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- #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<float>(time_in_state_.count()-2'000)/2'000.0f;
- auto const alpha = static_cast<int>(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<float>(time_in_state_.count()-11'000)/2'000.0f;
- auto const alpha = static_cast<int>(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;
- }
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