196 lines
6.8 KiB
C++
196 lines
6.8 KiB
C++
#include "game/scenes/logo_scene.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdint>
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#include <iostream>
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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/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/defines.hpp"
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namespace {
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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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const char* const SCENE_NAME = "LOGO";
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} // namespace
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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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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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// Arrenquem en BLACK_INTRO: ni so ni efecte. El glitch sound i el
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// begin() de scan_ es disparen quan entrem a SCAN.
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}
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LogoScene::~LogoScene() = default;
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auto LogoScene::wantsSkip() -> bool {
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return std::ranges::any_of(EventBuffer::events, [](const SDL_Event& ev) {
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return ev.type == SDL_EVENT_KEY_DOWN && !Placeholder::isReservedScancode(ev.key.scancode);
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});
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}
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void LogoScene::enterScan() {
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phase_ = Phase::SCAN;
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phase_elapsed_ms_ = 0;
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// So del scanline reveal: una sola pulsació al començament de la
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// fase SCAN, en grup INTERFACE perquè no es vegi afectat pel volum
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// de sons del joc i quedi sempre audible.
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if (auto* audio = Audio::get(); audio != nullptr) {
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audio->playSound(UiConfig::get().logoGlitchSound(), Audio::Group::INTERFACE);
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}
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// Arranca el revelat CRT: el primer frame ja pinta zero files (banda
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// damunt del logo) i avança fins a tenir-lo visible al final.
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const auto& s = UiConfig::get().logoScan();
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scan_.begin({
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.duration_ms = s.duration_ms,
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.band_height_px = s.band_height_px,
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.band_alpha = s.band_alpha,
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.band_pulse_hz = s.band_pulse_hz,
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.band_pulse_depth = s.band_pulse_depth,
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.glitch_amplitude_px = s.glitch_amplitude_px,
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.glitch_band_radius_px = s.glitch_band_radius_px,
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.vhs_burst_per_sec = s.vhs_burst_per_sec,
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.vhs_burst_duration_ms = s.vhs_burst_duration_ms,
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.vhs_burst_height_px = s.vhs_burst_height_px,
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.vhs_burst_amplitude_px = s.vhs_burst_amplitude_px,
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.flash_ms = s.flash_ms,
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.tail_glitch_ms = s.tail_glitch_ms,
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});
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}
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void LogoScene::enterHoldSilent() {
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phase_ = Phase::HOLD_SILENT;
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phase_elapsed_ms_ = 0;
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}
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void LogoScene::enterHoldMusic() {
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phase_ = Phase::HOLD_MUSIC;
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phase_elapsed_ms_ = 0;
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// Música del títol al començament d'aquesta fase. La crida és
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// idempotent (Audio detecta same-track + same-loop i no reinicia),
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// així que TitleScene podrà fer el seu propi playMusic sense
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// interrompre la pista durant el FADE_OUT i el BLACK_OUTRO.
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if (auto* audio = Audio::get(); audio != nullptr) {
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audio->playMusic("title.ogg", -1);
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}
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}
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void LogoScene::enterFadeOut() {
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phase_ = Phase::FADE_OUT;
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phase_elapsed_ms_ = 0;
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fade_.begin(UiConfig::get().logoTimeline().fade_out_ms, Transitions::FadeToBlack::Direction::FADE_OUT);
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}
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void LogoScene::enterBlackOutro() {
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phase_ = Phase::BLACK_OUTRO;
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phase_elapsed_ms_ = 0;
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}
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void LogoScene::enterDone() {
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phase_ = Phase::DONE;
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exit_request_ = ExitRequest{.next = SceneId::TITLE, .params = TitleParams{}};
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}
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void LogoScene::update(int delta_ms) {
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GlobalInputs::update(delta_ms);
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if (GlobalInputs::wantsQuit()) {
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wants_quit_ = true;
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return;
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}
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// Skip: qualsevol tecla no reservada salta directament a la
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// transició cap a TITLE. El propi TitleScene fa el seu fade-in
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// inicial des de negre, així que la sortida no queda abrupta.
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if (phase_ != Phase::DONE && wantsSkip()) {
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enterDone();
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}
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if (phase_ != Phase::DONE) {
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phase_elapsed_ms_ += delta_ms;
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// Tick dels efectes actius. Tots dos són no-op si el seu
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// duration_ms intern està a 0; només cal cridar-los si la fase
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// corresponent està viva o just acabada.
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scan_.tick(delta_ms);
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fade_.tick(delta_ms);
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}
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const auto& tl = UiConfig::get().logoTimeline();
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switch (phase_) {
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case Phase::BLACK_INTRO:
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if (phase_elapsed_ms_ >= tl.black_intro_ms) { enterScan(); }
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break;
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case Phase::SCAN:
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if (scan_.isFinished()) { enterHoldSilent(); }
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break;
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case Phase::HOLD_SILENT:
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if (phase_elapsed_ms_ >= tl.hold_silent_ms) { enterHoldMusic(); }
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break;
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case Phase::HOLD_MUSIC:
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if (phase_elapsed_ms_ >= tl.hold_with_music_ms) { enterFadeOut(); }
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break;
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case Phase::FADE_OUT:
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if (phase_elapsed_ms_ >= tl.fade_out_ms) { enterBlackOutro(); }
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break;
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case Phase::BLACK_OUTRO:
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if (phase_elapsed_ms_ >= tl.black_outro_ms) { enterDone(); }
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break;
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case Phase::DONE:
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break;
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}
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Notifier::get().update(delta_ms);
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RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiConfig::get().renderInfoText(), UiConfig::get().renderInfoShadow()));
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}
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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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// BLACK_INTRO i BLACK_OUTRO no pinten logo: només el negre del
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// fillRect d'aquí dalt. La resta de fases sí.
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const bool SHOW_LOGO = phase_ != Phase::BLACK_INTRO && phase_ != Phase::BLACK_OUTRO;
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if (logo_ && SHOW_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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if (phase_ == Phase::SCAN) {
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// Revelat CRT + glitch tail: la pròpia ScanReveal s'encarrega
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// del blit fila a fila, de la banda lluminosa, dels glitches,
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// del flash final i dels bursts del tail.
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scan_.render(*logo_, X, Y);
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} else {
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// HOLD_SILENT, HOLD_MUSIC, FADE_OUT: render normal, el logo
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// ja està a pantalla complet i estable.
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logo_->render(X, Y);
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}
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}
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Notifier::get().render();
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// Capa de fosa: només pinta durant FADE_OUT (alpha creixent). En
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// BLACK_OUTRO ja deixem la pantalla negra del fillRect, així que no
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// cal ni que `fade_` segueixi viu.
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fade_.render();
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RenderInfo::get().render();
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Screen::get().present();
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}
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