Files
vibe3_physics/source/ui/ui_manager.cpp
Sergio c9bcce6f9b style: aplicar fixes de clang-tidy (todo excepto uppercase-literal-suffix)
Corregidos ~2570 issues automáticamente con clang-tidy --fix-errors
más ajustes manuales posteriores:

- modernize: designated-initializers, trailing-return-type, use-auto,
  avoid-c-arrays (→ std::array<>), use-ranges, use-emplace,
  deprecated-headers, use-equals-default, pass-by-value,
  return-braced-init-list, use-default-member-init
- readability: math-missing-parentheses, implicit-bool-conversion,
  braces-around-statements, isolate-declaration, use-std-min-max,
  identifier-naming, else-after-return, redundant-casting,
  convert-member-functions-to-static, make-member-function-const,
  static-accessed-through-instance
- performance: avoid-endl, unnecessary-value-param, type-promotion,
  inefficient-vector-operation
- dead code: XOR_KEY (orphan tras eliminar encryptData/decryptData),
  dead stores en engine.cpp y png_shape.cpp
- NOLINT justificado en 10 funciones con alta complejidad cognitiva
  (initialize, render, main, processEvents, update×3, performDemoAction,
  randomizeOnDemoStart, renderDebugHUD, AppLogo::update)

Compilación: gcc -Wall sin warnings. clang-tidy: 0 issues.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 10:52:07 +01:00

453 lines
17 KiB
C++

#include "ui_manager.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include <array>
#include <string>
#include "ball.hpp" // for Ball
#include "defines.hpp" // for TEXT_DURATION, NOTIFICATION_DURATION, AppMode, SimulationMode
#include "engine.hpp" // for Engine (info de sistema)
#include "help_overlay.hpp" // for HelpOverlay
#include "notifier.hpp" // for Notifier
#include "scene/scene_manager.hpp" // for SceneManager
#include "shapes/shape.hpp" // for Shape
#include "text/textrenderer.hpp" // for TextRenderer
#include "theme_manager.hpp" // for ThemeManager
// ============================================================================
// HELPER: Obtener viewport en coordenadas físicas (no lógicas)
// ============================================================================
// SDL_GetRenderViewport() devuelve coordenadas LÓGICAS cuando hay presentación
// lógica activa. Para obtener coordenadas FÍSICAS, necesitamos deshabilitar
// temporalmente la presentación lógica.
static auto getPhysicalViewport(SDL_Renderer* renderer) -> SDL_Rect {
// Guardar estado actual de presentación lógica
int logical_w = 0;
int logical_h = 0;
SDL_RendererLogicalPresentation presentation_mode;
SDL_GetRenderLogicalPresentation(renderer, &logical_w, &logical_h, &presentation_mode);
// Deshabilitar presentación lógica temporalmente
SDL_SetRenderLogicalPresentation(renderer, 0, 0, SDL_LOGICAL_PRESENTATION_DISABLED);
// Obtener viewport en coordenadas físicas (píxeles reales)
SDL_Rect physical_viewport;
SDL_GetRenderViewport(renderer, &physical_viewport);
// Restaurar presentación lógica
SDL_SetRenderLogicalPresentation(renderer, logical_w, logical_h, presentation_mode);
return physical_viewport;
}
UIManager::UIManager()
: text_renderer_debug_(nullptr),
text_renderer_notifier_(nullptr),
notifier_(nullptr),
help_overlay_(nullptr),
show_debug_(false),
fps_last_time_(0),
fps_frame_count_(0),
fps_current_(0),
fps_text_("FPS: 0"),
vsync_text_("VSYNC ON"),
renderer_(nullptr),
theme_manager_(nullptr),
physical_window_width_(0),
physical_window_height_(0),
logical_window_width_(0),
logical_window_height_(0),
current_font_size_(18) { // Tamaño por defecto (medium)
}
UIManager::~UIManager() {
// Limpieza: Los objetos creados con new deben ser eliminados
delete text_renderer_debug_;
delete text_renderer_notifier_;
delete notifier_;
delete help_overlay_;
}
void UIManager::initialize(SDL_Renderer* renderer, ThemeManager* theme_manager, int physical_width, int physical_height, int logical_width, int logical_height) {
delete text_renderer_debug_;
text_renderer_debug_ = nullptr;
delete text_renderer_notifier_;
text_renderer_notifier_ = nullptr;
delete notifier_;
notifier_ = nullptr;
delete help_overlay_;
help_overlay_ = nullptr;
