Files
vibe3_physics/source/engine.hpp
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

281 lines
12 KiB
C++
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
#pragma once
#include <SDL3/SDL_events.h> // for SDL_Event
#include <SDL3/SDL_render.h> // for SDL_Renderer (ui_renderer_ software renderer)
#include <SDL3/SDL_stdinc.h> // for Uint64
#include <SDL3/SDL_surface.h> // for SDL_Surface (ui_surface_)
#include <SDL3/SDL_video.h> // for SDL_Window
#include <array> // for array
#include <memory> // for unique_ptr, shared_ptr
#include <string> // for string
#include <vector> // for vector
#include "ball.hpp" // for Ball
#include "boids_mgr/boid_manager.hpp" // for BoidManager
#include "defines.hpp" // for GravityDirection, ColorTheme, ShapeType
#include "external/texture.hpp" // for Texture
#include "gpu/gpu_ball_buffer.hpp" // for GpuBallBuffer, BallGPUData
#include "gpu/gpu_context.hpp" // for GpuContext
#include "gpu/gpu_pipeline.hpp" // for GpuPipeline
#include "gpu/gpu_sprite_batch.hpp" // for GpuSpriteBatch
#include "gpu/gpu_texture.hpp" // for GpuTexture
#include "input/input_handler.hpp" // for InputHandler
#include "scene/scene_manager.hpp" // for SceneManager
#include "shapes_mgr/shape_manager.hpp" // for ShapeManager
#include "state/state_manager.hpp" // for StateManager
#include "theme_manager.hpp" // for ThemeManager
#include "ui/app_logo.hpp" // for AppLogo
#include "ui/ui_manager.hpp" // for UIManager
class Engine {
public:
// Interfaz pública principal
bool initialize(int width = 0, int height = 0, int zoom = 0, bool fullscreen = false, AppMode initial_mode = AppMode::SANDBOX);
void run();
void shutdown();
// === Métodos públicos para InputHandler ===
// Gravedad y física
void pushBallsAwayFromGravity();
void handleGravityToggle();
void handleGravityDirectionChange(GravityDirection direction, const char* notification_text);
// Display y depuración
void toggleVSync();
void toggleDebug();
void toggleHelp();
// Figuras 3D
void toggleShapeMode();
void activateShape(ShapeType type, const char* notification_text);
void handleShapeScaleChange(bool increase);
void resetShapeScale();
void toggleDepthZoom();
// Boids (comportamiento de enjambre)
void toggleBoidsMode(bool force_gravity_on = true);
// Temas de colores
void cycleTheme(bool forward);
void switchThemeByNumpad(int numpad_key);
void toggleThemePage();
void pauseDynamicTheme();
// Sprites/Texturas
void switchTexture();
// Escenarios (número de pelotas)
void changeScenario(int scenario_id, const char* notification_text);
// Zoom y fullscreen
void handleZoomIn();
void handleZoomOut();
void toggleFullscreen();
void toggleRealFullscreen();
void toggleIntegerScaling();
// Campo de juego (tamaño lógico + físico)
void fieldSizeUp();
void fieldSizeDown();
void setFieldScale(float new_scale);
// PostFX presets
void handlePostFXCycle();
void handlePostFXToggle();
void setInitialPostFX(int mode);
void setPostFXParamOverrides(float vignette, float chroma);
// Cicle PostFX nadiu (OFF → Vinyeta → Scanlines → Cromàtica → Complet)
void cycleShader();
// Modo kiosko
void setKioskMode(bool enabled) { kiosk_mode_ = enabled; }
bool isKioskMode() const { return kiosk_mode_; }
// Escenario custom (tecla 9, --custom-balls)
void setCustomScenario(int balls);
bool isCustomScenarioEnabled() const { return custom_scenario_enabled_; }
bool isCustomAutoAvailable() const { return custom_auto_available_; }
int getCustomScenarioBalls() const { return custom_scenario_balls_; }
// Control manual del benchmark (--skip-benchmark, --max-balls)
