Added intro video
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@ -32,9 +32,19 @@
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#include <SDL3_ttf/SDL_ttf.h>
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#include "../../utils/ImagePathResolver.h"
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#include <iostream>
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#include "../../video/VideoPlayer.h"
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#include <cmath>
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#include <fstream>
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#include <algorithm>
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#ifndef NOMINMAX
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#define NOMINMAX
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#endif
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#include <windows.h>
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#include <shellapi.h>
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#endif
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// (Intro video playback is now handled in-process via VideoPlayer)
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ApplicationManager::ApplicationManager() = default;
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@ -55,7 +65,15 @@ void ApplicationManager::renderLoading(ApplicationManager* app, RenderManager& r
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if (winW_actual > 0 && winH_actual > 0) app->m_starfield3D->resize(winW_actual, winH_actual);
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app->m_starfield3D->draw(renderer.getSDLRenderer());
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}
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// If intro video is playing, render it instead of the loading UI
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if (app->m_introStarted && app->m_videoPlayer) {
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SDL_Renderer* sdlR = renderer.getSDLRenderer();
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int winW=0, winH=0; renderer.getWindowSize(winW, winH);
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app->m_videoPlayer->render(sdlR, winW, winH);
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SDL_SetRenderViewport(renderer.getSDLRenderer(), nullptr);
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SDL_SetRenderScale(renderer.getSDLRenderer(), 1.0f, 1.0f);
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return;
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}
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SDL_Rect logicalVP = {0,0,0,0};
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float logicalScale = 1.0f;
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if (app->m_renderManager) {
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@ -780,17 +798,44 @@ void ApplicationManager::setupStateHandlers() {
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m_starfield3D->update(deltaTime / 1000.0f);
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}
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// Check if loading is complete and transition to menu
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// Check if loading is complete and transition to next stage
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if (m_assetManager->isLoadingComplete()) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loading complete, transitioning to Menu");
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loading complete, handling post-load flow");
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// Update texture pointers now that assets are loaded
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m_stateContext.backgroundTex = m_assetManager->getTexture("background");
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m_stateContext.blocksTex = m_assetManager->getTexture("blocks");
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bool ok = m_stateManager->setState(AppState::Menu);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "setState(AppState::Menu) returned %d", ok ? 1 : 0);
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traceFile("- to Menu returned");
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// If an intro video exists and hasn't been started, attempt to play it in-process
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std::filesystem::path introPath = m_introPath;
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if (!m_introStarted && std::filesystem::exists(introPath)) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Intro video found: %s", introPath.string().c_str());
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try {
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if (!m_videoPlayer) m_videoPlayer = std::make_unique<VideoPlayer>();
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SDL_Renderer* sdlRend = (m_renderManager) ? m_renderManager->getSDLRenderer() : nullptr;
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if (m_videoPlayer->open(introPath.string(), sdlRend)) {
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m_introStarted = true;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Intro video started in-process");
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} else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "VideoPlayer failed to open intro; skipping");
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m_stateManager->setState(AppState::Playing);
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}
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} catch (const std::exception& ex) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Exception while starting VideoPlayer: %s", ex.what());
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m_stateManager->setState(AppState::Playing);
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}
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} else if (m_introStarted) {
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// Let VideoPlayer decode frames; once finished, transition to playing
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if (m_videoPlayer) m_videoPlayer->update();
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if (!m_videoPlayer || m_videoPlayer->isFinished()) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Intro video finished (in-process), transitioning to Playing");
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m_stateManager->setState(AppState::Playing);
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}
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} else {
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// No intro to play; transition directly to Playing
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "No intro video; transitioning to Playing");
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m_stateManager->setState(AppState::Playing);
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}
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}
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});
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@ -153,6 +153,11 @@ private:
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float m_logoAnimCounter = 0.0f;
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bool m_helpOverlayPausedGame = false;
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// Intro video playback (in-process via FFmpeg)
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bool m_introStarted = false;
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std::string m_introPath = "assets/videos/spacetris_intro.mp4";
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std::unique_ptr<class VideoPlayer> m_videoPlayer;
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// Gameplay background (per-level) with fade, mirroring main.cpp behavior
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SDL_Texture* m_levelBackgroundTex = nullptr;
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SDL_Texture* m_nextLevelBackgroundTex = nullptr; // used during fade transitions
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@ -156,9 +156,19 @@ void StateManager::render(RenderManager& renderer) {
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}
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bool StateManager::isValidState(AppState state) const {
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// All enum values are currently valid
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return static_cast<int>(state) >= static_cast<int>(AppState::Loading) &&
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static_cast<int>(state) <= static_cast<int>(AppState::GameOver);
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switch (state) {
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case AppState::Loading:
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case AppState::Video:
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case AppState::Menu:
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case AppState::Options:
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case AppState::LevelSelector:
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case AppState::Playing:
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case AppState::LevelSelect:
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case AppState::GameOver:
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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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bool StateManager::canTransitionTo(AppState newState) const {
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@ -169,6 +179,7 @@ bool StateManager::canTransitionTo(AppState newState) const {
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const char* StateManager::getStateName(AppState state) const {
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switch (state) {
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case AppState::Loading: return "Loading";
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case AppState::Video: return "Video";
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case AppState::Menu: return "Menu";
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case AppState::Options: return "Options";
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case AppState::LevelSelector: return "LevelSelector";
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@ -12,6 +12,7 @@ class RenderManager;
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// Application states used across the app
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enum class AppState {
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Loading,
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Video,
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Menu,
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Options,
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LevelSelector,
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