Esquelet inicial: finestra negra i primera escena

This commit is contained in:
JailDesigner committed 2026-04-18 19:56:59 +02:00
1 parent 959a3871db
commit 7bb1edd08a
20 files changed
+818

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BasedOnStyle: Google
IndentWidth: 4
NamespaceIndentation: All
IndentAccessModifiers: false
ColumnLimit: 0 # Sin límite de longitud de línea
BreakBeforeBraces: Attach # Llaves en la misma línea
AllowShortIfStatementsOnASingleLine: true
AllowShortBlocksOnASingleLine: true
AllowShortFunctionsOnASingleLine: All
AlignOperands: DontAlign
AlignAfterOpenBracket: DontAlign
BinPackArguments: false
BinPackParameters: false
ContinuationIndentWidth: 4
ConstructorInitializerIndentWidth: 4
IndentWrappedFunctionNames: false
Cpp11BracedListStyle: true
BreakConstructorInitializers: BeforeColon
AllowAllConstructorInitializersOnNextLine: false
PackConstructorInitializers: Never
AllowAllArgumentsOnNextLine: false
AllowAllParametersOfDeclarationOnNextLine: false
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Checks:
- readability-*
- modernize-*
- performance-*
- bugprone-*
- -readability-identifier-length
- -readability-magic-numbers
- -bugprone-integer-division
- -bugprone-easily-swappable-parameters
- -bugprone-narrowing-conversions
- -modernize-avoid-c-arrays,-warnings-as-errors
WarningsAsErrors: '*'
# Solo headers del propio código fuente (external/ y spv/ tienen su propio .clang-tidy dummy)
HeaderFilterRegex: 'source/.*'
FormatStyle: file
CheckOptions:
# bugprone-empty-catch: aceptar catches vacíos marcados con @INTENTIONAL en un comentario
- { key: bugprone-empty-catch.IgnoreCatchWithKeywords, value: '@INTENTIONAL' }
# Variables locales en snake_case
- { key: readability-identifier-naming.VariableCase, value: lower_case }
# Miembros privados en snake_case con sufijo _
- { key: readability-identifier-naming.PrivateMemberCase, value: lower_case }
- { key: readability-identifier-naming.PrivateMemberSuffix, value: _ }
# Miembros protegidos en snake_case con sufijo _
- { key: readability-identifier-naming.ProtectedMemberCase, value: lower_case }
- { key: readability-identifier-naming.ProtectedMemberSuffix, value: _ }
# Miembros públicos en snake_case (sin sufijo)
- { key: readability-identifier-naming.PublicMemberCase, value: lower_case }
# Namespaces en CamelCase
- { key: readability-identifier-naming.NamespaceCase, value: CamelCase }
# Variables estáticas privadas como miembros privados
- { key: readability-identifier-naming.StaticVariableCase, value: lower_case }
- { key: readability-identifier-naming.StaticVariableSuffix, value: _ }
# Constantes estáticas sin sufijo
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
# Constantes globales en UPPER_CASE
- { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE }
# Variables constexpr globales en UPPER_CASE
- { key: readability-identifier-naming.ConstexprVariableCase, value: UPPER_CASE }
