92 lines
2.3 KiB
C++
92 lines
2.3 KiB
C++
// escena_logo.cpp - Implementació de l'escena logo
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// © 2025 Port a C++20
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#include "escena_logo.hpp"
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#include "../../core/system/gestor_escenes.hpp"
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#include <iostream>
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EscenaLogo::EscenaLogo(SDLManager& sdl)
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: sdl_(sdl), temps_acumulat_(0.0f) {
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std::cout << "Escena Logo: Inicialitzant...\n";
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}
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void EscenaLogo::executar() {
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SDL_Event event;
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Uint64 last_time = SDL_GetTicks();
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while (GestorEscenes::actual == GestorEscenes::Escena::LOGO) {
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// Calcular delta_time real
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Uint64 current_time = SDL_GetTicks();
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float delta_time = (current_time - last_time) / 1000.0f;
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last_time = current_time;
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// Limitar delta_time per evitar grans salts
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if (delta_time > 0.05f) {
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delta_time = 0.05f;
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}
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// Processar events SDL
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while (SDL_PollEvent(&event)) {
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// Manejo de finestra
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if (sdl_.handleWindowEvent(event)) {
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continue;
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}
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// Tecles globals de finestra (F1/F2/F3)
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if (event.type == SDL_EVENT_KEY_DOWN) {
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switch (event.key.key) {
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case SDLK_F1:
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sdl_.decreaseWindowSize();
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continue;
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case SDLK_F2:
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sdl_.increaseWindowSize();
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continue;
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case SDLK_F3:
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sdl_.toggleFullscreen();
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continue;
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}
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}
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// Processar events de l'escena
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processar_events(event);
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// ESC o tancar finestra = eixir
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if (event.type == SDL_EVENT_QUIT ||
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(event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_ESCAPE)) {
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GestorEscenes::actual = GestorEscenes::Escena::EIXIR;
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}
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}
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// Actualitzar lògica
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actualitzar(delta_time);
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// Dibuixar
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dibuixar();
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}
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std::cout << "Escena Logo: Finalitzant...\n";
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}
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void EscenaLogo::actualitzar(float delta_time) {
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temps_acumulat_ += delta_time;
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// Després de 2 segons, saltar al joc
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if (temps_acumulat_ >= 2.0f) {
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GestorEscenes::actual = GestorEscenes::Escena::JOC;
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}
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}
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void EscenaLogo::dibuixar() {
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// Pantalla negra
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sdl_.neteja(0, 0, 0);
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sdl_.presenta();
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}
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void EscenaLogo::processar_events(const SDL_Event& event) {
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// Qualsevol tecla o clic de ratolí salta al joc
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if (event.type == SDL_EVENT_KEY_DOWN ||
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event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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GestorEscenes::actual = GestorEscenes::Escena::JOC;
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}
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}
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