Files
vibe3_physics/source/state/state_manager.cpp
Sergio Valor 821eba3483 refactor(bloques2-5): auditoria de codi - limpieza i arquitectura
Bloque 2: eliminar codi mort comentat (shape_manager, engine)
Bloque 3: Engine shape methods com thin wrappers a ShapeManager;
          eliminar estat duplicat de shapes en Engine
Bloque 4: encapsular getBallsMutable() amb helpers a SceneManager
          (enableShapeAttractionAll, resetDepthScalesAll)
Bloque 5: StateManager Phase 9 - tota la logica DEMO/LOGO
          implementada directament amb refs a SceneManager,
          ThemeManager i ShapeManager; eliminar callbacks a Engine.
          Acoplament Engine<->StateManager passa a unidireccional.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-19 00:42:03 +01:00

646 lines
25 KiB
C++

#include "state_manager.hpp"
#include <algorithm> // for std::min
#include <cstdlib> // for rand
#include <vector> // for std::vector
#include "defines.hpp" // for constantes DEMO/LOGO
#include "engine.hpp" // for Engine (enter/exitShapeMode, texture)
#include "scene/scene_manager.hpp" // for SceneManager
#include "shapes_mgr/shape_manager.hpp" // for ShapeManager
#include "shapes/png_shape.hpp" // for PNGShape flip detection
#include "theme_manager.hpp" // for ThemeManager
StateManager::StateManager()
: engine_(nullptr)
, scene_mgr_(nullptr)
, theme_mgr_(nullptr)
, shape_mgr_(nullptr)
, current_app_mode_(AppMode::SANDBOX)
, previous_app_mode_(AppMode::SANDBOX)
, demo_timer_(0.0f)
, demo_next_action_time_(0.0f)
, logo_convergence_threshold_(0.90f)
, logo_min_time_(3.0f)
, logo_max_time_(5.0f)
, logo_waiting_for_flip_(false)
, logo_target_flip_number_(0)
, logo_target_flip_percentage_(0.0f)
, logo_current_flip_count_(0)
, logo_entered_manually_(false)
, logo_previous_theme_(0)
, logo_previous_texture_index_(0)
, logo_previous_shape_scale_(1.0f) {
}
StateManager::~StateManager() {
}
void StateManager::initialize(Engine* engine, SceneManager* scene_mgr, ThemeManager* theme_mgr, ShapeManager* shape_mgr) {
engine_ = engine;
scene_mgr_ = scene_mgr;
theme_mgr_ = theme_mgr;
shape_mgr_ = shape_mgr;
}
void StateManager::setLogoPreviousState(int theme, size_t texture_index, float shape_scale) {
logo_previous_theme_ = theme;
logo_previous_texture_index_ = texture_index;
logo_previous_shape_scale_ = shape_scale;
}
// ===========================================================================
// ACTUALIZACIÓN DE ESTADOS
// ===========================================================================
void StateManager::update(float delta_time, float shape_convergence, Shape* active_shape) {
if (current_app_mode_ == AppMode::SANDBOX) return;
demo_timer_ += delta_time;
bool should_trigger = false;
if (current_app_mode_ == AppMode::LOGO) {
if (logo_waiting_for_flip_) {
// CAMINO B: Esperando a que ocurran flips
PNGShape* png_shape = dynamic_cast<PNGShape*>(active_shape);
if (png_shape) {
int current_flip_count = png_shape->getFlipCount();
if (current_flip_count > logo_current_flip_count_) {
logo_current_flip_count_ = current_flip_count;
}
