#include "game/scenes/logo_scene.hpp" #include #include #include #include #include #include "core/audio/audio.hpp" #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/surface.hpp" #include "core/system/event_buffer.hpp" #include "core/ui/ui_config.hpp" #include "game/options.hpp" #include "game/scenes/placeholder_input.hpp" #include "game/scenes/scene_flow.hpp" #include "utils/defines.hpp" namespace { // 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 logo, bool reset) : logo_(std::move(logo)) { std::cout << "[scene] " << SCENE_NAME << (reset ? " start (reset)\n" : " start\n"); if (reset) { if (auto* audio = Audio::get(); audio != nullptr) { audio->stopMusic(); audio->stopAllSounds(); } } // Arranca el fade-in: el primer frame ja pinta negre opac que // s'esvaeix cap a la imatge durant FADE_IN_MS. fade_.begin(FADE_IN_MS, Transitions::FadeToBlack::Direction::FADE_IN); } LogoScene::~LogoScene() = default; auto LogoScene::wantsSkip() -> bool { return std::ranges::any_of(EventBuffer::events, [](const SDL_Event& ev) { return ev.type == SDL_EVENT_KEY_DOWN && !Placeholder::isReservedScancode(ev.key.scancode); }); } void LogoScene::enterMiddle() { phase_ = Phase::MIDDLE; phase_elapsed_ms_ = 0; } void LogoScene::enterFadeOut() { phase_ = Phase::FADE_OUT; phase_elapsed_ms_ = 0; fade_.begin(FADE_OUT_MS, Transitions::FadeToBlack::Direction::FADE_OUT); } void LogoScene::enterDone() { phase_ = Phase::DONE; exit_request_ = ExitRequest{.next = SceneId::TITLE, .params = TitleParams{}}; } void LogoScene::update(int delta_ms) { GlobalInputs::update(delta_ms); if (GlobalInputs::wantsQuit()) { wants_quit_ = true; return; } // Skip: qualsevol tecla no reservada salta directament a la // transició cap a TITLE. El propi TitleScene fa el seu fade-in // inicial des de negre, així que la sortida no queda abrupta. if (phase_ != Phase::DONE && wantsSkip()) { enterDone(); } if (phase_ != Phase::DONE) { phase_elapsed_ms_ += delta_ms; fade_.tick(delta_ms); } switch (phase_) { case Phase::FADE_IN: if (phase_elapsed_ms_ >= FADE_IN_MS) { enterMiddle(); } break; case Phase::MIDDLE: // Música del títol al cor de la fase central. La crida és // idempotent (Audio detecta same-track + same-loop i no // reinicia), així que TitleScene podrà fer el seu propi // playMusic sense interrompre la pista. if (!music_started_ && phase_elapsed_ms_ >= MUSIC_TRIGGER_MS) { music_started_ = true; if (auto* audio = Audio::get(); audio != nullptr) { audio->playMusic("title.ogg", -1); } } if (phase_elapsed_ms_ >= MIDDLE_MS) { enterFadeOut(); } break; case Phase::FADE_OUT: if (phase_elapsed_ms_ >= FADE_OUT_MS) { enterDone(); } break; case Phase::DONE: break; } Notifier::get().update(delta_ms); RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiConfig::get().renderInfoText(), UiConfig::get().renderInfoShadow())); } void LogoScene::render() { constexpr std::uint32_t BLACK_ARGB = 0xFF000000U; Screen::get().fillRect(0, 0, GameCanvas::WIDTH, GameCanvas::HEIGHT, BLACK_ARGB); if (logo_) { const int X = (GameCanvas::WIDTH - logo_->getWidth()) / 2; const int Y = (GameCanvas::HEIGHT - logo_->getHeight()) / 2; logo_->render(X, Y); } Notifier::get().render(); // Capa de fosa: durant FADE_IN i FADE_OUT pinta el negre semitransparent // per damunt del logo i del Notifier (no del RenderInfo, que és overlay // de debug i ha de mantenir-se llegible). fade_.render(); RenderInfo::get().render(); Screen::get().present(); }