Files
jdd_opendingux/source/core/rendering/screen.cpp
Sergio Valor 6595b28790 clang-format
clang-tidy (macos)
2026-03-23 07:26:21 +01:00

618 lines
25 KiB
C++

#include "core/rendering/screen.hpp"
#include <SDL3/SDL.h>
#include <algorithm> // Para max, min, transform
#include <cctype> // Para toupper
#include <fstream> // Para basic_ostream, operator<<, endl, basic_...
#include <iostream> // Para cerr
#include <iterator> // Para istreambuf_iterator, operator==
#include <string> // Para char_traits, string, operator+, operator==
#include "core/input/mouse.hpp" // Para updateCursorVisibility
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
#include "core/rendering/surface.hpp" // Para Surface, readPalFile
#include "core/rendering/text.hpp" // Para Text
#include "core/resources/resource_cache.hpp" // Para Resource
#include "core/resources/resource_helper.hpp" // Para ResourceHelper
#include "core/resources/resource_list.hpp" // Para Asset, AssetType
#include "game/options.hpp" // Para Options, options, OptionsVideo, Border
#include "game/ui/notifier.hpp" // Para Notifier
// [SINGLETON]
Screen* Screen::screen = nullptr;
// [SINGLETON] Crearemos el objeto con esta función estática
void Screen::init() {
Screen::screen = new Screen();
}
// [SINGLETON] Destruiremos el objeto con esta función estática
void Screen::destroy() {
delete Screen::screen;
}
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
auto Screen::get() -> Screen* {
return Screen::screen;
}
// Constructor
Screen::Screen()
: palettes_(Resource::List::get()->getListByType(Resource::List::Type::PALETTE)) {
// Arranca SDL VIDEO, crea la ventana y el renderizador
initSDLVideo();
if (Options::video.fullscreen) {
SDL_HideCursor();
}
// Ajusta los tamaños
game_surface_dstrect_ = {.x = Options::video.border.width, .y = Options::video.border.height, .w = Options::game.width, .h = Options::game.height};
// adjustWindowSize();
current_palette_ = findPalette(Options::video.palette);
// Define el color del borde para el modo de pantalla completa
border_color_ = static_cast<Uint8>(PaletteColor::BLACK);
// Crea la textura donde se dibujan los graficos del juego
game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Options::game.width, Options::game.height);
if (game_texture_ == nullptr) {
// Registrar el error si está habilitado
if (Options::console) {
std::cerr << "Error: game_texture_ could not be created!\nSDL Error: " << SDL_GetError() << '\n';
}
}
SDL_SetTextureScaleMode(game_texture_, SDL_SCALEMODE_NEAREST);
// Crea la textura donde se dibuja el borde que rodea el area de juego
border_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Options::game.width + (Options::video.border.width * 2), Options::game.height + (Options::video.border.height * 2));
if (border_texture_ == nullptr) {
// Registrar el error si está habilitado
if (Options::console) {
std::cerr << "Error: border_texture_ could not be created!\nSDL Error: " << SDL_GetError() << '\n';
}
}
SDL_SetTextureScaleMode(border_texture_, SDL_SCALEMODE_NEAREST);
// Cargar la paleta una sola vez
auto initial_palette = readPalFile(palettes_.at(current_palette_));
// Crea la surface donde se dibujan los graficos del juego
game_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height);
game_surface_->setPalette(initial_palette);
game_surface_->clear(static_cast<Uint8>(PaletteColor::BLACK));
// Crea la surface para el borde de colores
border_surface_ = std::make_shared<Surface>(Options::game.width + (Options::video.border.width * 2), Options::game.height + (Options::video.border.height * 2));
border_surface_->setPalette(initial_palette);
border_surface_->clear(border_color_);
// Establece la surface que actuará como renderer para recibir las llamadas a render()
renderer_surface_ = std::make_shared<std::shared_ptr<Surface>>(game_surface_);
// Crea el objeto de texto para la pantalla de carga
createText();
// Extrae el nombre de las paletas desde su ruta
processPaletteList();
// Renderizar una vez la textura vacía para que tenga contenido válido
// antes de inicializar los shaders (evita pantalla negra)
SDL_RenderTexture(renderer_, game_texture_, nullptr, nullptr);
SDL_RenderTexture(renderer_, border_texture_, nullptr, nullptr);
// Ahora sí inicializar los shaders
initShaders();
}
// Destructor
Screen::~Screen() {
SDL_DestroyTexture(game_texture_);
SDL_DestroyTexture(border_texture_);
}
// Limpia el renderer
void Screen::clearRenderer(Color color) {
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
SDL_RenderClear(renderer_);
}
// Prepara para empezar a dibujar en la textura de juego
void Screen::start() { setRendererSurface(nullptr); }
// Vuelca el contenido del renderizador en pantalla
void Screen::render() {
fps_.increment();
// Renderiza todos los overlays (escribe en game_surface_ CPU-side)
renderOverlays();
// En el path SDL3GPU, los píxeles se suben directamente desde la Surface.