if (logo_current_flip_count_ + 1 >= logo_target_flip_number_) {
if (png_shape->isFlipping()) {
float flip_progress = png_shape->getFlipProgress();
if (flip_progress >= logo_target_flip_percentage_) {
should_trigger = true;
}
}
}
}
} else {
// CAMINO A: Esperar convergencia + tiempo
bool min_time_reached = demo_timer_ >= logo_min_time_;
bool max_time_reached = demo_timer_ >= logo_max_time_;
bool convergence_ok = shape_convergence >= logo_convergence_threshold_;
should_trigger = (min_time_reached && convergence_ok) || max_time_reached;
}
} else {
should_trigger = demo_timer_ >= demo_next_action_time_;
}
if (!should_trigger) return;
if (current_app_mode_ == AppMode::LOGO) {
// LOGO MODE: Sistema de acciones variadas con gravedad dinámica
int action = rand() % 100;
if (shape_mgr_->isShapeModeActive()) {
// Logo quieto (formado) → Decidir camino a seguir
if (logo_waiting_for_flip_) {
// Ya estábamos esperando flips → hacer el cambio SHAPE → PHYSICS
if (action < 50) {
engine_->exitShapeMode(true); // Con gravedad ON
} else {
engine_->exitShapeMode(false); // Con gravedad OFF
}
logo_waiting_for_flip_ = false;
logo_current_flip_count_ = 0;
demo_timer_ = 0.0f;
float interval_range = logo_max_time_ - logo_min_time_;
demo_next_action_time_ = logo_min_time_ + (rand() % 1000) / 1000.0f * interval_range;
} else if (rand() % 100 < LOGO_FLIP_WAIT_PROBABILITY) {
// CAMINO B (50%): Esperar flips
logo_waiting_for_flip_ = true;
logo_target_flip_number_ = LOGO_FLIP_WAIT_MIN + rand() % (LOGO_FLIP_WAIT_MAX - LOGO_FLIP_WAIT_MIN + 1);
logo_target_flip_percentage_ = LOGO_FLIP_TRIGGER_MIN + (rand() % 1000) / 1000.0f * (LOGO_FLIP_TRIGGER_MAX - LOGO_FLIP_TRIGGER_MIN);
logo_current_flip_count_ = 0;
PNGShape* png_shape = dynamic_cast<PNGShape*>(shape_mgr_->getActiveShape());
if (png_shape) {
png_shape->resetFlipCount();
}
// No hacer nada más — esperar a que ocurran los flips
} else {
// CAMINO A (50%): Cambio inmediato
if (action < 50) {
engine_->exitShapeMode(true); // SHAPE → PHYSICS con gravedad ON
} else {
engine_->exitShapeMode(false); // SHAPE → PHYSICS con gravedad OFF
}
logo_waiting_for_flip_ = false;
logo_current_flip_count_ = 0;
demo_timer_ = 0.0f;
float interval_range = logo_max_time_ - logo_min_time_;
demo_next_action_time_ = logo_min_time_ + (rand() % 1000) / 1000.0f * interval_range;
}
} else {
// Logo animado (PHYSICS) → 4 opciones
if (action < 50) {
// 50%: PHYSICS → SHAPE (reconstruir logo)
engine_->exitShapeMode(false); // toggleShapeMode: PHYSICS → SHAPE con last_type
logo_waiting_for_flip_ = false;
logo_current_flip_count_ = 0;
} else if (action < 68) {
// 18%: Forzar gravedad ON
scene_mgr_->forceBallsGravityOn();
} else if (action < 84) {
// 16%: Forzar gravedad OFF
scene_mgr_->forceBallsGravityOff();
} else {
// 16%: Cambiar dirección de gravedad
GravityDirection new_direction = static_cast<GravityDirection>(rand() % 4);
scene_mgr_->changeGravityDirection(new_direction);
scene_mgr_->forceBallsGravityOn();
}
demo_timer_ = 0.0f;
float interval_range = logo_max_time_ - logo_min_time_;
demo_next_action_time_ = logo_min_time_ + (rand() % 1000) / 1000.0f * interval_range;
