From 9395520a23358719ddb8efe62cd22d442ede2297 Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Mon, 20 Apr 2026 09:13:58 +0200 Subject: [PATCH] refactor(core/rendering): desacoplar RenderInfo d'Options i UiColor (COUP-01b) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit core/rendering/render_info ja no inclou game/options.hpp ni game/ui/ui_palette.hpp. S'introdueix RenderInfo::Frame amb tot l'estat extern (posició, show_time, shader_enabled, shader_name, shader_preset, colors) que el caller injecta a cada init()/update(). La lògica de persistència (cyclePosition/toggleShowTime) surt de RenderInfo i passa a global_inputs.cpp, que muta Options i crida saveToFile() directament. Options::buildRenderInfoFrame(text_color, shadow_color) centralitza la construcció del Frame seguint el mateix patró que buildScreenConfig / buildPostFXParams. Director i GameScene criden aquest builder quan necessiten un Frame (amb UiColor::RENDER_INFO_{TEXT,SHADOW} com a colors actius). Amb aquest canvi queda tancada COUP-01: core/rendering/ no té cap include de game/*. Co-Authored-By: Claude Opus 4.7 (1M context) --- docs/audit-core-rendering.md | 7 +-- source/core/input/global_inputs.cpp | 7 ++- source/core/rendering/render_info.cpp | 65 +++++++++++---------------- source/core/rendering/render_info.hpp | 32 ++++++++----- source/core/system/director.cpp | 3 +- source/game/options.cpp | 15 +++++++ source/game/options.hpp | 4 ++ source/game/scenes/game_scene.cpp | 3 +- 8 files changed, 77 insertions(+), 59 deletions(-) diff --git a/docs/audit-core-rendering.md b/docs/audit-core-rendering.md index 9cc648a..cea883b 100644 --- a/docs/audit-core-rendering.md +++ b/docs/audit-core-rendering.md @@ -18,7 +18,7 @@ Los IDs se mantienen estables una vez asignados. Cada entrada apunta al(los) fic | ID | Título | Estado | |----|--------|--------| -| COUP-01 | Inversión de dependencia `core/rendering → game/*` | WIP (a: DONE, b: PENDING) | +| COUP-01 | Inversión de dependencia `core/rendering → game/*` | DONE | | DUP-02 | `Surface::render` / `renderWithColorReplace` duplicados | PENDING | | CONV-03 | Shaders MSL como raw strings en `.cpp` + helpers duplicados | PENDING | | DUP-03 | Familia `Text::write*` con bucle UTF-8 repetido 5 veces | PENDING | @@ -71,7 +71,7 @@ Los IDs se mantienen estables una vez asignados. Cada entrada apunta al(los) fic | ID | Fichero:línea | Hallazgo | Severidad | Estado | Notas | |----|---------------|----------|-----------|--------|-------| | 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 | PENDING | `RenderInfo::State` inyectada pel Director | +| 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-02 | `screen.cpp:13-14,109` | `Screen` instancia `SDL3GPUShader` concreto | Importante | PENDING | factory/registry | | COUP-03 | `surface.cpp:81-83,110-112` | `Surface::render` usa `Screen::get()` global | Importante | PENDING | pasar destino por parámetro | | COUP-04 | `notifier.cpp:19`, `render_info.cpp:52` | `Resource::Cache::get().getSurface("8bithud.gif")` con string literal | Importante | PENDING | inyectar la surface | @@ -120,4 +120,5 @@ Los IDs se mantienen estables una vez asignados. Cada entrada apunta al(los) fic ## Registro de commits - `9243db1` — docs: full de treball inicial (aquest fitxer) -- `` — COUP-01a: `Notifier` desacoblat de `game/ui/notification_presets` +- `9434e4e` — COUP-01a: `Notifier` desacoblat de `game/ui/notification_presets` +- `` — COUP-01b: `RenderInfo` desacoblat de `game/options` + `game/ui/ui_palette` diff --git a/source/core/input/global_inputs.cpp b/source/core/input/global_inputs.cpp index 0714807..a365b90 100644 --- a/source/core/input/global_inputs.cpp +++ b/source/core/input/global_inputs.cpp @@ -139,11 +139,14 @@ namespace GlobalInputs { } void onCycleRenderInfo() { - RenderInfo::cyclePosition(); + const