void setSkipBenchmark();
void setMaxBallsOverride(int n);
// Notificaciones (público para InputHandler)
void showNotificationForAction(const std::string& text);
// Modos de aplicación (DEMO/LOGO)
void toggleDemoMode();
void toggleDemoLiteMode();
void toggleLogoMode();
// === Métodos públicos para StateManager (automatización DEMO/LOGO sin notificación) ===
void enterShapeMode(ShapeType type); // Activar figura (sin notificación)
void exitShapeMode(bool force_gravity = true); // Volver a física (sin notificación)
void switchTextureSilent(); // Cambiar textura (sin notificación)
void setTextureByIndex(size_t index); // Restaurar textura específica
// === Getters públicos para UIManager (Debug HUD) ===
bool getVSyncEnabled() const { return vsync_enabled_; }
bool getFullscreenEnabled() const { return fullscreen_enabled_; }
bool getRealFullscreenEnabled() const { return real_fullscreen_enabled_; }
ScalingMode getCurrentScalingMode() const { return current_scaling_mode_; }
int getCurrentScreenWidth() const { return current_screen_width_; }
int getCurrentScreenHeight() const { return current_screen_height_; }
std::string getCurrentTextureName() const {
if (texture_names_.empty()) return "";
return texture_names_[current_texture_index_];
}
int getBaseScreenWidth() const { return base_screen_width_; }
int getBaseScreenHeight() const { return base_screen_height_; }
int getMaxAutoScenario() const { return max_auto_scenario_; }
size_t getCurrentTextureIndex() const { return current_texture_index_; }
bool isPostFXEnabled() const { return postfx_enabled_; }
int getPostFXMode() const { return postfx_effect_mode_; }
float getPostFXVignette() const { return postfx_uniforms_.vignette_strength; }
float getPostFXChroma() const { return postfx_uniforms_.chroma_strength; }
float getPostFXScanline() const { return postfx_uniforms_.scanline_strength; }
private:
// === Componentes del sistema (Composición) ===
std::unique_ptr<InputHandler> input_handler_; // Manejo de entradas SDL
std::unique_ptr<SceneManager> scene_manager_; // Gestión de bolas y física
std::unique_ptr<ShapeManager> shape_manager_; // Gestión de figuras 3D
std::unique_ptr<BoidManager> boid_manager_; // Gestión de comportamiento boids
std::unique_ptr<StateManager> state_manager_; // Gestión de estados (DEMO/LOGO)
std::unique_ptr<UIManager> ui_manager_; // Gestión de UI (HUD, FPS, notificaciones)
std::unique_ptr<AppLogo> app_logo_; // Gestión de logo periódico en pantalla
// === SDL window ===
SDL_Window* window_ = nullptr;
// === SDL_GPU rendering pipeline ===
std::unique_ptr<GpuContext> gpu_ctx_; // Device + swapchain
std::unique_ptr<GpuPipeline> gpu_pipeline_; // Sprite + ball + postfx pipelines
std::unique_ptr<GpuSpriteBatch> sprite_batch_; // Per-frame vertex/index batch (bg + shape + UI)
std::unique_ptr<GpuBallBuffer> gpu_ball_buffer_; // Instanced ball instance data (PHYSICS/BOIDS)
std::vector<BallGPUData> ball_gpu_data_; // CPU-side staging vector (reused each frame)
std::unique_ptr<GpuTexture> offscreen_tex_; // Offscreen render target (Pass 1)
std::unique_ptr<GpuTexture> white_tex_; // 1×1 white (background gradient)
std::unique_ptr<GpuTexture> ui_tex_; // UI text overlay texture
// GPU sprite textures (one per ball skin, parallel to textures_/texture_names_)
std::unique_ptr<GpuTexture> gpu_texture_; // Active GPU sprite texture
std::vector<std::unique_ptr<GpuTexture>> gpu_textures_; // All GPU sprite textures
// === SDL_Renderer (software, for UI text via SDL3_ttf) ===
// Renders to ui_surface_, then uploaded as gpu texture overlay.
