afegits metodes per a poder ciclar presets i altres opcions

esc en el joc + menu ja no tanca la app
This commit is contained in:
2026-04-04 23:42:19 +02:00
parent dbecd1ed4f
commit be4b62414e
13 changed files with 163 additions and 150 deletions

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@@ -64,63 +64,46 @@ namespace Menu {
items_.clear(); items_.clear();
// ZOOM // ZOOM
items_.push_back({"ZOOM", ItemKind::IntRange, items_.push_back({"ZOOM", ItemKind::IntRange, [] {
[] {
char buf[16]; char buf[16];
std::snprintf(buf, sizeof(buf), "%dX", Screen::get()->getZoom()); std::snprintf(buf, sizeof(buf), "%dX", Screen::get()->getZoom());
return std::string(buf); return std::string(buf); }, [](int dir) {
},
[](int dir) {
if (dir < 0) Screen::get()->decZoom(); if (dir < 0) Screen::get()->decZoom();
else if (dir > 0) Screen::get()->incZoom(); else if (dir > 0) Screen::get()->incZoom(); }});
}});
// PANTALLA (fullscreen) // PANTALLA (fullscreen)
items_.push_back({"PANTALLA", ItemKind::Toggle, items_.push_back({"PANTALLA", ItemKind::Toggle, [] { return std::string(Screen::get()->isFullscreen() ? "COMPLETA" : "FINESTRA"); }, [](int) { Screen::get()->toggleFullscreen(); }});
[] { return std::string(Screen::get()->isFullscreen() ? "COMPLETA" : "FINESTRA"); },
[](int) { Screen::get()->toggleFullscreen(); }});
// SHADER // SHADER
items_.push_back({"SHADER", ItemKind::Toggle, items_.push_back({"SHADER", ItemKind::Toggle, [] { return onOff(Options::video.shader_enabled); }, [](int) { Screen::get()->toggleShaders(); }});
[] { return onOff(Options::video.shader_enabled); },
[](int) { Screen::get()->toggleShaders(); }});
// ASPECTE 4:3 // ASPECTE 4:3
items_.push_back({"ASPECTE 4:3", ItemKind::Toggle, items_.push_back({"ASPECTE 4:3", ItemKind::Toggle, [] { return yesNo(Options::video.aspect_ratio_4_3); }, [](int) { Screen::get()->toggleAspectRatio(); }});
[] { return yesNo(Options::video.aspect_ratio_4_3); },
[](int) { Screen::get()->toggleAspectRatio(); }});
// SUPERSAMPLING // SUPERSAMPLING
items_.push_back({"SUPERSAMPLING", ItemKind::Toggle, items_.push_back({"SUPERSAMPLING", ItemKind::Toggle, [] { return onOff(Options::video.supersampling); }, [](int) { Screen::get()->toggleSupersampling(); }});
[] { return onOff(Options::video.supersampling); },
[](int) { Screen::get()->toggleSupersampling(); }});
// TIPUS SHADER // TIPUS SHADER
items_.push_back({"TIPUS SHADER", ItemKind::Cycle, items_.push_back({"TIPUS SHADER", ItemKind::Cycle, [] { return std::string(Screen::get()->getActiveShaderName()); }, [](int dir) {
[] { return std::string(Screen::get()->getActiveShaderName()); }, if (dir < 0) Screen::get()->prevShaderType();
[](int) { Screen::get()->nextShaderType(); }}); else Screen::get()->nextShaderType(); }});
// PRESET // PRESET
items_.push_back({"PRESET", ItemKind::Cycle, items_.push_back({"PRESET", ItemKind::Cycle, [] { return std::string(Screen::get()->getCurrentPresetName()); }, [](int dir) {
[] { return std::string(Screen::get()->getCurrentPresetName()); }, if (dir < 0) Screen::get()->prevPreset();
[](int) { Screen::get()->nextPreset(); }}); else Screen::get()->nextPreset(); }});
// FILTRE 4:3 // FILTRE 4:3
items_.push_back({"FILTRE 4:3", ItemKind::Toggle, items_.push_back({"FILTRE 4:3", ItemKind::Toggle, [] { return std::string(Options::video.stretch_filter_linear ? "LINEAR" : "NEAREST"); }, [](int) { Screen::get()->toggleStretchFilter(); }});
[] { return std::string(Options::video.stretch_filter_linear ? "LINEAR" : "NEAREST"); },
[](int) { Screen::get()->toggleStretchFilter(); }});
// RENDER INFO // RENDER INFO
items_.push_back({"RENDER INFO", ItemKind::Cycle, items_.push_back({"RENDER INFO", ItemKind::Cycle, [] {
[] {
switch (Options::render_info.position) { switch (Options::render_info.position) {
case Options::RenderInfoPosition::OFF: return std::string("OFF"); case Options::RenderInfoPosition::OFF: return std::string("OFF");
case Options::RenderInfoPosition::TOP: return std::string("TOP"); case Options::RenderInfoPosition::TOP: return std::string("TOP");
case Options::RenderInfoPosition::BOTTOM: return std::string("BOTTOM"); case Options::RenderInfoPosition::BOTTOM: return std::string("BOTTOM");
} }
return std::string("OFF"); return std::string("OFF"); }, [](int dir) { Overlay::cycleRenderInfo(dir); }});
},
[](int) { Overlay::toggleRenderInfo(); }});
} }
// --- Dibuix --- // --- Dibuix ---