// En el path SDL_Renderer, primero copiamos la surface a la SDL_Texture.
if (!(shader_backend_ && shader_backend_->isHardwareAccelerated())) {
surfaceToTexture();
}
// Copia la textura al renderizador (o hace el present GPU)
textureToRenderer();
}
// Establece el modo de video
void Screen::setVideoMode(bool mode) {
// Actualiza las opciones
Options::video.fullscreen = mode;
// Configura el modo de pantalla y ajusta la ventana
SDL_SetWindowFullscreen(window_, Options::video.fullscreen);
adjustWindowSize();
adjustRenderLogicalSize();
}
// Camibia entre pantalla completa y ventana
void Screen::toggleVideoMode() {
Options::video.fullscreen = !Options::video.fullscreen;
setVideoMode(Options::video.fullscreen);
}
// Reduce el tamaño de la ventana
auto Screen::decWindowZoom() -> bool {
if (static_cast<int>(Options::video.fullscreen) == 0) {
const int PREVIOUS_ZOOM = Options::window.zoom;
--Options::window.zoom;
Options::window.zoom = std::max(Options::window.zoom, 1);
if (Options::window.zoom != PREVIOUS_ZOOM) {
setVideoMode(Options::video.fullscreen);
return true;
}
}
return false;
}
// Aumenta el tamaño de la ventana
auto Screen::incWindowZoom() -> bool {
if (static_cast<int>(Options::video.fullscreen) == 0) {
const int PREVIOUS_ZOOM = Options::window.zoom;
++Options::window.zoom;
Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom);
if (Options::window.zoom != PREVIOUS_ZOOM) {
setVideoMode(Options::video.fullscreen);
return true;
}
}
return false;
}
// Cambia el color del borde
void Screen::setBorderColor(Uint8 color) {
border_color_ = color;
border_surface_->clear(border_color_);
}
// Cambia entre borde visible y no visible
void Screen::toggleBorder() {
Options::video.border.enabled = !Options::video.border.enabled;
setVideoMode(Options::video.fullscreen);
initShaders();
}
// Dibuja las notificaciones
void Screen::renderNotifications() const {
if (notifications_enabled_) {
Notifier::get()->render();
}
}
// Cambia el estado del PostFX
void Screen::togglePostFX() {
Options::video.postfx = !Options::video.postfx;
if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
if (Options::video.postfx) {
applyCurrentPostFXPreset();
} else {
// Pass-through: efectos a 0, el shader copia la textura sin modificar
shader_backend_->setPostFXParams(Rendering::PostFXParams{});
}
} else {
// Backend no inicializado aún — inicializarlo ahora
initShaders();
}
}
// Recarga el shader del preset actual sin toggle
void Screen::reloadPostFX() {
if (Options::video.postfx && shader_backend_ && shader_backend_->isHardwareAccelerated()) {
// El backend ya está activo: solo actualizar uniforms, sin recrear el pipeline
applyCurrentPostFXPreset();
} else if (Options::video.postfx) {
initShaders();
}
}
// Actualiza la lógica de la clase (versión nueva con delta_time para escenas migradas)
void Screen::update(float delta_time) {
fps_.calculate(SDL_GetTicks());
Notifier::get()->update(delta_time);
Mouse::updateCursorVisibility();
}
// Calcula el tamaño de la ventana
void Screen::adjustWindowSize() {
window_width_ = Options::game.width + (Options::video.border.enabled ? Options::video.border.width * 2 : 0);
window_height_ = Options::game.height + (Options::video.border.enabled ? Options::video.border.height * 2 : 0);
// Establece el nuevo tamaño
if (static_cast<int>(Options::video.fullscreen) == 0) {
int old_width;
int old_height;
SDL_GetWindowSize(window_, &old_width, &old_height);
int old_pos_x;
int old_pos_y;
