Files
coffee_crisis_arcade_edition/source/fade.cpp

364 lines
8.3 KiB
C++

#include "fade.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND, SDL_BLENDMODE_NONE
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <stdlib.h> // Para rand
#include <algorithm> // Para min, max
#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_ = FadeType::CENTER;
mode_ = FadeMode::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_ = FadeState::NOT_ENABLED;
counter_ = 0;
}
// Pinta una transición en pantalla
void Fade::render()
{
if (state_ != FadeState::NOT_ENABLED)
{
SDL_RenderCopy(renderer_, backbuffer_, nullptr, nullptr);
}
}
// Actualiza las variables internas
void Fade::update()
{
if (state_ == FadeState::PRE)
{
// Actualiza el contador
if (pre_counter_ == pre_duration_)
{
state_ = FadeState::FADING;
}
else
{
pre_counter_++;
}
}
if (state_ == FadeState::FADING)
{
switch (type_)
{
case FadeType::FULLSCREEN:
{
// Modifica la transparencia
a_ = mode_ == FadeMode::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_ = FadeState::POST;
}
break;
}
case FadeType::CENTER:
{
// Dibuja sobre el backbuffer_
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);
}
// Deja el renderizador como estaba
SDL_SetRenderTarget(renderer_, temp);
// Comprueba si ha terminado
if ((counter_ * 4) > param.game.height)
{
state_ = FadeState::POST;
a_ = 255;
}
break;
}
case FadeType::RANDOM_SQUARE:
{
if (counter_ % fade_random_squares_delay_ == 0)
{
// Cambia el renderizador al backbuffer_ y modifica sus opciones
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_);
// Dibuja el cuadrado correspondiente
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, (int)square_.size() - 1);
SDL_RenderFillRect(renderer_, &square_[INDEX2]);
}
// Deja el renderizador como estaba
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
SDL_SetRenderTarget(renderer_, temp);
}
value_ = calculateValue(0, static_cast<int>(num_squares_width_ * num_squares_height_), static_cast<int>(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_ = FadeState::POST;
}
break;
}
case FadeType::VENETIAN:
{
// Counter debe ir de 0 a 150 <-- comprobar si esto es aún cierto
if (square_.back().h < param.fade.venetian_size)
{
// Dibuja sobre el backbuffer_
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_);
// Dibuja el cuadrado correspondiente
for (const auto rect : square_)
{
SDL_RenderFillRect(renderer_, &rect);
}
// Deja el renderizador como estaba
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
SDL_SetRenderTarget(renderer_, temp);
// Modifica el tamaño de los rectangulos
const auto h = counter_ / 2;
for (size_t i = 0; i < square_.size(); ++i)
{
// A partir del segundo rectangulo se pinta en función del anterior
square_.at(i).h = i == 0 ? h : std::max(square_.at(i - 1).h - 2, 0);
}
int completed = 0;
for (const auto &square : square_)
{
if (square.h >= param.fade.venetian_size)
{
++completed;
}
}
value_ = calculateValue(0, square_.size() - 1, completed);
}
else
{
state_ = FadeState::POST;
}
break;
}
default:
break;
}
counter_++;
}
if (state_ == FadeState::POST)
{
// Actualiza el contador
if (post_counter_ == post_duration_)
{
state_ = FadeState::FINISHED;
}
else
{
post_counter_++;
}
// Deja el backbuffer_ todo del mismo color
cleanBackbuffer(r_, g_, b_, a_);
}
}
// Activa el fade
void Fade::activate()
{
// Si ya está habilitado, no hay que volverlo a activar
if (state_ != FadeState::NOT_ENABLED)
{
return;
}
state_ = FadeState::PRE;
counter_ = 0;
post_counter_ = 0;
pre_counter_ = 0;
switch (type_)
{
case FadeType::FULLSCREEN:
{
// Pinta el backbuffer_ de color sólido
cleanBackbuffer(r_, g_, b_, 255);
break;
}
case FadeType::CENTER:
{
rect1_ = {0, 0, param.game.width, 0};
rect2_ = {0, 0, param.game.width, 0};
a_ = 64;
break;
}
case FadeType::RANDOM_SQUARE:
{
rect1_ = {0, 0, param.game.width / num_squares_width_, 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_Rect temp = square_[num_arreu];
square_[num_arreu] = square_[num - 1];
square_[num - 1] = temp;
num--;
}
// Limpia la textura
a_ = mode_ == FadeMode::OUT ? 0 : 255;
cleanBackbuffer(r_, g_, b_, a_);
// Deja el color listo para usar
a_ = mode_ == FadeMode::OUT ? 255 : 0;
break;
}
case FadeType::VENETIAN:
{
// Limpia la textura
a_ = mode_ == FadeMode::OUT ? 0 : 255;
cleanBackbuffer(r_, g_, b_, a_);
// Deja el color listo para usar
a_ = mode_ == FadeMode::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;
}
// 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
int Fade::calculateValue(int min, int max, int current)
{
if (current < min)
{
return 0;
}
if (current > max)
{
return 100;
}
return static_cast<int>(100.0 * (current - min) / (max - min));
}