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62
source/core/rendering/sprites/dissolve_sprite.hpp
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62
source/core/rendering/sprites/dissolve_sprite.hpp
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#pragma once
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#include <SDL3/SDL.h>
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#include <memory> // Para shared_ptr
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#include "core/rendering/sprites/animated_sprite.hpp" // Para AnimatedSprite
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class Surface;
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// Direcció de la dissolució
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enum class DissolveDirection { NONE,
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DOWN,
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UP };
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// Sprite que pot dissoldre's o generar-se de forma aleatòria en X mil·lisegons.
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// progress_ va de 0.0 (totalment visible) a 1.0 (totalment invisible).
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class DissolveSprite : public AnimatedSprite {
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public:
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explicit DissolveSprite(const AnimationResource& data);
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DissolveSprite(std::shared_ptr<Surface> surface, SDL_FRect pos);
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~DissolveSprite() override = default;
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void update(float delta_time) override;
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void render() override;
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// Progrés manual [0.0 = totalment visible, 1.0 = totalment invisible]
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void setProgress(float progress);
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[[nodiscard]] auto getProgress() const -> float { return progress_; }
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// Inicia una dissolució temporal (visible → invisible en duration_ms)
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void startDissolve(float duration_ms, DissolveDirection dir = DissolveDirection::NONE);
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// Inicia una generació temporal (invisible → visible en duration_ms)
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void startGenerate(float duration_ms, DissolveDirection dir = DissolveDirection::NONE);
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void stopTransition();
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[[nodiscard]] auto isTransitionDone() const -> bool;
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// Substitució de color: en reconstruir, substitueix source per target
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void setColorReplace(Uint8 source, Uint8 target);
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private:
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enum class TransitionMode { NONE,
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DISSOLVING,
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GENERATING };
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std::shared_ptr<Surface> surface_display_; // Superfície amb els píxels filtrats
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float progress_{0.0F}; // [0=visible, 1=invisible]
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DissolveDirection direction_{DissolveDirection::NONE};
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TransitionMode transition_mode_{TransitionMode::NONE};
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float transition_duration_{0.0F};
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float transition_elapsed_{0.0F};
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SDL_FRect prev_clip_{.x = 0, .y = 0, .w = 0, .h = 0};
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bool needs_rebuild_{false};
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Uint8 source_color_{255}; // 255 = transparent = sense replace per defecte
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Uint8 target_color_{0};
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void rebuildDisplaySurface();
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[[nodiscard]] static auto computePixelRank(int col, int row, int frame_h, DissolveDirection dir) -> float;
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};
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