Files
vibe3_physics/source/ui/app_logo.cpp
Sergio c9bcce6f9b style: aplicar fixes de clang-tidy (todo excepto uppercase-literal-suffix)
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>
2026-03-21 10:52:07 +01:00

708 lines
29 KiB
C++

#include "app_logo.hpp"
#include <SDL3/SDL_render.h> // for SDL_DestroyTexture, SDL_RenderGeometry, SDL_SetTextureAlphaMod
#include <array> // for std::array
#include <cmath> // for powf, sinf, cosf
#include <cstdlib> // for free()
#include <iostream> // for std::cout
#include <numbers>
#include "defines.hpp" // for APPLOGO_HEIGHT_PERCENT, getResourcesDirectory
#include "logo_scaler.hpp" // for LogoScaler
// ============================================================================
// Destructor - Liberar las 4 texturas SDL
// ============================================================================
AppLogo::~AppLogo() {
if (logo1_base_texture_ != nullptr) {
SDL_DestroyTexture(logo1_base_texture_);
logo1_base_texture_ = nullptr;
}
if (logo1_native_texture_ != nullptr) {
SDL_DestroyTexture(logo1_native_texture_);
logo1_native_texture_ = nullptr;
}
if (logo2_base_texture_ != nullptr) {
SDL_DestroyTexture(logo2_base_texture_);
logo2_base_texture_ = nullptr;
}
if (logo2_native_texture_ != nullptr) {
SDL_DestroyTexture(logo2_native_texture_);
logo2_native_texture_ = nullptr;
}
}
// ============================================================================
// Inicialización - Pre-escalar logos a 2 resoluciones (base y nativa)
// ============================================================================
auto AppLogo::initialize(SDL_Renderer* renderer, int screen_width, int screen_height) -> bool {
if (logo1_base_texture_ != nullptr) {
SDL_DestroyTexture(logo1_base_texture_);
logo1_base_texture_ = nullptr;
}
if (logo1_native_texture_ != nullptr) {
SDL_DestroyTexture(logo1_native_texture_);
logo1_native_texture_ = nullptr;
}
if (logo2_base_texture_ != nullptr) {
SDL_DestroyTexture(logo2_base_texture_);
logo2_base_texture_ = nullptr;
}
if (logo2_native_texture_ != nullptr) {
SDL_DestroyTexture(logo2_native_texture_);
logo2_native_texture_ = nullptr;
}
renderer_ = renderer;
base_screen_width_ = screen_width;
base_screen_height_ = screen_height;
screen_width_ = screen_width;
screen_height_ = screen_height;
std::string resources_dir = getResourcesDirectory();
// ========================================================================
// 1. Detectar resolución nativa del monitor
// ========================================================================
if (!LogoScaler::detectNativeResolution(native_screen_width_, native_screen_height_)) {
std::cout << "No se pudo detectar resolución nativa, usando solo base" << '\n';
// Fallback: usar resolución base como nativa
native_screen_width_ = screen_width;
native_screen_height_ = screen_height;
}
// ========================================================================
// 2. Calcular alturas finales para ambas resoluciones
// ========================================================================
int logo_base_target_height = static_cast<int>(base_screen_height_ * APPLOGO_HEIGHT_PERCENT);
int logo_native_target_height = static_cast<int>(native_screen_height_ * APPLOGO_HEIGHT_PERCENT);
// ========================================================================