renderer_ = renderer;
theme_manager_ = theme_manager;
physical_window_width_ = physical_width;
physical_window_height_ = physical_height;
logical_window_width_ = logical_width;
logical_window_height_ = logical_height;
// Calcular tamaño de fuente apropiado según dimensiones LÓGICAS (sin zoom)
current_font_size_ = calculateFontSize(logical_height);
// Crear renderers de texto
text_renderer_debug_ = new TextRenderer();
text_renderer_notifier_ = new TextRenderer();
// Inicializar renderers con tamaño dinámico
text_renderer_debug_->init(renderer, APP_FONT, std::max(9, current_font_size_ - 2), true);
text_renderer_notifier_->init(renderer, APP_FONT, current_font_size_, true);
// Crear y configurar sistema de notificaciones
notifier_ = new Notifier();
notifier_->init(renderer, text_renderer_notifier_, theme_manager_, physical_width, physical_height);
// Crear y configurar sistema de ayuda (overlay)
help_overlay_ = new HelpOverlay();
help_overlay_->initialize(renderer, theme_manager_, physical_width, physical_height, std::max(9, current_font_size_ - 1));
// Inicializar FPS counter
fps_last_time_ = SDL_GetTicks();
fps_frame_count_ = 0;
fps_current_ = 0;
}
void UIManager::update(Uint64 current_time, float delta_time) {
// Calcular FPS
fps_frame_count_++;
if (current_time - fps_last_time_ >= 1000) { // Actualizar cada segundo
fps_current_ = fps_frame_count_;
fps_frame_count_ = 0;
fps_last_time_ = current_time;
fps_text_ = "FPS: " + std::to_string(fps_current_);
}
// Actualizar sistema de notificaciones
notifier_->update(current_time);
}
void UIManager::render(SDL_Renderer* renderer,
const Engine* engine,
const SceneManager* scene_manager,
SimulationMode current_mode,
AppMode current_app_mode,
const Shape* active_shape,
float shape_convergence,
int physical_width,
int physical_height,
int current_screen_width) {
// Actualizar dimensiones físicas (puede cambiar en fullscreen)
physical_window_width_ = physical_width;
physical_window_height_ = physical_height;
// Renderizar debug HUD si está activo
if (show_debug_) {
renderDebugHUD(engine, scene_manager, current_mode, current_app_mode, active_shape, shape_convergence);
}
// Renderizar notificaciones (siempre al final, sobre todo lo demás)
notifier_->render();
// Renderizar ayuda (siempre última, sobre todo incluso notificaciones)
if (help_overlay_ != nullptr) {
help_overlay_->render(renderer);
}
}
void UIManager::toggleDebug() {
show_debug_ = !show_debug_;
}
void UIManager::toggleHelp() {
if (help_overlay_ != nullptr) {
help_overlay_->toggle();
}
}
void UIManager::showNotification(const std::string& text, Uint64 duration) {
if (duration == 0) {
duration = NOTIFICATION_DURATION;
}
notifier_->show(text, duration);
}
void UIManager::updateVSyncText(bool enabled) {
vsync_text_ = enabled ? "V-Sync: On" : "V-Sync: Off";
}
void UIManager::updatePhysicalWindowSize(int width, int height, int logical_height) {
physical_window_width_ = width;
physical_window_height_ = height;
// Actualizar altura lógica si se proporciona (ej. al entrar/salir de F4)
if (logical_height > 0) {
logical_window_height_ = logical_height;
}
// Calcular nuevo tamaño de fuente apropiado basado en altura LÓGICA
// (las dimensiones lógicas no cambian con zoom, solo con cambios explícitos de resolución)
int new_font_size = calculateFontSize(logical_window_height_);
// Si el tamaño cambió, reinicializar todos los text renderers
if (new_font_size != current_font_size_) {
current_font_size_ = new_font_size;
// Reinicializar text renderers con nuevo tamaño
if (text_renderer_debug_ != nullptr) {
text_renderer_debug_->reinitialize(std::max(9, current_font_size_ - 2));
}
if (text_renderer_notifier_ != nullptr) {
text_renderer_notifier_->reinitialize(current_font_size_);
}
}
// Actualizar help overlay con font size actual Y nuevas dimensiones (atómicamente)
if (help_overlay_ != nullptr) {
help_overlay_->updateAll(std::max(9, current_font_size_ - 1), width, height);
}
// Actualizar otros componentes de UI con nuevas dimensiones
notifier_->updateWindowSize(width, height);
}
// === Métodos privados ===
