Files
JailDesignerandClaude Opus 4.7 c8882a3f6e refactor(log): migra els subsistemes restants i elimina iostream
Acaba la migració dels std::cout/cerr a Log::*:

- core/locale, core/ui/ui_config, core/rendering/{screen,text,gif,
  surface, sprite/animated_sprite, sdl3gpu/*}.
- game/{options, debug_config, editor/editor_config, levels/level_manager,
  map/{map,tilemap,paint_layer}, entities/entity_manager_loadlevel}.

Severitats coherents: warns per a configs absents amb fallback,
errors per a YAML malformat o E/S fallida, infos per a estats.

Resultat:
- 0 occurrences de std::cout/std::cerr a source/.
- Cap #include <iostream> orfà (eliminat de surface.cpp).
- Output funcional idèntic al històric; AEE_LOG filtra (ex.
  `AEE_LOG=warn` només mostra warnings, `AEE_LOG=*:warn,Tag:info`
  combina globals i overrides).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 09:34:24 +02:00

171 lines
6.6 KiB
C++

#include "core/rendering/sprite/animated_sprite.hpp"
#include <cmath>
#include <numeric>
#include <utility>
#include "core/rendering/surface.hpp"
#include "core/resources/resource_cache.hpp"
#include "utils/log.hpp"
// El parser pure de YAML d'animacions (parseAnimationsFromYaml + helpers)
// viu a `animated_sprite_parser.cpp` perquè és testable sense Surface ni
// Resource::Cache. Aquesta unitat es queda amb el runtime de la classe i
// amb el que sí toca el cache de surfaces (parseSpriteBlock).
namespace {
// Llegeix el bloc `sprite: { path, size: [w, h] }` — mateix format que
// les plantilles d'entitat. La surface es resol via Resource::Cache amb
// el basename del fitxer.
auto parseSpriteBlock(const fkyaml::node& yaml, std::shared_ptr<Surface>& surface) -> AnimatedSprite::SheetParams {
AnimatedSprite::SheetParams params;
if (!yaml.contains("sprite")) { return params; }
const auto& s = yaml["sprite"];
if (s.contains("path")) {
surface = Resource::Cache::get().getSurface(s["path"].get_value<std::string>());
}
if (s.contains("size")) {
const auto& sz = s["size"];
if (sz.is_sequence() && sz.size() == 2) {
params.frame_width = static_cast<float>(sz[0].get_value<int>());
params.frame_height = static_cast<float>(sz[1].get_value<int>());
}
}
if (surface && params.frame_width > 0.0F && params.frame_height > 0.0F) {
params.frames_per_row = surface->getWidth() / static_cast<int>(params.frame_width);
const int H_TILES = surface->getHeight() / static_cast<int>(params.frame_height);
params.max_tiles = params.frames_per_row * H_TILES;
}
return params;
}
// Tradueix els flags lògics flip_h/flip_v al `SDL_FlipMode` que admet
// `Surface::render`. Important: a SDL3, `SDL_FlipMode` és un enum
// exclusiu (NONE/HORIZONTAL/VERTICAL), no un bitmask combinable. Per
// tant, V+H simultani al mateix frame no es pot expressar amb una
// única crida — prioritzem H (suficient per als casos pràctics
// d'animació, com `walk_west` o `death_spin`). Si en algun moment fa
// falta combinar, caldrà ampliar `Surface::render` per a doble-flipar
// a baix nivell.
auto toFlipMode(bool flip_h, bool flip_v) -> SDL_FlipMode {
if (flip_h) { return SDL_FLIP_HORIZONTAL; }
if (flip_v) { return SDL_FLIP_VERTICAL; }
return SDL_FLIP_NONE;
}
} // namespace
AnimatedSprite::AnimatedSprite(const AnimationResource& cached_data) {
std::string yaml_content(cached_data.yaml_data.begin(), cached_data.yaml_data.end());
try {
auto yaml = fkyaml::node::deserialize(yaml_content);
auto params = parseSpriteBlock(yaml, surface_);
