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aee/source/core/system/director.cpp
T

380 lines
12 KiB
C++

#include "core/system/director.hpp"
#include <cstring>
#include <iostream>
#include "core/audio/audio.hpp"
#include "core/input/gamepad.hpp"
#include "core/input/global_inputs.hpp"
#include "core/input/key_config.hpp"
#include "core/input/key_remap.hpp"
#include "core/input/mouse.hpp"
#include "core/jail/jdraw8.hpp"
#include "core/jail/jgame.hpp"
#include "core/jail/jinput.hpp"
#include "core/locale/locale.hpp"
#include "core/rendering/menu.hpp"
#include "core/rendering/overlay.hpp"
#include "core/rendering/screen.hpp"
#include "core/resources/resource_cache.hpp"
#include "game/info.hpp"
#include "game/modulegame.hpp"
#include "game/options.hpp"
#include "game/scenes/banner_scene.hpp"
#include "game/scenes/boot_loader_scene.hpp"
#include "game/scenes/credits_scene.hpp"
#include "game/scenes/intro_new_logo_scene.hpp"
#include "game/scenes/intro_scene.hpp"
#include "game/scenes/menu_scene.hpp"
#include "game/scenes/mort_scene.hpp"
#include "game/scenes/scene.hpp"
#include "game/scenes/scene_registry.hpp"
#include "game/scenes/secreta_scene.hpp"
#include "game/scenes/slides_scene.hpp"
std::unique_ptr<Director> Director::instance;
Director::~Director() = default;
void Director::initGameContext() {
Info::ctx.num_habitacio = Options::game.habitacio_inicial;
Info::ctx.num_piramide = Options::game.piramide_inicial;
Info::ctx.diners = Options::game.diners_inicial;
Info::ctx.diamants = Options::game.diamants_inicial;
Info::ctx.vida = Options::game.vides;
Info::ctx.momies = 0;
Info::ctx.nou_personatge = false;
Info::ctx.pepe_activat = false;
FILE* ini = fopen("trick.ini", "rb");
if (ini != nullptr) {
Info::ctx.nou_personatge = true;
fclose(ini);
}
}
auto Director::createNextScene() const -> std::unique_ptr<Scenes::Scene> {
// Mentre el Resource::Cache no haja acabat de precarregar, executem
// el BootLoaderScene — pinta una barra de progrés i avança la
// càrrega per pressupost de temps. Quan acaba, retorna i tornem ací
// amb el cache plenament disponible per a la resta d'escenes.
if (Resource::Cache::get() != nullptr && !Resource::Cache::get()->isLoadDone()) {
return std::make_unique<Scenes::BootLoaderScene>();
}
if (game_state_ == 0) {
// Gameplay. ModuleGame és una Scenes::Scene des de la Phase A.
return std::make_unique<ModuleGame>();
}
// game_state_ == 1: dispatch al registry per num_piramide. Replica
// del redirect que el vell ModuleSequence::Go() feia: si el jugador
// arriba a la Secreta (6) sense prou diners, salta als slides de
// fracàs (7) abans de buscar l'escena al registry.
if (Info::ctx.num_piramide == 6 && Info::ctx.diners < 200) {
Info::ctx.num_piramide = 7;
}
return Scenes::SceneRegistry::instance().tryCreate(Info::ctx.num_piramide);
}
void Director::init() {
instance = std::unique_ptr<Director>(new Director());
Gamepad::init();
// Registre d'escenes. Cada entrada = un state_key (`num_piramide`)
// amb una factory de `Scenes::Scene`. iterate() consulta aquest
// registry per a tots els states de seqüència (game_state_ == 1); si
// una clau no apareix ací, Director surt ordenadament.
auto& registry = Scenes::SceneRegistry::instance();
registry.registerScene(0, [] { return std::make_unique<Scenes::MenuScene>(); });
registry.registerScene(100, [] { return std::make_unique<Scenes::MortScene>(); });
// BannerScene cobreix les piràmides 2..5 (el vell doBanner decideix
// pel switch intern llegint Info::ctx.num_piramide).
for (int p = 2; p <= 5; ++p) {
registry.registerScene(p, [] { return std::make_unique<Scenes::BannerScene>(); });
}
// SlidesScene cobreix els dos states on el vell `doSlides` s'invocava:
// - num_piramide == 1: slides narratius inicials (entrada al joc)
// - num_piramide == 7: slides de fracàs (ve del redirect 6→7 quan
// l'usuari no té prou diners per a la Secreta)
registry.registerScene(1, [] { return std::make_unique<Scenes::SlidesScene>(); });
registry.registerScene(7, [] { return std::make_unique<Scenes::SlidesScene>(); });
registry.registerScene(6, [] { return std::make_unique<Scenes::SecretaScene>(); });
registry.registerScene(8, [] { return std::make_unique<Scenes::CreditsScene>(); });
// State 255 (intro): dues variants segons `Options::game.use_new_logo`.
