- [WIP] Fase 3 en process

This commit is contained in:
2026-04-16 13:49:03 +02:00
parent 884df104bd
commit 52d2fcf0d3
16 changed files with 516 additions and 250 deletions

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@@ -0,0 +1,88 @@
#if BACKEND == SDL3
#include "backends/backend.h"
#include "state.h"
#include "mini/win/win.h"
#include "mini/surf/surf.h"
namespace backend
{
state_t current_state = running;
void init() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD);
//video::init();
}
void quit() {
SDL_Quit();
}
void poll_events() {
//[TODO]
//if (update_mode==UPDATE_WAIT)
// SDL_WaitEvent(NULL);
//else if (update_mode==UPDATE_TIMEOUT)
// SDL_WaitEventTimeout(NULL, timeout);
SDL_Event e;
while(SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) {
current_state=quitting;
break;
}
else if (e.type == SDL_EVENT_TEXT_INPUT) {
SDL_strlcpy(input::key::text_input_buffer, e.text.text, sizeof(input::key::text_input_buffer));
input::key::has_text_input = true;
}
else if (e.type == SDL_EVENT_KEY_DOWN) {
#ifdef DEBUG
if (e.key.scancode == SDL_SCANCODE_F12) {
mini::surf::reloadsurfs();
//} else if (e.key.scancode == SDL_SCANCODE_F11) {
// mini::lua::debug::toggle();
} else if (e.key.scancode == SDL_SCANCODE_F5) {
current_state=exiting;
} else {
input::key::just_pressed = e.key.scancode;
}
#else
input::key::just_pressed = e.key.scancode;
#endif
}
else if (e.type == SDL_EVENT_MOUSE_BUTTON_UP) {
if (input::mouse::discard_buttons)
input::mouse::discard_buttons = false;
else
if (e.button.clicks==2 && e.button.button==SDL_BUTTON_LEFT) {
input::mouse::double_click = true;
} else {
input::mouse::just_pressed = e.button.button;
}
}
else if (e.type == SDL_EVENT_MOUSE_WHEEL) {
input::mouse::w = e.wheel.y;
}
else if (e.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
input::pad::just_pressed = e.gbutton.button;
}
}
input::key::keys = SDL_GetKeyboardState(NULL);
// Update mouse
float real_mouse_x, real_mouse_y;
input::mouse::buttons = SDL_GetMouseState(&real_mouse_x, &real_mouse_y);
float mx, my;
SDL_RenderCoordinatesFromWindow(video::renderer, real_mouse_x, real_mouse_y, &mx, &my);
input::mouse::x = int(mx/mini::win::state.zoom);
input::mouse::y = int(my/mini::win::state.zoom);
}
const state_t& state() {
return current_state;
}
}
#endif