int NEXT = (static_cast(Options::video.render_info_position) + 1) % 3; + Options::video.render_info_position = static_cast(NEXT); + Options::saveToFile(); } void onToggleRenderTime() { - RenderInfo::toggleShowTime(); + Options::video.render_info_show_time = !Options::video.render_info_show_time; + Options::saveToFile(); } void onExit() { diff --git a/source/core/rendering/render_info.cpp b/source/core/rendering/render_info.cpp index b9414b8..ab5ef75 100644 --- a/source/core/rendering/render_info.cpp +++ b/source/core/rendering/render_info.cpp @@ -9,8 +9,6 @@ #include "core/rendering/screen.hpp" #include "core/rendering/text.hpp" #include "core/resources/resource_cache.hpp" -#include "game/options.hpp" -#include "game/ui/ui_palette.hpp" #include "utils/defines.hpp" #include "utils/easing.hpp" @@ -23,6 +21,10 @@ namespace { // Evita una fileta d'un sol píxel quan acaba de començar a aparèixer. constexpr float VISIBLE_EPSILON = 0.01F; + // Índex del segment de temps dins de segments_. Si canvia SEGMENT_COUNT + // o l'ordre, actualitzar ací. + constexpr int TIME_SEGMENT = 3; + auto prettify(std::string s) -> std::string { std::ranges::replace(s, '-', ' '); std::ranges::transform(s, s.begin(), [](unsigned char c) { return std::tolower(c); }); @@ -48,27 +50,25 @@ auto RenderInfo::get() -> RenderInfo& { RenderInfo::~RenderInfo() = default; -void RenderInfo::init() { +void RenderInfo::init(const Frame& initial) { auto font_surface = Resource::Cache::get().getSurface("8bithud.gif"); text_ = std::make_unique(font_surface, "data/font/8bithud.fnt"); + current_ = initial; + segments_[TIME_SEGMENT].mono_digits = true; + // Restaura l'estat guardat: si l'overlay estava engegat, l'activem ja // plenament visible (sense animació d'entrada inicial). - if (Options::video.render_info_position != Defaults::RenderInfoPosition::OFF) { - visible_pos_ = Options::video.render_info_position; + if (initial.target_position != Defaults::RenderInfoPosition::OFF) { + visible_pos_ = initial.target_position; info_anim_ = 1.0F; - } - - // El segment de temps pot estar activat per persistència: si la barra - // apareix ja plena, el seu segment també ha d'estar-ho. - segments_[3].mono_digits = true; - if (info_anim_ >= 1.0F) { refreshSegments(); for (auto& seg : segments_) { seg.anim = seg.visible ? 1.0F : 0.0F; } } } -void RenderInfo::update(int delta_ms) { +void RenderInfo::update(int delta_ms, const Frame& frame) { + current_ = frame; elapsed_ms_ += delta_ms; const float DT = static_cast(delta_ms) / 1000.0F; @@ -76,7 +76,7 @@ void RenderInfo::update(int delta_ms) { // visible, entrem (anim→1). Si no, primer eixim (anim→0) del lloc actual; // quan arriba a 0 commutem visible_pos_ i deixem que el proper frame // dispari l'entrada. Excepció: de OFF a TOP/BOTTOM commutem en sec. - const auto DESIRED = Options::video.render_info_position; + const auto DESIRED = current_.target_position; if (DESIRED == visible_pos_) { // Si el destí és OFF, no cal animar cap a un lloc — la barra ja ha // d'estar fora. Sense aquest guard, en arribar de BOTTOM→OFF la @@ -122,21 +122,18 @@ void RenderInfo::refreshSegments() { segments_[1].visible = true; segments_[1].mono_digits = false; - // [2] Shader + preset (només amb shader activat) - if (Options::video.shader.enabled) { - const std::string& shader = Options::video.shader.current_shader; - const std::string& preset = (shader == "crtpi") - ? Options::video.shader.current_crtpi_preset - : Options::video.shader.current_postfx_preset; - segments_[2].text = " | " + shader + " " + prettify(preset); + // [2] Shader + preset (només amb shader activat). El caller ha triat el + // preset actiu segons el shader; ací només el formatem. + if (current_.shader_enabled) { + segments_[2].text = " | " + current_.shader_name + " " + prettify(current_.shader_preset); } - segments_[2].visible = Options::video.shader.enabled; + segments_[2].visible = current_.shader_enabled; segments_[2].mono_digits = false; // [3] Temps de joc (togglejable i persistent) - segments_[3].text = " | " + formatTime(elapsed_ms_); - segments_[3].visible = Options::video.render_info_show_time; - segments_[3].mono_digits = true; + segments_[TIME_SEGMENT].text = " | " + formatTime(elapsed_ms_); + segments_[TIME_SEGMENT].visible = current_.show_time; + segments_[TIME_SEGMENT].mono_digits = true; // Els tres primers segments baixem a minúscules per coherència estètica // amb la resta de la línia; el [3] (temps) manté dígits i puntuació. @@ -191,25 +188,13 @@ void RenderInfo::render() { const int SEG_W = segmentWidth(seg, DIGIT_CELL); if (seg.mono_digits) { - text_->writeMonoDigits(XI + 1, Y + 1, seg.text, UiColor::RENDER_INFO_SHADOW, DIGIT_CELL); - text_->writeMonoDigits(XI, Y, seg.text, UiColor::RENDER_INFO_TEXT, DIGIT_CELL); + text_->writeMonoDigits(XI + 1, Y + 1, seg.text, current_.shadow_color, DIGIT_CELL); + text_->writeMonoDigits(XI, Y, seg.text, current_.text_color, DIGIT_CELL); } else { - text_->writeColored(XI + 1, Y + 1, seg.text, UiColor::RENDER_INFO_SHADOW); - text_->writeColored(XI, Y, seg.text, UiColor::RENDER_INFO_TEXT); + text_->writeColored(XI + 1, Y + 1, seg.text, current_.shadow_color); + text_->writeColored(XI, Y, seg.text, current_.text_color); } cur_x += static_cast(SEG_W) * Easing::outQuad(seg.anim); } } - -void RenderInfo::cyclePosition() { - const auto CURRENT = Options::video.render_info_position; - const int NEXT = (static_cast(CURRENT) + 1) % 3; - Options::video.render_info_position = static_cast(NEXT); - Options::saveToFile(); -} - -void RenderInfo::toggleShowTime() { - Options::video.render_info_show_time = !Options::video.render_info_show_time; - Options::saveToFile(); -} diff --git a/source/core/rendering/render_info.hpp b/source/core/rendering/render_info.hpp index 193f5f3..21bbd6f 100644 --- a/source/core/rendering/render_info.hpp +++ b/source/core/rendering/render_info.hpp @@ -1,5 +1,7 @@ #pragma once +#include + #include #include #include @@ -11,9 +13,9 @@ class Text; // Overlay de debug amb tres estats (OFF / TOP / BOTTOM). Mostra una barra // d'info dividida en segments independents (fps, driver, shader, temps) que -// apareixen i desapareixen suaument. La posició es commuta amb una tecla -// (cicle OFF → TOP → BOTTOM) i el segment de temps es pot mostrar o amagar -// per separat; les dos opcions persisteixen a config.yaml. +// apareixen i desapareixen suaument. No llig cap configuració; el caller +// (Director a init, GameScene a update) injecta cada frame l'estat desitjat +// via Frame. class RenderInfo { public: static auto get() -> RenderInfo&; @@ -23,18 +25,23 @@ class RenderInfo { auto operator=(const RenderInfo&) -> RenderInfo& = delete; auto operator=(RenderInfo&&) -> RenderInfo& = delete; - void init(); + // Estat extern que dirigeix què ha de mostrar RenderInfo. La posició + // determina si la barra entra per dalt o per baix (o s'amaga). El + // shader_preset ja ha d'estar pre-seleccionat (crtpi/postfx) pel caller. + struct Frame { + Defaults::RenderInfoPosition target_position{Defaults::RenderInfoPosition::OFF}; + bool show_time{false}; + bool shader_enabled{false}; + std::string shader_name; + std::string shader_preset; + Uint8 text_color{0}; + Uint8 shadow_color{0}; + }; - void update(int delta_ms); + void init(const Frame& initial); + void update(int delta_ms, const Frame& frame); void render(); - // Avança la posició OFF → TOP → BOTTOM → OFF i persisteix. - static void cyclePosition(); - - // Mostra/oculta el segment de temps i persisteix. Només té efecte visual - // quan la barra és visible (TOP/BOTTOM). - static void toggleShowTime(); - static constexpr int HEIGHT = 10; static constexpr float