35 Commits

Author SHA1 Message Date
4a4485c6f8 bugfixes 2026-04-18 18:16:41 +02:00
d09bb1cf6b actualitzat changelog 2026-04-18 17:57:05 +02:00
b1f9e57f36 fix: color de fonde dels sliders de 050505 a 000000 2026-04-18 15:20:25 +02:00
f7875baa2d refactor: fase 6 — Rule of 5 a Mapa i ModuleGame (no-copiables, no-movibles)
- Mapa té un JD8_Surface fondo propi que s'allibera al destructor: una
  còpia accidental provocaria double-free. Ara els 4 copy/move ops estan
  = delete.
- ModuleGame ja era no-copiable implícitament per tindre unique_ptr
  members, però els = delete expliciten la intenció i protegeixen
  davant refactors futurs que afegeixquen tipus copiables.

Fi de la modernització RAII per fases (1–6).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 14:03:51 +02:00
c6e37af7d1 refactor: fase 5 — singletons a std::unique_ptr (elimina new/delete manual)
5 singletons afectats: Audio, Screen, Director, Resource::Cache, Resource::List.

- static T* instance → static std::unique_ptr<T> instance
- init(): new T() adoptat immediatament per unique_ptr (ownership RAII)
- destroy(): instance.reset() (sense delete manual)
- get(): retorna instance.get()
- Destructors moguts a public perquè std::default_delete hi pugui accedir
  (ctors privats + copy/move deleted → encapsulació efectiva mantinguda)

Ordre de destrucció preservat: SDL_AppQuit segueix cridant destroy() en
l'ordre invers a init() — la RAII automàtica no s'activa fins al final
del programa (LIFO de variables static).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 14:02:01 +02:00
5e57034a38 refactor: fase 4 — llista enllaçada de Momia a std::vector<unique_ptr>
Eliminada completament la recursivitat per next-pointer:
- Momia::next, clear(), insertar() desapareixen
- update()/draw() no recursen: operen només sobre la instància pròpia
- ModuleGame::momies: Momia* (head de llista) → std::vector<std::unique_ptr<Momia>>
  - Destructor simplificat (vector s'autodestrueix)
  - Draw: range-for sobre el vector
  - Update: std::erase_if + decrement sincronitzat de info::ctx.momies
  - Cheat "alone": momies.clear()
  - iniciarMomies i nova_momia: emplace_back(std::make_unique<Momia>(...))

Zero new/delete manuals al cicle de vida de les momies.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:56:05 +02:00
2a8fbbb095 refactor: fase 3 — Text::bitmap_ a std::vector<Uint8>
- bitmap_: Uint8* (owning, free'd al destructor) → std::vector<Uint8>
- loadBitmap copia des del buffer de LoadGif i fa free(pixels) de
  l'intermedi (gif.h usa malloc internament)
- ~Text() eliminat: regla 0 aplicada (vector es destrueix sol)
- Les 4 comprovacions !bitmap_ → bitmap_.empty()

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:44:07 +02:00
53e93ef697 refactor: fase 2 — elimina malloc/free a jdraw8 i paletes d'escenes
- JD8_Init/Quit: new[]/delete[] per a screen, main_palette, pixel_data
- JD8_NewSurface/FreeSurface: new Uint8[64000]{}/delete[]
- JD8_LoadPalette: uniforme — sempre retorna `new Color[256]`, copiant del
  LoadPalette extern al path no-cached (l'intermedi raw es frees amb free()
  perquè gif.h el malloca)
- JD8_SetScreenPalette: delete[] la paleta reemplaçada
- slides/secreta/menu/banner/mort scenes: std::free/std::malloc → delete[]/new Color[256]

Ownership uniforme: tot el cicle de vida de surface/palette usa new[]/delete[].

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:42:31 +02:00
e7aa2463b4 refactor: fase 1 — cleanup mecànic de baix risc (NULL→nullptr, typedef→using, explicit, enum class local)
- jdraw8.hpp: typedef → using (JD8_Surface, JD8_Palette)
- jdraw8.cpp: NULL → nullptr, C-casts → static_cast/reinterpret_cast, anon enum FadeType → enum class
- momia.cpp: NULL → nullptr
- bola/mapa/marcador/momia/engendro: explicit als constructors

Zero canvis de lògica ni ownership. Primera fase de la modernització RAII.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:37:48 +02:00
27f8b0ae36 cppcheck 2026-04-18 13:22:13 +02:00
2e1a82ff40 afegit suppress a cppcheck 2026-04-18 12:55:27 +02:00
94aa69cffe afegit resource::cache
normalitzat Audio
2026-04-18 11:41:34 +02:00
7409c799c3 build: unifica .clang-format/.clang-tidy i exclou external/ i spv/ amb dummies 2026-04-17 16:21:56 +02:00
417699d276 renombrats els fitxers de musica 2026-04-17 13:29:07 +02:00
9d86137203 arreglos en make i cmake per estandaritzar amb la resta de projectes
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-17 12:59:31 +02:00
52369be7ae el logo nou de la intro es tornava a descentrar 2026-04-16 22:15:37 +02:00
1c11a3057b afegits events de canvas d'emscripten 2026-04-16 22:12:30 +02:00
e8b0b12f98 internal resolution 2026-04-16 21:40:14 +02:00
16a3f5b470 treballant en internal resolution 2026-04-16 20:53:13 +02:00
5cda8fc3f9 centrat correctament el logo de jailgames (el nou) 2026-04-16 20:18:28 +02:00
5956d874c3 animacio de tancar el menu 2026-04-16 20:14:35 +02:00
e0f9b60f22 menu de sistema amb versió i opció per a tancar i reiniciar 2026-04-16 20:01:58 +02:00
d3bdd9b783 afegit fix de mandos en emscripten android 2026-04-16 19:35:48 +02:00
a36662ac6e fix: shaders on i off no afectaven a crtpi 2026-04-16 19:26:45 +02:00
52431adb0e afegits tots els valors d'escala que dona sdl3 2026-04-16 19:15:35 +02:00
a3fc1119ae menu ara permet amagar items en funció d'altres items 2026-04-16 19:01:35 +02:00
6394e9afab varies coses i detallets 2026-04-16 18:46:58 +02:00
fe41919e1e clang-format
mogudes coses de config.yaml a debug.yaml
2026-04-16 16:46:18 +02:00
0cd09f6d28 idem 2026-04-16 16:37:38 +02:00
083a57dab5 ordenada la carpeta data 2026-04-16 16:37:30 +02:00
4244bcaea3 acabat amb resource.pack 2026-04-16 16:21:44 +02:00
b2d5f5af61 feat: resource.pack estil coffee_crisis — Fase 1 (pack + helper + eina pack_resources) 2026-04-16 13:58:39 +02:00
7f26b8dbd0 opcions per defecte d'emscripten 2026-04-16 13:40:21 +02:00
550e3e0e12 refactor: JA_Sound_t RAII — buffer amb unique_ptr + SDLFreeDeleter, elimina JA_NewSound 2026-04-16 13:28:31 +02:00
96a3cf9ebc step B.2: elimina fiber — Director posseeix l'escena, JD8_Flip sense yield, fiber.hpp/cpp esborrats 2026-04-16 11:14:48 +02:00
140 changed files with 6818 additions and 3756 deletions

79
.clang-tidy Normal file
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@@ -0,0 +1,79 @@
Checks:
- readability-*
- modernize-*
- performance-*
- bugprone-*
- -readability-identifier-length
- -readability-magic-numbers
- -bugprone-integer-division
- -bugprone-easily-swappable-parameters
- -bugprone-narrowing-conversions
- -modernize-avoid-c-arrays,-warnings-as-errors
WarningsAsErrors: '*'
# Solo headers del propio código fuente (external/ y spv/ tienen su propio .clang-tidy dummy)
HeaderFilterRegex: 'source/.*'
FormatStyle: file
CheckOptions:
# bugprone-empty-catch: aceptar catches vacíos marcados con @INTENTIONAL en un comentario
- { key: bugprone-empty-catch.IgnoreCatchWithKeywords, value: '@INTENTIONAL' }
# Variables locales en snake_case
- { key: readability-identifier-naming.VariableCase, value: lower_case }
# Miembros privados en snake_case con sufijo _
- { key: readability-identifier-naming.PrivateMemberCase, value: lower_case }
- { key: readability-identifier-naming.PrivateMemberSuffix, value: _ }
# Miembros protegidos en snake_case con sufijo _
- { key: readability-identifier-naming.ProtectedMemberCase, value: lower_case }
- { key: readability-identifier-naming.ProtectedMemberSuffix, value: _ }
# Miembros públicos en snake_case (sin sufijo)
- { key: readability-identifier-naming.PublicMemberCase, value: lower_case }
# Namespaces en CamelCase
- { key: readability-identifier-naming.NamespaceCase, value: CamelCase }
# Variables estáticas privadas como miembros privados
- { key: readability-identifier-naming.StaticVariableCase, value: lower_case }
- { key: readability-identifier-naming.StaticVariableSuffix, value: _ }
# Constantes estáticas sin sufijo
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
# Constantes globales en UPPER_CASE
- { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE }
# Variables constexpr globales en UPPER_CASE
- { key: readability-identifier-naming.ConstexprVariableCase, value: UPPER_CASE }
# Constantes locales en UPPER_CASE
- { key: readability-identifier-naming.LocalConstantCase, value: UPPER_CASE }
# Constexpr miembros en UPPER_CASE (sin sufijo)
- { key: readability-identifier-naming.ConstexprMemberCase, value: UPPER_CASE }
# Constexpr miembros privados/protegidos con sufijo _
- { key: readability-identifier-naming.ConstexprMethodCase, value: UPPER_CASE }
# Clases, structs y enums en CamelCase
- { key: readability-identifier-naming.ClassCase, value: CamelCase }
- { key: readability-identifier-naming.StructCase, value: CamelCase }
- { key: readability-identifier-naming.EnumCase, value: CamelCase }
# Valores de enums en UPPER_CASE
- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
# Métodos en camelBack (sin sufijos)
- { key: readability-identifier-naming.MethodCase, value: camelBack }
- { key: readability-identifier-naming.PrivateMethodCase, value: camelBack }
- { key: readability-identifier-naming.ProtectedMethodCase, value: camelBack }
- { key: readability-identifier-naming.PublicMethodCase, value: camelBack }
# Funciones en camelBack
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
# Parámetros en lower_case
- { key: readability-identifier-naming.ParameterCase, value: lower_case }

View File

@@ -0,0 +1 @@
{"sessionId":"7b0c9c32-3dd4-48a3-ba06-c2303dc08243","pid":123890,"acquiredAt":1776510185734}

61
.gitignore vendored
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@@ -1,8 +1,57 @@
aee
aee.exe
.DS_Store
trick.ini
.vscode/
data.jrf
# --- Build outputs ---
build/
dist/
aee
aee.exe
*.o
*.obj
*.exe
*.app
# --- Generated assets ---
resources.pack
data.jrf
# --- Runtime / debug junk ---
trick.ini
*.log
*.dmp
# --- Editor / IDE ---
.vscode/
.idea/
*.swp
*.swo
*~
.cache/
compile_commands.json
# --- macOS ---
.DS_Store
.AppleDouble
.LSOverride
._*
.Spotlight-V100
.Trashes
.fseventsd
.DocumentRevisions-V100
.TemporaryItems
.VolumeIcon.icns
Icon?
# --- Windows ---
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db
Desktop.ini
desktop.ini
$RECYCLE.BIN/
*.lnk
# --- Linux ---
*~
.fuse_hidden*
.directory
.Trash-*
.nfs*

View File

@@ -1,6 +1,88 @@
# Changelog
Tots els canvis de la reconstrucció moderna (C++/SDL3) d'**Aventures en Egipte**, des de l'inici del port fins a la v1.1.
Tots els canvis de la reconstrucció moderna (C++/SDL3) d'**Aventures en Egipte**.
## [1.2] — 2026-04-18
Versió de modernització profunda: desapareix el model *threads estil emulador* i tot el runtime passa a un sol fil tick-based compatible amb emscripten. Zero regressions de gameplay.
### Afegit
#### Arquitectura: capa `scenes::` tick-based
- Infraestructura `scenes::` ([source/scenes/](source/scenes/)): `Scene`, `SceneRegistry`, `Timeline`, `SpriteMover`, `FrameAnimator`, `PaletteFade`, `SurfaceHandle`, helper `playMusic` (`4436f7f`)
- **MortScene** substitueix `doMort()` (`d86cb21`)
- **BannerScene** substitueix `doBanner()` per piràmides 25 (`2cb38ff`)
- **MenuScene** substitueix `doMenu()` + fix `JI_Update` al loop (`8720e77`)
- **IntroNewLogoScene** substitueix `doIntroNewLogo()` (`ad38fc0`)
- **SlidesScene** amb wipe suau per easing (`605c273`)
- **CreditsScene** amb scroll vertical + parallax condicional (`829d743`)
- **SecretaScene** amb swap `tomba1→tomba2` i red pulse animat (`6063b1c`)
- **IntroScene** amb revelat *JAILGAMES* lletra a lletra + cicle de paleta (`e18b732`)
- **IntroSpritesScene** com a sub-escena amb 3 variants aleatòries (`d343e71`)
- **ModuleGame** migrat a `scenes::Scene` amb fases `FadingIn`/`FadingOut` (`4e18f83`)
- Pla de migració documentat a [docs/scenes-migration-plan.md](docs/scenes-migration-plan.md) (`6125277`)
#### Resource pack
- Sistema d'empaquetat d'assets `resources.pack` (format **AEE1**, XOR-xifrat) estil *coffee_crisis* (`b2d5f5a`, `4244bca`)
- Classe `ResourcePack` + namespace `ResourceHelper` + eina CLI standalone `pack_resources` (target `make pack`)
- Cablejat a tots els callsites de recursos via `ResourceHelper::loadFile`
- Scaffold `.jrf` llegat eliminat completament de `jfile.cpp`
- Releases natius depenen del pack i l'usen obligatòriament (sense fallback); WASM i Debug mantenen fallback
- Normalització de `resource::cache` per a `Audio` (`94aa69c`)
#### Build WebAssembly
- Build WASM via Docker (`emscripten/emsdk:latest`) amb desplegament a maverick (`make wasm`)
- SDL3 compilat des de font via `FetchContent`; shaders omesos; `sdl3gpu_shader.cpp` exclòs
- Events de canvas d'emscripten (`1c11a30`)
- Fix de mandos en emscripten Android (`d3bdd9b`)
- Defaults específics d'emscripten (`7f26b8d`)
- Internal resolution configurable (`e8b0b12`, `16a3f5b`)
#### Menú i UI
- **Menú de sistema** amb versió i opció de tancar/reiniciar (`e0f9b60`)
- Animació de tancar el menú (`5956d87`)
- Items ocultables condicionalment en funció d'altres items (`a3fc111`)
- Tots els valors d'escala que exposa SDL3 (`52431ad`)
- `debug.yaml` separat de `config.yaml` (`fe41919`)
### Canviat
#### Runtime: sense fibers, sense threads, sense mutex
- **Fase 1** — jail i game a C++ idiomàtic: RAII, `info::ctx` com a singleton `inline`, cheats arreglats (`scancode→ASCII`) (`7f85b50`)
- **Fase 2** — fades de `jd8` a màquina d'estats + helper `wait_frame_or_skip` a les cinemàtiques (`80fa7b4`)
- **Fase 3** — `jail_audio` header-only amb streaming real (`stb_vorbis_open_memory` + `JA_PumpMusic`), sense `SDL_AddTimer` (`801a8ad`)
- **Fase 4+5** — fibers cooperatius substitueixen el game thread, sense mutex ni `cv` (`1507a1c`)
- **Step B.1** — fades de `ModuleGame` tick-based amb `scenes::PaletteFade` (`4e18f83`)
- **Step B.2** — **eliminació total del fiber**: `Director` posseeix l'escena (`current_scene_`, `game_state_`), `JD8_Flip` sense yield, `fiber.{hpp,cpp}` esborrats (`96a3cf9`)
- **Step 10** — `ModuleSequence` eliminat; dispatch via `SceneRegistry::tryCreate()` i `game_state_ == 0/1` directe des del `Director`
- Main loop via **SDL3 Callback API** (`SDL_MAIN_USE_CALLBACKS`): `SDL_AppInit`/`Iterate`/`Event`/`Quit`, compatible amb emscripten
#### RAII i neteja de memòria
- **Fase 1** — cleanup mecànic: `NULL→nullptr`, `typedef→using`, `explicit`, `enum class` local (`e7aa246`)
- **Fase 2** — elimina `malloc`/`free` a `jdraw8` i paletes d'escenes (`53e93ef`)
- **Fase 3** — `Text::bitmap_` a `std::vector<Uint8>` (`2a8fbbb`)
- **Fase 4** — llista enllaçada de Momia a `std::vector<std::unique_ptr>` (`5e57034`)
- **Fase 5** — singletons a `std::unique_ptr` (elimina `new`/`delete` manual) (`c6e37af`)
- **Fase 6** — Rule of 5 a `Mapa` i `ModuleGame` (no-copiables, no-movibles) (`f7875ba`)
- `file_getfilebuffer``file_readfile` retornant `std::vector<char>` — elimina 3 leaks silenciosos (paleta + música gameplay + música cinemàtica) (`b3ff620`)
- `JA_Music_t` RAII amb `vector<Uint8>`/`string`, elimina overload i camps morts (`f9346ad`)
- `JA_Sound_t` RAII amb `unique_ptr + SDLFreeDeleter`, elimina `JA_NewSound` (`550e3e0`)
#### Build i tooling
- Unificats `.clang-format` i `.clang-tidy`, amb exclusió de `external/` i `spv/` via dummies (`7409c79`)
- `cppcheck` integrat amb suppress list (`27f8b0a`, `2e1a82f`)
- `make`/`cmake` estandarditzats amb la resta de projectes JailGames (`9d86137`)
- Fitxers de música renombrats a noms temàtics (`417699d`)
- Carpeta `data/` reordenada (`083a57d`)
### Arreglat
- Shaders ON/OFF no afectaven a CRT-Pi (`a36662a`)
- Logo nou de la intro tornava a descentrar-se (`52369be`, `5cda8fc`)
- Color de fons dels sliders de `0x050505` a `0x000000` (`b1f9e57`)
- Diversos detalls menors (`6394e9a`, `0cd09f6`)
---
## [1.1] — 2026-04-05
@@ -64,4 +146,5 @@ Versió que fa coincidir la numeració amb la del joc original del 2000.
---
[1.1]: https://gitea/aee/compare/9e0ab87...HEAD
[1.2]: https://gitea/aee/compare/486f00b...HEAD
[1.1]: https://gitea/aee/compare/9e0ab87...486f00b

163
CLAUDE.md
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@@ -38,18 +38,25 @@ The five current objectives are:
**Iron rule: zero gameplay regressions.** Each phase of the modernization must leave the game playing identically — same feel, same timings, same collisions, same scoring. See [docs/scenes-migration-plan.md](docs/scenes-migration-plan.md) for the phased plan.
The current emulator-thread architecture (Director + game thread + `publishFrame` mutex/cv) is **transitional**. It will be dismantled in Phase 5 and replaced by a single-threaded `SDL_AppIterate` loop in Phase 7.
### Migration Status (2026-04-16)
Phases 07b of the original runtime plan are **done**. Current effort is the **scene-by-scene rewrite of `source/game/modulesequence.cpp`** over a `scenes::` layer in [source/scenes/](source/scenes/):
**Completat.** Totes les fases del pla original (07) i la migració `scenes::` (Steps 010) estan fetes, ModuleGame és una `scenes::Scene` tick-based, el cooperative fiber s'ha eliminat, i el build emscripten/WASM arrenca i es publica a maverick.
- **Done**: `MortScene` (state 100), `BannerScene` (2..5), `MenuScene` (0), `IntroNewLogoScene` (255 when `use_new_logo`), `SlidesScene` (1, 7), `CreditsScene` (8), `SecretaScene` (6). Each registered in `Director::init` via `SceneRegistry`. Each removed from the legacy `ModuleSequence::Go()` switch and deleted from `modulesequence.cpp`.
- **Pending**: `IntroScene` (state 255 when `!use_new_logo` — the old JAILGAMES letter-by-letter), `IntroSpritesScene` (the Sam + momies animation with 3 random variants, hardest of the lot, currently still called from `IntroNewLogoScene::Phase::Delegate` via a temporary `doIntroSprites` exposed as `public` in `ModuleSequence`). Final cleanup of `modulesequence.cpp` comes after those two.
- `SceneRegistry` lookup happens inside `gameFiberEntry()` before falling back to legacy `ModuleSequence::Go()`, with a redirect `num_piramide == 6 && diners < 200 → 7` replicated ahead of the lookup to match the legacy flow.
- For quick tests, `Options::game` exposes `piramide_inicial`, `habitacio_inicial`, `vides`, `diamants_inicial`, `diners_inicial`, `use_new_logo`, `show_title_credits` — all persisted in `config.yaml`.
**Arquitectura actual**:
- Un sol thread (Director). Main loop via SDL3 Callback API (`SDL_MAIN_USE_CALLBACKS`): `SDL_AppInit/Iterate/Event/Quit` a [main.cpp](source/main.cpp).
- `Director::iterate()` posseeix l'estat d'escena (`current_scene_`, `game_state_`) i fa input → tick de l'escena → `JD8_Flip` (sense yield, només converteix `screen``pixel_data`) → overlay → present. Tot en línia recta, zero fibers, zero mutex.
- Totes les escenes (inclòs `ModuleGame`) implementen `scenes::Scene` amb `onEnter/tick(delta_ms)/done/nextState`.
- `ModuleSequence` (el vell dispatcher) eliminat. Despatxa via `game_state_ == 0` (gameplay → `ModuleGame`) o `game_state_ == 1` (cinemàtica → `SceneRegistry::tryCreate(num_piramide)`).
The scenes layer itself lives in [source/scenes/](source/scenes/): `scene.hpp` (interface), `scene_registry.hpp/.cpp`, `timeline.hpp/.cpp`, `sprite_mover.hpp/.cpp`, `frame_animator.hpp/.cpp`, `palette_fade.hpp/.cpp`, `surface_handle.hpp/.cpp`, `scene_utils.hpp/.cpp` (`playMusic`). Scenes are pure tick-based (no fibers, no `while`, no `JG_ShouldUpdate`) — the cooperative fiber still runs underneath them but `JD8_Flip()` inside the mini-while in `gameFiberEntry` is what yields. Once `IntroScene` + `IntroSpritesScene` are migrated, the fiber can be dismantled along with `ModuleGame`.
**Escenes migrades** (totes registrades a `Director::init` via `SceneRegistry`):
- `MortScene` (state 100) · `BannerScene` (2..5) · `MenuScene` (0) · `SlidesScene` (1, 7)
- `CreditsScene` (8) · `SecretaScene` (6) · `IntroNewLogoScene` (255, `use_new_logo=true`)
- `IntroScene` (255, `use_new_logo=false`) · `IntroSpritesScene` (sub-escena de les dues intros)
**Files d'`Options::game` exposats per a tests ràpids** (persistits a `config.yaml`):
`piramide_inicial`, `habitacio_inicial`, `vides`, `diamants_inicial`, `diners_inicial`, `use_new_logo`, `show_title_credits`.
**La capa `scenes::`** ([source/scenes/](source/scenes/)): `scene.hpp` (interfície), `scene_registry.hpp/.cpp`, `timeline`, `sprite_mover`, `frame_animator`, `palette_fade`, `surface_handle`, `scene_utils` (`playMusic`). Pures tick-based, zero while, zero `JG_ShouldUpdate`.
### Modernization Targets
@@ -79,8 +86,8 @@ The scenes layer itself lives in [source/scenes/](source/scenes/): `scene.hpp` (
| `source/core/input/` | New input layer | Free to modify |
| `source/utils/` | New utilities | Free to modify |
| `source/game/options,defines,defaults` | New config system | Free to modify |
| `data/*.gif, *.ogg` | Original assets | **Do not modify** — assets remain untouchable |
| `data/fonts/, data/ui/, data/shaders/` | New assets | Free to modify |
| `data/gfx/, data/music/` | Original assets | **Do not modify** — assets remain untouchable |
| `data/fonts/, data/shaders/, data/locale/` | New assets | Free to modify |
### Legacy "Jail" Engine (`source/core/jail/`) — modernization target
@@ -94,7 +101,7 @@ Flat C-style APIs (no classes), prefixed by subsystem. Being progressively conve
### System Layer (`source/core/system/`)
- **Director** (`director.hpp/cpp`) — **Orchestrator singleton**. Owns main thread. Launches game thread that runs `ModuleGame`/`ModuleSequence::Go()`. Emulator-style architecture: Director runs at ~60 FPS independently, polls SDL events, updates overlay, presents frames. Game thread blocks at `JD8_Flip()` `Director::publishFrame()` until Director consumes the frame. Director is **non-blocking**: if no new frame is available, it re-presents the last known game frame with fresh overlay on top
- **Director** (`director.hpp/cpp`) — **Orchestrator singleton**, únic thread del runtime. Posseeix l'estat d'escena (`current_scene_: unique_ptr<Scene>`, `game_state_`, `last_tick_ms_`) directament com a members. `iterate()` fa: poll events (via `SDL_AppEvent`) → input (Gamepad/KeyRemap/GlobalInputs/Mouse) → `JA_Update` → transició d'escena si `done()``scene->tick(delta_ms)` `JD8_Flip` (converteix `screen``pixel_data`) → overlay → present → `SDL_Delay` al frame target. Dispatcher: `game_state_ == 0``new ModuleGame`, `game_state_ == 1``SceneRegistry::tryCreate(info::ctx.num_piramide)` (amb redirect `num_piramide == 6 && diners < 200 → 7` replicant el vell `ModuleSequence::Go`).
### Presentation Layer (`source/core/rendering/`)
@@ -106,9 +113,10 @@ Flat C-style APIs (no classes), prefixed by subsystem. Being progressively conve
### 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)
- **KeyConfig** (`key_config.hpp/cpp`) — **Font única de veritat per a les tecles d'UI/sistema**. Carrega `data/input/keys.yaml` al boot (12 entrades: F1-F10 GlobalInputs + F11 pausa + F12 menú de servei) i opcionalment aplica overrides des de `~/.config/jailgames/aee/keys.yaml`. Exposa `KeyConfig::scancode("id")`, `scancodePtr("id")` (per a Menu KeyBind), `setScancode(...)`, `isGuiKey(sc)` (filtre del Director per a no propagar tecles d'UI a `JI_AnyKey`). `saveOverrides()` només persistix les entrades que difereixen del default. Les tecles de moviment del jugador NO viuen ací — es queden a `Options::keys_game`
- **GlobalInputs** (`global_inputs.hpp/cpp`) — Maps function keys (via `KeyConfig::scancode("dec_zoom")`, etc.) 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
- **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. Loads extra mappings from `gamecontrollerdb.txt` (next to the executable) at init via `SDL_AddGamepadMappingsFromFile`, extending SDL's built-in controller database
- **Gamepad** (`gamepad.hpp/cpp`) — First-gamepad support with hot-plug + overlay notification with controller name. Poll-based each frame: D-pad/left stick (deadzone 12000) → virtual arrow keys for game movement. Mapeig: SOUTH/EAST/WEST/NORTH (4 botons frontals) → Enter sintètic per avançar escenes; al menú EAST=accept, SOUTH=cancel/back. SELECT → menu_toggle (servei), START → pause_toggle (via `KeyConfig::scancode(...)`). Loads extra mappings from `gamecontrollerdb.txt` at init via `SDL_AddGamepadMappingsFromFile`
- **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/`)
@@ -120,8 +128,8 @@ Flat C-style APIs (no classes), prefixed by subsystem. Being progressively conve
Follows the pattern from `jaildoctors_dilemma`, persists to YAML:
- **defines.hpp** — Game constants: `Texts::WINDOW_TITLE`, `Texts::VERSION`, `GameScreen::WIDTH/HEIGHT`
- **defaults.hpp** — Default values: `Defaults::KeysGUI`, `Defaults::KeysGame`, `Defaults::Video`, `Defaults::Audio`, `Defaults::Window`, `Defaults::Game`
- **options.hpp/cpp** — `Options` namespace with inline globals and YAML load/save. Structs: `KeysGUI`, `KeysGame`, `Video`, `RenderInfo`, `Audio`, `Window`, `Game`, `PostFXPreset`, `CrtPiPreset`
- **defaults.hpp** — Default values: `Defaults::KeysGame`, `Defaults::Video`, `Defaults::Audio`, `Defaults::Window`, `Defaults::Game`. (Les tecles d'UI viuen a `data/input/keys.yaml` via `KeyConfig`)
- **options.hpp/cpp** — `Options` namespace with inline globals and YAML load/save. Structs: `KeysGame`, `Video`, `RenderInfo`, `Audio`, `Window`, `Game`, `PostFXPreset`, `CrtPiPreset`
### Utilities (`source/utils/`)
@@ -140,55 +148,58 @@ Follows the pattern from `jaildoctors_dilemma`, persists to YAML:
| F6 | Toggle supersampling |
| F7 | Cycle shader type (PostFX ↔ CRT-Pi) |
| F8 | Cycle shader presets |
| F9 | Toggle stretch filter (nearest ↔ linear) |
| F9 | Cycle texture filter (nearest ↔ linear) — sempre aplicat, independent de 4:3 |
| F10 | Cycle render info (off → top → bottom → off) |
| F11 | Toggle pause (Director stops resuming the game fiber + `JA_PauseMusic`/`JA_ResumeMusic`) |
| F11 | Toggle pause (Director skips `scene->tick()` + `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` (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.
UI/system key bindings are loaded from [data/input/keys.yaml](data/input/keys.yaml) via `KeyConfig`. Overrides fets des del menú es persistixen a `~/.config/jailgames/aee/keys.yaml` (només les que difereixen del default). Game movement keys (`Options::keys_game.up/down/left/right`) viuen separadament a `config.yaml` (secció `controls:`) i es remapejen via la CONTROLS submenu — el `KeyRemap` module mirrors custom physical keys to virtual standard scancodes so hardcoded game code keeps working.
### Execution Model (Single-threaded Fibers)
### Execution Model (Single-threaded, Scene-based)
Since Phase 4+5, the old game thread + `publishFrame` mutex/cv has been **removed**. The game code (`ModuleGame`, `ModuleSequence`, all their `Go()` methods with internal `while` loops) runs inside a **cooperative fiber** (see [fiber.hpp](source/core/system/fiber.hpp) / [fiber.cpp](source/core/system/fiber.cpp)). The whole process is single-threaded.
Zero threads, zero fibers, zero mutex. Main loop via SDL3 Callback API (`SDL_MAIN_USE_CALLBACKS`) a [main.cpp](source/main.cpp). Cada frame entra pel `SDL_AppIterate``Director::iterate()`:
```
Main thread (only thread)
─────────────────────────
Director::run() loop {
SDL_PollEvent()
GlobalInputs, Mouse, KeyRemap
SDL_AppIterate → Director::iterate() {
if (quit_requested_) { scene.reset(); return false; }
if (!context_initialized_) initGameContext();
Gamepad/KeyRemap/GlobalInputs/Mouse::update
JA_Update() ← audio pump
if !paused:
GameFiber::resume() ← hands control to game code
↓ (runs until next JD8_Flip)
... game code runs ...
JD8_Flip():
palette → ARGB → pixel_data
GameFiber::yield() ← returns control to Director
copy JD8_GetFramebuffer() → game_frame
if (!paused_) {
if (scene && (scene->done() || JG_Quitting()))
game_state_ = scene->nextState(); scene.reset();
if (!scene) {
if (game_state_ == -1 || JG_Quitting()) return false;
scene = createNextScene(); ← ModuleGame o registry.tryCreate()
scene->onEnter();
}
JI_Update()
scene->tick(now - last_tick_ms_)
JD8_Flip() ← converteix screen indexat → pixel_data
memcpy pixel_data → game_frame
}
memcpy game_frame → presentation_buffer
Overlay::render(presentation_buffer)
Screen::present(presentation_buffer)
SDL_Delay to hit 60fps
SDL_Delay(frame_target - elapsed)
}
SDL_AppEvent → Director::handleEvent() ← events lliurats un a un per SDL
SDL_AppQuit → Director::teardown() ← Options::save + descàrrega ordenada
```
**Fiber backend** ([fiber.cpp](source/core/system/fiber.cpp)):
- **Linux / macOS**: `ucontext_t` + `makecontext`/`swapcontext` (deprecated in POSIX.1-2008 but still functional in glibc and macOS libc; warning silenced with `#pragma`).
- **Windows**: `ConvertThreadToFiber` / `CreateFiber` / `SwitchToFiber` (native Fibers API).
- **Emscripten**: not yet. Phase 7 will add an `emscripten_fiber_*` or Asyncify backend.
**Key points:**
- Single-threaded: zero `std::thread`, zero `std::mutex`, zero `std::condition_variable`.
- `JD8_Flip()` is the natural sync point: it calls `GameFiber::yield()` instead of the old blocking `publishFrame`.
- Pause (F11) works by Director skipping `resume()`: the fiber stays frozen at its last yield, and Director keeps repainting the last frame with fresh overlay.
- Double buffer still exists (`game_frame` + `presentation_buffer`) because Director can present multiple frames per game frame during pause or slow sections. Eliminating it is marginal work and the extra 256 KB copy is cheap at 320×200.
- The state machine alternating `ModuleSequence` (state=1) and `ModuleGame` (state=0) now lives in `gameFiberEntry()` inside an anonymous namespace in [director.cpp](source/core/system/director.cpp), called once as the fiber entry point.
- SDL events still processed only on the main thread (which is now the only thread anyway).
- `Director` posseeix `current_scene_`, `game_state_`, `last_tick_ms_`, `context_initialized_` com a members — abans vivien al stack del fiber.
- `JD8_Flip()` només converteix paleta + `screen` a ARGB (`pixel_data`). Ja **no fa yield** — tot corre lineal.
- `JG_ShouldUpdate()` encara existeix a `jgame.cpp` com a timing-gate per a `ModuleGame::Update()` (10 ms fix), però ja no fa yield. Cap caller fa spin-wait.
- Pausa (F11) simplement salta el bloc de tick; overlay i present continuen, es re-presenta l'últim frame congelat.
- Doble buffer (`game_frame` + `presentation_buffer`) es manté perquè el Director pot presentar múltiples frames per cada tick durant pausa; el cost (256 KB memcpy) és trivial a 320×200.
- SDL3 Callback API compatible amb emscripten: el navegador posseeix el main loop i ens crida via `requestAnimationFrame`. Zero canvis de codi per a portabilitat.
### Rendering Pipeline (inside Screen::present)
@@ -214,10 +225,40 @@ JD8_Flip produces ABGR byte order: `0xFF000000 + R + (G<<8) + (B<<16)`. SDL text
| File | Content |
|------|---------|
| `~/.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/config.yaml` | Main config: video (incl. `vsync`, `scaling_mode`, `texture_filter`), audio (incl. `enabled` master + `music_*` + `sound_*`), window, render_info (incl. `show_time`), game, shader selection, controls (només moviment del jugador) |
| `~/.config/jailgames/aee/keys.yaml` | UI key overrides (només entrades que difereixen del default de [data/input/keys.yaml](data/input/keys.yaml)). Generat per `KeyConfig::saveOverrides()` |
| `~/.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) |
### Resource Pack (`source/core/resources/`)
Sistema d'empaquetat d'assets a l'estil `coffee_crisis_arcade_edition`. Genera un sol fitxer binari opac `resources.pack` que substitueix la carpeta `data/` als releases natius.
**Format AEE1** (fidel a CCAE amb clau pròpia):
```
Header: "AEE1" (4B) + version uint32 + resource_count uint32
Index: per recurs → filename_len uint32 + filename + offset uint64 + size uint64 + checksum uint32
Payload: data_size uint64 + bytes XOR-xifrats amb "AEE_RESOURCES__2026"
```
Checksum: djb2-like amb seed `0x12345678`. Càrrega full-to-RAM (sense mmap).
**Fitxers**:
- [source/core/resources/resource_pack.hpp/cpp](source/core/resources/) — classe `ResourcePack`: `loadPack`, `savePack`, `addFile`, `addDirectory`, `getResource(name) → std::vector<uint8_t>`, `hasResource`
- [source/core/resources/resource_helper.hpp/cpp](source/core/resources/) — namespace `ResourceHelper`: `initializeResourceSystem(pack, enable_fallback)`, `loadFile(relative_path)`, `shutdownResourceSystem`. Prova el pack primer, cau a `file_getresourcefolder()+path` si el fallback està actiu.
- [tools/pack_resources/pack_resources.cpp](tools/pack_resources/pack_resources.cpp) — eina standalone CLI: `pack_resources [input_dir=data] [output=resources.pack]` + `--list pack`.
**Build**:
- `make pack` compila l'eina (target `pack_resources` a `EXCLUDE_FROM_ALL` de [CMakeLists.txt](CMakeLists.txt)) i genera `resources.pack` a la rel. 33 entrades ≈ 4 MB.
- `./build/pack_resources --list resources.pack` inspecciona el pack.
**Estat actual (Fases 1-6 completades, 2026-04-16)**:
- `ResourcePack` + `ResourceHelper` + eina `pack_resources` compilen i funcionen. El pack genera 33 entrades ≈ 4 MB.
- Cablejat al joc via `ResourceHelper::initializeResourceSystem` a [main.cpp](source/main.cpp) (amb `return SDL_APP_FAILURE` si falla), i `shutdownResourceSystem` a `SDL_AppQuit`.
- Tots els callsites de recursos usen `ResourceHelper::loadFile` (`std::vector<uint8_t>`): [locale.cpp](source/core/locale/locale.cpp), [text.cpp](source/core/rendering/text.cpp), [scene_utils.cpp](source/scenes/scene_utils.cpp), [modulegame.cpp](source/game/modulegame.cpp), [jdraw8.cpp](source/core/jail/jdraw8.cpp).
- Scaffold `.jrf` eliminat de [jfile.cpp](source/core/jail/jfile.cpp): `file_setresourcefilename`, `file_setsource`, `SOURCE_FILE`/`SOURCE_FOLDER`, `dictionary_loaded`, `file_getfilepointer`, `file_readfile`. Només queden config-folder i resource-folder getters/setters.
- Targets release a [Makefile](Makefile) (`_linux_release`/`_windows_release`/`_macos_release`) depenen de `pack` i copien `resources.pack` en lloc de `data/`. WASM intacte (`--preload-file data@/data`).
- `enable_fallback = false` a Release natiu (`NDEBUG && !__EMSCRIPTEN__`): el pack és obligatori. Debug i WASM mantenen el fallback actiu.
### External Libraries (`source/external/`)
- `gif.h` — Header-only GIF decoder. **Cannot be included from more than one .cpp** (no include guards on functions). Other files use `extern` declarations for `LoadGif()`
@@ -226,11 +267,11 @@ JD8_Flip produces ABGR byte order: `0xFF000000 + R + (G<<8) + (B<<16)`. SDL text
### Data Assets (`data/`)
- `*.gif`, `*.ogg` — Original game assets (**do not modify**)
- `gfx/` — Original game GIFs (**do not modify content**): `frames.gif`/`frames2.gif` (sprite sheet del joc), `logo.gif`/`logo_new.gif` (intros), `menu.gif`/`menu2.gif`, `intro.gif`/`intro2.gif`/`intro3.gif` (slides), `ffase.gif` (banner nivells), `final.gif`/`finals.gif` (crèdits), `gameover.gif`, `tomba1.gif`/`tomba2.gif` (escena secreta)
- `music/` — 8 pistes OGG originals amb noms temàtics: `mort.ogg` (game over), `secreta.ogg` (escena secreta + piràmide 6), `menu.ogg` (menú + intros), `banner.ogg` (banner de fase), `final.ogg` (slides finals + crèdits), `piramide_1_4_5.ogg` (gameplay default), `piramide_2.ogg`, `piramide_3.ogg`
- `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`
- `locale/ca.yaml` — UI strings in Valencian (menu titles/items/values, notifications). Edit freely; reload at restart
- `ui/` — Reserved for future UI graphics
### Known Issues & Technical Debt
@@ -238,12 +279,29 @@ JD8_Flip produces ABGR byte order: `0xFF000000 + R + (G<<8) + (B<<16)`. SDL text
2. ~~**Cheats are broken (`reviu`, `alone`, `obert`)**~~: Fixed. `JI_moveCheats` tradueix `SDL_Scancode` → ASCII via `scancode_to_ascii` abans de ficar-los al buffer ([jinput.cpp:32-37, 55-61](source/core/jail/jinput.cpp#L32-L61)), i `JI_CheatActivated` compara ASCII amb ASCII.
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.
4. ~~**Raw `malloc`/`free` in gameplay structs**~~: Majoritàriament arreglat. `Sprite`/`Entitat` usen `std::vector<Frame>` i `std::vector<Animacio>` ([sprite.hpp](source/game/sprite.hpp)). `jfile.cpp` ja no té el global `scratch[255]` (substituït per `thread_local std::string`). L'API `file_getfilebuffer` (que tornava raw `char*` amb `malloc`) s'ha substituït per `file_readfile` que retorna `std::vector<char>` RAII — elimina els leaks silenciosos que hi havia a `JD8_LoadPalette`, `ModuleGame::Go()` i `scenes::playMusic`. Queda `jail_audio.hpp` barrejant `new`/`malloc`/`SDL_malloc` de forma pairada i correcta (no leak), pendent de polir amb `std::unique_ptr` quan toque.
5. ~~**Blocking loops in cinematics and fades**~~: Fixed. La migració completa de `ModuleSequence::do*()` a la capa `scenes::` (Steps 19) ha eliminat tots els `while(!JG_ShouldUpdate())` i `wait_frame_or_skip()`. Les cinemàtiques ara són tick-based amb acumuladors ms. `JD8_FadeOut`/`JD8_FadeToPal` encara tenen el seu bucle intern de 32 passos (usat per a transicions fora d'escena com al final de `ModuleGame`); el wrapper tick-based `scenes::PaletteFade` el consumeix un pas per tick quan es crida des d'una escena.
6. ~~**`SDL_AddTimer` in audio**~~: Fixed in Phase 3. `jail_audio` is now a header-only `inline` module (single `.cpp` stub only hosts the `stb_vorbis` implementation to avoid multiple definitions). Music uses true streaming via `stb_vorbis_open_memory` + `JA_PumpMusic` with a 0.5s low-water-mark instead of decoding the whole OGG into RAM. Mixing/fade update runs manually via `JA_Update()` called once per frame from `Director::run()`. Ported from the `jaildoctors_dilemma` codebase.
7. ~~**Game thread + `publishFrame` mutex/cv**~~: Fixed in Phase 4+5. Replaced by a cooperative `GameFiber` (ucontext on POSIX, Fibers API on Windows). `JD8_Flip()` calls `GameFiber::yield()`, Director calls `GameFiber::resume()` once per frame. Zero threads, zero mutexes. Emscripten fiber backend still pending for Phase 7.
5. ~~**Blocking loops in cinematics and fades**~~: Fixed. Migració completa de `ModuleSequence::do*()` a la capa `scenes::` (Steps 110) + `ModuleGame` també tick-based (Phase A). Tot `while(!JG_ShouldUpdate())` i `wait_frame_or_skip()` eliminat. Els fades bloquejants `JD8_FadeOut`/`JD8_FadeToPal` també eliminats (Phase B.2): només queda l'API tick-step `JD8_FadeStart*` + `JD8_FadeTickStep`, encapsulada pel wrapper `scenes::PaletteFade`. ModuleGame té fases `FadingIn`/`FadingOut` pròpies.
6. ~~**`SDL_AddTimer` in audio**~~: Fixed in Phase 3. `jail_audio` is now a header-only `inline` module (single `.cpp` stub only hosts the `stb_vorbis` implementation to avoid multiple definitions). Music uses true streaming via `stb_vorbis_open_memory` + `JA_PumpMusic` with a 0.5s low-water-mark instead of decoding the whole OGG into RAM. Mixing/fade update runs manually via `JA_Update()` called once per frame from `Director::iterate()`. Ported from the `jaildoctors_dilemma` codebase.
7. ~~**Game thread + `publishFrame` mutex/cv**~~: Fixed in Phase 4+5 via cooperative `GameFiber`; **eliminated entirely in Phase B.2**. `JD8_Flip()` ja no fa yield — només converteix `screen``pixel_data`. Director posseeix l'estat d'escena (`current_scene_`, `game_state_`) i crida `scene->tick()` directament des d'`iterate()`. Fitxers `source/core/system/fiber.{hpp,cpp}` esborrats. Zero threads, zero mutex, zero fibers.
8. ~~**`ModuleSequence` legacy dispatcher**~~: Eliminated in Step 10. Era el vell switch per `num_piramide`, ara substituït per `SceneRegistry::tryCreate()` i dispatch directe des de `Director::iterate()`. `modulesequence.{hpp,cpp}` esborrats.
### WebAssembly Build
`make wasm` genera el build WASM via Docker (`emscripten/emsdk:latest`) i copia els 3 fitxers (`.js`/`.wasm`/`.data`) a `maverick:/home/sergio/gitea/web_jailgames/static/games/aee/wasm/`, amb un `ssh maverick './deploy.sh'` final. Output local a `dist/wasm/`.
**Diferències respecte build natiu** (a [CMakeLists.txt](CMakeLists.txt) dins `if(EMSCRIPTEN)`):
- SDL3 compilat des de font via `FetchContent` (no hi ha paquet de sistema).
- Shaders SPIR-V omesos (SDL3 GPU no suportat a WebGL2).
- `sdl3gpu_shader.cpp` exclòs dels sources — el fallback `SDL_Renderer` fa tota la presentació.
- [screen.cpp](source/core/rendering/screen.cpp) guarda `#ifndef NO_SHADERS` al voltant de l'include i les crides a `SDL3GPUShader` directes. La resta del codi va via interfície base `ShaderBackend`.
- Link flags: `--preload-file data@/data`, `-fexceptions`, `-sALLOW_MEMORY_GROWTH=1`, `-sMAX_WEBGL_VERSION=2`, `-sINITIAL_MEMORY=67108864`, `-sASSERTIONS=1`, `-sASYNCIFY=1`.
- Defines: `EMSCRIPTEN_BUILD`, `NO_SHADERS`.
**Filesystem**: MEMFS default — no persistent entre recàrregues. `file_setconfigfolder` té fallbacks robustos (`getpwuid``getenv("HOME")``/tmp`) perquè no pete quan emscripten no té `/etc/passwd`. La config es carrega per defecte cada vegada. IDBFS pendent si mai volguéssem persistència a web.
### Pending / Ideas for Later
- **Sound effects**: infraestructura `JA_PlaySound*`/`JA_LoadSound` ja preparada. Cablejar events de gameplay (col·lisió momia, mort, recollir objecte, trencar tomba, cheat activat). Menus SONS/VOL SONS ja controlen el volum del pool.
- **IDBFS persistence a WASM**: montar `/home/web_user/.config` com a IDBFS a l'init i `FS.syncfs` després de cada save. Opcional — ara per ara la config no persistix entre recàrregues de pàgina.
- **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.
@@ -251,6 +309,7 @@ JD8_Flip produces ABGR byte order: `0xFF000000 + R + (G<<8) + (B<<16)`. SDL text
- **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.
- **jail_audio `JA_Sound_t` RAII**: `JA_Music_t` ja està net (vector + string), però `JA_Sound_t` encara usa `Uint8*` via `SDL_LoadWAV` out-param. Petit polish per a completar la coherència RAII.
### Previously Fixed (kept for reference)

