322 lines
5.9 KiB
C++
322 lines
5.9 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;
|
|
}
|
|
|
|
case FADE_VENETIAN:
|
|
{
|
|
SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
|
|
for (auto rect : square)
|
|
{
|
|
SDL_RenderFillRect(renderer, &rect);
|
|
}
|
|
|
|
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)
|
|
{
|
|
const int index2 = std::min(index * fadeRandomSquaresMult + i, (int)square.size() - 1);
|
|
SDL_RenderFillRect(renderer, &square[index2]);
|
|
}
|
|
|
|
// Volvemos a usar el renderizador de forma normal
|
|
SDL_SetRenderTarget(renderer, temp);
|
|
}
|
|
|
|
if (counter * fadeRandomSquaresMult / fadeRandomSquaresDelay >= numSquaresWidth * numSquaresHeight)
|
|
{
|
|
finished = true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case FADE_VENETIAN:
|
|
{
|
|
// Counter debe ir de 0 a 150
|
|
if (square.back().h < param->venetianSize)
|
|
{
|
|
const Uint8 h = counter / 3;
|
|
for (int i = 0; i < (int)square.size(); ++i)
|
|
{
|
|
if (i == 0)
|
|
{
|
|
square[i].h = h;
|
|
}
|
|
else
|
|
{
|
|
square[i].h = std::max(square[i - 1].h - 3, 0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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--;
|
|
}
|
|
|
|
// Limpia la textura
|
|
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
|
|
SDL_SetRenderTarget(renderer, backbuffer);
|
|
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
|
|
SDL_RenderClear(renderer);
|
|
SDL_SetRenderTarget(renderer, temp);
|
|
|
|
break;
|
|
}
|
|
|
|
case FADE_VENETIAN:
|
|
{
|
|
rect1 = {0, 0, param->gameWidth, 0};
|
|
square.clear();
|
|
|
|
// Añade los cuadrados al vector
|
|
const int max = param->gameHeight / param->venetianSize;
|
|
|
|
for (int i = 0; i < max; ++i)
|
|
{
|
|
rect1.y = i * param->venetianSize;
|
|
square.push_back(rect1);
|
|
}
|
|
|
|
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;
|
|
} |