}
// Salir automáticamente si la entrada fue automática (desde DEMO)
if (!logo_entered_manually_ && rand() % 100 < 60) {
exitLogoMode(true); // Volver a DEMO/DEMO_LITE
}
} else {
// DEMO/DEMO_LITE: Acciones normales
bool is_lite = (current_app_mode_ == AppMode::DEMO_LITE);
performDemoAction(is_lite);
demo_timer_ = 0.0f;
float interval_min = is_lite ? DEMO_LITE_ACTION_INTERVAL_MIN : DEMO_ACTION_INTERVAL_MIN;
float interval_max = is_lite ? DEMO_LITE_ACTION_INTERVAL_MAX : DEMO_ACTION_INTERVAL_MAX;
float interval_range = interval_max - interval_min;
demo_next_action_time_ = interval_min + (rand() % 1000) / 1000.0f * interval_range;
}
}
void StateManager::setState(AppMode new_mode, int current_screen_width, int current_screen_height) {
if (current_app_mode_ == new_mode) return;
if (current_app_mode_ == AppMode::LOGO && new_mode != AppMode::LOGO) {
previous_app_mode_ = new_mode;
}
if (new_mode == AppMode::LOGO) {
previous_app_mode_ = current_app_mode_;
}
current_app_mode_ = new_mode;
demo_timer_ = 0.0f;
if (new_mode == AppMode::DEMO || new_mode == AppMode::DEMO_LITE || new_mode == AppMode::LOGO) {
float min_interval, max_interval;
if (new_mode == AppMode::LOGO) {
float resolution_scale = current_screen_height / 720.0f;
logo_min_time_ = LOGO_ACTION_INTERVAL_MIN * resolution_scale;
logo_max_time_ = LOGO_ACTION_INTERVAL_MAX * resolution_scale;
min_interval = logo_min_time_;
max_interval = logo_max_time_;
} else {
bool is_lite = (new_mode == AppMode::DEMO_LITE);
min_interval = is_lite ? DEMO_LITE_ACTION_INTERVAL_MIN : DEMO_ACTION_INTERVAL_MIN;
max_interval = is_lite ? DEMO_LITE_ACTION_INTERVAL_MAX : DEMO_ACTION_INTERVAL_MAX;
}
demo_next_action_time_ = min_interval + (rand() % 1000) / 1000.0f * (max_interval - min_interval);
}
}
void StateManager::toggleDemoMode(int current_screen_width, int current_screen_height) {
if (current_app_mode_ == AppMode::DEMO) {
setState(AppMode::SANDBOX, current_screen_width, current_screen_height);
} else {
setState(AppMode::DEMO, current_screen_width, current_screen_height);
randomizeOnDemoStart(false);
}
}
void StateManager::toggleDemoLiteMode(int current_screen_width, int current_screen_height) {
if (current_app_mode_ == AppMode::DEMO_LITE) {
setState(AppMode::SANDBOX, current_screen_width, current_screen_height);
} else {
setState(AppMode::DEMO_LITE, current_screen_width, current_screen_height);
randomizeOnDemoStart(true);
}
}
void StateManager::toggleLogoMode(int current_screen_width, int current_screen_height, size_t ball_count) {
if (current_app_mode_ == AppMode::LOGO) {
exitLogoMode(false);
} else {
enterLogoMode(false, current_screen_width, current_screen_height, ball_count);
}
}
// ===========================================================================
// ACCIONES DE DEMO
// ===========================================================================
void StateManager::performDemoAction(bool is_lite) {
if (!engine_ || !scene_mgr_ || !theme_mgr_ || !shape_mgr_) return;
// ============================================
// SALTO AUTOMÁTICO A LOGO MODE (Easter Egg)
