Files
aee-arcade/source/core/rendering/render_info.cpp
T

115 lines
3.4 KiB
C++

#include "core/rendering/render_info.hpp"
#include <algorithm>
#include <cctype>
#include <string>
#include "core/rendering/screen.hpp"
#include "core/rendering/text.hpp"
#include "core/resources/resource_cache.hpp"
#include "game/options.hpp"
#include "utils/defines.hpp"
namespace {
// La paleta de 8bithud.gif només té 2 entrades (0=negre, 1=blanc); per a
// poder colorar el text lliurement caldrà una paleta compartida, com al
// projecte_2026. De moment ens quedem amb blanc.
constexpr Uint8 TEXT_COLOR = 1;
constexpr int TEXT_SIZE = 8;
constexpr int PADDING_V = (RenderInfo::HEIGHT - TEXT_SIZE) / 2;
auto prettify(std::string s) -> std::string {
std::ranges::replace(s, '-', ' ');
std::ranges::transform(s, s.begin(), [](unsigned char c) { return std::tolower(c); });
return s;
}
} // namespace
auto RenderInfo::get() -> RenderInfo& {
static RenderInfo instance_;
return instance_;
}
RenderInfo::~RenderInfo() = default;
void RenderInfo::init() {
// El fitxer s'indexa al Cache perquè també el puguen reutilitzar altres
// HUDs que vulguen la mateixa font sense recarregar-la.
Resource::Cache::get().loadSurface("8bithud.gif", "data/font/8bithud.gif");
auto font_surface = Resource::Cache::get().getSurface("8bithud.gif");
text_ = std::make_unique<Text>(font_surface, "data/font/8bithud.fnt");
// Restaura l'estat guardat a config.yaml (video.render_info).
if (Options::video.render_info) {
status_ = Status::ACTIVE;
y_ = 0.0F;
}
}
void RenderInfo::update(int delta_ms) {
const float DT = static_cast<float>(delta_ms) / 1000.0F;
switch (status_) {
case Status::RISING:
y_ += SLIDE_SPEED * DT;
if (y_ >= 0.0F) {
y_ = 0.0F;
status_ = Status::ACTIVE;
}
break;
case Status::VANISHING:
y_ -= SLIDE_SPEED * DT;
if (y_ <= static_cast<float>(-HEIGHT)) {
y_ = static_cast<float>(-HEIGHT);
status_ = Status::HIDDEN;
}
break;
default:
break;
}
}
void RenderInfo::render() {
if (status_ == Status::HIDDEN || text_ == nullptr) { return; }
std::string line = std::to_string(Screen::get().getLastFPS()) + " fps";
const auto& driver = Screen::get().getGPUDriver();
line += " | " + (driver.empty() ? std::string("sdl") : driver);
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;
line += " | " + shader + " " + prettify(preset);
}
line = prettify(line);
text_->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG,
GameCanvas::CENTER_X,
static_cast<int>(y_) + PADDING_V,
line,
1,
TEXT_COLOR);
}
void RenderInfo::toggle() {
switch (status_) {
case Status::HIDDEN:
status_ = Status::RISING;
Options::video.render_info = true;
Options::saveToFile();
break;
case Status::ACTIVE:
status_ = Status::VANISHING;
Options::video.render_info = false;
Options::saveToFile();
break;
default:
break;
}
}