claude.md

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2026-04-05 01:46:26 +02:00
parent e7202c9332
commit 3aa6078054

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@@ -57,15 +57,22 @@ Flat C-style APIs (no classes), prefixed by subsystem. **Do not touch gameplay l
### Presentation Layer (`source/core/rendering/`) ### Presentation Layer (`source/core/rendering/`)
- **Screen** (`screen.hpp/cpp`) — Singleton. Manages SDL_Window, SDL_Renderer, SDL_Texture. Dual rendering path: SDL3GPU with shaders (primary) or SDL_Renderer fallback. Handles fullscreen, zoom, aspect ratio 4:3, integer scaling, VSync. Counts FPS and updates render info text - **Screen** (`screen.hpp/cpp`) — Singleton. Manages SDL_Window, SDL_Renderer, SDL_Texture. Dual rendering path: SDL3GPU with shaders (primary) or SDL_Renderer fallback. Handles fullscreen, zoom, aspect ratio 4:3, integer scaling, VSync. Counts FPS and updates render info segments
- **Overlay** (`overlay.hpp/cpp`) — Paints directly on the ARGB pixel buffer before presentation. Handles notifications (slide-in animation), render info display (top/bottom/off, configurable colors), and double-ESC-to-quit logic - **Overlay** (`overlay.hpp/cpp`) — Paints directly on the ARGB pixel buffer before presentation. Handles notifications (slide-in animation), animated render info (4 independent segments with per-segment anim + vertical slide state machine), persistent PAUSA indicator, and double-ESC-to-quit logic
- **Text** (`text.hpp/cpp`) — Bitmap font renderer. Loads `.fnt` + `.gif` pairs, renders UTF-8 glyphs directly on `Uint32*` ARGB buffer. No dependency on SDL_Texture or palettes - **Text** (`text.hpp/cpp`) — Bitmap font renderer. Loads `.fnt` + `.gif` pairs, renders UTF-8 glyphs directly on `Uint32*` ARGB buffer. Supports `drawClipped(x, y, text, color, clip_xmin, clip_xmax, clip_ymin, clip_ymax)` for per-pixel 2D clipping (used by menu transitions)
- **Menu** (`menu.hpp/cpp`) — Floating options menu with stack-based page navigation (root → VIDEO/AUDIO/CONTROLS). Uses ItemKind enum: Toggle/Cycle/IntRange/Submenu/KeyBind. Features: vertical expand animation on open (outQuad), horizontal slide + height interpolation on page transitions (forward/backward direction), key capture mode for remapping. Callbacks delegate to `Screen::*` / `Overlay::*` / `Options::applyAudio()` to avoid duplication
- **SDL3GPUShader** (`sdl3gpu/`) — GPU shader backend (Vulkan/Metal). PostFX and CRT-Pi shaders with presets, supersampling (3×/6×/9×), Lanczos downscaling. Supports 4:3 aspect ratio stretch fused into the upscale pass to avoid artifacts - **SDL3GPUShader** (`sdl3gpu/`) — GPU shader backend (Vulkan/Metal). PostFX and CRT-Pi shaders with presets, supersampling (3×/6×/9×), Lanczos downscaling. Supports 4:3 aspect ratio stretch fused into the upscale pass to avoid artifacts
### Input Layer (`source/core/input/`) ### Input Layer (`source/core/input/`)
- **GlobalInputs** (`global_inputs.hpp/cpp`) — Maps configurable function keys to presentation actions. Uses debounce. Returns whether a key was consumed (to suppress from game layer) - **GlobalInputs** (`global_inputs.hpp/cpp`) — Maps configurable function keys to presentation actions. Uses debounce. Returns whether a key was consumed (to suppress from game layer)