View File

@@ -3,6 +3,11 @@
cmake_minimum_required(VERSION 3.10)
project(aee VERSION 1.00)
# Tipus de build per defecte (Debug) si no se n'ha especificat cap
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif()
# Estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)
@@ -10,18 +15,50 @@ set(CMAKE_CXX_STANDARD_REQUIRED True)
# Exportar comandos de compilación para herramientas de análisis
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# --- GENERACIÓ AUTOMÀTICA DE VERSIÓ ---
# Si GIT_HASH ve de fora (p. ex. el Makefile via -DGIT_HASH=xxx), l'usem tal
# qual. Això evita problemes amb Docker/emscripten on git avorta per
# "dubious ownership" al volum muntat. En builds locals sense -DGIT_HASH
# resolem ací executant git directament.
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
find_package(Git QUIET)
if(GIT_FOUND)
execute_process(
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
OUTPUT_VARIABLE GIT_HASH
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
endif()
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
set(GIT_HASH "unknown")
endif()
endif()
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
# --- LISTA EXPLÍCITA DE FUENTES ---
set(APP_SOURCES
# Core - Motor original "Jail" (no tocar gameplay)
source/core/jail/jail_audio.cpp
source/core/jail/jdraw8.cpp
source/core/jail/jfile.cpp
source/core/jail/jgame.cpp
source/core/jail/jinput.cpp
# Core - Audio (wrapper canònic compartit amb la resta de projectes)
source/core/audio/audio.cpp
source/core/audio/audio_adapter.cpp
# Core - Locale (nova capa)
source/core/locale/locale.cpp
# Core - Resources (pack binari AEE1 + cache d'assets precarregats)
source/core/resources/resource_pack.cpp
source/core/resources/resource_helper.cpp
source/core/resources/resource_list.cpp
source/core/resources/resource_cache.cpp
# Core - Capa de presentación (nueva)
source/core/rendering/menu.cpp
source/core/rendering/overlay.cpp
@@ -34,12 +71,12 @@ set(APP_SOURCES
# Core - Input (nova capa)
source/core/input/gamepad.cpp
source/core/input/global_inputs.cpp
source/core/input/key_config.cpp
source/core/input/key_remap.cpp
source/core/input/mouse.cpp
# Core - System (nova capa)
source/core/system/director.cpp
source/core/system/fiber.cpp
# Scenes (cinemàtiques i menús reescrits)
source/scenes/timeline.cpp
@@ -49,6 +86,7 @@ set(APP_SOURCES
source/scenes/surface_handle.cpp
source/scenes/scene_registry.cpp
source/scenes/scene_utils.cpp
source/scenes/boot_loader_scene.cpp
source/scenes/mort_scene.cpp
source/scenes/banner_scene.cpp
source/scenes/menu_scene.cpp
@@ -81,8 +119,22 @@ set(APP_SOURCES
# Configuración de SDL3
# En macOS bundle mode usamos el xcframework (universal arm64+x86_64).
# En el resto de casos, o en macOS sin bundle, usamos SDL3 del sistema via find_package.
if(APPLE AND MACOS_BUNDLE)
# En emscripten compilamos SDL3 desde source con FetchContent (no hi ha paquet de sistema).
# En el resto de casos, usamos SDL3 del sistema via find_package.
if(EMSCRIPTEN)
include(FetchContent)
FetchContent_Declare(
SDL3
GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
GIT_TAG release-3.4.4
GIT_SHALLOW TRUE
)
set(SDL_SHARED OFF CACHE BOOL "" FORCE)
set(SDL_STATIC ON CACHE BOOL "" FORCE)
set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(SDL3)
message(STATUS "SDL3: compilat des de source per a Emscripten (FetchContent)")
elseif(APPLE AND MACOS_BUNDLE)
set(SDL3_XCFRAMEWORK_SLICE "${CMAKE_SOURCE_DIR}/release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64")
message(STATUS "SDL3: usando xcframework (${SDL3_XCFRAMEWORK_SLICE})")
else()
@@ -90,12 +142,12 @@ else()
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
endif()
# --- COMPILACIÓ SHADERS SPIR-V (Linux/Windows — macOS usa Metal) ---
if(NOT APPLE)
# --- COMPILACIÓ SHADERS SPIR-V (Linux/Windows — macOS usa Metal, Emscripten no suporta SDL3 GPU) ---
if(NOT APPLE AND NOT EMSCRIPTEN)
find_program(GLSLC_EXE NAMES glslc)
set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders")
set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu")
set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv")
set(ALL_SHADER_HEADERS
"${HEADERS_DIR}/postfx_vert_spv.h"
@@ -138,21 +190,32 @@ if(NOT APPLE)
endforeach()
message(STATUS "glslc no trobat — usant headers SPIR-V precompilats")
endif()
elseif(EMSCRIPTEN)
message(STATUS "Emscripten: shaders SPIR-V omesos (SDL3 GPU no suportat a WebGL2)")
else()
message(STATUS "macOS: shaders SPIR-V omesos (usa Metal)")
endif()
# --- EJECUTABLE ---
add_executable(${PROJECT_NAME} ${APP_SOURCES})
# A emscripten excloïm sdl3gpu_shader.cpp — SDL3 GPU no suporta WebGL2, i el
# fallback SDL_Renderer de Screen (amb NO_SHADERS) fa tota la presentació.
if(EMSCRIPTEN)
set(APP_SOURCES_WASM ${APP_SOURCES})
list(REMOVE_ITEM APP_SOURCES_WASM source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp)
add_executable(${PROJECT_NAME} ${APP_SOURCES_WASM})
else()
add_executable(${PROJECT_NAME} ${APP_SOURCES})
endif()
# Shaders han de compilar-se abans que l'executable (Linux/Windows amb glslc)
if(NOT APPLE AND GLSLC_EXE)
if(NOT APPLE AND NOT EMSCRIPTEN AND GLSLC_EXE)
add_dependencies(${PROJECT_NAME} shaders)
endif()
# --- DIRECTORIOS DE INCLUSIÓN ---
target_include_directories(${PROJECT_NAME} PUBLIC
"${CMAKE_SOURCE_DIR}/source"
"${CMAKE_BINARY_DIR}"
)
# Enlazar SDL3
@@ -177,15 +240,72 @@ target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunctio
# --- CONFIGURACIÓN POR PLATAFORMA ---
if(WIN32)
target_link_libraries(${PROJECT_NAME} PRIVATE mingw32)
elseif(EMSCRIPTEN)
target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD NO_SHADERS)
# -fexceptions: SDL3 i fkyaml llancen std::exception; sense això, `throw`
# acaba en `abort()`. També requerit al link per congruència ABI.
target_compile_options(${PROJECT_NAME} PRIVATE -fexceptions)
target_link_options(${PROJECT_NAME} PRIVATE
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data"
-fexceptions
-sALLOW_MEMORY_GROWTH=1
-sMAX_WEBGL_VERSION=2
-sINITIAL_MEMORY=67108864
-sASSERTIONS=1
# ASYNCIFY permet que Emscripten gestione yields durant la precarga
# d'assets. El main loop del joc ja usa SDL3 Callback API i no depén
# d'Asyncify — però el preloader del `.data` sí.
-sASYNCIFY=1
)
set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
endif()
# Ejecutable en la raíz del proyecto
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
# Ejecutable en la raíz del proyecto (solo nativos). A Emscripten queda dins build/.
if(NOT EMSCRIPTEN)
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
endif()
# --- CLANG-FORMAT TARGETS ---
# --- EINA STANDALONE: pack_resources ---
# Executable auxiliar que empaqueta `data/` a `resources.pack` (format AEE1).
# No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
# cmake --build build --target pack_resources
# Després executar: ./build/pack_resources data resources.pack
if(NOT EMSCRIPTEN)
add_executable(pack_resources EXCLUDE_FROM_ALL
tools/pack_resources/pack_resources.cpp
source/core/resources/resource_pack.cpp
)
target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
target_compile_options(pack_resources PRIVATE -Wall)
# --- Regeneració automàtica de resources.pack ---
# Cada `cmake --build build` torna a empaquetar `data/` si algun fitxer ha
# canviat. Evita debugar amb un pack obsolet. CONFIGURE_DEPENDS força CMake
# a re-globbar a la pròxima invocació (recull fitxers nous afegits a data/).
file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
set(RESOURCE_PACK "${CMAKE_SOURCE_DIR}/resources.pack")
add_custom_command(
OUTPUT ${RESOURCE_PACK}
COMMAND $<TARGET_FILE:pack_resources>
"${CMAKE_SOURCE_DIR}/data"
"${RESOURCE_PACK}"
DEPENDS pack_resources ${DATA_FILES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Empaquetant data/ → resources.pack"
VERBATIM
)
add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
add_dependencies(${PROJECT_NAME} resource_pack)
endif()
# --- STATIC ANALYSIS TARGETS ---
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
find_program(CLANG_FORMAT_EXE NAMES clang-format)
find_program(CPPCHECK_EXE NAMES cppcheck)
# Recopilar todos los archivos fuente para formateo (excluir external/)
# Recopilar todos los archivos fuente (excluir external/)
file(GLOB_RECURSE ALL_SOURCE_FILES
"${CMAKE_SOURCE_DIR}/source/*.cpp"
"${CMAKE_SOURCE_DIR}/source/*.hpp"
@@ -193,6 +313,35 @@ file(GLOB_RECURSE ALL_SOURCE_FILES
)
list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
set(CLANG_TIDY_SOURCES ${ALL_SOURCE_FILES})
# Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente).
set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
# Targets de clang-tidy
if(CLANG_TIDY_EXE)
add_custom_target(tidy
COMMAND ${CLANG_TIDY_EXE}
-p ${CMAKE_BINARY_DIR}
${CLANG_TIDY_SOURCES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Running clang-tidy..."
)
add_custom_target(tidy-fix
COMMAND ${CLANG_TIDY_EXE}
-p ${CMAKE_BINARY_DIR}
--fix
${CLANG_TIDY_SOURCES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Running clang-tidy with fixes..."
)
else()
message(STATUS "clang-tidy no encontrado - targets 'tidy' y 'tidy-fix' no disponibles")
endif()
# Targets de clang-format
if(CLANG_FORMAT_EXE)
add_custom_target(format
COMMAND ${CLANG_FORMAT_EXE}
@@ -213,3 +362,25 @@ if(CLANG_FORMAT_EXE)
else()
message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
endif()
# Target de cppcheck
if(CPPCHECK_EXE)
add_custom_target(cppcheck
COMMAND ${CPPCHECK_EXE}
--enable=warning,style,performance,portability
--std=c++20
--language=c++
--inline-suppr
--suppress=missingIncludeSystem
--suppress=toomanyconfigs
--suppress=*:*/source/external/*
--suppress=*:*/source/core/rendering/sdl3gpu/spv/*
--quiet
-I ${CMAKE_SOURCE_DIR}/source
${CPPCHECK_SOURCES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Running cppcheck..."
)
else()
message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
endif()

200
Makefile
View File

@@ -4,6 +4,18 @@
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
# ==============================================================================
# TOOLS
# ==============================================================================
SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
SHADERS_DIR := $(DIR_ROOT)data/shaders
HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu
ifeq ($(OS),Windows_NT)
GLSLC := $(shell where glslc 2>NUL)
else
GLSLC := $(shell command -v glslc 2>/dev/null)
endif
# ==============================================================================
# TARGET NAMES
# ==============================================================================
@@ -18,9 +30,23 @@ RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
# VERSION (extracted from defines.hpp)
# ==============================================================================
ifeq ($(OS),Windows_NT)
VERSION := v$(shell powershell -Command "(Select-String -Path 'source/game/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value")
VERSION := $(shell powershell -Command "(Select-String -Path 'source/game/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value")
else
VERSION := v$(shell grep 'constexpr const char\* VERSION' source/game/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
VERSION := $(shell grep 'constexpr const char\* VERSION' source/game/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
endif
# ==============================================================================
# GIT HASH (computat al host, passat a CMake via -DGIT_HASH)
# Evita que CMake haja de cridar git des de Docker/emscripten on falla per
# "dubious ownership" del volum muntat.
# ==============================================================================
ifeq ($(OS),Windows_NT)
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>NUL)
else
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>/dev/null)
endif
ifeq ($(GIT_HASH),)
GIT_HASH := unknown
endif
# ==============================================================================
@@ -37,9 +63,13 @@ endif
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
# Escapa apòstrofs per a PowerShell (duplica ' → ''). Sense això, APP_NAMEs
# com "JailDoctor's Dilemma" trencarien el parsing de -Destination '...'.
WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
else
WIN_TARGET_FILE := $(TARGET_FILE)
WIN_RELEASE_FILE := $(RELEASE_FILE)
WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE)
endif
# ==============================================================================
@@ -65,17 +95,42 @@ else
UNAME_S := $(shell uname -s)
endif
# ==============================================================================
# CMAKE GENERATOR (Windows needs explicit MinGW Makefiles generator)
# ==============================================================================
ifeq ($(OS),Windows_NT)
CMAKE_GEN := -G "MinGW Makefiles"
else
CMAKE_GEN :=
endif
# ==============================================================================
# COMPILACIÓN CON CMAKE
# ==============================================================================
all:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build
debug:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH)
@cmake --build build
# ==============================================================================
# REGLAS PARA COMPILACIÓN DE SHADERS (multiplataforma via cmake)
# ==============================================================================
compile_shaders:
ifdef GLSLC
@cmake -D GLSLC=$(GLSLC) -D SHADERS_DIR=$(SHADERS_DIR) -D HEADERS_DIR=$(HEADERS_DIR) -P $(SHADER_CMAKE)
else
@echo "glslc no encontrado - asegurate de que los headers SPIR-V precompilados existen"
endif
# Empaqueta data/ a resources.pack (format AEE1). Build previ de l'eina + execució.
pack:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target pack_resources
@./build/pack_resources data resources.pack
# ==============================================================================
# RELEASE AUTOMÁTICO (detecta SO)
# ==============================================================================
@@ -93,12 +148,12 @@ endif
# ==============================================================================
# COMPILACIÓN PARA WINDOWS (RELEASE)
# ==============================================================================
_windows_release:
_windows_release: pack
@echo off
@echo Creando release para Windows - Version: $(VERSION)
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
@@ -106,13 +161,13 @@ _windows_release:
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
@powershell -Command "if (-not (Test-Path '$(RELEASE_FOLDER)')) {New-Item '$(RELEASE_FOLDER)' -ItemType Directory}"
# Copia ficheros
@powershell -Command "Copy-Item -Path 'data' -Destination '$(RELEASE_FOLDER)' -Recurse"
# Copia ficheros (resources.pack substitueix la carpeta data/)
@powershell -Command "Copy-Item 'resources.pack' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE).exe'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip
@@ -126,14 +181,14 @@ _windows_release:
# ==============================================================================
# COMPILACIÓN PARA MACOS (RELEASE)
# ==============================================================================
_macos_release:
_macos_release: pack
@echo "Creando release para macOS - Version: $(VERSION)"
# Verificar e instalar create-dmg si es necesario
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
# Compila la versión para procesadores Intel con cmake
@cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON
@cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH)
@cmake --build build/intel
# Elimina datos de compilaciones anteriores
@@ -148,8 +203,8 @@ _macos_release:
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
# Copia carpetas y ficheros
cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
# Copia carpetas y ficheros (resources.pack substitueix la carpeta data/)
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
@@ -187,7 +242,7 @@ _macos_release:
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
# Compila la versión para procesadores Apple Silicon con cmake
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH)
@cmake --build build/arm
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
@@ -217,22 +272,64 @@ _macos_release:
$(RMDIR) build/arm
$(RMFILE) "$(DIST_DIR)"/rw.*
# ==============================================================================
# COMPILACIÓN PARA WEBASSEMBLY (requiere Docker amb emscripten/emsdk)
# ==============================================================================
# Genera aee.{html,js,wasm,data} a dist/wasm/. Es pot provar servint amb un
# servidor HTTP local (els navegadors no carreguen `file://` WASM):
# cd dist/wasm && python3 -m http.server 8000
# # després obrir http://localhost:8000/aee.html
wasm:
@echo "Creando release para WebAssembly - Version: $(VERSION)"
docker run --rm \
--user $(shell id -u):$(shell id -g) \
-v $(DIR_ROOT):/src \
-w /src \
emscripten/emsdk:latest \
bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm"
@$(MKDIR) "$(DIST_DIR)/wasm"
@cp build/wasm/$(TARGET_NAME).html $(DIST_DIR)/wasm/
@cp build/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/
@cp build/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/
@cp build/wasm/$(TARGET_NAME).data $(DIST_DIR)/wasm/
@echo "Output: $(DIST_DIR)/wasm/$(TARGET_NAME).html"
scp $(DIST_DIR)/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/$(TARGET_NAME).data \
maverick:/home/sergio/gitea/web_jailgames/static/games/aee/wasm/
ssh maverick 'cd /home/sergio/gitea/web_jailgames && ./deploy.sh'
@echo "Deployed to maverick"
# Versió Debug del build wasm: build local sense deploy. Sortida a dist/wasm_debug/.
wasm_debug:
@echo "Compilando WebAssembly Debug - Version: $(VERSION)"
docker run --rm \
--user $(shell id -u):$(shell id -g) \
-v $(DIR_ROOT):/src \
-w /src \
emscripten/emsdk:latest \
bash -c "emcmake cmake -S . -B build/wasm_debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm_debug"
@$(MKDIR) "$(DIST_DIR)/wasm_debug"
@cp build/wasm_debug/$(TARGET_NAME).html $(DIST_DIR)/wasm_debug/
@cp build/wasm_debug/$(TARGET_NAME).js $(DIST_DIR)/wasm_debug/
@cp build/wasm_debug/$(TARGET_NAME).wasm $(DIST_DIR)/wasm_debug/
@cp build/wasm_debug/$(TARGET_NAME).data $(DIST_DIR)/wasm_debug/
@echo "Output: $(DIST_DIR)/wasm_debug/$(TARGET_NAME).html"
# ==============================================================================
# COMPILACIÓN PARA LINUX (RELEASE)
# ==============================================================================
_linux_release:
_linux_release: pack
@echo "Creando release para Linux - Version: $(VERSION)"
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build
# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
$(RMDIR) "$(RELEASE_FOLDER)"
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -r data "$(RELEASE_FOLDER)"
# Copia ficheros (resources.pack substitueix la carpeta data/)
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)"
@@ -247,4 +344,69 @@ _linux_release:
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
.PHONY: all debug release _windows_release _linux_release _macos_release
# ==============================================================================
# ==============================================================================
# CODE QUALITY (delegados a cmake)
# ==============================================================================
format:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target format
format-check:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target format-check
tidy:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target tidy
tidy-fix:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target tidy-fix
cppcheck:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target cppcheck
# DESCÀRREGA DE GAMECONTROLLERDB
# ==============================================================================
controllerdb:
@echo "Descarregant gamecontrollerdb.txt..."
curl -fsSL https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt \
-o gamecontrollerdb.txt
@echo "gamecontrollerdb.txt actualitzat"
# ==============================================================================
# AJUDA
# ==============================================================================
help:
@echo "Makefile per a Aventures en Egipte"
@echo "Comandes disponibles:"
@echo ""
@echo " Compilacio:"
@echo " make - Compilar amb cmake (Release)"
@echo " make debug - Compilar amb cmake (Debug)"
@echo ""
@echo " Release:"
@echo " make release - Crear release (detecta SO automaticament)"
@echo " make wasm - Build WebAssembly (requereix Docker) + deploy a maverick"
@echo " make wasm_debug - Build WebAssembly Debug local (sense deploy)"
@echo ""
@echo " Eines:"
@echo " make compile_shaders - Compilar shaders SPIR-V"
@echo " make pack - Empaquetar data/ a resources.pack (format AEE1)"
@echo " make controllerdb - Actualitzar gamecontrollerdb.txt des de SDL_GameControllerDB"
@echo ""
@echo " Qualitat de codi:"
@echo " make format - Formatar codi amb clang-format"
@echo " make format-check - Verificar format sense modificar"
@echo " make tidy - Anàlisi estàtic amb clang-tidy"
@echo " make tidy-fix - Anàlisi estàtic amb auto-fix"
@echo " make cppcheck - Anàlisi estàtic amb cppcheck"
@echo ""
@echo " Altres:"
@echo " make help - Mostrar esta ajuda"
@echo ""
@echo " Versio actual: $(VERSION) ($(GIT_HASH))"
.PHONY: all debug pack release wasm wasm_debug _windows_release _linux_release _macos_release compile_shaders controllerdb format format-check tidy tidy-fix cppcheck help

52
data/config/assets.yaml Normal file
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# Aventures En Egipte - Asset Configuration
# Loaded at boot by Resource::List, decoded incrementally by Resource::Cache.
# Paths are relative to the resource pack root (i.e. relative to ./data/ in dev).
assets:
# FONTS - bitmap font for the overlay (8bithud)
fonts:
BITMAP:
- fonts/8bithud.gif
FONT:
- fonts/8bithud.fnt
# LOCALE - UI strings
locale:
DATA:
- locale/ca.yaml
# INPUT - UI key bindings defaults
input:
DATA:
- input/keys.yaml
# MUSIC - 8 OGG tracks
music:
MUSIC:
- music/banner.ogg
- music/final.ogg
- music/menu.ogg
- music/mort.ogg
- music/piramide_1_4_5.ogg
- music/piramide_2.ogg
- music/piramide_3.ogg
- music/secreta.ogg
# GFX - 14 GIFs (sprites + cinematic backgrounds)
gfx:
BITMAP:
- gfx/ffase.gif
- gfx/final.gif
- gfx/finals.gif
- gfx/frames.gif
- gfx/frames2.gif
- gfx/gameover.gif
- gfx/intro.gif
- gfx/intro2.gif
- gfx/intro3.gif
- gfx/logo.gif
- gfx/logo_new.gif
- gfx/menu.gif
- gfx/menu2.gif
- gfx/tomba1.gif
- gfx/tomba2.gif

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@@ -1,234 +0,0 @@
/*
crt-pi - A Raspberry Pi friendly CRT shader.
Copyright (C) 2015-2016 davej
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
Notes:
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
BLOOM_FACTOR controls the increase in width for bright scanlines.
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
*/
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
// Haven't put these as parameters as it would slow the code down.
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
#define CURVATURE
//#define SHARPER
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
#define MASK_TYPE 1
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float CURVATURE_X;
uniform COMPAT_PRECISION float CURVATURE_Y;
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
uniform COMPAT_PRECISION float BLOOM_FACTOR;
uniform COMPAT_PRECISION float INPUT_GAMMA;
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
#else
#define CURVATURE_X 0.25
#define CURVATURE_Y 0.45
#define MASK_BRIGHTNESS 0.70
#define SCANLINE_WEIGHT 6.0
#define SCANLINE_GAP_BRIGHTNESS 0.12
#define BLOOM_FACTOR 1.5
#define INPUT_GAMMA 2.4
#define OUTPUT_GAMMA 2.2
#endif
/* COMPATIBILITY
- GLSL compilers
*/
//uniform vec2 TextureSize;
#if defined(CURVATURE)
varying vec2 screenScale;
#endif
varying vec2 TEX0;
varying float filterWidth;
#if defined(VERTEX)
//uniform mat4 MVPMatrix;
//attribute vec4 VertexCoord;
//attribute vec2 TexCoord;
//uniform vec2 InputSize;
//uniform vec2 OutputSize;
void main()
{
#if defined(CURVATURE)
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
#endif
filterWidth = (768.0 / 240.0) / 3.0;
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
uniform sampler2D Texture;
#if defined(CURVATURE)
vec2 Distort(vec2 coord)
{
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
coord *= screenScale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (CURVATURE_DISTORTION * rsq);
coord *= barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
coord = vec2(-1.0); // If out of bounds, return an invalid value.
else
{
coord += vec2(0.5);
coord /= screenScale;
}
return coord;
}
#endif
float CalcScanLineWeight(float dist)
{
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
}
float CalcScanLine(float dy)
{
float scanLineWeight = CalcScanLineWeight(dy);
#if defined(MULTISAMPLE)
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
scanLineWeight *= 0.3333333;
#endif
return scanLineWeight;
}
void main()
{
vec2 TextureSize = vec2(320.0, 240.0);
#if defined(CURVATURE)
vec2 texcoord = Distort(TEX0);
if (texcoord.x < 0.0)
gl_FragColor = vec4(0.0);
else
#else
vec2 texcoord = TEX0;
#endif
{
vec2 texcoordInPixels = texcoord * TextureSize;
#if defined(SHARPER)
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
vec2 coord = tempCoord / TextureSize;
vec2 deltas = texcoordInPixels - tempCoord;
float scanLineWeight = CalcScanLine(deltas.y);
vec2 signs = sign(deltas);
deltas.x *= 2.0;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5;
deltas.y *= 8.0;
deltas /= TextureSize;
deltas *= signs;
vec2 tc = coord + deltas;
#else
float tempY = floor(texcoordInPixels.y) + 0.5;
float yCoord = tempY / TextureSize.y;
float dy = texcoordInPixels.y - tempY;
float scanLineWeight = CalcScanLine(dy);
float signY = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= TextureSize.y;
dy *= signY;
vec2 tc = vec2(texcoord.x, yCoord + dy);
#endif
vec3 colour = texture2D(Texture, tc).rgb;
#if defined(SCANLINES)
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = colour * colour;
#else
colour = pow(colour, vec3(INPUT_GAMMA));
#endif
#endif
scanLineWeight *= BLOOM_FACTOR;
colour *= scanLineWeight;
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = sqrt(colour);
#else
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
#endif
#endif
#endif
#if MASK_TYPE == 0
gl_FragColor = vec4(colour, 1.0);
#else
#if MASK_TYPE == 1
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
vec3 mask;
if (whichMask < 0.5)
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
else
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
#elif MASK_TYPE == 2
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
if (whichMask < 0.3333333)
mask.x = 1.0;
else if (whichMask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
#endif
gl_FragColor = vec4(colour * mask, 1.0);
#endif
}
}
#endif

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50
data/input/keys.yaml Normal file
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# Aventures En Egipte — Configuració de tecles d'UI
#
# Font única de veritat per a les tecles de funció / sistema.
# Les tecles de moviment del jugador viuen separades a config.yaml (secció `controls:`).
#
# Si l'usuari remapeja alguna tecla des del menú de servei, la diferència respecte
# aquests valors per defecte es persistix a ~/.config/jailgames/aee/keys.yaml.
#
# Camps:
# id - Identificador usat des del codi via KeyConfig::scancode("id")
# code - Nom SDL del scancode (per SDL_GetScancodeFromName), p.ex. "F1", "Escape"
# desc - Descripció curta (per a HELP / overlays futurs)
keys:
- id: dec_zoom
code: "F1"
desc: "Redueix el zoom de la finestra"
- id: inc_zoom
code: "F2"
desc: "Augmenta el zoom de la finestra"
- id: fullscreen
code: "F3"
desc: "Pantalla completa"
- id: toggle_shader
code: "F4"
desc: "Activa/desactiva shaders"
- id: toggle_aspect_ratio
code: "F5"
desc: "Aspecte 4:3 / pixels quadrats"
- id: toggle_supersampling
code: "F6"
desc: "Activa/desactiva supersampling"
- id: next_shader
code: "F7"
desc: "Tipus de shader (PostFX / CRT-Pi)"
- id: next_shader_preset
code: "F8"
desc: "Pròxim preset del shader"
- id: cycle_texture_filter
code: "F9"
desc: "Filtre de textura (nearest / linear)"
- id: toggle_render_info
code: "F10"
desc: "Mostra info de renderitzat"
- id: pause_toggle
code: "F11"
desc: "Pausa el joc"
- id: menu_toggle
code: "F12"
desc: "Menú de servei"

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@@ -4,77 +4,89 @@
menu:
titles:
root: "OPCIONS"
video: "VIDEO"
audio: "AUDIO"
controls: "CONTROLS"
game: "JOC"
root: "Opcions"
video: "Vídeo"
audio: "Àudio"
controls: "Controls"
game: "Joc"
system: "Sistema"
items:
video: "VIDEO"
audio: "AUDIO"
controls: "CONTROLS"
game: "JOC"
use_new_logo: "LOGO NOU"
show_title_credits: "CREDITS DEL PORT"
zoom: "ZOOM"
screen: "PANTALLA"
shader: "SHADER"
aspect_4_3: "ASPECTE 4:3"
supersampling: "SUPERSAMPLING"
vsync: "VSYNC"
integer_scale: "ESCALA ENTERA"
shader_type: "TIPUS SHADER"
preset: "PRESET"
stretch_filter: "FILTRE 4:3"
render_info: "RENDER INFO"
uptime: "TEMPS DE JOC"
master_enable: "AUDIO"
master_volume: "MASTER"
music: "MUSICA"
music_volume: "VOL MUSICA"
sounds: "SONS"
sounds_volume: "VOL SONS"
move_up: "MOU AMUNT"
move_down: "MOU AVALL"
move_left: "MOU ESQUERRA"
move_right: "MOU DRETA"
menu_key: "TECLA MENU"
video: "Vídeo"
audio: "Àudio"
controls: "Controls"
game: "Joc"
system: "Sistema"
restart: "Reinicia"
exit_game: "Eixir del joc"
use_new_logo: "Logo nou"
show_title_credits: "Crèdits del port"
show_preload: "Barra de precàrrega"
zoom: "Zoom"
screen: "Pantalla"
shader: "Shader"
aspect_4_3: "Aspecte 4:3"
supersampling: "Supersampling"
vsync: "Vsync"
scaling_mode: "Escala"
shader_type: "Tipus shader"
preset: "Preset"
texture_filter: "Filtre textura"
render_info: "Render info"
uptime: "Temps de joc"
internal_resolution: "Resolució interna"
master_enable: "Àudio"
master_volume: "Màster"
music: "Música"
music_volume: "Vol música"
sounds: "Sons"
sounds_volume: "Vol sons"
move_up: "Mou amunt"
move_down: "Mou avall"
move_left: "Mou esquerra"
move_right: "Mou dreta"
menu_key: "Tecla menú"
values:
"yes": "SI"
"no": "NO"
"on": "ON"
"off": "OFF"
fullscreen: "COMPLETA"
windowed: "FINESTRA"
linear: "LINEAR"
nearest: "NEAREST"
top: "TOP"
bottom: "BOTTOM"
press_key: "<PREM TECLA>"
empty: "(BUIT)"
"yes": "Sí"
"no": "No"
"on": "On"
"off": "Off"
fullscreen: "Completa"
windowed: "Finestra"
linear: "Linear"
nearest: "Nearest"
top: "Top"
bottom: "Bottom"
press_key: "<Prem tecla>"
empty: "(Buit)"
unknown: "---"
scaling_disabled: "Sense escala"
scaling_stretch: "Estirada"
scaling_letterbox: "Letterbox"
scaling_overscan: "Overscan"
scaling_integer: "Entera"
window:
title: "© 2000 Aventures en Egipte — JailDesigner"
notifications:
exit_double_esc: "TORNA A PULSAR ESC PER EIXIR"
zoom_fmt: "ZOOM %dX"
fullscreen: "PANTALLA COMPLETA"
windowed: "FINESTRA"
shader_on: "SHADER ON"
shader_off: "SHADER OFF"
exit_double_esc: "Torna a pulsar ESC per a eixir"
zoom_fmt: "Zoom %dX"
fullscreen: "Pantalla completa"
windowed: "Finestra"
shader_on: "Shader on"
shader_off: "Shader off"
aspect_43: "4:3 CRT"
aspect_square: "PIXELS QUADRATS"
ss_on: "SUPERSAMPLING ON"
ss_off: "SUPERSAMPLING OFF"
preset_fmt: "PRESET: %s"
filter_linear: "FILTRE: LINEAR"
filter_nearest: "FILTRE: NEAREST"
pause: "PAUSA"
resume: "REPRES"
aspect_square: "Píxels quadrats"
ss_on: "Supersampling on"
ss_off: "Supersampling off"
preset_fmt: "Preset: %s"
filter_linear: "Filtre: linear"
filter_nearest: "Filtre: nearest"
pause: "Pausa"
gamepad_connected: "connectat"
gamepad_disconnected: "desconnectat"
credits:
port_role: "Conversio a C++ i SDL3"

