feat(scenes): afegir placeholders LogoScene/TitleScene/IntroScene
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.
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#include "game/scenes/intro_scene.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdint>
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#include <iostream>
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#include <string>
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#include <utility>
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#include "core/input/global_inputs.hpp"
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#include "core/rendering/notifier.hpp"
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#include "core/rendering/render_info.hpp"
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#include "core/rendering/screen.hpp"
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#include "core/rendering/text.hpp"
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#include "core/system/event_buffer.hpp"
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#include "game/options.hpp"
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#include "game/scenes/placeholder_input.hpp"
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#include "game/ui/ui_palette.hpp"
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#include "utils/defaults.hpp"
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#include "utils/defines.hpp"
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namespace {
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constexpr int NAME_Y_OFFSET = -8;
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constexpr int TIMER_Y_OFFSET = 8;
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// TODO: migrar a un logger unificat quan es decideixi (veure INC-03 a
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// docs/audit-core-rendering.md).
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const char* const SCENE_NAME = "INTRO";
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} // namespace
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IntroScene::IntroScene(std::shared_ptr<Text> font, SceneFactory next_factory)
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: font_(std::move(font)),
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next_factory_(std::move(next_factory)) {
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std::cout << "[scene] " << SCENE_NAME << " start\n";
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}
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IntroScene::~IntroScene() = default;
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void IntroScene::update(int delta_ms) {
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GlobalInputs::update(delta_ms);
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if (GlobalInputs::wantsQuit()) {
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wants_quit_ = true;
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return;
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}
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timer_ms_ -= delta_ms;
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const bool SKIPPED = std::ranges::any_of(EventBuffer::events, [](const SDL_Event& ev) {
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return ev.type == SDL_EVENT_KEY_DOWN && !Placeholder::isReservedScancode(ev.key.scancode);
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});
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if ((timer_ms_ <= 0 || SKIPPED) && next_factory_) {
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next_scene_ = next_factory_();
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}
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Notifier::get().update(delta_ms);
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RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiColor::RENDER_INFO_TEXT, UiColor::RENDER_INFO_SHADOW));
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}
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void IntroScene::render() {
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constexpr std::uint32_t BLACK_ARGB = 0xFF000000U;
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Screen::get().fillRect(0, 0, GameCanvas::WIDTH, GameCanvas::HEIGHT, BLACK_ARGB);
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if (font_) {
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const int SECS_LEFT = std::max(1, (timer_ms_ + 999) / 1000);
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font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
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GameCanvas::CENTER_X,
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GameCanvas::CENTER_Y + NAME_Y_OFFSET,
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SCENE_NAME,
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1,
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Defaults::UI::NOTIFICATION_TEXT);
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font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
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GameCanvas::CENTER_X,
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GameCanvas::CENTER_Y + TIMER_Y_OFFSET,
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std::to_string(SECS_LEFT),
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1,
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Defaults::UI::NOTIFICATION_TEXT);
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}
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Notifier::get().render();
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RenderInfo::get().render();
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Screen::get().present();
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}
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@@ -0,0 +1,29 @@
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#pragma once
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#include <functional>
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#include <memory>
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#include "core/scene/scene.hpp"
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class Text;
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// Escena placeholder de la introducció. Com la resta de placeholders, durada
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// fixa i skip amb tecla no reservada; quan expira encadena a la factory
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// injectada (en producció: GameScene).
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class IntroScene : public Scene {
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public:
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using SceneFactory = std::function<std::unique_ptr<Scene>()>;
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static constexpr int DURATION_MS = 5000;
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IntroScene(std::shared_ptr<Text> font, SceneFactory next_factory);
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~IntroScene() override;
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void update(int delta_ms) override;
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void render() override;
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private:
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std::shared_ptr<Text> font_;
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SceneFactory next_factory_;
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int timer_ms_{DURATION_MS};
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};
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@@ -0,0 +1,86 @@
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#include "game/scenes/logo_scene.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdint>
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#include <iostream>
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#include <string>
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#include <utility>
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#include "core/input/global_inputs.hpp"
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#include "core/rendering/notifier.hpp"
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#include "core/rendering/render_info.hpp"
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#include "core/rendering/screen.hpp"
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#include "core/rendering/text.hpp"
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#include "core/system/event_buffer.hpp"
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#include "game/options.hpp"
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#include "game/scenes/placeholder_input.hpp"
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#include "game/ui/ui_palette.hpp"
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#include "utils/defaults.hpp"
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#include "utils/defines.hpp"
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namespace {
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constexpr int NAME_Y_OFFSET = -8;
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constexpr int TIMER_Y_OFFSET = 8;
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// TODO: migrar a un logger unificat quan es decideixi (veure INC-03 a
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// docs/audit-core-rendering.md). De moment std::cout per rastrejar el
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// flux d'escenes als smoke runs.
