clang-format
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@@ -180,7 +180,7 @@ void Fade::updateCenterFade() {
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void Fade::drawCenterFadeRectangles() {
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auto* temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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cleanBackbuffer(r_, g_, b_, 0); // Limpiar para modo IN
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cleanBackbuffer(r_, g_, b_, 0); // Limpiar para modo IN
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
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SDL_RenderFillRect(renderer_, &rect1_);
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@@ -223,14 +223,14 @@ void Fade::updateRandomSquare2Fade() {
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squares_to_activate = total_squares;
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}
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for (int i = 0; i < squares_to_activate; ++i) {
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if (square_age_[i] == -1) {square_age_[i] = elapsed_time;}
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if (square_age_[i] == -1) { square_age_[i] = elapsed_time; }
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}
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} else {
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squares_to_activate = total_squares;
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float activation_progress = static_cast<float>(elapsed_time) / activation_time;
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int squares_starting_transition = std::min(total_squares, std::max(1, static_cast<int>(activation_progress * total_squares)));
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for (int i = 0; i < squares_starting_transition; ++i) {
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if (square_age_[i] == -1) {square_age_[i] = elapsed_time;}
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if (square_age_[i] == -1) { square_age_[i] = elapsed_time; }
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}
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}
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@@ -331,7 +331,7 @@ void Fade::drawDiagonal() {
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void Fade::drawRandomSquares(int active_count) {
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auto* temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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// El fondo se prepara en activate()
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SDL_BlendMode blend_mode;
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SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
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@@ -410,7 +410,7 @@ void Fade::drawVenetianBlinds() {
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SDL_BlendMode blend_mode;
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SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
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// Dibuja las persianas con el color opuesto al fondo
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Uint8 draw_alpha = (mode_ == Mode::OUT) ? 255 : 0;
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, draw_alpha);
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@@ -434,10 +434,10 @@ void Fade::activate() {
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// Preparación inicial de cada tipo
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switch (type_) {
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/*case Type::FULLSCREEN:
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cleanBackbuffer(r_, g_, b_, (mode_ == Mode::OUT) ? 0 : 255);
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SDL_SetTextureAlphaMod(backbuffer_, (mode_ == Mode::OUT) ? 255 : 0);
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break;*/
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/*case Type::FULLSCREEN:
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cleanBackbuffer(r_, g_, b_, (mode_ == Mode::OUT) ? 0 : 255);
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SDL_SetTextureAlphaMod(backbuffer_, (mode_ == Mode::OUT) ? 255 : 0);
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break;*/
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case Type::FULLSCREEN: {
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// La textura en sí siempre debe ser de un color sólido y opaco.
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@@ -515,7 +515,6 @@ void Fade::activate() {
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}
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}
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// Establece el color del fade
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void Fade::setColor(Uint8 r, Uint8 g, Uint8 b) {
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r_ = r;
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