#include "game/scenes/title_scene.hpp" #include #include #include #include #include #include #include "core/input/global_inputs.hpp" #include "core/locale/locale.hpp" #include "core/rendering/notifier.hpp" #include "core/rendering/render_info.hpp" #include "core/rendering/screen.hpp" #include "core/rendering/surface.hpp" #include "core/rendering/text.hpp" #include "core/resources/resource_cache.hpp" #include "core/system/event_buffer.hpp" #include "core/ui/ui_config.hpp" #include "game/options.hpp" #include "game/scenes/placeholder_input.hpp" #include "utils/defines.hpp" namespace { // TODO: migrar a un logger unificat quan es decideixi (veure INC-03 a // docs/audit-core-rendering.md). const char* const SCENE_NAME = "TITLE"; // Textos hardcodejats fins que tinguem artwork. Quan apareguen com // a sprites, aquesta secció desapareix sencera. const char* const TITLE_LINE_1 = "Aventures en Egipte"; const char* const TITLE_LINE_2 = "A R C A D E"; constexpr int TITLE_Y_PERCENT = 25; constexpr int PROMPT_Y_PERCENT = 60; constexpr int COPYRIGHT_Y_PERCENT = 90; constexpr int LOGO_GAP_PX = 2; // Separació vertical entre el minilogo i el text de copyright. // Separació vertical entre la primera i segona línia del títol. Una // alçada de línia és l'opció més llegible al canvas de 240 px sense // entrar a configuració extra; si demà cal afinar-ho, mou-se a // ui.yaml. [[nodiscard]] auto titleLineGap(const Text& font) -> int { return font.getLineHeight(); } } // namespace TitleScene::TitleScene(std::shared_ptr display_font, std::shared_ptr condensed_font, std::shared_ptr mini_logo, SceneFactory next_factory) : display_font_(std::move(display_font)), condensed_font_(std::move(condensed_font)), mini_logo_(std::move(mini_logo)), next_factory_(std::move(next_factory)), timer_ms_(UiConfig::get().titleDurationMs()) { 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; blink_elapsed_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(UiConfig::get().renderInfoText(), UiConfig::get().renderInfoShadow())); } void TitleScene::render() { const auto& ui_config = UiConfig::get(); const auto& palette = Resource::Cache::get().getPalette("ui"); Screen::get().fillRect(0, 0, GameCanvas::WIDTH, GameCanvas::HEIGHT, palette[ui_config.titleBgColor()]); const Uint8 TEXT_COLOR = ui_config.titleTextColor(); if (display_font_) { const int TITLE_Y = (GameCanvas::HEIGHT * TITLE_Y_PERCENT) / 100; display_font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, TITLE_Y, TITLE_LINE_1, display_font_->getDefaultKerning(), TEXT_COLOR); display_font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, TITLE_Y + titleLineGap(*display_font_), TITLE_LINE_2, display_font_->getDefaultKerning(), TEXT_COLOR); } if (condensed_font_) { // Cicle de parpadeig: visible_ms ON + hidden_ms OFF, repetint-se. // Si la suma val 0 (configuració degenerada), cau a "sempre visible". const int VISIBLE_MS = std::max(0, ui_config.titleBlinkVisibleMs()); const int HIDDEN_MS = std::max(0, ui_config.titleBlinkHiddenMs()); const int CYCLE_MS = VISIBLE_MS + HIDDEN_MS; const bool VISIBLE = (CYCLE_MS == 0) || ((blink_elapsed_ms_ % CYCLE_MS) < VISIBLE_MS); if (VISIBLE) { const int PROMPT_Y = (GameCanvas::HEIGHT * PROMPT_Y_PERCENT) / 100; condensed_font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, PROMPT_Y, Locale::get().text("title.press_start"), condensed_font_->getDefaultKerning() - 1, TEXT_COLOR); } } // Footer: minilogo centrat horitzontalment damunt del © de // copyright. El text va al 90% Y, el logo just damunt amb un petit // gap (LOGO_GAP_PX). Tots dos blocs són hardcodejats fins que // tinguem artwork final. if (condensed_font_) { const int COPY_Y = (GameCanvas::HEIGHT * COPYRIGHT_Y_PERCENT) / 100; if (mini_logo_) { const int LOGO_X = GameCanvas::CENTER_X - (mini_logo_->getWidth() / 2); const int LOGO_Y = COPY_Y - mini_logo_->getHeight() - LOGO_GAP_PX; mini_logo_->render(LOGO_X, LOGO_Y); } condensed_font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, GameCanvas::CENTER_X, COPY_Y, "© 2026 JailDesigner", condensed_font_->getDefaultKerning() - 1, ui_config.titleCopyrightColor()); } Notifier::get().render(); RenderInfo::get().render(); Screen::get().present(); }