#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) { if (logo_==nullptr) { // right now this is required here as we need the renderer and the main thread logo_ = SDL_CreateTextureFromSurface( renderer, AssetManager::instance().get_image_asset("logo.jpg") ); SDL_SetTextureBlendMode(logo_, SDL_BLENDMODE_BLEND); } 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_ = nullptr; } void SplashState::on_leave() { SDL_DestroyTexture(logo_); logo_ = nullptr; }