Config.yaml + Screen::Config desacoblat via Options (v0.3.0)
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@@ -8,7 +8,6 @@
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#include <cstdlib>
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#include <ranges>
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#include "utils/defaults.hpp"
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#include "utils/defines.hpp"
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namespace {
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@@ -48,12 +47,41 @@ Screen::Screen()
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std::fprintf(stderr, "SDL_InitSubSystem(VIDEO) failed: %s\n", SDL_GetError());
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std::exit(EXIT_FAILURE);
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}
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// Els recursos SDL (finestra, renderer, textura) es creen a configure().
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}
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const int WIN_W = GameCanvas::WIDTH * Defaults::Window::ZOOM;
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const int WIN_H = GameCanvas::HEIGHT * Defaults::Window::ZOOM;
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Screen::~Screen() {
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destroySdl();
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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}
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void Screen::configure(const Config& config) {
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destroySdl();
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config_ = config;
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createSdl();
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}
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void Screen::destroySdl() {
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if (game_texture_ != nullptr) {
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SDL_DestroyTexture(game_texture_);
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game_texture_ = nullptr;
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}
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if (renderer_ != nullptr) {
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SDL_DestroyRenderer(renderer_);
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renderer_ = nullptr;
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}
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if (window_ != nullptr) {
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SDL_DestroyWindow(window_);
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window_ = nullptr;
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}
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}
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void Screen::createSdl() {
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const int WIN_W = GameCanvas::WIDTH * config_.zoom;
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const int WIN_H = GameCanvas::HEIGHT * config_.zoom;
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Uint32 win_flags = SDL_WINDOW_RESIZABLE;
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if (Defaults::Window::FULLSCREEN) { win_flags |= SDL_WINDOW_FULLSCREEN; }
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if (config_.fullscreen) { win_flags |= SDL_WINDOW_FULLSCREEN; }
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window_ = SDL_CreateWindow(Texts::WINDOW_TITLE, WIN_W, WIN_H, win_flags);
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if (window_ == nullptr) {
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@@ -67,8 +95,8 @@ Screen::Screen()
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std::exit(EXIT_FAILURE);
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}
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SDL_SetRenderVSync(renderer_, Defaults::Video::VSYNC ? 1 : 0);
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SDL_SetRenderLogicalPresentation(renderer_, GameCanvas::WIDTH, GameCanvas::HEIGHT, toSdlPresentation(Defaults::Video::SCALING_MODE));
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SDL_SetRenderVSync(renderer_, config_.vsync ? 1 : 0);
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SDL_SetRenderLogicalPresentation(renderer_, GameCanvas::WIDTH, GameCanvas::HEIGHT, toSdlPresentation(config_.scaling_mode));
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// STREAMING: el framebuffer ARGB del joc s'actualitza per CPU cada frame
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// i s'envia a la GPU via SDL_UpdateTexture en present().
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@@ -77,14 +105,7 @@ Screen::Screen()
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std::fprintf(stderr, "SDL_CreateTexture failed: %s\n", SDL_GetError());
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std::exit(EXIT_FAILURE);
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}
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SDL_SetTextureScaleMode(game_texture_, toSdlScaleMode(Defaults::Video::TEXTURE_FILTER));
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}
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Screen::~Screen() {
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if (game_texture_ != nullptr) { SDL_DestroyTexture(game_texture_); }
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if (renderer_ != nullptr) { SDL_DestroyRenderer(renderer_); }
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if (window_ != nullptr) { SDL_DestroyWindow(window_); }
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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SDL_SetTextureScaleMode(game_texture_, toSdlScaleMode(config_.texture_filter));
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}
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void Screen::clear(std::uint8_t r, std::uint8_t g, std::uint8_t b) {
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@@ -5,8 +5,20 @@
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#include <cstdint>
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#include <vector>
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#include "utils/defaults.hpp"
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class Screen {
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public:
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// Configuració typada de Screen. L'omple el Director des d'Options,
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// de manera que Screen no coneix YAML ni la capa Options directament.
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struct Config {
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int zoom{Defaults::Window::ZOOM};
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bool fullscreen{Defaults::Window::FULLSCREEN};
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bool vsync{Defaults::Video::VSYNC};
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Defaults::ScalingMode scaling_mode{Defaults::Video::SCALING_MODE};
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Defaults::TextureFilter texture_filter{Defaults::Video::TEXTURE_FILTER};
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};
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// Meyers singleton: la destrucció ocorre durant la termianció estàtica
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// (LIFO respecte a Resource::Cache). El SDL_Quit s'ha de registrar via
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// std::atexit ABANS de la primera crida a get(); així Screen::~Screen
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@@ -18,6 +30,10 @@ class Screen {
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auto operator=(const Screen&) -> Screen& = delete;
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auto operator=(Screen&&) -> Screen& = delete;
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// Crea (o recrea) finestra, renderer i textura a partir de la config.
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// Imprescindible cridar-lo abans de qualsevol clear()/present().
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void configure(const Config& config);
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void clear(std::uint8_t r = 0, std::uint8_t g = 0, std::uint8_t b = 0);
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void present();
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@@ -30,6 +46,11 @@ class Screen {
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Screen();
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~Screen();
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void destroySdl();
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void createSdl();
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Config config_{};
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SDL_Window* window_{nullptr};
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SDL_Renderer* renderer_{nullptr};
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SDL_Texture* game_texture_{nullptr};
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