// La factory tria a runtime — així es pot togglar des del menú sense
// re-registrar. Les dues escenes construeixen una IntroSpritesScene
// com a sub-escena per a la part d'animacions de sprites.
registry.registerScene(255, []() -> std::unique_ptr<Scenes::Scene> {
if (Options::game.use_new_logo) {
return std::make_unique<Scenes::IntroNewLogoScene>();
}
return std::make_unique<Scenes::IntroScene>();
});
}
void Director::destroy() {
Gamepad::destroy();
instance.reset();
}
auto Director::get() -> Director* {
return instance.get();
}
void Director::togglePause() {
paused_ = !paused_;
if (paused_) {
Audio::get()->pauseMusic();
} else {
Audio::get()->resumeMusic();
}
}
void Director::setup() {
// Els buffers són membres (director.hpp); només els inicialitzem.
std::memset(game_frame_, 0, sizeof(game_frame_));
std::memset(presentation_buffer_, 0, sizeof(presentation_buffer_));
has_frame_ = false;
}
void Director::applyRestart() {
restart_requested_ = false;
Audio::get()->stopMusic();
Audio::get()->stopAllSounds();
initGameContext();
Info::ctx.num_piramide = 255;
current_scene_.reset();
game_state_ = 1;
has_frame_ = false;
Menu::close();
Ji::setInputBlocked(false);
}
void Director::maybeStartTitleCredits() {
static bool credits_triggered_ = false;
if (credits_triggered_ || Info::ctx.num_piramide != 0) {
return;
}
if (Options::game.show_title_credits) {
Overlay::startCredits();
}
credits_triggered_ = true;
}
auto Director::tickActiveScene() -> bool {
if (current_scene_ && (current_scene_->done() || Jg::quitting())) {
game_state_ = current_scene_->nextState();
current_scene_.reset();
}
if (!current_scene_) {
if (game_state_ == -1 || Jg::quitting()) {
return false;
}
current_scene_ = createNextScene();
if (!current_scene_) {
return false;
}
current_scene_->onEnter();
last_tick_ms_ = SDL_GetTicks();
}
Ji::update();
const Uint32 NOW = SDL_GetTicks();
const int DELTA_MS = static_cast<int>(NOW - last_tick_ms_);
last_tick_ms_ = NOW;
current_scene_->tick(DELTA_MS);
Jd8::flip();
std::memcpy(game_frame_, Jd8::getFramebuffer(), sizeof(game_frame_));
has_frame_ = true;
return true;
}
auto Director::iterate() -> bool {
if (quit_requested_) {
Jg::quitSignal();
current_scene_.reset();
return false;
}
if (restart_requested_) {
applyRestart();
}
if (!context_initialized_) {
initGameContext();
context_initialized_ = true;
}
constexpr Uint32 FRAME_MS_VSYNC = 16;
constexpr Uint32 FRAME_MS_NO_VSYNC = 4;
const Uint32 FRAME_START = SDL_GetTicks();
Gamepad::update();
KeyRemap::update();
GlobalInputs::handle();
Mouse::updateCursorVisibility();
Audio::update();
maybeStartTitleCredits();
if (esc_blocked_ && !Overlay::isEscConsumed()) {
esc_blocked_ = false;
}
if (!paused_) {
if (!tickActiveScene()) {
return false;
}
}
if (has_frame_) {
std::memcpy(presentation_buffer_, game_frame_, sizeof(presentation_buffer_));
Screen::get()->present(presentation_buffer_);
}
const Uint32 TARGET_MS = Options::video.vsync ? FRAME_MS_VSYNC : FRAME_MS_NO_VSYNC;
const Uint32 ELAPSED = SDL_GetTicks() - FRAME_START;
if (ELAPSED < TARGET_MS) {
SDL_Delay(TARGET_MS - ELAPSED);
}
return true;
}
void Director::teardown() {
// Senyal de quit i descàrrega ordenada de l'escena en curs. Els
// destructors de cada escena són no-bloquejants — ja no fan fades
// bloquejants. La resta de cleanup la gestiona `destroy()`.
