158 lines
4.7 KiB
C++
158 lines
4.7 KiB
C++
#include "fade.h"
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#include <SDL3/SDL.h>
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#include <stdlib.h> // for rand
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#include <iostream> // for char_traits, basic_ostream, operator<<
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#include "const.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
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// Constructor
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Fade::Fade(SDL_Renderer *renderer) {
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mRenderer = renderer;
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (mBackbuffer != nullptr) {
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SDL_SetTextureScaleMode(mBackbuffer, SDL_SCALEMODE_NEAREST);
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}
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if (mBackbuffer == nullptr) {
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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// Destructor
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Fade::~Fade() {
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SDL_DestroyTexture(mBackbuffer);
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mBackbuffer = nullptr;
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}
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// Inicializa las variables
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void Fade::init(Uint8 r, Uint8 g, Uint8 b) {
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mFadeType = FADE_CENTER;
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mEnabled = false;
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mFinished = false;
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mCounter = 0;
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mR = r;
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mG = g;
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mB = b;
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}
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// Pinta una transición en pantalla
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void Fade::render() {
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if (mEnabled && !mFinished) {
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switch (mFadeType) {
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case FADE_FULLSCREEN: {
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SDL_FRect fRect1 = {0, 0, (float)GAMECANVAS_WIDTH, (float)GAMECANVAS_HEIGHT};
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for (int i = 0; i < 256; i += 4) {
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// Dibujamos sobre el renderizador
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SDL_SetRenderTarget(mRenderer, nullptr);
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// Copia el backbuffer con la imagen que había al renderizador
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SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, i);
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SDL_RenderFillRect(mRenderer, &fRect1);
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// Vuelca el renderizador en pantalla
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SDL_RenderPresent(mRenderer);
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}
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// Deja todos los buffers del mismo color
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SDL_SetRenderTarget(mRenderer, mBackbuffer);
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
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SDL_RenderClear(mRenderer);
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SDL_SetRenderTarget(mRenderer, nullptr);
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
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SDL_RenderClear(mRenderer);
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break;
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}
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case FADE_CENTER: {
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SDL_FRect fR1 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
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SDL_FRect fR2 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
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for (int i = 0; i < mCounter; i++) {
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fR1.h = fR2.h = (float)(i * 4);
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fR2.y = (float)(GAMECANVAS_HEIGHT - (i * 4));
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SDL_RenderFillRect(mRenderer, &fR1);
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SDL_RenderFillRect(mRenderer, &fR2);
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}
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if ((mCounter * 4) > GAMECANVAS_HEIGHT)
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mFinished = true;
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break;
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}
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case FADE_RANDOM_SQUARE: {
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SDL_FRect fRs = {0, 0, 32, 32};
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for (Uint16 i = 0; i < 50; i++) {
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// Crea un color al azar
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mR = 255 * (rand() % 2);
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mG = 255 * (rand() % 2);
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mB = 255 * (rand() % 2);
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
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// Dibujamos sobre el backbuffer
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SDL_SetRenderTarget(mRenderer, mBackbuffer);
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fRs.x = (float)(rand() % (GAMECANVAS_WIDTH - 32));
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fRs.y = (float)(rand() % (GAMECANVAS_HEIGHT - 32));
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SDL_RenderFillRect(mRenderer, &fRs);
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// Volvemos a usar el renderizador de forma normal
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SDL_SetRenderTarget(mRenderer, nullptr);
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// Copiamos el backbuffer al renderizador
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SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
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// Volcamos el renderizador en pantalla
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SDL_RenderPresent(mRenderer);
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SDL_Delay(100);
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}
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break;
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}
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default:
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break;
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}
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}
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if (mFinished) {
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
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SDL_RenderClear(mRenderer);
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}
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}
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// Actualiza las variables internas
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void Fade::update() {
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if (mEnabled)
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mCounter++;
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}
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// Activa el fade
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void Fade::activateFade() {
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mEnabled = true;
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mFinished = false;
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mCounter = 0;
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}
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// Comprueba si está activo
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bool Fade::isEnabled() {
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return mEnabled;
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}
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// Comprueba si ha terminado la transicion
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bool Fade::hasEnded() {
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return mFinished;
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}
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// Establece el tipo de fade
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void Fade::setFadeType(Uint8 fadeType) {
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mFadeType = fadeType;
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} |