- **Mouse** (`mouse.hpp/cpp`) — Auto-hides cursor after 3 seconds of inactivity - **Mouse** (`mouse.hpp/cpp`) — Auto-hides cursor after 3 seconds of inactivity
- **Gamepad** (`gamepad.hpp/cpp`) — First-gamepad support with hot-plug. Poll-based each frame: D-pad/left stick (deadzone 12000) → virtual arrow keys for game movement; A/B buttons, Start, Back translate to synthetic SDL key events (F12/ESC/Enter/Backspace) when menu is open, so Director handles them exactly like keyboard
- **KeyRemap** (`key_remap.hpp/cpp`) — Each frame, reads `Options::keys_game.*` and mirrors physical keyboard state to virtual standard scancodes (`SDL_SCANCODE_UP`/DOWN/LEFT/RIGHT). Allows full movement key remapping without touching hardcoded game code in `prota.cpp`/`mapa.cpp`
### Locale Layer (`source/core/locale/`)
- **Locale** (`locale.hpp/cpp`) — Flat key → string map loaded from YAML at boot. Keys use dot notation (`menu.items.zoom`, `notifications.pause`). Returns the key itself when missing (visible fallback for debugging). Strings live in [data/locale/ca.yaml](data/locale/ca.yaml) (Valencian, default). Designed for future multilanguage support
### Configuration System (`source/game/`) ### Configuration System (`source/game/`)
@@ -78,6 +85,7 @@ Follows the pattern from `jaildoctors_dilemma`, persists to YAML:
### Utilities (`source/utils/`) ### Utilities (`source/utils/`)
- **utils.hpp/cpp** — `toLower()` and other helpers - **utils.hpp/cpp** — `toLower()` and other helpers
- **easing.hpp/cpp** — Easing functions for animations: `linear`, `outQuad`, `inQuad`, `inOutQuad`, `outCubic`, `inCubic`, `lerp`, `lerpInt`. Used by Menu transitions, render info slide, and segment animations
### Function Key Map ### Function Key Map
@@ -93,9 +101,13 @@ Follows the pattern from `jaildoctors_dilemma`, persists to YAML:
| F8 | Cycle shader presets | | F8 | Cycle shader presets |
| F9 | Toggle stretch filter (nearest ↔ linear) | | F9 | Toggle stretch filter (nearest ↔ linear) |
| F10 | Cycle render info (off → top → bottom → off) | | F10 | Cycle render info (off → top → bottom → off) |
| ESC | Double-press to quit (with overlay notification) | | F11 | Toggle pause (blocks game thread at publishFrame + `JA_PauseMusic`/`JA_ResumeMusic`) |
| F12 | Toggle floating options menu |
| ESC | Double-press to quit (with overlay notification) / close menu if open |
| Backspace | Go up one menu level / close menu if at root |
| ↑↓←→ / Enter | Menu navigation |
All key bindings are configurable via `Options::keys_gui` and stored in `config.yaml`. All key bindings are configurable via `Options::keys_gui` and stored in `config.yaml` (section `controls:` with SDL scancode names). Game movement keys (`Options::keys_game.up/down/left/right`) can be remapped via the CONTROLS submenu — the `KeyRemap` module mirrors custom physical keys to virtual standard scancodes so hardcoded game code keeps working.