Jg::quitSignal();
current_scene_.reset();
}
void Director::run() {
setup();
while (true) {
pollAllEvents();
if (!iterate()) {
break;
}
}
teardown();
}
void Director::pollAllEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
handleEvent(event);
}
}
auto Director::handleMenuEvent(const SDL_Event& event) -> bool {
// Empassar-se el KEY_UP d'una tecla que el menú va consumir en KEY_DOWN.
if (event.type == SDL_EVENT_KEY_UP && event.key.scancode >= 0 &&
event.key.scancode < SDL_SCANCODE_COUNT && menu_keys_held_[event.key.scancode]) {
menu_keys_held_[event.key.scancode] = false;
return true;
}
const bool KEY_DOWN = event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat;
// Captura de tecla (remapeig al menú): intercepta KEY_DOWN abans de tot.
if (Menu::isCapturing() && KEY_DOWN) {
Menu::captureKey(event.key.scancode);
menu_keys_held_[event.key.scancode] = true;
return true;
}
// Pausa / menú toggle.
if (KEY_DOWN && event.key.scancode == KeyConfig::scancode("pause_toggle")) {
togglePause();
menu_keys_held_[event.key.scancode] = true;
return true;
}
if (KEY_DOWN && event.key.scancode == KeyConfig::scancode("menu_toggle")) {
Menu::toggle();
Ji::setInputBlocked(Menu::isOpen());
menu_keys_held_[event.key.scancode] = true;
return true;
}
// Si el menú està obert, consumeix tot l'input de teclat.
if (Menu::isOpen() && KEY_DOWN) {
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
Menu::close();
Ji::setInputBlocked(false);
esc_swallow_until_release_ = true;
} else {
Menu::handleKey(event.key.scancode);
if (!Menu::isOpen()) {
Ji::setInputBlocked(false);
}
}
menu_keys_held_[event.key.scancode] = true;
return true;
}
if (Menu::isOpen() && event.type == SDL_EVENT_KEY_UP) {
return true;
}
return false;
}
auto Director::handleEscapeEvent(const SDL_Event& event) -> bool {
// Salta els crèdits amb qualsevol tecla que arribe al joc.
if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat && Overlay::creditsActive()) {
Overlay::cancelCredits();
return true;
}
// Allibera el bloqueig d'ESC quan l'usuari la deixa anar.
if (event.type == SDL_EVENT_KEY_UP && event.key.scancode == SDL_SCANCODE_ESCAPE && esc_swallow_until_release_) {
esc_swallow_until_release_ = false;
return true;
}
// ESC KEY_DOWN: bloqueja per polling i decideix notificació vs eixida.
if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_ESCAPE && !event.key.repeat) {
esc_blocked_ = true;
if (!Overlay::isEscConsumed()) {
Overlay::handleEscape();
} else {
esc_blocked_ = false;
key_pressed_ = true;
Jg::quitSignal();
paused_ = false;
}
return true;
}
return false;
}
void Director::handleEvent(const SDL_Event& event) {
if (event.type == SDL_EVENT_QUIT) {
Jg::quitSignal();
requestQuit();
}
if (event.type == SDL_EVENT_GAMEPAD_ADDED || event.type == SDL_EVENT_GAMEPAD_REMOVED ||
event.type == SDL_EVENT_JOYSTICK_ADDED || event.type == SDL_EVENT_JOYSTICK_REMOVED) {
Gamepad::handleEvent(event);
return;
}
if (handleMenuEvent(event)) {
return;
}
if (handleEscapeEvent(event)) {
return;
}
if (event.type == SDL_EVENT_KEY_UP && event.key.scancode != SDL_SCANCODE_ESCAPE) {
const auto SC = event.key.scancode;
if (!KeyConfig::isGuiKey(SC)) {
key_pressed_ = true;
Ji::moveCheats(SC);
}
}
Mouse::handleEvent(event);
}
void Director::requestQuit() {
quit_requested_ = true;
Jg::quitSignal();
}
void Director::requestRestart() {
restart_requested_ = true;
}
auto Director::consumeKeyPressed() -> bool {
return key_pressed_.exchange(false);
}