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@@ -0,0 +1,153 @@
#if BACKEND == SDL3
#include "backends/backend.h"
#include "state.h"
#include "mini/view/view.h"
namespace backend
{
namespace input
{
void reset() {
key::just_pressed = 0;
key::has_text_input = false;
key::text_input_buffer[0] = '\0';
mouse::just_pressed = 0;
mouse::double_click = false;
mouse::w = 0;
pad::just_pressed = SDL_GAMEPAD_BUTTON_INVALID;
}
namespace key
{
const bool *keys;
uint8_t just_pressed = 0;
char text_input_buffer[10];
bool has_text_input = false;
bool down(uint8_t i) {
return keys[i];
}
bool press(uint8_t i) {
if (just_pressed == i) {
just_pressed=0;
return true;
} else {
return false;
}
}
int press() {
return just_pressed;
}
bool any() {
const bool something_pressed = (just_pressed != 0) || (pad::just_pressed != -1);
just_pressed=0;
pad::just_pressed=-1;
return something_pressed;
}
void text(const bool enable) {
if (enable)
SDL_StartTextInput(backend::video::window);
else
SDL_StopTextInput(backend::video::window);
}
const char *utf8char() {
return has_text_input ? text_input_buffer : nullptr;
}
}
namespace mouse
{
int x, y, w;
uint32_t buttons;
uint8_t just_pressed = 0;
bool double_click = false;
bool discard_buttons = false;
int posx() {
return x - mini::view::state.origin[0];
}
int posy() {
return y - mini::view::state.origin[1];
}
int wheel() {
return w;
}
bool down(uint8_t i) {
if (discard_buttons) return false;
return buttons & SDL_BUTTON_MASK(i);
}
bool press(uint8_t i) {
return just_pressed == i;
}
bool dblclick() {
return double_click;
}
void discard() {
discard_buttons = true;
}
bool inside(int x, int y, int w, int h) {
const int mx = x - mini::view::state.origin[0];
const int my = y - mini::view::state.origin[1];
return (mx>=x) && (my>=y) && (mx<x+w) && (my<y+h);
}
}
namespace pad
{
SDL_Gamepad *gamepad = nullptr;
int8_t just_pressed = -1;
void init() {
int num_joysticks;
SDL_JoystickID *joysticks = SDL_GetJoysticks(&num_joysticks);
if (joysticks) {
for (int i=0; i<num_joysticks; ++i) {
if (SDL_IsGamepad(joysticks[i])) {
gamepad = SDL_OpenGamepad(joysticks[i]);
if (SDL_GamepadConnected(gamepad)) {
SDL_SetGamepadEventsEnabled(true);
// [TODO]
//log_msg(LOG_OK, "Gamepad found and initialized");
return;
}
}
}
}
}
bool down(int8_t i) {
if (!gamepad) return false;
return SDL_GetGamepadButton(gamepad, SDL_GamepadButton(i)) == 1;
}
bool press(int8_t i) {
if (just_pressed == i) {
just_pressed = -1;
return true;
} else {
return false;
}
}
int press() {
return just_pressed;
}
}
}
}
#endif

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@@ -0,0 +1,43 @@
#if BACKEND == SDL3
#pragma once
#include <SDL3/SDL.h>
namespace backend
{
namespace video
{
extern SDL_Window *window;
extern SDL_Renderer *renderer;
extern SDL_Texture *tex_back;
extern SDL_Texture *tex_shader;
}
namespace input
{
namespace key
{
extern const bool *keys;
extern uint8_t just_pressed;
extern char text_input_buffer[10];
extern bool has_text_input;
}
namespace mouse
{
extern int x, y, w;
extern uint32_t buttons;
extern uint8_t just_pressed;
extern bool double_click;
extern bool discard_buttons;
}
namespace pad
{
extern SDL_Gamepad *gamepad;
extern int8_t just_pressed;
}
}
}
#endif

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@@ -0,0 +1,88 @@
#if BACKEND == SDL3
#include "backends/backend.h"
#include "state.h"
#include "mini/win/win.h"
#include "mini/surf/surf.h"
#include "mini/pal/pal.h"
#include "mini/shader/shader.h"
namespace backend
{
namespace video
{
SDL_Window *window { nullptr };
SDL_Renderer *renderer { nullptr };
SDL_Texture *tex_back { nullptr };
SDL_Texture *tex_shader { nullptr };
void init() {
const auto &title = mini::win::state.title;
const auto &width = mini::win::state.width;
const auto &height = mini::win::state.height;
auto &zoom = mini::win::state.zoom;
// Ajustar el zoom a un valor vàlid
if (zoom <= 0) zoom = 1;
const SDL_DisplayMode *dm = SDL_GetDesktopDisplayMode(SDL_GetPrimaryDisplay());
while ( width * zoom > dm->w || height * zoom > dm->h) zoom--;
// Crear SDL_Window i SDL_Renderer
window = SDL_CreateWindow(title, width*zoom, height*zoom, SDL_WINDOW_OPENGL|(mini::win::state.fullscreen?SDL_WINDOW_FULLSCREEN:0));
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
renderer = SDL_CreateRenderer(window, NULL);
// Mostrar o ocultar el cursor
if (mini::win::state.cursor) SDL_ShowCursor(); else SDL_HideCursor();
// Crear textura backbuffer
tex_back = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, width, height);
SDL_SetTextureScaleMode(tex_back, SDL_SCALEMODE_NEAREST);
// Crear textura shaders i inicialitzar shaders
tex_shader = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, width*zoom, height*zoom);
SDL_SetTextureScaleMode(tex_shader, SDL_SCALEMODE_NEAREST);
mini::shader::init(window, tex_shader, nullptr);
// [TODO]
//log_msg(LOG_OK, "Graphics subsystem initialized\n");
}
void quit() {
SDL_DestroyTexture(tex_shader);
SDL_DestroyTexture(tex_back);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
}
void render() {
// Render frame
SDL_SetRenderTarget(renderer, tex_shader);
//SDL_SetRenderDrawColor(win::state.renderer, 0, 0, 0, 255);
//SDL_RenderClear(win::state.renderer);
uint32_t *pixels;
int pitch;
SDL_LockTexture(tex_back, NULL, (void**)&pixels, &pitch);
for (uint32_t i=0;i<mini::surf::state.screen_surface->size;++i) pixels[i] = mini::pal::palette[mini::surf::state.screen_surface->p[i]];
SDL_UnlockTexture(tex_back);
SDL_RenderTexture(renderer, tex_back, NULL, NULL); //NEW
mini::shader::render();
//SDL_RenderTexture(mini_ren, mini_bak, NULL, NULL);
//SDL_RenderPresent(mini_ren);
}
void raise_window() {
SDL_RaiseWindow(window);
}
void cursor(const bool value) {
if (value) SDL_ShowCursor(); else SDL_HideCursor();
}
}
}
#endif