### Threading Model (Emulator Architecture) ### Threading Model (Emulator Architecture)
@@ -146,7 +158,7 @@ JD8_Flip produces ABGR byte order: `0xFF000000 + R + (G<<8) + (B<<16)`. SDL text
| File | Content | | File | Content |
|------|---------| |------|---------|
| `~/.config/jailgames/aee/config.yaml` | Main config (video, audio, window, render_info, game, shader selection) | | `~/.config/jailgames/aee/config.yaml` | Main config: video (incl. `vsync`, `integer_scale`), audio (incl. `enabled` master + `music_*` + `sound_*`), window, render_info (incl. `show_time`), game, shader selection, controls (movement keys + menu_toggle + pause_toggle) |
| `~/.config/jailgames/aee/postfx.yaml` | PostFX shader presets (6 defaults: CRT, NTSC, CURVED, SCANLINES, SUBTLE, CRT LIVE) | | `~/.config/jailgames/aee/postfx.yaml` | PostFX shader presets (6 defaults: CRT, NTSC, CURVED, SCANLINES, SUBTLE, CRT LIVE) |
| `~/.config/jailgames/aee/crtpi.yaml` | CRT-Pi shader presets (4 defaults: DEFAULT, CURVED, SHARP, MINIMAL) | | `~/.config/jailgames/aee/crtpi.yaml` | CRT-Pi shader presets (4 defaults: DEFAULT, CURVED, SHARP, MINIMAL) |
@@ -161,19 +173,43 @@ JD8_Flip produces ABGR byte order: `0xFF000000 + R + (G<<8) + (B<<16)`. SDL text
- `*.gif`, `*.ogg` — Original game assets (**do not modify**) - `*.gif`, `*.ogg` — Original game assets (**do not modify**)
- `fonts/8bithud.fnt + .gif` — Bitmap font for overlay (8×8, 124 glyphs, UTF-8 with accents) - `fonts/8bithud.fnt + .gif` — Bitmap font for overlay (8×8, 124 glyphs, UTF-8 with accents)
- `shaders/` — GLSL sources: `postfx.vert`, `postfx.frag`, `upscale.frag`, `downscale.frag`, `crtpi_frag.glsl` - `shaders/` — GLSL sources: `postfx.vert`, `postfx.frag`, `upscale.frag`, `downscale.frag`, `crtpi_frag.glsl`
- `locale/ca.yaml` — UI strings in Valencian (menu titles/items/values, notifications). Edit freely; reload at restart
- `ui/` — Reserved for future UI graphics - `ui/` — Reserved for future UI graphics
### Known Issues & Technical Debt ### Known Issues & Technical Debt
1. **gif.h cannot be included twice**: Functions are not `static` or `inline`, causing multiple definition errors. Text class uses `extern` forward declarations as workaround 1. **gif.h cannot be included twice**: Functions are not `static` or `inline`, causing multiple definition errors. Text class uses `extern` forward declarations as workaround
2. **Cheats are broken (`reviu`, `alone`, `obert`)**: `JI_CheatActivated` in [jinput.cpp:46](source/core/jail/jinput.cpp#L46) compares `SDL_Scancode` values (e.g. `SDL_SCANCODE_R`=21) against ASCII chars (`'r'`=114). They never match. Regression from SDL3 migration. Fix requires either scancode→char conversion in `JI_moveCheats` or storing chars directly.
3. **No sound effects in game**: Game code never calls `JA_PlaySound*`/`JA_LoadSound` — only music via `JA_PlayMusic`/`JA_FadeOutMusic`. The SONS and VOL SONS menu items control volume of an empty channel pool. Infrastructure ready for future SFX.
### Pending / Ideas for Later
- **Gamepad**: map Y button (North) to `P` key for Pepe character selection at title screen (only input path not covered by current mapping).
- **Menu items for game**: habitacio_inicial, piramide_inicial, vides (already in `Options::game`, not exposed).
- **Multi-language**: add `data/locale/es.yaml` / `en.yaml` and a language selector item in menu. `Locale::load()` already handles arbitrary files.
- **Game keys remap**: currently only UP/DOWN/LEFT/RIGHT + `menu_toggle`. Could add remap for `pause_toggle`, `keys_game.exit` (needs care with ESC double-press flow).
- **Notification persistence**: notifications clear on each new one (`showNotification` does `notifications_.clear()`). Could queue instead.
- **FPS counter jitter**: time segment width changes per frame (100 Hz centi updates) causes ~1-2 px horizontal jitter in centered layout. Could lock to max-width or use monospace digits.
- **Notification messages partially hardcoded**: overlay/global_inputs/director now use Locale, but the window title (`Texts::WINDOW_TITLE`) and some game-layer strings remain hardcoded.