# Constantes locales en UPPER_CASE
- { key: readability-identifier-naming.LocalConstantCase, value: UPPER_CASE }
# Constexpr miembros en UPPER_CASE (sin sufijo)
- { key: readability-identifier-naming.ConstexprMemberCase, value: UPPER_CASE }
# Constexpr miembros privados/protegidos con sufijo _
- { key: readability-identifier-naming.ConstexprMethodCase, value: UPPER_CASE }
# Clases, structs y enums en CamelCase
- { key: readability-identifier-naming.ClassCase, value: CamelCase }
- { key: readability-identifier-naming.StructCase, value: CamelCase }
- { key: readability-identifier-naming.EnumCase, value: CamelCase }
# Valores de enums en UPPER_CASE
- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
# Métodos en camelBack (sin sufijos)
- { key: readability-identifier-naming.MethodCase, value: camelBack }
- { key: readability-identifier-naming.PrivateMethodCase, value: camelBack }
- { key: readability-identifier-naming.ProtectedMethodCase, value: camelBack }
- { key: readability-identifier-naming.PublicMethodCase, value: camelBack }
# Funciones en camelBack
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
# Parámetros en lower_case
- { key: readability-identifier-naming.ParameterCase, value: lower_case }
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#!/usr/bin/env bash
# Pre-commit hook: aplica clang-format als fitxers C++ staged abans del commit.
# - Només toca fitxers staged dins source/ (exclou source/external/).
# - Avorta el commit si hi ha canvis NO staged en aquests fitxers (per no incloure'ls sense voler).
set -euo pipefail
if ! command -v clang-format >/dev/null 2>&1; then
echo "pre-commit: clang-format no trobat — saltant format check" >&2
exit 0
fi
mapfile -t STAGED < <(git diff --cached --name-only --diff-filter=ACMR \
| grep -E '^source/.*\.(cpp|hpp|h)$' \
| grep -vE '^source/external/' || true)
if [ ${#STAGED[@]} -eq 0 ]; then
exit 0
fi
UNSTAGED_DIRTY=()
for f in "${STAGED[@]}"; do
if ! git diff --quiet -- "$f"; then
UNSTAGED_DIRTY+=("$f")
fi
done
if [ ${#UNSTAGED_DIRTY[@]} -gt 0 ]; then
echo "pre-commit: aquests fitxers tenen canvis NO staged i estan al commit." >&2
echo " Fes 'git add' o 'git stash' abans de continuar:" >&2
printf ' %s\n' "${UNSTAGED_DIRTY[@]}" >&2
exit 1
fi
clang-format -i "${STAGED[@]}"
git add -- "${STAGED[@]}"
# --- clang-tidy només sobre els fitxers staged ---
if ! command -v clang-tidy >/dev/null 2>&1; then
echo "pre-commit: clang-tidy no trobat — saltant tidy" >&2
exit 0
fi
REPO_ROOT="$(git rev-parse --show-toplevel)"
BUILD_DIR="$REPO_ROOT/build"
if [ ! -f "$BUILD_DIR/compile_commands.json" ]; then
echo "pre-commit: generant compile_commands.json (build dir buit)..." >&2
cmake -S "$REPO_ROOT" -B "$BUILD_DIR" >/dev/null
fi
echo "pre-commit: clang-tidy sobre ${#STAGED[@]} fitxer(s)..." >&2
if ! clang-tidy -p "$BUILD_DIR" --quiet "${STAGED[@]}"; then
echo "pre-commit: clang-tidy ha trobat errors — commit avortat" >&2
exit 1
fi
# --- cppcheck només sobre els .cpp staged ---
if ! command -v cppcheck >/dev/null 2>&1; then
echo "pre-commit: cppcheck no trobat — saltant cppcheck" >&2
exit 0
fi
CPP_STAGED=()
for f in "${STAGED[@]}"; do
[[ "$f" == *.cpp ]] && CPP_STAGED+=("$f")
done
if [ ${#CPP_STAGED[@]} -eq 0 ]; then
exit 0
fi
echo "pre-commit: cppcheck sobre ${#CPP_STAGED[@]} fitxer(s)..." >&2
if ! cppcheck \
--enable=warning,style,performance,portability \
--std=c++20 \
--language=c++ \
--inline-suppr \
--suppress=missingIncludeSystem \
--suppress=toomanyconfigs \
--suppress='*:*/source/external/*' \
-D_DEBUG \
-DLINUX_BUILD \
--quiet \
--error-exitcode=1 \
-I "$REPO_ROOT/source" \
"${CPP_STAGED[@]}"; then
echo "pre-commit: cppcheck ha trobat errors — commit avortat" >&2
exit 1
fi
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build/
*.o
*.obj
*.a
*.lib
*.so
*.dylib
*.dll
*.exe
aee_2026
_aee_2026
.vscode/
.idea/
.cache/
compile_commands.json
.DS_Store
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cmake_minimum_required(VERSION 3.16)
project(aee_2026 VERSION 0.1.0 LANGUAGES CXX)
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif()
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# --- GENERACIÓ DEL VERSION.H AMB GIT HASH ---