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@@ -0,0 +1,16 @@
#include "backend.h"
#include <chrono>
namespace backend
{
uint64_t get_time_ms() {
using namespace std::chrono;
return duration_cast<milliseconds>(
steady_clock::now().time_since_epoch()
).count();
}
void exit() {
current_state = quitting;
}
}

75
source/backends/backend.h Normal file
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@@ -0,0 +1,75 @@
#pragma once
#define SDL3 1
#define SFML 2
#define EMSCRIPTEN 3
#ifndef BACKEND
#define BACKEND SDL3
#endif
#include <stdint.h>
namespace backend
{
enum state_t { running=0, exiting=1, quitting=2 };
extern state_t current_state;
void init();
void quit();
void poll_events();
const state_t& state();
void exit();
uint64_t get_time_ms();
namespace video
{
void init();
void quit();
void render();
void raise_window();
void cursor(const bool value);
}
namespace audio
{
void init();
void quit();
void render();
}
namespace input
{
void reset();
namespace key
{
bool down(uint8_t i);
bool press(uint8_t i);
int press();
bool any();
void text(const bool enable);
const char *utf8char();
}
namespace mouse
{
int posx();
int posy();
int wheel();
bool down(uint8_t i);
bool press(uint8_t i);
bool dblclick();
void discard();
bool inside(int x, int y, int w, int h);
}
namespace pad
{
void init();
bool down(int8_t i);
bool press(int8_t i);
int press();
}
}
}

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@@ -2,47 +2,34 @@
#include "mini/pad/pad.h" #include "mini/pad/pad.h"
#include "mini/win/win.h" #include "mini/win/win.h"
#include <SDL3/SDL.h> #include "backends/backend.h"
namespace mini namespace mini
{ {
namespace key namespace key
{ {
state_t state;
bool down(uint8_t i) { bool down(uint8_t i) {
return state.keys[i]; return backend::input::key::down(i);
} }
bool press(uint8_t i) { bool press(uint8_t i) {
if (state.just_pressed == i) { return backend::input::key::press(i);
state.just_pressed=0;
return true;
} else {
return false;
}
} }
int press() { int press() {
return state.just_pressed; return backend::input::key::press();
} }
bool any() { bool any() {
const bool something_pressed = (state.just_pressed != 0) || (pad::state.just_pressed != -1); return backend::input::key::any();
state.just_pressed=0;
pad::state.just_pressed=-1;
return something_pressed;
} }
void text(const bool enable) { void text(const bool enable) {
if (enable) backend::input::key::text(enable);
SDL_StartTextInput(win::state.window);
else
SDL_StopTextInput(win::state.window);
} }
const char* utf8char() { const char* utf8char() {
return state.has_text_input ? state.text_input_buffer : nullptr; return backend::input::key::utf8char();
} }
} }

