Esquelet inicial: finestra negra i primera escena
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#include "core/rendering/screen.hpp"
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#include <SDL3/SDL.h>
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#include <cstdio>
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#include <cstdlib>
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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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auto toSdlPresentation(Defaults::ScalingMode mode) -> SDL_RendererLogicalPresentation {
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switch (mode) {
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case Defaults::ScalingMode::DISABLED:
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return SDL_LOGICAL_PRESENTATION_DISABLED;
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case Defaults::ScalingMode::STRETCH:
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return SDL_LOGICAL_PRESENTATION_STRETCH;
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case Defaults::ScalingMode::LETTERBOX:
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return SDL_LOGICAL_PRESENTATION_LETTERBOX;
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case Defaults::ScalingMode::OVERSCAN:
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return SDL_LOGICAL_PRESENTATION_OVERSCAN;
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case Defaults::ScalingMode::INTEGER:
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return SDL_LOGICAL_PRESENTATION_INTEGER_SCALE;
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}
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return SDL_LOGICAL_PRESENTATION_LETTERBOX;
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}
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auto toSdlScaleMode(Defaults::TextureFilter filter) -> SDL_ScaleMode {
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return filter == Defaults::TextureFilter::LINEAR ? SDL_SCALEMODE_LINEAR : SDL_SCALEMODE_NEAREST;
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}
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} // namespace
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Screen* Screen::instance = nullptr;
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void Screen::init() {
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if (instance == nullptr) {
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instance = new Screen();
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}
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}
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void Screen::destroy() {
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delete instance;
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instance = nullptr;
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}
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auto Screen::get() -> Screen* {
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return instance;
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}
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Screen::Screen() {
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if (!SDL_InitSubSystem(SDL_INIT_VIDEO)) {
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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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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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Uint32 win_flags = SDL_WINDOW_RESIZABLE;
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if (Defaults::Window::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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std::fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
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std::exit(EXIT_FAILURE);
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}
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renderer_ = SDL_CreateRenderer(window_, nullptr);
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if (renderer_ == nullptr) {
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std::fprintf(stderr, "SDL_CreateRenderer failed: %s\n", SDL_GetError());
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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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// Destination ARGB texture: paletted surfaces will be blitted onto this
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// (each surface contributes its own palette, so the final image is full ARGB).
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game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, GameCanvas::WIDTH, GameCanvas::HEIGHT);
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if (game_texture_ == nullptr) {
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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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}
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void Screen::clear(std::uint8_t r, std::uint8_t g, std::uint8_t b) {
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SDL_SetRenderTarget(renderer_, game_texture_);
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SDL_SetRenderDrawColor(renderer_, r, g, b, 0xFF);
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SDL_RenderClear(renderer_);
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SDL_SetRenderTarget(renderer_, nullptr);
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}
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void Screen::present() {
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SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderClear(renderer_);
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SDL_RenderTexture(renderer_, game_texture_, nullptr, nullptr);
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SDL_RenderPresent(renderer_);
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}
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@@ -0,0 +1,28 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <cstdint>
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class Screen {
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public:
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static void init();
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static void destroy();
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static auto get() -> Screen*;
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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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[[nodiscard]] auto getRenderer() const -> SDL_Renderer* { return renderer_; }
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[[nodiscard]] auto getTarget() const -> SDL_Texture* { return game_texture_; }
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private:
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Screen();
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~Screen();
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static Screen* instance;
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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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};
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#pragma once
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#include <memory>
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class Scene {
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public:
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virtual ~Scene() = default;
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virtual void update(int delta_ms) = 0;
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virtual void render() = 0;
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[[nodiscard]] auto wantsQuit() const -> bool { return wants_quit_; }
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[[nodiscard]] auto nextScene() -> std::unique_ptr<Scene> { return std::move(next_scene_); }
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protected:
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bool wants_quit_{false};
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std::unique_ptr<Scene> next_scene_;
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};
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#include "core/system/director.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdio>
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#include <memory>
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#include <utility>
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#include "core/rendering/screen.hpp"
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#include "core/scene/scene.hpp"
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#include "core/system/event_buffer.hpp"
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#include "game/scenes/black_scene.hpp"
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Director::Director() {
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if (!SDL_Init(0)) {
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std::fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
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}
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Screen::init();
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current_scene_ = std::make_unique<BlackScene>();
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last_ticks_ms_ = SDL_GetTicks();
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}
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Director::~Director() {
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current_scene_.reset();
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Screen::destroy();
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SDL_Quit();
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}
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void Director::processEvents() {
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const bool QUIT_REQUESTED = std::ranges::any_of(
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EventBuffer::events,
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[](const SDL_Event& event) { return event.type == SDL_EVENT_QUIT; });
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if (QUIT_REQUESTED) { current_scene_.reset(); }
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}
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void Director::switchSceneIfRequested() {
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if (!current_scene_) { return; }
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if (auto next = current_scene_->nextScene()) {
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current_scene_ = std::move(next);
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}
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}
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auto Director::iterate() -> SDL_AppResult {
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processEvents();
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if (!current_scene_) {
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EventBuffer::events.clear();
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return SDL_APP_SUCCESS;
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}
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const std::uint64_t NOW_MS = SDL_GetTicks();
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int delta_ms = static_cast<int>(NOW_MS - last_ticks_ms_);
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delta_ms = std::max(delta_ms, 0);
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last_ticks_ms_ = NOW_MS;
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current_scene_->update(delta_ms);
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current_scene_->render();
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if (current_scene_->wantsQuit()) {
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EventBuffer::events.clear();
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return SDL_APP_SUCCESS;
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}
