Captura de pantalla amb F9: volca el canvas ARGB a screenshots/scr_<timestamp>.png via stb_image_write. Tot el tema d'UI (colors, timings, fonts, flag hud.bg_enabled) passa a data/ui.yaml via UiConfig; els valors de Defaults::UI queden com a fallbacks si el fitxer falta o li manca alguna clau. Retocs estètics: paleta "uzebox" per a la UI, strings del HUD (P1/P2/V/T/PIRAMIDE/SALA) traduïts a locale, i fons del marcador opcional amb backdrop continu de franja per evitar el trencament visual durant el shake o l'animació d'entrada dels panells.
86 lines
2.5 KiB
C++
86 lines
2.5 KiB
C++
#include "game/scenes/title_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 <string>
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#include <utility>
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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/text.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 "utils/defaults.hpp"
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#include "utils/defines.hpp"
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namespace {
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constexpr int NAME_Y_OFFSET = -8;
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constexpr int TIMER_Y_OFFSET = 8;
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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).
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const char* const SCENE_NAME = "TITLE";
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} // namespace
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TitleScene::TitleScene(std::shared_ptr<Text> font, SceneFactory next_factory)
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: font_(std::move(font)),
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next_factory_(std::move(next_factory)) {
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std::cout << "[scene] " << SCENE_NAME << " start\n";
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}
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TitleScene::~TitleScene() = default;
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void TitleScene::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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timer_ms_ -= delta_ms;
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const bool SKIPPED = 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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if ((timer_ms_ <= 0 || SKIPPED) && next_factory_) {
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next_scene_ = next_factory_();
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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 TitleScene::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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if (font_) {
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const int SECS_LEFT = std::max(1, (timer_ms_ + 999) / 1000);
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font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
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GameCanvas::CENTER_X,
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GameCanvas::CENTER_Y + NAME_Y_OFFSET,
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SCENE_NAME,
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1,
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UiConfig::get().notificationText());
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font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
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GameCanvas::CENTER_X,
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GameCanvas::CENTER_Y + TIMER_Y_OFFSET,
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std::to_string(SECS_LEFT),
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1,
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UiConfig::get().notificationText());
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}
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Notifier::get().render();
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RenderInfo::get().render();
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Screen::get().present();
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}
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