SDL_Renderer* ui_renderer_ = nullptr;
SDL_Surface* ui_surface_ = nullptr;
// Legacy Texture objects — kept for ball physics sizing and AppLogo
std::shared_ptr<Texture> texture_ = nullptr; // Textura activa actual
std::vector<std::shared_ptr<Texture>> textures_; // Todas las texturas disponibles
std::vector<std::string> texture_names_; // Nombres de texturas (sin extensión)
size_t current_texture_index_ = 0; // Índice de textura activa
int current_ball_size_ = 10; // Tamaño actual de pelotas (dinámico)
// Estado del simulador
bool should_exit_ = false;
// Sistema de timing
Uint64 last_frame_time_ = 0;
float delta_time_ = 0.0f;
// PostFX uniforms (passed to GPU each frame)
PostFXUniforms postfx_uniforms_ = {0.0f, 0.0f, 0.0f, 0.0f};
int postfx_effect_mode_ = 3;
bool postfx_enabled_ = false;
float postfx_override_vignette_ = -1.f; // -1 = sin override
float postfx_override_chroma_ = -1.f;
// Sistema de escala de ventana
float current_window_scale_ = 1.0f;
// Escala del campo de juego lógico (F7/F8)
float current_field_scale_ = 1.0f;
// V-Sync y fullscreen
bool vsync_enabled_ = true;
bool fullscreen_enabled_ = false;
bool real_fullscreen_enabled_ = false;
bool kiosk_mode_ = false;
ScalingMode current_scaling_mode_ = ScalingMode::INTEGER;
// Resolución base (configurada por CLI o default)
int base_screen_width_ = DEFAULT_SCREEN_WIDTH;
int base_screen_height_ = DEFAULT_SCREEN_HEIGHT;
// Resolución dinámica actual (cambia en fullscreen real)
int current_screen_width_ = DEFAULT_SCREEN_WIDTH;
int current_screen_height_ = DEFAULT_SCREEN_HEIGHT;
// Resolución física real de ventana/pantalla (para texto absoluto)
int physical_window_width_ = DEFAULT_SCREEN_WIDTH;
int physical_window_height_ = DEFAULT_SCREEN_HEIGHT;
// Sistema de temas (delegado a ThemeManager)
std::unique_ptr<ThemeManager> theme_manager_;
int theme_page_ = 0;
// Modo de simulación actual (PHYSICS/SHAPE/BOIDS)
SimulationMode current_mode_ = SimulationMode::PHYSICS;
// Sistema de Modo DEMO (auto-play) y LOGO
int max_auto_scenario_ = 5;
// Escenario custom (--custom-balls)
int custom_scenario_balls_ = 0;
bool custom_scenario_enabled_ = false;
bool custom_auto_available_ = false;
bool skip_benchmark_ = false;
// Bucket sort per z-ordering (SHAPE mode)
static constexpr int DEPTH_SORT_BUCKETS = 256;
std::array<std::vector<size_t>, DEPTH_SORT_BUCKETS> depth_buckets_;
// Métodos principales del loop
void calculateDeltaTime();
void update();
void render();
// Benchmark de rendimiento (determina max_auto_scenario_ al inicio)
void runPerformanceBenchmark();
// Métodos auxiliares privados
// Sistema de cambio de sprites dinámico
void switchTextureInternal(bool show_notification);
// Sistema de escala de ventana
float calculateMaxWindowScale() const;
void setWindowScale(float new_scale);
void zoomIn();
void zoomOut();
void updatePhysicalWindowSize();
// Rendering (GPU path replaces addSpriteToBatch)
void addSpriteToBatch(float x, float y, float w, float h, int r, int g, int b, float scale = 1.0f);
// Sistema de Figuras 3D
void toggleShapeModeInternal(bool force_gravity_on_exit = true);
void activateShapeInternal(ShapeType type);
void updateShape();
void generateShape();
// PostFX helper
void applyPostFXPreset(int mode);
// Boids: comprueba si un escenario tiene ≤ BOIDS_MAX_BALLS bolas
bool isScenarioAllowedForBoids(int scenario_id) const;
// GPU helpers
bool loadGpuSpriteTexture(size_t index); // Upload one sprite texture to GPU
void recreateOffscreenTexture(); // Recreate when resolution changes
void renderUIToSurface(); // Render text/UI to ui_surface_
void uploadUISurface(SDL_GPUCommandBuffer* cmd_buf); // Upload ui_surface_ → ui_tex_
};