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aee-arcade/source/game/scenes/title_scene.cpp
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251 lines
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#include "game/scenes/title_scene.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstdint>
#include <iostream>
#include <string>
#include <utility>
#include "core/input/gamepad_bindings.hpp"
#include "core/input/gamepad_manager.hpp"
#include "core/input/global_inputs.hpp"
#include "core/locale/locale.hpp"
#include "core/rendering/notifier.hpp"
#include "core/rendering/render_info.hpp"
#include "core/rendering/screen.hpp"
#include "core/rendering/surface.hpp"
#include "core/rendering/text.hpp"
#include "core/resources/resource_cache.hpp"
#include "core/system/event_buffer.hpp"
#include "core/ui/ui_config.hpp"
#include "game/options.hpp"
#include "utils/defaults.hpp"
#include "utils/defines.hpp"
namespace {
// TODO: migrar a un logger unificat quan es decideixi (veure INC-03 a
// docs/audit-core-rendering.md).
const char* const SCENE_NAME = "TITLE";
// Textos hardcodejats fins que tinguem artwork. Quan apareguen com
// a sprites, aquesta secció desapareix sencera.
const char* const TITLE_LINE_1 = "Aventures en Egipte";
const char* const TITLE_LINE_2 = "A R C A D E";
constexpr int TITLE_Y_PERCENT = 25;
constexpr int PROMPT_Y_PERCENT = 60;
constexpr int COPYRIGHT_Y_PERCENT = 90;
constexpr int LOGO_GAP_PX = 2; // Separació vertical entre el minilogo i el text de copyright.
// Detecta una pulsació de START dins el frame actual per al jugador
// indicat. Combina events de teclat (scancode hardcoded a Defaults::
// KeysGame[P2]) i events de gamepad (botó remapejable via
// GamepadBindings, lligat al pad assignat al jugador via Options).
auto pressedStart(int player_id) -> bool {
const SDL_Scancode KB = (player_id == 0) ? Defaults::KeysGame::START : Defaults::KeysGameP2::START;
SDL_Gamepad* pad = GamepadManager::get().getForPlayer(player_id);
const SDL_JoystickID PAD_ID = (pad != nullptr) ? SDL_GetGamepadID(pad) : 0;
const auto& slot = (player_id == 0) ? Options::controls().gamepad_p1
: Options::controls().gamepad_p2;
const int START_BTN = GamepadBindings::get().getButton(slot.name, slot.path, GamepadBindings::Action::START);
return std::ranges::any_of(EventBuffer::events, [&](const SDL_Event& ev) {
if (ev.type == SDL_EVENT_KEY_DOWN && ev.key.scancode == KB) { return true; }
if (ev.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN && pad != nullptr && ev.gbutton.which == PAD_ID && static_cast<int>(ev.gbutton.button) == START_BTN) {
return true;
}
return false;
});
}
// Separació vertical entre la primera i segona línia del títol. Una
// alçada de línia és l'opció més llegible al canvas de 240 px sense
// entrar a configuració extra; si demà cal afinar-ho, mou-se a
// ui.yaml.
[[nodiscard]] auto titleLineGap(const Text& font) -> int {
return font.getLineHeight();
}
} // namespace
TitleScene::TitleScene(std::shared_ptr<Text> display_font, std::shared_ptr<Text> condensed_font, std::shared_ptr<Surface> background, std::shared_ptr<Surface> mini_logo, SceneFactory next_factory)
: display_font_(std::move(display_font)),
condensed_font_(std::move(condensed_font)),
background_(std::move(background)),
mini_logo_(std::move(mini_logo)),
next_factory_(std::move(next_factory)),
timer_ms_(UiConfig::get().titleDurationMs()) {
std::cout << "[scene] " << SCENE_NAME << " start\n";
const auto& hh = UiConfig::get().titleHeatHaze();
if (hh.enabled) {
heat_haze_.emplace(Effects::HeatHaze::Params{
.amplitude_px = hh.amplitude_px,
.wavelength_px = hh.wavelength_px,
.speed_hz = hh.speed_hz,
});
}
}
TitleScene::~TitleScene() = default;
void TitleScene::update(int delta_ms) {
GlobalInputs::update(delta_ms);
if (GlobalInputs::wantsQuit()) {
wants_quit_ = true;
return;
}
if (heat_haze_) { heat_haze_->tick(delta_ms); }
// Avanç del comptador del parpadeig: durant STARTING, accelera per
// `starting_blink_speedup` (típicament 2.0). Es manté en enter perquè
// tota la lògica del cicle (visible_ms / hidden_ms) treballa amb int.
const float BLINK_RATE = (phase_ == Phase::STARTING)
? UiConfig::get().titleStartingBlinkSpeedup()
: 1.0F;
blink_elapsed_ms_ += static_cast<int>(static_cast<float>(delta_ms) * BLINK_RATE);
const bool P1_START = pressedStart(0);
const bool P2_START = pressedStart(1);
switch (phase_) {
case Phase::IDLE: {
timer_ms_ -= delta_ms;
if (P1_START) {
enterStarting(DebugConfig::StartingPlayers::P1);
} else if (P2_START) {
enterStarting(DebugConfig::StartingPlayers::P2);
} else if (timer_ms_ <= 0) {
// Attract: ningú ha premut. Saltem a la següent escena
// amb BOTH per defecte. Demà, quan tinguem una DemoScene,
// ací anirà la transició a demo en lloc de a intro.