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@@ -5,14 +5,6 @@ namespace mini
{ {
namespace key namespace key
{ {
struct state_t {
const bool *keys;
uint8_t just_pressed = 0;
char text_input_buffer[10];
bool has_text_input = false;
};
extern state_t state;
bool down(uint8_t i); bool down(uint8_t i);
bool press(uint8_t i); bool press(uint8_t i);
int press(); int press();

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@@ -18,7 +18,8 @@
#include "lua/lua.h" #include "lua/lua.h"
#include "aux/log.h" #include "aux/log.h"
#include <SDL3/SDL.h> //#include <SDL3/SDL.h>
#include "backends/backend.h"
#include <string.h> #include <string.h>
@@ -43,9 +44,6 @@ int fps=0;
uint32_t last_update = 0; uint32_t last_update = 0;
float delta_time = 0.0f; float delta_time = 0.0f;
bool should_exit = false;
bool should_quit = false;
int16_t beats, num_beats = 0; int16_t beats, num_beats = 0;
void createNewProject(); void createNewProject();
@@ -96,7 +94,7 @@ namespace mini
} }
float time() { float time() {
return float(SDL_GetTicks())/1000.0f; return float(backend::get_time_ms())/1000.0f;
} }
bool beat(int16_t i) { bool beat(int16_t i) {
@@ -123,8 +121,7 @@ namespace mini
} }
void exit() { void exit() {
should_exit = true; backend::exit();
should_quit = true;
} }
} }
@@ -137,10 +134,10 @@ using namespace mini;
int main(int argc,char*argv[]){ int main(int argc,char*argv[]){
#ifdef DEBUG //#ifdef DEBUG
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG); // SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
log_msg(LOG_UNSALTED, "MINI v%s\n",MINI_VERSION); // log_msg(LOG_UNSALTED, "MINI v%s\n",MINI_VERSION);
#endif //#endif
// Gestió de arguments // Gestió de arguments
// =============================================================== // ===============================================================
@@ -176,8 +173,7 @@ int main(int argc,char*argv[]){
file::setresourcefilename(res_file); file::setresourcefilename(res_file);
#endif #endif
while (!should_quit) { while (backend::state()!=backend::quitting) {
should_exit=false;
// READ INI // READ INI
if (!override_ini) if (!override_ini)
@@ -196,7 +192,7 @@ int main(int argc,char*argv[]){
if (sound_enabled) audio::sound::enable::set(strcmp(sound_enabled, "true")==0?true:false); if (sound_enabled) audio::sound::enable::set(strcmp(sound_enabled, "true")==0?true:false);
} }
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD); backend::init();
log_msg(LOG_INFO, "STARTING A SYSTEM REINITIALIZATION\n"); log_msg(LOG_INFO, "STARTING A SYSTEM REINITIALIZATION\n");
win::init(); win::init();
@@ -211,85 +207,24 @@ int main(int argc,char*argv[]){
lua::init(main_lua_file); lua::init(main_lua_file);
lua::callbacks::init(); lua::callbacks::init();
Uint32 dt=SDL_GetTicks(); uint32_t dt = backend::get_time_ms();
key::state.just_pressed = 0; backend::input::reset();
key::state.has_text_input = false;
pad::state.just_pressed = SDL_GAMEPAD_BUTTON_INVALID;
mouse::state.just_pressed = 0;
mouse::state.wheel = 0;
mouse::state.double_click = false;
int fps_counter=0; int fps_counter=0;
uint32_t fps_timer=0; uint32_t fps_timer=0;
while(!should_exit) { while(backend::state()==backend::running) {
if (update_mode==UPDATE_WAIT)
SDL_WaitEvent(NULL);
else if (update_mode==UPDATE_TIMEOUT)
SDL_WaitEventTimeout(NULL, timeout);
SDL_Event e; backend::poll_events();
while(SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) {
should_exit=true;
should_quit=true;