// ============================================
if (is_lite) {
if (static_cast<int>(scene_mgr_->getBallCount()) >= BALL_COUNT_SCENARIOS[LOGO_MIN_SCENARIO_IDX] &&
theme_mgr_->getCurrentThemeIndex() == 5) { // MONOCHROME
if (rand() % 100 < LOGO_JUMP_PROBABILITY_FROM_DEMO_LITE) {
enterLogoMode(true, 0, 0, scene_mgr_->getBallCount());
return;
}
}
} else {
if (static_cast<int>(scene_mgr_->getBallCount()) >= BALL_COUNT_SCENARIOS[LOGO_MIN_SCENARIO_IDX]) {
if (rand() % 100 < LOGO_JUMP_PROBABILITY_FROM_DEMO) {
enterLogoMode(true, 0, 0, scene_mgr_->getBallCount());
return;
}
}
}
// ============================================
// ACCIONES NORMALES DE DEMO/DEMO_LITE
// ============================================
int TOTAL_WEIGHT;
int random_value;
int accumulated_weight = 0;
if (is_lite) {
TOTAL_WEIGHT = DEMO_LITE_WEIGHT_GRAVITY_DIR + DEMO_LITE_WEIGHT_GRAVITY_TOGGLE + DEMO_LITE_WEIGHT_SHAPE + DEMO_LITE_WEIGHT_TOGGLE_PHYSICS + DEMO_LITE_WEIGHT_IMPULSE;
random_value = rand() % TOTAL_WEIGHT;
// Cambiar dirección gravedad (25%)
accumulated_weight += DEMO_LITE_WEIGHT_GRAVITY_DIR;
if (random_value < accumulated_weight) {
GravityDirection new_direction = static_cast<GravityDirection>(rand() % 4);
scene_mgr_->changeGravityDirection(new_direction);
return;
}
// Toggle gravedad ON/OFF (20%)
accumulated_weight += DEMO_LITE_WEIGHT_GRAVITY_TOGGLE;
if (random_value < accumulated_weight) {
toggleGravityOnOff();
return;
}
// Activar figura 3D (25%) - PNG_SHAPE excluido
accumulated_weight += DEMO_LITE_WEIGHT_SHAPE;
if (random_value < accumulated_weight) {
ShapeType shapes[] = {ShapeType::SPHERE, ShapeType::LISSAJOUS, ShapeType::HELIX, ShapeType::TORUS, ShapeType::CUBE, ShapeType::CYLINDER, ShapeType::ICOSAHEDRON, ShapeType::ATOM};
engine_->enterShapeMode(shapes[rand() % 8]);
return;
}
// Toggle física ↔ figura (20%)
accumulated_weight += DEMO_LITE_WEIGHT_TOGGLE_PHYSICS;
if (random_value < accumulated_weight) {
engine_->exitShapeMode(false);
return;
}
// Aplicar impulso (10%)
accumulated_weight += DEMO_LITE_WEIGHT_IMPULSE;
if (random_value < accumulated_weight) {
scene_mgr_->pushBallsAwayFromGravity();
return;
}
} else {
TOTAL_WEIGHT = DEMO_WEIGHT_GRAVITY_DIR + DEMO_WEIGHT_GRAVITY_TOGGLE + DEMO_WEIGHT_SHAPE + DEMO_WEIGHT_TOGGLE_PHYSICS + DEMO_WEIGHT_REGENERATE_SHAPE + DEMO_WEIGHT_THEME + DEMO_WEIGHT_SCENARIO + DEMO_WEIGHT_IMPULSE + DEMO_WEIGHT_DEPTH_ZOOM + DEMO_WEIGHT_SHAPE_SCALE + DEMO_WEIGHT_SPRITE;
random_value = rand() % TOTAL_WEIGHT;
// Cambiar dirección gravedad (10%)
accumulated_weight += DEMO_WEIGHT_GRAVITY_DIR;
if (random_value < accumulated_weight) {
GravityDirection new_direction = static_cast<GravityDirection>(rand() % 4);
scene_mgr_->changeGravityDirection(new_direction);
return;
}
// Toggle gravedad ON/OFF (8%)
accumulated_weight += DEMO_WEIGHT_GRAVITY_TOGGLE;
if (random_value < accumulated_weight) {
toggleGravityOnOff();
return;
}
// Activar figura 3D (20%) - PNG_SHAPE excluido
accumulated_weight += DEMO_WEIGHT_SHAPE;
if (random_value < accumulated_weight) {
ShapeType shapes[] = {ShapeType::SPHERE, ShapeType::LISSAJOUS, ShapeType::HELIX, ShapeType::TORUS, ShapeType::CUBE, ShapeType::CYLINDER, ShapeType::ICOSAHEDRON, ShapeType::ATOM};
