124 lines
4.1 KiB
C++
124 lines
4.1 KiB
C++
#include "core/system/director.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdio>
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#include <cstdlib>
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#include <filesystem>
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#include <iostream>
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#include <memory>
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#include <utility>
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#include "core/rendering/screen.hpp"
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#include "core/resources/resource_cache.hpp"
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#include "core/scene/scene.hpp"
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#include "core/system/event_buffer.hpp"
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#include "game/options.hpp"
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#include "game/scenes/game_scene.hpp"
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#include "utils/defaults.hpp"
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Director::Director() {
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if (!SDL_Init(0)) {
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std::fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
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}
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// Prepara la carpeta de sistema (~/.config/jailgames/aee_2026/) i carrega
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// les opcions; si no existeix config.yaml el crea amb els defaults.
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createSystemFolder();
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Options::setConfigFile(system_folder_ + "config.yaml");
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if (!Options::loadFromFile()) {
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std::cerr << "Director: no s'ha pogut carregar ni desar config.yaml a " << system_folder_ << '\n';
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}
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// Carrega els presets de PostFX des de shaders/postfx.yaml; si no existeix
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// es crea amb presets per defecte (off, crt, ntsc).
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Options::setPostFXFile(system_folder_ + Defaults::Video::POSTFX_FILE);
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if (!Options::loadPostFXFromFile()) {
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std::cerr << "Director: no s'ha pogut carregar ni desar postfx.yaml.\n";
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}
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// Screen es configura ara (subsystem + finestra + GPU/renderer); la seua
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// destrucció la fa aquest Director (veure ~Director). Res de static dtor.
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Screen::get().configure(Options::buildScreenConfig());
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Screen::get().applyPostFXParams(Options::buildPostFXParams());
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(void)Resource::Cache::get();
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current_scene_ = std::make_unique<GameScene>();
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last_ticks_ms_ = SDL_GetTicks();
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}
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Director::~Director() {
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// Ordre imprescindible: primer l'escena (pot tenir recursos), després
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// Screen (GPU device, finestra, subsystem de vídeo), i finalment SDL_Quit.
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// Fer-ho així -- NO via atexit -- evita crashes a vkDestroyInstance quan
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// el runtime desfà les llibreries abans que corren els destructors estàtics.
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current_scene_.reset();
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Screen::get().shutdown();
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SDL_Quit();
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}
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void Director::createSystemFolder() {
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// Volem la config a $XDG_CONFIG_HOME/jailgames/aee_2026/ (defecte
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// ~/.config/jailgames/aee_2026/). SDL_GetPrefPath apunta a XDG_DATA_HOME
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// (.local/share), que és el lloc per a dades, no per a configuració.
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const char* xdg = std::getenv("XDG_CONFIG_HOME");
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std::string base;
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if (xdg != nullptr && *xdg != '\0') {
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base = xdg;
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} else {
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const char* home = std::getenv("HOME");
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base = (home != nullptr) ? std::string(home) + "/.config" : ".";
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}
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system_folder_ = base + "/jailgames/aee_2026/";
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std::error_code error;
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std::filesystem::create_directories(system_folder_, error);
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// Subcarpeta per als presets de shaders. std::filesystem és tolerant si ja existeix.
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std::filesystem::create_directories(system_folder_ + "shaders/", error);
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if (error) {
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std::cerr << "Director: no s'ha pogut crear " << system_folder_ << ": " << error.message() << '\n';
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}
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}
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void Director::processEvents() {
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const bool QUIT_REQUESTED = std::ranges::any_of(
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EventBuffer::events,
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[](const SDL_Event& event) { return event.type == SDL_EVENT_QUIT; });
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if (QUIT_REQUESTED) { current_scene_.reset(); }
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}
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void Director::switchSceneIfRequested() {
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if (!current_scene_) { return; }
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if (auto next = current_scene_->nextScene()) {
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current_scene_ = std::move(next);
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}
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}
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auto Director::iterate() -> SDL_AppResult {
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processEvents();
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if (!current_scene_) {
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EventBuffer::events.clear();
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return SDL_APP_SUCCESS;
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}
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const std::uint64_t NOW_MS = SDL_GetTicks();
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int delta_ms = static_cast<int>(NOW_MS - last_ticks_ms_);
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delta_ms = std::max(delta_ms, 0);
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last_ticks_ms_ = NOW_MS;
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current_scene_->update(delta_ms);
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current_scene_->render();
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if (current_scene_->wantsQuit()) {
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EventBuffer::events.clear();
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return SDL_APP_SUCCESS;
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}
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switchSceneIfRequested();
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EventBuffer::events.clear();
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return SDL_APP_CONTINUE;
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}
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