Motor de sprites/animacions/surfaces i jugador centrat (v0.2.0)
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@@ -3,26 +3,38 @@
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#include <SDL3/SDL.h>
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#include <cstdint>
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#include <vector>
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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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// Meyers singleton: la destrucció ocorre durant la termianció estàtica
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// (LIFO respecte a Resource::Cache). El SDL_Quit s'ha de registrar via
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// std::atexit ABANS de la primera crida a get(); així Screen::~Screen
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// (que crida SDL_Destroy*/SDL_QuitSubSystem) s'executa amb SDL encara viu.
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static auto get() -> Screen&;
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Screen(const Screen&) = delete;
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Screen(Screen&&) = delete;
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auto operator=(const Screen&) -> Screen& = delete;
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auto operator=(Screen&&) -> Screen& = delete;
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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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[[nodiscard]] auto getCanvasArgb() -> std::uint32_t* { return canvas_.data(); }
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[[nodiscard]] auto getCanvasWidth() const -> int { return canvas_width_; }
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[[nodiscard]] auto getCanvasHeight() const -> int { return canvas_height_; }
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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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int canvas_width_{0};
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int canvas_height_{0};
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std::vector<std::uint32_t> canvas_;
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};
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