# Si GIT_HASH ve passat des de fora (Makefile), l'usem; si no, el resolem amb git.
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
find_package(Git QUIET)
if(GIT_FOUND)
execute_process(
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
OUTPUT_VARIABLE GIT_HASH
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
endif()
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
set(GIT_HASH "unknown")
endif()
endif()
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
set(APP_SOURCES
source/main.cpp
source/core/system/director.cpp
source/core/rendering/screen.cpp
source/game/scenes/black_scene.cpp
)
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
add_executable(${PROJECT_NAME} ${APP_SOURCES})
target_include_directories(${PROJECT_NAME} PRIVATE
"${CMAKE_SOURCE_DIR}/source"
"${CMAKE_BINARY_DIR}"
)
target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra -Wpedantic)
target_compile_definitions(${PROJECT_NAME} PRIVATE
$<$<CONFIG:Debug>:_DEBUG>
$<$<CONFIG:Release>:RELEASE_BUILD>
)
# --- STATIC ANALYSIS / FORMAT TARGETS ---
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
find_program(CLANG_FORMAT_EXE NAMES clang-format)
find_program(CPPCHECK_EXE NAMES cppcheck)
file(GLOB_RECURSE ALL_SOURCE_FILES
"${CMAKE_SOURCE_DIR}/source/*.cpp"
"${CMAKE_SOURCE_DIR}/source/*.hpp"
"${CMAKE_SOURCE_DIR}/source/*.h"
)
list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
if(CLANG_TIDY_EXE)
add_custom_target(tidy
COMMAND ${CLANG_TIDY_EXE}
-p ${CMAKE_BINARY_DIR}
${ALL_SOURCE_FILES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Running clang-tidy..."
)
add_custom_target(tidy-fix
COMMAND ${CLANG_TIDY_EXE}
-p ${CMAKE_BINARY_DIR}
--fix
${ALL_SOURCE_FILES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Running clang-tidy with fixes..."
)
else()
message(STATUS "clang-tidy no encontrado - targets 'tidy' y 'tidy-fix' no disponibles")
endif()
if(CLANG_FORMAT_EXE)
add_custom_target(format
COMMAND ${CLANG_FORMAT_EXE}
-i
${ALL_SOURCE_FILES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Running clang-format..."
)
add_custom_target(format-check
COMMAND ${CLANG_FORMAT_EXE}
--dry-run
--Werror
${ALL_SOURCE_FILES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Checking clang-format..."
)
else()
message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
endif()
if(CPPCHECK_EXE)
add_custom_target(cppcheck
COMMAND ${CPPCHECK_EXE}
--enable=warning,style,performance,portability
--std=c++20
--language=c++
--inline-suppr
--suppress=missingIncludeSystem
--suppress=toomanyconfigs
--suppress=*:*/source/external/*
-D_DEBUG
-DLINUX_BUILD
--quiet
-I ${CMAKE_SOURCE_DIR}/source
${CPPCHECK_SOURCES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Running cppcheck..."
)
else()
message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
endif()
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PROJECT := aee_2026
BUILDDIR := build
JOBS ?= $(shell nproc 2>/dev/null || echo 4)
