#include "SplashState.hxx" #include "AssetManager.hxx" #include "GameStateManager.hxx" using namespace std::chrono_literals; void SplashState::update(GameStateManager& gsm, std::chrono::milliseconds delta_time) { time_in_state_ += delta_time; auto const key_state = SDL_GetKeyboardState(nullptr); if (time_in_state_ > 13'000ms || key_state[SDL_SCANCODE_SPACE] || key_state[SDL_SCANCODE_RETURN]) gsm.replace_state(GameStates::MainMenu); } void SplashState::render(SDLRenderer& renderer) { SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_RenderClear(renderer); int w, h; SDL_GetRendererOutputSize(renderer, &w, &h); if (time_in_state_ >= 2'000ms && time_in_state_ < 4'000ms) { auto const progress = static_cast(time_in_state_.count() - 2'000) / 2'000.0f; auto const alpha = static_cast(std::lerp(SDL_ALPHA_TRANSPARENT, SDL_ALPHA_OPAQUE, progress)); SDL_SetTextureAlphaMod(logo_, alpha); SDL_RenderCopy(renderer, logo_, nullptr, nullptr); } else if (time_in_state_ >= 4'000ms && time_in_state_ < 9'000ms) { SDL_SetTextureAlphaMod(logo_, SDL_ALPHA_OPAQUE); SDL_RenderCopy(renderer, logo_, nullptr, nullptr); } else if (time_in_state_ >= 9'000ms && time_in_state_ < 11'000ms) { auto const progress = static_cast(time_in_state_.count() - 11'000) / 2'000.0f; auto const alpha = static_cast(std::lerp(SDL_ALPHA_OPAQUE, SDL_ALPHA_TRANSPARENT, progress)); SDL_SetTextureAlphaMod(logo_, alpha); SDL_RenderCopy(renderer, logo_, nullptr, nullptr); } SDL_RenderPresent(renderer); } void SplashState::on_enter() { time_in_state_ = 0ms; logo_ = AssetManager::instance().get_texture_asset("logo.jpg"); SDL_SetTextureBlendMode(logo_, SDL_BLENDMODE_BLEND); }