// 3. Cargar y escalar LOGO1 (data/logo/logo.png) a 2 versiones
// ========================================================================
std::string logo1_path = resources_dir + "/data/logo/logo.png";
// 3a. Versión BASE de logo1
unsigned char* logo1_base_data = LogoScaler::loadAndScale(
logo1_path,
0, // width calculado automáticamente por aspect ratio
logo_base_target_height,
logo1_base_width_,
logo1_base_height_);
if (logo1_base_data == nullptr) {
std::cout << "Error: No se pudo escalar logo1 (base)" << '\n';
return false;
}
logo1_base_texture_ = LogoScaler::createTextureFromBuffer(
renderer,
logo1_base_data,
logo1_base_width_,
logo1_base_height_);
free(logo1_base_data); // Liberar buffer temporal
if (logo1_base_texture_ == nullptr) {
std::cout << "Error: No se pudo crear textura logo1 (base)" << '\n';
return false;
}
// Habilitar alpha blending
SDL_SetTextureBlendMode(logo1_base_texture_, SDL_BLENDMODE_BLEND);
// 3b. Versión NATIVA de logo1
unsigned char* logo1_native_data = LogoScaler::loadAndScale(
logo1_path,
0, // width calculado automáticamente
logo_native_target_height,
logo1_native_width_,
logo1_native_height_);
if (logo1_native_data == nullptr) {
std::cout << "Error: No se pudo escalar logo1 (nativa)" << '\n';
return false;
}
logo1_native_texture_ = LogoScaler::createTextureFromBuffer(
renderer,
logo1_native_data,
logo1_native_width_,
logo1_native_height_);
free(logo1_native_data);
if (logo1_native_texture_ == nullptr) {
std::cout << "Error: No se pudo crear textura logo1 (nativa)" << '\n';
return false;
}
SDL_SetTextureBlendMode(logo1_native_texture_, SDL_BLENDMODE_BLEND);
// ========================================================================
// 4. Cargar y escalar LOGO2 (data/logo/logo2.png) a 2 versiones
// ========================================================================
std::string logo2_path = resources_dir + "/data/logo/logo2.png";
// 4a. Versión BASE de logo2
unsigned char* logo2_base_data = LogoScaler::loadAndScale(
logo2_path,
0,
logo_base_target_height,
logo2_base_width_,
logo2_base_height_);
if (logo2_base_data == nullptr) {
std::cout << "Error: No se pudo escalar logo2 (base)" << '\n';
return false;
}
logo2_base_texture_ = LogoScaler::createTextureFromBuffer(
renderer,
logo2_base_data,
logo2_base_width_,
logo2_base_height_);
free(logo2_base_data);
if (logo2_base_texture_ == nullptr) {
std::cout << "Error: No se pudo crear textura logo2 (base)" << '\n';
return false;
}
SDL_SetTextureBlendMode(logo2_base_texture_, SDL_BLENDMODE_BLEND);
// 4b. Versión NATIVA de logo2
unsigned char* logo2_native_data = LogoScaler::loadAndScale(
logo2_path,
0,
logo_native_target_height,
logo2_native_width_,
logo2_native_height_);
if (logo2_native_data == nullptr) {
std::cout << "Error: No se pudo escalar logo2 (nativa)" << '\n';
return false;
}
logo2_native_texture_ = LogoScaler::createTextureFromBuffer(
renderer,
logo2_native_data,
logo2_native_width_,
logo2_native_height_);
free(logo2_native_data);
if (logo2_native_texture_ == nullptr) {
std::cout << "Error: No se pudo crear textura logo2 (nativa)" << '\n';
return false;
}
SDL_SetTextureBlendMode(logo2_native_texture_, SDL_BLENDMODE_BLEND);
// ========================================================================