engine_->enterShapeMode(shapes[rand() % 8]);
return;
}
// Toggle física ↔ figura (12%)
accumulated_weight += DEMO_WEIGHT_TOGGLE_PHYSICS;
if (random_value < accumulated_weight) {
engine_->exitShapeMode(false);
return;
}
// Re-generar misma figura (8%)
accumulated_weight += DEMO_WEIGHT_REGENERATE_SHAPE;
if (random_value < accumulated_weight) {
if (shape_mgr_->isShapeModeActive()) {
shape_mgr_->generateShape();
}
return;
}
// Cambiar tema (15%)
accumulated_weight += DEMO_WEIGHT_THEME;
if (random_value < accumulated_weight) {
theme_mgr_->switchToTheme(rand() % 15);
return;
}
// Cambiar escenario (10%)
accumulated_weight += DEMO_WEIGHT_SCENARIO;
if (random_value < accumulated_weight) {
int auto_max = std::min(engine_->getMaxAutoScenario(), DEMO_AUTO_MAX_SCENARIO);
std::vector<int> candidates;
for (int i = DEMO_AUTO_MIN_SCENARIO; i <= auto_max; ++i)
candidates.push_back(i);
if (engine_->isCustomScenarioEnabled() && engine_->isCustomAutoAvailable())
candidates.push_back(CUSTOM_SCENARIO_IDX);
int new_scenario = candidates[rand() % candidates.size()];
SimulationMode current_sim_mode = shape_mgr_->getCurrentMode();
scene_mgr_->changeScenario(new_scenario, current_sim_mode);
if (shape_mgr_->isShapeModeActive()) {
shape_mgr_->generateShape();
scene_mgr_->enableShapeAttractionAll(true);
}
return;
}
// Aplicar impulso (10%)
accumulated_weight += DEMO_WEIGHT_IMPULSE;
if (random_value < accumulated_weight) {
scene_mgr_->pushBallsAwayFromGravity();
return;
}
// Toggle profundidad (3%)
accumulated_weight += DEMO_WEIGHT_DEPTH_ZOOM;
if (random_value < accumulated_weight) {
if (shape_mgr_->isShapeModeActive()) {
shape_mgr_->setDepthZoomEnabled(!shape_mgr_->isDepthZoomEnabled());
}
return;
}
// Cambiar escala de figura (2%)
accumulated_weight += DEMO_WEIGHT_SHAPE_SCALE;
if (random_value < accumulated_weight) {
if (shape_mgr_->isShapeModeActive()) {
int scale_action = rand() % 3;
if (scale_action == 0) {
shape_mgr_->setShapeScaleFactor(shape_mgr_->getShapeScaleFactor() + SHAPE_SCALE_STEP);
} else if (scale_action == 1) {
shape_mgr_->setShapeScaleFactor(shape_mgr_->getShapeScaleFactor() - SHAPE_SCALE_STEP);
} else {
shape_mgr_->setShapeScaleFactor(SHAPE_SCALE_DEFAULT);
}
shape_mgr_->generateShape();
}
return;
}
// Cambiar sprite (2%)
accumulated_weight += DEMO_WEIGHT_SPRITE;
if (random_value < accumulated_weight) {
engine_->switchTextureSilent();
return;
}
}
}
// ===========================================================================
// RANDOMIZACIÓN AL INICIAR DEMO
// ===========================================================================
void StateManager::randomizeOnDemoStart(bool is_lite) {
if (!engine_ || !scene_mgr_ || !theme_mgr_ || !shape_mgr_) return;
// Si venimos de LOGO con PNG_SHAPE, cambiar figura obligatoriamente
if (shape_mgr_->getCurrentShapeType() == ShapeType::PNG_SHAPE) {
ShapeType shapes[] = {ShapeType::SPHERE, ShapeType::LISSAJOUS, ShapeType::HELIX,
ShapeType::TORUS, ShapeType::CUBE, ShapeType::CYLINDER,
ShapeType::ICOSAHEDRON, ShapeType::ATOM};
