Config.yaml + Screen::Config desacoblat via Options (v0.3.0)

This commit is contained in:
JailDesigner committed 2026-04-18 21:38:40 +02:00
1 parent de5a670fdb
commit 0348acb0eb
8 files changed
+335 -16

No files matched your search

+35 -14
View File
@@ -8,7 +8,6 @@
#include <cstdlib>
#include <ranges>
#include "utils/defaults.hpp"
#include "utils/defines.hpp"
namespace {
@@ -48,12 +47,41 @@ Screen::Screen()
std::fprintf(stderr, "SDL_InitSubSystem(VIDEO) failed: %s\n", SDL_GetError());
std::exit(EXIT_FAILURE);
}
// Els recursos SDL (finestra, renderer, textura) es creen a configure().
}
const int WIN_W = GameCanvas::WIDTH * Defaults::Window::ZOOM;
const int WIN_H = GameCanvas::HEIGHT * Defaults::Window::ZOOM;
Screen::~Screen() {
destroySdl();
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
void Screen::configure(const Config& config) {
destroySdl();
config_ = config;
createSdl();
}
void Screen::destroySdl() {
if (game_texture_ != nullptr) {
SDL_DestroyTexture(game_texture_);
game_texture_ = nullptr;
}
if (renderer_ != nullptr) {
SDL_DestroyRenderer(renderer_);
renderer_ = nullptr;
}
if (window_ != nullptr) {
SDL_DestroyWindow(window_);
window_ = nullptr;
}
}
void Screen::createSdl() {
const int WIN_W = GameCanvas::WIDTH * config_.zoom;
const int WIN_H = GameCanvas::HEIGHT * config_.zoom;
Uint32 win_flags = SDL_WINDOW_RESIZABLE;
if (Defaults::Window::FULLSCREEN) { win_flags |= SDL_WINDOW_FULLSCREEN; }
if (config_.fullscreen) { win_flags |= SDL_WINDOW_FULLSCREEN; }
window_ = SDL_CreateWindow(Texts::WINDOW_TITLE, WIN_W, WIN_H, win_flags);
if (window_ == nullptr) {
@@ -67,8 +95,8 @@ Screen::Screen()
std::exit(EXIT_FAILURE);
}
SDL_SetRenderVSync(renderer_, Defaults::Video::VSYNC ? 1 : 0);
SDL_SetRenderLogicalPresentation(renderer_, GameCanvas::WIDTH, GameCanvas::HEIGHT, toSdlPresentation(Defaults::Video::SCALING_MODE));
SDL_SetRenderVSync(renderer_, config_.vsync ? 1 : 0);
SDL_SetRenderLogicalPresentation(renderer_, GameCanvas::WIDTH, GameCanvas::HEIGHT, toSdlPresentation(config_.scaling_mode));
// STREAMING: el framebuffer ARGB del joc s'actualitza per CPU cada frame
// i s'envia a la GPU via SDL_UpdateTexture en present().
@@ -77,14 +105,7 @@ Screen::Screen()
std::fprintf(stderr, "SDL_CreateTexture failed: %s\n", SDL_GetError());
std::exit(EXIT_FAILURE);
}
SDL_SetTextureScaleMode(game_texture_, toSdlScaleMode(Defaults::Video::TEXTURE_FILTER));
}
Screen::~Screen() {
if (game_texture_ != nullptr) { SDL_DestroyTexture(game_texture_); }
if (renderer_ != nullptr) { SDL_DestroyRenderer(renderer_); }
if (window_ != nullptr) { SDL_DestroyWindow(window_); }
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_SetTextureScaleMode(game_texture_, toSdlScaleMode(config_.texture_filter));
}
void Screen::clear(std::uint8_t r, std::uint8_t g, std::uint8_t b) {