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87 lines
2.6 KiB
C++

#include "game/scenes/intro_scene.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstdint>
#include <string>
#include <utility>
#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/text.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"
#include "utils/log.hpp"
namespace {
constexpr int NAME_Y_OFFSET = -8;
constexpr int TIMER_Y_OFFSET = 8;
const char* const SCENE_NAME = "INTRO";
} // namespace
IntroScene::IntroScene(std::shared_ptr<Text> font, DebugConfig::StartingPlayers starting_players)
: font_(std::move(font)),
starting_players_(starting_players) {
Log::info("scene", "{} start (players={})", SCENE_NAME, DebugConfig::toString(starting_players_));
}
IntroScene::~IntroScene() = default;
void IntroScene::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::GAME,
.params = GameParams{.starting_players = starting_players_},
};
}
Notifier::get().update(delta_ms);
RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiConfig::get().renderInfoText(), UiConfig::get().renderInfoShadow()));
}
void IntroScene::render() {
constexpr std::uint32_t BLACK_ARGB = 0xFF000000U;
Screen::get().fillRect(0, 0, GameCanvas::WIDTH, GameCanvas::HEIGHT, BLACK_ARGB);
if (font_) {
const int SECS_LEFT = std::max(1, (timer_ms_ + 999) / 1000);
font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
GameCanvas::CENTER_X,
GameCanvas::CENTER_Y + NAME_Y_OFFSET,
SCENE_NAME,
1,
UiConfig::get().notificationText());
font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
GameCanvas::CENTER_X,
GameCanvas::CENTER_Y + TIMER_Y_OFFSET,
std::to_string(SECS_LEFT),
1,
UiConfig::get().notificationText());
}
Notifier::get().render();
RenderInfo::get().render();
Screen::get().present();
}