### Previously Fixed (kept for reference) ### Previously Fixed (kept for reference)
- **ESC double-press**: Fixed by intercepting KEY_DOWN in Director, setting atomic `esc_blocked_` immediately. `JI_KeyPressed(ESCAPE)` consults this flag. No race condition possible because Director's flag wins before game polls - **ESC double-press**: Fixed by intercepting KEY_DOWN in Director, setting atomic `esc_blocked_` immediately. `JI_KeyPressed(ESCAPE)` consults this flag. No race condition possible because Director's flag wins before game polls
- **Overlay freeze during intros**: Fixed by threading model. Director runs independently at 60 FPS regardless of game delays. Double buffer avoids overlay smearing on re-presented frames - **Overlay freeze during intros**: Fixed by threading model. Director runs independently at 60 FPS regardless of game delays. Double buffer avoids overlay smearing on re-presented frames
- **ESC-closes-menu then closes game**: When menu closes via ESC, `esc_swallow_until_release_` flag blocks `JI_KeyPressed(ESC)` until physical key release. Cleared on ESC `KEY_UP`
- **Backspace-closes-menu skipping cinematics**: `menu_keys_held_[SDL_SCANCODE_COUNT]` array tracks scancodes consumed by menu on KEY_DOWN; matching KEY_UP is swallowed so game polling (`JI_AnyKey`) doesn't see them. Also covers F12, Backspace, cursor keys, capture-mode keys
- **Key remap not working after Backspace-close**: `JI_SetInputBlocked(false)` now also called when `Menu::handleKey` causes menu to close via Backspace (previously only cleared on ESC/F12 close paths)
### Virtual Keystates (OR'd sources)
`jinput.cpp` maintains `virtual_keystates[JI_VSRC_COUNT][SDL_SCANCODE_COUNT]` with two sources: `JI_VSRC_GAMEPAD` (from Gamepad::update) and `JI_VSRC_REMAP` (from KeyRemap::update). `JI_KeyPressed` returns true if either physical keystate OR any virtual source has the key set. `JI_SetInputBlocked` still overrides everything (menu open = input suppressed). `JI_SetVirtualKey(scancode, source, pressed)` is the write API — sources are independent so gamepad and keymap can't clobber each other.
### Variable FPS Cap
Director loop uses `FRAME_MS_VSYNC = 16` (60 FPS) or `FRAME_MS_NO_VSYNC = 4` (~250 FPS) depending on `Options::video.vsync`. Selected each iteration, so toggling VSync from the menu updates cap immediately. The GPU swapchain is also reconfigured via `shader_backend_->setVSync()` (IMMEDIATE/MAILBOX vs VSYNC present modes).
### Main Entry (`source/main.cpp`) ### Main Entry (`source/main.cpp`)
Init order: `file_setconfigfolder``Options::load``Options::loadPostFX/CrtPi``JG_Init``Screen::init``JD8_Init``JA_Init``Overlay::init``Director::init``Director::run()` (blocks until quit). Shutdown: `Options::save``Director::destroy``Overlay::destroy``JA_Quit``JD8_Quit``Screen::destroy``JG_Finalize`. Init order: `file_setconfigfolder``Options::load` `Locale::load("locale/ca.yaml")` `Options::loadPostFX/CrtPi``JG_Init``Screen::init``JD8_Init``JA_Init``Options::applyAudio()``Overlay::init``Menu::init``Director::init` (also calls `Gamepad::init()`)`Director::run()` (blocks until quit). Shutdown: `Options::save``Director::destroy` `Menu::destroy` `Overlay::destroy``JA_Quit``JD8_Quit``Screen::destroy``JG_Finalize`.
The state machine (alternating `ModuleSequence` state=1 and `ModuleGame` state=0) now lives inside `Director::gameThreadFunc()`, running on the game thread. The state machine (alternating `ModuleSequence` state=1 and `ModuleGame` state=0) now lives inside `Director::gameThreadFunc()`, running on the game thread.