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aee-arcade/source/game/scenes/logo_scene.cpp
T

135 lines
4.3 KiB
C++

#include "game/scenes/logo_scene.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstdint>
#include <iostream>
#include <utility>
#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<Surface> 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();
}