SDL_GetWindowPosition(window_, &old_pos_x, &old_pos_y);
const int NEW_POS_X = old_pos_x + ((old_width - (window_width_ * Options::window.zoom)) / 2);
const int NEW_POS_Y = old_pos_y + ((old_height - (window_height_ * Options::window.zoom)) / 2);
SDL_SetWindowSize(window_, window_width_ * Options::window.zoom, window_height_ * Options::window.zoom);
SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS), std::max(NEW_POS_Y, 0));
}
}
// Ajusta el tamaño lógico del renderizador
void Screen::adjustRenderLogicalSize() {
SDL_SetRenderLogicalPresentation(renderer_, window_width_, window_height_, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
}
// Establece el renderizador para las surfaces
void Screen::setRendererSurface(const std::shared_ptr<Surface>& surface) {
(surface) ? renderer_surface_ = std::make_shared<std::shared_ptr<Surface>>(surface) : renderer_surface_ = std::make_shared<std::shared_ptr<Surface>>(game_surface_);
}
// Cambia la paleta
void Screen::nextPalette() {
++current_palette_;
if (current_palette_ == static_cast<int>(palettes_.size())) {
current_palette_ = 0;
}
setPalete();
}
// Cambia la paleta
void Screen::previousPalette() {
if (current_palette_ > 0) {
--current_palette_;
} else {
current_palette_ = static_cast<Uint8>(palettes_.size() - 1);
}
setPalete();
}
// Establece la paleta
void Screen::setPalete() { // NOLINT(readability-convert-member-functions-to-static)
game_surface_->loadPalette(Resource::Cache::get()->getPalette(palettes_.at(current_palette_)));
border_surface_->loadPalette(Resource::Cache::get()->getPalette(palettes_.at(current_palette_)));
Options::video.palette = palettes_.at(current_palette_);
// Eliminar ".gif"
size_t pos = Options::video.palette.find(".pal");
if (pos != std::string::npos) {
Options::video.palette.erase(pos, 4);
}
// Convertir a mayúsculas
std::ranges::transform(Options::video.palette, Options::video.palette.begin(), ::toupper);
}
// Extrae los nombres de las paletas
void Screen::processPaletteList() {
for (auto& palette : palettes_) {
palette = getFileName(palette);
}
}
// Copia la surface a la textura
void Screen::surfaceToTexture() { // NOLINT(readability-convert-member-functions-to-static)
if (Options::video.border.enabled) {
border_surface_->copyToTexture(renderer_, border_texture_);
game_surface_->copyToTexture(renderer_, border_texture_, nullptr, &game_surface_dstrect_);
} else {
game_surface_->copyToTexture(renderer_, game_texture_);
}
}
// Copia la textura al renderizador (o hace el present GPU)
void Screen::textureToRenderer() {
SDL_Texture* texture_to_render = Options::video.border.enabled ? border_texture_ : game_texture_;
if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
// ---- SDL3 GPU path: convertir Surface → ARGB → upload → PostFX/pass-through → present ----
if (Options::video.border.enabled) {
// El border_surface_ solo tiene el color de borde; hay que componer encima el game_surface_
const int BORDER_W = static_cast<int>(border_surface_->getWidth());
const int BORDER_H = static_cast<int>(border_surface_->getHeight());
pixel_buffer_.resize(static_cast<size_t>(BORDER_W * BORDER_H));
border_surface_->toARGBBuffer(pixel_buffer_.data());
// Compositar game_surface_ en la posición correcta dentro del buffer
const int GAME_W = static_cast<int>(game_surface_->getWidth());
const int GAME_H = static_cast<int>(game_surface_->getHeight());
const int OFF_X = static_cast<int>(game_surface_dstrect_.x);
const int OFF_Y = static_cast<int>(game_surface_dstrect_.y);
