422 lines
16 KiB
C++
422 lines
16 KiB
C++
// service_menu.cpp - Implementacio del menu de servei
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// © 2026 JailDesigner
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#include "core/system/service_menu.hpp"
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#include <algorithm>
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#include <cmath>
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#include <cstddef>
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#include <utility>
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#include "core/audio/audio.hpp"
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#include "core/defaults/service_menu.hpp"
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#include "core/locale/locale.hpp"
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#include "core/types.hpp"
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namespace {
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// Easing ease-out quadratic per a l'obertura/tancament. Identic a
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// aee_arcade service_menu.cpp:114-120.
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auto easeOutQuad(float t) -> float {
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t = std::clamp(t, 0.0F, 1.0F);
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const float INV = 1.0F - t;
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return 1.0F - (INV * INV);
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}
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// Canvas logic del joc (constants compartides amb la resta del renderer).
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constexpr float CANVAS_W = 1280.0F;
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constexpr float CANVAS_H = 720.0F;
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// Crida pushRect amb un SDL_Color (els components s'escalen a [0..1]).
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void fillRect(Rendering::Renderer* renderer, float x, float y, float w, float h, SDL_Color color) {
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renderer->pushRect(x, y, w, h, static_cast<float>(color.r) / 255.0F, static_cast<float>(color.g) / 255.0F, static_cast<float>(color.b) / 255.0F, static_cast<float>(color.a) / 255.0F);
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}
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void playSelectSound() {
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if (auto* audio = Audio::get(); audio != nullptr) {
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audio->playSound(Defaults::ServiceMenu::SELECT_SOUND, Audio::Group::INTERFACE);
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}
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}
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void playAcceptSound() {
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if (auto* audio = Audio::get(); audio != nullptr) {
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audio->playSound(Defaults::ServiceMenu::ACCEPT_SOUND, Audio::Group::INTERFACE);
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}
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}
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} // namespace
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namespace System {
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std::unique_ptr<ServiceMenu> ServiceMenu::instance;
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void ServiceMenu::init(Rendering::Renderer* renderer) {
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instance.reset(new ServiceMenu(renderer));
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}
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void ServiceMenu::destroy() {
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instance.reset();
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}
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auto ServiceMenu::get() -> ServiceMenu* {
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return instance.get();
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}
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ServiceMenu::ServiceMenu(Rendering::Renderer* renderer)
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: renderer_(renderer),
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text_(renderer) {}
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auto ServiceMenu::isOpen() const -> bool {
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return open_;
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}
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void ServiceMenu::toggle() {
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if (!open_) {
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open_ = true;
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closing_ = false;
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open_anim_ = 0.0F;
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animated_h_ = 0.0F;
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highlight_snap_ = true; // primera frame: enganxar el highlight al cursor
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buildRootPage();
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playAcceptSound();
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return;
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}
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// Ja obert: iniciem tancament. open_ es mante a true fins que l'animacio
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// arriba a 0, per a permetre que update() segueixi avançant open_anim_.
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closing_ = true;
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playAcceptSound();
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}
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void ServiceMenu::buildRootPage() {
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Page root;
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root.title_key = "service_menu.title";
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root.items = {
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Item{.kind = Kind::SUBMENU,
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.label_key = "service_menu.video",
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.selectable = true,
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.on_activate = [this] { pushSubmenuPlaceholder("service_menu.video"); }},
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Item{.kind = Kind::SUBMENU,
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.label_key = "service_menu.audio",
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.selectable = true,
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.on_activate = [this] { pushSubmenuPlaceholder("service_menu.audio"); }},
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Item{.kind = Kind::SUBMENU,
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.label_key = "service_menu.options",
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.selectable = true,
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.on_activate = [this] { pushSubmenuPlaceholder("service_menu.options"); }},
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Item{.kind = Kind::SUBMENU,
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.label_key = "service_menu.system",
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.selectable = true,
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.on_activate = [this] { pushSubmenuPlaceholder("service_menu.system"); }},
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};
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stack_.clear();
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stack_.push_back(std::move(root));
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}
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void ServiceMenu::pushSubmenuPlaceholder(const std::string& title_key) {
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Page page;
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page.title_key = title_key;
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// items buit: el submenu mostra nomes el titol (al·iteracions futures
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// s'omplen amb opcions reals de Vsync/Zoom/Locale/Restart/Exit/etc.).
