Files
coffee_crisis_arcade_edition/source/fade.cpp

259 lines
4.8 KiB
C++

#include "fade.h"
#include "const.h"
#include <iostream>
// Constructor
Fade::Fade(SDL_Renderer *renderer, param_t *param)
{
// Copia punteros y objetos
this->renderer = renderer;
this->param = param;
// Crea la textura donde dibujar el fade
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight);
SDL_SetTextureBlendMode(backbuffer, SDL_BLENDMODE_BLEND);
// Inicializa las variables
init();
}
// Destructor
Fade::~Fade()
{
SDL_DestroyTexture(backbuffer);
backbuffer = nullptr;
}
// Inicializa las variables
void Fade::init()
{
type = FADE_CENTER;
enabled = false;
finished = false;
counter = 0;
r = 0;
g = 0;
b = 0;
postDuration = 20;
postCounter = 0;
numSquaresWidth = param->numSquaresWidth;
numSquaresHeight = param->numSquaresHeight;
fadeRandomSquaresDelay = param->fadeRandomSquaresDelay;
fadeRandomSquaresMult = param->fadeRandomSquaresMult;
}
// Pinta una transición en pantalla
void Fade::render()
{
if (enabled && !finished)
{
switch (type)
{
case FADE_FULLSCREEN:
{
SDL_SetTextureAlphaMod(backbuffer, std::min(counter * 4, 255));
SDL_RenderCopy(renderer, backbuffer, nullptr, nullptr);
break;
}
case FADE_CENTER:
{
SDL_SetRenderDrawColor(renderer, r, g, b, 64);
for (int i = 0; i < counter; i++)
{
rect1.h = rect2.h = i * 4;
rect2.y = param->gameHeight - (i * 4);
SDL_RenderFillRect(renderer, &rect1);
SDL_RenderFillRect(renderer, &rect2);
}
break;
}
case FADE_RANDOM_SQUARE:
{
SDL_RenderCopy(renderer, backbuffer, nullptr, nullptr);
break;
}
default:
{
break;
}
}
}
// Pone el color en toda la textura
if (finished)
{
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
SDL_RenderClear(renderer);
}
}
// Actualiza las variables internas
void Fade::update()
{
if (enabled)
{
switch (type)
{
case FADE_FULLSCREEN:
{
if (counter >= 255 / 4)
{
finished = true;
}
break;
}
case FADE_CENTER:
{
if ((counter * 4) > param->gameHeight)
{
finished = true;
}
break;
}
case FADE_RANDOM_SQUARE:
{
if (counter % fadeRandomSquaresDelay == 0)
{
// Dibujamos sobre el backbuffer
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, backbuffer);
// Dibuja el cuadrado correspondiente
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
const int index = std::min(counter / fadeRandomSquaresDelay, (numSquaresWidth * numSquaresHeight) - 1);
for (int i = 0; i < fadeRandomSquaresMult; ++i)
{
SDL_RenderFillRect(renderer, &square[index * fadeRandomSquaresMult + i]);
}
// Volvemos a usar el renderizador de forma normal
SDL_SetRenderTarget(renderer, temp);
}
if (counter * fadeRandomSquaresMult / fadeRandomSquaresDelay >= numSquaresWidth * numSquaresHeight)
{
finished = true;
}
break;
}
}
if (finished)
{
if (postCounter == postDuration)
{
enabled = false;
}
else
{
postCounter++;
}
}
counter++;
}
}
// Activa el fade
void Fade::activate()
{
enabled = true;
finished = false;
counter = 0;
postCounter = 0;
switch (type)
{
case FADE_FULLSCREEN:
{
// Dibujamos sobre el backbuffer
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, backbuffer);
// Pintamos la textura con el color del fade
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
SDL_RenderClear(renderer);
// Vuelve a dejar el renderizador como estaba
SDL_SetRenderTarget(renderer, temp);
break;
}
case FADE_CENTER:
{
rect1 = {0, 0, param->gameWidth, 0};
rect2 = {0, 0, param->gameWidth, 0};
break;
}
case FADE_RANDOM_SQUARE:
{
rect1 = {0, 0, param->gameWidth / numSquaresWidth, param->gameHeight / numSquaresHeight};
square.clear();
// Añade los cuadrados al vector
for (int i = 0; i < numSquaresWidth * numSquaresHeight; ++i)
{
rect1.x = (i % numSquaresWidth) * rect1.w;
rect1.y = (i / numSquaresWidth) * rect1.h;
square.push_back(rect1);
}
// Desordena el vector de cuadrados
int num = numSquaresWidth * numSquaresHeight;
while (num > 1)
{
int num_arreu = rand() % num;
SDL_Rect temp = square[num_arreu];
square[num_arreu] = square[num - 1];
square[num - 1] = temp;
num--;
}
break;
}
}
}
// Comprueba si está activo
bool Fade::isEnabled()
{
return enabled;
}
// Comprueba si ha terminado la transicion
bool Fade::hasEnded()
{
// Ha terminado cuando ha finalizado la transición y se ha deshabilitado
return !enabled && finished;
}
// Establece el tipo de fade
void Fade::setType(Uint8 type)
{
this->type = type;
}
// Establece el color del fade
void Fade::setColor(Uint8 r, Uint8 g, Uint8 b)
{
this->r = r;
this->g = g;
this->b = b;
}
// Establece la duración posterior
void Fade::setPost(int value)
{
postDuration = value;
}