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#include "core/audio/audio.hpp"
#include <SDL3/SDL.h> // Para SDL_GetError, SDL_Init
#include <algorithm> // Para clamp
#include <iostream> // Para std::cout
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp).
// clang-format off
#undef STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.c"
// stb_vorbis.c filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
// perquè xocarien amb noms de paràmetres de plantilla en altres headers.
#undef L
#undef C
#undef R
#undef PLAYBACK_MONO
#undef PLAYBACK_LEFT
#undef PLAYBACK_RIGHT
// clang-format on
#include "core/audio/audio_adapter.hpp" // Para AudioResource::getMusic/getSound
#include "core/audio/jail_audio.hpp" // Para JA_*
#include "game/options.hpp" // Para Options::audio
// Singleton
std::unique_ptr<Audio> Audio::instance;
// Inicializa la instancia única del singleton
void Audio::init() { Audio::instance = std::unique_ptr<Audio>(new Audio()); }
// Libera la instancia
void Audio::destroy() { Audio::instance.reset(); }
// Obtiene la instancia
auto Audio::get() -> Audio* { return Audio::instance.get(); }
// Constructor
Audio::Audio() { initSDLAudio(); }
// Destructor
Audio::~Audio() {
JA_Quit();
}
// Método principal
void Audio::update() {
JA_Update();
// Sincronizar estado: detectar cuando la música se para (ej. fade-out completado)
if (instance && instance->music_.state == MusicState::PLAYING && JA_GetMusicState() != JA_MUSIC_PLAYING) {
instance->music_.state = MusicState::STOPPED;
}
}
// Reproduce la música por nombre (con crossfade opcional)
void Audio::playMusic(const std::string& name, const int loop, const int crossfade_ms) {
bool new_loop = (loop != 0);
// Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada
if (music_.state == MusicState::PLAYING && music_.name == name && music_.loop == new_loop) {
return;
}
if (!music_enabled_) return;
auto* resource = AudioResource::getMusic(name);
if (resource == nullptr) return;
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(resource, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
}
JA_PlayMusic(resource, loop);
}
music_.name = name;
music_.loop = new_loop;
music_.state = MusicState::PLAYING;
}
// Reproduce la música por puntero (con crossfade opcional)
void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms) {
if (!music_enabled_ || music == nullptr) return;
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(music, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
}
JA_PlayMusic(music, loop);
}
music_.name.clear(); // nom desconegut quan es passa per punter
music_.loop = (loop != 0);
music_.state = MusicState::PLAYING;
}
// Pausa la música
void Audio::pauseMusic() {
if (music_enabled_ && music_.state == MusicState::PLAYING) {
JA_PauseMusic();
music_.state = MusicState::PAUSED;
}
}
// Continua la música pausada
void Audio::resumeMusic() {
if (music_enabled_ && music_.state == MusicState::PAUSED) {
JA_ResumeMusic();
music_.state = MusicState::PLAYING;
}
}
// Detiene la música
void Audio::stopMusic() {
if (music_enabled_) {
JA_StopMusic();
music_.state = MusicState::STOPPED;
}
}
// Reproduce un sonido por nombre
void Audio::playSound(const std::string& name, Group group) const {
if (sound_enabled_) {
JA_PlaySound(AudioResource::getSound(name), 0, static_cast<int>(group));
}
}
// Reproduce un sonido por puntero directo
void Audio::playSound(JA_Sound_t* sound, Group group) const {
if (sound_enabled_ && sound != nullptr) {
JA_PlaySound(sound, 0, static_cast<int>(group));
}
}
// Detiene todos los sonidos
void Audio::stopAllSounds() const {
if (sound_enabled_) {
JA_StopChannel(-1);
}
}
// Realiza un fundido de salida de la música
void Audio::fadeOutMusic(int milliseconds) const {
if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
JA_FadeOutMusic(milliseconds);
}
}
// Consulta directamente el estado real de la música en jailaudio
auto Audio::getRealMusicState() -> MusicState {
JA_Music_state ja_state = JA_GetMusicState();
switch (ja_state) {
case JA_MUSIC_PLAYING:
return MusicState::PLAYING;
case JA_MUSIC_PAUSED:
return MusicState::PAUSED;
case JA_MUSIC_STOPPED:
case JA_MUSIC_INVALID:
case JA_MUSIC_DISABLED:
default:
return MusicState::STOPPED;
}
}
// Establece el volumen de los sonidos (float 0.0..1.0)
void Audio::setSoundVolume(float sound_volume, Group group) const {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
const bool active = enabled_ && sound_enabled_;
const float CONVERTED_VOLUME = active ? sound_volume * Options::audio.volume : 0.0F;
JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
}
// Establece el volumen de la música (float 0.0..1.0)
void Audio::setMusicVolume(float music_volume) const {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
const bool active = enabled_ && music_enabled_;
const float CONVERTED_VOLUME = active ? music_volume * Options::audio.volume : 0.0F;
JA_SetMusicVolume(CONVERTED_VOLUME);
}
// Aplica la configuración
void Audio::applySettings() {
enable(Options::audio.enabled);
}
// Establecer estado general
void Audio::enable(bool value) {
enabled_ = value;
setSoundVolume(enabled_ ? Options::audio.sound.volume : MIN_VOLUME);
setMusicVolume(enabled_ ? Options::audio.music.volume : MIN_VOLUME);
}
// Inicializa SDL Audio
void Audio::initSDLAudio() {
if (!SDL_Init(SDL_INIT_AUDIO)) {
std::cout << "SDL_AUDIO could not initialize! SDL Error: " << SDL_GetError() << '\n';
} else {
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
enable(Options::audio.enabled);
}
}

115
source/core/audio/audio.hpp Normal file
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@@ -0,0 +1,115 @@
#pragma once
#include <cstdint> // Para int8_t, uint8_t
#include <memory> // Para std::unique_ptr
#include <string> // Para string
#include <utility> // Para move
// --- Clase Audio: gestor de audio (singleton) ---
// Implementació canònica, byte-idèntica entre projectes.
// Els volums es manegen internament com a float 0.01.0; la capa de
// presentació (menús, notificacions) usa les helpers toPercent/fromPercent
// per mostrar 0100 a l'usuari.
class Audio {
public:
// --- Enums ---
enum class Group : std::int8_t {
ALL = -1, // Todos los grupos
GAME = 0, // Sonidos del juego
INTERFACE = 1 // Sonidos de la interfaz
};
enum class MusicState : std::uint8_t {
PLAYING, // Reproduciendo música
PAUSED, // Música pausada
STOPPED, // Música detenida
};
// --- Constantes ---
static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo (float 0..1)
static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo (float 0..1)
static constexpr float VOLUME_STEP = 0.05F; // Pas estàndard per a UI (5%)
static constexpr int FREQUENCY = 48000; // Frecuencia de audio
static constexpr int DEFAULT_CROSSFADE_MS = 1500; // Duració del crossfade per defecte (ms)
// --- Singleton ---
static void init(); // Inicializa el objeto Audio
static void destroy(); // Libera el objeto Audio
static auto get() -> Audio*; // Obtiene el puntero al objeto Audio
~Audio(); // Destructor (públic per a std::unique_ptr)
Audio(const Audio&) = delete; // Evitar copia
auto operator=(const Audio&) -> Audio& = delete; // Evitar asignación
static void update(); // Actualización del sistema de audio
// --- Control de música ---
void playMusic(const std::string& name, int loop = -1, int crossfade_ms = 0); // Reproducir música por nombre (con crossfade opcional)
void playMusic(struct JA_Music_t* music, int loop = -1, int crossfade_ms = 0); // Reproducir música por puntero (con crossfade opcional)
void pauseMusic(); // Pausar reproducción de música
void resumeMusic(); // Continua la música pausada
void stopMusic(); // Detener completamente la música
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
// --- Control de sonidos ---
void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual por nombre
void playSound(struct JA_Sound_t* sound, Group group = Group::GAME) const; // Reproducir sonido puntual por puntero
void stopAllSounds() const; // Detener todos los sonidos
// --- Control de volumen (API interna: float 0.0..1.0) ---
void setSoundVolume(float volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
void setMusicVolume(float volume) const; // Ajustar volumen de música
// --- Helpers de conversió per a la capa de presentació ---
// UI (menús, notificacions) manega enters 0..100; internament viu float 0..1.
static constexpr auto toPercent(float volume) -> int {
return static_cast<int>(volume * 100.0F + 0.5F);
}
static constexpr auto fromPercent(int percent) -> float {
return static_cast<float>(percent) / 100.0F;
}
// --- Configuración general ---
void enable(bool value); // Establecer estado general
void toggleEnabled() { enabled_ = !enabled_; } // Alternar estado general
void applySettings(); // Aplica la configuración
// --- Configuración de sonidos ---
void enableSound() { sound_enabled_ = true; } // Habilitar sonidos
void disableSound() { sound_enabled_ = false; } // Deshabilitar sonidos
void enableSound(bool value) { sound_enabled_ = value; } // Establecer estado de sonidos
void toggleSound() { sound_enabled_ = !sound_enabled_; } // Alternar estado de sonidos
// --- Configuración de música ---
void enableMusic() { music_enabled_ = true; } // Habilitar música
void disableMusic() { music_enabled_ = false; } // Deshabilitar música
void enableMusic(bool value) { music_enabled_ = value; } // Establecer estado de música
void toggleMusic() { music_enabled_ = !music_enabled_; } // Alternar estado de música
// --- Consultas de estado ---
[[nodiscard]] auto isEnabled() const -> bool { return enabled_; }
[[nodiscard]] auto isSoundEnabled() const -> bool { return sound_enabled_; }
[[nodiscard]] auto isMusicEnabled() const -> bool { return music_enabled_; }
[[nodiscard]] auto getMusicState() const -> MusicState { return music_.state; }
[[nodiscard]] static auto getRealMusicState() -> MusicState;
[[nodiscard]] auto getCurrentMusicName() const -> const std::string& { return music_.name; }
private:
// --- Tipos anidados ---
struct Music {
MusicState state{MusicState::STOPPED}; // Estado actual de la música
std::string name; // Última pista de música reproducida
bool loop{false}; // Indica si se reproduce en bucle
};
// --- Métodos ---
Audio(); // Constructor privado
void initSDLAudio(); // Inicializa SDL Audio
// --- Variables miembro ---
static std::unique_ptr<Audio> instance; // Instancia única de Audio
Music music_; // Estado de la música
bool enabled_{true}; // Estado general del audio
bool sound_enabled_{true}; // Estado de los efectos de sonido
bool music_enabled_{true}; // Estado de la música
};

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@@ -0,0 +1,15 @@
#include "core/audio/audio_adapter.hpp"
#include "core/resources/resource_cache.hpp"
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name) {
return Resource::Cache::get()->getMusic(name);
}
JA_Sound_t* getSound(const std::string& name) {
return Resource::Cache::get()->getSound(name);
}
} // namespace AudioResource

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@@ -0,0 +1,17 @@
#pragma once
// --- Audio Resource Adapter ---
// Aquest fitxer exposa una interfície comuna a Audio per obtenir JA_Music_t* /
// JA_Sound_t* per nom. Cada projecte la implementa en audio_adapter.cpp
// delegant al seu singleton de recursos (Resource::get(), Resource::Cache::get(),
// etc.). Això permet que audio.hpp/audio.cpp siguin idèntics entre projectes.
#include <string> // Para string
struct JA_Music_t;
struct JA_Sound_t;
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name);
JA_Sound_t* getSound(const std::string& name);
} // namespace AudioResource

View File

@@ -2,16 +2,26 @@
// --- Includes ---
#include <SDL3/SDL.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdint.h> // Para uint32_t, uint8_t
#include <stdio.h> // Para NULL, fseek, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> // Para free, malloc
#include <string>
#include <vector>
#include <iostream> // Para std::cout
#include <memory> // Para std::unique_ptr
#include <string> // Para std::string
#include <vector> // Para std::vector
#define STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h"
#include "external/stb_vorbis.c" // Para stb_vorbis_open_memory i streaming
// Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`.
// Compatible amb `std::unique_ptr<Uint8[], SDLFreeDeleter>` — zero size
// overhead gràcies a EBO, igual que un unique_ptr amb default_delete.
struct SDLFreeDeleter {
void operator()(Uint8* p) const noexcept {
if (p) SDL_free(p);
}
};
// --- Public Enums ---
enum JA_Channel_state {
@@ -36,7 +46,9 @@ enum JA_Music_state {
struct JA_Sound_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8* buffer{nullptr};
// Buffer descomprimit (PCM) propietat del sound. Reservat per SDL_LoadWAV
// via SDL_malloc; el deleter `SDLFreeDeleter` allibera amb SDL_free.
std::unique_ptr<Uint8[], SDLFreeDeleter> buffer;
};
struct JA_Channel_t {
@@ -78,15 +90,27 @@ inline bool JA_musicEnabled{true};
inline bool JA_soundEnabled{true};
inline SDL_AudioDeviceID sdlAudioDevice{0};
inline bool fading{false};
inline int fade_start_time{0};
inline int fade_duration{0};
inline float fade_initial_volume{0.0f};
// --- Crossfade / Fade State ---
struct JA_FadeState {
bool active{false};
Uint64 start_time{0};
int duration_ms{0};
float initial_volume{0.0f};
};
struct JA_OutgoingMusic {
SDL_AudioStream* stream{nullptr};
JA_FadeState fade;
};
inline JA_OutgoingMusic outgoing_music;
inline JA_FadeState incoming_fade;
// --- Forward Declarations ---
inline void JA_StopMusic();
inline void JA_StopChannel(const int channel);
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
inline void JA_CrossfadeMusic(JA_Music_t* music, int crossfade_ms, int loop = -1);
// --- Music streaming internals ---
// Bytes-per-sample per canal (sempre s16)
@@ -94,7 +118,7 @@ static constexpr int JA_MUSIC_BYTES_PER_SAMPLE = 2;
// Quants shorts decodifiquem per crida a get_samples_short_interleaved.
// 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz.
static constexpr int JA_MUSIC_CHUNK_SHORTS = 8192;
// Umbral d'àudio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a
// Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a
// l'SDL_AudioStream per absorbir jitter de frame i evitar underruns.
static constexpr float JA_MUSIC_LOW_WATER_SECONDS = 0.5f;
@@ -104,15 +128,15 @@ inline int JA_FeedMusicChunk(JA_Music_t* music) {
if (!music || !music->vorbis || !music->stream) return 0;
short chunk[JA_MUSIC_CHUNK_SHORTS];
const int channels = music->spec.channels;
const int num_channels = music->spec.channels;
const int samples_per_channel = stb_vorbis_get_samples_short_interleaved(
music->vorbis,
channels,
num_channels,
chunk,
JA_MUSIC_CHUNK_SHORTS);
if (samples_per_channel <= 0) return 0;
const int bytes = samples_per_channel * channels * JA_MUSIC_BYTES_PER_SAMPLE;
const int bytes = samples_per_channel * num_channels * JA_MUSIC_BYTES_PER_SAMPLE;
SDL_PutAudioStreamData(music->stream, chunk, bytes);
return samples_per_channel;
}
@@ -139,23 +163,51 @@ inline void JA_PumpMusic(JA_Music_t* music) {
}
}
// Pre-carrega `duration_ms` de so dins l'stream actual abans que l'stream
// siga robat per outgoing_music (crossfade o fade-out). Imprescindible amb
// streaming: l'stream robat no es pot re-alimentar perquè perd la referència
// al seu vorbis decoder. No aplica loop — si el vorbis s'esgota abans, parem.
inline void JA_PreFillOutgoing(JA_Music_t* music, int duration_ms) {
if (!music || !music->vorbis || !music->stream) return;
const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE;
const int needed_bytes = static_cast<int>((static_cast<int64_t>(duration_ms) * bytes_per_second) / 1000);
while (SDL_GetAudioStreamAvailable(music->stream) < needed_bytes) {
const int decoded = JA_FeedMusicChunk(music);
if (decoded <= 0) break; // EOF: deixem drenar el que hi haja
}
}
// --- Core Functions ---
// Crida-la una vegada per frame des del main loop (Director). Substituïx
// el callback asíncron SDL_AddTimer de la versió antiga — imprescindible
// per al port a emscripten/SDL_AppIterate.
inline void JA_Update() {
// --- Outgoing music fade-out (crossfade o fade-out a silencio) ---
if (outgoing_music.stream && outgoing_music.fade.active) {
Uint64 now = SDL_GetTicks();
Uint64 elapsed = now - outgoing_music.fade.start_time;
if (elapsed >= (Uint64)outgoing_music.fade.duration_ms) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
} else {
float percent = (float)elapsed / (float)outgoing_music.fade.duration_ms;
SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0f - percent));
}
}
// --- Current music ---
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
if (fading) {
int time = SDL_GetTicks();
if (time > (fade_start_time + fade_duration)) {
fading = false;
JA_StopMusic();
return;
// Fade-in (parte de un crossfade)
if (incoming_fade.active) {
Uint64 now = SDL_GetTicks();
Uint64 elapsed = now - incoming_fade.start_time;
if (elapsed >= (Uint64)incoming_fade.duration_ms) {
incoming_fade.active = false;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
} else {
const int time_passed = time - fade_start_time;
const float percent = (float)time_passed / (float)fade_duration;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * (1.0f - percent));
float percent = (float)elapsed / (float)incoming_fade.duration_ms;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * percent);
}
}
@@ -167,12 +219,13 @@ inline void JA_Update() {
}
}
// --- Sound channels ---
if (JA_soundEnabled) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
if (channels[i].state == JA_CHANNEL_PLAYING) {
if (channels[i].times != 0) {
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2)) {
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer, channels[i].sound->length);
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer.get(), channels[i].sound->length);
if (channels[i].times > 0) channels[i].times--;
}
} else {
@@ -183,19 +236,19 @@ inline void JA_Update() {
}
inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) {
#ifdef _DEBUG
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
#endif
JA_audioSpec = {format, num_channels, freq};
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
if (sdlAudioDevice == 0) SDL_Log("Failed to initialize SDL audio!");
if (sdlAudioDevice == 0) std::cout << "Failed to initialize SDL audio!" << '\n';
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
}
inline void JA_Quit() {
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
}
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = 0;
}
@@ -212,11 +265,13 @@ inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
auto* music = new JA_Music_t();
music->ogg_data.assign(buffer, buffer + length);
int error = 0;
int vorbis_error = 0;
music->vorbis = stb_vorbis_open_memory(music->ogg_data.data(),
static_cast<int>(length), &error, nullptr);
static_cast<int>(length),
&vorbis_error,
nullptr);
if (!music->vorbis) {
SDL_Log("JA_LoadMusic: stb_vorbis_open_memory failed (error %d)", error);
std::cout << "JA_LoadMusic: stb_vorbis_open_memory failed (error " << vorbis_error << ")" << '\n';
delete music;
return nullptr;
}
@@ -238,6 +293,35 @@ inline JA_Music_t* JA_LoadMusic(Uint8* buffer, Uint32 length, const char* filena
return music;
}
inline JA_Music_t* JA_LoadMusic(const char* filename) {
// Carreguem primer el arxiu en memòria i després el descomprimim.
FILE* f = fopen(filename, "rb");
if (!f) return nullptr;
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
auto* buffer = static_cast<Uint8*>(malloc(fsize + 1));
if (!buffer) {
fclose(f);
return nullptr;
}
if (fread(buffer, fsize, 1, f) != 1) {
fclose(f);
free(buffer);
return nullptr;
}
fclose(f);
JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), static_cast<Uint32>(fsize));
if (music) {
music->filename = filename;
}
free(buffer);
return music;
}
inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
if (!JA_musicEnabled || !music || !music->vorbis) return;
@@ -253,7 +337,7 @@ inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) {
SDL_Log("Failed to create audio stream!");
std::cout << "Failed to create audio stream!" << '\n';
current_music->state = JA_MUSIC_STOPPED;
return;
}
@@ -262,10 +346,12 @@ inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
JA_PumpMusic(current_music);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) {
std::cout << "[ERROR] SDL_BindAudioStream failed!" << '\n';
}
}
inline const char* JA_GetMusicFilename(JA_Music_t* music = nullptr) {
inline const char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
if (!music) music = current_music;
if (!music || music->filename.empty()) return nullptr;
return music->filename.c_str();
@@ -288,6 +374,14 @@ inline void JA_ResumeMusic() {
}
inline void JA_StopMusic() {
// Limpiar outgoing crossfade si existe
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
}
incoming_fade.active = false;
if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
current_music->state = JA_MUSIC_STOPPED;
@@ -304,12 +398,69 @@ inline void JA_StopMusic() {
inline void JA_FadeOutMusic(const int milliseconds) {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state == JA_MUSIC_INVALID) return;
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
fading = true;
fade_start_time = SDL_GetTicks();
fade_duration = milliseconds;
fade_initial_volume = JA_musicVolume;
// Destruir outgoing anterior si existe
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
}
// Pre-omplim l'stream amb `milliseconds` de so: un cop robat, ja no
// tindrà accés al vorbis decoder i només podrà drenar el que tinga.
JA_PreFillOutgoing(current_music, milliseconds);
// Robar el stream del current_music al outgoing
outgoing_music.stream = current_music->stream;
outgoing_music.fade = {true, SDL_GetTicks(), milliseconds, JA_musicVolume};
// Dejar current_music sin stream (ya lo tiene outgoing)
current_music->stream = nullptr;
current_music->state = JA_MUSIC_STOPPED;
if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis);
incoming_fade.active = false;
}
inline void JA_CrossfadeMusic(JA_Music_t* music, const int crossfade_ms, const int loop) {
if (!JA_musicEnabled || !music || !music->vorbis) return;
// Destruir outgoing anterior si existe (crossfade durante crossfade)
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
}
// Robar el stream de la musica actual al outgoing para el fade-out.
// Pre-omplim amb `crossfade_ms` de so perquè no es quede en silenci
// abans d'acabar el fade (l'stream robat ja no pot alimentar-se).
if (current_music && current_music->state == JA_MUSIC_PLAYING && current_music->stream) {
JA_PreFillOutgoing(current_music, crossfade_ms);
outgoing_music.stream = current_music->stream;
outgoing_music.fade = {true, SDL_GetTicks(), crossfade_ms, JA_musicVolume};
current_music->stream = nullptr;
current_music->state = JA_MUSIC_STOPPED;
if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis);
}
// Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente)
current_music = music;
current_music->state = JA_MUSIC_PLAYING;
current_music->times = loop;
stb_vorbis_seek_start(current_music->vorbis);
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) {
std::cout << "Failed to create audio stream for crossfade!" << '\n';
current_music->state = JA_MUSIC_STOPPED;
return;
}
SDL_SetAudioStreamGain(current_music->stream, 0.0f);
JA_PumpMusic(current_music); // pre-carrega abans de bindejar
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
// Configurar fade-in
incoming_fade = {true, SDL_GetTicks(), crossfade_ms, 0.0f};
}
inline JA_Music_state JA_GetMusicState() {
@@ -355,31 +506,26 @@ inline void JA_EnableMusic(const bool value) {
// --- Sound Functions ---
inline JA_Sound_t* JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t* sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
return sound;
}
inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
JA_Sound_t* sound = new JA_Sound_t();
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &sound->buffer, &sound->length)) {
SDL_Log("Failed to load WAV from memory: %s", SDL_GetError());
delete sound;
auto sound = std::make_unique<JA_Sound_t>();
Uint8* raw = nullptr;
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &raw, &sound->length)) {
std::cout << "Failed to load WAV from memory: " << SDL_GetError() << '\n';
return nullptr;
}
return sound;
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
return sound.release();
}
inline JA_Sound_t* JA_LoadSound(const char* filename) {
JA_Sound_t* sound = new JA_Sound_t();
if (!SDL_LoadWAV(filename, &sound->spec, &sound->buffer, &sound->length)) {
SDL_Log("Failed to load WAV file: %s", SDL_GetError());
delete sound;
auto sound = std::make_unique<JA_Sound_t>();
Uint8* raw = nullptr;
if (!SDL_LoadWAV(filename, &sound->spec, &raw, &sound->length)) {
std::cout << "Failed to load WAV file: " << SDL_GetError() << '\n';
return nullptr;
}
return sound;
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
return sound.release();
}
inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) {
@@ -387,7 +533,10 @@ inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group =
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) {
// No hay canal libre, reemplazamos el primero
channel = 0;
}
return JA_PlaySoundOnChannel(sound, channel, loop, group);
}
@@ -406,12 +555,12 @@ inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
if (!channels[channel].stream) {
SDL_Log("Failed to create audio stream for sound!");
std::cout << "Failed to create audio stream for sound!" << '\n';
channels[channel].state = JA_CHANNEL_FREE;
return -1;
}
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer, channels[channel].sound->length);
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer.get(), channels[channel].sound->length);
SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]);
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
@@ -423,7 +572,7 @@ inline void JA_DeleteSound(JA_Sound_t* sound) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
}
SDL_free(sound->buffer);
// buffer es destrueix automàticament via RAII (SDLFreeDeleter).
delete sound;
}

View File

@@ -1,16 +1,73 @@
#include "core/input/gamepad.hpp"
#include <cstdio>
#include <string>
#include "core/input/key_config.hpp"
#include "core/jail/jinput.hpp"
#include "core/locale/locale.hpp"
#include "core/rendering/menu.hpp"
#include "game/options.hpp"
#include "core/rendering/overlay.hpp"
namespace Gamepad {
static SDL_Gamepad* pad_ = nullptr;
static SDL_JoystickID pad_id_ = 0;
// Emscripten-only: SDL 3.4+ ja no casa el GUID dels mandos web (el gamepad.id
// de Chrome/Android no porta Vendor/Product, el parser extreu valors
// escombraries, el GUID no està a gamecontrollerdb i el gamepad queda
// obert amb un mapping incorrecte). Com el W3C Gamepad API garanteix
// layout estàndard quan mapping=="standard", injectem un mapping SDL
// amb eixe layout per al GUID del joystick abans d'obrir-lo com gamepad.
// Fora d'Emscripten és un no-op.
static void installWebStandardMapping(SDL_JoystickID jid) {
#ifdef __EMSCRIPTEN__
SDL_GUID guid = SDL_GetJoystickGUIDForID(jid);
char guidStr[33];
SDL_GUIDToString(guid, guidStr, sizeof(guidStr));
const char* name = SDL_GetJoystickNameForID(jid);
if (!name || !*name) name = "Standard Gamepad";
char mapping[512];
SDL_snprintf(mapping, sizeof(mapping),
"%s,%s,"
"a:b0,b:b1,x:b2,y:b3,"
"leftshoulder:b4,rightshoulder:b5,"
"lefttrigger:b6,righttrigger:b7,"
"back:b8,start:b9,"
"leftstick:b10,rightstick:b11,"
"dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,"
"guide:b16,"
"leftx:a0,lefty:a1,rightx:a2,righty:a3,"
"platform:Emscripten",
guidStr,
name);
SDL_AddGamepadMapping(mapping);
#else
(void)jid;
#endif
}
// Recorta el nom visible del mando: trim des del primer '(' o '['
// (per a evitar coses com "Retroid Controller (vendor: 1001) ..."),
// elimina espais finals i talla a 25 caràcters.
static std::string prettyName(const char* raw) {
std::string name = (raw && *raw) ? raw : "Gamepad";
const auto pos = name.find_first_of("([");
if (pos != std::string::npos) {
name.erase(pos);
}
while (!name.empty() && name.back() == ' ') {
name.pop_back();
}
if (name.size() > 25) {
name.resize(25);
}
if (name.empty()) name = "Gamepad";
return name;
}
// Dead-zone del stick esquerre (rang Sint16: -32768..32767)
static constexpr Sint16 STICK_DEADZONE = 12000;
@@ -19,22 +76,41 @@ namespace Gamepad {
static bool prev_down_ = false;
static bool prev_left_ = false;
static bool prev_right_ = false;
static bool prev_a_ = false;
static bool prev_b_ = false;
static bool prev_south_ = false;
static bool prev_east_ = false;
static bool prev_west_ = false;
static bool prev_north_ = false;
static bool prev_start_ = false;
static bool prev_back_ = false;
static void notify(const std::string& name, const char* status_key) {
std::string msg = name.empty() ? "Gamepad" : name;
msg += ' ';
msg += Locale::get(status_key);
Overlay::showNotification(msg.c_str(), 2.5F);
}
static void notifyConnected(const std::string& name) { notify(name, "notifications.gamepad_connected"); }
static void notifyDisconnected(const std::string& name) { notify(name, "notifications.gamepad_disconnected"); }
// Obri el primer joystick disponible que siga reconegut com a gamepad
// (o que ho esdevinga després d'injectar el mapping web estàndard).
static void openFirstGamepad() {
int count = 0;
SDL_JoystickID* ids = SDL_GetGamepads(&count);
if (ids && count > 0) {
pad_ = SDL_OpenGamepad(ids[0]);
if (pad_) {
pad_id_ = ids[0];
SDL_Log("Gamepad connectat: %s", SDL_GetGamepadName(pad_));
SDL_JoystickID* ids = SDL_GetJoysticks(&count);
if (ids) {
for (int i = 0; i < count; ++i) {
installWebStandardMapping(ids[i]);
if (!SDL_IsGamepad(ids[i])) continue;
pad_ = SDL_OpenGamepad(ids[i]);
if (pad_) {
pad_id_ = ids[i];
SDL_Log("Gamepad connectat: %s", SDL_GetGamepadName(pad_));
break;
}
}
SDL_free(ids);
}
if (ids) SDL_free(ids);
}
void init() {
@@ -65,17 +141,26 @@ namespace Gamepad {
}
void handleEvent(const SDL_Event& event) {
if (event.type == SDL_EVENT_GAMEPAD_ADDED) {
// A Emscripten els dispositius web entren com a JOYSTICK_ADDED (no
// GAMEPAD_ADDED) perquè SDL no reconeix el GUID. Escoltem els dos i
// injectem el mapping estàndard abans d'obrir el mando.
if (event.type == SDL_EVENT_GAMEPAD_ADDED || event.type == SDL_EVENT_JOYSTICK_ADDED) {
if (!pad_) {
pad_ = SDL_OpenGamepad(event.gdevice.which);
SDL_JoystickID jid = event.jdevice.which;
installWebStandardMapping(jid);
if (!SDL_IsGamepad(jid)) return;
pad_ = SDL_OpenGamepad(jid);
if (pad_) {
pad_id_ = event.gdevice.which;
SDL_Log("Gamepad connectat: %s", SDL_GetGamepadName(pad_));
pad_id_ = jid;
std::string name = prettyName(SDL_GetGamepadName(pad_));
SDL_Log("Gamepad connectat: %s", name.c_str());
notifyConnected(name);
}
}
} else if (event.type == SDL_EVENT_GAMEPAD_REMOVED) {
if (pad_ && event.gdevice.which == pad_id_) {
SDL_Log("Gamepad desconnectat");
} else if (event.type == SDL_EVENT_GAMEPAD_REMOVED || event.type == SDL_EVENT_JOYSTICK_REMOVED) {
if (pad_ && event.jdevice.which == pad_id_) {
std::string saved_name = prettyName(SDL_GetGamepadName(pad_));
SDL_Log("Gamepad desconnectat: %s", saved_name.c_str());
SDL_CloseGamepad(pad_);
pad_ = nullptr;
pad_id_ = 0;
@@ -84,6 +169,7 @@ namespace Gamepad {
JI_SetVirtualKey(SDL_SCANCODE_DOWN, JI_VSRC_GAMEPAD, false);
JI_SetVirtualKey(SDL_SCANCODE_LEFT, JI_VSRC_GAMEPAD, false);
JI_SetVirtualKey(SDL_SCANCODE_RIGHT, JI_VSRC_GAMEPAD, false);
notifyDisconnected(saved_name);
}
}
}
@@ -125,16 +211,18 @@ namespace Gamepad {
bool lt = dlt || slt;
bool rt = drt || srt;
// Botons
bool a = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_SOUTH); // A/Cross
bool b = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_EAST); // B/Circle
// Botons frontals (layout SDL: SOUTH=A/Cross, EAST=B/Circle, WEST=X/Square, NORTH=Y/Triangle)
bool south = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_SOUTH);
bool east = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_EAST);
bool west = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_WEST);
bool north = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_NORTH);
bool start = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_START);
bool back = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_BACK);
// Start → obre/tanca menú (flanc)
if (start && !prev_start_) pushKey(Options::keys_gui.menu_toggle);
// Back → ESC (flanc)
if (back && !prev_back_) pushKey(SDL_SCANCODE_ESCAPE);
// Select (Back) → obre/tanca menú de servei (flanc)
if (back && !prev_back_) pushKey(KeyConfig::scancode("menu_toggle"));
// Start → pausa (flanc)
if (start && !prev_start_) pushKey(KeyConfig::scancode("pause_toggle"));
if (Menu::isOpen()) {
// Navegació del menú per flanc
@@ -142,8 +230,9 @@ namespace Gamepad {
if (dn && !prev_down_) pushKey(SDL_SCANCODE_DOWN);
if (lt && !prev_left_) pushKey(SDL_SCANCODE_LEFT);
if (rt && !prev_right_) pushKey(SDL_SCANCODE_RIGHT);
if (a && !prev_a_) pushKey(SDL_SCANCODE_RETURN);
if (b && !prev_b_) pushKey(SDL_SCANCODE_BACKSPACE);
// EAST accepta, SOUTH cancela / endarrere
if (east && !prev_east_) pushKey(SDL_SCANCODE_RETURN);
if (south && !prev_south_) pushKey(SDL_SCANCODE_BACKSPACE);
// Assegura que el joc no rep tecles de moviment mentre el menú està obert
JI_SetVirtualKey(SDL_SCANCODE_UP, JI_VSRC_GAMEPAD, false);
@@ -156,16 +245,21 @@ namespace Gamepad {
JI_SetVirtualKey(SDL_SCANCODE_DOWN, JI_VSRC_GAMEPAD, dn);
JI_SetVirtualKey(SDL_SCANCODE_LEFT, JI_VSRC_GAMEPAD, lt);
JI_SetVirtualKey(SDL_SCANCODE_RIGHT, JI_VSRC_GAMEPAD, rt);
// Botó A al joc: emet Enter per avançar seqüències (JI_AnyKey)
if (a && !prev_a_) pushKey(SDL_SCANCODE_RETURN);
// Qualsevol dels 4 botons frontals avança escenes (JI_AnyKey via Enter sintètic)
if ((south && !prev_south_) || (east && !prev_east_) ||
(west && !prev_west_) || (north && !prev_north_)) {
pushKey(SDL_SCANCODE_RETURN);
}
}
prev_up_ = up;
prev_down_ = dn;
prev_left_ = lt;
prev_right_ = rt;
prev_a_ = a;
prev_b_ = b;
prev_south_ = south;
prev_east_ = east;
prev_west_ = west;
prev_north_ = north;
prev_start_ = start;
prev_back_ = back;
}

View File

@@ -3,6 +3,7 @@
#include <cstdio>
#include <string>
#include "core/input/key_config.hpp"
#include "core/jail/jinput.hpp"
#include "core/locale/locale.hpp"
#include "core/rendering/overlay.hpp"
@@ -19,14 +20,14 @@ namespace GlobalInputs {
static bool ss_prev = false;
static bool next_shader_prev = false;
static bool next_preset_prev = false;
static bool stretch_filter_prev = false;
static bool texture_filter_prev = false;
static bool render_info_prev = false;
auto handle() -> bool {
bool consumed = false;
// F1 — Reduir zoom
bool dec_zoom = JI_KeyPressed(Options::keys_gui.dec_zoom);
bool dec_zoom = JI_KeyPressed(KeyConfig::scancode("dec_zoom"));
if (dec_zoom && !dec_zoom_prev) {
Screen::get()->decZoom();
char msg[32];
@@ -37,7 +38,7 @@ namespace GlobalInputs {
dec_zoom_prev = dec_zoom;
// F2 — Augmentar zoom
bool inc_zoom = JI_KeyPressed(Options::keys_gui.inc_zoom);
bool inc_zoom = JI_KeyPressed(KeyConfig::scancode("inc_zoom"));
if (inc_zoom && !inc_zoom_prev) {
Screen::get()->incZoom();
char msg[32];
@@ -48,7 +49,7 @@ namespace GlobalInputs {
inc_zoom_prev = inc_zoom;
// F3 — Toggle pantalla completa
bool fullscreen = JI_KeyPressed(Options::keys_gui.fullscreen);
bool fullscreen = JI_KeyPressed(KeyConfig::scancode("fullscreen"));
if (fullscreen && !fullscreen_prev) {
Screen::get()->toggleFullscreen();
Overlay::showNotification(Screen::get()->isFullscreen() ? Locale::get("notifications.fullscreen") : Locale::get("notifications.windowed"));
@@ -57,7 +58,7 @@ namespace GlobalInputs {
fullscreen_prev = fullscreen;
// F4 — Toggle shaders
bool shader = JI_KeyPressed(Options::keys_gui.toggle_shader);
bool shader = JI_KeyPressed(KeyConfig::scancode("toggle_shader"));
if (shader && !shader_prev) {
Screen::get()->toggleShaders();
Overlay::showNotification(Options::video.shader_enabled ? Locale::get("notifications.shader_on") : Locale::get("notifications.shader_off"));
@@ -66,7 +67,7 @@ namespace GlobalInputs {
shader_prev = shader;
// F5 — Toggle aspect ratio 4:3
bool aspect = JI_KeyPressed(Options::keys_gui.toggle_aspect_ratio);
bool aspect = JI_KeyPressed(KeyConfig::scancode("toggle_aspect_ratio"));
if (aspect && !aspect_prev) {
Screen::get()->toggleAspectRatio();
Overlay::showNotification(Options::video.aspect_ratio_4_3 ? Locale::get("notifications.aspect_43") : Locale::get("notifications.aspect_square"));
@@ -75,47 +76,52 @@ namespace GlobalInputs {
aspect_prev = aspect;
// F6 — Toggle supersampling
bool ss = JI_KeyPressed(Options::keys_gui.toggle_supersampling);
bool ss = JI_KeyPressed(KeyConfig::scancode("toggle_supersampling"));
if (ss && !ss_prev) {
Screen::get()->toggleSupersampling();
Overlay::showNotification(Options::video.supersampling ? Locale::get("notifications.ss_on") : Locale::get("notifications.ss_off"));
if (Screen::get()->toggleSupersampling()) {
Overlay::showNotification(Options::video.supersampling ? Locale::get("notifications.ss_on") : Locale::get("notifications.ss_off"));
}
}
if (ss) consumed = true;
ss_prev = ss;
// F7 — Canviar tipus de shader (PostFX ↔ CrtPi)
bool next_shader = JI_KeyPressed(Options::keys_gui.next_shader);
bool next_shader = JI_KeyPressed(KeyConfig::scancode("next_shader"));
if (next_shader && !next_shader_prev) {
Screen::get()->nextShaderType();
char msg[64];
snprintf(msg, sizeof(msg), "%s: %s", Screen::get()->getActiveShaderName(), Screen::get()->getCurrentPresetName());
Overlay::showNotification(msg);
if (Screen::get()->nextShaderType()) {
char msg[64];
snprintf(msg, sizeof(msg), "%s: %s", Screen::get()->getActiveShaderName(), Screen::get()->getCurrentPresetName());
Overlay::showNotification(msg);
}
}
if (next_shader) consumed = true;
next_shader_prev = next_shader;
// F8 — Pròxim preset del shader actiu
bool next_preset = JI_KeyPressed(Options::keys_gui.next_shader_preset);
bool next_preset = JI_KeyPressed(KeyConfig::scancode("next_shader_preset"));
if (next_preset && !next_preset_prev) {
Screen::get()->nextPreset();
char msg[64];
snprintf(msg, sizeof(msg), Locale::get("notifications.preset_fmt"), Screen::get()->getCurrentPresetName());
Overlay::showNotification(msg);
if (Screen::get()->nextPreset()) {
char msg[64];
snprintf(msg, sizeof(msg), Locale::get("notifications.preset_fmt"), Screen::get()->getCurrentPresetName());
Overlay::showNotification(msg);
}
}
if (next_preset) consumed = true;
next_preset_prev = next_preset;
// F9 — Toggle filtre d'estirament 4:3 (NEAREST ↔ LINEAR)
bool stretch_filter = JI_KeyPressed(Options::keys_gui.toggle_stretch_filter);
if (stretch_filter && !stretch_filter_prev) {
Screen::get()->toggleStretchFilter();
Overlay::showNotification(Options::video.stretch_filter_linear ? Locale::get("notifications.filter_linear") : Locale::get("notifications.filter_nearest"));
// F9 — Cicla filtre de textura (NEAREST ↔ LINEAR), sempre aplicat
bool texture_filter = JI_KeyPressed(KeyConfig::scancode("cycle_texture_filter"));
if (texture_filter && !texture_filter_prev) {
Screen::get()->cycleTextureFilter(+1);
Overlay::showNotification(Options::video.texture_filter == Options::TextureFilter::LINEAR
? Locale::get("notifications.filter_linear")
: Locale::get("notifications.filter_nearest"));
}
if (stretch_filter) consumed = true;
stretch_filter_prev = stretch_filter;
if (texture_filter) consumed = true;
texture_filter_prev = texture_filter;
// F10 — Toggle render info (FPS, driver, shader)
bool render_info = JI_KeyPressed(Options::keys_gui.toggle_render_info);
bool render_info = JI_KeyPressed(KeyConfig::scancode("toggle_render_info"));
if (render_info && !render_info_prev) {
Overlay::toggleRenderInfo();
}