SLIDE_SPEED = 5.0F; // posició global (1/s) static constexpr float SEG_SPEED = 6.0F; // segments individuals (1/s) @@ -60,4 +67,5 @@ class RenderInfo { float info_anim_{0.0F}; // 0..1, suavitzat amb outQuad al render std::array segments_{}; int elapsed_ms_{0}; + Frame current_{}; }; diff --git a/source/core/system/director.cpp b/source/core/system/director.cpp index 3a4ef2a..a18d25b 100644 --- a/source/core/system/director.cpp +++ b/source/core/system/director.cpp @@ -22,6 +22,7 @@ #include "core/system/event_buffer.hpp" #include "game/options.hpp" #include "game/scenes/game_scene.hpp" +#include "game/ui/ui_palette.hpp" #include "utils/defaults.hpp" Director::Director() { @@ -79,7 +80,7 @@ Director::Director() { // JA_Music_t que continga, així que no queden streams orfes. Audio::init(Options::buildAudioConfig()); - RenderInfo::get().init(); + RenderInfo::get().init(Options::buildRenderInfoFrame(UiColor::RENDER_INFO_TEXT, UiColor::RENDER_INFO_SHADOW)); Notifier::get().init(); current_scene_ = std::make_unique(); diff --git a/source/game/options.cpp b/source/game/options.cpp index bac7813..cea9241 100644 --- a/source/game/options.cpp +++ b/source/game/options.cpp @@ -553,6 +553,21 @@ namespace Options { return Rendering::ShaderType::POSTFX; } + auto buildRenderInfoFrame(Uint8 text_color, Uint8 shadow_color) -> RenderInfo::Frame { + const std::string& active_preset = (video.shader.current_shader == "crtpi") + ? video.shader.current_crtpi_preset + : video.shader.current_postfx_preset; + return { + .target_position = video.render_info_position, + .show_time = video.render_info_show_time, + .shader_enabled = video.shader.enabled, + .shader_name = video.shader.current_shader, + .shader_preset = active_preset, + .text_color = text_color, + .shadow_color = shadow_color, + }; + } + auto buildCrtPiParams() -> Rendering::CrtPiParams { // Si el shader està deshabilitat, retornem defaults (el dispatch anirà per // PostFX passthrough, però sent nets per si algú consulta aquests params). diff --git a/source/game/options.hpp b/source/game/options.hpp index f754d75..b6e9d05 100644 --- a/source/game/options.hpp +++ b/source/game/options.hpp @@ -4,6 +4,7 @@ #include #include "core/audio/audio.hpp" +#include "core/rendering/render_info.hpp" #include "core/rendering/screen.hpp" #include "core/rendering/shader_backend.hpp" #include "utils/defaults.hpp" @@ -121,6 +122,9 @@ namespace Options { [[nodiscard]] auto buildPostFXParams() -> Rendering::PostFXParams; [[nodiscard]] auto buildCrtPiParams() -> Rendering::CrtPiParams; [[nodiscard]] auto buildActiveShader() -> Rendering::ShaderType; + // Els colors de text/ombra els decideix la UI del joc (no Options), per + // això es passen com a paràmetres. + [[nodiscard]] auto buildRenderInfoFrame(Uint8 text_color, Uint8 shadow_color) -> RenderInfo::Frame; // `::Audio` és la classe global d'àudio (no `Options::Audio`, que és la // struct serialitzable). Retornem la seua Config per passar-la a init(). [[nodiscard]] auto buildAudioConfig() -> ::Audio::Config; diff --git a/source/game/scenes/game_scene.cpp b/source/game/scenes/game_scene.cpp index e48c9da..615e061 100644 --- a/source/game/scenes/game_scene.cpp +++ b/source/game/scenes/game_scene.cpp @@ -15,6 +15,7 @@ #include "core/resources/resource_cache.hpp" #include "game/entities/player.hpp" #include "game/map/map.hpp" +#include "game/options.hpp" #include "game/ui/ui_palette.hpp" #include "utils/defaults.hpp" #include "utils/defines.hpp" @@ -60,7 +61,7 @@ void GameScene::update(int delta_ms) { const float DT = static_cast(delta_ms) / 1000.0F; for (auto& player : players_) { player->update(DT); } - RenderInfo::get().update(delta_ms); + RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiColor::RENDER_INFO_TEXT, UiColor::RENDER_INFO_SHADOW)); Notifier::get().update(delta_ms); }