break;
}
else if (e.type == SDL_EVENT_TEXT_INPUT) {
SDL_strlcpy(key::state.text_input_buffer, e.text.text, sizeof(key::state.text_input_buffer));
key::state.has_text_input = true;
}
else if (e.type == SDL_EVENT_KEY_DOWN) {
#ifdef DEBUG
if (e.key.scancode == SDL_SCANCODE_F12) {
mini::surf::reloadsurfs();
//} else if (e.key.scancode == SDL_SCANCODE_F11) {
// mini::lua::debug::toggle();
} else if (e.key.scancode == SDL_SCANCODE_F5) {
should_exit=true;
} else {
key::state.just_pressed = e.key.scancode;
}
#else
key::state.just_pressed = e.key.scancode;
#endif
}
else if (e.type == SDL_EVENT_MOUSE_BUTTON_UP) {
if (mouse::state.discard)
mouse::state.discard = false;
else
if (e.button.clicks==2 && e.button.button==SDL_BUTTON_LEFT) {
mouse::state.double_click = true;
} else {
mouse::state.just_pressed = e.button.button;
}
}
else if (e.type == SDL_EVENT_MOUSE_WHEEL) {
mouse::state.wheel = e.wheel.y;
}
else if (e.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
pad::state.just_pressed = e.gbutton.button;
}
}
key::state.keys = SDL_GetKeyboardState(NULL);
// Update mouse
float real_mouse_x, real_mouse_y;
mouse::state.buttons = SDL_GetMouseState(&real_mouse_x, &real_mouse_y);
float mx, my;
SDL_RenderCoordinatesFromWindow(win::state.renderer, real_mouse_x, real_mouse_y, &mx, &my);
mouse::state.x = int(mx/win::state.zoom);
mouse::state.y = int(my/win::state.zoom);
// Do update // Do update
if (SDL_GetTicks()-dt>13) { if (backend::get_time_ms()-dt>13) {
dt = SDL_GetTicks(); dt = backend::get_time_ms();
if (lua::running()) { if (lua::running()) {
delta_time = float(SDL_GetTicks() - last_update)/1000.0f; delta_time = float(backend::get_time_ms() - last_update)/1000.0f;
last_update = SDL_GetTicks(); last_update = backend::get_time_ms();
lua::callbacks::update(); lua::callbacks::update();
} else { } else {
@@ -299,50 +234,25 @@ int main(int argc,char*argv[]){
if (beats == 0) beats = num_beats; if (beats == 0) beats = num_beats;
if (beats > 0) beats--; if (beats > 0) beats--;
// Reset keyboard, mouse and pad backend::input::reset();
key::state.just_pressed = 0;
key::state.has_text_input = false;
key::state.text_input_buffer[0] = '\0';
mouse::state.just_pressed = 0;
mouse::state.double_click = false;
mouse::state.wheel = 0;
pad::state.just_pressed = SDL_GAMEPAD_BUTTON_INVALID;
} }
// Render frame backend::video::render();
SDL_SetRenderTarget(win::state.renderer, win::state.tex_shader);
//SDL_SetRenderDrawColor(win::state.renderer, 0, 0, 0, 255);
//SDL_RenderClear(win::state.renderer);
uint32_t *pixels;
int pitch;
SDL_LockTexture(win::state.tex_back, NULL, (void**)&pixels, &pitch);
for (uint32_t i=0;i<surf::state.screen_surface->size;++i) pixels[i] = pal::palette[surf::state.screen_surface->p[i]];
SDL_UnlockTexture(win::state.tex_back);
SDL_RenderTexture(win::state.renderer, win::state.tex_back, NULL, NULL); //NEW
shader::render();
//SDL_RenderTexture(mini_ren, mini_bak, NULL, NULL);
//SDL_RenderPresent(mini_ren);
fps_counter++; fps_counter++;
if (SDL_GetTicks()>=(fps_timer+1000)) { if (backend::get_time_ms()>=(fps_timer+1000)) {
fps = fps_counter; fps = fps_counter;
fps_counter=0; fps_counter=0;
fps_timer = SDL_GetTicks(); fps_timer = backend::get_time_ms();
} }
} }
lua::quit(); lua::quit();
audio::quit(); audio::quit();
//Mix_Quit();
surf::quit(); surf::quit();
map::quit(); map::quit();
win::quit(); win::quit();
SDL_Quit(); backend::quit();
} }
lua::cleanup(); lua::cleanup();