std::vector<Uint32> game_pixels(static_cast<size_t>(GAME_W * GAME_H));
game_surface_->toARGBBuffer(game_pixels.data());
for (int y = 0; y < GAME_H; ++y) {
for (int x = 0; x < GAME_W; ++x) {
pixel_buffer_[static_cast<size_t>(((OFF_Y + y) * BORDER_W) + (OFF_X + x))] = game_pixels[static_cast<size_t>((y * GAME_W) + x)];
}
}
shader_backend_->uploadPixels(pixel_buffer_.data(), BORDER_W, BORDER_H);
} else {
const int GAME_W = static_cast<int>(game_surface_->getWidth());
const int GAME_H = static_cast<int>(game_surface_->getHeight());
pixel_buffer_.resize(static_cast<size_t>(GAME_W * GAME_H));
game_surface_->toARGBBuffer(pixel_buffer_.data());
shader_backend_->uploadPixels(pixel_buffer_.data(), GAME_W, GAME_H);
}
shader_backend_->render();
} else {
// ---- SDL_Renderer path (fallback / no-shader) ----
SDL_SetRenderTarget(renderer_, nullptr);
SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer_);
SDL_RenderTexture(renderer_, texture_to_render, nullptr, nullptr);
SDL_RenderPresent(renderer_);
}
}
// Renderiza todos los overlays
void Screen::renderOverlays() {
renderNotifications();
#ifdef _DEBUG
renderInfo();
#endif
}
// Localiza la paleta dentro del vector de paletas
auto Screen::findPalette(const std::string& name) -> size_t { // NOLINT(readability-convert-member-functions-to-static)
std::string upper_name = toUpper(name + ".pal");
for (size_t i = 0; i < palettes_.size(); ++i) {
if (toUpper(getFileName(palettes_[i])) == upper_name) {
return i;
}
}
return static_cast<size_t>(0);
}
// Muestra información por pantalla
void Screen::renderInfo() const {
if (show_fps_ && (Resource::Cache::get() != nullptr)) {
auto text = Resource::Cache::get()->getText("smb2");
auto color = static_cast<Uint8>(PaletteColor::YELLOW);
auto shadow = static_cast<Uint8>(PaletteColor::BLACK);
// FPS con sombra
const std::string FPS_TEXT = std::to_string(fps_.last_value) + " FPS";
const int FPS_X = Options::game.width - text->length(FPS_TEXT) - 1;
text->writeColored(FPS_X + 1, 1, FPS_TEXT, shadow);
text->writeColored(FPS_X, 0, FPS_TEXT, color);
}
}
// Limpia la game_surface_
void Screen::clearSurface(Uint8 index) { game_surface_->clear(index); }
// Establece el tamaño del borde
void Screen::setBorderWidth(int width) { Options::video.border.width = width; }
// Establece el tamaño del borde
void Screen::setBorderHeight(int height) { Options::video.border.height = height; }
// Establece si se ha de ver el borde en el modo ventana
void Screen::setBorderEnabled(bool value) { Options::video.border.enabled = value; }
// Muestra la ventana
void Screen::show() { SDL_ShowWindow(window_); }
// Oculta la ventana
void Screen::hide() { SDL_HideWindow(window_); }
// Establece la visibilidad de las notificaciones
void Screen::setNotificationsEnabled(bool value) { notifications_enabled_ = value; }
// Activa / desactiva el contador de FPS
void Screen::toggleFPS() { show_fps_ = !show_fps_; }
// Alterna entre activar y desactivar el escalado entero
void Screen::toggleIntegerScale() {
Options::video.integer_scale = !Options::video.integer_scale;
SDL_SetRenderLogicalPresentation(renderer_, Options::game.width, Options::game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
if (shader_backend_) {
shader_backend_->setScaleMode(Options::video.integer_scale);
}
}
// Alterna entre activar y desactivar el V-Sync
void Screen::toggleVSync() {
Options::video.vertical_sync = !Options::video.vertical_sync;
