feat: F7/F8 redimensionan campo lógico, F1/F2 muestran notificación de zoom
- F7/F8: nuevo setFieldScale() cambia resolución lógica en pasos del 10% (mín 50%, máx limitado por pantalla), reinicia escena como F4 - F1/F2: muestran notificación "Zoom X%" al cambiar escala de ventana - Ventana física = lógico × zoom en todo momento; resizeWindowCentered() unifica el cálculo de posición leyendo el tamaño real con SDL_GetWindowSize - PostFXUniforms::time renombrado a screen_height; scanlines usan la altura lógica actual en lugar del 720 hardcodeado — F1/F2 escalan las scanlines visualmente, F7/F8 las mantienen a 1 franja por píxel lógico - Eliminados logs de debug de calculateMaxWindowScale y setWindowScale Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -6,7 +6,7 @@ layout(set=3, binding=0) uniform PostFXUniforms {
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float vignette_strength;
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float chroma_strength;
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float scanline_strength;
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float time;
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float screen_height;
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} u;
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void main() {
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float ca = u.chroma_strength * 0.005;
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@@ -15,7 +15,7 @@ void main() {
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color.g = texture(scene, v_uv).g;
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color.b = texture(scene, v_uv - vec2( ca, 0.0)).b;
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color.a = texture(scene, v_uv).a;
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float scan = 0.85 + 0.15 * sin(v_uv.y * 3.14159265 * 720.0);
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float scan = 0.85 + 0.15 * sin(v_uv.y * 3.14159265 * u.screen_height);
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color.rgb *= mix(1.0, scan, u.scanline_strength);
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vec2 d = v_uv - vec2(0.5, 0.5);
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float vignette = 1.0 - dot(d, d) * u.vignette_strength;
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@@ -5,19 +5,23 @@
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#include <vector> // for std::vector in DynamicThemeKeyframe/DynamicTheme
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// Configuración de ventana y pantalla
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constexpr char WINDOW_CAPTION[] = "ViBe3 Physics (JailDesigner 2025)";
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constexpr char WINDOW_CAPTION[] = "© 2025 ViBe3 Physics — JailDesigner";
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// Resolución por defecto (usada si no se especifica en CLI)
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constexpr int DEFAULT_SCREEN_WIDTH = 1280; // Ancho lógico por defecto (si no hay -w)
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constexpr int DEFAULT_SCREEN_HEIGHT = 720; // Alto lógico por defecto (si no hay -h)
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constexpr int DEFAULT_WINDOW_ZOOM = 1; // Zoom inicial de ventana (1x = sin zoom)
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// Configuración de zoom dinámico de ventana
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constexpr int WINDOW_ZOOM_MIN = 1; // Zoom mínimo (320x240)
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constexpr int WINDOW_ZOOM_MAX = 10; // Zoom máximo teórico (3200x2400)
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// Configuración de zoom dinámico de ventana (legacy, solo usado en initialize())
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constexpr int WINDOW_ZOOM_MIN = 1; // Zoom mínimo (legacy, para validación inicial)
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constexpr int WINDOW_ZOOM_MAX = 10; // Zoom máximo teórico (legacy)
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constexpr int WINDOW_DESKTOP_MARGIN = 10; // Margen mínimo con bordes del escritorio
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constexpr int WINDOW_DECORATION_HEIGHT = 30; // Altura estimada de decoraciones del SO
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// Configuración de escala de ventana por pasos (F1/F2)
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constexpr float WINDOW_SCALE_STEP = 0.1f; // Incremento/decremento por pulsación (10%)
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constexpr float WINDOW_SCALE_MIN = 0.5f; // Escala mínima (50% de la resolución base)
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// Configuración de física
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constexpr float GRAVITY_FORCE = 0.2f; // Fuerza de gravedad (píxeles/frame²)
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@@ -84,8 +84,8 @@ bool Engine::initialize(int width, int height, int zoom, bool fullscreen, AppMod
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window_zoom = 1;
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}
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// Guardar zoom calculado ANTES de crear la ventana (para F1/F2/F3/F4)
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current_window_zoom_ = window_zoom;
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// Guardar escala inicial (siempre 1.0 salvo que CLI haya pedido zoom > 1)
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current_window_scale_ = static_cast<float>(window_zoom);
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// Calcular tamaño de ventana
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int window_width = logical_width * window_zoom;
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@@ -427,7 +427,7 @@ void Engine::calculateDeltaTime() {
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void Engine::update() {
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// Accumulate time for PostFX uniforms
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postfx_uniforms_.time += delta_time_;
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postfx_uniforms_.screen_height = static_cast<float>(current_screen_height_);
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// Actualizar visibilidad del cursor (auto-ocultar tras inactividad)