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@@ -1,47 +1,42 @@
#include "mouse.h" #include "mouse.h"
#include "mini/view/view.h" #include "mini/view/view.h"
#include <SDL3/SDL.h> #include "backends/backend.h"
namespace mini namespace mini
{ {
namespace mouse namespace mouse
{ {
state_t state;
int posx() { int posx() {
return state.x-view::state.origin[0]; return backend::input::mouse::posx();
} }
int posy() { int posy() {
return state.y-view::state.origin[1]; return backend::input::mouse::posy();
} }
int wheel() { int wheel() {
return state.wheel; return backend::input::mouse::wheel();
} }
bool down(uint8_t i) { bool down(uint8_t i) {
if (state.discard) return false; return backend::input::mouse::down(i);
return state.buttons & SDL_BUTTON_MASK(i);
} }
bool press(uint8_t i) { bool press(uint8_t i) {
return state.just_pressed == i; return backend::input::mouse::press(i);
} }
bool dblclick() { bool dblclick() {
return state.double_click; return backend::input::mouse::dblclick();
} }
void discard() { void discard() {
state.discard = true; backend::input::mouse::discard();
} }
bool inside(int x, int y, int w, int h) { bool inside(int x, int y, int w, int h) {
const int mx = state.x - view::state.origin[0]; return backend::input::mouse::inside(x,y,w,h);
const int my = state.y - view::state.origin[1];
return (mx>=x) && (my>=y) && (mx<x+w) && (my<y+h);
} }
} }
} }

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@@ -5,15 +5,6 @@ namespace mini
{ {
namespace mouse namespace mouse
{ {
struct state_t {
int x, y, wheel;
uint32_t buttons;
uint8_t just_pressed = 0;
bool double_click = false;
bool discard = false;
};
extern state_t state;
int posx(); int posx();
int posy(); int posy();
int wheel(); int wheel();

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@@ -1,48 +1,25 @@
#include "pad.h" #include "pad.h"
#include "aux/log.h" #include "backends/backend.h"
#include <SDL3/SDL.h>
namespace mini namespace mini
{ {
namespace pad namespace pad
{ {
state_t state;
void init() { void init() {
int num_joysticks; backend::input::pad::init();
SDL_JoystickID *joysticks = SDL_GetJoysticks(&num_joysticks);
if (joysticks) {
for (int i=0; i<num_joysticks; ++i) {
if (SDL_IsGamepad(joysticks[i])) {
state.gamepad = SDL_OpenGamepad(joysticks[i]);
if (SDL_GamepadConnected(state.gamepad)) {
SDL_SetGamepadEventsEnabled(true);
log_msg(LOG_OK, "Gamepad found and initialized");
return;
}
}
}
}
} }
bool down(int8_t i) { bool down(int8_t i) {
if (!state.gamepad) return false; return backend::input::pad::down(i);
return SDL_GetGamepadButton(state.gamepad, SDL_GamepadButton(i)) == 1;
} }
bool press(int8_t i) { bool press(int8_t i) {
if (state.just_pressed == i) { return backend::input::pad::press(i);
state.just_pressed = -1;
return true;
} else {
return false;
}
} }
int press() { int press() {
return state.just_pressed; return backend::input::pad::press();
} }
} }
} }

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@@ -1,18 +1,10 @@
#pragma once #pragma once
#include <stdint.h> #include <stdint.h>
struct SDL_Gamepad;
namespace mini namespace mini
{ {
namespace pad namespace pad
{ {
struct state_t {
SDL_Gamepad *gamepad = nullptr;
int8_t just_pressed = -1;
};
extern state_t state;
void init(); void init();
bool down(int8_t i); bool down(int8_t i);
bool press(int8_t i); bool press(int8_t i);

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@@ -92,7 +92,8 @@ namespace mini
char *fshaderfile = nullptr; char *fshaderfile = nullptr;
if (fshader) { fshaderfile = file::getfilebuffer(fshader, filesize, true); } if (fshader) { fshaderfile = file::getfilebuffer(fshader, filesize, true); }
init(win::state.window, win::state.tex_shader, vshaderfile, fshaderfile); // [TODO]
//init(win::state.window, win::state.tex_shader, vshaderfile, fshaderfile);
} }