View File

@@ -0,0 +1,182 @@
#include "core/input/key_config.hpp"
#include <fstream>
#include <iostream>
#include <utility>
#include "core/resources/resource_helper.hpp"
#include "external/fkyaml_node.hpp"
namespace KeyConfig {
namespace {
std::vector<KeyEntry> entries_;
std::unordered_map<std::string, size_t> index_;
std::string overrides_path_;
auto findIndex(const std::string& id) -> size_t {
auto it = index_.find(id);
if (it == index_.end()) return SIZE_MAX;
return it->second;
}
void loadDefaults(const std::string& defaults_resource_path) {
auto buf = ResourceHelper::loadFile(defaults_resource_path);
if (buf.empty()) {
std::cerr << "KeyConfig: no s'ha pogut llegir " << defaults_resource_path << '\n';
return;
}
std::string content(buf.begin(), buf.end());
try {
auto yaml = fkyaml::node::deserialize(content);
if (!yaml.contains("keys")) return;
for (const auto& node : yaml["keys"]) {
KeyEntry entry;
entry.id = node["id"].get_value<std::string>();
entry.code = node["code"].get_value<std::string>();
if (node.contains("desc")) {
entry.desc = node["desc"].get_value<std::string>();
}
SDL_Scancode sc = SDL_GetScancodeFromName(entry.code.c_str());
if (sc == SDL_SCANCODE_UNKNOWN) {
std::cerr << "KeyConfig: scancode desconegut '" << entry.code
<< "' per '" << entry.id << "'\n";
}
entry.scancode = sc;
entry.default_scancode = sc;
index_[entry.id] = entries_.size();
entries_.push_back(std::move(entry));
}
std::cout << "KeyConfig: " << entries_.size() << " tecles carregades de "
<< defaults_resource_path << '\n';
} catch (const fkyaml::exception& e) {
std::cerr << "KeyConfig: error parsejant YAML: " << e.what() << '\n';
}
}
void applyOverrides(const std::string& disk_path) {
std::ifstream file(disk_path);
if (!file.good()) return;
std::string content((std::istreambuf_iterator<char>(file)),
std::istreambuf_iterator<char>());
file.close();
try {
auto yaml = fkyaml::node::deserialize(content);
if (!yaml.contains("overrides")) return;
int applied = 0;
for (const auto& kv : yaml["overrides"].as_map()) {
auto id = kv.first.get_value<std::string>();
auto code = kv.second.get_value<std::string>();
auto idx = findIndex(id);
if (idx == SIZE_MAX) {
std::cerr << "KeyConfig: override per id desconegut '" << id << "'\n";
continue;
}
SDL_Scancode sc = SDL_GetScancodeFromName(code.c_str());
if (sc == SDL_SCANCODE_UNKNOWN) {
std::cerr << "KeyConfig: override amb scancode invàlid '" << code
<< "' per '" << id << "'\n";
continue;
}
entries_[idx].scancode = sc;
entries_[idx].code = code;
applied++;
}
if (applied > 0) {
std::cout << "KeyConfig: aplicats " << applied
<< " overrides de " << disk_path << '\n';
}
} catch (const fkyaml::exception& e) {
std::cerr << "KeyConfig: error parsejant overrides: " << e.what() << '\n';
}
}
} // namespace
void init(const std::string& defaults_resource_path,
const std::string& user_overrides_disk_path) {
entries_.clear();
index_.clear();
overrides_path_ = user_overrides_disk_path;
loadDefaults(defaults_resource_path);
if (!overrides_path_.empty()) {
applyOverrides(overrides_path_);
}
}
void destroy() {
entries_.clear();
index_.clear();
overrides_path_.clear();
}
auto scancode(const std::string& id) -> SDL_Scancode {
auto idx = findIndex(id);
if (idx == SIZE_MAX) return SDL_SCANCODE_UNKNOWN;
return entries_[idx].scancode;
}
auto scancodePtr(const std::string& id) -> SDL_Scancode* {
auto idx = findIndex(id);
if (idx == SIZE_MAX) return nullptr;
return &entries_[idx].scancode;
}
void setScancode(const std::string& id, SDL_Scancode sc) {
auto idx = findIndex(id);
if (idx == SIZE_MAX) return;
entries_[idx].scancode = sc;
const char* name = SDL_GetScancodeName(sc);
entries_[idx].code = (name != nullptr) ? name : "";
}
auto isGuiKey(SDL_Scancode sc) -> bool {
if (sc == SDL_SCANCODE_UNKNOWN) return false;
for (const auto& e : entries_) {
if (e.scancode == sc) return true;
}
return false;
}
auto entries() -> const std::vector<KeyEntry>& {
return entries_;
}
auto saveOverrides() -> bool {
if (overrides_path_.empty()) return false;
// Recull només les entrades remapeades.
std::vector<const KeyEntry*> changed;
for (const auto& e : entries_) {
if (e.scancode != e.default_scancode) changed.push_back(&e);
}
std::ofstream file(overrides_path_);
if (!file.is_open()) {
std::cerr << "KeyConfig: no es pot escriure " << overrides_path_ << '\n';
return false;
}
file << "# AEE - Overrides de tecles d'UI\n";
file << "# Auto-generat. Només llista les tecles modificades respecte\n";
file << "# els valors per defecte de data/input/keys.yaml.\n";
file << "\n";
if (changed.empty()) {
file << "overrides: {}\n";
} else {
file << "overrides:\n";
for (const auto* e : changed) {
file << " " << e->id << ": \"" << e->code << "\"\n";
}
}
return true;
}
} // namespace KeyConfig

View File

@@ -0,0 +1,52 @@
#pragma once
#include <SDL3/SDL.h>
#include <string>
#include <unordered_map>
#include <vector>
// KeyConfig: font única de veritat per a les tecles d'UI/sistema.
//
// Llegeix els valors per defecte des de `data/input/keys.yaml` (recurs read-only)
// i opcionalment aplica overrides des d'un fitxer de l'usuari (per a remapejos
// fets des del menú de servei). Els callers consulten per `id` (ex. "menu_toggle").
//
// Les tecles de moviment del jugador NO viuen ací — es queden a Options::keys_game.
struct KeyEntry {
std::string id;
std::string code; // nom SDL del scancode tal com apareix al YAML
std::string desc;
SDL_Scancode scancode{SDL_SCANCODE_UNKNOWN};
SDL_Scancode default_scancode{SDL_SCANCODE_UNKNOWN};
};
namespace KeyConfig {
// Inicialitza KeyConfig llegint defaults des d'un recurs (via ResourceHelper)
// i opcionalment sobreposant overrides des d'un fitxer de disc.
void init(const std::string& defaults_resource_path,
const std::string& user_overrides_disk_path);
void destroy();
// Consulta el scancode actual associat a un id. Torna SDL_SCANCODE_UNKNOWN si no existix.
[[nodiscard]] auto scancode(const std::string& id) -> SDL_Scancode;
// Punter estable al scancode d'un id — útil per a Menu::ItemKind::KeyBind.
// Torna nullptr si l'id no existix.
[[nodiscard]] auto scancodePtr(const std::string& id) -> SDL_Scancode*;
// Estableix el scancode d'un id. No persistix per si sol — cal cridar saveOverrides().
void setScancode(const std::string& id, SDL_Scancode sc);
// True si el scancode coincidix amb alguna tecla d'UI registrada.
// Usat pel Director per a evitar que tecles d'UI activen `key_pressed_` al joc.
[[nodiscard]] auto isGuiKey(SDL_Scancode sc) -> bool;
// Llistat complet de les entrades (per a HELP / debug / iteració).
[[nodiscard]] auto entries() -> const std::vector<KeyEntry>&;
// Persistix al fitxer d'overrides les entrades que difereixen del default.
// Si no s'ha proporcionat user_overrides_disk_path al init, és no-op.
auto saveOverrides() -> bool;
} // namespace KeyConfig

View File

@@ -1,12 +0,0 @@
// Aquest fitxer existeix per a albergar la implementació completa de
// stb_vorbis en una única unitat de compilació. Totes les funcions JA_*
// viuen `inline` a jail_audio.hpp (header-only, inspirat en el motor de
// jaildoctors_dilemma). Sense aquest stub tindríem múltiples definicions
// de les funcions de stb_vorbis si més d'un .cpp inclou el header.
// clang-format off
#undef STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h"
// clang-format on
#include "core/jail/jail_audio.hpp"

View File

@@ -1,9 +1,10 @@
#include "core/jail/jdraw8.hpp"
#include <fstream>
#include <string>
#include "core/jail/jfile.hpp"
#include "core/system/fiber.hpp"
#include "core/resources/resource_cache.hpp"
#include "core/resources/resource_helper.hpp"
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-but-set-variable"
@@ -18,20 +19,23 @@
#pragma GCC diagnostic pop
#endif
JD8_Surface screen = NULL;
JD8_Palette main_palette = NULL;
Uint32* pixel_data = NULL;
JD8_Surface screen = nullptr;
JD8_Palette main_palette = nullptr;
Uint32* pixel_data = nullptr;
void JD8_Init() {
screen = (JD8_Surface)calloc(1, 64000);
main_palette = (JD8_Palette)calloc(1, 768);
pixel_data = (Uint32*)calloc(1, 320 * 200 * 4);
screen = new Uint8[64000]{};
main_palette = new Color[256]{};
pixel_data = new Uint32[320 * 200]{};
}
void JD8_Quit() {
if (screen != NULL) free(screen);
if (main_palette != NULL) free(main_palette);
if (pixel_data != NULL) free(pixel_data);
delete[] screen;
delete[] main_palette;
delete[] pixel_data;
screen = nullptr;
main_palette = nullptr;
pixel_data = nullptr;
}
void JD8_ClearScreen(Uint8 color) {
@@ -39,37 +43,71 @@ void JD8_ClearScreen(Uint8 color) {
}
JD8_Surface JD8_NewSurface() {
JD8_Surface surface = (JD8_Surface)malloc(64000);
memset(surface, 0, 64000);
return surface;
return new Uint8[64000]{};
}
// Helper intern: deriva el basename d'una ruta per a buscar al Cache.
static std::string jd8_basename(const char* file) {
std::string s = file;
auto pos = s.find_last_of("/\\");
return pos == std::string::npos ? s : s.substr(pos + 1);
}
JD8_Surface JD8_LoadSurface(const char* file) {
auto buffer = file_readfile(file);
// Prova primer el Resource::Cache. Si l'asset és precarregat, copiem
// els 64KB des del cache (microsegons) i ens estalviem la decodificació
// GIF. Mantenim el contracte de la funció: el caller rep un buffer
// fresc que ha d'alliberar amb JD8_FreeSurface.
if (Resource::Cache::get() != nullptr) {
try {
const auto& cached = Resource::Cache::get()->getSurfacePixels(jd8_basename(file));
JD8_Surface image = JD8_NewSurface();
memcpy(image, cached.data(), 64000);
return image;
} catch (const std::exception&) {
// No està al cache (asset no llistat al manifest). Fallback.
}
}
auto buffer = ResourceHelper::loadFile(file);
unsigned short w, h;
Uint8* pixels = LoadGif(reinterpret_cast<unsigned char*>(buffer.data()), &w, &h);
if (pixels == NULL) {
Uint8* pixels = LoadGif(buffer.data(), &w, &h);
if (pixels == nullptr) {
printf("Unable to load bitmap: %s\n", SDL_GetError());
exit(1);
}
JD8_Surface image = JD8_NewSurface();
memcpy(image, pixels, 64000);
free(pixels);
return image;
}
JD8_Palette JD8_LoadPalette(const char* file) {
auto buffer = file_readfile(file);
return (JD8_Palette)LoadPalette(reinterpret_cast<unsigned char*>(buffer.data()));
// Sempre retorna un buffer de 256 colors reservat amb `new Color[256]`
// — el caller és responsable d'alliberar-lo amb `delete[]` (o lliurar-ne
// l'ownership a `JD8_SetScreenPalette`).
JD8_Palette palette = new Color[256];
if (Resource::Cache::get() != nullptr) {
try {
const auto& cached = Resource::Cache::get()->getPaletteBytes(jd8_basename(file));
memcpy(palette, cached.data(), 768);
return palette;
} catch (const std::exception&) {
// No està al cache — fallback a lectura + LoadPalette.
}
}
auto buffer = ResourceHelper::loadFile(file);
Uint8* raw = LoadPalette(buffer.data()); // external malloc
memcpy(palette, raw, 768);
free(raw);
return palette;
}
void JD8_SetScreenPalette(JD8_Palette palette) {
if (main_palette == palette) return;
if (main_palette != NULL) free(main_palette);
delete[] main_palette;
main_palette = palette;
}
@@ -79,6 +117,23 @@ void JD8_FillSquare(int ini, int height, Uint8 color) {
memset(&screen[offset], color, size);
}
void JD8_FillRect(int x, int y, int w, int h, Uint8 color) {
if (x < 0) {
w += x;
x = 0;
}
if (y < 0) {
h += y;
y = 0;
}
if (x + w > 320) w = 320 - x;
if (y + h > 200) h = 200 - y;
if (w <= 0 || h <= 0) return;
for (int row = y; row < y + h; ++row) {
memset(&screen[x + (row * 320)], color, w);
}
}
void JD8_Blit(JD8_Surface surface) {
memcpy(screen, surface, 64000);
}
@@ -151,16 +206,16 @@ void JD8_BlitCKToSurface(int x, int y, JD8_Surface surface, int sx, int sy, int
}
void JD8_Flip() {
// Converteix el framebuffer indexat (paletted) a ARGB (pixel_data).
// El Director crida aquesta funció després del tick de cada escena
// per preparar el frame abans de presentar-lo. Ja no fa yield —
// tot corre en un sol thread sense fibers des de Phase B.2.
for (int x = 0; x < 320; x++) {
for (int y = 0; y < 200; y++) {
Uint32 color = 0xFF000000 + main_palette[screen[x + (y * 320)]].r + (main_palette[screen[x + (y * 320)]].g << 8) + (main_palette[screen[x + (y * 320)]].b << 16);
pixel_data[x + (y * 320)] = color;
}
}
// Cedeix el control al Director. Quan Director::run() ens torne a fer
// resume(), continuarem just ací i el joc continuarà amb la següent
// iteració del seu loop sense bloquejos de mutex/cv.
GameFiber::yield();
}
Uint32* JD8_GetFramebuffer() {
@@ -168,7 +223,7 @@ Uint32* JD8_GetFramebuffer() {
}
void JD8_FreeSurface(JD8_Surface surface) {
free(surface);
delete[] surface;
}
Uint8 JD8_GetPixel(JD8_Surface surface, int x, int y) {
@@ -190,84 +245,73 @@ void JD8_SetPaletteColor(Uint8 index, Uint8 r, Uint8 g, Uint8 b) {
// el caller decideix quan fer Flip.
namespace {
enum FadeType {
FADE_NONE = 0,
FADE_OUT,
FADE_TO_PAL,
};
enum class FadeType {
None = 0,
Out,
ToPal,
};
constexpr int FADE_STEPS = 32;
constexpr int FADE_STEPS = 32;
FadeType fade_type = FADE_NONE;
Color fade_target[256];
int fade_step = 0;
FadeType fade_type = FadeType::None;
Color fade_target[256];
int fade_step = 0;
void apply_fade_step() {
if (fade_type == FADE_OUT) {
for (int i = 0; i < 256; i++) {
main_palette[i].r = main_palette[i].r >= 8 ? main_palette[i].r - 8 : 0;
main_palette[i].g = main_palette[i].g >= 8 ? main_palette[i].g - 8 : 0;
main_palette[i].b = main_palette[i].b >= 8 ? main_palette[i].b - 8 : 0;
}
} else if (fade_type == FADE_TO_PAL) {
for (int i = 0; i < 256; i++) {
main_palette[i].r = main_palette[i].r <= int(fade_target[i].r) - 8
? main_palette[i].r + 8
: fade_target[i].r;
main_palette[i].g = main_palette[i].g <= int(fade_target[i].g) - 8
? main_palette[i].g + 8
: fade_target[i].g;
main_palette[i].b = main_palette[i].b <= int(fade_target[i].b) - 8
? main_palette[i].b + 8
: fade_target[i].b;
void apply_fade_step() {
if (fade_type == FadeType::Out) {
for (int i = 0; i < 256; i++) {
main_palette[i].r = main_palette[i].r >= 8 ? main_palette[i].r - 8 : 0;
main_palette[i].g = main_palette[i].g >= 8 ? main_palette[i].g - 8 : 0;
main_palette[i].b = main_palette[i].b >= 8 ? main_palette[i].b - 8 : 0;
}
} else if (fade_type == FadeType::ToPal) {
for (int i = 0; i < 256; i++) {
main_palette[i].r = main_palette[i].r <= int(fade_target[i].r) - 8
? main_palette[i].r + 8
: fade_target[i].r;
main_palette[i].g = main_palette[i].g <= int(fade_target[i].g) - 8
? main_palette[i].g + 8
: fade_target[i].g;
main_palette[i].b = main_palette[i].b <= int(fade_target[i].b) - 8
? main_palette[i].b + 8
: fade_target[i].b;
}
}
}
}
} // namespace
void JD8_FadeStartOut() {
fade_type = FADE_OUT;
fade_type = FadeType::Out;
fade_step = 0;
}
void JD8_FadeStartToPal(JD8_Palette pal) {
fade_type = FADE_TO_PAL;
fade_type = FadeType::ToPal;
memcpy(fade_target, pal, sizeof(Color) * 256);
fade_step = 0;
}
bool JD8_FadeIsActive() {
return fade_type != FADE_NONE;
return fade_type != FadeType::None;
}
bool JD8_FadeTickStep() {
if (fade_type == FADE_NONE) return true;
if (fade_type == FadeType::None) return true;
apply_fade_step();
fade_step++;
if (fade_step >= FADE_STEPS) {
fade_type = FADE_NONE;
fade_type = FadeType::None;
return true;
}
return false;
}
void JD8_FadeOut() {
JD8_FadeStartOut();
while (true) {
const bool done = JD8_FadeTickStep();
JD8_Flip();
if (done) break;
}
}
void JD8_FadeToPal(JD8_Palette pal) {
JD8_FadeStartToPal(pal);
while (true) {
const bool done = JD8_FadeTickStep();
JD8_Flip();
if (done) break;
}
}
// Els shims bloquejants `JD8_FadeOut` i `JD8_FadeToPal` han estat
// eliminats a Phase B.2: feien un bucle de 32 iteracions amb `JD8_Flip`
// entre cada una que només funcionava mentre l'entorn tenia fibers i
// `JD8_Flip` cedia el control al Director. Ara tot fade es fa tick a
// tick via `scenes::PaletteFade` (que encapsula `JD8_FadeStartOut` /
// `JD8_FadeStartToPal` + `JD8_FadeTickStep`).

View File

@@ -7,8 +7,8 @@ struct Color {
Uint8 b;
};
typedef Uint8* JD8_Surface;
typedef Color* JD8_Palette;
using JD8_Surface = Uint8*;
using JD8_Palette = Color*;
void JD8_Init();
@@ -26,6 +26,10 @@ void JD8_SetScreenPalette(JD8_Palette palette);
void JD8_FillSquare(int ini, int height, Uint8 color);
// Omple un rectangle arbitrari de la pantalla amb un color paletat.
// Pensat per a UI senzilla (barra de progrés del BootLoader, etc.).
void JD8_FillRect(int x, int y, int w, int h, Uint8 color);
void JD8_Blit(JD8_Surface surface);
void JD8_Blit(int x, int y, JD8_Surface surface, int sx, int sy, int sw, int sh);
@@ -40,10 +44,9 @@ void JD8_BlitCKScroll(int y, JD8_Surface surface, int sx, int sy, int sh, Uint8
void JD8_BlitCKToSurface(int x, int y, JD8_Surface surface, int sx, int sy, int sw, int sh, JD8_Surface dest, Uint8 colorkey);
// Converteix la pantalla indexada a ARGB i cedeix el control al Director
// (GameFiber::yield). El Director llegirà el framebuffer convertit via
// JD8_GetFramebuffer() i tornarà a cridar Fiber::resume() quan toque el
// pròxim frame.
// Converteix la pantalla indexada a ARGB. El Director crida aquesta
// funció al final de cada tick i després llegeix el framebuffer via
// JD8_GetFramebuffer() per presentar-lo.
void JD8_Flip();
// Accés al framebuffer ARGB de 320x200 actualitzat per l'última crida a
@@ -58,16 +61,13 @@ void JD8_PutPixel(JD8_Surface surface, int x, int y, Uint8 pixel);
void JD8_SetPaletteColor(Uint8 index, Uint8 r, Uint8 g, Uint8 b);
// Fades legacy bloquejants (shim damunt la màquina d'estats de sota).
void JD8_FadeOut();
void JD8_FadeToPal(JD8_Palette pal);
// API de fade no bloquejant (màquina d'estats). `FadeStart*` inicia el
// fade; `FadeTickStep` aplica un pas i retorna `true` quan el fade ha
// acabat. Un pas correspon visualment a una iteració del fade original
// (32 passos en total). El caller és responsable de fer el Flip entre
// passos si el vol veure animat. `FadeIsActive` permet saber si hi ha
// un fade en curs per a enllaçar-lo amb un altre subsistema.
// L'embolcall `scenes::PaletteFade` ho fa més idiomàtic per a escenes.
void JD8_FadeStartOut();
void JD8_FadeStartToPal(JD8_Palette pal);
bool JD8_FadeTickStep();

View File

@@ -1,15 +1,10 @@
#include "core/jail/jfile.hpp"
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/stat.h>
#include <unistd.h>
#include <filesystem>
#include <fstream>
#include <iostream>
#include <string>
#include <vector>
@@ -19,160 +14,82 @@
namespace {
constexpr const char* DEFAULT_FILENAME = "data.jf2";
constexpr const char* DEFAULT_FOLDER = "data/";
struct keyvalue {
std::string key;
std::string value;
};
struct file_entry {
std::string path;
uint32_t size;
uint32_t offset;
};
std::vector<keyvalue> config;
std::string resource_folder;
std::string config_folder;
struct keyvalue {
std::string key;
std::string value;
};
void load_config_values() {
config.clear();
const std::string config_file = config_folder + "/config.txt";
std::ifstream fi(config_file);
if (!fi.is_open()) return;
std::vector<file_entry> toc;
std::vector<keyvalue> config;
std::string resource_filename;
std::string resource_folder;
std::string config_folder;
int file_source = SOURCE_FILE;
bool dictionary_loaded() {
if (resource_filename.empty()) resource_filename = DEFAULT_FILENAME;
std::ifstream fi(resource_filename, std::ios::binary);
if (!fi.is_open()) return false;
char header[4];
fi.read(header, 4);
uint32_t num_files, toc_offset;
fi.read(reinterpret_cast<char*>(&num_files), 4);
fi.read(reinterpret_cast<char*>(&toc_offset), 4);
fi.seekg(toc_offset);
for (uint32_t i = 0; i < num_files; ++i) {
uint32_t file_offset, file_size;
fi.read(reinterpret_cast<char*>(&file_offset), 4);
fi.read(reinterpret_cast<char*>(&file_size), 4);
uint8_t path_size;
fi.read(reinterpret_cast<char*>(&path_size), 1);
char file_name[256];
fi.read(file_name, path_size);
file_name[path_size] = 0;
toc.push_back({std::string(file_name), file_size, file_offset});
std::string line;
while (std::getline(fi, line)) {
const auto eq = line.find('=');
if (eq == std::string::npos) continue;
config.push_back({line.substr(0, eq), line.substr(eq + 1)});
}
}
return true;
}
std::string filename_with_folder(const char* filename) {
return resource_folder + filename;
}
void load_config_values() {
config.clear();
const std::string config_file = config_folder + "/config.txt";
std::ifstream fi(config_file);
if (!fi.is_open()) return;
std::string line;
while (std::getline(fi, line)) {
const auto eq = line.find('=');
if (eq == std::string::npos) continue;
config.push_back({line.substr(0, eq), line.substr(eq + 1)});
void save_config_values() {
const std::string config_file = config_folder + "/config.txt";
std::ofstream fo(config_file);
if (!fo.is_open()) return;
for (const auto& pair : config) {
fo << pair.key << '=' << pair.value << '\n';
}
}
}
void save_config_values() {
const std::string config_file = config_folder + "/config.txt";
std::ofstream fo(config_file);
if (!fo.is_open()) return;
for (const auto& pair : config) {
fo << pair.key << '=' << pair.value << '\n';
}
}
} // namespace
void file_setresourcefilename(const char* str) {
resource_filename = str;
}
void file_setresourcefolder(const char* str) {
resource_folder = str;
}
void file_setsource(const int src) {
file_source = src % 2;
if (src == SOURCE_FOLDER && resource_folder.empty()) file_setresourcefolder(DEFAULT_FOLDER);
}
FILE* file_getfilepointer(const char* resourcename, int& filesize, const bool binary) {
if (file_source == SOURCE_FILE && toc.empty()) {
if (!dictionary_loaded()) file_setsource(SOURCE_FOLDER);
}
FILE* f = nullptr;
if (file_source == SOURCE_FILE) {
const std::string name(resourcename);
size_t count = 0;
for (; count < toc.size(); ++count) {
if (toc[count].path == name) break;
}
if (count == toc.size()) {
perror("El recurs no s'ha trobat en l'arxiu de recursos");
exit(1);
}
filesize = static_cast<int>(toc[count].size);
f = fopen(resource_filename.c_str(), binary ? "rb" : "r");
if (!f) {
perror("No s'ha pogut obrir l'arxiu de recursos");
exit(1);
}
fseek(f, toc[count].offset, SEEK_SET);
} else {
const std::string full = filename_with_folder(resourcename);
f = fopen(full.c_str(), binary ? "rb" : "r");
if (!f) return nullptr;
fseek(f, 0, SEEK_END);
filesize = static_cast<int>(ftell(f));
fseek(f, 0, SEEK_SET);
}
return f;
}
std::vector<char> file_readfile(const char* resourcename) {
int filesize = 0;
FILE* f = file_getfilepointer(resourcename, filesize, true);
if (!f) return {};
std::vector<char> buffer(filesize);
fread(buffer.data(), filesize, 1, f);
fclose(f);
return buffer;
const char* file_getresourcefolder() {
return resource_folder.c_str();
}
// Crea la carpeta del sistema on guardar les dades.
// Accepta rutes amb subdirectoris (ex: "jailgames/aee") i crea tota la jerarquia.
void file_setconfigfolder(const char* foldername) {
#ifdef _WIN32
config_folder = std::string(getenv("APPDATA")) + "/" + foldername;
const char* base = getenv("APPDATA");
if (!base) base = "C:/";
config_folder = std::string(base) + "/" + foldername;
#elif __APPLE__
struct passwd* pw = getpwuid(getuid());
const char* homedir = pw->pw_dir;
const char* homedir = (pw && pw->pw_dir) ? pw->pw_dir : nullptr;
if (!homedir) homedir = getenv("HOME");
if (!homedir) homedir = "/tmp";
config_folder = std::string(homedir) + "/Library/Application Support/" + foldername;
#elif __linux__
// Nota emscripten: `__linux__` també està definit, però `getpwuid` pot
// retornar nullptr (sense /etc/passwd al MEMFS) o un passwd amb pw_dir
// buit. Amb els fallbacks HOME → /tmp evitem crashejar al primer
// arranque dins del navegador. La config no persistirà entre recàrregues
// (MEMFS és volàtil); caldria IDBFS si volguéssem persistència a web.
struct passwd* pw = getpwuid(getuid());
const char* homedir = pw->pw_dir;
const char* homedir = (pw && pw->pw_dir && pw->pw_dir[0]) ? pw->pw_dir : nullptr;
if (!homedir || !homedir[0]) homedir = getenv("HOME");
if (!homedir || !homedir[0]) homedir = "/tmp";
config_folder = std::string(homedir) + "/.config/" + foldername;
#endif
std::filesystem::create_directories(config_folder);
if (config_folder.empty()) {
config_folder = "/tmp/jailgames_config";
}
std::error_code ec;
std::filesystem::create_directories(config_folder, ec);
// A emscripten/MEMFS create_directories pot fallar (p.ex. parent
// read-only o libc++ amb path empty-check estricte). La config és
// volàtil al navegador de totes formes: ignorem l'error i continuem.
}
const char* file_getconfigfolder() {

View File

@@ -1,25 +1,10 @@
#pragma once
#include <stdio.h>
#include <vector>
#define SOURCE_FILE 0
#define SOURCE_FOLDER 1
void file_setconfigfolder(const char* foldername);
const char* file_getconfigfolder();
void file_setresourcefilename(const char* str);
void file_setresourcefolder(const char* str);
void file_setsource(const int src);
FILE* file_getfilepointer(const char* resourcename, int& filesize, const bool binary = false);
// Llig tot el contingut d'un recurs (fitxer solt o entrada del .jrf).
// Retorna un vector buit si el recurs no existeix. El vector es destrueix
// automàticament en eixir d'àmbit — no fa falta cap free() manual. Mida =
// bytes llegits (el buffer no està null-terminated).
std::vector<char> file_readfile(const char* resourcename);
const char* file_getresourcefolder();
const char* file_getconfigvalue(const char* key);
void file_setconfigvalue(const char* key, const char* value);

View File

@@ -1,14 +1,12 @@
#include "core/jail/jgame.hpp"
#include "core/system/fiber.hpp"
namespace {
bool quitting = false;
Uint32 update_ticks = 0;
Uint32 update_time = 0;
Uint32 cycle_counter = 0;
Uint32 last_delta_time = 0;
bool quitting = false;
Uint32 update_ticks = 0;
Uint32 update_time = 0;
Uint32 cycle_counter = 0;
Uint32 last_delta_time = 0;
} // namespace
@@ -41,12 +39,9 @@ bool JG_ShouldUpdate() {
cycle_counter++;
return true;
}
// Encara no toca update: cedim el control al Director per a que puga
// processar events, animar l'overlay i mantindre l'àudio viu. Sense
// aquest yield, els spin-waits típics de les cinemàtiques
// (`while (!JG_ShouldUpdate()) { JI_Update(); ... }`) congelarien
// tot el main loop — el fiber no cediria mai.
GameFiber::yield();
// No toca update — retornem false sense més. Des de Phase B.2 ja no
// hi ha fibers: cap caller fa spin-waits (`while (!JG_ShouldUpdate())`)
// i el Director pren el control del main loop frame a frame.
return false;
}

View File

@@ -6,35 +6,35 @@
namespace {
// keystates és actualitzat per SDL internament. Des del joc només fem lectures.
const bool* keystates = nullptr;
// keystates és actualitzat per SDL internament. Des del joc només fem lectures.
const bool* keystates = nullptr;
// Buffer dels últims 5 caràcters tecle. Emmagatzemem caràcters ASCII
// lowercase (traduïts des de SDL_Scancode) per a poder comparar directament
// amb les cadenes dels cheats ("reviu", "alone", "obert").
Uint8 cheat[5] = {0, 0, 0, 0, 0};
// Buffer dels últims 5 caràcters tecle. Emmagatzemem caràcters ASCII
// lowercase (traduïts des de SDL_Scancode) per a poder comparar directament
// amb les cadenes dels cheats ("reviu", "alone", "obert").
Uint8 cheat[5] = {0, 0, 0, 0, 0};
bool key_pressed = false;
bool key_pressed = false;
// Temps restant en mil·lisegons durant el qual JI_KeyPressed/JI_AnyKey
// retornen false. Utilitzat per a evitar que pulsacions fortuïtes
// saltin cinemàtiques al començament.
float wait_ms = 0.0f;
// Temps restant en mil·lisegons durant el qual JI_KeyPressed/JI_AnyKey
// retornen false. Utilitzat per a evitar que pulsacions fortuïtes
// saltin cinemàtiques al començament.
float wait_ms = 0.0f;
// Per a calcular el delta entre crides a JI_Update sense que els callers
// hagen de passar-lo explícitament. Es reinicia a la primera crida.
Uint64 last_update_tick = 0;
// Per a calcular el delta entre crides a JI_Update sense que els callers
// hagen de passar-lo explícitament. Es reinicia a la primera crida.
Uint64 last_update_tick = 0;
bool input_blocked = false;
bool input_blocked = false;
Uint8 virtual_keystates[JI_VSRC_COUNT][SDL_SCANCODE_COUNT] = {{0}};
Uint8 virtual_keystates[JI_VSRC_COUNT][SDL_SCANCODE_COUNT] = {{0}};
Uint8 scancode_to_ascii(Uint8 scancode) {
if (scancode >= SDL_SCANCODE_A && scancode <= SDL_SCANCODE_Z) {
return static_cast<Uint8>('a' + (scancode - SDL_SCANCODE_A));
Uint8 scancode_to_ascii(Uint8 scancode) {
if (scancode >= SDL_SCANCODE_A && scancode <= SDL_SCANCODE_Z) {
return static_cast<Uint8>('a' + (scancode - SDL_SCANCODE_A));
}
return 0;
}
return 0;
}
} // namespace

View File

@@ -4,7 +4,7 @@
#include <string>
#include <unordered_map>
#include "core/jail/jfile.hpp"
#include "core/resources/resource_helper.hpp"
#include "external/fkyaml_node.hpp"
namespace Locale {
@@ -27,12 +27,12 @@ namespace Locale {
}
bool load(const char* filename) {
auto buffer = file_readfile(filename);
auto buffer = ResourceHelper::loadFile(filename);
if (buffer.empty()) {
std::cerr << "Locale: unable to load " << filename << '\n';
return false;
}
std::string content(buffer.data(), buffer.size());
std::string content(reinterpret_cast<const char*>(buffer.data()), buffer.size());
try {
auto yaml = fkyaml::node::deserialize(content);

