Files
coffee_crisis_arcade_edition/source/fade.cpp
2025-08-17 10:20:41 +02:00

352 lines
9.9 KiB
C++

#include "fade.h"
#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
#include <algorithm> // Para min, max
#include <cstdlib> // 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<int>(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<int>(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_ = {.x = 0, .y = 0, .w = param.game.width, .h = 0};
rect2_ = {.x = 0, .y = 0, .w = param.game.width, .h = 0};
a_ = 64;
break;
}
case Type::RANDOM_SQUARE: {
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_)};
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_ = {.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));
}