refactor(core/rendering): Surface desacoblat de Screen via Canvas (COUP-02b / COUP-03)

Surface::renderWithColorReplace usava Screen::get().getCanvasArgb() i
companys per a obtenir el buffer destí. S'introdueix una abstracció
mínima:

- source/core/rendering/canvas.hpp: struct Canvas amb pixels/width/
  height i la fàbrica activeCanvas() que retorna el canvas actiu.
- source/core/rendering/canvas.cpp: implementació que delega a Screen.

Surface ara inclou canvas.hpp en lloc de screen.hpp i crida
Rendering::activeCanvas(). L'indirecció permet, més endavant, empènyer
canvases alternatius (off-screen, efectes) sense tocar Surface; ara
mateix es comporta idèntic al codi anterior.

Build + smoke 5s xvfb OK (exit 124).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
JailDesignerandClaude Opus 4.7 committed 2026-04-20 09:38:11 +02:00
1 parent 029907d5a0
commit 81fe826d17
5 files changed
+50 -7

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+1
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@@ -39,6 +39,7 @@ set(APP_SOURCES
source/core/input/key_config.cpp source/core/input/key_config.cpp
source/core/input/global_inputs.cpp source/core/input/global_inputs.cpp
source/core/rendering/screen.cpp source/core/rendering/screen.cpp
source/core/rendering/canvas.cpp
source/core/rendering/notifier.cpp source/core/rendering/notifier.cpp
source/core/rendering/render_info.cpp source/core/rendering/render_info.cpp
source/core/rendering/gif.cpp source/core/rendering/gif.cpp
+4 -3
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@@ -22,7 +22,7 @@ Los IDs se mantienen estables una vez asignados. Cada entrada apunta al(los) fic
| DUP-02 | `Surface::render` / `renderWithColorReplace` duplicados | DONE | | DUP-02 | `Surface::render` / `renderWithColorReplace` duplicados | DONE |
| CONV-03 | Shaders MSL como raw strings en `.cpp` + helpers duplicados | DONE | | CONV-03 | Shaders MSL como raw strings en `.cpp` + helpers duplicados | DONE |
| DUP-03 | Familia `Text::write*` con bucle UTF-8 repetido 5 veces | DONE | | DUP-03 | Familia `Text::write*` con bucle UTF-8 repetido 5 veces | DONE |
| COUP-02 | `Screen` instancia `SDL3GPUShader` directamente + `Surface` → `Screen::get()` | WIP (a: DONE, b: PENDING) | | COUP-02 | `Screen` instancia `SDL3GPUShader` directamente + `Surface` → `Screen::get()` | DONE |
--- ---
@@ -73,7 +73,7 @@ Los IDs se mantienen estables una vez asignados. Cada entrada apunta al(los) fic
| COUP-01a | `notifier.hpp:9` | `core/rendering/notifier.hpp` incluye `game/ui/notification_presets.hpp` | Crítico | DONE | helper `Notification::notify()` en `game/ui` | | COUP-01a | `notifier.hpp:9` | `core/rendering/notifier.hpp` incluye `game/ui/notification_presets.hpp` | Crítico | DONE | helper `Notification::notify()` en `game/ui` |
| COUP-01b | `render_info.cpp:12-13` | `core/rendering/render_info.cpp` incluye `game/options.hpp` + `game/ui/ui_palette.hpp` | Crítico | DONE | `RenderInfo::Frame` injectada; Options.buildRenderInfoFrame() | | COUP-01b | `render_info.cpp:12-13` | `core/rendering/render_info.cpp` incluye `game/options.hpp` + `game/ui/ui_palette.hpp` | Crítico | DONE | `RenderInfo::Frame` injectada; Options.buildRenderInfoFrame() |
| COUP-02a | `screen.cpp:13-14,109` | `Screen` instancia `SDL3GPUShader` concreto | Importante | DONE | `Rendering::makeDefaultShaderBackend()` factory | | COUP-02a | `screen.cpp:13-14,109` | `Screen` instancia `SDL3GPUShader` concreto | Importante | DONE | `Rendering::makeDefaultShaderBackend()` factory |
| COUP-03 | `surface.cpp:81-83,110-112` | `Surface::render` usa `Screen::get()` global | Importante | PENDING | pasar destino por parámetro | | COUP-03 | `surface.cpp:81-83,110-112` | `Surface::render` usa `Screen::get()` global | Importante | DONE | `Rendering::activeCanvas()` intermediari |
| COUP-04 | `notifier.cpp:19`, `render_info.cpp:52` | `Resource::Cache::get().getSurface("8bithud.gif")` con string literal | Importante | PENDING | inyectar la surface | | COUP-04 | `notifier.cpp:19`, `render_info.cpp:52` | `Resource::Cache::get().getSurface("8bithud.gif")` con string literal | Importante | PENDING | inyectar la surface |