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@@ -2,8 +2,9 @@
#include "aux/log.h" #include "aux/log.h"
#include "mini/file/file.h" #include "mini/file/file.h"
#include "mini/shader/shader.h" #include "mini/shader/shader.h"
#include <backends/backend.h>
#include <SDL3/SDL.h> #include <stdlib.h>
namespace mini namespace mini
{ {
@@ -12,48 +13,16 @@ namespace mini
state_t state; state_t state;
void init() { void init() {
// Ajustar el zoom a un valor vàlid backend::video::init();
if (state.zoom <= 0) state.zoom = 1;
const SDL_DisplayMode *dm = SDL_GetDesktopDisplayMode(SDL_GetPrimaryDisplay());
while (state.width*state.zoom > dm->w || state.height*state.zoom > dm->h) state.zoom--;
// Crear SDL_Window i SDL_Renderer
state.window = SDL_CreateWindow(state.title, state.width*state.zoom, state.height*state.zoom, SDL_WINDOW_OPENGL|(state.fullscreen?SDL_WINDOW_FULLSCREEN:0));
//windowID = SDL_GetWindowID(mini_win);
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
state.renderer = SDL_CreateRenderer(state.window, NULL);
// Mostrar o ocultar el cursor
if (state.cursor) SDL_ShowCursor(); else SDL_HideCursor();
// Crear textura backbuffer
state.tex_back = SDL_CreateTexture(state.renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, state.width, state.height);
SDL_SetTextureScaleMode(state.tex_back, SDL_SCALEMODE_NEAREST);
//SDL_PropertiesID props = SDL_GetTextureProperties(state.tex_back);
//int real_pixelformat = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_FORMAT_NUMBER, -1);
//if (real_pixelformat != SDL_PIXELFORMAT_ARGB8888) {
// log_msg(LOG_FAIL, "Pixelformat incorrecte: %i\n", real_pixelformat);
// exit(1);
//}
// Crear textura shaders i inicialitzar shaders
state.tex_shader = SDL_CreateTexture(state.renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, state.width*state.zoom, state.height*state.zoom);
SDL_SetTextureScaleMode(state.tex_shader, SDL_SCALEMODE_NEAREST);
shader::init(state.window, state.tex_shader, nullptr);
log_msg(LOG_OK, "Graphics subsystem initialized\n"); log_msg(LOG_OK, "Graphics subsystem initialized\n");
} }
void quit() { void quit() {
SDL_DestroyTexture(state.tex_shader); backend::video::quit();
SDL_DestroyTexture(state.tex_back);
SDL_DestroyRenderer(state.renderer);
SDL_DestroyWindow(state.window);
} }
void raise() { void raise() {
SDL_RaiseWindow(state.window); backend::video::raise_window();
} }
namespace zoom { namespace zoom {
@@ -64,8 +33,7 @@ namespace mini
state.zoom = value; state.zoom = value;
quit(); quit();
init(); init();
char strzoom[3]; file::setconfigvalue("zoom", std::to_string(state.zoom).c_str());
file::setconfigvalue("zoom", SDL_itoa(state.zoom, strzoom, 10));
} }
} }
@@ -87,7 +55,7 @@ namespace mini
} }
void set(const bool value) { void set(const bool value) {
state.cursor=value; state.cursor=value;
if (state.cursor) SDL_ShowCursor(); else SDL_HideCursor(); backend::video::cursor(value);
} }
} }

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@@ -1,10 +1,6 @@
#pragma once #pragma once
#include <stdint.h> #include <stdint.h>
struct SDL_Window;
struct SDL_Renderer;
struct SDL_Texture;
namespace mini namespace mini
{ {
namespace win namespace win
@@ -16,12 +12,6 @@ namespace mini
uint8_t zoom { 4 }; uint8_t zoom { 4 };
bool fullscreen { false }; bool fullscreen { false };
bool cursor { true }; bool cursor { true };
SDL_Window *window { nullptr };
SDL_Renderer*renderer { nullptr };
SDL_Texture *tex_back { nullptr };
SDL_Texture *tex_shader { nullptr };
//Uint32 windowID;
}; };
extern state_t state; extern state_t state;