View File

@@ -1,17 +1,22 @@
#include "core/rendering/menu.hpp"
#include <cmath>
#include <cstdio>
#include <functional>
#include <memory>
#include <string>
#include <vector>
#include "core/input/key_config.hpp"
#include "core/locale/locale.hpp"
#include "core/rendering/overlay.hpp"
#include "core/rendering/screen.hpp"
#include "core/rendering/text.hpp"
#include "core/system/director.hpp"
#include "game/defines.hpp"
#include "game/options.hpp"
#include "utils/easing.hpp"
#include "version.h"
namespace Menu {
@@ -35,38 +40,60 @@ namespace Menu {
static constexpr int ITEM_SPACING = 11;
static constexpr int BOTTOM_PAD = 6;
static constexpr int HEADER_H = TITLE_PAD_Y + 8 /*charH*/ + 2 + 4; // títol + línia + gap
static constexpr int SUBTITLE_H = 8 + 3; // línia de subtítol + gap
// --- Animació ---
static constexpr float OPEN_SPEED = 8.0F; // 1.0 / 0.125s
static constexpr float OPEN_SPEED = 8.0F; // 1.0 / 0.125s
static constexpr float CLOSE_SPEED = 10.0F; // 1.0 / 0.1s (una mica més ràpida que l'obertura)
static constexpr float HEIGHT_RATE = 12.0F; // smoothing exponencial de l'alçada (~150 ms al 90%)
// --- Items ---
enum class ItemKind { Toggle,
Cycle,
IntRange,
Submenu,
KeyBind };
KeyBind,
Action };
struct Item {
const char* label;
ItemKind kind;
std::function<std::string()> getValue; // opcional
std::function<void(int dir)> change; // per Toggle/Cycle/IntRange
std::function<void()> enter; // per Submenu
std::function<void()> enter; // per Submenu i Action
SDL_Scancode* scancode{nullptr}; // per KeyBind
std::function<bool()> visible; // nullptr ⇒ sempre visible
};
struct Page {
const char* title;
std::vector<Item> items;
int cursor{0};
std::string subtitle; // opcional — si no buit, es dibuixa sota el títol
};
static bool isVisible(const Item& it) { return !it.visible || it.visible(); }
// Troba el pròxim ítem visible en direcció `dir` (±1) a partir de `from`.
// Si cap és visible retorna `from`.
static int nextVisibleCursor(const Page& p, int from, int dir) {
const int n = static_cast<int>(p.items.size());
if (n <= 0) return from;
for (int i = 1; i <= n; ++i) {
int idx = ((from + dir * i) % n + n) % n;
if (isVisible(p.items[idx])) return idx;
}
return from;
}
// --- Estat ---
static std::vector<Page> stack_;
static std::unique_ptr<Text> font_;
static float open_anim_{0.0F}; // 0 = tancat, 1 = obert
static float open_anim_{0.0F}; // 0 = tancat, 1 = obert
static float animated_h_{0.0F}; // alçada actual animada (smoothing cap al target visible)
static Uint32 last_ticks_{0};
static SDL_Scancode* capturing_{nullptr}; // != null → esperant tecla per assignar
static bool closing_{false}; // true mentre l'animació de tancament és en curs
// --- Transició entre pàgines ---
static constexpr float TRANSITION_SPEED = 5.5F; // ~180 ms
@@ -102,6 +129,7 @@ namespace Menu {
static Page buildAudio();
static Page buildControls();
static Page buildGame();
static Page buildSystem();
static Page buildRoot() {
Page p{Locale::get("menu.titles.root"), {}, 0};
@@ -109,50 +137,77 @@ namespace Menu {
p.items.push_back({Locale::get("menu.items.audio"), ItemKind::Submenu, nullptr, nullptr, [] { pushPage(buildAudio()); }, nullptr});
p.items.push_back({Locale::get("menu.items.controls"), ItemKind::Submenu, nullptr, nullptr, [] { pushPage(buildControls()); }, nullptr});
p.items.push_back({Locale::get("menu.items.game"), ItemKind::Submenu, nullptr, nullptr, [] { pushPage(buildGame()); }, nullptr});
p.items.push_back({Locale::get("menu.items.system"), ItemKind::Submenu, nullptr, nullptr, [] { pushPage(buildSystem()); }, nullptr});
return p;
}
static Page buildVideo() {
Page p{Locale::get("menu.titles.video"), {}, 0};
// Zoom i fullscreen: sense sentit a WASM (el navegador posseix el canvas)
#ifndef __EMSCRIPTEN__
p.items.push_back({Locale::get("menu.items.zoom"), ItemKind::IntRange, [] {
char buf[16];
std::snprintf(buf, sizeof(buf), "%dX", Screen::get()->getZoom());
return std::string(buf); }, [](int dir) {
if (dir < 0) Screen::get()->decZoom();
else if (dir > 0) Screen::get()->incZoom(); }, nullptr});
else if (dir > 0) Screen::get()->incZoom(); }, nullptr, nullptr});
p.items.push_back({Locale::get("menu.items.screen"), ItemKind::Toggle, [] { return std::string(Screen::get()->isFullscreen() ? Locale::get("menu.values.fullscreen") : Locale::get("menu.values.windowed")); }, [](int) { Screen::get()->toggleFullscreen(); }, nullptr});
p.items.push_back({Locale::get("menu.items.screen"), ItemKind::Toggle, [] { return std::string(Screen::get()->isFullscreen() ? Locale::get("menu.values.fullscreen") : Locale::get("menu.values.windowed")); }, [](int) { Screen::get()->toggleFullscreen(); }, nullptr, nullptr, nullptr});
#endif
p.items.push_back({Locale::get("menu.items.shader"), ItemKind::Toggle, [] { return onOff(Options::video.shader_enabled); }, [](int) { Screen::get()->toggleShaders(); }, nullptr});
// Opcions visuals generals (sempre visibles)
p.items.push_back({Locale::get("menu.items.aspect_4_3"), ItemKind::Toggle, [] { return yesNo(Options::video.aspect_ratio_4_3); }, [](int) { Screen::get()->toggleAspectRatio(); }, nullptr, nullptr, nullptr});
p.items.push_back({Locale::get("menu.items.aspect_4_3"), ItemKind::Toggle, [] { return yesNo(Options::video.aspect_ratio_4_3); }, [](int) { Screen::get()->toggleAspectRatio(); }, nullptr});
p.items.push_back({Locale::get("menu.items.vsync"), ItemKind::Toggle, [] { return onOff(Options::video.vsync); }, [](int) { Screen::get()->toggleVSync(); }, nullptr, nullptr, nullptr});
p.items.push_back({Locale::get("menu.items.supersampling"), ItemKind::Toggle, [] { return onOff(Options::video.supersampling); }, [](int) { Screen::get()->toggleSupersampling(); }, nullptr});
p.items.push_back({Locale::get("menu.items.scaling_mode"), ItemKind::Cycle, [] {
switch (Options::video.scaling_mode) {
case Options::ScalingMode::DISABLED: return std::string(Locale::get("menu.values.scaling_disabled"));
case Options::ScalingMode::STRETCH: return std::string(Locale::get("menu.values.scaling_stretch"));
case Options::ScalingMode::LETTERBOX: return std::string(Locale::get("menu.values.scaling_letterbox"));
case Options::ScalingMode::OVERSCAN: return std::string(Locale::get("menu.values.scaling_overscan"));
case Options::ScalingMode::INTEGER: return std::string(Locale::get("menu.values.scaling_integer"));
}
return std::string(Locale::get("menu.values.scaling_integer")); }, [](int dir) { Screen::get()->cycleScalingMode(dir); }, nullptr, nullptr, nullptr});
p.items.push_back({Locale::get("menu.items.vsync"), ItemKind::Toggle, [] { return onOff(Options::video.vsync); }, [](int) { Screen::get()->toggleVSync(); }, nullptr});
p.items.push_back({Locale::get("menu.items.texture_filter"), ItemKind::Cycle, [] { return std::string(Options::video.texture_filter == Options::TextureFilter::LINEAR
? Locale::get("menu.values.linear")
: Locale::get("menu.values.nearest")); }, [](int dir) { Screen::get()->cycleTextureFilter(dir); }, nullptr, nullptr, nullptr});
p.items.push_back({Locale::get("menu.items.integer_scale"), ItemKind::Toggle, [] { return onOff(Options::video.integer_scale); }, [](int) { Screen::get()->toggleIntegerScale(); }, nullptr});
p.items.push_back({Locale::get("menu.items.internal_resolution"), ItemKind::IntRange, [] {
char buf[16];
std::snprintf(buf, sizeof(buf), "%dX", Options::video.internal_resolution);
return std::string(buf); }, [](int dir) { Screen::get()->changeInternalResolution(dir); }, nullptr, nullptr, nullptr});
// Bloc shaders: no disponible a WASM (NO_SHADERS, sense SDL3 GPU a WebGL2)
#ifndef __EMSCRIPTEN__
p.items.push_back({Locale::get("menu.items.shader"), ItemKind::Toggle, [] { return onOff(Options::video.shader_enabled); }, [](int) { Screen::get()->toggleShaders(); }, nullptr, nullptr, nullptr});
p.items.push_back({Locale::get("menu.items.shader_type"), ItemKind::Cycle, [] { return std::string(Screen::get()->getActiveShaderName()); }, [](int dir) {
if (dir < 0) Screen::get()->prevShaderType();
else Screen::get()->nextShaderType(); }, nullptr});
else Screen::get()->nextShaderType(); }, nullptr, nullptr, [] { return Options::video.shader_enabled; }});
p.items.push_back({Locale::get("menu.items.preset"), ItemKind::Cycle, [] { return std::string(Screen::get()->getCurrentPresetName()); }, [](int dir) {
if (dir < 0) Screen::get()->prevPreset();
else Screen::get()->nextPreset(); }, nullptr});
else Screen::get()->nextPreset(); }, nullptr, nullptr, [] { return Options::video.shader_enabled; }});
p.items.push_back({Locale::get("menu.items.stretch_filter"), ItemKind::Toggle, [] { return std::string(Options::video.stretch_filter_linear ? Locale::get("menu.values.linear") : Locale::get("menu.values.nearest")); }, [](int) { Screen::get()->toggleStretchFilter(); }, nullptr});
p.items.push_back({Locale::get("menu.items.supersampling"), ItemKind::Toggle, [] { return onOff(Options::video.supersampling); }, [](int) { Screen::get()->toggleSupersampling(); }, nullptr, nullptr, [] {
if (!Options::video.shader_enabled) return false;
const char* name = Screen::get()->getActiveShaderName();
return name && std::string(name) == "POSTFX"; }});
#endif
// Informació de render
p.items.push_back({Locale::get("menu.items.render_info"), ItemKind::Cycle, [] {
switch (Options::render_info.position) {
case Options::RenderInfoPosition::OFF: return std::string(Locale::get("menu.values.off"));
case Options::RenderInfoPosition::TOP: return std::string(Locale::get("menu.values.top"));
case Options::RenderInfoPosition::BOTTOM: return std::string(Locale::get("menu.values.bottom"));
}
return std::string(Locale::get("menu.values.off")); }, [](int dir) { Overlay::cycleRenderInfo(dir); }, nullptr});
return std::string(Locale::get("menu.values.off")); }, [](int dir) { Overlay::cycleRenderInfo(dir); }, nullptr, nullptr, nullptr});
p.items.push_back({Locale::get("menu.items.uptime"), ItemKind::Toggle, [] { return onOff(Options::render_info.show_time); }, [](int) { Options::render_info.show_time = !Options::render_info.show_time; }, nullptr});
p.items.push_back({Locale::get("menu.items.uptime"), ItemKind::Toggle, [] { return onOff(Options::render_info.show_time); }, [](int) { Options::render_info.show_time = !Options::render_info.show_time; }, nullptr, nullptr, [] { return Options::render_info.position != Options::RenderInfoPosition::OFF; }});
return p;
}
@@ -181,7 +236,7 @@ namespace Menu {
p.items.push_back({Locale::get("menu.items.move_down"), ItemKind::KeyBind, nullptr, nullptr, nullptr, &Options::keys_game.down});
p.items.push_back({Locale::get("menu.items.move_left"), ItemKind::KeyBind, nullptr, nullptr, nullptr, &Options::keys_game.left});
p.items.push_back({Locale::get("menu.items.move_right"), ItemKind::KeyBind, nullptr, nullptr, nullptr, &Options::keys_game.right});
p.items.push_back({Locale::get("menu.items.menu_key"), ItemKind::KeyBind, nullptr, nullptr, nullptr, &Options::keys_gui.menu_toggle});
p.items.push_back({Locale::get("menu.items.menu_key"), ItemKind::KeyBind, nullptr, nullptr, nullptr, KeyConfig::scancodePtr("menu_toggle")});
return p;
}
@@ -194,17 +249,17 @@ namespace Menu {
p.items.push_back({Locale::get("menu.items.master_volume"), ItemKind::IntRange, [] { return volPct(Options::audio.volume); }, [](int dir) { stepVolume(Options::audio.volume, dir); }, nullptr});
p.items.push_back({Locale::get("menu.items.music"), ItemKind::Toggle, [] { return onOff(Options::audio.music_enabled); }, [](int) {
Options::audio.music_enabled = !Options::audio.music_enabled;
p.items.push_back({Locale::get("menu.items.music"), ItemKind::Toggle, [] { return onOff(Options::audio.music.enabled); }, [](int) {
Options::audio.music.enabled = !Options::audio.music.enabled;
Options::applyAudio(); }, nullptr});
p.items.push_back({Locale::get("menu.items.music_volume"), ItemKind::IntRange, [] { return volPct(Options::audio.music_volume); }, [](int dir) { stepVolume(Options::audio.music_volume, dir); }, nullptr});
p.items.push_back({Locale::get("menu.items.music_volume"), ItemKind::IntRange, [] { return volPct(Options::audio.music.volume); }, [](int dir) { stepVolume(Options::audio.music.volume, dir); }, nullptr});
p.items.push_back({Locale::get("menu.items.sounds"), ItemKind::Toggle, [] { return onOff(Options::audio.sound_enabled); }, [](int) {
Options::audio.sound_enabled = !Options::audio.sound_enabled;
p.items.push_back({Locale::get("menu.items.sounds"), ItemKind::Toggle, [] { return onOff(Options::audio.sound.enabled); }, [](int) {
Options::audio.sound.enabled = !Options::audio.sound.enabled;
Options::applyAudio(); }, nullptr});
p.items.push_back({Locale::get("menu.items.sounds_volume"), ItemKind::IntRange, [] { return volPct(Options::audio.sound_volume); }, [](int dir) { stepVolume(Options::audio.sound_volume, dir); }, nullptr});
p.items.push_back({Locale::get("menu.items.sounds_volume"), ItemKind::IntRange, [] { return volPct(Options::audio.sound.volume); }, [](int dir) { stepVolume(Options::audio.sound.volume, dir); }, nullptr});
return p;
}
@@ -216,6 +271,29 @@ namespace Menu {
p.items.push_back({Locale::get("menu.items.show_title_credits"), ItemKind::Toggle, [] { return yesNo(Options::game.show_title_credits); }, [](int) { Options::game.show_title_credits = !Options::game.show_title_credits; }, nullptr});
p.items.push_back({Locale::get("menu.items.show_preload"), ItemKind::Toggle, [] { return yesNo(Options::game.show_preload); }, [](int) { Options::game.show_preload = !Options::game.show_preload; }, nullptr});
return p;
}
static Page buildSystem() {
Page p{Locale::get("menu.titles.system"), {}, 0};
p.subtitle = std::string("v") + Texts::VERSION + " (" + Version::GIT_HASH + ")";
p.items.push_back({Locale::get("menu.items.restart"), ItemKind::Action, nullptr, nullptr, [] {
if (Director::get()) Director::get()->requestRestart();
},
nullptr,
nullptr});
#ifndef __EMSCRIPTEN__
p.items.push_back({Locale::get("menu.items.exit_game"), ItemKind::Action, nullptr, nullptr, [] {
if (Director::get()) Director::get()->requestQuit();
},
nullptr,
nullptr});
#endif
return p;
}
@@ -262,11 +340,17 @@ namespace Menu {
fillRect(buf, x + w - 1, y, 1, h, color);
}
// Mida final de la caixa segons el nombre d'items
// Mida final de la caixa segons el nombre d'items *visibles*.
// body = (N-1) * ITEM_SPACING + charH — així BOTTOM_PAD és el buit real
// sota el text del darrer ítem, no un buit extra per sobre d'un "slot" buit.
static int boxHeight(const Page& page) {
int n = static_cast<int>(page.items.size());
int body = (n == 0) ? ITEM_SPACING : n * ITEM_SPACING;
return HEADER_H + body + BOTTOM_PAD;
int n = 0;
for (const auto& it : page.items) {
if (isVisible(it)) ++n;
}
int body = (n == 0) ? 8 : (n - 1) * ITEM_SPACING + 8;
int header = HEADER_H + (page.subtitle.empty() ? 0 : SUBTITLE_H);
return header + body + BOTTOM_PAD;
}
// --- API pública ---
@@ -275,34 +359,56 @@ namespace Menu {
font_ = std::make_unique<Text>("fonts/8bithud.fnt", "fonts/8bithud.gif");
stack_.clear();
open_anim_ = 0.0F;
closing_ = false;
last_ticks_ = SDL_GetTicks();
}
void destroy() {
font_.reset();
stack_.clear();
closing_ = false;
}
// "Actiu": accepta input. Durant l'animació de tancament la pila encara
// té pàgines però ja no ha de processar tecles.
auto isOpen() -> bool {
return !stack_.empty() && !closing_;
}
// "Visible": encara hi ha caixa per pintar (incloent close animation).
auto isVisible() -> bool {
return !stack_.empty();
}
void toggle() {
if (closing_ && !stack_.empty()) {
// Cancel·la el tancament en curs — continua l'animació cap a "obert"
// des del valor actual d'open_anim_.
closing_ = false;
last_ticks_ = SDL_GetTicks();
return;
}
if (isOpen()) {
close();
} else {
stack_.push_back(buildRoot());
open_anim_ = 0.0F;
closing_ = false;
animated_h_ = static_cast<float>(boxHeight(stack_.back()));
last_ticks_ = SDL_GetTicks();
}
}
// close() no buida la pila immediatament: marca closing_ i deixa que
// render() faça decréixer open_anim_ fins a 0. En aquell moment es neteja
// l'estat. Si es crida estant ja tancat o tancant-se, no-op.
void close() {
stack_.clear();
open_anim_ = 0.0F;
if (stack_.empty() || closing_) return;
closing_ = true;
capturing_ = nullptr;
transition_active_ = false;
transition_progress_ = 1.0F;
last_ticks_ = SDL_GetTicks();
}
auto isCapturing() -> bool {
@@ -333,13 +439,17 @@ namespace Menu {
}
return;
}
const int n = static_cast<int>(page.items.size());
// Si el cursor està sobre un ítem ocultat (p. ex. una acció anterior el va ocultar),
// reubica'l al pròxim visible abans de processar l'entrada.
if (!isVisible(page.items[page.cursor])) {
page.cursor = nextVisibleCursor(page, page.cursor, +1);
}
switch (sc) {
case SDL_SCANCODE_UP:
page.cursor = (page.cursor - 1 + n) % n;
page.cursor = nextVisibleCursor(page, page.cursor, -1);
break;
case SDL_SCANCODE_DOWN:
page.cursor = (page.cursor + 1) % n;
page.cursor = nextVisibleCursor(page, page.cursor, +1);
break;
case SDL_SCANCODE_LEFT:
if (page.items[page.cursor].kind != ItemKind::Submenu &&
@@ -355,7 +465,8 @@ namespace Menu {
break;
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
if (page.items[page.cursor].kind == ItemKind::Submenu) {
if (page.items[page.cursor].kind == ItemKind::Submenu ||
page.items[page.cursor].kind == ItemKind::Action) {
if (page.items[page.cursor].enter) page.items[page.cursor].enter();
} else if (page.items[page.cursor].kind == ItemKind::KeyBind) {
capturing_ = page.items[page.cursor].scancode;
@@ -372,6 +483,15 @@ namespace Menu {
default:
break;
}
// Després de qualsevol acció, si el cursor quedara sobre un ítem ocult
// (possible si una acció ha canviat la visibilitat pròpia de l'ítem actual,
// edge case defensiu), salta al següent visible.
if (!stack_.empty()) {
Page& top = stack_.back();
if (!top.items.empty() && !isVisible(top.items[top.cursor])) {
top.cursor = nextVisibleCursor(top, top.cursor, +1);
}
}
}
// Dibuixa el contingut d'una pàgina amb un offset horitzontal i un rang de clip.
@@ -395,25 +515,49 @@ namespace Menu {
}
}
// Items o placeholder buit
// Subtítol opcional (sota la línia del títol, abans dels items)
int items_y = title_line_y + 4;
if (page.items.empty()) {
if (!page.subtitle.empty()) {
int sub_w = font_->width(page.subtitle.c_str());
int sub_x = box_x + (BOX_W - sub_w) / 2 + x_offset;
font_->drawClipped(pixel_data, sub_x, items_y, page.subtitle.c_str(), LABEL_COLOR, clip_x_min, clip_x_max, clip_y_min, clip_y_max);
items_y += SUBTITLE_H;
}
// Compta visibles — si cap, dibuixa placeholder (caixa totalment col·lapsada però oberta)
int visible_count = 0;
for (const auto& it : page.items)
if (isVisible(it)) ++visible_count;
if (visible_count == 0) {
const char* empty_text = Locale::get("menu.values.empty");
int ew = font_->width(empty_text);
font_->drawClipped(pixel_data, box_x + (BOX_W - ew) / 2 + x_offset, items_y + 2, empty_text, EMPTY_COLOR, clip_x_min, clip_x_max, clip_y_min, clip_y_max);
return;
}
int y_slot = 0; // índex de fila visible (independent de l'índex real de l'ítem)
for (size_t i = 0; i < page.items.size(); i++) {
int y = items_y + static_cast<int>(i) * ITEM_SPACING;
bool selected = (static_cast<int>(i) == page.cursor);
const Item& item = page.items[i];
if (!isVisible(item)) continue;
int y = items_y + y_slot * ITEM_SPACING;
++y_slot;
bool selected = (static_cast<int>(i) == page.cursor);
Uint32 label_color = selected ? CURSOR_COLOR : LABEL_COLOR;
// Action: sense valor a la dreta — centrem el label amb el cursor just a l'esquerra.
if (item.kind == ItemKind::Action) {
int lw = font_->width(item.label);
int lx = box_x + (BOX_W - lw) / 2 + x_offset;
if (selected) {
font_->drawClipped(pixel_data, lx - font_->width("> "), y, ">", CURSOR_COLOR, clip_x_min, clip_x_max, clip_y_min, clip_y_max);
}
font_->drawClipped(pixel_data, lx, y, item.label, label_color, clip_x_min, clip_x_max, clip_y_min, clip_y_max);
continue;
}
if (selected) {
font_->drawClipped(pixel_data, box_x + 4 + x_offset, y, ">", CURSOR_COLOR, clip_x_min, clip_x_max, clip_y_min, clip_y_max);
}
Uint32 label_color = selected ? CURSOR_COLOR : LABEL_COLOR;
font_->drawClipped(pixel_data, box_x + ITEM_PAD_X + x_offset, y, item.label, label_color, clip_x_min, clip_x_max, clip_y_min, clip_y_max);
if (item.kind == ItemKind::Submenu) {
@@ -438,13 +582,23 @@ namespace Menu {
}
void render(Uint32* pixel_data) {
if (!isOpen() || !font_ || !pixel_data) return;
if (!isVisible() || !font_ || !pixel_data) return;
// Delta time
Uint32 now = SDL_GetTicks();
float dt = static_cast<float>(now - last_ticks_) / 1000.0F;
last_ticks_ = now;
if (open_anim_ < 1.0F) {
if (closing_) {
open_anim_ -= CLOSE_SPEED * dt;
if (open_anim_ <= 0.0F) {
// Animació de tancament completada — buida l'estat de veritat.
open_anim_ = 0.0F;
stack_.clear();
animated_h_ = 0.0F;
closing_ = false;
return;
}
} else if (open_anim_ < 1.0F) {
open_anim_ += OPEN_SPEED * dt;
if (open_anim_ > 1.0F) open_anim_ = 1.0F;
}
@@ -461,14 +615,30 @@ namespace Menu {
const Page& page = stack_.back();
const int current_h = boxHeight(page);
// Smoothing exponencial de l'alçada cap al target (pàgina actual + ítems visibles).
// Permet que el menú reaccione amb animació quan una opció canvia la visibilitat
// d'altres ítems en calent (p. ex. shader=off → shader_type/preset/supersampling).
if (animated_h_ <= 0.0F) {
animated_h_ = static_cast<float>(current_h);
} else {
float diff = static_cast<float>(current_h) - animated_h_;
if (std::fabs(diff) < 0.5F) {
animated_h_ = static_cast<float>(current_h);
} else {
float t = HEIGHT_RATE * dt;
if (t > 1.0F) t = 1.0F;
animated_h_ += diff * t;
}
}
float eased = Easing::outQuad(open_anim_);
// Calcula alçada (amb transició si escau)
int target_h = current_h;
int target_h = static_cast<int>(animated_h_);
if (transition_active_) {
int outgoing_h = boxHeight(transition_outgoing_);
float tp = Easing::outQuad(transition_progress_);
target_h = Easing::lerpInt(outgoing_h, current_h, tp);
target_h = Easing::lerpInt(outgoing_h, static_cast<int>(animated_h_), tp);
}
// Caixa creix verticalment durant l'obertura

View File

@@ -6,11 +6,15 @@ namespace Menu {
void init();
void destroy();
// "Actiu": el menú accepta input. Fals durant l'animació de tancament.
[[nodiscard]] auto isOpen() -> bool;
// "Visible": hi ha una caixa pintada (incloent l'animació de tancament).
// Overlay la usa per a decidir si cridar render().
[[nodiscard]] auto isVisible() -> bool;
void toggle();
void close();
// Pinta el menú sobre el buffer ARGB — cridat des d'Overlay::render si està obert
// Pinta el menú sobre el buffer ARGB — cridat des d'Overlay::render si està visible
void render(Uint32* pixel_data);
// Gestió d'input — cridat des del Director en KEY_DOWN

View File

@@ -361,8 +361,8 @@ namespace Overlay {
std::remove_if(notifications_.begin(), notifications_.end(), [](const Notification& n) { return n.status == Status::FINISHED; }),
notifications_.end());
// Menú flotant per damunt de tot
if (Menu::isOpen()) {
// Menú flotant per damunt de tot (isVisible inclou l'animació de tancament)
if (Menu::isVisible()) {
Menu::render(pixel_data);
}
}

View File

@@ -5,24 +5,68 @@
#include "core/locale/locale.hpp"
#include "core/rendering/overlay.hpp"
#ifndef NO_SHADERS
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp"
#endif
#include "game/defines.hpp"
#include "game/options.hpp"
#include "utils/utils.hpp"
Screen* Screen::instance_ = nullptr;
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
// --- Fix per a fullscreen/resize en Emscripten ---
//
// SDL3 + Emscripten no emet de forma fiable SDL_EVENT_WINDOW_LEAVE_FULLSCREEN
// (libsdl-org/SDL#13300) ni SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED /
// SDL_EVENT_DISPLAY_ORIENTATION (libsdl-org/SDL#11389). Quan l'usuari ix de
// fullscreen amb Esc o rota el mòbil, el canvas HTML torna al tamany correcte
// però l'estat intern de SDL creu que segueix en fullscreen amb la resolució
// anterior i el viewport queda desencuadrat.
//
// Solució: registrar callbacks natius d'Emscripten, diferir la feina un tick
// del event loop (el canvas encara no està estable en el moment del callback)
// i re-sincronitzar SDL cridant SDL_SetWindowFullscreen + applyFallbackPresentation.
// La crida interna a SDL_SetWindowFullscreen és la peça que realment fa
// resincronitzar l'estat intern de SDL — sense això la logical presentation
// no encaixa amb el canvas real.
namespace {
Screen* g_screen_instance = nullptr;
void deferredCanvasResize(void* /*userData*/) {
if (g_screen_instance != nullptr) {
g_screen_instance->handleCanvasResized();
}
}
EM_BOOL onEmFullscreenChange(int /*eventType*/, const EmscriptenFullscreenChangeEvent* event, void* /*userData*/) {
if (g_screen_instance != nullptr && event != nullptr) {
g_screen_instance->syncFullscreenFlagFromBrowser(event->isFullscreen != 0);
}
emscripten_async_call(deferredCanvasResize, nullptr, 0);
return EM_FALSE;
}
EM_BOOL onEmOrientationChange(int /*eventType*/, const EmscriptenOrientationChangeEvent* /*event*/, void* /*userData*/) {
emscripten_async_call(deferredCanvasResize, nullptr, 0);
return EM_FALSE;
}
} // namespace
#endif // __EMSCRIPTEN__
std::unique_ptr<Screen> Screen::instance_;
void Screen::init() {
instance_ = new Screen();
instance_ = std::unique_ptr<Screen>(new Screen());
}
void Screen::destroy() {
delete instance_;
instance_ = nullptr;
instance_.reset();
}
auto Screen::get() -> Screen* {
return instance_;
return instance_.get();
}
Screen::Screen() {
@@ -35,40 +79,70 @@ Screen::Screen() {
if (zoom_ < 1) zoom_ = 1;
if (zoom_ > max_zoom_) zoom_ = max_zoom_;
// Clamp de la resolució interna a [1, max_zoom_]. Llegir del YAML i
// ajustar aquí és l'únic moment en què es fa — el menú re-clampa cada
// canvi. Si la pantalla és més petita que el valor desat (p.ex. canvi
// de monitor), baixem al màxim suportat.
if (Options::video.internal_resolution < 1) Options::video.internal_resolution = 1;
if (Options::video.internal_resolution > max_zoom_) Options::video.internal_resolution = max_zoom_;
int w = GAME_WIDTH * zoom_;
int h = Options::video.aspect_ratio_4_3 ? static_cast<int>(GAME_HEIGHT * 1.2F) * zoom_ : GAME_HEIGHT * zoom_;
window_ = SDL_CreateWindow(Locale::get("window.title"), w, h, fullscreen_ ? SDL_WINDOW_FULLSCREEN : 0);
renderer_ = SDL_CreateRenderer(window_, nullptr);
SDL_SetRenderLogicalPresentation(renderer_, GAME_WIDTH, GAME_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, GAME_WIDTH, GAME_HEIGHT);
SDL_SetTextureScaleMode(texture_, SDL_SCALEMODE_NEAREST);
applyFallbackPresentation();
// Inicialitza backend GPU si l'acceleració està activada
initShaders();
std::cout << "Screen initialized: " << w << "x" << h << " (zoom " << zoom_ << ", max " << max_zoom_ << ")\n";
#ifdef __EMSCRIPTEN__
// IMPORTANT: NO registrem resize callback genèric. En mòbil, fer scroll
// fa que el navegador oculti/mostri la barra d'URL, disparant un resize
// del DOM per cada scroll. Això portaria a re-aplicar logical presentation
// per cada scroll i corrompria el viewport intern de SDL.
g_screen_instance = this;
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_TRUE, onEmFullscreenChange);
emscripten_set_orientationchange_callback(nullptr, EM_TRUE, onEmOrientationChange);
#endif
}
Screen::~Screen() {
#ifdef __EMSCRIPTEN__
g_screen_instance = nullptr;
#endif
// Guarda opcions abans de destruir
Options::window.zoom = zoom_;
Options::window.fullscreen = fullscreen_;
// Destrueix el backend GPU
// Destrueix el backend GPU (només existeix si s'ha compilat amb shaders)
if (shader_backend_) {
#ifndef NO_SHADERS
auto* gpu = dynamic_cast<Rendering::SDL3GPUShader*>(shader_backend_.get());
if (gpu) gpu->destroy();
#endif
shader_backend_.reset();
}
if (internal_texture_sdl_) SDL_DestroyTexture(internal_texture_sdl_);
if (texture_) SDL_DestroyTexture(texture_);
if (renderer_) SDL_DestroyRenderer(renderer_);
if (window_) SDL_DestroyWindow(window_);
}
void Screen::initShaders() {
#ifdef NO_SHADERS
// Build sense shaders (p.ex. emscripten/WebGL2, on SDL3 GPU no està
// disponible). Es salta tota la inicialització — shader_backend_ es
// queda nul·lptr i tots els `if (shader_backend_)` del render path
// curtcircuiten cap al fallback SDL_Renderer.
return;
#else
if (!Options::video.gpu_acceleration) return;
shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
@@ -88,17 +162,18 @@ void Screen::initShaders() {
std::cout << "GPU driver: " << gpu_driver_ << '\n';
// Aplica opcions de vídeo
shader_backend_->setScaleMode(Options::video.integer_scale);
shader_backend_->setScalingMode(Options::video.scaling_mode);
shader_backend_->setVSync(Options::video.vsync);
shader_backend_->setStretchFilter(Options::video.stretch_filter_linear);
shader_backend_->setTextureFilter(Options::video.texture_filter);
shader_backend_->setStretch4_3(Options::video.aspect_ratio_4_3);
shader_backend_->setLinearUpscale(Options::video.linear_upscale);
shader_backend_->setDownscaleAlgo(Options::video.downscale_algo);
if (Options::video.supersampling) {
shader_backend_->setOversample(3);
}
shader_backend_->setInternalResolution(Options::video.internal_resolution);
// Resol el shader actiu des del config
if (Options::video.current_shader == "crtpi") {
shader_backend_->setActiveShader(Rendering::ShaderType::CRTPI);
@@ -122,6 +197,7 @@ void Screen::initShaders() {
applyCurrentPostFXPreset();
applyCurrentCrtPiPreset();
#endif
}
void Screen::present(Uint32* pixel_data) {
@@ -135,14 +211,62 @@ void Screen::present(Uint32* pixel_data) {
shader_backend_->uploadPixels(pixel_data, GAME_WIDTH, GAME_HEIGHT);
shader_backend_->render();
} else if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
// GPU activa però shaders desactivats: renderitza net (sense efectes)
// GPU activa però shaders desactivats: renderitza net (sense efectes).
// Força POSTFX amb params zerats — altrament, si l'actiu és CRTPI,
// els seus efectes (scanlines, curvatura) seguirien aplicant-se encara
// que shader_enabled sigui false. Restaurem l'actiu al final per a
// no trencar la selecció de l'usuari.
Rendering::PostFXParams clean{};
shader_backend_->setPostFXParams(clean);
const auto prev_shader = shader_backend_->getActiveShader();
if (prev_shader != Rendering::ShaderType::POSTFX) {
shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX);
}
shader_backend_->uploadPixels(pixel_data, GAME_WIDTH, GAME_HEIGHT);
shader_backend_->render();
if (prev_shader != Rendering::ShaderType::POSTFX) {
shader_backend_->setActiveShader(prev_shader);
}
} else {
// Fallback SDL_Renderer
// Fallback SDL_Renderer. A mult=1, flux directe original: logical
// presentation (setada per applyFallbackPresentation) + scale mode de
// texture_ segons l'opció. A mult>1, la còpia intermèdia crea la
// font ampliada (NN via GPU), i es presenta via logical presentation
// a la mida de la font intermèdia.
SDL_UpdateTexture(texture_, nullptr, pixel_data, GAME_WIDTH * sizeof(Uint32));
const int mult = Options::video.internal_resolution;
if (mult > 1) {
ensureFallbackInternalTexture();
if (internal_texture_sdl_ != nullptr) {
// Còpia NN a la textura intermèdia (mult·game). Sampler NN
// per construcció: volem píxels grans i nets.
SDL_SetTextureScaleMode(texture_, SDL_SCALEMODE_NEAREST);
SDL_SetRenderTarget(renderer_, internal_texture_sdl_);
SDL_RenderClear(renderer_);
SDL_RenderTexture(renderer_, texture_, nullptr, nullptr);
SDL_SetRenderTarget(renderer_, nullptr);
// Filtre global al pas final → finestra (via logical presentation
// que applyFallbackPresentation ja configura amb mida game·mult).
SDL_ScaleMode final_scale = (Options::video.texture_filter == Options::TextureFilter::LINEAR)
? SDL_SCALEMODE_LINEAR
: SDL_SCALEMODE_NEAREST;
SDL_SetTextureScaleMode(internal_texture_sdl_, final_scale);
SDL_RenderClear(renderer_);
SDL_RenderTexture(renderer_, internal_texture_sdl_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
return;
}
// Si la creació de la textura intermèdia ha fallat, caiem al path normal.
}
// mult=1 (o fallback-del-fallback): texture_ directament. El scale mode
// el manté applyFallbackPresentation — però el re-apliquem per si la
// ruta mult>1 el va sobreescriure anteriorment.
SDL_ScaleMode direct_scale = (Options::video.texture_filter == Options::TextureFilter::LINEAR)
? SDL_SCALEMODE_LINEAR
: SDL_SCALEMODE_NEAREST;
SDL_SetTextureScaleMode(texture_, direct_scale);
SDL_RenderClear(renderer_);
SDL_RenderTexture(renderer_, texture_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
@@ -182,26 +306,40 @@ void Screen::toggleShaders() {
}
}
void Screen::toggleSupersampling() {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
auto Screen::toggleSupersampling() -> bool {
// SS només té sentit amb shaders on i pipeline PostFX (el Lanczos downscale
// i el camí SS s'apliquen al pas de PostFX; CRTPI fa el seu propi
// submostreig intern i no usa aquesta via).
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return false;
if (!Options::video.shader_enabled) return false;
if (shader_backend_->getActiveShader() != Rendering::ShaderType::POSTFX) return false;
Options::video.supersampling = !Options::video.supersampling;
shader_backend_->setOversample(Options::video.supersampling ? 3 : 1);
return true;
}
void Screen::toggleAspectRatio() {
Options::video.aspect_ratio_4_3 = !Options::video.aspect_ratio_4_3;
if (shader_backend_) {
shader_backend_->setStretch4_3(Options::video.aspect_ratio_4_3);
} else {
applyFallbackPresentation();
}
if (!fullscreen_) {
adjustWindowSize();
}
}
void Screen::toggleIntegerScale() {
Options::video.integer_scale = !Options::video.integer_scale;
void Screen::cycleScalingMode(int dir) {
constexpr int N = 5; // DISABLED, STRETCH, LETTERBOX, OVERSCAN, INTEGER
int cur = static_cast<int>(Options::video.scaling_mode);
int step = (dir >= 0) ? 1 : -1;
cur = ((cur + step) % N + N) % N;
Options::video.scaling_mode = static_cast<Options::ScalingMode>(cur);
if (shader_backend_) {
shader_backend_->setScaleMode(Options::video.integer_scale);
shader_backend_->setScalingMode(Options::video.scaling_mode);
} else {
applyFallbackPresentation();
}
}
@@ -212,15 +350,39 @@ void Screen::toggleVSync() {
}
}
void Screen::toggleStretchFilter() {
Options::video.stretch_filter_linear = !Options::video.stretch_filter_linear;
void Screen::cycleTextureFilter(int dir) {
// NEAREST <-> LINEAR (només 2 valors, dir no importa més enllà de canviar)
(void)dir;
Options::video.texture_filter =
(Options::video.texture_filter == Options::TextureFilter::LINEAR)
? Options::TextureFilter::NEAREST
: Options::TextureFilter::LINEAR;
if (shader_backend_) {
shader_backend_->setStretchFilter(Options::video.stretch_filter_linear);
shader_backend_->setTextureFilter(Options::video.texture_filter);
} else {
applyFallbackPresentation();
}
}
void Screen::nextShaderType() {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
void Screen::changeInternalResolution(int dir) {
int next = Options::video.internal_resolution + (dir >= 0 ? 1 : -1);
if (next < 1) next = 1;
if (next > max_zoom_) next = max_zoom_;
if (next == Options::video.internal_resolution) return;
Options::video.internal_resolution = next;
// Propaga al backend actiu. Al fallback path, la textura es recrea al
// pròxim present via ensureFallbackInternalTexture.
if (shader_backend_) {
shader_backend_->setInternalResolution(next);
} else {
applyFallbackPresentation();
}
}
auto Screen::nextShaderType() -> bool {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return false;
if (!Options::video.shader_enabled) return false;
if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
shader_backend_->setActiveShader(Rendering::ShaderType::CRTPI);
@@ -231,45 +393,50 @@ void Screen::nextShaderType() {
Options::video.current_shader = "postfx";
applyCurrentPostFXPreset();
}
return true;
}
void Screen::nextPreset() {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
auto Screen::nextPreset() -> bool {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return false;
if (!Options::video.shader_enabled) return false;
if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
if (Options::postfx_presets.empty()) return;
if (Options::postfx_presets.empty()) return false;
Options::current_postfx_preset = (Options::current_postfx_preset + 1) % static_cast<int>(Options::postfx_presets.size());
Options::video.current_postfx_preset = Options::postfx_presets[Options::current_postfx_preset].name;
applyCurrentPostFXPreset();
} else {
if (Options::crtpi_presets.empty()) return;
if (Options::crtpi_presets.empty()) return false;
Options::current_crtpi_preset = (Options::current_crtpi_preset + 1) % static_cast<int>(Options::crtpi_presets.size());
Options::video.current_crtpi_preset = Options::crtpi_presets[Options::current_crtpi_preset].name;
applyCurrentCrtPiPreset();
}
return true;
}
void Screen::prevShaderType() {
auto Screen::prevShaderType() -> bool {
// Només dues opcions — prev == next
nextShaderType();
return nextShaderType();
}
void Screen::prevPreset() {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
auto Screen::prevPreset() -> bool {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return false;
if (!Options::video.shader_enabled) return false;
if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
if (Options::postfx_presets.empty()) return;
if (Options::postfx_presets.empty()) return false;
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;
if (Options::crtpi_presets.empty()) return false;
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();
}
return true;
}
auto Screen::getCurrentPresetName() const -> const char* {
@@ -371,6 +538,77 @@ void Screen::updateRenderInfo() {
0b1001);
}
void Screen::applyFallbackPresentation() {
// Fallback SDL_Renderer (p.ex. emscripten/WebGL2 sense shaders GPU).
// Filtre global (texture_filter) s'aplica sempre, independent de 4:3.
SDL_ScaleMode scale = (Options::video.texture_filter == Options::TextureFilter::LINEAR)
? SDL_SCALEMODE_LINEAR
: SDL_SCALEMODE_NEAREST;
if (texture_) SDL_SetTextureScaleMode(texture_, scale);
// Si 4:3 actiu, la finestra ja té aspect 4:3 (alçada × 1.2); STRETCH és
// l'única opció viable al path fallback (el GPU path fa l'upscale 4:3 abans
// d'escollir el mode de finestra; en fallback no tenim eixa capa intermèdia).
SDL_RendererLogicalPresentation mode = SDL_LOGICAL_PRESENTATION_LETTERBOX;
if (Options::video.aspect_ratio_4_3) {
mode = SDL_LOGICAL_PRESENTATION_STRETCH;
} else {
switch (Options::video.scaling_mode) {
case Options::ScalingMode::DISABLED:
mode = SDL_LOGICAL_PRESENTATION_DISABLED;
break;
case Options::ScalingMode::STRETCH:
mode = SDL_LOGICAL_PRESENTATION_STRETCH;
break;
case Options::ScalingMode::LETTERBOX:
mode = SDL_LOGICAL_PRESENTATION_LETTERBOX;
break;
case Options::ScalingMode::OVERSCAN:
mode = SDL_LOGICAL_PRESENTATION_OVERSCAN;
break;
case Options::ScalingMode::INTEGER:
mode = SDL_LOGICAL_PRESENTATION_INTEGER_SCALE;
break;
}
}
// Amb resolució interna N > 1, la mida lògica creix proporcionalment
// perquè SDL scale des de 320·N × 200·N a la finestra — menys aggressive linear.
const int mult = Options::video.internal_resolution < 1 ? 1 : Options::video.internal_resolution;
SDL_SetRenderLogicalPresentation(renderer_, GAME_WIDTH * mult, GAME_HEIGHT * mult, mode);
}
void Screen::ensureFallbackInternalTexture() {
if (renderer_ == nullptr) return;
const int mult = Options::video.internal_resolution;
if (mult <= 1) {
// No cal textura intermèdia — recicla si la teníem.
if (internal_texture_sdl_ != nullptr) {
SDL_DestroyTexture(internal_texture_sdl_);
internal_texture_sdl_ = nullptr;
internal_texture_mult_ = 0;
}
return;
}
if (internal_texture_sdl_ != nullptr && internal_texture_mult_ == mult) return;
if (internal_texture_sdl_ != nullptr) {
SDL_DestroyTexture(internal_texture_sdl_);
internal_texture_sdl_ = nullptr;
}
internal_texture_sdl_ = SDL_CreateTexture(renderer_,
SDL_PIXELFORMAT_ABGR8888,
SDL_TEXTUREACCESS_TARGET,
GAME_WIDTH * mult,
GAME_HEIGHT * mult);
if (internal_texture_sdl_ == nullptr) {
std::cerr << "Screen: failed to create fallback internal texture (×" << mult << "): "
<< SDL_GetError() << '\n';
internal_texture_mult_ = 0;
return;
}
internal_texture_mult_ = mult;
}
void Screen::adjustWindowSize() {
int w = GAME_WIDTH * zoom_;
// Si 4:3 actiu, l'alçada visual és 240 per zoom (200 * 1.2)
@@ -389,3 +627,25 @@ void Screen::calculateMaxZoom() {
if (max_zoom_ < 1) max_zoom_ = 1;
}
}
#ifdef __EMSCRIPTEN__
// ============================================================================
// Emscripten — fix per a fullscreen/resize (veure el bloc de comentaris al
// principi del fitxer i l'anonymous namespace amb els callbacks natius).
// ============================================================================
void Screen::handleCanvasResized() {
if (window_ == nullptr) return;
// Re-sincronitza l'estat intern de SDL amb el canvas HTML real. La crida
// a SDL_SetWindowFullscreen és l'única manera de forçar SDL a reconèixer
// la mida actual del canvas; després re-apliquem la logical presentation
// (el path WASM sempre va pel fallback SDL_Renderer, sense shaders GPU).
SDL_SetWindowFullscreen(window_, fullscreen_);
applyFallbackPresentation();
}
void Screen::syncFullscreenFlagFromBrowser(bool is_fullscreen) {
fullscreen_ = is_fullscreen;
Options::window.fullscreen = is_fullscreen;
}
#endif

