afegit el fade RANDOM_SQAURE2

canviat els timings del fade a milisegons
This commit is contained in:
2025-08-17 19:34:48 +02:00
parent e774e0e8ad
commit 3fc15a9512
12 changed files with 274 additions and 84 deletions

View File

@@ -35,19 +35,22 @@ void Fade::init() {
b_ = 0;
a_ = 0;
post_duration_ = 0;
post_counter_ = 0;
post_start_time_ = 0;
pre_duration_ = 0;
pre_counter_ = 0;
pre_start_time_ = 0;
num_squares_width_ = param.fade.num_squares_width;
num_squares_height_ = param.fade.num_squares_height;
fade_random_squares_delay_ = param.fade.random_squares_delay;
fade_random_squares_mult_ = param.fade.random_squares_mult;
random_squares_duration_ = param.fade.random_squares_duration_ms; // Usar como duración en ms
square_transition_duration_ = random_squares_duration_ / 4; // 25% del tiempo total para la transición individual
random_squares_start_time_ = 0;
}
// Resetea algunas variables para volver a hacer el fade sin perder ciertos parametros
void Fade::reset() {
state_ = State::NOT_ENABLED;
counter_ = 0;
post_start_time_ = 0;
pre_start_time_ = 0;
}
// Pinta una transición en pantalla
@@ -75,10 +78,11 @@ void Fade::update() {
}
void Fade::updatePreState() {
if (pre_counter_ == pre_duration_) {
// Sistema basado en tiempo únicamente
Uint32 elapsed_time = SDL_GetTicks() - pre_start_time_;
if (elapsed_time >= static_cast<Uint32>(pre_duration_)) {
state_ = State::FADING;
} else {
pre_counter_++;
}
}
@@ -93,6 +97,9 @@ void Fade::updateFadingState() {
case Type::RANDOM_SQUARE:
updateRandomSquareFade();
break;
case Type::RANDOM_SQUARE2:
updateRandomSquare2Fade();
break;
case Type::VENETIAN:
updateVenetianFade();
break;
@@ -102,13 +109,26 @@ void Fade::updateFadingState() {
counter_++;
}
void Fade::changeToPostState() {
state_ = State::POST;
post_start_time_ = SDL_GetTicks();
}
void Fade::updatePostState() {
if (post_counter_ == post_duration_) {
// Sistema basado en tiempo únicamente
Uint32 elapsed_time = SDL_GetTicks() - post_start_time_;
if (elapsed_time >= static_cast<Uint32>(post_duration_)) {
state_ = State::FINISHED;
} else {
post_counter_++;
}
cleanBackbuffer(r_, g_, b_, a_);
// Mantener el alpha final correcto para cada tipo de fade
Uint8 post_alpha = a_;
if (type_ == Type::RANDOM_SQUARE2) {
post_alpha = (mode_ == Mode::OUT) ? 255 : 0;
}
cleanBackbuffer(r_, g_, b_, post_alpha);
}
void Fade::updateFullscreenFade() {
@@ -118,7 +138,7 @@ void Fade::updateFullscreenFade() {
// Comprueba si ha terminado
if (counter_ >= 255 / 4) {
state_ = State::POST;
changeToPostState();
}
}
@@ -127,8 +147,8 @@ void Fade::updateCenterFade() {
// Comprueba si ha terminado
if ((counter_ * 4) > param.game.height) {
state_ = State::POST;
a_ = 255;
changeToPostState();
}
}
@@ -151,20 +171,99 @@ void Fade::drawCenterFadeRectangles() {
}
void Fade::updateRandomSquareFade() {
if (counter_ % fade_random_squares_delay_ == 0) {
drawRandomSquares();
}
Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
float progress = static_cast<float>(elapsed_time) / random_squares_duration_;
value_ = calculateValue(0, (num_squares_width_ * num_squares_height_), (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_));
// Calcula cuántos cuadrados deberían estar activos
int total_squares = num_squares_width_ * num_squares_height_;
int active_squares = static_cast<int>(progress * total_squares);
active_squares = std::min(active_squares, total_squares);
// Dibuja los cuadrados activos
drawRandomSquares(active_squares);
value_ = calculateValue(0, total_squares, active_squares);
// Comprueba si ha terminado
if (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_ >=
num_squares_width_ * num_squares_height_) {
state_ = State::POST;
if (elapsed_time >= static_cast<Uint32>(random_squares_duration_)) {
changeToPostState();
}
}
void Fade::drawRandomSquares() {
void Fade::updateRandomSquare2Fade() {
Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
int total_squares = num_squares_width_ * num_squares_height_;
// Calcula el tiempo de activación: total - tiempo que necesitan los últimos cuadrados
int activation_time = random_squares_duration_ - square_transition_duration_;
activation_time = std::max(activation_time, square_transition_duration_); // Mínimo igual a la duración de transición
// Lógica diferente según el modo
int squares_to_activate = 0;
if (mode_ == Mode::OUT) {
// OUT: Activa cuadrados gradualmente
if (elapsed_time < static_cast<Uint32>(activation_time)) {
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
squares_to_activate = static_cast<int>(activation_progress * total_squares);
} else {
squares_to_activate = total_squares; // Activar todos
}
// Activa nuevos cuadrados y guarda su tiempo de activación
for (int i = 0; i < squares_to_activate && i < total_squares; ++i) {
if (square_age_[i] == -1) {
square_age_[i] = elapsed_time; // Guarda el tiempo de activación
}
}
} else {
// IN: Todos los cuadrados empiezan activos desde el inicio
squares_to_activate = total_squares;
// Activa cuadrados gradualmente con tiempo de inicio escalonado
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
int squares_starting_transition = static_cast<int>(activation_progress * total_squares);