void UIManager::renderDebugHUD(const Engine* engine, // NOLINT(readability-function-cognitive-complexity)
const SceneManager* scene_manager,
SimulationMode current_mode,
AppMode current_app_mode,
const Shape* active_shape,
float shape_convergence) {
int line_height = text_renderer_debug_->getTextHeight();
int margin = 8;
SDL_Rect physical_viewport = getPhysicalViewport(renderer_);
// --- Construir strings ---
std::string appmode_text;
if (current_app_mode == AppMode::LOGO) {
appmode_text = "AppMode: LOGO";
} else if (current_app_mode == AppMode::DEMO) {
appmode_text = "AppMode: DEMO";
} else if (current_app_mode == AppMode::DEMO_LITE) {
appmode_text = "AppMode: DEMO LITE";
} else {
appmode_text = "AppMode: SANDBOX";
}
std::string simmode_text;
if (current_mode == SimulationMode::PHYSICS) {
simmode_text = "SimMode: PHYSICS";
} else if (current_mode == SimulationMode::SHAPE) {
if (active_shape != nullptr) {
simmode_text = std::string("SimMode: SHAPE (") + active_shape->getName() + ")";
} else {
simmode_text = "SimMode: SHAPE";
}
} else if (current_mode == SimulationMode::BOIDS) {
simmode_text = "SimMode: BOIDS";
}
std::string sprite_name = engine->getCurrentTextureName();
std::ranges::transform(sprite_name, sprite_name.begin(), ::toupper);
std::string sprite_text = "Sprite: " + sprite_name;
size_t ball_count = scene_manager->getBallCount();
std::string balls_text;
if (ball_count >= 1000) {
std::string count_str = std::to_string(ball_count);
std::string formatted;
int digits = static_cast<int>(count_str.length());
for (int i = 0; i < digits; i++) {
if (i > 0 && (digits - i) % 3 == 0) {
formatted += ',';
}
formatted += count_str[i];
}
balls_text = "Balls: " + formatted;
} else {
balls_text = "Balls: " + std::to_string(ball_count);
}
int max_auto_idx = engine->getMaxAutoScenario();
int max_auto_balls = BALL_COUNT_SCENARIOS[max_auto_idx];
if (engine->isCustomAutoAvailable() && engine->getCustomScenarioBalls() > max_auto_balls) {
max_auto_balls = engine->getCustomScenarioBalls();
}
std::string max_auto_text;
if (max_auto_balls >= 1000) {
std::string count_str = std::to_string(max_auto_balls);
std::string formatted;
int digits = static_cast<int>(count_str.length());
for (int i = 0; i < digits; i++) {
if (i > 0 && (digits - i) % 3 == 0) {
formatted += ',';
}
formatted += count_str[i];
}
max_auto_text = "Auto max: " + formatted;
} else {
max_auto_text = "Auto max: " + std::to_string(max_auto_balls);
}
std::string scaling_text;
if (engine->getFullscreenEnabled() || engine->getRealFullscreenEnabled()) {
ScalingMode scaling = engine->getCurrentScalingMode();
if (scaling == ScalingMode::INTEGER) {
scaling_text = "Scaling: INTEGER";
} else if (scaling == ScalingMode::LETTERBOX) {
scaling_text = "Scaling: LETTERBOX";
} else if (scaling == ScalingMode::STRETCH) {
scaling_text = "Scaling: STRETCH";
}
} else {
scaling_text = "Scaling: WINDOWED";
}
std::string phys_res_text = "Physical: " + std::to_string(physical_window_width_) + "x" + std::to_string(physical_window_height_);
std::string logic_res_text = "Logical: " + std::to_string(engine->getCurrentScreenWidth()) + "x" + std::to_string(engine->getCurrentScreenHeight());
std::string refresh_text;
int num_displays = 0;
SDL_DisplayID* displays = SDL_GetDisplays(&num_displays);
if ((displays != nullptr) && num_displays > 0) {
const auto* dm = SDL_GetCurrentDisplayMode(displays[0]);
if (dm != nullptr) {
refresh_text = "Refresh: " + std::to_string(static_cast<int>(dm->refresh_rate)) + " Hz";
} else {
refresh_text = "Refresh: N/A";
}
SDL_free(displays);
} else {
refresh_text = "Refresh: N/A";
}
std::string theme_text = std::string("Theme: ") + theme_manager_->getCurrentThemeNameEN();
Uint64 ticks_ms = SDL_GetTicks();
Uint64 total_secs = ticks_ms / 1000;
int hh = static_cast<int>(total_secs / 3600);
int mm = static_cast<int>((total_secs % 3600) / 60);
int ss = static_cast<int>(total_secs % 60);
std::array<char, 32> elapsed_buf{};
SDL_snprintf(elapsed_buf.data(), elapsed_buf.size(), "Elapsed: %02d:%02d:%02d", hh, mm, ss);
std::string elapsed_text(elapsed_buf.data());
