Files
coffee_crisis_arcade_edition/source/fade.cpp
2025-10-24 13:45:56 +02:00

552 lines
19 KiB
C++

#include "fade.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstdlib>
#include "color.hpp"
#include "param.hpp"
#include "screen.hpp"
// 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;
r_ = 0;
g_ = 0;
b_ = 0;
a_ = 0;
post_duration_ = 0;
post_start_time_ = 0;
pre_duration_ = 0;
pre_start_time_ = 0;
fading_duration_ = param.fade.random_squares_duration_ms; // Duración por defecto para FADING
fading_start_time_ = 0;
num_squares_width_ = param.fade.num_squares_width;
num_squares_height_ = param.fade.num_squares_height;
square_transition_duration_ = fading_duration_ / 4; // 25% del tiempo total para la transición individual
}
// Resetea algunas variables para volver a hacer el fade sin perder ciertos parametros
void Fade::reset() {
state_ = State::NOT_ENABLED;
post_start_time_ = 0;
pre_start_time_ = 0;
fading_start_time_ = 0;
value_ = 0;
// La duración del fade se mantiene, se puede cambiar con setDuration()
}
// Pinta una transición en pantalla
void Fade::render() {
if (state_ != State::NOT_ENABLED) {
// Para fade IN terminado, no renderizar (auto-desactivación visual)
if (state_ == State::FINISHED && mode_ == Mode::IN) {
return;
}
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
}
}
// Actualiza las variables internas
void Fade::update(float delta_time) {
switch (state_) {
case State::PRE:
updatePreState();
break;
case State::FADING:
updateFadingState();
break;
case State::POST:
updatePostState();
break;
default:
break;
}
}
void Fade::updatePreState() {
Uint32 elapsed_time = SDL_GetTicks() - pre_start_time_;
if (elapsed_time >= static_cast<Uint32>(pre_duration_)) {
state_ = State::FADING;
fading_start_time_ = SDL_GetTicks(); // Inicia el temporizador del fade AQUI
}
}
void Fade::updateFadingState() {
switch (type_) {
case Type::FULLSCREEN:
updateFullscreenFade();
break;
case Type::CENTER:
updateCenterFade();
break;
case Type::RANDOM_SQUARE:
updateRandomSquareFade();
break;
case Type::RANDOM_SQUARE2:
updateRandomSquare2Fade();
break;
case Type::DIAGONAL:
updateDiagonalFade();
break;
case Type::VENETIAN:
updateVenetianFade();
break;
default:
break;
}
}
void Fade::changeToPostState() {
state_ = State::POST;
post_start_time_ = SDL_GetTicks();
}
void Fade::updatePostState() {
Uint32 elapsed_time = SDL_GetTicks() - post_start_time_;
if (elapsed_time >= static_cast<Uint32>(post_duration_)) {
state_ = State::FINISHED;
}
// Mantener el estado final del fade
Uint8 post_alpha = a_;
if (type_ == Type::RANDOM_SQUARE2 || type_ == Type::DIAGONAL) {
post_alpha = (mode_ == Mode::OUT) ? 255 : 0;
} else {
post_alpha = (mode_ == Mode::OUT) ? 255 : 0;
}
cleanBackbuffer(r_, g_, b_, post_alpha);
}
void Fade::updateFullscreenFade() {
Uint32 elapsed_time = SDL_GetTicks() - fading_start_time_;
float progress = std::min(static_cast<float>(elapsed_time) / fading_duration_, 1.0F);
// Modifica la transparencia basada en el progreso
Uint8 current_alpha = static_cast<Uint8>(progress * 255.0f);
a_ = (mode_ == Mode::OUT) ? current_alpha : 255 - current_alpha;
SDL_SetTextureAlphaMod(backbuffer_, a_);
value_ = static_cast<int>(progress * 100);
// Comprueba si ha terminado
if (elapsed_time >= static_cast<Uint32>(fading_duration_)) {
changeToPostState();
}
}
void Fade::updateCenterFade() {
Uint32 elapsed_time = SDL_GetTicks() - fading_start_time_;
float progress = std::min(static_cast<float>(elapsed_time) / fading_duration_, 1.0F);
// Calcula la altura de las barras
float rect_height = progress * (param.game.height / 2.0f);
if (mode_ == Mode::IN) {
rect_height = (param.game.height / 2.0f) - rect_height;
}
rect1_.h = rect_height;
rect2_.h = rect_height;
rect2_.y = param.game.height - rect_height;
drawCenterFadeRectangles();
value_ = static_cast<int>(progress * 100);
// Comprueba si ha terminado
if (elapsed_time >= static_cast<Uint32>(fading_duration_)) {
a_ = (mode_ == Mode::OUT) ? 255 : 0;
changeToPostState();
}
}
void Fade::drawCenterFadeRectangles() {
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
cleanBackbuffer(r_, g_, b_, 0); // Limpiar para modo IN
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
SDL_RenderFillRect(renderer_, &rect1_);
SDL_RenderFillRect(renderer_, &rect2_);
SDL_SetRenderTarget(renderer_, temp);
}
void Fade::updateRandomSquareFade() {
Uint32 elapsed_time = SDL_GetTicks() - fading_start_time_;
float progress = std::min(static_cast<float>(elapsed_time) / fading_duration_, 1.0F);
// Calcula cuántos cuadrados deberían estar activos
int total_squares = num_squares_width_ * num_squares_height_;
int active_squares = static_cast<int>(progress * total_squares);
