81 lines
2.9 KiB
C++
81 lines
2.9 KiB
C++
#pragma once
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#include <SDL3/SDL.h>
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#include <cstdint>
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#include <memory>
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#include <string>
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#include <vector>
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#include "core/rendering/shader_backend.hpp"
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#include "utils/defaults.hpp"
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class Screen {
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public:
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// Configuració typada de Screen. L'omple el Director des d'Options,
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// de manera que Screen no coneix YAML ni la capa Options directament.
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struct Config {
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int zoom{Defaults::Window::ZOOM};
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bool fullscreen{Defaults::Window::FULLSCREEN};
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bool vsync{Defaults::Video::VSYNC};
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Defaults::ScalingMode scaling_mode{Defaults::Video::SCALING_MODE};
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Defaults::TextureFilter texture_filter{Defaults::Video::TEXTURE_FILTER};
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bool gpu_acceleration{Defaults::Video::GPU_ACCELERATION};
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std::string preferred_driver{Defaults::Video::GPU_PREFERRED_DRIVER};
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};
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// Meyers singleton només per a l'accés (get()). El cicle de vida de SDL
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// el porta el Director: configure() i shutdown() s'han de cridar
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// explícitament, NO el destructor estàtic. El patró atexit + destructor
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// estàtic provoca segfaults a vkDestroyInstance en Wayland/Vulkan perquè
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// alguns recursos de SDL ja són inconsistents quan corre el destructor.
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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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// Inicialitza SDL_VIDEO i crea finestra + renderer o shader backend GPU
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// segons la config. Cal cridar-lo una vegada abans de qualsevol clear()/present().
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void configure(const Config& config);
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// Destrueix tots els recursos SDL (finestra, GPU device, renderer, textura)
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// i tanca el subsistema de vídeo. El Director el crida ABANS de SDL_Quit.
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void shutdown();
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// Reenvia paràmetres PostFX al backend GPU. No-op si estem al path
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// SDL_Renderer (fallback) o si encara no hi ha backend.
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void applyPostFXParams(const Rendering::PostFXParams& params);
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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 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() = default;
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~Screen() = default;
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void destroySdl();
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void createSdl();
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bool subsystem_initialized_{false};
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Config config_{};
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SDL_Window* window_{nullptr};
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// Camí SDL_Renderer (fallback quan gpu_acceleration = false).
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SDL_Renderer* renderer_{nullptr};
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SDL_Texture* game_texture_{nullptr};
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// Camí SDL3 GPU (prioritari quan gpu_acceleration = true).
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std::unique_ptr<Rendering::ShaderBackend> shader_backend_;
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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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