// 5. Inicialmente usar texturas BASE (la resolución de inicio)
// ========================================================================
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 << "[Logo] logo.png + logo2.png (base " << logo_base_target_height << "px, nativa " << logo_native_target_height << "px)\n";
return true;
}
void AppLogo::update(float delta_time, AppMode current_mode) { // NOLINT(readability-function-cognitive-complexity)
// Si estamos en SANDBOX, resetear y no hacer nada (logo desactivado)
if (current_mode == AppMode::SANDBOX) {
state_ = AppLogoState::HIDDEN;
timer_ = 0.0f;
logo1_alpha_ = 0;
logo2_alpha_ = 0;
return;
}
// Máquina de estados con fade in/out
timer_ += delta_time;
switch (state_) {
case AppLogoState::HIDDEN:
// Esperando el intervalo de espera
if (timer_ >= APPLOGO_DISPLAY_INTERVAL) {
state_ = AppLogoState::FADE_IN;
timer_ = 0.0f;
logo1_alpha_ = 0;
logo2_alpha_ = 0;
// Elegir UNA animación aleatoria (misma para ambos logos, misma entrada y salida)
current_animation_ = getRandomAnimation();
}
break;
case AppLogoState::FADE_IN:
// Fade in: alpha de 0 a 255, con Logo 2 retrasado 0.25s
{
// Calcular progreso de cada logo (Logo 2 con retraso)
float fade_progress_logo1 = timer_ / APPLOGO_ANIMATION_DURATION;
float fade_progress_logo2 = std::max(0.0f, (timer_ - APPLOGO_LOGO2_DELAY) / APPLOGO_ANIMATION_DURATION);
// Verificar si fade in completado (cuando logo2 también termina)
if (fade_progress_logo2 >= 1.0f) {
// Fade in completado para ambos logos
state_ = AppLogoState::VISIBLE;
timer_ = 0.0f;
logo1_alpha_ = 255;
logo2_alpha_ = 255;
// 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 con retraso de forma LINEAL (sin easing)
logo1_alpha_ = static_cast<int>(std::min(1.0f, fade_progress_logo1) * 255.0f);
logo2_alpha_ = static_cast<int>(std::min(1.0f, fade_progress_logo2) * 255.0f);
// ================================================================
// Aplicar MISMA animación (current_animation_) a ambos logos
// con sus respectivos progresos
// ================================================================
switch (current_animation_) {
case AppLogoAnimationType::ZOOM_ONLY:
logo1_scale_ = 1.2f - (std::min(1.0f, fade_progress_logo1) * 0.2f);
logo1_squash_y_ = 1.0f;
logo1_stretch_x_ = 1.0f;
logo1_rotation_ = 0.0f;
logo2_scale_ = 1.2f - (std::min(1.0f, fade_progress_logo2) * 0.2f);
logo2_squash_y_ = 1.0f;
logo2_stretch_x_ = 1.0f;
logo2_rotation_ = 0.0f;
break;
case AppLogoAnimationType::ELASTIC_STICK: {
float prog1 = std::min(1.0f, fade_progress_logo1);
float elastic_t1 = easeOutElastic(prog1);
logo1_scale_ = 1.2f - (elastic_t1 * 0.2f);
float squash_t1 = easeOutBack(prog1);
logo1_squash_y_ = 0.6f + (squash_t1 * 0.4f);
logo1_stretch_x_ = 1.0f + (1.0f - logo1_squash_y_) * 0.5f;
logo1_rotation_ = 0.0f;
float prog2 = std::min(1.0f, fade_progress_logo2);
float elastic_t2 = easeOutElastic(prog2);
logo2_scale_ = 1.2f - (elastic_t2 * 0.2f);
float squash_t2 = easeOutBack(prog2);
logo2_squash_y_ = 0.6f + (squash_t2 * 0.4f);
logo2_stretch_x_ = 1.0f + (1.0f - logo2_squash_y_) * 0.5f;
logo2_rotation_ = 0.0f;
} break;
case AppLogoAnimationType::ROTATE_SPIRAL: {
float prog1 = std::min(1.0f, fade_progress_logo1);
float ease_t1 = easeInOutQuad(prog1);
logo1_scale_ = 0.3f + (ease_t1 * 0.7f);
logo1_rotation_ = (1.0f - prog1) * 6.28f;
