536 lines
18 KiB
C++
536 lines
18 KiB
C++
#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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// Constructor
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Fade::Fade()
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: renderer_(Screen::get()->getRenderer()) {
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// Crea la textura donde dibujar el fade
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backbuffer_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
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SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
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// Inicializa las variables
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init();
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}
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// Destructor
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Fade::~Fade() {
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SDL_DestroyTexture(backbuffer_);
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}
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// Inicializa las variables
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void Fade::init() {
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type_ = Type::CENTER;
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mode_ = Mode::OUT;
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counter_ = 0;
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r_ = 0;
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g_ = 0;
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b_ = 0;
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a_ = 0;
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post_duration_ = 0;
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post_start_time_ = 0;
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pre_duration_ = 0;
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pre_start_time_ = 0;
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num_squares_width_ = param.fade.num_squares_width;
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num_squares_height_ = param.fade.num_squares_height;
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random_squares_duration_ = param.fade.random_squares_duration_ms; // Usar como duración en ms
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square_transition_duration_ = random_squares_duration_ / 4; // 25% del tiempo total para la transición individual
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random_squares_start_time_ = 0;
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}
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// Resetea algunas variables para volver a hacer el fade sin perder ciertos parametros
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void Fade::reset() {
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state_ = State::NOT_ENABLED;
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counter_ = 0;
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post_start_time_ = 0;
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pre_start_time_ = 0;
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}
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// Pinta una transición en pantalla
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void Fade::render() {
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if (state_ != State::NOT_ENABLED) {
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SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
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}
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}
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// Actualiza las variables internas
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void Fade::update() {
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switch (state_) {
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case State::PRE:
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updatePreState();
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break;
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case State::FADING:
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updateFadingState();
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break;
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case State::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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// Sistema basado en tiempo únicamente
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Uint32 elapsed_time = SDL_GetTicks() - pre_start_time_;
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if (elapsed_time >= static_cast<Uint32>(pre_duration_)) {
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state_ = State::FADING;
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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 Type::FULLSCREEN:
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updateFullscreenFade();
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break;
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case Type::CENTER:
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updateCenterFade();
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break;
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case Type::RANDOM_SQUARE:
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updateRandomSquareFade();
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break;
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case Type::RANDOM_SQUARE2:
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updateRandomSquare2Fade();
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break;
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case Type::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::changeToPostState() {
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state_ = State::POST;
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post_start_time_ = SDL_GetTicks();
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}
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void Fade::updatePostState() {
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// Sistema basado en tiempo únicamente
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Uint32 elapsed_time = SDL_GetTicks() - post_start_time_;
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if (elapsed_time >= static_cast<Uint32>(post_duration_)) {
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state_ = State::FINISHED;
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}
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// Mantener el alpha final correcto para cada tipo de fade
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Uint8 post_alpha = a_;
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if (type_ == Type::RANDOM_SQUARE2) {
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post_alpha = (mode_ == Mode::OUT) ? 255 : 0;
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}
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cleanBackbuffer(r_, g_, b_, post_alpha);
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}
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void Fade::updateFullscreenFade() {
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// Modifica la transparencia
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a_ = mode_ == Mode::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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changeToPostState();
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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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a_ = 255;
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changeToPostState();
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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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SDL_SetRenderTarget(renderer_, temp);
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}
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void Fade::updateRandomSquareFade() {
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Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
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float progress = static_cast<float>(elapsed_time) / random_squares_duration_;
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// Calcula cuántos cuadrados deberían estar activos
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int total_squares = num_squares_width_ * num_squares_height_;
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int active_squares = static_cast<int>(progress * total_squares);