View File

@@ -13,6 +13,8 @@ class Screen {
static void destroy();
static auto get() -> Screen*;
~Screen(); // públic per a std::unique_ptr
// Presentació — rep el buffer ARGB de 320x200 de JD8
void present(Uint32* pixel_data);
@@ -23,16 +25,21 @@ class Screen {
void setZoom(int zoom);
// Shaders i vídeo
// Mètodes que depenen d'una precondició (GPU present, shaders on, etc.)
// retornen `bool`: true si l'acció s'ha aplicat, false si la precondició
// no es complia. Els callers (F-keys, menú) poden suprimir notificacions
// o feedback quan la crida no ha tingut efecte.
void toggleShaders();
void toggleSupersampling();
auto toggleSupersampling() -> bool; // false si GPU off / shaders off / actiu != POSTFX
void toggleAspectRatio();
void toggleIntegerScale();
void cycleScalingMode(int dir); // Cicla DISABLED/STRETCH/LETTERBOX/OVERSCAN/INTEGER
void toggleVSync();
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
void cycleTextureFilter(int dir); // Cicla NEAREST/LINEAR
void changeInternalResolution(int dir); // +/1, clampat a [1, max_zoom_]
auto nextShaderType() -> bool; // false si GPU off / shaders off
auto prevShaderType() -> bool; // idem
auto nextPreset() -> bool; // false si GPU off / shaders off
auto prevPreset() -> bool; // idem
[[nodiscard]] auto getCurrentPresetName() const -> const char*;
void setActiveShader(Rendering::ShaderType type);
void applyCurrentPostFXPreset();
@@ -41,24 +48,36 @@ class Screen {
// Getters
[[nodiscard]] auto isFullscreen() const -> bool { return fullscreen_; }
[[nodiscard]] auto getZoom() const -> int { return zoom_; }
[[nodiscard]] auto getMaxZoom() const -> int { return max_zoom_; }
[[nodiscard]] auto isHardwareAccelerated() const -> bool;
[[nodiscard]] auto getActiveShaderName() const -> const char*;
[[nodiscard]] auto getWindow() -> SDL_Window* { return window_; }
[[nodiscard]] auto getRenderer() -> SDL_Renderer* { return renderer_; }
#ifdef __EMSCRIPTEN__
// Sincronització amb el canvas HTML quan el navegador canvia la mida
// (fullscreen entrant/eixint, rotació de mòbil). Cridat pels callbacks
// natius d'Emscripten registrats al constructor.
void handleCanvasResized();
void syncFullscreenFlagFromBrowser(bool is_fullscreen);
#endif
private:
Screen();
~Screen();
void adjustWindowSize();
void calculateMaxZoom();
void initShaders();
void applyFallbackPresentation(); // Logical presentation + scale mode per al path SDL_Renderer
void ensureFallbackInternalTexture(); // Recrea internal_texture_sdl_ si cal (fallback path)
static Screen* instance_;
static std::unique_ptr<Screen> instance_;
SDL_Window* window_{nullptr};
SDL_Renderer* renderer_{nullptr};
SDL_Texture* texture_{nullptr}; // 320x200 streaming, ABGR8888 (fallback SDL_Renderer)
SDL_Texture* texture_{nullptr}; // 320x200 streaming, ABGR8888 (fallback SDL_Renderer)
SDL_Texture* internal_texture_sdl_{nullptr}; // 320·N x 200·N TARGET (fallback path, només si N>1)
int internal_texture_mult_{0}; // Multiplicador amb què es va crear internal_texture_sdl_
// Backend GPU (nullptr si no disponible o desactivat)
std::unique_ptr<Rendering::ShaderBackend> shader_backend_;

View File

@@ -8,11 +8,11 @@
#include <iostream> // std::cout
#ifndef __APPLE__
#include "core/rendering/sdl3gpu/crtpi_frag_spv.h"
#include "core/rendering/sdl3gpu/downscale_frag_spv.h"
#include "core/rendering/sdl3gpu/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/postfx_vert_spv.h"
#include "core/rendering/sdl3gpu/upscale_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/downscale_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
#include "core/rendering/sdl3gpu/spv/upscale_frag_spv.h"
#endif
#ifdef __APPLE__
@@ -456,6 +456,11 @@ namespace Rendering {
return false;
}
// internal_texture_: si el multiplicador és > 1, es crea ací amb les
// dimensions game·N × game·N. No bloqueja si falla — només deixa la
// textura a nullptr i el pipeline ometrà la còpia.
recreateInternalTexture();
// scaled_texture_ se creará en el primer render() una vez conocido el zoom de ventana
ss_factor_ = 0;
@@ -812,14 +817,50 @@ namespace Rendering {
SDL_EndGPUCopyPass(copy);
}
// ---- Upscale pass: scene_texture_ → scaled_texture_ ----
// ---- Internal resolution NN upscale: scene_texture_ → internal_texture_ ----
// Multiplicador enter. Si > 1, tot el pipeline downstream veu internal_texture_
// com a "scene" (mida game·N × game·N) i els passos següents (SS, PostFX,
// Lanczos, letterbox) operen sobre aquesta font més gran. L'objectiu: quan el
// filtre final LINEAR estira a finestra, parteix d'una base més gran i es veu
// menys borrós. Amb internal_res_ == 1, s'omet el pas (zero overhead).
SDL_GPUTexture* source_texture = scene_texture_;
int source_width = game_width_;
int source_height = game_height_;
if (internal_res_ > 1 && internal_texture_ != nullptr && upscale_pipeline_ != nullptr) {
SDL_GPUColorTargetInfo internal_target = {};
internal_target.texture = internal_texture_;
internal_target.load_op = SDL_GPU_LOADOP_DONT_CARE;
internal_target.store_op = SDL_GPU_STOREOP_STORE;
SDL_GPURenderPass* ipass = SDL_BeginGPURenderPass(cmd, &internal_target, 1, nullptr);
if (ipass != nullptr) {
SDL_BindGPUGraphicsPipeline(ipass, upscale_pipeline_);
SDL_GPUTextureSamplerBinding ibinding = {};
ibinding.texture = scene_texture_;
ibinding.sampler = sampler_; // sempre NEAREST per a la còpia de resolució interna
SDL_BindGPUFragmentSamplers(ipass, 0, &ibinding, 1);
SDL_DrawGPUPrimitives(ipass, 3, 1, 0, 0);
SDL_EndGPURenderPass(ipass);
}
source_texture = internal_texture_;
source_width = game_width_ * internal_res_;
source_height = game_height_ * internal_res_;
}
// ---- Upscale pass: source_texture → scaled_texture_ ----
// Si 4:3 actiu, l'estirament s'aplica ací directament (320x200 → W*factor × H*factor*1.2)
// El filtre per al 4:3 és configurable (stretch_filter_linear_).
// El filtre s'aplica sempre (texture_filter_linear_), independent de 4:3.
// L'effective_scene/height reflecteix la textura real que veuen els shaders.
// Sense SS ni stretch: scene_texture_ a game_height_.
// Amb SS o stretch: scaled_texture_ a l'alçada escalada (amb o sense 4:3).
SDL_GPUTexture* effective_scene = scene_texture_;
SDL_GPUTexture* effective_scene = source_texture;
// `effective_height` reflecteix l'alçada lògica del frame (per a
// scanlines i viewport), no la mida real de la textura. Es manté
// a `game_height_` encara que internal_res_ > 1 — el multiplicador
// només afecta la resolució física de la font, no l'aspect ni el
// nombre de scanlines visibles.
int effective_height = game_height_;
(void)source_width; // només es fa servir com a context informatiu
if (oversample_ > 1 && scaled_texture_ != nullptr && upscale_pipeline_ != nullptr) {
SDL_GPUColorTargetInfo upscale_target = {};
@@ -827,15 +868,14 @@ namespace Rendering {
upscale_target.load_op = SDL_GPU_LOADOP_DONT_CARE;
upscale_target.store_op = SDL_GPU_STOREOP_STORE;
// Triar filtre: si 4:3 actiu, usar el filtre configurable per a l'estirament.
// Si no, usar el filtre d'upscale normal (linear_upscale_).
bool use_linear = stretch_4_3_ ? stretch_filter_linear_ : linear_upscale_;
// Filtre global: s'aplica sempre (ja no depèn de 4:3).
bool use_linear = texture_filter_linear_;
SDL_GPURenderPass* upass = SDL_BeginGPURenderPass(cmd, &upscale_target, 1, nullptr);
if (upass != nullptr) {
SDL_BindGPUGraphicsPipeline(upass, upscale_pipeline_);
SDL_GPUTextureSamplerBinding ubinding = {};
ubinding.texture = scene_texture_;
ubinding.texture = source_texture;
ubinding.sampler = (use_linear && linear_sampler_ != nullptr) ? linear_sampler_ : sampler_;
SDL_BindGPUFragmentSamplers(upass, 0, &ubinding, 1);
SDL_DrawGPUPrimitives(upass, 3, 1, 0, 0);
@@ -847,6 +887,7 @@ namespace Rendering {
// Sense SS: el viewport s'encarrega de l'estirament geomètric
effective_height = static_cast<int>(static_cast<float>(game_height_) * 1.2F);
}
(void)source_height;
// ---- Acquire swapchain texture ----
SDL_GPUTexture* swapchain = nullptr;
@@ -872,16 +913,37 @@ namespace Rendering {
float vy = 0.0F;
float vw = 0.0F;
float vh = 0.0F;
if (integer_scale_) {
const int SCALE = std::max(1, std::min(static_cast<int>(sw) / static_cast<int>(logical_w), static_cast<int>(sh) / static_cast<int>(logical_h)));
vw = logical_w * static_cast<float>(SCALE);
vh = logical_h * static_cast<float>(SCALE);
} else {
const float SCALE = std::min(
static_cast<float>(sw) / logical_w,
static_cast<float>(sh) / logical_h);
vw = logical_w * SCALE;
vh = logical_h * SCALE;
switch (scaling_mode_) {
case Options::ScalingMode::DISABLED:
// 1:1, sense escala (pot ser diminut en finestres grans)
vw = logical_w;
vh = logical_h;
break;
case Options::ScalingMode::STRETCH:
// Omple tota la finestra, escala no uniforme
vw = static_cast<float>(sw);
vh = static_cast<float>(sh);
break;
case Options::ScalingMode::LETTERBOX: {
const float SCALE = std::min(static_cast<float>(sw) / logical_w,
static_cast<float>(sh) / logical_h);
vw = logical_w * SCALE;
vh = logical_h * SCALE;
break;
}
case Options::ScalingMode::OVERSCAN: {
const float SCALE = std::max(static_cast<float>(sw) / logical_w,
static_cast<float>(sh) / logical_h);
vw = logical_w * SCALE;
vh = logical_h * SCALE;
break;
}
case Options::ScalingMode::INTEGER: {
const int SCALE = std::max(1, std::min(static_cast<int>(sw) / static_cast<int>(logical_w), static_cast<int>(sh) / static_cast<int>(logical_h)));
vw = logical_w * static_cast<float>(SCALE);
vh = logical_h * static_cast<float>(SCALE);
break;
}
}
vx = std::floor((static_cast<float>(sw) - vw) * 0.5F);
vy = std::floor((static_cast<float>(sh) - vh) * 0.5F);
@@ -914,9 +976,14 @@ namespace Rendering {
SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
SDL_SetGPUViewport(pass, &vp);
// El shader CrtPi tradicionalment usa NEAREST per a fer el seu
// propi filtrat analític. Si l'usuari tria LINEAR explícitament,
// respectem la preferència (la mostra arribarà pre-suavitzada).
SDL_GPUTextureSamplerBinding binding = {};
binding.texture = effective_scene;
binding.sampler = sampler_; // NEAREST: el shader CrtPi fa el seu propi filtrat analític
binding.sampler = (texture_filter_linear_ && linear_sampler_ != nullptr)
? linear_sampler_
: sampler_;
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
// Injectar texture_width/height abans del push
@@ -991,11 +1058,15 @@ namespace Rendering {
SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
SDL_SetGPUViewport(pass, &vp);
// Amb SS: llegir de scaled_texture_ amb LINEAR; sense SS: effective_scene amb NEAREST.
// Font: amb SS scaled_texture_; sense SS, effective_scene (que ja
// és internal_texture_ si internal_res_>1, o scene_texture_ si no).
// Sampler: honora el filtre global que l'usuari tria al menú
// (texture_filter_linear_). Abans estava hardcoded a NEAREST
// quan SS era off — el menú no tenia efecte visible en aquest path.
SDL_GPUTexture* input_texture = (oversample_ > 1 && scaled_texture_ != nullptr)
? scaled_texture_
: effective_scene;
SDL_GPUSampler* active_sampler = (oversample_ > 1 && linear_sampler_ != nullptr)
SDL_GPUSampler* active_sampler = (texture_filter_linear_ && linear_sampler_ != nullptr)
? linear_sampler_
: sampler_;
@@ -1047,6 +1118,10 @@ namespace Rendering {
SDL_ReleaseGPUTexture(device_, scene_texture_);
scene_texture_ = nullptr;
}
if (internal_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, internal_texture_);
internal_texture_ = nullptr;
}
if (scaled_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scaled_texture_);
scaled_texture_ = nullptr;
@@ -1193,8 +1268,20 @@ namespace Rendering {
}
}
void SDL3GPUShader::setScaleMode(bool integer_scale) {
integer_scale_ = integer_scale;
void SDL3GPUShader::setScalingMode(Options::ScalingMode mode) {
scaling_mode_ = mode;
}
// setInternalResolution — canvia el multiplicador de resolució interna.
// Recrea la textura intermèdia amb les noves dimensions (320·N × 200·N).
void SDL3GPUShader::setInternalResolution(int multiplier) {
const int NEW = std::max(1, multiplier);
if (NEW == internal_res_) return;
internal_res_ = NEW;
if (is_initialized_ && device_ != nullptr) {
SDL_WaitForGPUIdle(device_);
recreateInternalTexture();
}
}
void SDL3GPUShader::setStretch4_3(bool enabled) {
@@ -1221,10 +1308,6 @@ namespace Rendering {
}
}
void SDL3GPUShader::setLinearUpscale(bool linear) {
linear_upscale_ = linear;
}
void SDL3GPUShader::setDownscaleAlgo(int algo) {
downscale_algo_ = std::max(0, std::min(algo, 2));
}
@@ -1246,6 +1329,10 @@ namespace Rendering {
SDL_ReleaseGPUTexture(device_, scene_texture_);
scene_texture_ = nullptr;
}
if (internal_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, internal_texture_);
internal_texture_ = nullptr;
}
// scaled_texture_ se libera aquí; se recreará en el primer render() con el factor correcto
if (scaled_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scaled_texture_);
@@ -1288,10 +1375,15 @@ namespace Rendering {
return false;
}
SDL_Log("SDL3GPUShader: reinit — scene %dx%d, SS %s (scaled se creará en render)",
// Recrea la textura interna si internal_res_ > 1 — manté coherència
// en canvis d'SS que passen per reinitTexturesAndBuffer().
recreateInternalTexture();
SDL_Log("SDL3GPUShader: reinit — scene %dx%d, SS %s, internal ×%d (scaled se creará en render)",
game_width_,
game_height_,
oversample_ > 1 ? "on" : "off");
oversample_ > 1 ? "on" : "off",
internal_res_);
return true;
}
@@ -1362,4 +1454,42 @@ namespace Rendering {
return true;
}
// ---------------------------------------------------------------------------
// recreateInternalTexture — libera y recrea internal_texture_ para el
// multiplicador internal_res_ actual. Si val 1, allibera i queda a nullptr
// (el pipeline ometrà la còpia al següent render).
// ---------------------------------------------------------------------------
auto SDL3GPUShader::recreateInternalTexture() -> bool {
if (internal_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, internal_texture_);
internal_texture_ = nullptr;
}
if (internal_res_ <= 1 || device_ == nullptr) return true;
const int W = game_width_ * internal_res_;
const int H = game_height_ * internal_res_;
SDL_GPUTextureCreateInfo info = {};
info.type = SDL_GPU_TEXTURETYPE_2D;
info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
info.width = static_cast<Uint32>(W);
info.height = static_cast<Uint32>(H);
info.layer_count_or_depth = 1;
info.num_levels = 1;
internal_texture_ = SDL_CreateGPUTexture(device_, &info);
if (internal_texture_ == nullptr) {
SDL_Log("SDL3GPUShader: failed to create internal texture %dx%d (×%d): %s",
W,
H,
internal_res_,
SDL_GetError());
return false;
}
SDL_Log("SDL3GPUShader: internal texture %dx%d (×%d)", W, H, internal_res_);
return true;
}
} // namespace Rendering

View File

@@ -96,15 +96,12 @@ namespace Rendering {
// Activa/desactiva VSync en el swapchain
void setVSync(bool vsync) override;
// Activa/desactiva escalado entero (integer scale)
void setScaleMode(bool integer_scale) override;
// Selecciona el mode de presentació lògica (DISABLED/STRETCH/LETTERBOX/OVERSCAN/INTEGER)
void setScalingMode(Options::ScalingMode mode) override;
// Establece factor de supersampling (1 = off, 3 = 3×SS)
void setOversample(int factor) override;
// Activa/desactiva interpolación LINEAR en el upscale (false = NEAREST)
void setLinearUpscale(bool linear) override;
// Selecciona algoritmo de downscale: 0=bilinear legacy, 1=Lanczos2, 2=Lanczos3
void setDownscaleAlgo(int algo) override;
@@ -123,7 +120,14 @@ namespace Rendering {
// Estirament vertical 4:3 (fusionat amb l'upscale pass)
void setStretch4_3(bool enabled) override;
[[nodiscard]] auto isStretch4_3() const -> bool override { return stretch_4_3_; }
void setStretchFilter(bool linear) override { stretch_filter_linear_ = linear; }
// Filtre de textura global (sempre aplicat, independent de 4:3)
void setTextureFilter(Options::TextureFilter filter) override {
texture_filter_linear_ = (filter == Options::TextureFilter::LINEAR);
}
// Multiplicador de resolució interna (1 = off).
void setInternalResolution(int multiplier) override;
private:
static auto createShaderMSL(SDL_GPUDevice* device,
@@ -145,6 +149,7 @@ namespace Rendering {
auto createCrtPiPipeline() -> bool; // Pipeline dedicado para el shader CrtPi
auto reinitTexturesAndBuffer() -> bool; // Recrea scene_texture_ y upload_buffer_
auto recreateScaledTexture(int factor) -> bool; // Recrea scaled_texture_ para factor dado
auto recreateInternalTexture() -> bool; // Recrea internal_texture_ (res interna × N)
static auto calcSsFactor(float zoom) -> int; // Primer múltiplo de 3 >= zoom (mín 3)
// Devuelve el mejor present mode disponible: IMMEDIATE > MAILBOX > VSYNC
[[nodiscard]] auto bestPresentMode(bool vsync) const -> SDL_GPUPresentMode;
@@ -157,6 +162,7 @@ namespace Rendering {
SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr; // Upscale pass (solo con SS)
SDL_GPUGraphicsPipeline* downscale_pipeline_ = nullptr; // Lanczos downscale (solo con SS + algo > 0)
SDL_GPUTexture* scene_texture_ = nullptr; // Canvas del joc (game_width_ × game_height_)
SDL_GPUTexture* internal_texture_ = nullptr; // Resolució interna ampliada (game·N × game·N), si N>1
SDL_GPUTexture* scaled_texture_ = nullptr; // Upscale target (game×factor, amb 4:3 si actiu)
SDL_GPUTexture* postfx_texture_ = nullptr; // PostFX output a resolució escalada, sols amb Lanczos
SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
@@ -172,14 +178,14 @@ namespace Rendering {
int ss_factor_ = 0; // Factor SS activo (3, 6, 9...) o 0 si SS desactivado
int oversample_ = 1; // SS on/off (1 = off, >1 = on)
int downscale_algo_ = 1; // 0 = bilinear legacy, 1 = Lanczos2, 2 = Lanczos3
int internal_res_ = 1; // Multiplicador de resolució interna (1 = off)
std::string driver_name_;
std::string preferred_driver_; // Driver preferido; vacío = auto (SDL elige)
bool is_initialized_ = false;
bool vsync_ = true;
bool integer_scale_ = false;
bool linear_upscale_ = false; // Upscale NEAREST (false) o LINEAR (true)
Options::ScalingMode scaling_mode_ = Options::ScalingMode::INTEGER;
bool stretch_4_3_ = false; // Estirament vertical 4:3
bool stretch_filter_linear_ = false; // Filtre per a l'estirament 4:3 (false=NEAREST, true=LINEAR)
bool texture_filter_linear_ = false; // Filtre global (false=NEAREST, true=LINEAR)
};
} // namespace Rendering

View File

@@ -0,0 +1,2 @@
DisableFormat: true
SortIncludes: Never

View File

@@ -0,0 +1,4 @@
# source/core/rendering/sdl3gpu/spv/.clang-tidy
Checks: '-*'
WarningsAsErrors: ''
HeaderFilterRegex: ''

View File

@@ -5,6 +5,8 @@
#include <string>
#include <utility>
#include "game/options.hpp"
namespace Rendering {
/** @brief Identificador del shader de post-procesado activo */
@@ -105,9 +107,9 @@ namespace Rendering {
virtual void setVSync(bool /*vsync*/) {}
/**
* @brief Activa o desactiva el escalado entero (integer scale)
* @brief Selecciona el mode d'escala de la finestra (mapeja SDL_RendererLogicalPresentation).
*/
virtual void setScaleMode(bool /*integer_scale*/) {}
virtual void setScalingMode(Options::ScalingMode /*mode*/) {}
/**
* @brief Establece el factor de supersampling (1 = off, 3 = 3× SS)
@@ -116,13 +118,6 @@ namespace Rendering {
*/
virtual void setOversample(int /*factor*/) {}
/**
* @brief Activa/desactiva interpolación LINEAR en el paso de upscale (SS).
* Por defecto NEAREST (false). Solo tiene efecto con supersampling activo.
*/
virtual void setLinearUpscale(bool /*linear*/) {}
[[nodiscard]] virtual auto isLinearUpscale() const -> bool { return false; }
/**
* @brief Selecciona el algoritmo de downscale tras el PostFX (SS activo).
* 0 = bilinear legacy (comportamiento actual, sin textura intermedia),
@@ -179,9 +174,16 @@ namespace Rendering {
[[nodiscard]] virtual auto isStretch4_3() const -> bool { return false; }
/**
* @brief Filtre per a l'estirament 4:3 (false=NEAREST, true=LINEAR).
* @brief Filtre de textura global per a l'upscale final (sempre aplicat).
*/
virtual void setStretchFilter(bool /*linear*/) {}
virtual void setTextureFilter(Options::TextureFilter /*filter*/) {}
/**
* @brief Multiplicador enter de la "resolució interna": fa un NN upscale
* de scene (320×200) a 320·N × 200·N i la pipeline downstream
* parteix d'aquesta textura. 1 = off (sense còpia addicional).
*/
virtual void setInternalResolution(int /*multiplier*/) {}
};
} // namespace Rendering

View File

@@ -8,7 +8,7 @@
#include <sstream>
#include <string>
#include "core/jail/jfile.hpp"
#include "core/resources/resource_helper.hpp"
// Forward declarations de gif.h (inclòs des de jdraw8.cpp, no es pot incloure dos vegades)
struct rgb;
@@ -19,10 +19,6 @@ Text::Text(const char* fnt_file, const char* gif_file) {
loadFont(fnt_file);
}
Text::~Text() {
if (bitmap_) free(bitmap_);
}
// --- UTF-8 ---
auto Text::nextCodepoint(const char*& ptr) -> uint32_t {
@@ -62,13 +58,13 @@ auto Text::nextCodepoint(const char*& ptr) -> uint32_t {
// --- Càrrega de font ---
void Text::loadFont(const char* fnt_file) {
auto buffer = file_readfile(fnt_file);
auto buffer = ResourceHelper::loadFile(fnt_file);
if (buffer.empty()) {
std::cerr << "Text: unable to load font file: " << fnt_file << '\n';
return;
}
std::istringstream stream(std::string(buffer.data(), buffer.size()));
std::istringstream stream(std::string(reinterpret_cast<const char*>(buffer.data()), buffer.size()));
std::string line;
int glyph_index = 0;
@@ -80,27 +76,27 @@ void Text::loadFont(const char* fnt_file) {
// Elimina comentaris inline
auto comment_pos = line.find('#');
if (comment_pos != std::string::npos) {
line = line.substr(0, comment_pos);
line.resize(comment_pos);
}
// Parseja directives
if (line.find("box_width") == 0) {
if (line.starts_with("box_width")) {
sscanf(line.c_str(), "box_width %d", &box_width_);
continue;
}
if (line.find("box_height") == 0) {
if (line.starts_with("box_height")) {
sscanf(line.c_str(), "box_height %d", &box_height_);
continue;
}
if (line.find("columns") == 0) {
if (line.starts_with("columns")) {
sscanf(line.c_str(), "columns %d", &columns_);
continue;
}
if (line.find("cell_spacing") == 0) {
if (line.starts_with("cell_spacing")) {
sscanf(line.c_str(), "cell_spacing %d", &cell_spacing_);
continue;
}
if (line.find("row_spacing") == 0) {
if (line.starts_with("row_spacing")) {
sscanf(line.c_str(), "row_spacing %d", &row_spacing_);
continue;
}
@@ -126,14 +122,14 @@ void Text::loadFont(const char* fnt_file) {
}
void Text::loadBitmap(const char* gif_file) {
auto buffer = file_readfile(gif_file);
auto buffer = ResourceHelper::loadFile(gif_file);
if (buffer.empty()) {
std::cerr << "Text: unable to load bitmap: " << gif_file << '\n';
return;
}
// Extrau dimensions del header GIF (bytes 6-7 = width, 8-9 = height, little-endian)
auto* raw = reinterpret_cast<unsigned char*>(buffer.data());
auto* raw = buffer.data();
int w = raw[6] | (raw[7] << 8);
int h = raw[8] | (raw[9] << 8);
@@ -146,7 +142,8 @@ void Text::loadBitmap(const char* gif_file) {
bitmap_width_ = w;
bitmap_height_ = h;
bitmap_ = pixels;
bitmap_.assign(pixels, pixels + (static_cast<size_t>(w) * h));
free(pixels); // LoadGif usa malloc internament
std::cout << "Text: bitmap loaded " << w << "x" << h << '\n';
}
@@ -154,7 +151,7 @@ void Text::loadBitmap(const char* gif_file) {
// --- Renderitzat ---
void Text::draw(Uint32* pixel_data, int x, int y, const char* text, Uint32 color) const {
if (!bitmap_ || !pixel_data) return;
if (bitmap_.empty() || !pixel_data) return;
const char* ptr = text;
int cursor_x = x;
@@ -207,7 +204,7 @@ void Text::drawCentered(Uint32* pixel_data, int y, const char* text, Uint32 colo
}
void Text::drawClipped(Uint32* pixel_data, int x, int y, const char* text, Uint32 color, int clip_x_min, int clip_x_max, int clip_y_min, int clip_y_max) const {
if (!bitmap_ || !pixel_data) return;
if (bitmap_.empty() || !pixel_data) return;
// Descart ràpid si el glifo sencer cau fora verticalment
if (y + box_height_ <= clip_y_min || y >= clip_y_max) return;
@@ -262,7 +259,7 @@ void Text::drawClipped(Uint32* pixel_data, int x, int y, const char* text, Uint3
}
void Text::drawMono(Uint32* pixel_data, int x, int y, const char* text, Uint32 color, int cell_w) const {
if (!bitmap_ || !pixel_data) return;
if (bitmap_.empty() || !pixel_data) return;
const char* ptr = text;
int cursor_x = x;
@@ -308,7 +305,7 @@ void Text::drawMono(Uint32* pixel_data, int x, int y, const char* text, Uint32 c
}
void Text::drawMonoDigits(Uint32* pixel_data, int x, int y, const char* text, Uint32 color, int digit_cell_w) const {
if (!bitmap_ || !pixel_data) return;
if (bitmap_.empty() || !pixel_data) return;
const char* ptr = text;
int cursor_x = x;

View File

@@ -5,11 +5,11 @@
#include <cstdint>
#include <string>
#include <unordered_map>
#include <vector>
class Text {
public:
Text(const char* fnt_file, const char* gif_file);
~Text();
// Pinta texto sobre un buffer ARGB de 320x200
void draw(Uint32* pixel_data, int x, int y, const char* text, Uint32 color) const;
@@ -46,7 +46,7 @@ class Text {
int cell_spacing_{0};
int row_spacing_{0};
Uint8* bitmap_{nullptr}; // píxels 8-bit del GIF de la font
std::vector<Uint8> bitmap_; // píxels 8-bit del GIF de la font
int bitmap_width_{0};
int bitmap_height_{0};

View File

@@ -0,0 +1,269 @@
#include "core/resources/resource_cache.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstdlib>
#include <iostream>
#include <stdexcept>
#include "core/audio/jail_audio.hpp"
#include "core/resources/resource_helper.hpp"
#include "core/resources/resource_list.hpp"
// gif.h ja s'inclou des de jdraw8.cpp i text.cpp; el seu codi no és static
// ni inline, així que no podem tornar-lo a incloure aquí. Ens fiem de les
// declaracions extern dels símbols que ens calen (linkatge C++ normal,
// igual que fa text.cpp).
extern unsigned char* LoadGif(unsigned char* data, unsigned short* w, unsigned short* h);
extern unsigned char* LoadPalette(unsigned char* data);
namespace Resource {
std::unique_ptr<Cache> Cache::instance;
void Cache::init() { instance = std::unique_ptr<Cache>(new Cache()); }
void Cache::destroy() { instance.reset(); }
auto Cache::get() -> Cache* { return instance.get(); }
namespace {
auto basename(const std::string& path) -> std::string {
auto pos = path.find_last_of("/\\");
return pos == std::string::npos ? path : path.substr(pos + 1);
}
} // namespace
auto Cache::getMusic(const std::string& name) -> JA_Music_t* {
auto it = std::ranges::find_if(musics_, [&](const auto& m) { return m.name == name; });
if (it != musics_.end()) {
return it->music.get();
}
std::cerr << "Resource::Cache: música no trobada: " << name << '\n';
throw std::runtime_error("Music not found: " + name);
}
auto Cache::getSound(const std::string& name) -> JA_Sound_t* {
auto it = std::ranges::find_if(sounds_, [&](const auto& s) { return s.name == name; });
if (it != sounds_.end()) {
return it->sound.get();
}
std::cerr << "Resource::Cache: so no trobat: " << name << '\n';
throw std::runtime_error("Sound not found: " + name);
}
auto Cache::getSurfacePixels(const std::string& name) -> const std::vector<Uint8>& {
auto it = std::ranges::find_if(surfaces_, [&](const auto& s) { return s.name == name; });
if (it != surfaces_.end()) {
return it->pixels;
}
std::cerr << "Resource::Cache: surface no trobada: " << name << '\n';
throw std::runtime_error("Surface not found: " + name);
}
auto Cache::getPaletteBytes(const std::string& name) -> const std::vector<Uint8>& {
auto it = std::ranges::find_if(surfaces_, [&](const auto& s) { return s.name == name; });
if (it != surfaces_.end()) {
return it->palette;
}
std::cerr << "Resource::Cache: paleta no trobada: " << name << '\n';
throw std::runtime_error("Palette not found: " + name);
}
auto Cache::getTextFile(const std::string& name) -> const std::vector<uint8_t>& {
auto it = std::ranges::find_if(text_files_, [&](const auto& t) { return t.name == name; });
if (it != text_files_.end()) {
return it->bytes;
}
std::cerr << "Resource::Cache: text file no trobat: " << name << '\n';
throw std::runtime_error("TextFile not found: " + name);
}
void Cache::calculateTotal() {
auto* list = List::get();
total_count_ = static_cast<int>(
list->getListByType(List::Type::MUSIC).size() +
list->getListByType(List::Type::SOUND).size() +
list->getListByType(List::Type::BITMAP).size() +
list->getListByType(List::Type::DATA).size() +
list->getListByType(List::Type::FONT).size());
loaded_count_ = 0;
}
auto Cache::getProgress() const -> float {
if (total_count_ == 0) return 1.0F;
return static_cast<float>(loaded_count_) / static_cast<float>(total_count_);
}
void Cache::beginLoad() {
calculateTotal();
stage_ = LoadStage::MUSICS;
stage_index_ = 0;
std::cout << "Resource::Cache: precarregant " << total_count_ << " assets\n";
}
auto Cache::loadStep(int budget_ms) -> bool {
if (stage_ == LoadStage::DONE) return true;
const Uint64 start_ns = SDL_GetTicksNS();
const Uint64 budget_ns = static_cast<Uint64>(budget_ms) * 1'000'000ULL;
auto* list = List::get();
while (stage_ != LoadStage::DONE) {
switch (stage_) {
case LoadStage::MUSICS: {
auto items = list->getListByType(List::Type::MUSIC);
if (stage_index_ == 0) musics_.clear();
if (stage_index_ >= items.size()) {
stage_ = LoadStage::SOUNDS;
stage_index_ = 0;
break;
}
loadOneMusic(stage_index_++);
break;
}
case LoadStage::SOUNDS: {
auto items = list->getListByType(List::Type::SOUND);
if (stage_index_ == 0) sounds_.clear();
if (stage_index_ >= items.size()) {
stage_ = LoadStage::BITMAPS;
stage_index_ = 0;
break;
}
loadOneSound(stage_index_++);
break;
}
case LoadStage::BITMAPS: {
auto items = list->getListByType(List::Type::BITMAP);
if (stage_index_ == 0) surfaces_.clear();
if (stage_index_ >= items.size()) {
stage_ = LoadStage::TEXT_FILES;
stage_index_ = 0;
break;
}
loadOneBitmap(stage_index_++);
break;
}
case LoadStage::TEXT_FILES: {
auto data_items = list->getListByType(List::Type::DATA);
auto font_items = list->getListByType(List::Type::FONT);
auto items = data_items;
items.insert(items.end(), font_items.begin(), font_items.end());
if (stage_index_ == 0) text_files_.clear();
if (stage_index_ >= items.size()) {
stage_ = LoadStage::DONE;
stage_index_ = 0;
std::cout << "Resource::Cache: precarrega completada (" << loaded_count_ << "/" << total_count_ << ")\n";
break;
}
loadOneTextFile(stage_index_++);
break;
}
case LoadStage::DONE:
break;
}
if ((SDL_GetTicksNS() - start_ns) >= budget_ns) break;
}
return stage_ == LoadStage::DONE;
}
void Cache::loadOneMusic(size_t index) {
auto items = List::get()->getListByType(List::Type::MUSIC);
const auto& path = items[index];
auto name = basename(path);
current_loading_name_ = name;
auto bytes = ResourceHelper::loadFile(path);
if (bytes.empty()) {
std::cerr << "Resource::Cache: no s'ha pogut llegir " << path << '\n';
return;
}
JA_Music_t* music = JA_LoadMusic(bytes.data(), static_cast<Uint32>(bytes.size()), path.c_str());
if (music == nullptr) {
std::cerr << "Resource::Cache: JA_LoadMusic ha fallat per " << path << '\n';
return;
}
musics_.push_back(MusicResource{.name = name, .music = std::unique_ptr<JA_Music_t, MusicDeleter>(music)});
++loaded_count_;
std::cout << " [music ] " << name << '\n';
}
void Cache::loadOneSound(size_t index) {
auto items = List::get()->getListByType(List::Type::SOUND);
const auto& path = items[index];
auto name = basename(path);
current_loading_name_ = name;
auto bytes = ResourceHelper::loadFile(path);
if (bytes.empty()) {
std::cerr << "Resource::Cache: no s'ha pogut llegir " << path << '\n';
return;
}
JA_Sound_t* sound = JA_LoadSound(bytes.data(), static_cast<uint32_t>(bytes.size()));
if (sound == nullptr) {
std::cerr << "Resource::Cache: JA_LoadSound ha fallat per " << path << '\n';
return;
}
sounds_.push_back(SoundResource{.name = name, .sound = std::unique_ptr<JA_Sound_t, SoundDeleter>(sound)});
++loaded_count_;
std::cout << " [sound ] " << name << '\n';
}
void Cache::loadOneBitmap(size_t index) {
auto items = List::get()->getListByType(List::Type::BITMAP);
const auto& path = items[index];
auto name = basename(path);
current_loading_name_ = name;
auto bytes = ResourceHelper::loadFile(path);
if (bytes.empty()) {
std::cerr << "Resource::Cache: no s'ha pogut llegir " << path << '\n';
return;
}
// Decodifica píxels.
unsigned short w = 0;
unsigned short h = 0;
unsigned char* pixels = LoadGif(bytes.data(), &w, &h);
if (pixels == nullptr) {
std::cerr << "Resource::Cache: LoadGif ha fallat per " << path << '\n';
return;
}
SurfaceResource res;
res.name = name;
res.pixels.assign(pixels, pixels + 64000);
std::free(pixels);
// Decodifica paleta des del mateix GIF (necessita una segona passada
// perquè LoadGif no exposa la paleta).
unsigned char* palette = LoadPalette(bytes.data());
if (palette != nullptr) {
res.palette.assign(palette, palette + 768);
std::free(palette);
}
surfaces_.push_back(std::move(res));
++loaded_count_;
std::cout << " [bitmap] " << name << '\n';
}
void Cache::loadOneTextFile(size_t index) {
auto data_items = List::get()->getListByType(List::Type::DATA);
auto font_items = List::get()->getListByType(List::Type::FONT);
auto items = data_items;
items.insert(items.end(), font_items.begin(), font_items.end());
const auto& path = items[index];
auto name = basename(path);
current_loading_name_ = name;
auto bytes = ResourceHelper::loadFile(path);
if (bytes.empty()) {
std::cerr << "Resource::Cache: no s'ha pogut llegir " << path << '\n';
return;
}
text_files_.push_back(TextFileResource{.name = name, .bytes = std::move(bytes)});
++loaded_count_;
std::cout << " [text ] " << name << '\n';
}
} // namespace Resource