| COUP-05 | `animated_sprite.cpp:9,95-116` | parser YAML incrustado en sprite | Importante | PENDING | `AnimationLoader` en `core/resources` | | COUP-05 | `animated_sprite.cpp:9,95-116` | parser YAML incrustado en sprite | Importante | PENDING | `AnimationLoader` en `core/resources` |
| COUP-06 | `notifier.hpp:22`, `render_info.hpp:17`, `screen.hpp:13` | 3 Meyers singletons en mismo subsistema | Importante | DEFERRED | requiere tocar Director | | COUP-06 | `notifier.hpp:22`, `render_info.hpp:17`, `screen.hpp:13` | 3 Meyers singletons en mismo subsistema | Importante | DEFERRED | requiere tocar Director |
@@ -125,4 +125,5 @@ Los IDs se mantienen estables una vez asignados. Cada entrada apunta al(los) fic
- `d479475` — DUP-02: `Surface::render` delega a `renderWithColorReplace` - `d479475` — DUP-02: `Surface::render` delega a `renderWithColorReplace`
- `5f46fb2` — CONV-03 + DUP-04 + DUP-05 + PATCH-07: shaders MSL i helpers extrets a `sdl3gpu/msl/` i `sdl3gpu/shader_factory.hpp` - `5f46fb2` — CONV-03 + DUP-04 + DUP-05 + PATCH-07: shaders MSL i helpers extrets a `sdl3gpu/msl/` i `sdl3gpu/shader_factory.hpp`
- `a63deac` — DUP-03 + HC-01: `Text` amb `resolveGlyph` i constants `INK_COLOR_INDEX` / `DEFAULT_TEXT_COLOR` - `a63deac` — DUP-03 + HC-01: `Text` amb `resolveGlyph` i constants `INK_COLOR_INDEX` / `DEFAULT_TEXT_COLOR`
- `<pendent>` — COUP-02a: `Screen` desacoblat de `SDL3GPUShader` via `makeDefaultShaderBackend()` - `029907d` — COUP-02a: `Screen` desacoblat de `SDL3GPUShader` via `makeDefaultShaderBackend()`
- `<pendent>` — COUP-02b (= COUP-03): `Surface` usa `Rendering::activeCanvas()` en lloc de `Screen::get()`
+16
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@@ -0,0 +1,16 @@
#include "core/rendering/canvas.hpp"
#include "core/rendering/screen.hpp"
namespace Rendering {
auto activeCanvas() -> Canvas {
auto& screen = Screen::get();
return {
.pixels = screen.getCanvasArgb(),
.width = screen.getCanvasWidth(),
.height = screen.getCanvasHeight(),
};
}
} // namespace Rendering
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@@ -0,0 +1,24 @@
#pragma once
#include <cstdint>
// Abstracció mínima del destí de renderitzat CPU. Tots els blitters del
// projecte (Surface, els HUDs via Screen::fillRect, ...) emeten píxels en
// format ARGB8888 sobre una única superfície lògica que el backend GPU
// després transfereix a la textura "scene". L'accés va per la funció
// activeCanvas() en lloc de Screen::get() directament, per a que els
// consumidors no depenguen del cicle de vida de Screen ni del seu header.
namespace Rendering {
struct Canvas {
std::uint32_t* pixels{nullptr};
int width{0};
int height{0};
};
// Retorna el canvas actiu del joc. En aquesta fase del projecte n'hi ha
// sempre un i només un (el de Screen); en el futur, si cal renderitzar
// off-screen (miniatures, efectes), es podrà pushejar/popar per ací.
[[nodiscard]] auto activeCanvas() -> Canvas;
} // namespace Rendering
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@@ -6,8 +6,8 @@
#include <stdexcept> #include <stdexcept>
#include <vector> #include <vector>
#include "core/rendering/canvas.hpp"
#include "core/rendering/gif.hpp" #include "core/rendering/gif.hpp"
#include "core/rendering/screen.hpp"
#include "core/resources/resource_helper.hpp" #include "core/resources/resource_helper.hpp"
#include "utils/utils.hpp" #include "utils/utils.hpp"
@@ -86,9 +86,10 @@ void Surface::render(int x, int y, const SDL_FRect* src_rect, SDL_FlipMode flip)
} }
void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 target_color, const SDL_FRect* src_rect, SDL_FlipMode flip) const { void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 target_color, const SDL_FRect* src_rect, SDL_FlipMode flip) const {
Uint32* dst = Screen::get().getCanvasArgb(); const auto CANVAS = Rendering::activeCanvas();
const int DST_W = Screen::get().getCanvasWidth(); Uint32* dst = CANVAS.pixels;
const int DST_H = Screen::get().getCanvasHeight(); const int DST_W = CANVAS.width;
const int DST_H = CANVAS.height;
const int SX = (src_rect != nullptr) ? static_cast<int>(src_rect->x) : 0; const int SX = (src_rect != nullptr) ? static_cast<int>(src_rect->x) : 0;
const int SY = (src_rect != nullptr) ? static_cast<int>(src_rect->y) : 0; const int SY = (src_rect != nullptr) ? static_cast<int>(src_rect->y) : 0;