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pushPage(std::move(page));
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}
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void ServiceMenu::pushPage(Page page) {
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stack_.push_back(std::move(page));
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// El cursor salta a una pagina nova: enganxem el highlight per a
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// evitar que vagi lliscant des de la posicio anterior.
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highlight_snap_ = true;
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}
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void ServiceMenu::popPage() {
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if (stack_.size() <= 1) {
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// Estem a la pagina arrel: BACKSPACE tanca el menu.
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closing_ = true;
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playAcceptSound();
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return;
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}
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stack_.pop_back();
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highlight_snap_ = true;
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playAcceptSound();
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}
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void ServiceMenu::moveCursor(int direction) {
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if (stack_.empty()) {
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return;
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}
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Page& page = stack_.back();
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const std::size_t N = page.items.size();
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if (N == 0) {
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return;
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}
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// Cerca el seguent item seleccionable amb wrap-around.
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std::size_t idx = page.cursor;
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for (std::size_t step = 0; step < N; ++step) {
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idx = (idx + static_cast<std::size_t>(direction + static_cast<int>(N))) % N;
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if (page.items[idx].selectable) {
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if (idx != page.cursor) {
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page.cursor = idx;
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playSelectSound();
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}
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return;
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}
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}
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}
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void ServiceMenu::activateCurrent() {
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if (stack_.empty()) {
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return;
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}
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const Page& page = stack_.back();
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if (page.cursor >= page.items.size()) {
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return;
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}
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const Item& item = page.items[page.cursor];
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if (!item.selectable) {
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return;
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}
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if (item.on_activate) {
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item.on_activate();
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// SUBMENU/ACTION reprodueixen accept; els toggles futurs ho
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// gestionaran als seus propis callbacks si volen un altre so.
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playAcceptSound();
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}
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}
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auto ServiceMenu::handleEvent(const SDL_Event& event) -> bool {
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if (!open_ || stack_.empty() || event.type != SDL_EVENT_KEY_DOWN) {
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return false;
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}
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switch (event.key.scancode) {
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case SDL_SCANCODE_UP:
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moveCursor(-1);
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return true;
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case SDL_SCANCODE_DOWN:
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moveCursor(+1);
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return true;
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case SDL_SCANCODE_RETURN:
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case SDL_SCANCODE_KP_ENTER:
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case SDL_SCANCODE_RIGHT:
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activateCurrent();
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return true;
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case SDL_SCANCODE_BACKSPACE:
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case SDL_SCANCODE_LEFT:
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popPage();
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return true;
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default:
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return false;
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}
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}
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auto ServiceMenu::computeTargetHeight() const -> float {
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if (stack_.empty()) {
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return 0.0F;
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}
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using namespace Defaults::ServiceMenu;
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const Page& page = stack_.back();
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int h = GAP_Y; // padding superior
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h += TITLE_HEIGHT + GAP_Y; // titol + gap
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h += SEPARATOR_HEIGHT + GAP_Y; // separador + gap
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const auto N = static_cast<int>(page.items.size());
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if (N > 0) {
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h += (N * ITEM_HEIGHT) + ((N - 1) * ITEM_GAP_Y) + GAP_Y;
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}
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return static_cast<float>(h);
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}
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auto ServiceMenu::computeItemTopY(float box_y, std::size_t index) -> float {
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using namespace Defaults::ServiceMenu;
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const float ITEMS_Y0 = box_y +
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static_cast<float>(GAP_Y) +
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static_cast<float>(TITLE_HEIGHT) +
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static_cast<float>(GAP_Y) +
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static_cast<float>(SEPARATOR_HEIGHT) +
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static_cast<float>(GAP_Y);
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return ITEMS_Y0 + (static_cast<float>(index) * static_cast<float>(ITEM_HEIGHT + ITEM_GAP_Y));
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}
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void ServiceMenu::update(float delta_time) {
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if (!open_) {
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return;
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}
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using namespace Defaults::ServiceMenu;
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if (closing_) {
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open_anim_ -= CLOSE_SPEED * delta_time;
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if (open_anim_ <= 0.0F) {
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open_anim_ = 0.0F;
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animated_h_ = 0.0F;
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open_ = false;
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closing_ = false;
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stack_.clear();
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return;
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}
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} else {
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open_anim_ = std::min(1.0F, open_anim_ + (OPEN_SPEED * delta_time));
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}
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// Smoothing exponencial cap a l'alçada objectiu de la pagina superior.