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@@ -170,19 +170,13 @@ namespace Overlay {
notifications_.push_back(notif); notifications_.push_back(notif);
} }
void toggleRenderInfo() { void toggleRenderInfo() { cycleRenderInfo(+1); }
// Cicla: OFF → TOP → BOTTOM → OFF
switch (Options::render_info.position) { void cycleRenderInfo(int dir) {
case Options::RenderInfoPosition::OFF: // Seqüència: OFF → TOP → BOTTOM → OFF
Options::render_info.position = Options::RenderInfoPosition::TOP; int pos = static_cast<int>(Options::render_info.position);
break; pos = (pos + (dir >= 0 ? 1 : -1) + 3) % 3;
case Options::RenderInfoPosition::TOP: Options::render_info.position = static_cast<Options::RenderInfoPosition>(pos);
Options::render_info.position = Options::RenderInfoPosition::BOTTOM;
break;
case Options::RenderInfoPosition::BOTTOM:
Options::render_info.position = Options::RenderInfoPosition::OFF;
break;
}
} }
void setRenderInfoText(const char* text) { void setRenderInfoText(const char* text) {

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@@ -14,6 +14,7 @@ namespace Overlay {
// Activa/desactiva la info de renderitzat (FPS, driver, shader, preset) // Activa/desactiva la info de renderitzat (FPS, driver, shader, preset)
void toggleRenderInfo(); void toggleRenderInfo();
void cycleRenderInfo(int dir); // dir=+1 avant, -1 endarrere
void setRenderInfoText(const char* text); void setRenderInfoText(const char* text);
// Gestió d'eixida amb doble ESC // Gestió d'eixida amb doble ESC

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@@ -240,6 +240,29 @@ void Screen::nextPreset() {
} }
} }
void Screen::prevShaderType() {
// Només dues opcions — prev == next
nextShaderType();
}
void Screen::prevPreset() {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
if (Options::postfx_presets.empty()) return;
int n = static_cast<int>(Options::postfx_presets.size());
Options::current_postfx_preset = (Options::current_postfx_preset - 1 + n) % n;
Options::video.current_postfx_preset = Options::postfx_presets[Options::current_postfx_preset].name;
applyCurrentPostFXPreset();
} else {
if (Options::crtpi_presets.empty()) return;
int n = static_cast<int>(Options::crtpi_presets.size());
Options::current_crtpi_preset = (Options::current_crtpi_preset - 1 + n) % n;
Options::video.current_crtpi_preset = Options::crtpi_presets[Options::current_crtpi_preset].name;
applyCurrentCrtPiPreset();
}
}
auto Screen::getCurrentPresetName() const -> const char* { auto Screen::getCurrentPresetName() const -> const char* {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return "---"; if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return "---";
if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) { if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {

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@@ -29,7 +29,9 @@ class Screen {
void toggleIntegerScale(); void toggleIntegerScale();
void toggleStretchFilter(); void toggleStretchFilter();
void nextShaderType(); // Cicla PostFX ↔ CrtPi (F7) void nextShaderType(); // Cicla PostFX ↔ CrtPi (F7)
void prevShaderType(); // Cicla al revés
void nextPreset(); // Cicla presets del shader actiu (F8) void nextPreset(); // Cicla presets del shader actiu (F8)
void prevPreset(); // Cicla presets al revés
[[nodiscard]] auto getCurrentPresetName() const -> const char*; [[nodiscard]] auto getCurrentPresetName() const -> const char*;
void setActiveShader(Rendering::ShaderType type); void setActiveShader(Rendering::ShaderType type);
void applyCurrentPostFXPreset(); void applyCurrentPostFXPreset();

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@@ -120,6 +120,8 @@ void Director::handleEvents() {
if (event.key.scancode == SDL_SCANCODE_ESCAPE) { if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
Menu::close(); Menu::close();
JI_SetInputBlocked(false); JI_SetInputBlocked(false);
// Empassa l'ESC fins al release perquè el joc no la veja per polling
esc_swallow_until_release_ = true;
} else { } else {
Menu::handleKey(event.key.scancode); Menu::handleKey(event.key.scancode);
} }
@@ -128,6 +130,11 @@ void Director::handleEvents() {
if (Menu::isOpen() && event.type == SDL_EVENT_KEY_UP) { if (Menu::isOpen() && event.type == SDL_EVENT_KEY_UP) {
continue; // no deixem passar KEY_UP al joc tampoc continue; // no deixem passar KEY_UP al joc tampoc
} }
// Allibera el bloqueig d'ESC quan l'usuari la deixa anar
if (event.type == SDL_EVENT_KEY_UP && event.key.scancode == SDL_SCANCODE_ESCAPE && esc_swallow_until_release_) {
esc_swallow_until_release_ = false;
continue;
}
// ESC: interceptem KEY_DOWN per bloquejar-la ABANS que el joc la veja per polling // ESC: interceptem KEY_DOWN per bloquejar-la ABANS que el joc la veja per polling
if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_ESCAPE && !event.key.repeat) { if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_ESCAPE && !event.key.repeat) {
esc_blocked_ = true; // Bloqueja ESC per polling immediatament esc_blocked_ = true; // Bloqueja ESC per polling immediatament

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@@ -32,7 +32,7 @@ class Director {
auto consumeKeyPressed() -> bool; auto consumeKeyPressed() -> bool;
// Indica si ESC està bloquejada (el joc no l'ha de veure) // Indica si ESC està bloquejada (el joc no l'ha de veure)
auto isEscBlocked() const -> bool { return esc_blocked_; } auto isEscBlocked() const -> bool { return esc_blocked_ || esc_swallow_until_release_; }
private: private:
Director() = default; Director() = default;
@@ -56,4 +56,7 @@ class Director {
std::atomic<bool> game_thread_done_{false}; std::atomic<bool> game_thread_done_{false};
std::atomic<bool> key_pressed_{false}; std::atomic<bool> key_pressed_{false};
std::atomic<bool> esc_blocked_{false}; std::atomic<bool> esc_blocked_{false};
// Quan el menú tanca amb ESC, empassem-nos l'ESC fins que l'usuari la deixe anar,
// per no fer eixir el joc al proper poll de JI_KeyPressed.
std::atomic<bool> esc_swallow_until_release_{false};
}; };