# VERSION (única font de veritat: source/utils/defines.hpp)
VERSION := v$(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
# GIT_HASH calculat al host i passat a CMake (evita problemes si CMake corre en
# entorns sense accés a git, p.ex. Docker/emscripten).
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>/dev/null)
ifeq ($(GIT_HASH),)
GIT_HASH := unknown
endif
CMAKE_DEFS := -DGIT_HASH=$(GIT_HASH)
.PHONY: all configure build run clean rebuild release show-version format format-check tidy tidy-fix cppcheck hooks-install
all: build
configure:
@cmake -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Debug $(CMAKE_DEFS)
build: configure
@cmake --build $(BUILDDIR) -j$(JOBS)
run: build
@./$(BUILDDIR)/$(PROJECT)
release:
@cmake -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) -j$(JOBS)
show-version:
@echo "$(PROJECT) $(VERSION) ($(GIT_HASH))"
clean:
@rm -rf $(BUILDDIR)
rebuild: clean build
# ==============================================================================
# CODE QUALITY (delegados a cmake)
# ==============================================================================
format: configure
@cmake --build $(BUILDDIR) --target format
format-check: configure
@cmake --build $(BUILDDIR) --target format-check
tidy: configure
@cmake --build $(BUILDDIR) --target tidy
tidy-fix: configure
@cmake --build $(BUILDDIR) --target tidy-fix
cppcheck: configure
@cmake --build $(BUILDDIR) --target cppcheck
# ==============================================================================
# GIT HOOKS
# ==============================================================================
hooks-install:
@git config core.hooksPath .githooks
@echo "Git hooks activats: $(shell pwd)/.githooks"
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#include "core/rendering/screen.hpp"
#include <SDL3/SDL.h>
#include <cstdio>
#include <cstdlib>
#include "utils/defaults.hpp"
#include "utils/defines.hpp"
namespace {
auto toSdlPresentation(Defaults::ScalingMode mode) -> SDL_RendererLogicalPresentation {
switch (mode) {
case Defaults::ScalingMode::DISABLED:
return SDL_LOGICAL_PRESENTATION_DISABLED;
case Defaults::ScalingMode::STRETCH:
return SDL_LOGICAL_PRESENTATION_STRETCH;
case Defaults::ScalingMode::LETTERBOX:
return SDL_LOGICAL_PRESENTATION_LETTERBOX;
case Defaults::ScalingMode::OVERSCAN:
return SDL_LOGICAL_PRESENTATION_OVERSCAN;
case Defaults::ScalingMode::INTEGER:
return SDL_LOGICAL_PRESENTATION_INTEGER_SCALE;
}
return SDL_LOGICAL_PRESENTATION_LETTERBOX;
}
auto toSdlScaleMode(Defaults::TextureFilter filter) -> SDL_ScaleMode {
return filter == Defaults::TextureFilter::LINEAR ? SDL_SCALEMODE_LINEAR : SDL_SCALEMODE_NEAREST;
}
} // namespace
Screen* Screen::instance = nullptr;
void Screen::init() {
if (instance == nullptr) {
instance = new Screen();
}
}
void Screen::destroy() {
delete instance;
instance = nullptr;
}
auto Screen::get() -> Screen* {
return instance;
}
Screen::Screen() {
if (!SDL_InitSubSystem(SDL_INIT_VIDEO)) {
std::fprintf(stderr, "SDL_InitSubSystem(VIDEO) failed: %s\n", SDL_GetError());
std::exit(EXIT_FAILURE);
}
const int WIN_W = GameCanvas::WIDTH * Defaults::Window::ZOOM;
const int WIN_H = GameCanvas::HEIGHT * Defaults::Window::ZOOM;
Uint32 win_flags = SDL_WINDOW_RESIZABLE;
if (Defaults::Window::FULLSCREEN) { win_flags |= SDL_WINDOW_FULLSCREEN; }
window_ = SDL_CreateWindow(Texts::WINDOW_TITLE, WIN_W, WIN_H, win_flags);
if (window_ == nullptr) {
std::fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
std::exit(EXIT_FAILURE);
}
renderer_ = SDL_CreateRenderer(window_, nullptr);
if (renderer_ == nullptr) {
std::fprintf(stderr, "SDL_CreateRenderer failed: %s\n", SDL_GetError());
std::exit(EXIT_FAILURE);
}
SDL_SetRenderVSync(renderer_, Defaults::Video::VSYNC ? 1 : 0);
SDL_SetRenderLogicalPresentation(renderer_, GameCanvas::WIDTH, GameCanvas::HEIGHT, toSdlPresentation(Defaults::Video::SCALING_MODE));
// Destination ARGB texture: paletted surfaces will be blitted onto this
// (each surface contributes its own palette, so the final image is full ARGB).