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const float TARGET = closing_ ? 0.0F : computeTargetHeight();
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const float ALPHA = 1.0F - std::exp(-HEIGHT_RATE * delta_time);
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animated_h_ += (TARGET - animated_h_) * ALPHA;
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// Highlight: lerp cap a la Y de l'item del cursor. Snapping nomes en
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// obrir o canviar de pagina; en moure el cursor amb UP/DOWN, el rect
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// llisca suaument cap a la nova posicio.
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if (stack_.empty()) {
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return;
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}
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const Page& page = stack_.back();
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if (page.items.empty()) {
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highlight_snap_ = true;
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return;
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}
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const float BOX_H_TARGET = computeTargetHeight();
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const float BOX_Y_TARGET = (CANVAS_H - BOX_H_TARGET) * 0.5F;
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const float ITEM_TOP = computeItemTopY(BOX_Y_TARGET, page.cursor);
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const float TARGET_Y = ITEM_TOP - static_cast<float>(HIGHLIGHT_PAD_Y);
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const float TARGET_H = static_cast<float>(ITEM_HEIGHT) + (2.0F * static_cast<float>(HIGHLIGHT_PAD_Y));
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if (highlight_snap_) {
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highlight_y_ = TARGET_Y;
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highlight_h_ = TARGET_H;
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highlight_snap_ = false;
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} else {
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const float HL_ALPHA = 1.0F - std::exp(-HIGHLIGHT_RATE * delta_time);
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highlight_y_ += (TARGET_Y - highlight_y_) * HL_ALPHA;
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highlight_h_ += (TARGET_H - highlight_h_) * HL_ALPHA;
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}
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}
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namespace {
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// Dibuixa un rect (BG sombrejat + 4 ticks L als cantons), simulant
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// un visor sci-fi al voltant de l'item sel·leccionat.
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void drawHighlightRect(Rendering::Renderer* renderer, float x, float y, float w, float h) {
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using namespace Defaults::ServiceMenu;
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if (w <= 0.0F || h <= 0.0F) {
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return;
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}
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// Wash de fons translucid.
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fillRect(renderer, x, y, w, h, HIGHLIGHT_FILL);
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const auto T = static_cast<float>(HIGHLIGHT_THICKNESS);
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const auto L = static_cast<float>(HIGHLIGHT_TICK_LEN);
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// Top-left
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fillRect(renderer, x, y, L, T, HIGHLIGHT_OUTLINE);
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fillRect(renderer, x, y, T, L, HIGHLIGHT_OUTLINE);
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// Top-right
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fillRect(renderer, x + w - L, y, L, T, HIGHLIGHT_OUTLINE);
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fillRect(renderer, x + w - T, y, T, L, HIGHLIGHT_OUTLINE);
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// Bottom-left
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fillRect(renderer, x, y + h - T, L, T, HIGHLIGHT_OUTLINE);
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fillRect(renderer, x, y + h - L, T, L, HIGHLIGHT_OUTLINE);
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// Bottom-right
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fillRect(renderer, x + w - L, y + h - T, L, T, HIGHLIGHT_OUTLINE);
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fillRect(renderer, x + w - T, y + h - L, T, L, HIGHLIGHT_OUTLINE);
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}
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// Brackets als 4 cantons de la caixa (sci-fi HUD). Substitueix la vora
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// completa per un marc obert.
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void drawCornerBrackets(Rendering::Renderer* renderer, float x, float y, float w, float h) {
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using namespace Defaults::ServiceMenu;
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const auto T = static_cast<float>(CORNER_THICKNESS);
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const auto AH = static_cast<float>(CORNER_ARM_H);
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const auto AV = static_cast<float>(CORNER_ARM_V);
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// Top-left
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fillRect(renderer, x, y, AH, T, CORNER_COLOR);
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fillRect(renderer, x, y, T, AV, CORNER_COLOR);
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// Top-right
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fillRect(renderer, x + w - AH, y, AH, T, CORNER_COLOR);
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fillRect(renderer, x + w - T, y, T, AV, CORNER_COLOR);
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// Bottom-left
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fillRect(renderer, x, y + h - T, AH, T, CORNER_COLOR);
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fillRect(renderer, x, y + h - AV, T, AV, CORNER_COLOR);
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// Bottom-right
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fillRect(renderer, x + w - AH, y + h - T, AH, T, CORNER_COLOR);
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fillRect(renderer, x + w - T, y + h - AV, T, AV, CORNER_COLOR);
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}
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} // namespace
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void ServiceMenu::draw() const {
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if (!open_ || stack_.empty() || renderer_ == nullptr) {
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return;
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}
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using namespace Defaults::ServiceMenu;
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// Alçada final: smoothing × easing. easeOutQuad afegeix la sensacio
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// de "snap" al final de l'obertura i l'inici del tancament.