View File

@@ -0,0 +1,73 @@
#pragma once
#include <SDL3/SDL.h>
#include <cstddef>
#include <memory>
#include <string>
#include <vector>
#include "core/resources/resource_types.hpp"
namespace Resource {
// Cache singleton: precarga + decode dels assets llistats al
// `Resource::List`. Implementa carrega incremental amb pressupost
// de temps per frame (`loadStep`) per a poder mostrar una barra de
// progrés des de l'escena `BootLoader`.
class Cache {
public:
static void init();
static void destroy();
static auto get() -> Cache*;
~Cache() = default;
Cache(const Cache&) = delete;
auto operator=(const Cache&) -> Cache& = delete;
// Getters: throw runtime_error si el nom no existeix al cache.
auto getMusic(const std::string& name) -> JA_Music_t*;
auto getSound(const std::string& name) -> JA_Sound_t*;
auto getSurfacePixels(const std::string& name) -> const std::vector<Uint8>&;
auto getPaletteBytes(const std::string& name) -> const std::vector<Uint8>&;
auto getTextFile(const std::string& name) -> const std::vector<uint8_t>&;
// Loader incremental.
void beginLoad();
auto loadStep(int budget_ms) -> bool; // true → DONE
[[nodiscard]] auto isLoadDone() const -> bool { return stage_ == LoadStage::DONE; }
[[nodiscard]] auto getProgress() const -> float; // 0.0..1.0
[[nodiscard]] auto getCurrentLoadingName() const -> const std::string& { return current_loading_name_; }
private:
Cache() = default;
enum class LoadStage {
MUSICS,
SOUNDS,
BITMAPS,
TEXT_FILES,
DONE,
};
void calculateTotal();
void loadOneMusic(size_t index);
void loadOneSound(size_t index);
void loadOneBitmap(size_t index);
void loadOneTextFile(size_t index);
std::vector<MusicResource> musics_;
std::vector<SoundResource> sounds_;
std::vector<SurfaceResource> surfaces_;
std::vector<TextFileResource> text_files_;
LoadStage stage_{LoadStage::DONE};
size_t stage_index_{0};
int total_count_{0};
int loaded_count_{0};
std::string current_loading_name_;
static std::unique_ptr<Cache> instance;
};
} // namespace Resource

View File

@@ -0,0 +1,67 @@
#include "core/resources/resource_helper.hpp"
#include <fstream>
#include <iostream>
#include "core/jail/jfile.hpp"
#include "core/resources/resource_pack.hpp"
namespace ResourceHelper {
namespace {
ResourcePack pack_;
bool pack_loaded_ = false;
bool fallback_enabled_ = true;
auto readFromDisk(const std::string& relative_path) -> std::vector<uint8_t> {
const std::string full = std::string(file_getresourcefolder()) + relative_path;
std::ifstream file(full, std::ios::binary | std::ios::ate);
if (!file) return {};
std::streamsize size = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> data(size);
if (!file.read(reinterpret_cast<char*>(data.data()), size)) return {};
return data;
}
} // namespace
auto initializeResourceSystem(const std::string& pack_file, bool enable_fallback) -> bool {
fallback_enabled_ = enable_fallback;
pack_loaded_ = pack_.loadPack(pack_file);
if (pack_loaded_) {
std::cout << "ResourceHelper: pack loaded (" << pack_.getResourceCount()
<< " entries) from " << pack_file << '\n';
} else if (enable_fallback) {
std::cout << "ResourceHelper: no pack at " << pack_file
<< " — using filesystem fallback\n";
} else {
std::cerr << "ResourceHelper: FATAL — no pack at " << pack_file
<< " and fallback disabled\n";
return false;
}
return true;
}
void shutdownResourceSystem() {
pack_.clear();
pack_loaded_ = false;
}
auto loadFile(const std::string& relative_path) -> std::vector<uint8_t> {
if (pack_loaded_ && pack_.hasResource(relative_path)) {
return pack_.getResource(relative_path);
}
if (fallback_enabled_) {
return readFromDisk(relative_path);
}
return {};
}
auto hasPack() -> bool {
return pack_loaded_;
}
} // namespace ResourceHelper

View File

@@ -0,0 +1,27 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
// API d'alt nivell per a llegir recursos. Prova primer el pack (si està
// carregat), després cau al fitxer solt dins `file_getresourcefolder()`
// si el fallback està activat.
namespace ResourceHelper {
// Inicialitza el sistema. `pack_file` és la ruta absoluta (o relativa al
// CWD) al fitxer de recursos. `enable_fallback` permet llegir de disc
// quan el pack no conté l'entrada (útil per a Debug i WASM).
auto initializeResourceSystem(const std::string& pack_file, bool enable_fallback) -> bool;
// Allibera el pack carregat a memòria.
void shutdownResourceSystem();
// Llegeix un recurs per ruta relativa (p.ex. "gfx/logo.gif", "fonts/8bithud.fnt").
// Retorna un vector buit si no es troba.
auto loadFile(const std::string& relative_path) -> std::vector<uint8_t>;
// True si el sistema es va inicialitzar amb un pack vàlid.
[[nodiscard]] auto hasPack() -> bool;
} // namespace ResourceHelper

View File

@@ -0,0 +1,111 @@
#include "core/resources/resource_list.hpp"
#include <algorithm>
#include <iostream>
#include <stdexcept>
#include "core/resources/resource_helper.hpp"
#include "external/fkyaml_node.hpp"
namespace Resource {
std::unique_ptr<List> List::instance;
void List::init(const std::string& yaml_path) {
instance = std::unique_ptr<List>(new List());
instance->loadFromYaml(yaml_path);
}
void List::destroy() { instance.reset(); }
auto List::get() -> List* { return instance.get(); }
void List::loadFromYaml(const std::string& yaml_path) {
auto bytes = ResourceHelper::loadFile(yaml_path);
if (bytes.empty()) {
std::cout << "Resource::List: cannot load manifest " << yaml_path << '\n';
return;
}
std::string content(bytes.begin(), bytes.end());
loadFromString(content);
}
void List::loadFromString(const std::string& yaml_content) {
try {
auto yaml = fkyaml::node::deserialize(yaml_content);
if (!yaml.contains("assets")) {
std::cout << "Resource::List: missing 'assets' root key\n";
return;
}
const auto& assets = yaml["assets"];
for (auto cat_it = assets.begin(); cat_it != assets.end(); ++cat_it) {
const auto& category_node = cat_it.value();
if (!category_node.is_mapping()) {
continue;
}
for (auto type_it = category_node.begin(); type_it != category_node.end(); ++type_it) {
auto type_str = type_it.key().get_value<std::string>();
Type type = parseAssetType(type_str);
const auto& items = type_it.value();
if (!items.is_sequence()) {
continue;
}
for (const auto& item : items) {
if (item.is_string()) {
addToMap(item.get_value<std::string>(), type);
}
}
}
}
std::cout << "Resource::List: loaded " << file_list_.size() << " assets from manifest\n";
} catch (const std::exception& e) {
std::cout << "Resource::List: YAML parse error: " << e.what() << '\n';
}
}
void List::addToMap(const std::string& path, Type type) {
auto key = basename(path);
if (file_list_.contains(key)) {
std::cout << "Resource::List: duplicate asset key '" << key << "', overwriting\n";
}
file_list_.emplace(key, Item{path, type});
}
auto List::get(const std::string& filename) const -> std::string {
auto it = file_list_.find(filename);
if (it != file_list_.end()) {
return it->second.path;
}
return "";
}
auto List::getListByType(Type type) const -> std::vector<std::string> {
std::vector<std::string> list;
for (const auto& [filename, item] : file_list_) {
if (item.type == type) {
list.push_back(item.path);
}
}
std::ranges::sort(list);
return list;
}
auto List::exists(const std::string& filename) const -> bool {
return file_list_.contains(filename);
}
auto List::parseAssetType(const std::string& type_str) -> Type {
if (type_str == "DATA") return Type::DATA;
if (type_str == "BITMAP") return Type::BITMAP;
if (type_str == "MUSIC") return Type::MUSIC;
if (type_str == "SOUND") return Type::SOUND;
if (type_str == "FONT") return Type::FONT;
throw std::runtime_error("Unknown asset type: " + type_str);
}
auto List::basename(const std::string& path) -> std::string {
auto pos = path.find_last_of("/\\");
return pos == std::string::npos ? path : path.substr(pos + 1);
}
} // namespace Resource

View File

@@ -0,0 +1,62 @@
#pragma once
#include <memory>
#include <string>
#include <unordered_map>
#include <utility>
#include <vector>
namespace Resource {
// Registre lleuger d'assets carregat des de `data/config/assets.yaml`.
// Map<basename → Item> per a lookup O(1). Cache l'utilitza per a
// iterar per categoria a l'hora de carregar.
class List {
public:
enum class Type : int {
DATA,
BITMAP,
MUSIC,
SOUND,
FONT,
SIZE,
};
static void init(const std::string& yaml_path);
static void destroy();
static auto get() -> List*;
~List() = default;
List(const List&) = delete;
auto operator=(const List&) -> List& = delete;
[[nodiscard]] auto get(const std::string& filename) const -> std::string;
[[nodiscard]] auto getListByType(Type type) const -> std::vector<std::string>;
[[nodiscard]] auto exists(const std::string& filename) const -> bool;
[[nodiscard]] auto totalCount() const -> int { return static_cast<int>(file_list_.size()); }
private:
struct Item {
std::string path; // ruta relativa al pack (ex: "music/menu.ogg")
Type type;
Item(std::string p, Type t)
: path(std::move(p)),
type(t) {}
};
List() = default;
void loadFromYaml(const std::string& yaml_path);
void loadFromString(const std::string& yaml_content);
void addToMap(const std::string& path, Type type);
[[nodiscard]] static auto parseAssetType(const std::string& type_str) -> Type;
[[nodiscard]] static auto basename(const std::string& path) -> std::string;
std::unordered_map<std::string, Item> file_list_;
static std::unique_ptr<List> instance;
};
} // namespace Resource

View File

@@ -0,0 +1,220 @@
#include "core/resources/resource_pack.hpp"
#include <algorithm>
#include <array>
#include <filesystem>
#include <fstream>
#include <iostream>
const std::string ResourcePack::DEFAULT_ENCRYPT_KEY = "AEE_RESOURCES__2026";
namespace {
constexpr const char* MAGIC = "AEE1";
constexpr uint32_t VERSION = 1;
} // namespace
ResourcePack::ResourcePack() = default;
ResourcePack::~ResourcePack() {
clear();
}
auto ResourcePack::calculateChecksum(const std::vector<uint8_t>& data) -> uint32_t {
// djb2-like hash, seed 0x12345678 (idèntic a CCAE).
uint32_t checksum = 0x12345678;
for (unsigned char b : data) {
checksum = ((checksum << 5) + checksum) + b;
}
return checksum;
}
void ResourcePack::encryptData(std::vector<uint8_t>& data, const std::string& key) {
if (key.empty()) return;
for (size_t i = 0; i < data.size(); ++i) {
data[i] ^= static_cast<uint8_t>(key[i % key.length()]);
}
}
void ResourcePack::decryptData(std::vector<uint8_t>& data, const std::string& key) {
encryptData(data, key); // XOR és simètric
}
auto ResourcePack::loadPack(const std::string& pack_file) -> bool {
std::ifstream file(pack_file, std::ios::binary);
if (!file) {
return false; // No imprimim error: el caller decideix si cal fallback
}
std::array<char, 4> header{};
file.read(header.data(), 4);
if (std::string(header.data(), 4) != MAGIC) {
std::cerr << "ResourcePack: invalid pack file format (bad magic): " << pack_file << '\n';
return false;
}
uint32_t version = 0;
file.read(reinterpret_cast<char*>(&version), sizeof(version));
if (version != VERSION) {
std::cerr << "ResourcePack: unsupported pack version: " << version << '\n';
return false;
}
uint32_t resource_count = 0;
file.read(reinterpret_cast<char*>(&resource_count), sizeof(resource_count));
resources_.clear();
resources_.reserve(resource_count);
for (uint32_t i = 0; i < resource_count; ++i) {
uint32_t filename_length = 0;
file.read(reinterpret_cast<char*>(&filename_length), sizeof(filename_length));
std::string filename(filename_length, '\0');
file.read(filename.data(), filename_length);
ResourceEntry entry;
entry.filename = filename;
file.read(reinterpret_cast<char*>(&entry.offset), sizeof(entry.offset));
file.read(reinterpret_cast<char*>(&entry.size), sizeof(entry.size));
file.read(reinterpret_cast<char*>(&entry.checksum), sizeof(entry.checksum));
resources_[filename] = entry;
}
uint64_t data_size = 0;
file.read(reinterpret_cast<char*>(&data_size), sizeof(data_size));
data_.resize(data_size);
file.read(reinterpret_cast<char*>(data_.data()), static_cast<std::streamsize>(data_size));
decryptData(data_, DEFAULT_ENCRYPT_KEY);
loaded_ = true;
return true;
}
auto ResourcePack::savePack(const std::string& pack_file) -> bool {
std::ofstream file(pack_file, std::ios::binary);
if (!file) {
std::cerr << "ResourcePack: could not create pack file: " << pack_file << '\n';
return false;
}
file.write(MAGIC, 4);
uint32_t version = VERSION;
file.write(reinterpret_cast<const char*>(&version), sizeof(version));
auto resource_count = static_cast<uint32_t>(resources_.size());
file.write(reinterpret_cast<const char*>(&resource_count), sizeof(resource_count));
for (const auto& [filename, entry] : resources_) {
auto filename_length = static_cast<uint32_t>(filename.length());
file.write(reinterpret_cast<const char*>(&filename_length), sizeof(filename_length));
file.write(filename.c_str(), filename_length);
file.write(reinterpret_cast<const char*>(&entry.offset), sizeof(entry.offset));
file.write(reinterpret_cast<const char*>(&entry.size), sizeof(entry.size));
file.write(reinterpret_cast<const char*>(&entry.checksum), sizeof(entry.checksum));
}
std::vector<uint8_t> encrypted = data_;
encryptData(encrypted, DEFAULT_ENCRYPT_KEY);
uint64_t data_size = encrypted.size();
file.write(reinterpret_cast<const char*>(&data_size), sizeof(data_size));
file.write(reinterpret_cast<const char*>(encrypted.data()), static_cast<std::streamsize>(data_size));
return true;
}
auto ResourcePack::addFile(const std::string& filename, const std::string& filepath) -> bool {
std::ifstream file(filepath, std::ios::binary | std::ios::ate);
if (!file) {
std::cerr << "ResourcePack: could not open file: " << filepath << '\n';
return false;
}
std::streamsize file_size = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> file_data(file_size);
if (!file.read(reinterpret_cast<char*>(file_data.data()), file_size)) {
std::cerr << "ResourcePack: could not read file: " << filepath << '\n';
return false;
}
ResourceEntry entry;
entry.filename = filename;
entry.offset = data_.size();
entry.size = file_data.size();
entry.checksum = calculateChecksum(file_data);
data_.insert(data_.end(), file_data.begin(), file_data.end());
resources_[filename] = entry;
return true;
}
auto ResourcePack::addDirectory(const std::string& directory) -> bool {
if (!std::filesystem::exists(directory)) {
std::cerr << "ResourcePack: directory does not exist: " << directory << '\n';
return false;
}
for (const auto& entry : std::filesystem::recursive_directory_iterator(directory)) {
if (!entry.is_regular_file()) continue;
std::string filepath = entry.path().string();
std::string filename = std::filesystem::relative(entry.path(), directory).string();
std::ranges::replace(filename, '\\', '/');
if (!addFile(filename, filepath)) {
return false;
}
}
return true;
}
auto ResourcePack::getResource(const std::string& filename) -> std::vector<uint8_t> {
auto it = resources_.find(filename);
if (it == resources_.end()) return {};
const ResourceEntry& entry = it->second;
if (entry.offset + entry.size > data_.size()) {
std::cerr << "ResourcePack: invalid resource data: " << filename << '\n';
return {};
}
std::vector<uint8_t> result(data_.begin() + entry.offset,
data_.begin() + entry.offset + entry.size);
uint32_t checksum = calculateChecksum(result);
if (checksum != entry.checksum) {
std::cerr << "ResourcePack: checksum mismatch for: " << filename << '\n';
}
return result;
}
auto ResourcePack::hasResource(const std::string& filename) const -> bool {
return resources_.contains(filename);
}
void ResourcePack::clear() {
resources_.clear();
data_.clear();
loaded_ = false;
}
auto ResourcePack::getResourceCount() const -> size_t {
return resources_.size();
}
auto ResourcePack::getResourceList() const -> std::vector<std::string> {
std::vector<std::string> result;
result.reserve(resources_.size());
for (const auto& [filename, entry] : resources_) {
result.push_back(filename);
}
return result;
}

View File

@@ -0,0 +1,52 @@
#pragma once
#include <cstddef>
#include <cstdint>
#include <string>
#include <unordered_map>
#include <vector>
// Entrada d'un recurs dins el pack (format AEE, equivalent a CCAE).
struct ResourceEntry {
std::string filename;
uint64_t offset{0};
uint64_t size{0};
uint32_t checksum{0};
};
// Pack binari de recursos carregat a memòria. Formato:
// Header: "AEE1" (4 bytes) + version uint32 + resource_count uint32
// Index: per cada recurs -> filename_len uint32 + filename + offset uint64
// + size uint64 + checksum uint32
// Payload: data_size uint64 + bytes xifrats amb XOR (DEFAULT_ENCRYPT_KEY)
class ResourcePack {
public:
ResourcePack();
~ResourcePack();
// I/O del fitxer
auto loadPack(const std::string& pack_file) -> bool;
auto savePack(const std::string& pack_file) -> bool;
// Builders usats per l'eina pack_resources
auto addFile(const std::string& filename, const std::string& filepath) -> bool;
auto addDirectory(const std::string& directory) -> bool;
[[nodiscard]] auto getResource(const std::string& filename) -> std::vector<uint8_t>;
[[nodiscard]] auto hasResource(const std::string& filename) const -> bool;
void clear();
[[nodiscard]] auto getResourceCount() const -> size_t;
[[nodiscard]] auto getResourceList() const -> std::vector<std::string>;
static const std::string DEFAULT_ENCRYPT_KEY;
private:
std::unordered_map<std::string, ResourceEntry> resources_;
std::vector<uint8_t> data_;
bool loaded_{false};
static auto calculateChecksum(const std::vector<uint8_t>& data) -> uint32_t;
static void encryptData(std::vector<uint8_t>& data, const std::string& key);
static void decryptData(std::vector<uint8_t>& data, const std::string& key);
};

View File

@@ -0,0 +1,61 @@
#pragma once
#include <SDL3/SDL.h>
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
// Forward declarations to keep this header light.
struct JA_Music_t;
struct JA_Sound_t;
void JA_DeleteMusic(JA_Music_t* music);
void JA_DeleteSound(JA_Sound_t* sound);
namespace Resource {
struct MusicDeleter {
void operator()(JA_Music_t* music) const noexcept {
if (music != nullptr) {
JA_DeleteMusic(music);
}
}
};
struct SoundDeleter {
void operator()(JA_Sound_t* sound) const noexcept {
if (sound != nullptr) {
JA_DeleteSound(sound);
}
}
};
struct MusicResource {
std::string name;
std::unique_ptr<JA_Music_t, MusicDeleter> music;
};
struct SoundResource {
std::string name;
std::unique_ptr<JA_Sound_t, SoundDeleter> sound;
};
// Una entrada BITMAP descodifica un GIF i emmagatzema els seus
// 64000 bytes de píxels paletats + la paleta de 256 colors (768
// bytes RGB). Així `getSurface(name)` i `getPalette(name)` comparteixen
// el mateix decode.
struct SurfaceResource {
std::string name;
std::vector<Uint8> pixels; // 64000 bytes (320 * 200) paletats
std::vector<Uint8> palette; // 768 bytes (256 * R G B)
};
// Per a fitxers de text generals (locale.yaml, keys.yaml, *.fnt).
struct TextFileResource {
std::string name;
std::vector<uint8_t> bytes;
};
} // namespace Resource

View File

@@ -3,11 +3,12 @@
#include <cstring>
#include <iostream>
#include "core/audio/audio.hpp"
#include "core/input/gamepad.hpp"
#include "core/input/global_inputs.hpp"
#include "core/input/key_config.hpp"
#include "core/input/key_remap.hpp"
#include "core/input/mouse.hpp"
#include "core/jail/jail_audio.hpp"
#include "core/jail/jdraw8.hpp"
#include "core/jail/jgame.hpp"
#include "core/jail/jinput.hpp"
@@ -15,11 +16,12 @@
#include "core/rendering/menu.hpp"
#include "core/rendering/overlay.hpp"
#include "core/rendering/screen.hpp"
#include "core/system/fiber.hpp"
#include "core/resources/resource_cache.hpp"
#include "game/info.hpp"
#include "game/modulegame.hpp"
#include "game/options.hpp"
#include "scenes/banner_scene.hpp"
#include "scenes/boot_loader_scene.hpp"
#include "scenes/credits_scene.hpp"
#include "scenes/intro_new_logo_scene.hpp"
#include "scenes/intro_scene.hpp"
@@ -33,16 +35,11 @@
// Cheats del joc original — declarats a jinput.cpp
extern void JI_moveCheats(Uint8 new_key);
Director* Director::instance_ = nullptr;
std::unique_ptr<Director> Director::instance_;
namespace {
Director::~Director() = default;
// Entry del fiber del joc. Dispatcha a una escena segons l'estat actual:
// `gameState == 0` → ModuleGame (gameplay), `gameState == 1` → una
// `scenes::Scene` del registry triada per `info::ctx.num_piramide`. Cada
// escena és tick-based; el JD8_Flip() entre ticks cedeix al Director
// via `GameFiber::yield()`.
void gameFiberEntry() {
void Director::initGameContext() {
info::ctx.num_habitacio = Options::game.habitacio_inicial;
info::ctx.num_piramide = Options::game.piramide_inicial;
info::ctx.diners = Options::game.diners_inicial;
@@ -57,55 +54,38 @@ void gameFiberEntry() {
info::ctx.nou_personatge = true;
fclose(ini);
}
int gameState = 1;
while (gameState != -1 && !JG_Quitting()) {
std::unique_ptr<scenes::Scene> scene;
if (gameState == 0) {
// Gameplay. ModuleGame és una scenes::Scene des de Phase A de
// la migració — mateix mini-loop tick+flip que la resta.
scene = std::make_unique<ModuleGame>();
} else {
// gameState == 1: dispatch al registry per num_piramide. El
// vell ModuleSequence::Go() feia aquest redirect al principi:
// si el jugador arriba a la Secreta (6) sense prou diners,
// salta als slides de fracàs (7) abans de buscar l'escena.
if (info::ctx.num_piramide == 6 && info::ctx.diners < 200) {
info::ctx.num_piramide = 7;
}
scene = scenes::SceneRegistry::instance().tryCreate(info::ctx.num_piramide);
}
if (!scene) {
// State no registrat — indica un bug del dispatcher o del
// registre d'escenes. Eixim ordenadament en lloc de cremar CPU.
break;
}
scene->onEnter();
Uint32 last = SDL_GetTicks();
while (!scene->done() && !JG_Quitting()) {
JI_Update(); // refresca key_pressed/any_key per a les escenes
const Uint32 now = SDL_GetTicks();
scene->tick(static_cast<int>(now - last));
last = now;
JD8_Flip(); // presenta i cedix al Director
}
gameState = scene->nextState();
}
}
} // namespace
std::unique_ptr<scenes::Scene> Director::createNextScene() {
// Mentre el Resource::Cache no haja acabat de precarregar, executem
// el BootLoaderScene — pinta una barra de progrés i avança la
// càrrega per pressupost de temps. Quan acaba, retorna i tornem ací
// amb el cache plenament disponible per a la resta d'escenes.
if (Resource::Cache::get() != nullptr && !Resource::Cache::get()->isLoadDone()) {
return std::make_unique<scenes::BootLoaderScene>();
}
if (game_state_ == 0) {
// Gameplay. ModuleGame és una scenes::Scene des de la Phase A.
return std::make_unique<ModuleGame>();
}
// game_state_ == 1: dispatch al registry per num_piramide. Replica
// del redirect que el vell ModuleSequence::Go() feia: si el jugador
// arriba a la Secreta (6) sense prou diners, salta als slides de
// fracàs (7) abans de buscar l'escena al registry.
if (info::ctx.num_piramide == 6 && info::ctx.diners < 200) {
info::ctx.num_piramide = 7;
}
return scenes::SceneRegistry::instance().tryCreate(info::ctx.num_piramide);
}
void Director::init() {
instance_ = new Director();
instance_ = std::unique_ptr<Director>(new Director());
Gamepad::init();
// Registre d'escenes. Cada entrada = un state_key (`num_piramide`)
// amb una factory de `scenes::Scene`. El gameFiberEntry consulta
// aquest registry per a tots els states de seqüència; si una clau
// no apareix ací, el fiber eixirà del loop.
// amb una factory de `scenes::Scene`. iterate() consulta aquest
// registry per a tots els states de seqüència (game_state_ == 1); si
// una clau no apareix ací, Director surt ordenadament.
auto& registry = scenes::SceneRegistry::instance();
registry.registerScene(0, [] { return std::make_unique<scenes::MenuScene>(); });
registry.registerScene(100, [] { return std::make_unique<scenes::MortScene>(); });
@@ -132,27 +112,23 @@ void Director::init() {
}
return std::make_unique<scenes::IntroScene>();
});
GameFiber::init(gameFiberEntry);
}
void Director::destroy() {
GameFiber::destroy();
Gamepad::destroy();
delete instance_;
instance_ = nullptr;
instance_.reset();
}
auto Director::get() -> Director* {
return instance_;
return instance_.get();
}
void Director::togglePause() {
paused_ = !paused_;
if (paused_) {
JA_PauseMusic();
Audio::get()->pauseMusic();
} else {
JA_ResumeMusic();
Audio::get()->resumeMusic();
}
}
@@ -164,17 +140,36 @@ void Director::setup() {
}
bool Director::iterate() {
if (GameFiber::is_done() || quit_requested_) {
// Si el joc encara no ha acabat (p.ex. eixida per ESC doble-press),
// li donem l'oportunitat de tornar net: marquem quit i reprenem el
// fiber fins que detecte JG_Quitting() i retorne de forma natural.
if (quit_requested_) {
JG_QuitSignal();
while (!GameFiber::is_done()) {
GameFiber::resume();
}
current_scene_.reset(); // destrueix l'escena actual ordenadament
return false;
}
// Reinici "suau": processat al començament del frame per no manipular
// l'escena des d'una lambda del menú mentre encara s'està executant.
if (restart_requested_) {
restart_requested_ = false;
Audio::get()->stopMusic();
Audio::get()->stopAllSounds();
// Reinicialitza info::ctx des d'Options (vides, diners, diamants...)
// en lloc de ctx.reset() pla que deixaria vida=0 → jugador mort.
initGameContext();
// Força l'intro independentment de `piramide_inicial` (que pot estar
// configurat a una piràmide intermèdia per a proves ràpides).
info::ctx.num_piramide = 255;
current_scene_.reset();
game_state_ = 1; // 1 = dispatch via SceneRegistry per num_piramide
has_frame_ = false;
Menu::close();
JI_SetInputBlocked(false); // el menú ho havia bloquejat — cal desfer-ho
}
if (!context_initialized_) {
initGameContext();
context_initialized_ = true;
}
constexpr Uint32 FRAME_MS_VSYNC = 16; // ~60 FPS amb VSync
constexpr Uint32 FRAME_MS_NO_VSYNC = 4; // ~250 FPS sense VSync (límit superior)
@@ -188,7 +183,7 @@ bool Director::iterate() {
// Bombeig de l'àudio: reomple l'stream de música i para els canals
// drenats. Substituïx el callback de SDL_AddTimer de la versió
// antiga — imprescindible per al port a emscripten.
JA_Update();
Audio::update();
// Dispara els crèdits cinematogràfics la primera vegada que el joc
// arriba al menú del títol (info::ctx.num_piramide == 0).
@@ -205,15 +200,41 @@ bool Director::iterate() {
esc_blocked_ = false;
}
// Cedeix el control al fiber del joc. Quan retorne (per un JD8_Flip()
// dins del joc) tindrem un nou frame a pixel_data. Si estem en pausa,
// no executem el fiber: es queda congelat al seu últim yield i
// continuem presentant l'últim frame conegut.
// Avança l'escena (si no estem pausats). En pausa, es manté l'escena
// congelada i re-presentem l'últim frame amb l'overlay fresc per
// damunt.
if (!paused_) {
GameFiber::resume();
if (GameFiber::is_done()) {
return false;
// Transicions: si l'escena actual ha acabat (o s'ha senyalat
// quit), llegim el seu next state i la destruïm per crear la
// següent a continuació.
if (current_scene_ && (current_scene_->done() || JG_Quitting())) {
game_state_ = current_scene_->nextState();
current_scene_.reset();
}
// Si no hi ha escena activa, construeix la pròxima segons
// game_state_ i info::ctx. Si és impossible (game_state_ == -1,
// quit, o state no registrat), eixim del loop.
if (!current_scene_) {
if (game_state_ == -1 || JG_Quitting()) return false;
current_scene_ = createNextScene();
if (!current_scene_) return false;
current_scene_->onEnter();
last_tick_ms_ = SDL_GetTicks();
}
// Tick de l'escena. JI_Update refresca key_pressed/any_key; el
// delta_ms és el temps real transcorregut des de l'últim tick.
JI_Update();
const Uint32 now = SDL_GetTicks();
const int delta_ms = static_cast<int>(now - last_tick_ms_);
last_tick_ms_ = now;
current_scene_->tick(delta_ms);
// Converteix `screen` indexat → `pixel_data` ARGB amb la paleta
// actual. JD8_Flip ja no fa yield (Phase B.2 eliminà els fibers);
// ara només omple el framebuffer perquè el Director l'aprofite.
JD8_Flip();
std::memcpy(game_frame_, JD8_GetFramebuffer(), sizeof(game_frame_));
has_frame_ = true;
}
@@ -238,12 +259,11 @@ bool Director::iterate() {
}
void Director::teardown() {
// Si el joc encara no ha acabat (p.ex. eixida per SDL_QUIT des del
// sistema), li donem l'oportunitat de tornar net.
// Senyal de quit i descàrrega ordenada de l'escena en curs. Els
// destructors de cada escena són no-bloquejants — ja no fan fades
// bloquejants. La resta de cleanup la gestiona `destroy()`.
JG_QuitSignal();
while (!GameFiber::is_done()) {
GameFiber::resume();
}
current_scene_.reset();
}
void Director::run() {
@@ -267,16 +287,13 @@ void Director::handleEvent(const SDL_Event& event) {
JG_QuitSignal();
requestQuit();
}
// Hot-plug de gamepad
if (event.type == SDL_EVENT_GAMEPAD_ADDED || event.type == SDL_EVENT_GAMEPAD_REMOVED) {
// Hot-plug de gamepad (a Emscripten els dispositius web entren com
// JOYSTICK_ADDED/REMOVED perquè SDL no reconeix el GUID)
if (event.type == SDL_EVENT_GAMEPAD_ADDED || event.type == SDL_EVENT_GAMEPAD_REMOVED ||
event.type == SDL_EVENT_JOYSTICK_ADDED || event.type == SDL_EVENT_JOYSTICK_REMOVED) {
Gamepad::handleEvent(event);
return;
}
// Salta els crèdits amb qualsevol tecla; no deixem que arribi al joc
if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat && Overlay::creditsActive()) {
Overlay::cancelCredits();
return;
}
// Empassar-se el KEY_UP de qualsevol tecla que el menú va consumir en KEY_DOWN
if (event.type == SDL_EVENT_KEY_UP && event.key.scancode >= 0 &&
event.key.scancode < SDL_SCANCODE_COUNT && menu_keys_held_[event.key.scancode]) {
@@ -289,17 +306,18 @@ void Director::handleEvent(const SDL_Event& event) {
menu_keys_held_[event.key.scancode] = true;
return;
}
// Pausa: F11 (o tecla configurada) pausa/reprén la simulació
// Pausa: F11 (o tecla configurada) pausa/reprén la simulació.
// No mostrem notificació — l'indicador persistent "Pausa" a la cantonada
// superior dreta (pintat per Overlay) ja comunica l'estat.
if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat &&
event.key.scancode == Options::keys_gui.pause_toggle) {
event.key.scancode == KeyConfig::scancode("pause_toggle")) {
togglePause();
Overlay::showNotification(paused_ ? Locale::get("notifications.pause") : Locale::get("notifications.resume"));
menu_keys_held_[event.key.scancode] = true;
return;
}
// Menú: F12 (o tecla configurada) obre/tanca el menú flotant
if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat &&
event.key.scancode == Options::keys_gui.menu_toggle) {
event.key.scancode == KeyConfig::scancode("menu_toggle")) {
Menu::toggle();
JI_SetInputBlocked(Menu::isOpen());
menu_keys_held_[event.key.scancode] = true;
@@ -325,6 +343,14 @@ void Director::handleEvent(const SDL_Event& event) {
if (Menu::isOpen() && event.type == SDL_EVENT_KEY_UP) {
return; // no deixem passar KEY_UP al joc tampoc
}
// Salta els crèdits amb qualsevol tecla que arribe al joc. Es fa DESPRÉS
// del toggle del menú/pausa i del handling del menú obert — així F12 i
// SELECT (gamepad) obrin el menú sense cancel·lar els crèdits, i la
// navegació per dins del menú tampoc els anul·la.
if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat && Overlay::creditsActive()) {
Overlay::cancelCredits();
return;
}
// 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;
@@ -354,19 +380,12 @@ void Director::handleEvent(const SDL_Event& event) {
// quan l'overlay faça timeout
return;
} else {
// Comprova si és una tecla GUI (no passa al joc)
// Comprova si és una tecla d'UI registrada (no passa al joc).
// KeyConfig::isGuiKey cobreix totes les tecles GUI a la vegada,
// incloent pause_toggle i menu_toggle (defensa en profunditat:
// aquestes ja s'haurien hagut de menjar al swallow d'amunt).
const auto sc = event.key.scancode;
const bool is_gui_key = (sc == Options::keys_gui.dec_zoom ||
sc == Options::keys_gui.inc_zoom ||
sc == Options::keys_gui.fullscreen ||
sc == Options::keys_gui.toggle_shader ||
sc == Options::keys_gui.toggle_aspect_ratio ||
sc == Options::keys_gui.toggle_supersampling ||
sc == Options::keys_gui.next_shader ||
sc == Options::keys_gui.next_shader_preset ||
sc == Options::keys_gui.toggle_stretch_filter ||
sc == Options::keys_gui.toggle_render_info);
if (!is_gui_key) {
if (!KeyConfig::isGuiKey(sc)) {
key_pressed_ = true;
JI_moveCheats(sc);
}
@@ -380,6 +399,10 @@ void Director::requestQuit() {
JG_QuitSignal();
}
void Director::requestRestart() {
restart_requested_ = true;
}
auto Director::consumeKeyPressed() -> bool {
return key_pressed_.exchange(false);
}