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const char* const SCENE_NAME = "LOGO";
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} // namespace
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LogoScene::LogoScene(std::shared_ptr<Text> font, SceneFactory next_factory)
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: font_(std::move(font)),
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next_factory_(std::move(next_factory)) {
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std::cout << "[scene] " << SCENE_NAME << " start\n";
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}
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LogoScene::~LogoScene() = default;
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void LogoScene::update(int delta_ms) {
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GlobalInputs::update(delta_ms);
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if (GlobalInputs::wantsQuit()) {
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wants_quit_ = true;
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return;
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}
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timer_ms_ -= delta_ms;
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const bool SKIPPED = std::ranges::any_of(EventBuffer::events, [](const SDL_Event& ev) {
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return ev.type == SDL_EVENT_KEY_DOWN && !Placeholder::isReservedScancode(ev.key.scancode);
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});
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if ((timer_ms_ <= 0 || SKIPPED) && next_factory_) {
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next_scene_ = next_factory_();
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}
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Notifier::get().update(delta_ms);
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RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiColor::RENDER_INFO_TEXT, UiColor::RENDER_INFO_SHADOW));
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}
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void LogoScene::render() {
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constexpr std::uint32_t BLACK_ARGB = 0xFF000000U;
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Screen::get().fillRect(0, 0, GameCanvas::WIDTH, GameCanvas::HEIGHT, BLACK_ARGB);
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if (font_) {
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const int SECS_LEFT = std::max(1, (timer_ms_ + 999) / 1000);
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font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
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GameCanvas::CENTER_X,
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GameCanvas::CENTER_Y + NAME_Y_OFFSET,
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SCENE_NAME,
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1,
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Defaults::UI::NOTIFICATION_TEXT);
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font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
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GameCanvas::CENTER_X,
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GameCanvas::CENTER_Y + TIMER_Y_OFFSET,
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std::to_string(SECS_LEFT),
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1,
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Defaults::UI::NOTIFICATION_TEXT);
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}
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Notifier::get().render();
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RenderInfo::get().render();
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Screen::get().present();
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}
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@@ -0,0 +1,30 @@
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#pragma once
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#include <functional>
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#include <memory>
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#include "core/scene/scene.hpp"
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class Text;
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// Escena placeholder del logotip. Durada fixa (5 s) o skip amb qualsevol tecla
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// no reservada. Quan expira, encadena amb la `SceneFactory` que se li injecta
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// al ctor — així l'escena no coneix el tipus concret de la següent, i es pot
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// exercir en tests sense arrossegar GameScene.
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class LogoScene : public Scene {
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public:
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using SceneFactory = std::function<std::unique_ptr<Scene>()>;
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static constexpr int DURATION_MS = 5000;
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LogoScene(std::shared_ptr<Text> font, SceneFactory next_factory);
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~LogoScene() override;
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void update(int delta_ms) override;
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void render() override;
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private:
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std::shared_ptr<Text> font_;
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SceneFactory next_factory_;
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int timer_ms_{DURATION_MS};
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};
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@@ -0,0 +1,15 @@
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#include "game/scenes/placeholder_input.hpp"
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#include <algorithm>
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#include "core/input/key_config.hpp"
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namespace Placeholder {
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auto isReservedScancode(SDL_Scancode sc) -> bool {
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if (sc == SDL_SCANCODE_UNKNOWN) { return false; }
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const auto& bindings = KeyConfig::get().bindings();
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return std::ranges::any_of(bindings, [sc](const auto& kv) { return kv.second == sc; });
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}
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} // namespace Placeholder
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#pragma once
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#include <SDL3/SDL.h>
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// Helper per als placeholders del flux LOGO → TITLE → INTRO → GAME. Les escenes
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// placeholder avancen amb qualsevol tecla excepte les registrades a KeyConfig
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// (F1–F12, Escape), que mantenen el seu comportament habitual via GlobalInputs.
