Files
vibe3_physics/source/ui/logo_scaler.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

162 lines
5.4 KiB
C++

#define STB_IMAGE_RESIZE_IMPLEMENTATION
#include "logo_scaler.hpp"
#include <SDL3/SDL_error.h> // Para SDL_GetError
#include <SDL3/SDL_log.h> // Para SDL_Log
#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
#include <SDL3/SDL_render.h> // Para SDL_CreateTexture
#include <SDL3/SDL_surface.h> // Para SDL_CreateSurfaceFrom
#include <SDL3/SDL_video.h> // Para SDL_GetDisplays
#include <cstdlib> // Para free()
#include <iostream> // Para std::cout
#include "external/stb_image.h" // Para stbi_load, stbi_image_free
#include "external/stb_image_resize2.h" // Para stbir_resize_uint8_srgb
#include "resource_manager.hpp" // Para cargar desde pack
// ============================================================================
// Detectar resolución nativa del monitor principal
// ============================================================================
auto LogoScaler::detectNativeResolution(int& native_width, int& native_height) -> bool {
int num_displays = 0;
SDL_DisplayID* displays = SDL_GetDisplays(&num_displays);
if (displays == nullptr || num_displays == 0) {
SDL_Log("Error al obtener displays: %s", SDL_GetError());
return false;
}
// Obtener resolución del display principal (displays[0])
const auto* dm = SDL_GetCurrentDisplayMode(displays[0]);
if (dm == nullptr) {
SDL_Log("Error al obtener modo del display: %s", SDL_GetError());
SDL_free(displays);
return false;
}
native_width = dm->w;
native_height = dm->h;
SDL_free(displays);
return true;
}
// ============================================================================
// Cargar PNG y escalar al tamaño especificado
// ============================================================================
auto LogoScaler::loadAndScale(const std::string& path,
int target_width,
int target_height,
int& out_width,
int& out_height) -> unsigned char* {
// 1. Intentar cargar imagen desde ResourceManager (pack o disco)
int orig_width;
int orig_height;
int orig_channels;
unsigned char* orig_data = nullptr;
// 1a. Cargar desde ResourceManager
unsigned char* resource_data = nullptr;
size_t resource_size = 0;
if (ResourceManager::loadResource(path, resource_data, resource_size)) {
// Descodificar imagen desde memoria usando stb_image
orig_data = stbi_load_from_memory(resource_data, static_cast<int>(resource_size), &orig_width, &orig_height, &orig_channels, STBI_rgb_alpha);
delete[] resource_data; // Liberar buffer temporal
}
// 1b. Si falla todo, error
if (orig_data == nullptr) {
SDL_Log("Error al cargar imagen %s: %s", path.c_str(), stbi_failure_reason());
return nullptr;
}
// 2. Calcular tamaño final manteniendo aspect ratio
// El alto está fijado por target_height (APPLOGO_HEIGHT_PERCENT)
// Calcular ancho proporcional al aspect ratio original
float aspect_ratio = static_cast<float>(orig_width) / static_cast<float>(orig_height);
out_width = static_cast<int>(target_height * aspect_ratio);
out_height = target_height;
// 3. Alocar buffer para imagen escalada (RGBA = 4 bytes por píxel)
auto* scaled_data = static_cast<unsigned char*>(malloc(out_width * out_height * 4));
if (scaled_data == nullptr) {
SDL_Log("Error al alocar memoria para imagen escalada");
stbi_image_free(orig_data);
return nullptr;
}
// 4. Escalar con stb_image_resize2 (algoritmo Mitchell, espacio sRGB)
// La función devuelve el puntero de salida, o nullptr si falla
unsigned char* result = stbir_resize_uint8_srgb(
orig_data,
orig_width,
orig_height,
0, // Input
scaled_data,
out_width,
out_height,
0, // Output
STBIR_RGBA // Formato píxel
);
// Liberar imagen original (ya no la necesitamos)
stbi_image_free(orig_data);
if (result == nullptr) {
SDL_Log("Error al escalar imagen");
free(scaled_data);
return nullptr;
}
return scaled_data;
}
// ============================================================================
// Crear textura SDL desde buffer RGBA
// ============================================================================
auto LogoScaler::createTextureFromBuffer(SDL_Renderer* renderer,
unsigned char* data,
int width,
int height) -> SDL_Texture* {
if (renderer == nullptr || data == nullptr || width <= 0 || height <= 0) {
SDL_Log("Parámetros inválidos para createTextureFromBuffer");
return nullptr;
}
// 1. Crear surface SDL desde buffer RGBA
int pitch = width * 4; // 4 bytes por píxel (RGBA)
SDL_PixelFormat pixel_format = SDL_PIXELFORMAT_RGBA32;
SDL_Surface* surface = SDL_CreateSurfaceFrom(
width,
height,
pixel_format,
data,
pitch);
if (surface == nullptr) {
SDL_Log("Error al crear surface: %s", SDL_GetError());
return nullptr;
}
// 2. Crear textura desde surface
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
if (texture == nullptr) {
SDL_Log("Error al crear textura: %s", SDL_GetError());
SDL_DestroySurface(surface);
return nullptr;
}
// 3. Liberar surface (la textura ya tiene los datos)
SDL_DestroySurface(surface);
return texture;
}