// Asegurar que al menos 1 cuadrado se active desde el primer frame
squares_starting_transition = std::max(squares_starting_transition, 1);
squares_starting_transition = std::min(squares_starting_transition, total_squares);
for (int i = 0; i < squares_starting_transition; ++i) {
if (square_age_[i] == -1) {
square_age_[i] = elapsed_time; // Empieza la transición a transparente
}
}
}
drawRandomSquares2();
value_ = calculateValue(0, total_squares, squares_to_activate);
// Comprueba si ha terminado - todos los cuadrados han completado su transición
bool all_completed = (squares_to_activate >= total_squares);
if (all_completed) {
// Verificar que todos han completado su transición individual
for (int i = 0; i < total_squares; ++i) {
if (square_age_[i] >= 0) { // Cuadrado activado
Uint32 square_elapsed = elapsed_time - square_age_[i];
if (square_elapsed < static_cast<Uint32>(square_transition_duration_)) {
all_completed = false;
break;
}
}
}
if (all_completed) {
// Pintar textura final: OUT opaca, IN transparente
Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
cleanBackbuffer(r_, g_, b_, final_alpha);
changeToPostState();
}
}
}
void Fade::drawRandomSquares(int active_count) {
auto *temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
@@ -173,13 +272,56 @@ void Fade::drawRandomSquares() {
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
const int INDEX = std::min(counter_ / fade_random_squares_delay_,
(num_squares_width_ * num_squares_height_) - 1);
// Dibuja solo los cuadrados activos
for (int i = 0; i < active_count && i < static_cast<int>(square_.size()); ++i) {
SDL_RenderFillRect(renderer_, &square_[i]);
}
for (int i = 0; i < fade_random_squares_mult_; ++i) {
const int INDEX2 = std::min((INDEX * fade_random_squares_mult_) + i,
static_cast<int>(square_.size()) - 1);
SDL_RenderFillRect(renderer_, &square_[INDEX2]);
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
SDL_SetRenderTarget(renderer_, temp);
}
void Fade::drawRandomSquares2() {
auto *temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
// CRÍTICO: Limpiar la textura antes de dibujar
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
SDL_RenderClear(renderer_);
SDL_BlendMode blend_mode;
SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); // Usar BLEND para alpha
Uint32 current_time = SDL_GetTicks() - random_squares_start_time_;
// Lógica unificada: sobre textura transparente, pintar cuadrados según su estado
for (size_t i = 0; i < square_.size(); ++i) {
Uint8 current_alpha = 0;
if (square_age_[i] == -1) {
// Cuadrado no activado
if (mode_ == Mode::OUT) {
current_alpha = 0; // OUT: transparente si no activado
} else {
current_alpha = a_; // IN: opaco si no activado
}
} else {
// Cuadrado activado - calculamos progreso
Uint32 square_elapsed = current_time - square_age_[i];
float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0f);
if (mode_ == Mode::OUT) {
current_alpha = static_cast<Uint8>(progress * a_); // 0 → 255
} else {
current_alpha = static_cast<Uint8>((1.0f - progress) * a_); // 255 → 0
}
}
if (current_alpha > 0) {
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
SDL_RenderFillRect(renderer_, &square_[i]);
}
}
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
@@ -192,7 +334,7 @@ void Fade::updateVenetianFade() {
updateVenetianRectangles();
calculateVenetianProgress();
} else {
state_ = State::POST;
changeToPostState();
}
}
@@ -239,8 +381,7 @@ void Fade::activate() {
state_ = State::PRE;
counter_ = 0;
post_counter_ = 0;
pre_counter_ = 0;
pre_start_time_ = SDL_GetTicks();
switch (type_) {
case Type::FULLSCREEN: {
@@ -284,6 +425,49 @@ void Fade::activate() {
// Deja el color listo para usar
a_ = mode_ == Mode::OUT ? 255 : 0;
// Inicializa el tiempo de inicio
random_squares_start_time_ = SDL_GetTicks();
break;
}
case Type::RANDOM_SQUARE2: {
rect1_ = {.x = 0, .y = 0, .w = static_cast<float>(param.game.width / num_squares_width_), .h = static_cast<float>(param.game.height / num_squares_height_)};
square_.clear();
square_age_.clear();
// Añade los cuadrados al vector
for (int i = 0; i < num_squares_width_ * num_squares_height_; ++i) {
rect1_.x = (i % num_squares_width_) * rect1_.w;
rect1_.y = (i / num_squares_width_) * rect1_.h;
square_.push_back(rect1_);
square_age_.push_back(-1); // -1 indica cuadrado no activado aún
}
// Desordena el vector de cuadrados y edades
auto num = num_squares_width_ * num_squares_height_;
while (num > 1) {
auto num_arreu = rand() % num;
SDL_FRect temp_rect = square_[num_arreu];
int temp_age = square_age_[num_arreu];
square_[num_arreu] = square_[num - 1];
square_age_[num_arreu] = square_age_[num - 1];
square_[num - 1] = temp_rect;
square_age_[num - 1] = temp_age;
num--;
}
// Textura inicial: OUT transparente, IN opaca
Uint8 initial_alpha = (mode_ == Mode::OUT) ? 0 : 255;
cleanBackbuffer(r_, g_, b_, initial_alpha);
// Deja el color listo para usar (alpha target para los cuadrados)
a_ = 255; // Siempre usar 255 como alpha target
// Inicializa el tiempo de inicio y recalcula la duración de transición
random_squares_start_time_ = SDL_GetTicks();
square_transition_duration_ = std::max(random_squares_duration_ / 4, 100); // Mínimo 100ms
break;
}