#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"); // RESET = "Reiniciar" del menú: tornem al punt zero del joc, així que // qualsevol música o so en marxa (la del joc, els sons d'UI, etc.) ha // d'apagar-se abans que el LOGO comenci. En el flux normal no toquem // res — la música de TITLE pot seguir sonant durant l'attract-out. if (reset) { if (auto* audio = Audio::get(); audio != nullptr) { audio->stopMusic(); audio->stopAllSounds(); } } } 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) { exit_request_ = ExitRequest{.next = SceneId::TITLE, .params = TitleParams{}}; } 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(); RenderInfo::get().render(); Screen::get().present(); }