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active_squares = std::min(active_squares, total_squares);
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// Dibuja los cuadrados activos
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drawRandomSquares(active_squares);
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value_ = calculateValue(0, total_squares, active_squares);
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// Comprueba si ha terminado
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if (elapsed_time >= static_cast<Uint32>(random_squares_duration_)) {
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changeToPostState();
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}
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}
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void Fade::updateRandomSquare2Fade() {
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Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
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int total_squares = num_squares_width_ * num_squares_height_;
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// Calcula el tiempo de activación: total - tiempo que necesitan los últimos cuadrados
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int activation_time = random_squares_duration_ - square_transition_duration_;
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activation_time = std::max(activation_time, square_transition_duration_); // Mínimo igual a la duración de transición
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// Lógica diferente según el modo
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int squares_to_activate = 0;
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if (mode_ == Mode::OUT) {
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// OUT: Activa cuadrados gradualmente
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if (elapsed_time < static_cast<Uint32>(activation_time)) {
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float activation_progress = static_cast<float>(elapsed_time) / activation_time;
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squares_to_activate = static_cast<int>(activation_progress * total_squares);
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} else {
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squares_to_activate = total_squares; // Activar todos
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}
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// Activa nuevos cuadrados y guarda su tiempo de activación
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for (int i = 0; i < squares_to_activate && i < total_squares; ++i) {
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if (square_age_[i] == -1) {
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square_age_[i] = elapsed_time; // Guarda el tiempo de activación
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}
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}
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} else {
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// IN: Todos los cuadrados empiezan activos desde el inicio
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squares_to_activate = total_squares;
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// Activa cuadrados gradualmente con tiempo de inicio escalonado
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float activation_progress = static_cast<float>(elapsed_time) / activation_time;
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int squares_starting_transition = static_cast<int>(activation_progress * total_squares);
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// Asegurar que al menos 1 cuadrado se active desde el primer frame
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squares_starting_transition = std::max(squares_starting_transition, 1);
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squares_starting_transition = std::min(squares_starting_transition, total_squares);
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for (int i = 0; i < squares_starting_transition; ++i) {
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if (square_age_[i] == -1) {
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square_age_[i] = elapsed_time; // Empieza la transición a transparente
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}
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}
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}
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drawRandomSquares2();
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value_ = calculateValue(0, total_squares, squares_to_activate);
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// Comprueba si ha terminado - todos los cuadrados han completado su transición
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bool all_completed = (squares_to_activate >= total_squares);
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if (all_completed) {
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// Verificar que todos han completado su transición individual
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for (int i = 0; i < total_squares; ++i) {
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if (square_age_[i] >= 0) { // Cuadrado activado
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Uint32 square_elapsed = elapsed_time - square_age_[i];
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if (square_elapsed < static_cast<Uint32>(square_transition_duration_)) {
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all_completed = false;
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break;
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}
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}
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}
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if (all_completed) {
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// Pintar textura final: OUT opaca, IN transparente
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Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
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cleanBackbuffer(r_, g_, b_, final_alpha);
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changeToPostState();
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}
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}
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}
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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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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 solo los cuadrados activos
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for (int i = 0; i < active_count && i < static_cast<int>(square_.size()); ++i) {
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SDL_RenderFillRect(renderer_, &square_[i]);
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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::drawRandomSquares2() {
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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// CRÍTICO: Limpiar la textura antes de dibujar
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
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SDL_RenderClear(renderer_);
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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_BLEND); // Usar BLEND para alpha
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Uint32 current_time = SDL_GetTicks() - random_squares_start_time_;
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// Lógica unificada: sobre textura transparente, pintar cuadrados según su estado
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for (size_t i = 0; i < square_.size(); ++i) {
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Uint8 current_alpha = 0;
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if (square_age_[i] == -1) {
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// Cuadrado no activado
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if (mode_ == Mode::OUT) {
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current_alpha = 0; // OUT: transparente si no activado
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} else {
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current_alpha = a_; // IN: opaco si no activado
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}
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} else {
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// Cuadrado activado - calculamos progreso
