feat(logo,menu): reiniciar des de servei → LOGO amb reset (atura música) i logo_jailgames.gif centrat
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@@ -5,26 +5,23 @@
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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/audio/audio.hpp"
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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/rendering/surface.hpp"
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#include "core/system/event_buffer.hpp"
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#include "core/ui/ui_config.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/scenes/scene_flow.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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@@ -32,9 +29,19 @@ namespace {
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} // namespace
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LogoScene::LogoScene(std::shared_ptr<Text> font)
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: font_(std::move(font)) {
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std::cout << "[scene] " << SCENE_NAME << " start\n";
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LogoScene::LogoScene(std::shared_ptr<Surface> logo, bool reset)
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: logo_(std::move(logo)) {
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std::cout << "[scene] " << SCENE_NAME << (reset ? " start (reset)\n" : " start\n");
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// RESET = "Reiniciar" del menú: tornem al punt zero del joc, així que
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// qualsevol música o so en marxa (la del joc, els sons d'UI, etc.) ha
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// d'apagar-se abans que el LOGO comenci. En el flux normal no toquem
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// res — la música de TITLE pot seguir sonant durant l'attract-out.
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if (reset) {
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if (auto* audio = Audio::get(); audio != nullptr) {
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audio->stopMusic();
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audio->stopAllSounds();
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}
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}
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}
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LogoScene::~LogoScene() = default;
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@@ -64,20 +71,10 @@ 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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UiConfig::get().notificationText());
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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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UiConfig::get().notificationText());
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if (logo_) {
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const int X = (GameCanvas::WIDTH - logo_->getWidth()) / 2;
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const int Y = (GameCanvas::HEIGHT - logo_->getHeight()) / 2;
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logo_->render(X, Y);
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}
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Notifier::get().render();
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