SDL_SetRenderVSync(renderer_, Options::video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
if (shader_backend_) {
shader_backend_->setVSync(Options::video.vertical_sync);
}
}
// Getters
auto Screen::getRenderer() -> SDL_Renderer* { return renderer_; }
auto Screen::getRendererSurface() -> std::shared_ptr<Surface> { return (*renderer_surface_); }
auto Screen::getBorderSurface() -> std::shared_ptr<Surface> { return border_surface_; }
auto loadData(const std::string& filepath) -> std::vector<uint8_t> {
// Load using ResourceHelper (supports both filesystem and pack)
return Resource::Helper::loadFile(filepath);
}
// Activa/desactiva el supersampling global (Ctrl+F4)
void Screen::toggleSupersampling() {
Options::video.supersampling = !Options::video.supersampling;
if (Options::video.postfx && shader_backend_ && shader_backend_->isHardwareAccelerated()) {
applyCurrentPostFXPreset();
}
}
// Aplica los parámetros del preset actual al backend de shaders
void Screen::applyCurrentPostFXPreset() { // NOLINT(readability-convert-member-functions-to-static)
if (shader_backend_ && !Options::postfx_presets.empty()) {
const auto& p = Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)];
// Supersampling es un toggle global (Options::video.supersampling), no por preset.
// setOversample primero: puede recrear texturas antes de que setPostFXParams
// decida si hornear scanlines en CPU o aplicarlas en GPU.
shader_backend_->setOversample(Options::video.supersampling ? 3 : 1);
Rendering::PostFXParams params{.vignette = p.vignette, .scanlines = p.scanlines, .chroma = p.chroma, .mask = p.mask, .gamma = p.gamma, .curvature = p.curvature, .bleeding = p.bleeding, .flicker = p.flicker};
shader_backend_->setPostFXParams(params);
}
}
// Inicializa los shaders
// El device GPU se crea siempre (independientemente de postfx) para evitar
// conflictos SDL_Renderer/SDL_GPU al hacer toggle F4 en Windows/Vulkan.
void Screen::initShaders() {
SDL_Texture* tex = Options::video.border.enabled ? border_texture_ : game_texture_;
if (!shader_backend_) {
shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
}
shader_backend_->init(window_, tex, "", "");
// Propagar flags de vsync e integer scale al backend GPU
shader_backend_->setVSync(Options::video.vertical_sync);
shader_backend_->setScaleMode(Options::video.integer_scale);
if (Options::video.postfx) {
applyCurrentPostFXPreset();
} else {
// Pass-through: todos los efectos a 0, el shader solo copia la textura
shader_backend_->setPostFXParams(Rendering::PostFXParams{});
}
}
// Obtiene información sobre la pantalla
void Screen::getDisplayInfo() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n** VIDEO SYSTEM **\n";
int num_displays = 0;
SDL_DisplayID* displays = SDL_GetDisplays(&num_displays);
if (displays != nullptr) {
for (int i = 0; i < num_displays; ++i) {
SDL_DisplayID instance_id = displays[i];
const char* name = SDL_GetDisplayName(instance_id);
std::cout << "Display " << instance_id << ": " << ((name != nullptr) ? name : "Unknown") << '\n';
}
const auto* dm = SDL_GetCurrentDisplayMode(displays[0]);
// Guarda información del monitor en display_monitor_
const char* first_display_name = SDL_GetDisplayName(displays[0]);
display_monitor_.name = (first_display_name != nullptr) ? first_display_name : "Unknown";
display_monitor_.width = static_cast<int>(dm->w);
display_monitor_.height = static_cast<int>(dm->h);
display_monitor_.refresh_rate = static_cast<int>(dm->refresh_rate);
// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