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namespace Placeholder {
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// Retorna true si el scancode coincideix amb alguna tecla declarada al
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// KeyConfig::get() (les carregades de data/input/keys.yaml). Si KeyConfig
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// no s'ha carregat, totes les consultes retornaran SDL_SCANCODE_UNKNOWN i
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// aquesta funció tornarà false, de manera que el test/smoke no depèn de
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// l'estat global de la configuració.
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[[nodiscard]] auto isReservedScancode(SDL_Scancode sc) -> bool;
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} // namespace Placeholder
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@@ -0,0 +1,85 @@
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#include "game/scenes/title_scene.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdint>
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#include <iostream>
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#include <string>
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#include <utility>
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#include "core/input/global_inputs.hpp"
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#include "core/rendering/notifier.hpp"
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#include "core/rendering/render_info.hpp"
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#include "core/rendering/screen.hpp"
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#include "core/rendering/text.hpp"
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#include "core/system/event_buffer.hpp"
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#include "game/options.hpp"
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#include "game/scenes/placeholder_input.hpp"
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#include "game/ui/ui_palette.hpp"
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#include "utils/defaults.hpp"
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#include "utils/defines.hpp"
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namespace {
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constexpr int NAME_Y_OFFSET = -8;
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constexpr int TIMER_Y_OFFSET = 8;
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// TODO: migrar a un logger unificat quan es decideixi (veure INC-03 a
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// docs/audit-core-rendering.md).
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const char* const SCENE_NAME = "TITLE";
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} // namespace
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TitleScene::TitleScene(std::shared_ptr<Text> font, SceneFactory next_factory)
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: font_(std::move(font)),
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next_factory_(std::move(next_factory)) {
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std::cout << "[scene] " << SCENE_NAME << " start\n";
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}
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TitleScene::~TitleScene() = default;
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void TitleScene::update(int delta_ms) {
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GlobalInputs::update(delta_ms);
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if (GlobalInputs::wantsQuit()) {
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wants_quit_ = true;
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return;
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}
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timer_ms_ -= delta_ms;
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const bool SKIPPED = std::ranges::any_of(EventBuffer::events, [](const SDL_Event& ev) {
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return ev.type == SDL_EVENT_KEY_DOWN && !Placeholder::isReservedScancode(ev.key.scancode);
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});
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if ((timer_ms_ <= 0 || SKIPPED) && next_factory_) {
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next_scene_ = next_factory_();
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}
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Notifier::get().update(delta_ms);
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RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiColor::RENDER_INFO_TEXT, UiColor::RENDER_INFO_SHADOW));
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}
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void TitleScene::render() {
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constexpr std::uint32_t BLACK_ARGB = 0xFF000000U;
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Screen::get().fillRect(0, 0, GameCanvas::WIDTH, GameCanvas::HEIGHT, BLACK_ARGB);
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if (font_) {
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const int SECS_LEFT = std::max(1, (timer_ms_ + 999) / 1000);
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font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
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GameCanvas::CENTER_X,
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GameCanvas::CENTER_Y + NAME_Y_OFFSET,
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SCENE_NAME,
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1,
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Defaults::UI::NOTIFICATION_TEXT);
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font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
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GameCanvas::CENTER_X,
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GameCanvas::CENTER_Y + TIMER_Y_OFFSET,
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std::to_string(SECS_LEFT),
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1,
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Defaults::UI::NOTIFICATION_TEXT);
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}
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Notifier::get().render();
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RenderInfo::get().render();
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Screen::get().present();
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}
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@@ -0,0 +1,30 @@
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#pragma once
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#include <functional>
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#include <memory>
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#include "core/scene/scene.hpp"
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class Text;
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// Escena placeholder del títol. Mateix comportament que LogoScene — duració
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// fixa de 5 s i skip amb tecla no reservada —, però classe separada perquè
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// quan divergeixi en contingut real (menú, seleccions, animacions) creixi en
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// el seu propi fitxer sense haver de refactoritzar cap base comuna.
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class TitleScene : public Scene {
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public:
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using SceneFactory = std::function<std::unique_ptr<Scene>()>;
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static constexpr int DURATION_MS = 5000;
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TitleScene(std::shared_ptr<Text> font, SceneFactory next_factory);
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~TitleScene() override;
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void update(int delta_ms) override;
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void render() override;
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private:
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std::shared_ptr<Text> font_;
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SceneFactory next_factory_;
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int timer_ms_{DURATION_MS};
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};
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