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Mouse::updateCursorVisibility();
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@@ -953,7 +953,9 @@ void Engine::toggleFullscreen() {
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// Si acabamos de salir de fullscreen, restaurar tamaño de ventana
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if (!fullscreen_enabled_) {
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SDL_SetWindowSize(window_, base_screen_width_ * current_window_zoom_, base_screen_height_ * current_window_zoom_);
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int restore_w = static_cast<int>(std::round(base_screen_width_ * current_window_scale_));
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int restore_h = static_cast<int>(std::round(base_screen_height_ * current_window_scale_));
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SDL_SetWindowSize(window_, restore_w, restore_h);
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SDL_SetWindowPosition(window_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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}
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@@ -1018,10 +1020,13 @@ void Engine::toggleRealFullscreen() {
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// Volver a resolución base (configurada por CLI o default)
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current_screen_width_ = base_screen_width_;
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current_screen_height_ = base_screen_height_;
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current_field_scale_ = 1.0f; // Resetear escala de campo al salir de fullscreen real
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// Restaurar ventana normal con el zoom actual (no hardcoded)
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// Restaurar ventana normal con la escala actual
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SDL_SetWindowFullscreen(window_, false);
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SDL_SetWindowSize(window_, base_screen_width_ * current_window_zoom_, base_screen_height_ * current_window_zoom_);
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int restore_w = static_cast<int>(std::round(base_screen_width_ * current_window_scale_));
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int restore_h = static_cast<int>(std::round(base_screen_height_ * current_window_scale_));
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SDL_SetWindowSize(window_, restore_w, restore_h);
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SDL_SetWindowPosition(window_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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// Recrear render target offscreen con resolución base
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@@ -1148,85 +1153,112 @@ void Engine::addSpriteToBatch(float x, float y, float w, float h, int r, int g,
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static_cast<float>(current_screen_height_));
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}
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// Sistema de zoom dinámico
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int Engine::calculateMaxWindowZoom() const {
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// Obtener información del display usando el método de Coffee Crisis
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int num_displays = 0;
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SDL_DisplayID* displays = SDL_GetDisplays(&num_displays);
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if (displays == nullptr || num_displays == 0) {
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return WINDOW_ZOOM_MIN; // Fallback si no se puede obtener
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// Sistema de escala de ventana (pasos del 10%)
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float Engine::calculateMaxWindowScale() const {
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SDL_Rect bounds;
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if (!SDL_GetDisplayBounds(SDL_GetPrimaryDisplay(), &bounds)) { // bool: false = error
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return WINDOW_SCALE_MIN; // Fallback solo si falla de verdad
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}
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// Obtener el modo de display actual
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const auto* dm = SDL_GetCurrentDisplayMode(displays[0]);
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if (dm == nullptr) {
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SDL_free(displays);
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return WINDOW_ZOOM_MIN;
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}
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// Calcular zoom máximo usando la fórmula de Coffee Crisis
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const int MAX_ZOOM = std::min(dm->w / base_screen_width_, (dm->h - WINDOW_DECORATION_HEIGHT) / base_screen_height_);
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SDL_free(displays);
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// Aplicar límites
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return std::max(WINDOW_ZOOM_MIN, std::min(MAX_ZOOM, WINDOW_ZOOM_MAX));
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float max_by_w = static_cast<float>(bounds.w - 2 * WINDOW_DESKTOP_MARGIN) / base_screen_width_;
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float max_by_h = static_cast<float>(bounds.h - 2 * WINDOW_DESKTOP_MARGIN - WINDOW_DECORATION_HEIGHT) / base_screen_height_;
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float result = std::max(WINDOW_SCALE_MIN, std::min(max_by_w, max_by_h));
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return result;
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}
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void Engine::setWindowZoom(int new_zoom) {
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// Validar zoom
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int max_zoom = calculateMaxWindowZoom();
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new_zoom = std::max(WINDOW_ZOOM_MIN, std::min(new_zoom, max_zoom));
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// Redimensiona la ventana física manteniéndo su centro, con clamping a pantalla.