Options::window.max_zoom = std::min(dm->w / Options::game.width, dm->h / Options::game.height);
Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom);
// Muestra información sobre el tamaño de la pantalla y de la ventana de juego
std::cout << "Current display mode: " << static_cast<int>(dm->w) << "x" << static_cast<int>(dm->h) << " @ " << static_cast<int>(dm->refresh_rate) << "Hz\n";
std::cout << "Window resolution: " << static_cast<int>(Options::game.width) << "x" << static_cast<int>(Options::game.height) << " x" << Options::window.zoom << '\n';
Options::video.info = std::to_string(static_cast<int>(dm->w)) + "x" +
std::to_string(static_cast<int>(dm->h)) + " @ " +
std::to_string(static_cast<int>(dm->refresh_rate)) + " Hz";
// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
const int MAX_ZOOM = std::min(dm->w / Options::game.width, (dm->h - WINDOWS_DECORATIONS) / Options::game.height);
// Normaliza los valores de zoom
Options::window.zoom = std::min(Options::window.zoom, MAX_ZOOM);
SDL_free(displays);
}
}
// Arranca SDL VIDEO y crea la ventana
auto Screen::initSDLVideo() -> bool {
// Inicializar SDL
if (!SDL_Init(SDL_INIT_VIDEO)) {
std::cerr << "FATAL: Failed to initialize SDL_VIDEO! SDL Error: " << SDL_GetError() << '\n';
return false;
}
// Obtener información de la pantalla
getDisplayInfo();
// Configurar hint para renderizado
#ifdef __APPLE__
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal")) {
std::cout << "WARNING: Failed to set Metal hint!\n";
}
#endif
// Crear ventana
const auto WINDOW_WIDTH = Options::video.border.enabled ? Options::game.width + (Options::video.border.width * 2) : Options::game.width;
const auto WINDOW_HEIGHT = Options::video.border.enabled ? Options::game.height + (Options::video.border.height * 2) : Options::game.height;
SDL_WindowFlags window_flags = 0;
if (Options::video.fullscreen) {
window_flags |= SDL_WINDOW_FULLSCREEN;
}
window_ = SDL_CreateWindow(Options::window.caption.c_str(), WINDOW_WIDTH * Options::window.zoom, WINDOW_HEIGHT * Options::window.zoom, window_flags);
if (window_ == nullptr) {
std::cerr << "FATAL: Failed to create window! SDL Error: " << SDL_GetError() << '\n';
SDL_Quit();
return false;
}
// Crear renderer
renderer_ = SDL_CreateRenderer(window_, nullptr);
if (renderer_ == nullptr) {
std::cerr << "FATAL: Failed to create renderer! SDL Error: " << SDL_GetError() << '\n';
SDL_DestroyWindow(window_);
window_ = nullptr;
SDL_Quit();
return false;
}
// Configurar renderer
const int EXTRA_WIDTH = Options::video.border.enabled ? Options::video.border.width * 2 : 0;
const int EXTRA_HEIGHT = Options::video.border.enabled ? Options::video.border.height * 2 : 0;
SDL_SetRenderLogicalPresentation(
renderer_,
Options::game.width + EXTRA_WIDTH,
Options::game.height + EXTRA_HEIGHT,
Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
SDL_SetRenderVSync(renderer_, Options::video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
std::cout << "Video system initialized successfully\n";
return true;
}
// Crea el objeto de texto
void Screen::createText() { // NOLINT(readability-convert-member-functions-to-static)
// Carga la surface de la fuente directamente del archivo
auto surface = std::make_shared<Surface>(Resource::List::get()->get("aseprite.gif"));
// Crea el objeto de texto (el constructor de Text carga el archivo text_file internamente)
text_ = std::make_shared<Text>(surface, Resource::List::get()->get("aseprite.fnt"));
}