logo1_squash_y_ = 1.0f;
logo1_stretch_x_ = 1.0f;
float prog2 = std::min(1.0f, fade_progress_logo2);
float ease_t2 = easeInOutQuad(prog2);
logo2_scale_ = 0.3f + (ease_t2 * 0.7f);
logo2_rotation_ = (1.0f - 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);
float bounce_t1 = easeOutBounce(prog1);
logo1_scale_ = 1.0f;
float squash_amount1 = (1.0f - bounce_t1) * 0.3f;
logo1_squash_y_ = 1.0f - squash_amount1;
logo1_stretch_x_ = 1.0f + squash_amount1 * 0.5f;
logo1_rotation_ = 0.0f;
float prog2 = std::min(1.0f, fade_progress_logo2);
float bounce_t2 = easeOutBounce(prog2);
logo2_scale_ = 1.0f;
float squash_amount2 = (1.0f - bounce_t2) * 0.3f;
logo2_squash_y_ = 1.0f - squash_amount2;
logo2_stretch_x_ = 1.0f + squash_amount2 * 0.5f;
logo2_rotation_ = 0.0f;
} break;
}
}
}
break;
case AppLogoState::VISIBLE:
// Logo completamente visible, esperando duración
if (timer_ >= APPLOGO_DISPLAY_DURATION) {
state_ = AppLogoState::FADE_OUT;
timer_ = 0.0f;
logo1_alpha_ = 255;
logo2_alpha_ = 255;
// NO elegir nueva animación - reutilizar current_animation_ (simetría entrada/salida)
}
break;
case AppLogoState::FADE_OUT:
// Fade out: alpha de 255 a 0, con Logo 2 retrasado 0.25s (misma animación que entrada)
{
// Calcular progreso de cada logo (Logo 2 con retraso)
float fade_progress_logo1 = timer_ / APPLOGO_ANIMATION_DURATION;
float fade_progress_logo2 = std::max(0.0f, (timer_ - APPLOGO_LOGO2_DELAY) / APPLOGO_ANIMATION_DURATION);
// Verificar si fade out completado (cuando logo2 también termina)
if (fade_progress_logo2 >= 1.0f) {
// Fade out completado, volver a HIDDEN
state_ = AppLogoState::HIDDEN;
timer_ = 0.0f;
logo1_alpha_ = 0;
logo2_alpha_ = 0;
// 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 con retraso de forma LINEAL (255 → 0, sin easing)
logo1_alpha_ = static_cast<int>((1.0f - std::min(1.0f, fade_progress_logo1)) * 255.0f);
logo2_alpha_ = static_cast<int>((1.0f - std::min(1.0f, fade_progress_logo2)) * 255.0f);
// ================================================================
// Aplicar MISMA animación (current_animation_) de forma invertida
// ================================================================
switch (current_animation_) {
case AppLogoAnimationType::ZOOM_ONLY:
logo1_scale_ = 1.0f + (std::min(1.0f, fade_progress_logo1) * 0.2f);
logo1_squash_y_ = 1.0f;
logo1_stretch_x_ = 1.0f;
logo1_rotation_ = 0.0f;
logo2_scale_ = 1.0f + (std::min(1.0f, fade_progress_logo2) * 0.2f);
logo2_squash_y_ = 1.0f;
logo2_stretch_x_ = 1.0f;
logo2_rotation_ = 0.0f;
break;
case AppLogoAnimationType::ELASTIC_STICK: {
float prog1 = std::min(1.0f, fade_progress_logo1);
logo1_scale_ = 1.0f + (prog1 * prog1 * 0.2f);
logo1_squash_y_ = 1.0f + (prog1 * 0.3f);
logo1_stretch_x_ = 1.0f - (prog1 * 0.2f);
logo1_rotation_ = prog1 * 0.1f;
float prog2 = std::min(1.0f, fade_progress_logo2);
logo2_scale_ = 1.0f + (prog2 * prog2 * 0.2f);
logo2_squash_y_ = 1.0f + (prog2 * 0.3f);
logo2_stretch_x_ = 1.0f - (prog2 * 0.2f);
logo2_rotation_ = prog2 * 0.1f;
} break;
case AppLogoAnimationType::ROTATE_SPIRAL: {
float prog1 = std::min(1.0f, fade_progress_logo1);
float ease_t1 = easeInOutQuad(prog1);
logo1_scale_ = 1.0f - (ease_t1 * 0.7f);
logo1_rotation_ = prog1 * 6.28f;
logo1_squash_y_ = 1.0f;
logo1_stretch_x_ = 1.0f;
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);
}