animations_ = parseAnimationsFromYaml(yaml, params);
setWidth(params.frame_width);
setHeight(params.frame_height);
// Clip inicial: qualsevol frame del primer element del mapa serveix
// com a placeholder. El consumidor sempre crida `setCurrentAnimation`
// abans del primer `update()`, així que el valor real el posa ell.
if (!animations_.empty()) {
const auto& first = animations_.begin()->second;
if (!first.frames.empty()) { setClip(first.frames[0].rect); }
}
} catch (const fkyaml::exception& e) {
Log::error("AnimatedSprite", "YAML parsing error in animation {}: {}", cached_data.name, e.what());
throw;
} catch (const std::exception& e) {
Log::error("AnimatedSprite", "Error loading animation {}: {}", cached_data.name, e.what());
throw;
}
}
void AnimatedSprite::animate(float delta_time) {
if (current_animation_.empty()) { return; }
auto it = animations_.find(current_animation_);
if (it == animations_.end()) { return; }
auto& anim = it->second;
if (anim.speeds.empty() || anim.frames.empty()) { return; }
anim.accumulated_time += delta_time;
const float TOTAL = std::accumulate(anim.speeds.begin(), anim.speeds.end(), 0.0F);
// Helper local per a propagar el frame actual (clip + flip) al sprite.
// El motor sempre sobreescriu el flip — si el YAML no declara `flip_h`/
// `flip_v`, el frame té els flags a false i el resultat és `SDL_FLIP_NONE`.
auto apply_current_frame = [&](int frame_index) {
const auto& frame = anim.frames[frame_index];
setClip(frame.rect);
setFlip(toFlipMode(frame.flip_h, frame.flip_v));
};
if (anim.accumulated_time >= TOTAL) {
if (anim.loop_from < 0) {
anim.current_frame = static_cast<int>(anim.frames.size()) - 1;
anim.completed = true;
apply_current_frame(anim.current_frame);
return;
}
float loop_start = 0.0F;
for (int i = 0; i < anim.loop_from; ++i) { loop_start += anim.speeds[i]; }
float loop_len = TOTAL - loop_start;
anim.accumulated_time = loop_start + std::fmod(anim.accumulated_time - loop_start, loop_len);
}
float cursor = 0.0F;
for (int i = 0; i < static_cast<int>(anim.frames.size()); ++i) {
cursor += anim.speeds[i];
if (anim.accumulated_time < cursor) {
anim.current_frame = i;
apply_current_frame(i);
return;
}
}
anim.current_frame = static_cast<int>(anim.frames.size()) - 1;
apply_current_frame(anim.current_frame);
}
auto AnimatedSprite::animationIsCompleted() -> bool {
if (current_animation_.empty()) { return false; }
auto it = animations_.find(current_animation_);
if (it == animations_.end()) { return false; }
return it->second.completed;
}
void AnimatedSprite::setCurrentAnimation(const std::string& name) {
if (current_animation_ == name) { return; }
auto it = animations_.find(name);
if (it == animations_.end()) {
Log::warn("AnimatedSprite", "could not find \"{}\" animation", name);
return;
}
current_animation_ = name;
auto& anim = it->second;
anim.current_frame = 0;
anim.accumulated_time = 0.0F;
anim.completed = false;
if (!anim.frames.empty()) {
setClip(anim.frames[0].rect);
setFlip(toFlipMode(anim.frames[0].flip_h, anim.frames[0].flip_v));
}
}
void AnimatedSprite::update(float delta_time) {
animate(delta_time);
MovingSprite::update(delta_time);
}
void AnimatedSprite::resetAnimation() {
if (current_animation_.empty()) { return; }
auto it = animations_.find(current_animation_);
if (it == animations_.end()) { return; }
auto& anim = it->second;
anim.current_frame = 0;
anim.accumulated_time = 0.0F;
anim.completed = false;
}