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const float EASED = easeOutQuad(open_anim_);
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const float BOX_H = animated_h_ * EASED;
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if (BOX_H < 1.0F) {
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return;
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}
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const float BOX_X = (CANVAS_W - static_cast<float>(BOX_WIDTH)) * 0.5F;
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const float BOX_Y = (CANVAS_H - BOX_H) * 0.5F;
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const auto BOX_W = static_cast<float>(BOX_WIDTH);
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const float CENTER_X = BOX_X + (BOX_W * 0.5F);
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// Fons semi-transparent.
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fillRect(renderer_, BOX_X, BOX_Y, BOX_W, BOX_H, BG_COLOR);
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// Brackets als cantons (substitueixen la vora completa).
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drawCornerBrackets(renderer_, BOX_X, BOX_Y, BOX_W, BOX_H);
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// Clip interior per a tallar text que sortiria del cuadre durant
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// l'animacio open/close. Marge generos perquè no es mengi els brackets.
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const int CLIP_X = static_cast<int>(BOX_X + static_cast<float>(CORNER_THICKNESS));
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const int CLIP_Y = static_cast<int>(BOX_Y + static_cast<float>(CORNER_THICKNESS));
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const int CLIP_W = static_cast<int>(BOX_W - (2.0F * static_cast<float>(CORNER_THICKNESS)));
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const int CLIP_H = std::max(0, static_cast<int>(BOX_H - (2.0F * static_cast<float>(CORNER_THICKNESS))));
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renderer_->pushClip(CLIP_X, CLIP_Y, CLIP_W, CLIP_H);
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const Page& page = stack_.back();
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// Titol centrat al cim de la caixa.
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const std::string TITLE = Locale::get().text(page.title_key);
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const float TITLE_CY = BOX_Y + static_cast<float>(GAP_Y) + (static_cast<float>(TITLE_HEIGHT) * 0.5F);
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text_.renderCentered(TITLE,
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Vec2{.x = CENTER_X, .y = TITLE_CY},
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TITLE_SCALE,
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TEXT_SPACING,
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1.0F,
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TITLE_COLOR);
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// Separador horitzontal sota el titol.
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const float SEP_Y = BOX_Y + static_cast<float>(GAP_Y) + static_cast<float>(TITLE_HEIGHT) + (static_cast<float>(GAP_Y) * 0.5F);
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fillRect(renderer_,
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BOX_X + static_cast<float>(GAP_Y),
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SEP_Y,
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BOX_W - (2.0F * static_cast<float>(GAP_Y)),
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static_cast<float>(SEPARATOR_HEIGHT),
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SEPARATOR_COLOR);
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// Highlight rect: nomes si la pagina te items i el rect te alçada.
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if (!page.items.empty() && highlight_h_ > 0.0F) {
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const float HL_X = BOX_X + static_cast<float>(HIGHLIGHT_PAD_X);
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const float HL_W = BOX_W - (2.0F * static_cast<float>(HIGHLIGHT_PAD_X));
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drawHighlightRect(renderer_, HL_X, highlight_y_, HL_W, highlight_h_);
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}
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// Llista d'items: centrats horitzontalment, color groc per al seleccionat.
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for (std::size_t i = 0; i < page.items.size(); ++i) {
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const Item& item = page.items[i];
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const SDL_Color COL = (i == page.cursor) ? CURSOR_COLOR : LABEL_COLOR;
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const std::string TEXT = Locale::get().text(item.label_key);
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const float ITEM_TOP = computeItemTopY(BOX_Y, i);
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const float ITEM_CY = ITEM_TOP + (static_cast<float>(ITEM_HEIGHT) * 0.5F);
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text_.renderCentered(TEXT,
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Vec2{.x = CENTER_X, .y = ITEM_CY},
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ITEM_SCALE,
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TEXT_SPACING,
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1.0F,
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COL);
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}
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renderer_->popClip();
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}
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} // namespace System
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