135 lines
4.3 KiB
C++
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();
|
|
}
|