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static void resizeWindowCentered(SDL_Window* window, int new_w, int new_h) {
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int cur_x, cur_y, cur_w, cur_h;
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SDL_GetWindowPosition(window, &cur_x, &cur_y);
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SDL_GetWindowSize(window, &cur_w, &cur_h);
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if (new_zoom == current_window_zoom_) {
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return; // No hay cambio
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int new_x = cur_x + (cur_w - new_w) / 2;
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int new_y = cur_y + (cur_h - new_h) / 2;
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SDL_Rect bounds;
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if (SDL_GetDisplayBounds(SDL_GetPrimaryDisplay(), &bounds)) {
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new_x = std::max(WINDOW_DESKTOP_MARGIN,
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std::min(new_x, bounds.w - new_w - WINDOW_DESKTOP_MARGIN));
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new_y = std::max(WINDOW_DESKTOP_MARGIN,
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std::min(new_y, bounds.h - new_h - WINDOW_DESKTOP_MARGIN - WINDOW_DECORATION_HEIGHT));
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}
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// Obtener posición actual del centro de la ventana
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int current_x, current_y;
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SDL_GetWindowPosition(window_, ¤t_x, ¤t_y);
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int current_center_x = current_x + (base_screen_width_ * current_window_zoom_) / 2;
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int current_center_y = current_y + (base_screen_height_ * current_window_zoom_) / 2;
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SDL_SetWindowSize(window, new_w, new_h);
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SDL_SetWindowPosition(window, new_x, new_y);
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}
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// Calcular nuevo tamaño
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int new_width = base_screen_width_ * new_zoom;
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int new_height = base_screen_height_ * new_zoom;
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void Engine::setWindowScale(float new_scale) {
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float max_scale = calculateMaxWindowScale();
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new_scale = std::max(WINDOW_SCALE_MIN, std::min(new_scale, max_scale));
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new_scale = std::round(new_scale * 10.0f) / 10.0f;
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// Calcular nueva posición (centrada en el punto actual)
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int new_x = current_center_x - new_width / 2;
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int new_y = current_center_y - new_height / 2;
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if (new_scale == current_window_scale_) return;
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// Obtener límites del escritorio para no salirse
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SDL_Rect display_bounds;
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if (SDL_GetDisplayBounds(SDL_GetPrimaryDisplay(), &display_bounds) == 0) {
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// Aplicar márgenes
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int min_x = WINDOW_DESKTOP_MARGIN;
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int min_y = WINDOW_DESKTOP_MARGIN;
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int max_x = display_bounds.w - new_width - WINDOW_DESKTOP_MARGIN;
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int max_y = display_bounds.h - new_height - WINDOW_DESKTOP_MARGIN - WINDOW_DECORATION_HEIGHT;
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int new_width = static_cast<int>(std::round(current_screen_width_ * new_scale));
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int new_height = static_cast<int>(std::round(current_screen_height_ * new_scale));
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// Limitar posición
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new_x = std::max(min_x, std::min(new_x, max_x));
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new_y = std::max(min_y, std::min(new_y, max_y));
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}
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resizeWindowCentered(window_, new_width, new_height);
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current_window_scale_ = new_scale;
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// Aplicar cambios
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SDL_SetWindowSize(window_, new_width, new_height);
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SDL_SetWindowPosition(window_, new_x, new_y);
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current_window_zoom_ = new_zoom;
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// Actualizar tamaño físico de ventana y fuentes
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updatePhysicalWindowSize();
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}
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void Engine::zoomIn() {
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setWindowZoom(current_window_zoom_ + 1);
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float prev = current_window_scale_;
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setWindowScale(current_window_scale_ + WINDOW_SCALE_STEP);
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if (current_window_scale_ != prev) {
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char buf[32];
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std::snprintf(buf, sizeof(buf), "Zoom %.0f%%", current_window_scale_ * 100.0f);
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showNotificationForAction(buf);
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}
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}
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void Engine::zoomOut() {
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setWindowZoom(current_window_zoom_ - 1);
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float prev = current_window_scale_;
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setWindowScale(current_window_scale_ - WINDOW_SCALE_STEP);
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if (current_window_scale_ != prev) {
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char buf[32];
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std::snprintf(buf, sizeof(buf), "Zoom %.0f%%", current_window_scale_ * 100.0f);
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showNotificationForAction(buf);
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}
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}
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void Engine::setFieldScale(float new_scale) {
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float max_scale = calculateMaxWindowScale();
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new_scale = std::max(WINDOW_SCALE_MIN, std::min(new_scale, max_scale));
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new_scale = std::round(new_scale * 10.0f) / 10.0f;
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if (new_scale == current_field_scale_) return;
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current_field_scale_ = new_scale;
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current_screen_width_ = static_cast<int>(std::round(base_screen_width_ * new_scale));
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current_screen_height_ = static_cast<int>(std::round(base_screen_height_ * new_scale));
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// Ajustar ventana física: campo lógico × zoom actual, manteniendo centro
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int phys_w = static_cast<int>(std::round(current_screen_width_ * current_window_scale_));
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int phys_h = static_cast<int>(std::round(current_screen_height_ * current_window_scale_));
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resizeWindowCentered(window_, phys_w, phys_h);
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// Recrear render target con nueva resolución lógica
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recreateOffscreenTexture();
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updatePhysicalWindowSize();
