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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