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switchSceneIfRequested();
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EventBuffer::events.clear();
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return SDL_APP_CONTINUE;
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}
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#pragma once
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#include <SDL3/SDL.h>
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#include <cstdint>
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#include <memory>
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class Scene;
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class Director {
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public:
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Director();
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~Director();
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auto iterate() -> SDL_AppResult;
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private:
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std::unique_ptr<Scene> current_scene_;
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std::uint64_t last_ticks_ms_{0};
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void processEvents();
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void switchSceneIfRequested();
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};
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#pragma once
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#include <SDL3/SDL.h>
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#include <vector>
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namespace EventBuffer {
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inline std::vector<SDL_Event> events;
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}
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Vendored
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DisableFormat: true
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SortIncludes: Never
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Vendored
+4
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# source/external/.clang-tidy
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Checks: '-*'
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WarningsAsErrors: ''
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HeaderFilterRegex: ''
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@@ -0,0 +1,23 @@
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#include "game/scenes/black_scene.hpp"
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#include <SDL3/SDL.h>
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#include "core/rendering/screen.hpp"
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#include "core/system/event_buffer.hpp"
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BlackScene::BlackScene() = default;
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void BlackScene::update(int delta_ms) {
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elapsed_ms_ += delta_ms;
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for (const auto& event : EventBuffer::events) {
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if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_ESCAPE) {
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wants_quit_ = true;
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}
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}
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}
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void BlackScene::render() {
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Screen::get()->clear(0x00, 0x00, 0x00);
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Screen::get()->present();
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}
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@@ -0,0 +1,14 @@
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#pragma once
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#include "core/scene/scene.hpp"
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class BlackScene : public Scene {
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public:
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BlackScene();
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void update(int delta_ms) override;
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void render() override;
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private:
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int elapsed_ms_{0};
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};
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@@ -0,0 +1,33 @@
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include "core/system/director.hpp"
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#include "core/system/event_buffer.hpp"
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auto SDL_AppInit(void** appstate, int argc, char* argv[]) -> SDL_AppResult {
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(void)argc;
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(void)argv;
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auto* director = new Director();
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*appstate = director;
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return SDL_APP_CONTINUE;
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}
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auto SDL_AppEvent(void* appstate, SDL_Event* event) -> SDL_AppResult {
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(void)appstate;
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EventBuffer::events.push_back(*event);
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return SDL_APP_CONTINUE;
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}
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auto SDL_AppIterate(void* appstate) -> SDL_AppResult {
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auto* director = static_cast<Director*>(appstate);
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return director->iterate();
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}
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void SDL_AppQuit(void* appstate, SDL_AppResult result) {
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(void)result;
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auto* director = static_cast<Director*>(appstate);
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delete director;
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}
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@@ -0,0 +1,54 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <cstdint>
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namespace Defaults {
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// Mode de presentació lògica (escala finestra). Mapeja als valors de
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// SDL_RendererLogicalPresentation des de Screen via una funció helper,
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// perquè aquest header no depengui de detalls de SDL3 més enllà del scancode.
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enum class ScalingMode : std::uint8_t {
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DISABLED = 0,
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STRETCH = 1,
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LETTERBOX = 2,
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OVERSCAN = 3,
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INTEGER = 4,
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};
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// Filtre de textura per a l'upscale final.
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enum class TextureFilter : std::uint8_t {
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NEAREST = 0,
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LINEAR = 1,
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};
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namespace Window {
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constexpr int ZOOM = 3;
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constexpr bool FULLSCREEN = false;
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} // namespace Window
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namespace Video {
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constexpr bool VSYNC = true;
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constexpr ScalingMode SCALING_MODE = ScalingMode::LETTERBOX;
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constexpr TextureFilter TEXTURE_FILTER = TextureFilter::NEAREST;
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} // namespace Video
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namespace Audio {
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constexpr bool ENABLED = true;
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constexpr float VOLUME = 1.0F;
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constexpr bool MUSIC_ENABLED = true;
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constexpr float MUSIC_VOLUME = 0.8F;
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constexpr bool SOUND_ENABLED = true;
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constexpr float SOUND_VOLUME = 1.0F;
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} // namespace Audio
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namespace KeysGame {
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constexpr SDL_Scancode UP = SDL_SCANCODE_UP;
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constexpr SDL_Scancode DOWN = SDL_SCANCODE_DOWN;
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constexpr SDL_Scancode LEFT = SDL_SCANCODE_LEFT;
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constexpr SDL_Scancode RIGHT = SDL_SCANCODE_RIGHT;
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constexpr SDL_Scancode EXIT = SDL_SCANCODE_ESCAPE;
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} // namespace KeysGame
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} // namespace Defaults
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@@ -0,0 +1,19 @@
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#pragma once
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namespace Texts {
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constexpr const char* WINDOW_TITLE = "© 2026 Aventures en Egipte — JailDesigner";
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constexpr const char* COPYRIGHT = "© 2026 JailDesigner";
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constexpr const char* VERSION = "0.1.0"; // Single source of truth — Makefile el grep
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} // namespace Texts
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namespace GameCanvas {
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constexpr int WIDTH = 320;
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constexpr int HEIGHT = 240;
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constexpr int CENTER_X = WIDTH / 2;
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constexpr int CENTER_Y = HEIGHT / 2;
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} // namespace GameCanvas
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namespace Tile {
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constexpr int SIZE = 8;
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constexpr int HALF_SIZE = SIZE / 2;
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} // namespace Tile
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@@ -0,0 +1,6 @@
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#pragma once
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namespace Version {
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constexpr const char* GIT_HASH = "@GIT_HASH@";
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constexpr const char* APP_NAME = "Aventures en Egipte";
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} // namespace Version
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Reference in new issue
Block a user