|
float rotated_x = (local_x * cos_rot) - (local_y * sin_rot);
|
|
float rotated_y = (local_x * sin_rot) + (local_y * cos_rot);
|
|
vertices[2].position = {.x = center_x + rotated_x, .y = center_y + rotated_y};
|
|
vertices[2].tex_coord = {.x = 1.0f, .y = 1.0f};
|
|
vertices[2].color = {.r = 1.0f, .g = 1.0f, .b = 1.0f, .a = alpha_normalized}; // Alpha aplicado al vértice
|
|
}
|
|
|
|
// Vértice inferior izquierdo (rotado)
|
|
{
|
|
float local_x = -half_w;
|
|
float local_y = half_h;
|
|
float rotated_x = (local_x * cos_rot) - (local_y * sin_rot);
|
|
float rotated_y = (local_x * sin_rot) + (local_y * cos_rot);
|
|
vertices[3].position = {.x = center_x + rotated_x, .y = center_y + rotated_y};
|
|
vertices[3].tex_coord = {.x = 0.0f, .y = 1.0f};
|
|
vertices[3].color = {.r = 1.0f, .g = 1.0f, .b = 1.0f, .a = alpha_normalized}; // Alpha aplicado al vértice
|
|
}
|
|
|
|
// Índices para 2 triángulos
|
|
std::array<int, 6> indices = {0, 1, 2, 2, 3, 0};
|
|
|
|
// Renderizar con la textura del logo correspondiente
|
|
SDL_RenderGeometry(renderer_, texture, vertices.data(), 4, indices.data(), 6);
|
|
}
|