fade: readability-function-cognitive-complexity
This commit is contained in:
308
source/fade.cpp
308
source/fade.cpp
@@ -1,12 +1,13 @@
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#include "fade.h"
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#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_FRect, SDL_GetRenderTarget, SDL_RenderFillRect, SDL_SetRenderDrawBlendMode, SDL_SetRenderDrawColor, Uint8, SDL_GetRenderDrawBlendMode, SDL_BLENDMODE_NONE, SDL_BlendMode, SDL_CreateTexture, SDL_DestroyTexture, SDL_RenderClear, SDL_RenderTexture, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_TextureAccess
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#include <algorithm> // Para min, max
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#include <cstdlib> // Para rand, size_t
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#include "color.h" // Para Color
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#include "param.h" // Para Param, param, ParamGame, ParamFade
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#include "screen.h" // Para Screen
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#include <algorithm> // Para min, max
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#include <cstdlib> // Para rand, size_t
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#include "color.h" // Para Color
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#include "param.h" // Para Param, param, ParamGame, ParamFade
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#include "screen.h" // Para Screen
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// Constructor
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Fade::Fade()
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@@ -58,150 +59,177 @@ void Fade::render() {
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// Actualiza las variables internas
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void Fade::update() {
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if (state_ == FadeState::PRE) {
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// Actualiza el contador
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if (pre_counter_ == pre_duration_) {
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state_ = FadeState::FADING;
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} else {
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pre_counter_++;
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}
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switch (state_) {
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case FadeState::PRE:
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updatePreState();
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break;
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case FadeState::FADING:
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updateFadingState();
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break;
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case FadeState::POST:
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updatePostState();
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break;
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default:
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break;
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}
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}
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void Fade::updatePreState() {
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if (pre_counter_ == pre_duration_) {
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state_ = FadeState::FADING;
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} else {
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pre_counter_++;
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}
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}
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void Fade::updateFadingState() {
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switch (type_) {
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case FadeType::FULLSCREEN:
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updateFullscreenFade();
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break;
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case FadeType::CENTER:
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updateCenterFade();
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break;
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case FadeType::RANDOM_SQUARE:
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updateRandomSquareFade();
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break;
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case FadeType::VENETIAN:
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updateVenetianFade();
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break;
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default:
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break;
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}
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counter_++;
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}
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void Fade::updatePostState() {
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if (post_counter_ == post_duration_) {
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state_ = FadeState::FINISHED;
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} else {
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post_counter_++;
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}
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cleanBackbuffer(r_, g_, b_, a_);
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}
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void Fade::updateFullscreenFade() {
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// Modifica la transparencia
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a_ = mode_ == FadeMode::OUT ? std::min(counter_ * 4, 255) : 255 - std::min(counter_ * 4, 255);
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SDL_SetTextureAlphaMod(backbuffer_, a_);
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// Comprueba si ha terminado
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if (counter_ >= 255 / 4) {
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state_ = FadeState::POST;
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}
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}
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void Fade::updateCenterFade() {
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drawCenterFadeRectangles();
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// Comprueba si ha terminado
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if ((counter_ * 4) > param.game.height) {
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state_ = FadeState::POST;
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a_ = 255;
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}
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}
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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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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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for (int i = 0; i < counter_; i++) {
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rect1_.h = rect2_.h = i * 4;
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rect2_.y = param.game.height - (i * 4);
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SDL_RenderFillRect(renderer_, &rect1_);
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SDL_RenderFillRect(renderer_, &rect2_);
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value_ = calculateValue(0, counter_, i);
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}
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if (state_ == FadeState::FADING) {
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switch (type_) {
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case FadeType::FULLSCREEN: {
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// Modifica la transparencia
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a_ = mode_ == FadeMode::OUT ? std::min(counter_ * 4, 255) : 255 - std::min(counter_ * 4, 255);
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SDL_SetRenderTarget(renderer_, temp);
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}
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SDL_SetTextureAlphaMod(backbuffer_, a_);
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// Comprueba si ha terminado
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if (counter_ >= 255 / 4) {
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state_ = FadeState::POST;
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}
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break;
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}
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case FadeType::CENTER: {
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// Dibuja sobre el backbuffer_
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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for (int i = 0; i < counter_; i++) {
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rect1_.h = rect2_.h = i * 4;
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rect2_.y = param.game.height - (i * 4);
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SDL_RenderFillRect(renderer_, &rect1_);
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SDL_RenderFillRect(renderer_, &rect2_);
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value_ = calculateValue(0, counter_, i);
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}
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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// Comprueba si ha terminado
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if ((counter_ * 4) > param.game.height) {
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state_ = FadeState::POST;
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a_ = 255;
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}
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break;
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}
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case FadeType::RANDOM_SQUARE: {
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if (counter_ % fade_random_squares_delay_ == 0) {
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// Cambia el renderizador al backbuffer_ y modifica sus opciones