advanceTo(DebugConfig::StartingPlayers::BOTH);
}
break;
}
case Phase::STARTING: {
starting_timer_ms_ -= delta_ms;
// Si l'altre jugador prem START dins de la finestra, pugem
// a BOTH i resetegem el comptador. Pulsacions repetides del
// mateix jugador ja "starting" no fan res.
const bool OTHER_PRESSED =
(pending_players_ == DebugConfig::StartingPlayers::P1 && P2_START) ||
(pending_players_ == DebugConfig::StartingPlayers::P2 && P1_START);
if (OTHER_PRESSED) {
pending_players_ = DebugConfig::StartingPlayers::BOTH;
starting_timer_ms_ = UiConfig::get().titleStartingMs();
}
if (starting_timer_ms_ <= 0) {
advanceTo(pending_players_);
}
break;
}
}
Notifier::get().update(delta_ms);
RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiConfig::get().renderInfoText(), UiConfig::get().renderInfoShadow()));
}
void TitleScene::enterStarting(DebugConfig::StartingPlayers players) {
phase_ = Phase::STARTING;
pending_players_ = players;
starting_timer_ms_ = UiConfig::get().titleStartingMs();
std::cout << "[scene] " << SCENE_NAME << " STARTING (players=" << DebugConfig::toString(players) << ")\n";
}
void TitleScene::advanceTo(DebugConfig::StartingPlayers players) {
if (next_factory_) {
next_scene_ = next_factory_(players);
}
}
void TitleScene::render() {
const auto& ui_config = UiConfig::get();
const auto& palette = Resource::Cache::get().getPalette("ui");
// Fons: la imatge si està disponible (cobreix tot el canvas amb la
// seua paleta nadiua), opcionalment amb heat-haze; en cas contrari,
// color pla de la paleta UI com a fallback defensiu.
if (background_) {
if (heat_haze_) {
heat_haze_->render(*background_, 0, 0);
} else {
background_->render(0, 0);
}
} else {
Screen::get().fillRect(0, 0, GameCanvas::WIDTH, GameCanvas::HEIGHT, palette[ui_config.titleBgColor()]);
}
const Uint8 TEXT_COLOR = ui_config.titleTextColor();
const Uint8 OUTLINE_COLOR = ui_config.titleCopyrightColor();
constexpr Uint8 OUTLINE_DIST = 1;
constexpr Uint8 STROKE4 = Text::CENTER_FLAG | Text::COLOR_FLAG | Text::STROKE4_FLAG;
if (display_font_) {
const int TITLE_Y = (GameCanvas::HEIGHT * TITLE_Y_PERCENT) / 100;
display_font_->writeDX(STROKE4,
GameCanvas::CENTER_X,
TITLE_Y,
TITLE_LINE_1,
display_font_->getDefaultKerning(),
TEXT_COLOR,
OUTLINE_DIST,
OUTLINE_COLOR);
display_font_->writeDX(STROKE4,
GameCanvas::CENTER_X,
TITLE_Y + titleLineGap(*display_font_),
TITLE_LINE_2,
display_font_->getDefaultKerning(),
TEXT_COLOR,
OUTLINE_DIST,
OUTLINE_COLOR);
}
if (condensed_font_) {
// Cicle de parpadeig: visible_ms ON + hidden_ms OFF, repetint-se.
// Si la suma val 0 (configuració degenerada), cau a "sempre visible".
const int VISIBLE_MS = std::max(0, ui_config.titleBlinkVisibleMs());
const int HIDDEN_MS = std::max(0, ui_config.titleBlinkHiddenMs());
const int CYCLE_MS = VISIBLE_MS + HIDDEN_MS;
const bool VISIBLE = (CYCLE_MS == 0) || ((blink_elapsed_ms_ % CYCLE_MS) < VISIBLE_MS);
if (VISIBLE) {
const int PROMPT_Y = (GameCanvas::HEIGHT * PROMPT_Y_PERCENT) / 100;
condensed_font_->writeDX(STROKE4,
GameCanvas::CENTER_X,
PROMPT_Y,
Locale::get().text("title.press_start"),
condensed_font_->getDefaultKerning() - 1,
TEXT_COLOR,
OUTLINE_DIST,
OUTLINE_COLOR);
}
}
// Footer: minilogo centrat horitzontalment damunt del © de
// copyright. El text va al 90% Y, el logo just damunt amb un petit
// gap (LOGO_GAP_PX). Tots dos blocs són hardcodejats fins que
// tinguem artwork final.
if (condensed_font_) {
const int COPY_Y = (GameCanvas::HEIGHT * COPYRIGHT_Y_PERCENT) / 100;
if (mini_logo_) {
const int LOGO_X = GameCanvas::CENTER_X - (mini_logo_->getWidth() / 2);
const int LOGO_Y = COPY_Y - mini_logo_->getHeight() - LOGO_GAP_PX;
mini_logo_->render(LOGO_X, LOGO_Y);
}
condensed_font_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
GameCanvas::CENTER_X,
COPY_Y,
"© 2026 JailDesigner",
condensed_font_->getDefaultKerning() - 1,
ui_config.titleCopyrightColor());
}
Notifier::get().render();
RenderInfo::get().render();
Screen::get().present();
}