engine_->enterShapeMode(shapes[rand() % 8]);
}
if (is_lite) {
// DEMO LITE: Solo randomizar física/figura + gravedad
if (rand() % 2 == 0) {
if (shape_mgr_->isShapeModeActive()) {
engine_->exitShapeMode(false);
}
} else {
ShapeType shapes[] = {ShapeType::SPHERE, ShapeType::LISSAJOUS, ShapeType::HELIX, ShapeType::TORUS, ShapeType::CUBE, ShapeType::CYLINDER, ShapeType::ICOSAHEDRON, ShapeType::ATOM};
engine_->enterShapeMode(shapes[rand() % 8]);
}
GravityDirection new_direction = static_cast<GravityDirection>(rand() % 4);
scene_mgr_->changeGravityDirection(new_direction);
if (rand() % 2 == 0) {
toggleGravityOnOff();
}
} else {
// DEMO COMPLETO: Randomizar TODO
// 1. Física o Figura
if (rand() % 2 == 0) {
if (shape_mgr_->isShapeModeActive()) {
engine_->exitShapeMode(false);
}
} else {
ShapeType shapes[] = {ShapeType::SPHERE, ShapeType::LISSAJOUS, ShapeType::HELIX, ShapeType::TORUS, ShapeType::CUBE, ShapeType::CYLINDER, ShapeType::ICOSAHEDRON, ShapeType::ATOM};
ShapeType selected_shape = shapes[rand() % 8];
// Randomizar profundidad y escala ANTES de activar la figura
if (rand() % 2 == 0) {
shape_mgr_->setDepthZoomEnabled(!shape_mgr_->isDepthZoomEnabled());
}
shape_mgr_->setShapeScaleFactor(0.5f + (rand() % 1500) / 1000.0f);
engine_->enterShapeMode(selected_shape);
}
// 2. Escenario
int auto_max = std::min(engine_->getMaxAutoScenario(), DEMO_AUTO_MAX_SCENARIO);
std::vector<int> candidates;
for (int i = DEMO_AUTO_MIN_SCENARIO; i <= auto_max; ++i)
candidates.push_back(i);
if (engine_->isCustomScenarioEnabled() && engine_->isCustomAutoAvailable())
candidates.push_back(CUSTOM_SCENARIO_IDX);
int new_scenario = candidates[rand() % candidates.size()];
SimulationMode current_sim_mode = shape_mgr_->getCurrentMode();
scene_mgr_->changeScenario(new_scenario, current_sim_mode);
if (shape_mgr_->isShapeModeActive()) {
shape_mgr_->generateShape();
scene_mgr_->enableShapeAttractionAll(true);
}
// 3. Tema
theme_mgr_->switchToTheme(rand() % 15);
// 4. Sprite
if (rand() % 2 == 0) {
engine_->switchTextureSilent();
}
// 5. Gravedad
GravityDirection new_direction = static_cast<GravityDirection>(rand() % 4);
scene_mgr_->changeGravityDirection(new_direction);
if (rand() % 3 == 0) {
toggleGravityOnOff();
}
}
}
// ===========================================================================
// TOGGLE GRAVEDAD (para DEMO)
// ===========================================================================
void StateManager::toggleGravityOnOff() {
if (!scene_mgr_) return;
bool gravity_enabled = scene_mgr_->hasBalls() &&
(scene_mgr_->getFirstBall()->getGravityForce() > 0.0f);
if (gravity_enabled) {
scene_mgr_->forceBallsGravityOff();
} else {
scene_mgr_->forceBallsGravityOn();
}
}
// ===========================================================================
// ENTRAR AL MODO LOGO
// ===========================================================================
void StateManager::enterLogoMode(bool from_demo, int current_screen_width, int current_screen_height, size_t ball_count) {
if (!engine_ || !scene_mgr_ || !theme_mgr_ || !shape_mgr_) return;