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// Reiniciar escena (igual que F4)
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scene_manager_->updateScreenSize(current_screen_width_, current_screen_height_);
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scene_manager_->changeScenario(scene_manager_->getCurrentScenario(), current_mode_);
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boid_manager_->updateScreenSize(current_screen_width_, current_screen_height_);
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shape_manager_->updateScreenSize(current_screen_width_, current_screen_height_);
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if (app_logo_) app_logo_->updateScreenSize(current_screen_width_, current_screen_height_);
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if (current_mode_ == SimulationMode::SHAPE) {
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generateShape();
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scene_manager_->enableShapeAttractionAll(true);
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}
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showNotificationForAction("Campo " + std::to_string(current_screen_width_) +
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" x " + std::to_string(current_screen_height_));
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}
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void Engine::fieldSizeUp() { setFieldScale(current_field_scale_ + WINDOW_SCALE_STEP); }
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void Engine::fieldSizeDown() { setFieldScale(current_field_scale_ - WINDOW_SCALE_STEP); }
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void Engine::updatePhysicalWindowSize() {
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if (real_fullscreen_enabled_) {
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// En fullscreen real (F4), usar resolución del display
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@@ -1254,6 +1286,7 @@ void Engine::updatePhysicalWindowSize() {
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// Notificar a UIManager del cambio de tamaño (delegado)
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ui_manager_->updatePhysicalWindowSize(physical_window_width_, physical_window_height_);
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}
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// ============================================================================
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@@ -76,6 +76,11 @@ class Engine {
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void toggleRealFullscreen();
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void toggleIntegerScaling();
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// Campo de juego (tamaño lógico + físico)
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void fieldSizeUp();
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void fieldSizeDown();
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void setFieldScale(float new_scale);
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// PostFX presets
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void handlePostFXCycle();
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void handlePostFXToggle();
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@@ -187,8 +192,11 @@ class Engine {
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float postfx_override_vignette_ = -1.f; // -1 = sin override
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float postfx_override_chroma_ = -1.f;
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// Sistema de zoom dinámico
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int current_window_zoom_ = DEFAULT_WINDOW_ZOOM;
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// Sistema de escala de ventana
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float current_window_scale_ = 1.0f;
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// Escala del campo de juego lógico (F7/F8)
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float current_field_scale_ = 1.0f;
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// V-Sync y fullscreen
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bool vsync_enabled_ = true;
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@@ -242,9 +250,9 @@ class Engine {
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// Sistema de cambio de sprites dinámico
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void switchTextureInternal(bool show_notification);
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// Sistema de zoom dinámico
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int calculateMaxWindowZoom() const;
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void setWindowZoom(int new_zoom);
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// Sistema de escala de ventana
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float calculateMaxWindowScale() const;
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void setWindowScale(float new_scale);
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void zoomIn();
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void zoomOut();
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void updatePhysicalWindowSize();
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@@ -117,7 +117,7 @@ struct PostFXUniforms {
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float vignette_strength;
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float chroma_strength;
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float scanline_strength;
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float time;
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float screen_height;
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};
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fragment float4 postfx_fs(PostVOut in [[stage_in]],
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@@ -133,7 +133,7 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
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color.a = scene.sample(samp, in.uv ).a;
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// Scanlines: horizontal sine-wave at ~360 lines (one dark band per 2 px at 720p)
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float scan = 0.85 + 0.15 * sin(in.uv.y * 3.14159265 * 720.0);
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float scan = 0.85 + 0.15 * sin(in.uv.y * 3.14159265 * u.screen_height);
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color.rgb *= mix(1.0, scan, u.scanline_strength);
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// Vignette: radial edge darkening
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@@ -11,7 +11,7 @@ struct PostFXUniforms {
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float vignette_strength; // 0 = none, 0.8 = default subtle
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float chroma_strength; // 0 = off, 0.2 = default chromatic aberration
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float scanline_strength; // 0 = off, 1 = full scanlines
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float time; // accumulated seconds (for future animations)
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float screen_height; // logical render target height (px), for resolution-independent scanlines
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};
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// ============================================================================
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@@ -264,6 +264,17 @@ bool InputHandler::processEvents(Engine& engine) {
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engine.toggleIntegerScaling();
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break;
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// Redimensionar campo de juego (tamaño lógico + físico)
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case SDLK_F7:
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if (engine.isKioskMode()) engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
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else engine.fieldSizeDown();
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break;
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case SDLK_F8:
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if (engine.isKioskMode()) engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
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else engine.fieldSizeUp();
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break;
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// Toggle Modo DEMO COMPLETO (auto-play) o Pausar tema dinámico (Shift+D)
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case SDLK_D:
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// Shift+D = Pausar tema dinámico
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Block a user