drawRandomSquares(active_squares);
value_ = static_cast<int>(progress * 100);
// Comprueba si ha terminado
if (elapsed_time >= static_cast<Uint32>(fading_duration_)) {
changeToPostState();
}
}
void Fade::updateRandomSquare2Fade() {
Uint32 elapsed_time = SDL_GetTicks() - fading_start_time_;
int total_squares = num_squares_width_ * num_squares_height_;
int activation_time = fading_duration_ - square_transition_duration_;
activation_time = std::max(activation_time, square_transition_duration_);
int squares_to_activate = 0;
if (mode_ == Mode::OUT) {
if (elapsed_time < static_cast<Uint32>(activation_time)) {
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
squares_to_activate = static_cast<int>(activation_progress * total_squares);
} else {
squares_to_activate = total_squares;
}
for (int i = 0; i < squares_to_activate; ++i) {
if (square_age_[i] == -1) {square_age_[i] = elapsed_time;}
}
} else {
squares_to_activate = total_squares;
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
int squares_starting_transition = std::min(total_squares, std::max(1, static_cast<int>(activation_progress * total_squares)));
for (int i = 0; i < squares_starting_transition; ++i) {
if (square_age_[i] == -1) {square_age_[i] = elapsed_time;}
}
}
drawRandomSquares2();
value_ = calculateValue(0, total_squares, squares_to_activate);
if (elapsed_time >= static_cast<Uint32>(fading_duration_)) {
Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
cleanBackbuffer(r_, g_, b_, final_alpha);
changeToPostState();
}
}
void Fade::updateDiagonalFade() {
Uint32 elapsed_time = SDL_GetTicks() - fading_start_time_;
int activation_time = fading_duration_ - square_transition_duration_;
activation_time = std::max(activation_time, square_transition_duration_);
int max_diagonal = num_squares_width_ + num_squares_height_ - 1;
int active_diagonals = 0;
if (mode_ == Mode::OUT) {
if (elapsed_time < static_cast<Uint32>(activation_time)) {
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
active_diagonals = static_cast<int>(activation_progress * max_diagonal);
} else {
active_diagonals = max_diagonal;
}
for (int diagonal = 0; diagonal < active_diagonals; ++diagonal) {
activateDiagonal(diagonal, elapsed_time);
}
} else {
active_diagonals = max_diagonal;
if (elapsed_time < static_cast<Uint32>(activation_time)) {
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
int diagonals_starting_transition = static_cast<int>(activation_progress * max_diagonal);
for (int diagonal = 0; diagonal < diagonals_starting_transition; ++diagonal) {
activateDiagonal(diagonal, elapsed_time);
}
} else {
for (int diagonal = 0; diagonal < max_diagonal; ++diagonal) {
activateDiagonal(diagonal, elapsed_time);
}
}
}
drawDiagonal();
value_ = calculateValue(0, max_diagonal, active_diagonals);
if (elapsed_time >= static_cast<Uint32>(fading_duration_)) {
Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
cleanBackbuffer(r_, g_, b_, final_alpha);
changeToPostState();
}
}
void Fade::activateDiagonal(int diagonal_index, Uint32 current_time) {
for (int x = 0; x < num_squares_width_; ++x) {
int y = diagonal_index - x;
if (y >= 0 && y < num_squares_height_) {
int index = (y * num_squares_width_) + x;
if (index >= 0 && index < static_cast<int>(square_age_.size()) && square_age_[index] == -1) {
square_age_[index] = current_time;
}
}
}
}
void Fade::drawDiagonal() {
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
SDL_RenderClear(renderer_);
SDL_BlendMode blend_mode;
SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
Uint32 current_time = SDL_GetTicks() - fading_start_time_;
for (size_t i = 0; i < square_.size(); ++i) {
Uint8 current_alpha = 0;
if (square_age_[i] == -1) {
current_alpha = (mode_ == Mode::OUT) ? 0 : a_;
} else {
Uint32 square_elapsed = current_time - square_age_[i];
float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0F);
current_alpha = (mode_ == Mode::OUT) ? static_cast<Uint8>(progress * a_) : static_cast<Uint8>((1.0F - progress) * a_);
}
if (current_alpha > 0) {
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
SDL_RenderFillRect(renderer_, &square_[i]);
}
}
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
SDL_SetRenderTarget(renderer_, temp);
}
void Fade::drawRandomSquares(int active_count) {
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
// El fondo se prepara en activate()
SDL_BlendMode blend_mode;
SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
// Dibuja solo los cuadrados activos
for (int i = 0; i < active_count && i < static_cast<int>(square_.size()); ++i) {
SDL_RenderFillRect(renderer_, &square_[i]);
}
