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

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2.6 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");
// RESET = "Reiniciar" del menú: tornem al punt zero del joc, així que
// qualsevol música o so en marxa (la del joc, els sons d'UI, etc.) ha
// d'apagar-se abans que el LOGO comenci. En el flux normal no toquem
// res — la música de TITLE pot seguir sonant durant l'attract-out.
if (reset) {
if (auto* audio = Audio::get(); audio != nullptr) {
audio->stopMusic();
audio->stopAllSounds();
}
}
}
LogoScene::~LogoScene() = default;
void LogoScene::update(int delta_ms) {
GlobalInputs::update(delta_ms);
if (GlobalInputs::wantsQuit()) {
wants_quit_ = true;
return;
}
timer_ms_ -= delta_ms;
const bool SKIPPED = std::ranges::any_of(EventBuffer::events, [](const SDL_Event& ev) {
return ev.type == SDL_EVENT_KEY_DOWN && !Placeholder::isReservedScancode(ev.key.scancode);
});
if (timer_ms_ <= 0 || SKIPPED) {
exit_request_ = ExitRequest{.next = SceneId::TITLE, .params = TitleParams{}};
}
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();
RenderInfo::get().render();
Screen::get().present();
}