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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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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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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// Dibuja el cuadrado correspondiente
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const int INDEX = std::min(counter_ / fade_random_squares_delay_, (num_squares_width_ * num_squares_height_) - 1);
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for (int i = 0; i < fade_random_squares_mult_; ++i) {
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const int INDEX2 = std::min(INDEX * fade_random_squares_mult_ + i, (int)square_.size() - 1);
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SDL_RenderFillRect(renderer_, &square_[INDEX2]);
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}
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// Deja el renderizador como estaba
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SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
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SDL_SetRenderTarget(renderer_, temp);
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}
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value_ = calculateValue(0, (num_squares_width_ * num_squares_height_), (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_));
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// Comprueba si ha terminado
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if (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_ >= num_squares_width_ * num_squares_height_) {
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state_ = FadeState::POST;
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}
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break;
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}
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case FadeType::VENETIAN: {
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// Counter debe ir de 0 a 150 <-- comprobar si esto es aún cierto
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if (square_.back().h < param.fade.venetian_size) {
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// Dibuja sobre el backbuffer_
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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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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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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// Dibuja el cuadrado correspondiente
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for (const auto RECT : square_) {
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SDL_RenderFillRect(renderer_, &RECT);
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}
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// Deja el renderizador como estaba
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SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
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SDL_SetRenderTarget(renderer_, temp);
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// Modifica el tamaño de los rectangulos
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const auto H = counter_ / 2;
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for (size_t i = 0; i < square_.size(); ++i) {
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// A partir del segundo rectangulo se pinta en función del anterior
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square_.at(i).h = i == 0 ? H : std::max(static_cast<int>(square_.at(i - 1).h) - 2, 0);
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}
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int completed = 0;
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for (const auto &square : square_) {
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if (square.h >= param.fade.venetian_size) {
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++completed;
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}
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}
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value_ = calculateValue(0, square_.size() - 1, completed);
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} else {
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state_ = FadeState::POST;
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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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counter_++;
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void Fade::updateRandomSquareFade() {
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if (counter_ % fade_random_squares_delay_ == 0) {
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drawRandomSquares();
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}
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if (state_ == FadeState::POST) {
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// Actualiza el contador
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if (post_counter_ == post_duration_) {
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state_ = FadeState::FINISHED;
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} else {
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post_counter_++;
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}
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value_ = calculateValue(0, (num_squares_width_ * num_squares_height_), (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_));
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// Deja el backbuffer_ todo del mismo color
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cleanBackbuffer(r_, g_, b_, a_);
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// Comprueba si ha terminado
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if (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_ >=
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num_squares_width_ * num_squares_height_) {
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state_ = FadeState::POST;
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}
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}
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void Fade::drawRandomSquares() {
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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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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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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const int INDEX = std::min(counter_ / fade_random_squares_delay_,
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(num_squares_width_ * num_squares_height_) - 1);
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for (int i = 0; i < fade_random_squares_mult_; ++i) {
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const int INDEX2 = std::min(INDEX * fade_random_squares_mult_ + i,
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static_cast<int>(square_.size()) - 1);
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SDL_RenderFillRect(renderer_, &square_[INDEX2]);
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}
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SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
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SDL_SetRenderTarget(renderer_, temp);
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}
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void Fade::updateVenetianFade() {
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if (square_.back().h < param.fade.venetian_size) {
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drawVenetianBlinds();
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updateVenetianRectangles();
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calculateVenetianProgress();
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} else {
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state_ = FadeState::POST;
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}
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}
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void Fade::drawVenetianBlinds() {
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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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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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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for (const auto &rect : square_) {
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SDL_RenderFillRect(renderer_, &rect);
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}
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SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
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SDL_SetRenderTarget(renderer_, temp);
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}
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void Fade::updateVenetianRectangles() {
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const auto H = counter_ / 2;
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for (size_t i = 0; i < square_.size(); ++i) {
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square_.at(i).h = i == 0 ? H : std::max(static_cast<int>(square_.at(i - 1).h) - 2, 0);
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}
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}
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void Fade::calculateVenetianProgress() {
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int completed = 0;
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for (const auto &square : square_) {
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if (square.h >= param.fade.venetian_size) {
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++completed;
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}
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}
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value_ = calculateValue(0, square_.size() - 1, completed);
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}
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// Activa el fade
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void Fade::activate() {
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// Si ya está habilitado, no hay que volverlo a activar
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