- Identificado que SDL_RenderGeometry requiere campo alpha en SDL_Vertex - Restaurada implementación original con alpha=1.0f en todos los vértices - Eliminado código debug temporal y workaround con SDL_RenderFillRect - El degradado de fondo ahora funciona correctamente como en la versión original 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
130 lines
3.8 KiB
C++
130 lines
3.8 KiB
C++
#pragma once
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#include <SDL3/SDL_events.h> // for SDL_Event
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#include <SDL3/SDL_stdinc.h> // for Uint64
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#include <SDL3/SDL_render.h> // for SDL_Vertex
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#include <array> // for array
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#include <memory> // for unique_ptr, shared_ptr
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#include <string> // for string
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#include <vector> // for vector
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#include "defines.h" // for GravityDirection, ColorTheme
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#include "ball.h" // for Ball
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#include "window_manager.h" // for WindowManager
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#include "backends/renderer_interface.h" // for CRTParams, SpriteData
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#include "external/texture.h" // for Texture
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class Engine {
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public:
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// Interfaz pública
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bool initialize();
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void run();
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void shutdown();
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private:
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// Sistema de renderizado
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std::unique_ptr<vibe4::WindowManager> window_manager_;
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std::shared_ptr<Texture> texture_ = nullptr; // Textura para sprites
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// Estado del simulador
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std::vector<std::unique_ptr<Ball>> balls_;
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std::array<int, 8> test_ = {1, 10, 100, 500, 1000, 10000, 50000, 100000};
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GravityDirection current_gravity_ = GravityDirection::DOWN;
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int scenario_ = 0;
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bool should_exit_ = false;
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// Sistema de timing
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Uint64 last_frame_time_ = 0;
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float delta_time_ = 0.0f;
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// UI y debug
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bool show_debug_ = false;
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bool show_text_ = true;
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// Control de efectos CRT
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vibe4::CRTParams crt_params_;
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bool crt_effects_enabled_ = true;
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std::string text_;
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int text_pos_ = 0;
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Uint64 text_init_time_ = 0;
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// FPS y V-Sync
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Uint64 fps_last_time_ = 0;
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int fps_frame_count_ = 0;
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int fps_current_ = 0;
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std::string fps_text_ = "FPS: 0";
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bool vsync_enabled_ = true;
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std::string vsync_text_ = "VSYNC ON";
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bool fullscreen_enabled_ = false;
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bool real_fullscreen_enabled_ = false;
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// Auto-restart system
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Uint64 all_balls_stopped_start_time_ = 0; // Momento cuando todas se pararon
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bool all_balls_were_stopped_ = false; // Flag de estado anterior
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static constexpr Uint64 AUTO_RESTART_DELAY = 5000; // 5 segundos en ms
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// Resolución dinámica para modo real fullscreen
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int current_screen_width_ = SCREEN_WIDTH;
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int current_screen_height_ = SCREEN_HEIGHT;
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// Sistema de temas
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ColorTheme current_theme_ = ColorTheme::SUNSET;
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// Estructura de tema de colores
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struct ThemeColors {
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float bg_top_r, bg_top_g, bg_top_b;
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float bg_bottom_r, bg_bottom_g, bg_bottom_b;
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std::vector<Color> ball_colors;
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};
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// Temas de colores definidos
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ThemeColors themes_[5];
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// Batch rendering
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std::vector<vibe4::SpriteData> sprite_batch_;
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// Batch rendering directo (como el original)
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std::vector<SDL_Vertex> batch_vertices_;
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std::vector<int> batch_indices_;
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// Métodos principales del loop
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void calculateDeltaTime();
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void update();
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void handleEvents();
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void render();
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// Métodos auxiliares
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void initBalls(int value);
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void setText();
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void pushBallsAwayFromGravity();
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void switchBallsGravity();
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void changeGravityDirection(GravityDirection direction);
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void toggleVSync();
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void toggleFullscreen();
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void toggleRealFullscreen();
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std::string gravityDirectionToString(GravityDirection direction) const;
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void initializeThemes();
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void checkAutoRestart();
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void performRandomRestart();
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// Sistema de zoom dinámico
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void zoomIn();
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void zoomOut();
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// Control de efectos CRT
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void toggleCRTEffects();
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void adjustScanlineIntensity(float delta);
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void adjustCurvature(float delta);
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void adjustBloom(float delta);
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// Rendering
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void renderGradientBackground();
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void addSpriteToBatch(float x, float y, float w, float h, int r, int g, int b);
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void clearSpriteBatch();
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void renderSpriteBatch();
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// Control de backend
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void switchRenderingBackend();
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std::string getBackendInfo() const;
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}; |