game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, GameCanvas::WIDTH, GameCanvas::HEIGHT);
if (game_texture_ == nullptr) {
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);
}
void Screen::clear(std::uint8_t r, std::uint8_t g, std::uint8_t b) {
SDL_SetRenderTarget(renderer_, game_texture_);
SDL_SetRenderDrawColor(renderer_, r, g, b, 0xFF);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, nullptr);
}
void Screen::present() {
SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer_);
SDL_RenderTexture(renderer_, game_texture_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
}
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#pragma once
#include <SDL3/SDL.h>
#include <cstdint>
class Screen {
public:
static void init();
static void destroy();
static auto get() -> Screen*;
void clear(std::uint8_t r = 0, std::uint8_t g = 0, std::uint8_t b = 0);
void present();
[[nodiscard]] auto getRenderer() const -> SDL_Renderer* { return renderer_; }
[[nodiscard]] auto getTarget() const -> SDL_Texture* { return game_texture_; }
private:
Screen();
~Screen();
static Screen* instance;
SDL_Window* window_{nullptr};
SDL_Renderer* renderer_{nullptr};
SDL_Texture* game_texture_{nullptr};
};
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#pragma once
#include <memory>
class Scene {
public:
virtual ~Scene() = default;
virtual void update(int delta_ms) = 0;
virtual void render() = 0;
[[nodiscard]] auto wantsQuit() const -> bool { return wants_quit_; }
[[nodiscard]] auto nextScene() -> std::unique_ptr<Scene> { return std::move(next_scene_); }
protected:
bool wants_quit_{false};
std::unique_ptr<Scene> next_scene_;
};
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#include "core/system/director.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstdio>
#include <memory>
#include <utility>
#include "core/rendering/screen.hpp"
#include "core/scene/scene.hpp"
#include "core/system/event_buffer.hpp"
#include "game/scenes/black_scene.hpp"
Director::Director() {
if (!SDL_Init(0)) {
std::fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
}
Screen::init();
current_scene_ = std::make_unique<BlackScene>();
last_ticks_ms_ = SDL_GetTicks();
}
Director::~Director() {
current_scene_.reset();
Screen::destroy();
SDL_Quit();
}
void Director::processEvents() {
const bool QUIT_REQUESTED = std::ranges::any_of(
EventBuffer::events,
[](const SDL_Event& event) { return event.type == SDL_EVENT_QUIT; });
if (QUIT_REQUESTED) { current_scene_.reset(); }
}
void Director::switchSceneIfRequested() {
if (!current_scene_) { return; }
if (auto next = current_scene_->nextScene()) {
current_scene_ = std::move(next);
}
}
auto Director::iterate() -> SDL_AppResult {
processEvents();
if (!current_scene_) {
EventBuffer::events.clear();
return SDL_APP_SUCCESS;
}
const std::uint64_t NOW_MS = SDL_GetTicks();
int delta_ms = static_cast<int>(NOW_MS - last_ticks_ms_);
delta_ms = std::max(delta_ms, 0);
last_ticks_ms_ = NOW_MS;
current_scene_->update(delta_ms);
current_scene_->render();
if (current_scene_->wantsQuit()) {
EventBuffer::events.clear();
return SDL_APP_SUCCESS;
}
switchSceneIfRequested();
EventBuffer::events.clear();
return SDL_APP_CONTINUE;
}
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#pragma once
#include <SDL3/SDL.h>
#include <cstdint>
#include <memory>
class Scene;
class Director {
public:
Director();
~Director();
auto iterate() -> SDL_AppResult;
private:
std::unique_ptr<Scene> current_scene_;
std::uint64_t last_ticks_ms_{0};
void processEvents();
void switchSceneIfRequested();
};
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#pragma once
#include <SDL3/SDL.h>
#include <vector>
namespace EventBuffer {
inline std::vector<SDL_Event> events;
}
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DisableFormat: true
SortIncludes: Never
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# source/external/.clang-tidy
