210 lines
3.6 KiB
C++
210 lines
3.6 KiB
C++
#include "fade.h"
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#include "const.h"
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#include <iostream>
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// Constructor
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Fade::Fade(SDL_Renderer *renderer, param_t *param)
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{
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// Copia punteros y objetos
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this->renderer = renderer;
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this->param = param;
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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->gameWidth, param->gameHeight);
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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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{
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SDL_DestroyTexture(backbuffer);
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backbuffer = nullptr;
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}
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// Inicializa las variables
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void Fade::init()
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{
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type = FADE_CENTER;
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enabled = false;
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finished = false;
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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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}
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// Pinta una transición en pantalla
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void Fade::render()
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{
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if (enabled && !finished)
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{
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switch (type)
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{
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case FADE_FULLSCREEN:
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{
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SDL_SetTextureAlphaMod(backbuffer, std::min(counter * 4, 255));
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SDL_RenderCopy(renderer, backbuffer, nullptr, nullptr);
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break;
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}
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case FADE_CENTER:
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{
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SDL_SetRenderDrawColor(renderer, r, g, b, 64);
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for (int i = 0; i < counter; i++)
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{
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rect1.h = rect2.h = i * 4;
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rect2.y = param->gameHeight - (i * 4);
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SDL_RenderFillRect(renderer, &rect1);
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SDL_RenderFillRect(renderer, &rect2);
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}
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break;
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}
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case FADE_RANDOM_SQUARE:
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{
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for (Uint16 i = 0; i < 50; i++)
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{
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// Crea un color al azar
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r = 255 * (rand() % 2);
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g = 255 * (rand() % 2);
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b = 255 * (rand() % 2);
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SDL_SetRenderDrawColor(renderer, r, g, b, 64);
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// Dibujamos sobre el backbuffer
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SDL_SetRenderTarget(renderer, backbuffer);
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rect1.x = rand() % (param->gameWidth - rect1.w);
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rect1.y = rand() % (param->gameHeight - rect1.h);
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SDL_RenderFillRect(renderer, &rect1);
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// Volvemos a usar el renderizador de forma normal
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SDL_SetRenderTarget(renderer, nullptr);
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// Copiamos el backbuffer al renderizador
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SDL_RenderCopy(renderer, backbuffer, nullptr, nullptr);
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// Volcamos el renderizador en pantalla
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SDL_RenderPresent(renderer);
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SDL_Delay(100);
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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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}
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// Pone el color en toda la textura
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if (finished)
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{
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SDL_SetRenderDrawColor(renderer, r, g, b, 255);
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SDL_RenderClear(renderer);
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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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{
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if (enabled)
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{
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counter++;
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switch (type)
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{
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case FADE_FULLSCREEN:
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if (counter >= 255 / 4)
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{
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finished = true;
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}
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break;
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case FADE_CENTER:
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if ((counter * 4) > param->gameHeight)
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{
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finished = true;
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}
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break;
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case FADE_RANDOM_SQUARE:
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break;
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}
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if (finished)
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{
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enabled = false;
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}
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}
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}
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// Activa el fade
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void Fade::activate()
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{
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enabled = true;
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finished = false;
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counter = 0;
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switch (type)
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{
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case FADE_FULLSCREEN:
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{
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// Dibujamos sobre el backbuffer
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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SDL_SetRenderTarget(renderer, backbuffer);
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// Pintamos la textura con el color del fade
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SDL_SetRenderDrawColor(renderer, r, g, b, 255);
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SDL_RenderClear(renderer);
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// Vuelve a dejar el renderizador como estaba
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SDL_SetRenderTarget(renderer, temp);
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break;
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}
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case FADE_CENTER:
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{
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rect1 = {0, 0, param->gameWidth, 0};
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rect2 = {0, 0, param->gameWidth, 0};
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break;
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}
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case FADE_RANDOM_SQUARE:
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{
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rect1 = {0, 0, 32, 32};
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break;
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}
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}
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}
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// Comprueba si está activo
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bool Fade::isEnabled()
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{
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return enabled;
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}
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// Comprueba si ha terminado la transicion
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bool Fade::hasEnded()
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{
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return finished;
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}
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// Establece el tipo de fade
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void Fade::setType(Uint8 type)
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{
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this->type = type;
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}
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// Establece el color del fade
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void Fade::setColor(Uint8 r, Uint8 g, Uint8 b)
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{
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this->r = r;
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this->g = g;
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this->b = b;
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} |