From d31483124ebe3584f35f5453e0cb0b5e193bb791 Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Wed, 22 Apr 2026 10:31:48 +0200 Subject: [PATCH] feat(scenes): afegir placeholders LogoScene/TitleScene/IntroScene MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Tres escenes de 5 s cadascuna, activables al flux que precedeix GameScene. Classes separades (sense base comuna) perquè divergiran quan es desenvolupi contingut real. Avancen per timeout o per qualsevol tecla no reservada. Les tecles reservades (F1-F12, Escape) són les declarades a data/input/keys.yaml i mantenen el seu comportament habitual via GlobalInputs. La classificació viu a Placeholder::isReservedScancode, i KeyConfig exposa bindings() per enumerar-les sense duplicar la llista. Encara no integrats al Director: això es fa al següent commit quan s'afegeix el selector d'escena inicial. --- CMakeLists.txt | 4 ++ source/core/input/key_config.hpp | 1 + source/game/scenes/intro_scene.cpp | 85 +++++++++++++++++++++++ source/game/scenes/intro_scene.hpp | 29 ++++++++ source/game/scenes/logo_scene.cpp | 86 ++++++++++++++++++++++++ source/game/scenes/logo_scene.hpp | 30 +++++++++ source/game/scenes/placeholder_input.cpp | 15 +++++ source/game/scenes/placeholder_input.hpp | 17 +++++ source/game/scenes/title_scene.cpp | 85 +++++++++++++++++++++++ source/game/scenes/title_scene.hpp | 30 +++++++++ 10 files changed, 382 insertions(+) create mode 100644 source/game/scenes/intro_scene.cpp create mode 100644 source/game/scenes/intro_scene.hpp create mode 100644 source/game/scenes/logo_scene.cpp create mode 100644 source/game/scenes/logo_scene.hpp create mode 100644 source/game/scenes/placeholder_input.cpp create mode 100644 source/game/scenes/placeholder_input.hpp create mode 100644 source/game/scenes/title_scene.cpp create mode 100644 source/game/scenes/title_scene.hpp diff --git a/CMakeLists.txt b/CMakeLists.txt index deeca2f..4171b0c 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -77,6 +77,10 @@ set(APP_SOURCES source/utils/easing.cpp source/utils/utils.cpp source/game/options.cpp + source/game/scenes/placeholder_input.cpp + source/game/scenes/logo_scene.cpp + source/game/scenes/title_scene.cpp + source/game/scenes/intro_scene.cpp source/game/scenes/game_scene.cpp source/game/entities/player.cpp source/game/map/map.cpp diff --git a/source/core/input/key_config.hpp b/source/core/input/key_config.hpp index 0690a4f..89be7fe 100644 --- a/source/core/input/key_config.hpp +++ b/source/core/input/key_config.hpp @@ -22,6 +22,7 @@ class KeyConfig { void load(const std::string& file_path); [[nodiscard]] auto scancode(const std::string& id) const -> SDL_Scancode; + [[nodiscard]] auto bindings() const -> const std::unordered_map& { return bindings_; } private: KeyConfig() = default; diff --git a/source/game/scenes/intro_scene.cpp b/source/game/scenes/intro_scene.cpp new file mode 100644 index 0000000..003dcf2 --- /dev/null +++ b/source/game/scenes/intro_scene.cpp @@ -0,0 +1,85 @@ +#include "game/scenes/intro_scene.hpp" + +#include + +#include +#include +#include +#include +#include + +#include "core/input/global_inputs.hpp" +#include "core/rendering/notifier.hpp" +#include "core/rendering/render_info.hpp" +#include "core/rendering/screen.hpp" +#include "core/rendering/text.hpp" +#include "core/system/event_buffer.hpp" +#include "game/options.hpp" +#include "game/scenes/placeholder_input.hpp" +#include "game/ui/ui_palette.hpp" +#include "utils/defaults.hpp" +#include "utils/defines.hpp" + +namespace { + + constexpr int NAME_Y_OFFSET = -8; + constexpr int TIMER_Y_OFFSET = 8; + // TODO: migrar a un logger unificat quan es decideixi (veure INC-03 a + // docs/audit-core-rendering.md). + const char* const SCENE_NAME = "INTRO"; + +} // namespace + +IntroScene::IntroScene(std::shared_ptr font, SceneFactory next_factory) + : font_(std::move(font)), + next_factory_(std::move(next_factory)) { + std::cout << "[scene] " << SCENE_NAME << " start\n"; +} + +IntroScene::~IntroScene() = default; + +void IntroScene::update(int delta_ms) { + GlobalInputs::update(delta_ms); + if (GlobalInputs::wantsQuit()) { + wants_quit_ = true; + return; + } + + timer_ms_ -= delta_ms; + + const bool SKIPPED = std::ranges::any_of(EventBuffer::events, [](const SDL_Event& ev) { + return ev.type == SDL_EVENT_KEY_DOWN && !Placeholder::isReservedScancode(ev.key.scancode); + }); + + if ((timer_ms_ <= 0 || SKIPPED) && next_factory_) { + next_scene_ = next_factory_(); + } + + Notifier::get().update(delta_ms); + RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiColor::RENDER_INFO_TEXT, UiColor::RENDER_INFO_SHADOW)); +} + +void IntroScene::render() { + constexpr std::uint32_t BLACK_ARGB = 0xFF000000U; + Screen::get().fillRect(0, 0, GameCanvas::WIDTH, GameCanvas::HEIGHT, BLACK_ARGB); + + if (font_) { + const int SECS_LEFT = std::max(1, (timer_ms_ + 999) / 1000); + font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, + GameCanvas::CENTER_X, + GameCanvas::CENTER_Y + NAME_Y_OFFSET, + SCENE_NAME, + 1, + Defaults::UI::NOTIFICATION_TEXT); + font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, + GameCanvas::CENTER_X, + GameCanvas::CENTER_Y + TIMER_Y_OFFSET, + std::to_string(SECS_LEFT), + 1, + Defaults::UI::NOTIFICATION_TEXT); + } + + Notifier::get().render(); + RenderInfo::get().render(); + Screen::get().present(); +} diff --git a/source/game/scenes/intro_scene.hpp b/source/game/scenes/intro_scene.hpp new file mode 100644 index 0000000..859b6ea --- /dev/null +++ b/source/game/scenes/intro_scene.hpp @@ -0,0 +1,29 @@ +#pragma once + +#include +#include + +#include "core/scene/scene.hpp" + +class Text; + +// Escena placeholder de la introducció. Com la resta de placeholders, durada +// fixa i skip amb tecla no reservada; quan expira encadena a la factory +// injectada (en producció: GameScene). +class IntroScene : public Scene { + public: + using SceneFactory = std::function()>; + + static constexpr int DURATION_MS = 5000; + + IntroScene(std::shared_ptr font, SceneFactory next_factory); + ~IntroScene() override; + + void update(int delta_ms) override; + void render() override; + + private: + std::shared_ptr font_; + SceneFactory next_factory_; + int timer_ms_{DURATION_MS}; +}; diff --git a/source/game/scenes/logo_scene.cpp b/source/game/scenes/logo_scene.cpp new file mode 100644 index 0000000..82572e7 --- /dev/null +++ b/source/game/scenes/logo_scene.cpp @@ -0,0 +1,86 @@ +#include "game/scenes/logo_scene.hpp" + +#include + +#include +#include +#include +#include +#include + +#include "core/input/global_inputs.hpp" +#include "core/rendering/notifier.hpp" +#include "core/rendering/render_info.hpp" +#include "core/rendering/screen.hpp" +#include "core/rendering/text.hpp" +#include "core/system/event_buffer.hpp" +#include "game/options.hpp" +#include "game/scenes/placeholder_input.hpp" +#include "game/ui/ui_palette.hpp" +#include "utils/defaults.hpp" +#include "utils/defines.hpp" + +namespace { + + constexpr int NAME_Y_OFFSET = -8; + constexpr int TIMER_Y_OFFSET = 8; + // TODO: migrar a un logger unificat quan es decideixi (veure INC-03 a + // docs/audit-core-rendering.md). De moment std::cout per rastrejar el + // flux d'escenes als smoke runs. + const char* const SCENE_NAME = "LOGO"; + +} // namespace + +LogoScene::LogoScene(std::shared_ptr font, SceneFactory next_factory) + : font_(std::move(font)), + next_factory_(std::move(next_factory)) { + std::cout << "[scene] " << SCENE_NAME << " start\n"; +} + +LogoScene::~LogoScene() = default; + +void LogoScene::update(int delta_ms) { + GlobalInputs::update(delta_ms); + if (GlobalInputs::wantsQuit()) { + wants_quit_ = true; + return; + } + + timer_ms_ -= delta_ms; + + const bool SKIPPED = std::ranges::any_of(EventBuffer::events, [](const SDL_Event& ev) { + return ev.type == SDL_EVENT_KEY_DOWN && !Placeholder::isReservedScancode(ev.key.scancode); + }); + + if ((timer_ms_ <= 0 || SKIPPED) && next_factory_) { + next_scene_ = next_factory_(); + } + + Notifier::get().update(delta_ms); + RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiColor::RENDER_INFO_TEXT, UiColor::RENDER_INFO_SHADOW)); +} + +void LogoScene::render() { + constexpr std::uint32_t BLACK_ARGB = 0xFF000000U; + Screen::get().fillRect(0, 0, GameCanvas::WIDTH, GameCanvas::HEIGHT, BLACK_ARGB); + + if (font_) { + const int SECS_LEFT = std::max(1, (timer_ms_ + 999) / 1000); + font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, + GameCanvas::CENTER_X, + GameCanvas::CENTER_Y + NAME_Y_OFFSET, + SCENE_NAME, + 1, + Defaults::UI::NOTIFICATION_TEXT); + font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, + GameCanvas::CENTER_X, + GameCanvas::CENTER_Y + TIMER_Y_OFFSET, + std::to_string(SECS_LEFT), + 1, + Defaults::UI::NOTIFICATION_TEXT); + } + + Notifier::get().render(); + RenderInfo::get().render(); + Screen::get().present(); +} diff --git a/source/game/scenes/logo_scene.hpp b/source/game/scenes/logo_scene.hpp new file mode 100644 index 0000000..d9023b8 --- /dev/null +++ b/source/game/scenes/logo_scene.hpp @@ -0,0 +1,30 @@ +#pragma once + +#include +#include + +#include "core/scene/scene.hpp" + +class Text; + +// Escena placeholder del logotip. Durada fixa (5 s) o skip amb qualsevol tecla +// no reservada. Quan expira, encadena amb la `SceneFactory` que se li injecta +// al ctor — així l'escena no coneix el tipus concret de la següent, i es pot +// exercir en tests sense arrossegar GameScene. +class LogoScene : public Scene { + public: + using SceneFactory = std::function()>; + + static constexpr int DURATION_MS = 5000; + + LogoScene(std::shared_ptr font, SceneFactory next_factory); + ~LogoScene() override; + + void update(int delta_ms) override; + void render() override; + + private: + std::shared_ptr font_; + SceneFactory next_factory_; + int timer_ms_{DURATION_MS}; +}; diff --git a/source/game/scenes/placeholder_input.cpp b/source/game/scenes/placeholder_input.cpp new file mode 100644 index 0000000..5f5fc7a --- /dev/null +++ b/source/game/scenes/placeholder_input.cpp @@ -0,0 +1,15 @@ +#include "game/scenes/placeholder_input.hpp" + +#include + +#include "core/input/key_config.hpp" + +namespace Placeholder { + + auto isReservedScancode(SDL_Scancode sc) -> bool { + if (sc == SDL_SCANCODE_UNKNOWN) { return false; } + const auto& bindings = KeyConfig::get().bindings(); + return std::ranges::any_of(bindings, [sc](const auto& kv) { return kv.second == sc; }); + } + +} // namespace Placeholder diff --git a/source/game/scenes/placeholder_input.hpp b/source/game/scenes/placeholder_input.hpp new file mode 100644 index 0000000..ff27318 --- /dev/null +++ b/source/game/scenes/placeholder_input.hpp @@ -0,0 +1,17 @@ +#pragma once + +#include + +// Helper per als placeholders del flux LOGO → TITLE → INTRO → GAME. Les escenes +// placeholder avancen amb qualsevol tecla excepte les registrades a KeyConfig +// (F1–F12, Escape), que mantenen el seu comportament habitual via GlobalInputs. +namespace Placeholder { + + // Retorna true si el scancode coincideix amb alguna tecla declarada al + // KeyConfig::get() (les carregades de data/input/keys.yaml). Si KeyConfig + // no s'ha carregat, totes les consultes retornaran SDL_SCANCODE_UNKNOWN i + // aquesta funció