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Uint32 square_elapsed = current_time - square_age_[i];
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float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0f);
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if (mode_ == Mode::OUT) {
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current_alpha = static_cast<Uint8>(progress * a_); // 0 → 255
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} else {
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current_alpha = static_cast<Uint8>((1.0f - progress) * a_); // 255 → 0
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}
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}
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if (current_alpha > 0) {
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
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SDL_RenderFillRect(renderer_, &square_[i]);
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}
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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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changeToPostState();
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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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if (state_ != State::NOT_ENABLED) {
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return;
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}
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state_ = State::PRE;
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counter_ = 0;
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pre_start_time_ = SDL_GetTicks();
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switch (type_) {
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case Type::FULLSCREEN: {
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// Pinta el backbuffer_ de color sólido
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cleanBackbuffer(r_, g_, b_, 255);
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break;
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}
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case Type::CENTER: {
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rect1_ = {.x = 0, .y = 0, .w = param.game.width, .h = 0};
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rect2_ = {.x = 0, .y = 0, .w = param.game.width, .h = 0};
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a_ = 64;
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break;
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}
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case Type::RANDOM_SQUARE: {
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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_)};
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square_.clear();
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// Añade los cuadrados al vector
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for (int i = 0; i < num_squares_width_ * num_squares_height_; ++i) {
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rect1_.x = (i % num_squares_width_) * rect1_.w;
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rect1_.y = (i / num_squares_width_) * rect1_.h;
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square_.push_back(rect1_);
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}
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// Desordena el vector de cuadrados
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auto num = num_squares_width_ * num_squares_height_;
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while (num > 1) {
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auto num_arreu = rand() % num;
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SDL_FRect temp = square_[num_arreu];
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square_[num_arreu] = square_[num - 1];
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square_[num - 1] = temp;
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num--;
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}
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// Limpia la textura
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a_ = mode_ == Mode::OUT ? 0 : 255;
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cleanBackbuffer(r_, g_, b_, a_);
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// Deja el color listo para usar
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a_ = mode_ == Mode::OUT ? 255 : 0;
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// Inicializa el tiempo de inicio
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random_squares_start_time_ = SDL_GetTicks();
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break;
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}
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case Type::RANDOM_SQUARE2: {
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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_)};
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square_.clear();
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square_age_.clear();
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// Añade los cuadrados al vector
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for (int i = 0; i < num_squares_width_ * num_squares_height_; ++i) {
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rect1_.x = (i % num_squares_width_) * rect1_.w;
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rect1_.y = (i / num_squares_width_) * rect1_.h;
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square_.push_back(rect1_);
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square_age_.push_back(-1); // -1 indica cuadrado no activado aún
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}
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// Desordena el vector de cuadrados y edades
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auto num = num_squares_width_ * num_squares_height_;
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while (num > 1) {
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auto num_arreu = rand() % num;
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SDL_FRect temp_rect = square_[num_arreu];
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int temp_age = square_age_[num_arreu];
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square_[num_arreu] = square_[num - 1];
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square_age_[num_arreu] = square_age_[num - 1];
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square_[num - 1] = temp_rect;
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square_age_[num - 1] = temp_age;
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num--;
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}
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// Textura inicial: OUT transparente, IN opaca
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Uint8 initial_alpha = (mode_ == Mode::OUT) ? 0 : 255;
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cleanBackbuffer(r_, g_, b_, initial_alpha);
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// Deja el color listo para usar (alpha target para los cuadrados)
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a_ = 255; // Siempre usar 255 como alpha target
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// Inicializa el tiempo de inicio y recalcula la duración de transición
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random_squares_start_time_ = SDL_GetTicks();
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square_transition_duration_ = std::max(random_squares_duration_ / 4, 100); // Mínimo 100ms
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break;
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}
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case Type::VENETIAN: {
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// Limpia la textura
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a_ = mode_ == Mode::OUT ? 0 : 255;
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cleanBackbuffer(r_, g_, b_, a_);
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// Deja el color listo para usar
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a_ = mode_ == Mode::OUT ? 255 : 0;
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// Añade los cuadrados al vector
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square_.clear();
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rect1_ = {.x = 0, .y = 0, .w = param.game.width, .h = 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<int>(100.0 * (current - min) / (max - min));
|
|
} |