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

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

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

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@@ -120,6 +120,8 @@ void Director::handleEvents() {
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
Menu::close();
JI_SetInputBlocked(false);
// Empassa l'ESC fins al release perquè el joc no la veja per polling
esc_swallow_until_release_ = true;
} else {
Menu::handleKey(event.key.scancode);
}
@@ -128,6 +130,11 @@ void Director::handleEvents() {
if (Menu::isOpen() && event.type == SDL_EVENT_KEY_UP) {
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
if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_ESCAPE && !event.key.repeat) {
esc_blocked_ = true; // Bloqueja ESC per polling immediatament

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@@ -32,7 +32,7 @@ class Director {
auto consumeKeyPressed() -> bool;
// 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:
Director() = default;
@@ -56,4 +56,7 @@ class Director {
std::atomic<bool> game_thread_done_{false};
std::atomic<bool> key_pressed_{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};
};