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
SDL_SetRenderTarget(renderer_, temp);
}
void Fade::drawRandomSquares2() {
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
SDL_RenderClear(renderer_);
SDL_BlendMode blend_mode;
SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
Uint32 current_time = SDL_GetTicks() - fading_start_time_;
for (size_t i = 0; i < square_.size(); ++i) {
Uint8 current_alpha = 0;
if (square_age_[i] == -1) {
current_alpha = (mode_ == Mode::OUT) ? 0 : a_;
} else {
Uint32 square_elapsed = current_time - square_age_[i];
float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0F);
current_alpha = (mode_ == Mode::OUT) ? static_cast<Uint8>(progress * a_) : static_cast<Uint8>((1.0F - progress) * a_);
}
if (current_alpha > 0) {
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
SDL_RenderFillRect(renderer_, &square_[i]);
}
}
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
SDL_SetRenderTarget(renderer_, temp);
}
void Fade::updateVenetianFade() {
Uint32 elapsed_time = SDL_GetTicks() - fading_start_time_;
float progress = std::min(static_cast<float>(elapsed_time) / fading_duration_, 1.0F);
// Calcula la altura de las persianas
float rect_height = progress * param.fade.venetian_size;
if (mode_ == Mode::IN) {
rect_height = param.fade.venetian_size - rect_height;
}
for (auto& rect : square_) {
rect.h = rect_height;
}
drawVenetianBlinds();
value_ = static_cast<int>(progress * 100);
// Comprueba si ha terminado
if (elapsed_time >= static_cast<Uint32>(fading_duration_)) {
changeToPostState();
}
}
void Fade::drawVenetianBlinds() {
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
// Limpia la textura con el color base (transparente para OUT, opaco para IN)
Uint8 initial_alpha = (mode_ == Mode::OUT) ? 0 : 255;
cleanBackbuffer(r_, g_, b_, initial_alpha);
SDL_BlendMode blend_mode;
SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
// Dibuja las persianas con el color opuesto al fondo
Uint8 draw_alpha = (mode_ == Mode::OUT) ? 255 : 0;
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, draw_alpha);
for (const auto& rect : square_) {
SDL_RenderFillRect(renderer_, &rect);
}
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
SDL_SetRenderTarget(renderer_, temp);
}
// Activa el fade
void Fade::activate() {
if (state_ != State::NOT_ENABLED) {
return;
}
state_ = State::PRE;
pre_start_time_ = SDL_GetTicks();
value_ = 0;
// Preparación inicial de cada tipo
switch (type_) {
/*case Type::FULLSCREEN:
cleanBackbuffer(r_, g_, b_, (mode_ == Mode::OUT) ? 0 : 255);
SDL_SetTextureAlphaMod(backbuffer_, (mode_ == Mode::OUT) ? 255 : 0);
break;*/
case Type::FULLSCREEN: {
// La textura en sí siempre debe ser de un color sólido y opaco.
// La transparencia se gestionará con la modulación de alfa.
cleanBackbuffer(r_, g_, b_, 255);
// Ahora, inicializamos la modulación de alfa correctamente:
// - IN: Empieza opaco (255) y se desvanece a transparente.
// - OUT: Empieza transparente (0) y se desvanece a opaco.
const Uint8 INITIAL_ALPHA = (mode_ == Mode::IN) ? 255 : 0;
SDL_SetTextureAlphaMod(backbuffer_, INITIAL_ALPHA);
break;
}
case Type::CENTER:
rect1_ = {.x = 0, .y = 0, .w = param.game.width, .h = 0};
rect2_ = {.x = 0, .y = param.game.height, .w = param.game.width, .h = 0};
a_ = 255;
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();
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_);
}
auto num = square_.size();
while (num > 1) {
auto num_arreu = rand() % num;
std::swap(square_[num_arreu], square_[--num]);
}
a_ = (mode_ == Mode::OUT) ? 255 : 0;
cleanBackbuffer(r_, g_, b_, (mode_ == Mode::OUT) ? 0 : 255);
break;
}
case Type::RANDOM_SQUARE2:
case Type::DIAGONAL: {
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();
square_age_.assign(num_squares_width_ * num_squares_height_, -1);
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_);
}
if (type_ == Type::RANDOM_SQUARE2) {
auto num = square_.size();
while (num > 1) {
auto num_arreu = rand() % num;
std::swap(square_[num_arreu], square_[--num]);
// No es necesario desordenar square_age_ ya que todos son -1
}
}
Uint8 initial_alpha = (mode_ == Mode::OUT) ? 0 : 255;
cleanBackbuffer(r_, g_, b_, initial_alpha);
a_ = 255;
square_transition_duration_ = std::max(fading_duration_ / 4, 100);
break;
}
case Type::VENETIAN: {
square_.clear();
rect1_ = {.x = 0, .y = 0, .w = param.game.width, .h = (mode_ == Mode::OUT) ? 0.0f : static_cast<float>(param.fade.venetian_size)};
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) {
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawColor(renderer_, r, g, b, a);
SDL_RenderClear(renderer_);
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));
}