Files

197 lines
5.3 KiB
C++

#include "core/rendering/fade.h"
#include <SDL3/SDL.h>
#include <cstdlib> // for rand
#include <iostream> // for char_traits, basic_ostream, operator<<
#include "game/defaults.hpp" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
// Constructor
Fade::Fade(SDL_Renderer *renderer)
: renderer_(renderer) {
backbuffer_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (backbuffer_ != nullptr) {
SDL_SetTextureScaleMode(backbuffer_, SDL_SCALEMODE_NEAREST);
}
if (backbuffer_ == nullptr) {
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << '\n';
}
}
// Destructor
Fade::~Fade() {
SDL_DestroyTexture(backbuffer_);
backbuffer_ = nullptr;
}
// Inicializa las variables
void Fade::init(Uint8 r, Uint8 g, Uint8 b) {
fade_type_ = Type::CENTER;
enabled_ = false;
finished_ = false;
counter_ = 0;
elapsed_s_ = 0.0F;
r_ = r;
g_ = g;
b_ = b;
r_original_ = r;
g_original_ = g;
b_original_ = b;
last_square_ticks_ = 0;
squares_drawn_ = 0;
fullscreen_done_ = false;
}
// Pinta una transición en pantalla
void Fade::render() {
if (enabled_ && !finished_) {
switch (fade_type_) {
case Type::FULLSCREEN:
renderFadeFullscreen();
break;
case Type::CENTER:
renderFadeCenter();
break;
case Type::RANDOM_SQUARE:
renderFadeRandomSquare();
break;
default:
break;
}
}
if (finished_) {
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
SDL_RenderClear(renderer_);
}
}
// Helper de render: tipo FULLSCREEN
void Fade::renderFadeFullscreen() {
if (fullscreen_done_) {
return;
}
const int ALPHA = counter_ * 4;
if (ALPHA >= 255) {
fullscreen_done_ = true;
// Deja todos los buffers del mismo color
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, nullptr);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
SDL_RenderClear(renderer_);
finished_ = true;
return;
}
// Dibujamos sobre el renderizador
SDL_SetRenderTarget(renderer_, nullptr);
// Copia el backbuffer con la imagen que había al renderizador
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
SDL_FRect f_rect1 = {0, 0, (float)GAMECANVAS_WIDTH, (float)GAMECANVAS_HEIGHT};
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, ALPHA);
SDL_RenderFillRect(renderer_, &f_rect1);
}
// Helper de render: tipo CENTER
void Fade::renderFadeCenter() {
SDL_FRect f_r1 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
SDL_FRect f_r2 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 64);
for (int i = 0; i < counter_; i++) {
f_r1.h = f_r2.h = (float)(i * 4);
f_r2.y = (float)(GAMECANVAS_HEIGHT - (i * 4));
SDL_RenderFillRect(renderer_, &f_r1);
SDL_RenderFillRect(renderer_, &f_r2);
}
if ((counter_ * 4) > GAMECANVAS_HEIGHT) {
finished_ = true;
}
}
// Helper de render: tipo RANDOM_SQUARE
void Fade::renderFadeRandomSquare() {
const Uint32 NOW = SDL_GetTicks();
if (squares_drawn_ < 50 && NOW - last_square_ticks_ >= 100) {
last_square_ticks_ = NOW;
SDL_FRect f_rs = {0, 0, 32, 32};
// Crea un color al azar
const Uint8 R = 255 * (rand() % 2);
const Uint8 G = 255 * (rand() % 2);
const Uint8 B = 255 * (rand() % 2);
SDL_SetRenderDrawColor(renderer_, R, G, B, 64);
// Dibujamos sobre el backbuffer
SDL_SetRenderTarget(renderer_, backbuffer_);
f_rs.x = (float)(rand() % (GAMECANVAS_WIDTH - 32));
f_rs.y = (float)(rand() % (GAMECANVAS_HEIGHT - 32));
SDL_RenderFillRect(renderer_, &f_rs);
// Volvemos a usar el renderizador de forma normal
SDL_SetRenderTarget(renderer_, nullptr);
squares_drawn_++;
}
// Copiamos el backbuffer al renderizador
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
if (squares_drawn_ >= 50) {
finished_ = true;
}
}
// Actualiza les variables internes. `counter_` (Uint16, frames a la cadència
// de referència 60Hz) es deriva de `elapsed_s_` perquè els helpers de
// `render()` (renderFadeFullscreen / Center / RandomSquare) segueixin
// llegint-lo igual que abans.
void Fade::update(float dt_s) {
if (!enabled_) { return; }
elapsed_s_ += dt_s;
constexpr float FADE_STEPS_PER_S = 60.0F;
counter_ = static_cast<Uint16>(elapsed_s_ * FADE_STEPS_PER_S);
}
// Activa el fade
void Fade::activateFade() {
enabled_ = true;
finished_ = false;
counter_ = 0;
elapsed_s_ = 0.0F;
squares_drawn_ = 0;
last_square_ticks_ = 0;
fullscreen_done_ = false;
r_ = r_original_;
g_ = g_original_;
b_ = b_original_;
}
// Comprueba si está activo
auto Fade::isEnabled() const -> bool {
return enabled_;
}
// Comprueba si ha terminado la transicion
auto Fade::hasEnded() const -> bool {
return finished_;
}
// Establece el tipo de fade
void Fade::setFadeType(Type fade_type) {
fade_type_ = fade_type;
}