#include "fade.h" #include // 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 #include // Para min, max #include // Para rand, size_t #include "color.h" // Para Color #include "param.h" // Para Param, param, ParamGame, ParamFade #include "screen.h" // Para Screen // Constructor Fade::Fade() : renderer_(Screen::get()->getRenderer()) { // Crea la textura donde dibujar el fade backbuffer_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height); SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND); // Inicializa las variables init(); } // Destructor Fade::~Fade() { SDL_DestroyTexture(backbuffer_); } // Inicializa las variables void Fade::init() { type_ = Type::CENTER; mode_ = Mode::OUT; counter_ = 0; r_ = 0; g_ = 0; b_ = 0; a_ = 0; post_duration_ = 0; post_counter_ = 0; pre_duration_ = 0; pre_counter_ = 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; } // Resetea algunas variables para volver a hacer el fade sin perder ciertos parametros void Fade::reset() { state_ = State::NOT_ENABLED; counter_ = 0; } // Pinta una transición en pantalla void Fade::render() { if (state_ != State::NOT_ENABLED) { SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr); } } // Actualiza las variables internas void Fade::update() { switch (state_) { case State::PRE: updatePreState(); break; case State::FADING: updateFadingState(); break; case State::POST: updatePostState(); break; default: break; } } void Fade::updatePreState() { if (pre_counter_ == pre_duration_) { state_ = State::FADING; } else { pre_counter_++; } } void Fade::updateFadingState() { switch (type_) { case Type::FULLSCREEN: updateFullscreenFade(); break; case Type::CENTER: updateCenterFade(); break; case Type::RANDOM_SQUARE: updateRandomSquareFade(); break; case Type::VENETIAN: updateVenetianFade(); break; default: break; } counter_++; } void Fade::updatePostState() { if (post_counter_ == post_duration_) { state_ = State::FINISHED; } else { post_counter_++; } cleanBackbuffer(r_, g_, b_, a_); } void Fade::updateFullscreenFade() { // Modifica la transparencia a_ = mode_ == Mode::OUT ? std::min(counter_ * 4, 255) : 255 - std::min(counter_ * 4, 255); SDL_SetTextureAlphaMod(backbuffer_, a_); // Comprueba si ha terminado if (counter_ >= 255 / 4) { state_ = State::POST; } } void Fade::updateCenterFade() { drawCenterFadeRectangles(); // Comprueba si ha terminado if ((counter_ * 4) > param.game.height) { state_ = State::POST; a_ = 255; } } void Fade::drawCenterFadeRectangles() { auto *temp = SDL_GetRenderTarget(renderer_); SDL_SetRenderTarget(renderer_, backbuffer_); SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_); for (int i = 0; i < counter_; i++) { rect1_.h = rect2_.h = i * 4; rect2_.y = param.game.height - (i * 4); SDL_RenderFillRect(renderer_, &rect1_); SDL_RenderFillRect(renderer_, &rect2_); value_ = calculateValue(0, counter_, i); } SDL_SetRenderTarget(renderer_, temp); } void Fade::updateRandomSquareFade() { if (counter_ % fade_random_squares_delay_ == 0) { drawRandomSquares(); } value_ = calculateValue(0, (num_squares_width_ * num_squares_height_), (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_)); // Comprueba si ha terminado if (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_ >= num_squares_width_ * num_squares_height_) { state_ = State::POST; } } void Fade::drawRandomSquares() { auto *temp = SDL_GetRenderTarget(renderer_); SDL_SetRenderTarget(renderer_, backbuffer_); SDL_BlendMode blend_mode; SDL_GetRenderDrawBlendMode(renderer_, &blend_mode); 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); for (int i = 0; i < fade_random_squares_mult_; ++i) { const int INDEX2 = std::min(INDEX * fade_random_squares_mult_ + i, static_cast(square_.size()) - 1); SDL_RenderFillRect(renderer_, &square_[INDEX2]); } SDL_SetRenderDrawBlendMode(renderer_, blend_mode); SDL_SetRenderTarget(renderer_, temp); } void Fade::updateVenetianFade() { if (square_.back().h < param.fade.venetian_size) { drawVenetianBlinds(); updateVenetianRectangles(); calculateVenetianProgress(); } else { state_ = State::POST; } } void Fade::drawVenetianBlinds() { auto *temp = SDL_GetRenderTarget(renderer_); SDL_SetRenderTarget(renderer_, backbuffer_); SDL_BlendMode blend_mode; SDL_GetRenderDrawBlendMode(renderer_, &blend_mode); SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_); for (const auto &rect : square_) { SDL_RenderFillRect(renderer_, &rect); } SDL_SetRenderDrawBlendMode(renderer_, blend_mode); SDL_SetRenderTarget(renderer_, temp); } void Fade::updateVenetianRectangles() { const auto H = counter_ / 2; for (size_t i = 0; i < square_.size(); ++i) { square_.at(i).h = i == 0 ? H : std::max(static_cast(square_.at(i - 1).h) - 2, 0); } } void Fade::calculateVenetianProgress() { int completed = 0; for (const auto &square : square_) { if (square.h >= param.fade.venetian_size) { ++completed; } } value_ = calculateValue(0, square_.size() - 1, completed); } // Activa el fade void Fade::activate() { // Si ya está habilitado, no hay que volverlo a activar if (state_ != State::NOT_ENABLED) { return; } state_ = State::PRE; counter_ = 0; post_counter_ = 0; pre_counter_ = 0; switch (type_) { case Type::FULLSCREEN: { // Pinta el backbuffer_ de color sólido cleanBackbuffer(r_, g_, b_, 255); break; } case Type::CENTER: { rect1_ = {0, 0, param.game.width, 0}; rect2_ = {0, 0, param.game.width, 0}; a_ = 64; break; } case Type::RANDOM_SQUARE: { rect1_ = {0, 0, static_cast(param.game.width / num_squares_width_), static_cast(param.game.height / num_squares_height_)}; square_.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_); } // Desordena el vector de cuadrados auto num = num_squares_width_ * num_squares_height_; while (num > 1) { auto num_arreu = rand() % num; SDL_FRect temp = square_[num_arreu]; square_[num_arreu] = square_[num - 1]; square_[num - 1] = temp; num--; } // Limpia la textura a_ = mode_ == Mode::OUT ? 0 : 255; cleanBackbuffer(r_, g_, b_, a_); // Deja el color listo para usar a_ = mode_ == Mode::OUT ? 255 : 0; break; } case Type::VENETIAN: { // Limpia la textura a_ = mode_ == Mode::OUT ? 0 : 255; cleanBackbuffer(r_, g_, b_, a_); // Deja el color listo para usar a_ = mode_ == Mode::OUT ? 255 : 0; // Añade los cuadrados al vector square_.clear(); rect1_ = {0, 0, param.game.width, 0}; const int MAX = param.game.height / param.fade.venetian_size; for (int i = 0; i < MAX; ++i) { rect1_.y = i * param.fade.venetian_size; square_.push_back(rect1_); } break; } } } // Establece el color del fade void Fade::setColor(Uint8 r, Uint8 g, Uint8 b) { r_ = r; g_ = g; b_ = b; } // Establece el color del fade void Fade::setColor(Color color) { r_ = color.r; g_ = color.g; b_ = color.b; } // Limpia el backbuffer void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a) { // Dibujamos sobre el backbuffer_ auto *temp = SDL_GetRenderTarget(renderer_); SDL_SetRenderTarget(renderer_, backbuffer_); // Pintamos la textura con el color del fade SDL_SetRenderDrawColor(renderer_, r, g, b, a); SDL_RenderClear(renderer_); // Vuelve a dejar el renderizador como estaba SDL_SetRenderTarget(renderer_, temp); } // Calcula el valor del estado del fade auto Fade::calculateValue(int min, int max, int current) -> int { if (current < min) { return 0; } if (current > max) { return 100; } return static_cast(100.0 * (current - min) / (max - min)); }