// --- Construir vector de líneas en orden ---
std::vector<std::string> lines;
lines.push_back(fps_text_);
lines.push_back(appmode_text);
lines.push_back(simmode_text);
lines.push_back(sprite_text);
lines.push_back(balls_text);
lines.push_back(max_auto_text);
lines.push_back(vsync_text_);
lines.push_back(scaling_text);
lines.push_back(phys_res_text);
lines.push_back(logic_res_text);
lines.push_back(refresh_text);
lines.push_back(theme_text);
std::string postfx_text;
if (!engine->isPostFXEnabled()) {
postfx_text = "PostFX: OFF";
} else {
static constexpr std::array<const char*, 4> PRESET_NAMES = {
"Vinyeta",
"Scanlines",
"Cromatica",
"Complet"};
int mode = engine->getPostFXMode();
std::array<char, 64> buf{};
SDL_snprintf(buf.data(), buf.size(), "PostFX: %s [V:%.2f C:%.2f S:%.2f]", PRESET_NAMES[mode], engine->getPostFXVignette(), engine->getPostFXChroma(), engine->getPostFXScanline());
postfx_text = buf.data();
}
lines.push_back(postfx_text);
lines.push_back(elapsed_text);
const Ball* first_ball = scene_manager->getFirstBall();
if (first_ball != nullptr) {
lines.push_back("VelX: " + std::to_string(static_cast<int>(first_ball->getVelocityX())));
lines.push_back("VelY: " + std::to_string(static_cast<int>(first_ball->getVelocityY())));
SDL_FRect pos = first_ball->getPosition();
lines.push_back("Pos: (" + std::to_string(static_cast<int>(pos.x)) + ", " + std::to_string(static_cast<int>(pos.y)) + ")");
lines.push_back("Gravity: " + std::to_string(static_cast<int>(first_ball->getGravityForce())));
lines.emplace_back(first_ball->isOnSurface() ? "Surface: YES" : "Surface: NO");
lines.push_back("Loss: " + std::to_string(first_ball->getLossCoefficient()).substr(0, 4));
lines.push_back("Dir: " + gravityDirectionToString(static_cast<int>(scene_manager->getCurrentGravity())));
}
if (current_app_mode == AppMode::LOGO && current_mode == SimulationMode::SHAPE) {
int convergence_percent = static_cast<int>(shape_convergence * 100.0f);
lines.push_back("Convergence: " + std::to_string(convergence_percent) + "%");
}
// --- Render con desbordamiento a segunda columna ---
int max_lines = (physical_viewport.h - 2 * margin) / line_height;
max_lines = std::max(max_lines, 1);
int col_width = physical_viewport.w / 2;
for (int i = 0; i < static_cast<int>(lines.size()); i++) {
int col = i / max_lines;
int row = i % max_lines;
int x = margin + (col * col_width);
int y = margin + (row * line_height);
text_renderer_debug_->printAbsoluteShadowed(x, y, lines[i].c_str());
}
}
auto UIManager::gravityDirectionToString(int direction) -> std::string {
switch (direction) {
case 0:
return "Abajo"; // DOWN
case 1:
return "Arriba"; // UP
case 2:
return "Izquierda"; // LEFT
case 3:
return "Derecha"; // RIGHT
default:
return "Desconocida";
}
}
auto UIManager::calculateFontSize(int logical_height) -> int {
// Escalado híbrido basado en ALTURA LÓGICA (resolución interna, sin zoom)
// Esto asegura que el tamaño de fuente sea consistente independientemente del zoom de ventana
// - Proporcional en extremos (muy bajo/alto)
// - Escalonado en rango medio (estabilidad)
int font_size = 14; // Default fallback
if (logical_height < 300) {
// Rango bajo: proporcional (240px→9.6, 280px→11.2)
font_size = logical_height / 25;
} else if (logical_height < 380) {
// Rango muy bajo (300-379px) → 10px (crítico para 640x360)
font_size = 10;
} else if (logical_height < 500) {
// Rango medio-bajo (380-499px) → 12px
font_size = 12;
} else if (logical_height < 700) {
// Rango medio (500-699px) → 14px
font_size = 14;
} else if (logical_height < 900) {
// Rango medio-alto (700-899px) → 18px
font_size = 18;
} else if (logical_height < 1200) {
// Rango alto (900-1199px): 900→22, 1080→27, 1199→29
font_size = logical_height / 40;
} else if (logical_height < 1600) {
// Rango muy alto (1200-1599px): 1200→25, 1440→30
font_size = logical_height / 48;
} else {
// Rango ultra (>=1600px): 1600→26, 2000→33, 2160→36
font_size = logical_height / 60;
}
// Aplicar límites: mínimo 9px, máximo 72px
font_size = std::max(font_size, 9);
font_size = std::min(font_size, 72);
return font_size;
}