feat(transitions): mosaic dissolve fade-out al final de la fase STARTING (configurable a ui.yaml)
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@@ -0,0 +1,71 @@
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#include "core/rendering/transitions/mosaic.hpp"
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include "core/rendering/screen.hpp"
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namespace Transitions {
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Mosaic::Mosaic(Params params)
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: params_(params) {}
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void Mosaic::begin(int duration_ms) {
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duration_ms_ = duration_ms;
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elapsed_ms_ = 0;
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}
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void Mosaic::tick(int delta_ms) {
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if (duration_ms_ <= 0) { return; }
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elapsed_ms_ = std::min(elapsed_ms_ + delta_ms, duration_ms_);
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}
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auto Mosaic::progress() const -> float {
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if (duration_ms_ <= 0) { return 0.0F; }
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return std::clamp(static_cast<float>(elapsed_ms_) / static_cast<float>(duration_ms_), 0.0F, 1.0F);
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}
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void Mosaic::render() const {
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if (duration_ms_ <= 0) { return; }
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const float P = progress();
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const int MAX_BLOCK = std::max(1, params_.max_block_size);
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// Blocs de mida creixent al llarg del fade. A p=0 → 1 px (sense
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// efecte visible); a p=1 → max_block. Es fa cap-amunt amb ceil
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// perquè el primer increment arribi aviat (el salt visual de
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// 1→2 ja es nota).
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const int BLOCK = std::clamp(static_cast<int>(std::ceil(static_cast<float>(MAX_BLOCK) * P)), 1, MAX_BLOCK);
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auto& screen = Screen::get();
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std::uint32_t* canvas = screen.getCanvasArgb();
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const int W = screen.getCanvasWidth();
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const int H = screen.getCanvasHeight();
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if (BLOCK > 1) {
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// Sample-and-fill in-place. Per a cada bloc, mostregem el
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// píxel central (les vores poden caure fora del canvas en
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// blocs de la última columna/fila → clamp).
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for (int by = 0; by < H; by += BLOCK) {
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const int Y_END = std::min(by + BLOCK, H);
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const int SY = std::min(by + (BLOCK / 2), H - 1);
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for (int bx = 0; bx < W; bx += BLOCK) {
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const int X_END = std::min(bx + BLOCK, W);
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const int SX = std::min(bx + (BLOCK / 2), W - 1);
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const std::uint32_t COLOR = canvas[(SY * W) + SX];
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for (int yy = by; yy < Y_END; ++yy) {
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std::uint32_t* row = canvas + (static_cast<std::ptrdiff_t>(yy) * W);
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std::fill(row + bx, row + X_END, COLOR);
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}
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}
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}
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}
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// Fade-to-black quadràtic per damunt: la mascara fosca arriba
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// tard (a p=0.5 només 25% d'alpha) perquè es vegin els blocs.
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const auto ALPHA = static_cast<std::uint8_t>(std::round(255.0F * P * P));
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if (ALPHA > 0) {
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screen.blendRect(0, 0, W, H, 0x00000000U, ALPHA);
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}
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}
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} // namespace Transitions
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