tornarà false, de manera que el test/smoke no depèn de + // l'estat global de la configuració. + [[nodiscard]] auto isReservedScancode(SDL_Scancode sc) -> bool; + +} // namespace Placeholder diff --git a/source/game/scenes/title_scene.cpp b/source/game/scenes/title_scene.cpp new file mode 100644 index 0000000..e3c0d5b --- /dev/null +++ b/source/game/scenes/title_scene.cpp @@ -0,0 +1,85 @@ +#include "game/scenes/title_scene.hpp" + +#include + +#include +#include +#include +#include +#include + +#include "core/input/global_inputs.hpp" +#include "core/rendering/notifier.hpp" +#include "core/rendering/render_info.hpp" +#include "core/rendering/screen.hpp" +#include "core/rendering/text.hpp" +#include "core/system/event_buffer.hpp" +#include "game/options.hpp" +#include "game/scenes/placeholder_input.hpp" +#include "game/ui/ui_palette.hpp" +#include "utils/defaults.hpp" +#include "utils/defines.hpp" + +namespace { + + constexpr int NAME_Y_OFFSET = -8; + constexpr int TIMER_Y_OFFSET = 8; + // TODO: migrar a un logger unificat quan es decideixi (veure INC-03 a + // docs/audit-core-rendering.md). + const char* const SCENE_NAME = "TITLE"; + +} // namespace + +TitleScene::TitleScene(std::shared_ptr font, SceneFactory next_factory) + : font_(std::move(font)), + next_factory_(std::move(next_factory)) { + std::cout << "[scene] " << SCENE_NAME << " start\n"; +} + +TitleScene::~TitleScene() = default; + +void TitleScene::update(int delta_ms) { + GlobalInputs::update(delta_ms); + if (GlobalInputs::wantsQuit()) { + wants_quit_ = true; + return; + } + + timer_ms_ -= delta_ms; + + const bool SKIPPED = std::ranges::any_of(EventBuffer::events, [](const SDL_Event& ev) { + return ev.type == SDL_EVENT_KEY_DOWN && !Placeholder::isReservedScancode(ev.key.scancode); + }); + + if ((timer_ms_ <= 0 || SKIPPED) && next_factory_) { + next_scene_ = next_factory_(); + } + + Notifier::get().update(delta_ms); + RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiColor::RENDER_INFO_TEXT, UiColor::RENDER_INFO_SHADOW)); +} + +void TitleScene::render() { + constexpr std::uint32_t BLACK_ARGB = 0xFF000000U; + Screen::get().fillRect(0, 0, GameCanvas::WIDTH, GameCanvas::HEIGHT, BLACK_ARGB); + + if (font_) { + const int SECS_LEFT = std::max(1, (timer_ms_ + 999) / 1000); + font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, + GameCanvas::CENTER_X, + GameCanvas::CENTER_Y + NAME_Y_OFFSET, + SCENE_NAME, + 1, + Defaults::UI::NOTIFICATION_TEXT); + font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, + GameCanvas::CENTER_X, + GameCanvas::CENTER_Y + TIMER_Y_OFFSET, + std::to_string(SECS_LEFT), + 1, + Defaults::UI::NOTIFICATION_TEXT); + } + + Notifier::get().render(); + RenderInfo::get().render(); + Screen::get().present(); +} diff --git a/source/game/scenes/title_scene.hpp b/source/game/scenes/title_scene.hpp new file mode 100644 index 0000000..19fa3d7 --- /dev/null +++ b/source/game/scenes/title_scene.hpp @@ -0,0 +1,30 @@ +#pragma once + +#include +#include + +#include "core/scene/scene.hpp" + +class Text; + +// Escena placeholder del títol. Mateix comportament que LogoScene — duració +// fixa de 5 s i skip amb tecla no reservada —, però classe separada perquè +// quan divergeixi en contingut real (menú, seleccions, animacions) creixi en +// el seu propi fitxer sense haver de refactoritzar cap base comuna. +class TitleScene : public Scene { + public: + using SceneFactory = std::function()>; + + static constexpr int DURATION_MS = 5000; + + TitleScene(std::shared_ptr font, SceneFactory next_factory); + ~TitleScene() override; + + void update(int delta_ms) override; + void render() override; + + private: + std::shared_ptr font_; + SceneFactory next_factory_; + int timer_ms_{DURATION_MS}; +};