logo_entered_manually_ = !from_demo;
logo_waiting_for_flip_ = false;
logo_target_flip_number_ = 0;
logo_target_flip_percentage_ = 0.0f;
logo_current_flip_count_ = 0;
// Cambiar a modo LOGO (guarda previous_app_mode_ automáticamente)
setState(AppMode::LOGO, current_screen_width, current_screen_height);
// Verificar mínimo de pelotas
if (scene_mgr_->getCurrentScenario() < LOGO_MIN_SCENARIO_IDX) {
scene_mgr_->changeScenario(LOGO_MIN_SCENARIO_IDX, shape_mgr_->getCurrentMode());
}
// Guardar estado previo (para restaurar al salir)
logo_previous_theme_ = theme_mgr_->getCurrentThemeIndex();
logo_previous_texture_index_ = engine_->getCurrentTextureIndex();
logo_previous_shape_scale_ = shape_mgr_->getShapeScaleFactor();
// Aplicar textura "small" si existe — buscar por nombre iterando índices
if (engine_->getCurrentTextureName() != "small") {
size_t original_idx = logo_previous_texture_index_;
bool found = false;
for (size_t i = 0; i < 20; ++i) {
engine_->setTextureByIndex(i);
if (engine_->getCurrentTextureName() == "small") {
found = true;
break;
}
if (engine_->getCurrentTextureName().empty()) {
break;
}
}
if (!found) {
engine_->setTextureByIndex(original_idx);
}
}
// Cambiar a tema aleatorio entre: MONOCHROME, LAVENDER, CRIMSON, ESMERALDA
int logo_themes[] = {5, 6, 7, 8};
theme_mgr_->switchToTheme(logo_themes[rand() % 4]);
// Establecer escala a 120%
shape_mgr_->setShapeScaleFactor(LOGO_MODE_SHAPE_SCALE);
// Activar PNG_SHAPE (el logo)
engine_->enterShapeMode(ShapeType::PNG_SHAPE);
// Configurar PNG_SHAPE en modo LOGO
PNGShape* png_shape = dynamic_cast<PNGShape*>(shape_mgr_->getActiveShape());
if (png_shape) {
png_shape->setLogoMode(true);
png_shape->resetFlipCount();
}
}
// ===========================================================================
// SALIR DEL MODO LOGO
// ===========================================================================
void StateManager::exitLogoMode(bool return_to_demo) {
if (current_app_mode_ != AppMode::LOGO) return;
if (!engine_ || !scene_mgr_ || !theme_mgr_ || !shape_mgr_) return;
logo_entered_manually_ = false;
// Restaurar estado visual previo
theme_mgr_->switchToTheme(logo_previous_theme_);
engine_->setTextureByIndex(logo_previous_texture_index_);
shape_mgr_->setShapeScaleFactor(logo_previous_shape_scale_);
shape_mgr_->generateShape();
// Activar atracción física si estamos en modo SHAPE
if (shape_mgr_->isShapeModeActive()) {
scene_mgr_->enableShapeAttractionAll(true);
}
// Desactivar modo LOGO en PNG_SHAPE
PNGShape* png_shape = dynamic_cast<PNGShape*>(shape_mgr_->getActiveShape());
if (png_shape) {
png_shape->setLogoMode(false);
}
// Si la figura activa es PNG_SHAPE, cambiar a otra figura aleatoria
if (shape_mgr_->getCurrentShapeType() == ShapeType::PNG_SHAPE) {
ShapeType shapes[] = {ShapeType::SPHERE, ShapeType::LISSAJOUS, ShapeType::HELIX,
ShapeType::TORUS, ShapeType::CUBE, ShapeType::CYLINDER,
ShapeType::ICOSAHEDRON, ShapeType::ATOM};
engine_->enterShapeMode(shapes[rand() % 8]);
}
if (!return_to_demo) {
setState(AppMode::SANDBOX, 0, 0);
} else {
current_app_mode_ = previous_app_mode_;
}
}