Checks: '-*'
WarningsAsErrors: ''
HeaderFilterRegex: ''
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#include "game/scenes/black_scene.hpp"
#include <SDL3/SDL.h>
#include "core/rendering/screen.hpp"
#include "core/system/event_buffer.hpp"
BlackScene::BlackScene() = default;
void BlackScene::update(int delta_ms) {
elapsed_ms_ += delta_ms;
for (const auto& event : EventBuffer::events) {
if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_ESCAPE) {
wants_quit_ = true;
}
}
}
void BlackScene::render() {
Screen::get()->clear(0x00, 0x00, 0x00);
Screen::get()->present();
}
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#pragma once
#include "core/scene/scene.hpp"
class BlackScene : public Scene {
public:
BlackScene();
void update(int delta_ms) override;
void render() override;
private:
int elapsed_ms_{0};
};
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#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include "core/system/director.hpp"
#include "core/system/event_buffer.hpp"
auto SDL_AppInit(void** appstate, int argc, char* argv[]) -> SDL_AppResult {
(void)argc;
(void)argv;
auto* director = new Director();
*appstate = director;
return SDL_APP_CONTINUE;
}
auto SDL_AppEvent(void* appstate, SDL_Event* event) -> SDL_AppResult {
(void)appstate;
EventBuffer::events.push_back(*event);
return SDL_APP_CONTINUE;
}
auto SDL_AppIterate(void* appstate) -> SDL_AppResult {
auto* director = static_cast<Director*>(appstate);
return director->iterate();
}
void SDL_AppQuit(void* appstate, SDL_AppResult result) {
(void)result;
auto* director = static_cast<Director*>(appstate);
delete director;
}
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#pragma once
#include <SDL3/SDL.h>
#include <cstdint>
namespace Defaults {
// Mode de presentació lògica (escala finestra). Mapeja als valors de
// SDL_RendererLogicalPresentation des de Screen via una funció helper,
// perquè aquest header no depengui de detalls de SDL3 més enllà del scancode.
enum class ScalingMode : std::uint8_t {
DISABLED = 0,
STRETCH = 1,
LETTERBOX = 2,
OVERSCAN = 3,
INTEGER = 4,
};
// Filtre de textura per a l'upscale final.
enum class TextureFilter : std::uint8_t {
NEAREST = 0,
LINEAR = 1,
};
namespace Window {
constexpr int ZOOM = 3;
constexpr bool FULLSCREEN = false;
} // namespace Window
namespace Video {
constexpr bool VSYNC = true;
constexpr ScalingMode SCALING_MODE = ScalingMode::LETTERBOX;
constexpr TextureFilter TEXTURE_FILTER = TextureFilter::NEAREST;
} // namespace Video
namespace Audio {
constexpr bool ENABLED = true;
constexpr float VOLUME = 1.0F;
constexpr bool MUSIC_ENABLED = true;
constexpr float MUSIC_VOLUME = 0.8F;
constexpr bool SOUND_ENABLED = true;
constexpr float SOUND_VOLUME = 1.0F;
} // namespace Audio
namespace KeysGame {
constexpr SDL_Scancode UP = SDL_SCANCODE_UP;
constexpr SDL_Scancode DOWN = SDL_SCANCODE_DOWN;
constexpr SDL_Scancode LEFT = SDL_SCANCODE_LEFT;
constexpr SDL_Scancode RIGHT = SDL_SCANCODE_RIGHT;
constexpr SDL_Scancode EXIT = SDL_SCANCODE_ESCAPE;
} // namespace KeysGame
} // namespace Defaults
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#pragma once
namespace Texts {
constexpr const char* WINDOW_TITLE = "© 2026 Aventures en Egipte — JailDesigner";
constexpr const char* COPYRIGHT = "© 2026 JailDesigner";
constexpr const char* VERSION = "0.1.0"; // Single source of truth — Makefile el grep
} // namespace Texts
namespace GameCanvas {
constexpr int WIDTH = 320;
constexpr int HEIGHT = 240;
constexpr int CENTER_X = WIDTH / 2;
constexpr int CENTER_Y = HEIGHT / 2;
} // namespace GameCanvas
namespace Tile {
constexpr int SIZE = 8;
constexpr int HALF_SIZE = SIZE / 2;
} // namespace Tile
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#pragma once
namespace Version {
constexpr const char* GIT_HASH = "@GIT_HASH@";
constexpr const char* APP_NAME = "Aventures en Egipte";
} // namespace Version