View File

@@ -4,13 +4,15 @@
#include <atomic>
#include <cstdint>
#include <memory>
// El Director és el thread principal que controla la presentació i els inputs.
// El codi del joc s'executa dins d'un *fiber* cooperatiu (veure fiber.hpp):
// el joc produeix un frame, crida JD8_Flip() que internament fa yield al
// Director, i el Director el presenta abans de tornar-lo a reprendre amb
// GameFiber::resume(). Tot ocorre en un únic thread — sense mutex, sense
// condition_variable, compatible amb el futur port a SDL_AppIterate.
#include "scenes/scene.hpp"
// El Director és l'únic thread del runtime. Cada iterate() fa input →
// tick de l'escena actual → JD8_Flip → overlay → present → sleep al frame
// target. Totes les escenes (`scenes::Scene` i `ModuleGame`) són
// tick-based i no bloquegen — no hi ha fibers, mutex ni condition_variable.
// Compatible amb SDL_AppIterate i amb el futur port a emscripten.
class Director {
public:
static void init();
@@ -34,25 +36,39 @@ class Director {
void requestQuit();
auto isQuitRequested() const -> bool { return quit_requested_; }
// Demana un reinici "suau": para música i sons, reseteja info::ctx i
// torna a l'intro (state 255). Es processa al començament del pròxim
// iterate() per evitar manipular l'escena des d'una lambda del menú.
void requestRestart();
// Consumeix el flag de "tecla polsada" (com l'antic JI_AnyKey)
auto consumeKeyPressed() -> bool;
// Indica si ESC està bloquejada (el joc no l'ha de veure)
auto isEscBlocked() const -> bool { return esc_blocked_ || esc_swallow_until_release_; }
// Pausa: mentre està activa, Director no fa resume() del fiber del joc,
// així que el joc queda congelat al seu últim JD8_Flip.
// Pausa: mentre està activa, iterate() no avança l'escena — es
// continua presentant el darrer frame amb overlay fresc.
void togglePause();
auto isPaused() const -> bool { return paused_; }
public:
~Director();
private:
Director() = default;
~Director() = default;
static Director* instance_;
static std::unique_ptr<Director> instance_;
void pollAllEvents(); // drenatge amb SDL_PollEvent, només per al bucle natiu
// Inicialitza info::ctx a partir de Options::game.* i comprova trick.ini.
// Es crida una sola vegada des d'iterate() a la primera invocació.
void initGameContext();
// Construeix l'escena apropiada segons game_state_ i info::ctx.
// Retorna nullptr si l'state actual no té escena registrada (bug).
std::unique_ptr<scenes::Scene> createNextScene();
// Buffers persistents entre iteracions. Abans eren locals a run(),
// ara són membres perquè iterate() els pot reutilitzar sense tornar-los
// a reservar en cada crida del callback.
@@ -60,7 +76,15 @@ class Director {
Uint32 presentation_buffer_[320 * 200]{};
bool has_frame_{false};
// Estat de l'escena actual. Abans vivia al stack del GameFiber; des
// de la Phase B.2 de la migració viu directament al Director.
std::unique_ptr<scenes::Scene> current_scene_;
int game_state_{1}; // 0 = gameplay (ModuleGame), 1 = via SceneRegistry, -1 = quit
Uint32 last_tick_ms_{0};
bool context_initialized_{false};
std::atomic<bool> quit_requested_{false};
std::atomic<bool> restart_requested_{false};
std::atomic<bool> key_pressed_{false};
std::atomic<bool> esc_blocked_{false};
std::atomic<bool> paused_{false};

View File

@@ -1,141 +0,0 @@
#include "core/system/fiber.hpp"
#include <cstdlib>
#include <cstring>
#include <iostream>
#if defined(_WIN32)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#else
// ucontext_t està marcat com a obsolet a POSIX.1-2008 però continua
// funcional a glibc Linux i macOS. Si en el futur migrem a una alternativa
// (boost::context, makecontext personalitzat) només cal tocar aquest fitxer.
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
#elif defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
#endif
#include <ucontext.h>
#endif
namespace GameFiber {
namespace {
bool initialized_ = false;
bool done_ = false;
EntryFn entry_fn_ = nullptr;
#if defined(_WIN32)
LPVOID main_fiber_ = nullptr;
LPVOID game_fiber_ = nullptr;
void __stdcall trampoline(void* /*param*/) {
if (entry_fn_) entry_fn_();
done_ = true;
SwitchToFiber(main_fiber_);
}
#else
ucontext_t main_ctx_{};
ucontext_t fiber_ctx_{};
void* fiber_stack_ = nullptr;
void trampoline() {
if (entry_fn_) entry_fn_();
done_ = true;
// Retornar al main: uc_link apunta a main_ctx_ en init().
}
#endif
} // namespace
void init(EntryFn entry, std::size_t stack_size) {
if (initialized_) destroy();
entry_fn_ = entry;
done_ = false;
#if defined(_WIN32)
main_fiber_ = ConvertThreadToFiber(nullptr);
if (!main_fiber_) {
// Ja era un fiber (no sol passar en el main thread d'una app SDL).
main_fiber_ = GetCurrentFiber();
}
game_fiber_ = CreateFiber(stack_size, trampoline, nullptr);
if (!game_fiber_) {
std::cerr << "GameFiber::init: CreateFiber failed\n";
return;
}
#else
fiber_stack_ = std::malloc(stack_size);
if (!fiber_stack_) {
std::cerr << "GameFiber::init: malloc failed\n";
return;
}
getcontext(&fiber_ctx_);
fiber_ctx_.uc_stack.ss_sp = fiber_stack_;
fiber_ctx_.uc_stack.ss_size = stack_size;
fiber_ctx_.uc_link = &main_ctx_;
makecontext(&fiber_ctx_, trampoline, 0);
#endif
initialized_ = true;
}
void destroy() {
if (!initialized_) return;
#if defined(_WIN32)
if (game_fiber_) {
DeleteFiber(game_fiber_);
game_fiber_ = nullptr;
}
// No desconvertim el main thread: SDL pot estar-ne pendent i ja no
// tornem a crear fibers en aquesta execució. ConvertFiberToThread()
// només cal si volguerem reutilitzar el main com a thread normal.
#else
if (fiber_stack_) {
std::free(fiber_stack_);
fiber_stack_ = nullptr;
}
#endif
initialized_ = false;
done_ = false;
entry_fn_ = nullptr;
}
void resume() {
if (!initialized_ || done_) return;
#if defined(_WIN32)
SwitchToFiber(game_fiber_);
#else
swapcontext(&main_ctx_, &fiber_ctx_);
#endif
}
void yield() {
if (!initialized_) return;
#if defined(_WIN32)
SwitchToFiber(main_fiber_);
#else
swapcontext(&fiber_ctx_, &main_ctx_);
#endif
}
bool is_done() { return done_; }
bool is_initialized() { return initialized_; }
} // namespace GameFiber
#if !defined(_WIN32)
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#endif

View File

@@ -1,36 +0,0 @@
#pragma once
#include <cstddef>
// Fiber minimalista sobre el suport natiu del SO (ucontext_t en POSIX,
// Fibers API en Windows). Serveix per a implementar un yield/resume
// cooperatiu entre el Director i el codi del joc sense un std::thread
// ni mutex/condition_variable. Substituïx el bloqueig de publishFrame/
// consumeFrame amb un mecanisme de control explícit.
//
// Contracte:
// - GameFiber::init(entry) prepara un fiber que executarà `entry`
// en un stack dedicat. No el comença a executar encara.
// - GameFiber::resume() cedeix el control al fiber. Retorna quan el
// fiber crida GameFiber::yield() o quan la funció entry retorna.
// - GameFiber::yield() es crida des de dins del fiber per a tornar
// el control al main (al punt just després de resume()).
// - GameFiber::is_done() indica si la funció entry ha retornat.
// - GameFiber::destroy() allibera el stack i reinicia l'estat.
//
// Per al port a emscripten (Fase 7) caldrà substituir aquesta capa per
// Asyncify, però el contracte públic pot romandre idèntic.
namespace GameFiber {
using EntryFn = void (*)();
void init(EntryFn entry, std::size_t stack_size = 256 * 1024);
void destroy();
void resume();
void yield();
bool is_done();
bool is_initialized();
} // namespace GameFiber

4
source/external/.clang-tidy vendored Normal file
View File

@@ -0,0 +1,4 @@
# source/external/.clang-tidy
Checks: '-*'
WarningsAsErrors: ''
HeaderFilterRegex: ''

View File

@@ -6,9 +6,9 @@
class Bola : public Sprite {
public:
Bola(JD8_Surface gfx, Prota* sam);
explicit Bola(JD8_Surface gfx, Prota* sam);
void draw();
void draw() override;
void update();
protected:

View File

@@ -2,21 +2,7 @@
#include <SDL3/SDL.h>
// Tecles GUI (capa de presentació — finestra, zoom, shaders, etc.)
namespace Defaults::KeysGUI {
constexpr SDL_Scancode DEC_ZOOM = SDL_SCANCODE_F1;
constexpr SDL_Scancode INC_ZOOM = SDL_SCANCODE_F2;
constexpr SDL_Scancode FULLSCREEN = SDL_SCANCODE_F3;
constexpr SDL_Scancode TOGGLE_SHADER = SDL_SCANCODE_F4;
constexpr SDL_Scancode TOGGLE_ASPECT_RATIO = SDL_SCANCODE_F5;
constexpr SDL_Scancode TOGGLE_SUPERSAMPLING = SDL_SCANCODE_F6;
constexpr SDL_Scancode NEXT_SHADER = SDL_SCANCODE_F7;
constexpr SDL_Scancode NEXT_SHADER_PRESET = SDL_SCANCODE_F8;
constexpr SDL_Scancode TOGGLE_STRETCH_FILTER = SDL_SCANCODE_F9;
constexpr SDL_Scancode TOGGLE_RENDER_INFO = SDL_SCANCODE_F10;
constexpr SDL_Scancode PAUSE_TOGGLE = SDL_SCANCODE_F11;
constexpr SDL_Scancode MENU_TOGGLE = SDL_SCANCODE_F12;
} // namespace Defaults::KeysGUI
// Tecles GUI: viuen a data/input/keys.yaml (font única — KeyConfig).
// Tecles de joc (moviment del personatge, accions)
namespace Defaults::KeysGame {
@@ -31,12 +17,11 @@ namespace Defaults::Video {
constexpr bool GPU_ACCELERATION = true;
constexpr bool SHADER_ENABLED = false;
constexpr bool SUPERSAMPLING = false;
constexpr bool INTEGER_SCALE = true;
constexpr bool VSYNC = true;
constexpr bool ASPECT_RATIO_4_3 = false; // CRT original estira 200→240
constexpr bool STRETCH_FILTER_LINEAR = false; // Filtre per a l'estirament 4:3 (false=NEAREST)
constexpr int DOWNSCALE_ALGO = 1; // 0=bilinear, 1=Lanczos2, 2=Lanczos3
constexpr bool LINEAR_UPSCALE = false;
constexpr bool ASPECT_RATIO_4_3 = false; // CRT original estira 200→240
constexpr int DOWNSCALE_ALGO = 1; // 0=bilinear, 1=Lanczos2, 2=Lanczos3
constexpr int INTERNAL_RESOLUTION = 1; // Multiplicador enter de la textura font abans del pipeline
// TextureFilter i ScalingMode viuen a Options (requereixen #include, evitem dependència circular).
} // namespace Defaults::Video
namespace Defaults::Audio {
@@ -61,4 +46,5 @@ namespace Defaults::Game {
constexpr int DINERS_INICIAL = 0;
constexpr bool USE_NEW_LOGO = true;
constexpr bool SHOW_TITLE_CREDITS = true;
constexpr bool SHOW_PRELOAD = false;
} // namespace Defaults::Game

View File

@@ -3,7 +3,7 @@
// Textos
namespace Texts {
constexpr const char* WINDOW_TITLE = "© 2000 Aventures en Egipte — JailDesigner";
constexpr const char* VERSION = "1.11";
constexpr const char* VERSION = "1.2";
} // namespace Texts
// Resolución del juego

View File

@@ -29,10 +29,6 @@ Engendro::Engendro(JD8_Surface gfx, Uint16 x, Uint16 y)
this->cycles_per_frame = 30;
}
void Engendro::draw() {
Sprite::draw();
}
bool Engendro::update() {
bool mort = false;

View File

@@ -4,9 +4,8 @@
class Engendro : public Sprite {
public:
Engendro(JD8_Surface gfx, Uint16 x, Uint16 y);
explicit Engendro(JD8_Surface gfx, Uint16 x, Uint16 y);
void draw();
bool update();
protected:

View File

@@ -2,23 +2,23 @@
namespace info {
struct GameContext {
int num_piramide = 0;
int num_habitacio = 0;
int diners = 0;
int diamants = 0;
int vida = 0;
int momies = 0;
int engendros = 0;
bool nou_personatge = false;
bool pepe_activat = false;
struct GameContext {
int num_piramide = 0;
int num_habitacio = 0;
int diners = 0;
int diamants = 0;
int vida = 0;
int momies = 0;
int engendros = 0;
bool nou_personatge = false;
bool pepe_activat = false;
void reset() { *this = GameContext{}; }
};
void reset() { *this = GameContext{}; }
};
// Instància única de l'estat del joc. Reemplaça les variables soltes del
// namespace `info::` per una struct encapsulada. A Fase 5 (single-threaded)
// es podrà passar per referència als mòduls en lloc d'accedir via singleton.
inline GameContext ctx;
// Instància única de l'estat del joc. Reemplaça les variables soltes del
// namespace `info::` per una struct encapsulada. A Fase 5 (single-threaded)
// es podrà passar per referència als mòduls en lloc d'accedir via singleton.
inline GameContext ctx;
} // namespace info

View File

@@ -27,9 +27,14 @@ struct Vertex {
class Mapa {
public:
Mapa(JD8_Surface gfx, Prota* sam);
explicit Mapa(JD8_Surface gfx, Prota* sam);
~Mapa(void);
Mapa(const Mapa&) = delete;
Mapa& operator=(const Mapa&) = delete;
Mapa(Mapa&&) = delete;
Mapa& operator=(Mapa&&) = delete;
void draw();
void update();
bool novaMomia();

View File

@@ -6,7 +6,7 @@
class Marcador {
public:
Marcador(JD8_Surface gfx, Prota* sam);
explicit Marcador(JD8_Surface gfx, Prota* sam);
~Marcador(void);
void draw();

View File

@@ -1,38 +1,27 @@
#include "game/modulegame.hpp"
#include "core/jail/jail_audio.hpp"
#include <algorithm>
#include "core/audio/audio.hpp"
#include "core/jail/jdraw8.hpp"
#include "core/jail/jfile.hpp"
#include "core/jail/jgame.hpp"
#include "core/jail/jinput.hpp"
ModuleGame::ModuleGame() {
this->gfx = JD8_LoadSurface(info::ctx.pepe_activat ? "frames2.gif" : "frames.gif");
this->gfx = JD8_LoadSurface(info::ctx.pepe_activat ? "gfx/frames2.gif" : "gfx/frames.gif");
JG_SetUpdateTicks(10);
this->sam = new Prota(this->gfx);
this->mapa = new Mapa(this->gfx, this->sam);
this->marcador = new Marcador(this->gfx, this->sam);
this->sam = std::make_unique<Prota>(this->gfx);
this->mapa = std::make_unique<Mapa>(this->gfx, this->sam.get());
this->marcador = std::make_unique<Marcador>(this->gfx, this->sam.get());
if (info::ctx.num_piramide == 2) {
this->bola = new Bola(this->gfx, this->sam);
} else {
this->bola = nullptr;
this->bola = std::make_unique<Bola>(this->gfx, this->sam.get());
}
this->momies = nullptr;
this->iniciarMomies();
}
ModuleGame::~ModuleGame() {
if (this->bola != nullptr) delete this->bola;
if (this->momies != nullptr) {
this->momies->clear();
delete this->momies;
}
delete this->marcador;
delete this->mapa;
delete this->sam;
JD8_FreeSurface(this->gfx);
}
@@ -42,22 +31,19 @@ void ModuleGame::onEnter() {
// fade interpolarien cap a una paleta amb pantalla buida.
this->Draw();
const char* music = info::ctx.num_piramide == 3 ? "00000008.ogg"
: info::ctx.num_piramide == 2 ? "00000007.ogg"
: info::ctx.num_piramide == 6 ? "00000002.ogg"
: "00000006.ogg";
const char* current_music = JA_GetMusicFilename();
if ((JA_GetMusicState() != JA_MUSIC_PLAYING) || !current_music ||
strcmp(music, current_music) != 0) {
auto buffer = file_readfile(music);
JA_PlayMusic(JA_LoadMusic(reinterpret_cast<Uint8*>(buffer.data()),
static_cast<Uint32>(buffer.size()), music));
}
// Audio::playMusic ja és idempotent: si la pista actual coincideix amb la
// demanada, no fa res. Per això podem cridar-lo cada onEnter sense
// desencadenar restarts indesitjats.
const char* music_name = info::ctx.num_piramide == 3 ? "piramide_3.ogg"
: info::ctx.num_piramide == 2 ? "piramide_2.ogg"
: info::ctx.num_piramide == 6 ? "secreta.ogg"
: "piramide_1_4_5.ogg";
Audio::get()->playMusic(music_name);
// Arranca el fade-in tick-based. El `PaletteFade` avança un pas (de
// 32) per cada tick; durant aquesta fase el gameplay no corre,
// només Draw+fade. Substituïx la crida bloquejant `JD8_FadeToPal`.
fade_.startFadeTo(JD8_LoadPalette(info::ctx.pepe_activat ? "frames2.gif" : "frames.gif"));
fade_.startFadeTo(JD8_LoadPalette(info::ctx.pepe_activat ? "gfx/frames2.gif" : "gfx/frames.gif"));
phase_ = Phase::FadingIn;
}
@@ -126,8 +112,8 @@ void ModuleGame::Draw() {
this->mapa->draw();
this->marcador->draw();
this->sam->draw();
if (this->momies != nullptr) this->momies->draw();
if (this->bola != nullptr) this->bola->draw();
for (auto& m : this->momies) m->draw();
if (this->bola) this->bola->draw();
}
void ModuleGame::Update() {
@@ -135,32 +121,19 @@ void ModuleGame::Update() {
JI_Update();
this->final_ = this->sam->update();
if (this->momies != nullptr && this->momies->update()) {
Momia* seguent = this->momies->next;
delete this->momies;
this->momies = seguent;
info::ctx.momies--;
}
if (this->bola != nullptr) this->bola->update();
const auto erased = std::erase_if(this->momies, [](auto& m) { return m->update(); });
info::ctx.momies -= static_cast<int>(erased);
if (this->bola) this->bola->update();
this->mapa->update();
if (this->mapa->novaMomia()) {
if (this->momies != nullptr) {
this->momies->insertar(new Momia(this->gfx, true, 0, 0, this->sam));
info::ctx.momies++;
} else {
this->momies = new Momia(this->gfx, true, 0, 0, this->sam);
info::ctx.momies++;
}
this->momies.emplace_back(std::make_unique<Momia>(this->gfx, true, 0, 0, this->sam.get()));
info::ctx.momies++;
}
if (JI_CheatActivated("reviu")) info::ctx.vida = 5;
if (JI_CheatActivated("alone")) {
if (this->momies != nullptr) {
this->momies->clear();
delete this->momies;
this->momies = nullptr;
info::ctx.momies = 0;
}
this->momies.clear();
info::ctx.momies = 0;
}
if (JI_CheatActivated("obert")) {
for (int i = 0; i < 16; i++) {
@@ -190,11 +163,7 @@ void ModuleGame::iniciarMomies() {
int y = 170;
bool dimonis = info::ctx.num_piramide == 6;
for (int i = 0; i < info::ctx.momies; i++) {
if (this->momies == nullptr) {
this->momies = new Momia(this->gfx, dimonis, x, y, this->sam);
} else {
this->momies->insertar(new Momia(this->gfx, dimonis, x, y, this->sam));
}
this->momies.emplace_back(std::make_unique<Momia>(this->gfx, dimonis, x, y, this->sam.get()));
x += 65;
if (x == 345) {
x = 20;

View File

@@ -1,5 +1,8 @@
#pragma once
#include <memory>
#include <vector>
#include "game/bola.hpp"
#include "game/info.hpp"
#include "game/mapa.hpp"
@@ -28,6 +31,11 @@ class ModuleGame : public scenes::Scene {
ModuleGame();
~ModuleGame() override;
ModuleGame(const ModuleGame&) = delete;
ModuleGame& operator=(const ModuleGame&) = delete;
ModuleGame(ModuleGame&&) = delete;
ModuleGame& operator=(ModuleGame&&) = delete;
void onEnter() override;
void tick(int delta_ms) override;
bool done() const override { return phase_ == Phase::Done; }
@@ -52,9 +60,9 @@ class ModuleGame : public scenes::Scene {
Uint8 final_{0};
JD8_Surface gfx{nullptr};
Mapa* mapa{nullptr};
Prota* sam{nullptr};
Marcador* marcador{nullptr};
Momia* momies{nullptr};
Bola* bola{nullptr};
std::unique_ptr<Mapa> mapa;
std::unique_ptr<Prota> sam;
std::unique_ptr<Marcador> marcador;
std::vector<std::unique_ptr<Momia>> momies;
std::unique_ptr<Bola> bola;
};

View File

@@ -10,15 +10,15 @@ Momia::Momia(JD8_Surface gfx, bool dimoni, Uint16 x, Uint16 y, Prota* sam)
this->sam = sam;
entitat.frames.reserve(20);
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 5; x++) {
for (int row = 0; row < 4; row++) {
for (int col = 0; col < 5; col++) {
Frame f;
f.w = 15;
f.h = 15;
if (info::ctx.num_piramide == 4) f.h -= 5;
f.x = (x * 15) + 75;
f.x = (col * 15) + 75;
if (this->dimoni) f.x += 75;
f.y = 20 + (y * 15);
f.y = 20 + (row * 15);
entitat.frames.push_back(f);
}
}
@@ -40,7 +40,6 @@ Momia::Momia(JD8_Surface gfx, bool dimoni, Uint16 x, Uint16 y, Prota* sam)
this->cur_frame = 0;
this->o = rand() % 4;
this->cycles_per_frame = 4;
this->next = NULL;
if (this->dimoni) {
if (x == 0) {
@@ -57,22 +56,15 @@ Momia::Momia(JD8_Surface gfx, bool dimoni, Uint16 x, Uint16 y, Prota* sam)
} else {
this->y = y;
}
this->engendro = new Engendro(gfx, this->x, this->y);
this->engendro = std::make_unique<Engendro>(gfx, this->x, this->y);
} else {
this->engendro = NULL;
this->x = x;
this->y = y;
}
}
void Momia::clear() {
if (this->next != NULL) this->next->clear();
if (this->engendro != NULL) delete this->engendro;
delete this->next;
}
void Momia::draw() {
if (this->engendro != NULL) {
if (this->engendro) {
this->engendro->draw();
} else {
Sprite::draw();
@@ -85,95 +77,77 @@ void Momia::draw() {
}
}
}
if (this->next != NULL) this->next->draw();
}
bool Momia::update() {
bool morta = false;
if (this->engendro != NULL) {
if (this->engendro) {
if (this->engendro->update()) {
delete this->engendro;
this->engendro = NULL;
}
} else {
if (this->sam->o < 4 && (this->dimoni || info::ctx.num_piramide == 5 || JG_GetCycleCounter() % 2 == 0)) {
if ((this->x - 20) % 65 == 0 && (this->y - 30) % 35 == 0) {
if (this->dimoni) {
if (rand() % 2 == 0) {
if (this->x > this->sam->x) {
this->o = 3;
} else if (this->x < this->sam->x) {
this->o = 2;
} else if (this->y < this->sam->y) {
this->o = 0;
} else if (this->y > this->sam->y) {
this->o = 1;
}
} else {
if (this->y < this->sam->y) {
this->o = 0;
} else if (this->y > this->sam->y) {
this->o = 1;
} else if (this->x > this->sam->x) {
this->o = 3;
} else if (this->x < this->sam->x) {
this->o = 2;
}
}
} else {
this->o = rand() % 4;
}
}
switch (this->o) {
case 0:
if (y < 170) this->y++;
break;
case 1:
if (y > 30) this->y--;
break;
case 2:
if (x < 280) this->x++;
break;
case 3:
if (x > 20) this->x--;
break;
}
if (JG_GetCycleCounter() % this->cycles_per_frame == 0) {
this->cur_frame++;
if (this->cur_frame == entitat.animacions[this->o].frames.size()) this->cur_frame = 0;
}
if (this->x > (this->sam->x - 7) && this->x < (this->sam->x + 7) && this->y > (this->sam->y - 7) && this->y < (this->sam->y + 7)) {
morta = true;
if (this->sam->pergami) {
this->sam->pergami = false;
} else {
info::ctx.vida--;
if (info::ctx.vida == 0) this->sam->o = 5;
}
}
this->engendro.reset();
}
return morta;
}
if (this->next != NULL) {
if (this->next->update()) {
Momia* seguent = this->next->next;
delete this->next;
this->next = seguent;
info::ctx.momies--;
if (this->sam->o < 4 && (this->dimoni || info::ctx.num_piramide == 5 || JG_GetCycleCounter() % 2 == 0)) {
if ((this->x - 20) % 65 == 0 && (this->y - 30) % 35 == 0) {
if (this->dimoni) {
if (rand() % 2 == 0) {
if (this->x > this->sam->x) {
this->o = 3;
} else if (this->x < this->sam->x) {
this->o = 2;
} else if (this->y < this->sam->y) {
this->o = 0;
} else if (this->y > this->sam->y) {
this->o = 1;
}
} else {
if (this->y < this->sam->y) {
this->o = 0;
} else if (this->y > this->sam->y) {
this->o = 1;
} else if (this->x > this->sam->x) {
this->o = 3;
} else if (this->x < this->sam->x) {
this->o = 2;
}
}
} else {
this->o = rand() % 4;
}
}
switch (this->o) {
case 0:
if (y < 170) this->y++;
break;
case 1:
if (y > 30) this->y--;
break;
case 2:
if (x < 280) this->x++;
break;
case 3:
if (x > 20) this->x--;
break;
}
if (JG_GetCycleCounter() % this->cycles_per_frame == 0) {
this->cur_frame++;
if (this->cur_frame == entitat.animacions[this->o].frames.size()) this->cur_frame = 0;
}
if (this->x > (this->sam->x - 7) && this->x < (this->sam->x + 7) && this->y > (this->sam->y - 7) && this->y < (this->sam->y + 7)) {
morta = true;
if (this->sam->pergami) {
this->sam->pergami = false;
} else {
info::ctx.vida--;
if (info::ctx.vida == 0) this->sam->o = 5;
}
}
}
return morta;
}
void Momia::insertar(Momia* momia) {
if (this->next != NULL) {
this->next->insertar(momia);
} else {
this->next = momia;
}
}

View File

@@ -1,5 +1,7 @@
#pragma once
#include <memory>
#include "game/engendro.hpp"
#include "game/info.hpp"
#include "game/prota.hpp"
@@ -7,17 +9,14 @@
class Momia : public Sprite {
public:
Momia(JD8_Surface gfx, bool dimoni, Uint16 x, Uint16 y, Prota* sam);
explicit Momia(JD8_Surface gfx, bool dimoni, Uint16 x, Uint16 y, Prota* sam);
void clear();
void draw();
void draw() override;
bool update();
void insertar(Momia* momia);
bool dimoni;
Momia* next;
protected:
Prota* sam;
Engendro* engendro;
std::unique_ptr<Engendro> engendro;
};

View File

@@ -4,7 +4,7 @@
#include <iostream>
#include <string>
#include "core/jail/jail_audio.hpp"
#include "core/audio/audio.hpp"
#include "external/fkyaml_node.hpp"
#include "game/defaults.hpp"
#include "game/defines.hpp"
@@ -16,12 +16,76 @@ namespace Options {
config_file_path = path;
}
void setDebugFile(const std::string& path) {
debug_file_path = path;
}
auto saveDebugToFile() -> bool {
std::ofstream file(debug_file_path);
if (!file.is_open()) {
std::cerr << "Error: Unable to open file " << debug_file_path << " for writing\n";
return false;
}
std::cout << "Writing debug file: " << debug_file_path << '\n';
file << "# Aventures En Egipte - Debug Configuration File\n";
file << "#\n";
file << "# Loaded only in debug builds. Override gameplay starting state for testing.\n";
file << "\n";
file << "game:\n";
file << " habitacio_inicial: " << game.habitacio_inicial << "\n";
file << " piramide_inicial: " << game.piramide_inicial << "\n";
file << " vides: " << game.vides << "\n";
file << " diamants_inicial: " << game.diamants_inicial << "\n";
file << " diners_inicial: " << game.diners_inicial << "\n";
return true;
}
auto loadDebugFromFile() -> bool {
std::ifstream file(debug_file_path);
if (!file.good()) {
std::cout << "Debug file not found, creating default: " << debug_file_path << '\n';
return saveDebugToFile();
}
std::string content((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
file.close();
try {
std::cout << "Reading debug file: " << debug_file_path << '\n';
auto yaml = fkyaml::node::deserialize(content);
if (yaml.contains("game")) {
const auto& node = yaml["game"];
if (node.contains("habitacio_inicial"))
game.habitacio_inicial = node["habitacio_inicial"].get_value<int>();
if (node.contains("piramide_inicial"))
game.piramide_inicial = node["piramide_inicial"].get_value<int>();
if (node.contains("vides"))
game.vides = node["vides"].get_value<int>();
if (node.contains("diamants_inicial"))
game.diamants_inicial = node["diamants_inicial"].get_value<int>();
if (node.contains("diners_inicial"))
game.diners_inicial = node["diners_inicial"].get_value<int>();
}
return true;
} catch (const fkyaml::exception& e) {
std::cerr << "Error parsing YAML debug: " << e.what() << '\n';
return saveDebugToFile();
}
}
// Delega tots els canvis de l'estat d'àudio al wrapper Audio. Es manté
// com a punt d'entrada únic per als callsites legacy del menú; el cos
// ja no toca jail_audio directament.
void applyAudio() {
const float master = audio.enabled ? audio.volume : 0.0F;
JA_EnableMusic(audio.music_enabled);
JA_EnableSound(audio.sound_enabled);
JA_SetMusicVolume(master * audio.music_volume);
JA_SetSoundVolume(master * audio.sound_volume);
if (::Audio::get() == nullptr) return;
::Audio::get()->enable(audio.enabled);
::Audio::get()->enableMusic(audio.music.enabled);
::Audio::get()->enableSound(audio.sound.enabled);
::Audio::get()->setMusicVolume(audio.music.volume);
::Audio::get()->setSoundVolume(audio.sound.volume);
}
// --- Funcions helper de càrrega ---
@@ -39,17 +103,17 @@ namespace Options {
if (node.contains("music")) {
const auto& music = node["music"];
if (music.contains("enabled"))
audio.music_enabled = music["enabled"].get_value<bool>();
audio.music.enabled = music["enabled"].get_value<bool>();
if (music.contains("volume"))
audio.music_volume = music["volume"].get_value<float>();
audio.music.volume = music["volume"].get_value<float>();
}
if (node.contains("sound")) {
const auto& sound = node["sound"];
if (sound.contains("enabled"))
audio.sound_enabled = sound["enabled"].get_value<bool>();
audio.sound.enabled = sound["enabled"].get_value<bool>();
if (sound.contains("volume"))
audio.sound_volume = sound["volume"].get_value<float>();
audio.sound.volume = sound["volume"].get_value<float>();
}
}
@@ -63,18 +127,33 @@ namespace Options {
video.shader_enabled = node["shader_enabled"].get_value<bool>();
if (node.contains("supersampling"))
video.supersampling = node["supersampling"].get_value<bool>();
if (node.contains("integer_scale"))
video.integer_scale = node["integer_scale"].get_value<bool>();
if (node.contains("scaling_mode")) {
auto s = node["scaling_mode"].get_value<std::string>();
if (s == "disabled")
video.scaling_mode = ScalingMode::DISABLED;
else if (s == "stretch")
video.scaling_mode = ScalingMode::STRETCH;
else if (s == "letterbox")
video.scaling_mode = ScalingMode::LETTERBOX;
else if (s == "overscan")
video.scaling_mode = ScalingMode::OVERSCAN;
else
video.scaling_mode = ScalingMode::INTEGER;
}
if (node.contains("vsync"))
video.vsync = node["vsync"].get_value<bool>();
if (node.contains("aspect_ratio_4_3"))
video.aspect_ratio_4_3 = node["aspect_ratio_4_3"].get_value<bool>();
if (node.contains("stretch_filter_linear"))
video.stretch_filter_linear = node["stretch_filter_linear"].get_value<bool>();
if (node.contains("texture_filter")) {
auto s = node["texture_filter"].get_value<std::string>();
video.texture_filter = (s == "linear") ? TextureFilter::LINEAR : TextureFilter::NEAREST;
}
if (node.contains("downscale_algo"))
video.downscale_algo = node["downscale_algo"].get_value<int>();
if (node.contains("linear_upscale"))
video.linear_upscale = node["linear_upscale"].get_value<bool>();
if (node.contains("internal_resolution")) {
video.internal_resolution = node["internal_resolution"].get_value<int>();
if (video.internal_resolution < 1) video.internal_resolution = 1;
}
if (node.contains("current_shader"))
video.current_shader = node["current_shader"].get_value<std::string>();
if (node.contains("current_postfx_preset"))
@@ -129,8 +208,6 @@ namespace Options {
loadScancodeField(node, "down", keys_game.down);
loadScancodeField(node, "left", keys_game.left);
loadScancodeField(node, "right", keys_game.right);
loadScancodeField(node, "menu_toggle", keys_gui.menu_toggle);
loadScancodeField(node, "pause_toggle", keys_gui.pause_toggle);
}
}
@@ -138,20 +215,12 @@ namespace Options {
if (!yaml.contains("game")) return;
const auto& node = yaml["game"];
if (node.contains("habitacio_inicial"))
game.habitacio_inicial = node["habitacio_inicial"].get_value<int>();
if (node.contains("piramide_inicial"))
game.piramide_inicial = node["piramide_inicial"].get_value<int>();
if (node.contains("vides"))
game.vides = node["vides"].get_value<int>();
if (node.contains("diamants_inicial"))
game.diamants_inicial = node["diamants_inicial"].get_value<int>();
if (node.contains("diners_inicial"))
game.diners_inicial = node["diners_inicial"].get_value<int>();
if (node.contains("use_new_logo"))
game.use_new_logo = node["use_new_logo"].get_value<bool>();
if (node.contains("show_title_credits"))
game.show_title_credits = node["show_title_credits"].get_value<bool>();
if (node.contains("show_preload"))
game.show_preload = node["show_preload"].get_value<bool>();
}
// Carrega les opcions des del fitxer configurat
@@ -229,12 +298,32 @@ namespace Options {
file << " gpu_acceleration: " << (video.gpu_acceleration ? "true" : "false") << "\n";
file << " shader_enabled: " << (video.shader_enabled ? "true" : "false") << "\n";
file << " supersampling: " << (video.supersampling ? "true" : "false") << "\n";
file << " integer_scale: " << (video.integer_scale ? "true" : "false") << "\n";
{
const char* m = "integer";
switch (video.scaling_mode) {
case ScalingMode::DISABLED:
m = "disabled";
break;
case ScalingMode::STRETCH:
m = "stretch";
break;
case ScalingMode::LETTERBOX:
m = "letterbox";
break;
case ScalingMode::OVERSCAN:
m = "overscan";
break;
case ScalingMode::INTEGER:
m = "integer";
break;
}
file << " scaling_mode: " << m << " # disabled|stretch|letterbox|overscan|integer\n";
}
file << " vsync: " << (video.vsync ? "true" : "false") << "\n";
file << " aspect_ratio_4_3: " << (video.aspect_ratio_4_3 ? "true" : "false") << "\n";
file << " stretch_filter_linear: " << (video.stretch_filter_linear ? "true" : "false") << " # filtre 4:3: false=nearest, true=linear\n";
file << " texture_filter: " << (video.texture_filter == TextureFilter::LINEAR ? "linear" : "nearest") << " # nearest|linear\n";
file << " downscale_algo: " << video.downscale_algo << " # 0=bilinear, 1=Lanczos2, 2=Lanczos3\n";
file << " linear_upscale: " << (video.linear_upscale ? "true" : "false") << "\n";
file << " internal_resolution: " << video.internal_resolution << " # multiplicador enter font, clampat a max_zoom\n";
file << " current_shader: " << video.current_shader << "\n";
file << " current_postfx_preset: " << video.current_postfx_preset << "\n";
file << " current_crtpi_preset: " << video.current_crtpi_preset << "\n";
@@ -269,34 +358,29 @@ namespace Options {
file << " enabled: " << (audio.enabled ? "true" : "false") << "\n";
file << " volume: " << audio.volume << "\n";
file << " music:\n";
file << " enabled: " << (audio.music_enabled ? "true" : "false") << "\n";
file << " volume: " << audio.music_volume << "\n";
file << " enabled: " << (audio.music.enabled ? "true" : "false") << "\n";
file << " volume: " << audio.music.volume << "\n";
file << " sound:\n";
file << " enabled: " << (audio.sound_enabled ? "true" : "false") << "\n";
file << " volume: " << audio.sound_volume << "\n";
file << " enabled: " << (audio.sound.enabled ? "true" : "false") << "\n";
file << " volume: " << audio.sound.volume << "\n";
file << "\n";
// GAME
file << "# GAME\n";
file << "game:\n";
file << " habitacio_inicial: " << game.habitacio_inicial << "\n";
file << " piramide_inicial: " << game.piramide_inicial << "\n";
file << " vides: " << game.vides << "\n";
file << " diamants_inicial: " << game.diamants_inicial << "\n";
file << " diners_inicial: " << game.diners_inicial << "\n";
file << " use_new_logo: " << (game.use_new_logo ? "true" : "false") << "\n";
file << " show_title_credits: " << (game.show_title_credits ? "true" : "false") << "\n";
file << " show_preload: " << (game.show_preload ? "true" : "false") << "\n";
file << "\n";
// CONTROLS
file << "# CONTROLS (noms SDL: \"Up\", \"Down\", \"W\", \"Space\", \"F12\", etc.)\n";
// CONTROLS — només moviment del jugador. Les tecles d'UI viuen a
// data/input/keys.yaml (defaults) + ~/.config/jailgames/aee/keys.yaml (overrides).
file << "# CONTROLS (noms SDL: \"Up\", \"Down\", \"W\", \"Space\", etc.)\n";
file << "controls:\n";
file << " up: \"" << SDL_GetScancodeName(keys_game.up) << "\"\n";
file << " down: \"" << SDL_GetScancodeName(keys_game.down) << "\"\n";
file << " left: \"" << SDL_GetScancodeName(keys_game.left) << "\"\n";
file << " right: \"" << SDL_GetScancodeName(keys_game.right) << "\"\n";
file << " menu_toggle: \"" << SDL_GetScancodeName(keys_gui.menu_toggle) << "\"\n";
file << " pause_toggle: \"" << SDL_GetScancodeName(keys_gui.pause_toggle) << "\"\n";
file.close();

View File

@@ -8,23 +8,8 @@
namespace Options {
// Tecles GUI (finestra, zoom, shaders)
struct KeysGUI {
SDL_Scancode dec_zoom{Defaults::KeysGUI::DEC_ZOOM};
SDL_Scancode inc_zoom{Defaults::KeysGUI::INC_ZOOM};
SDL_Scancode fullscreen{Defaults::KeysGUI::FULLSCREEN};
SDL_Scancode toggle_shader{Defaults::KeysGUI::TOGGLE_SHADER};
SDL_Scancode toggle_aspect_ratio{Defaults::KeysGUI::TOGGLE_ASPECT_RATIO};
SDL_Scancode toggle_supersampling{Defaults::KeysGUI::TOGGLE_SUPERSAMPLING};
SDL_Scancode next_shader{Defaults::KeysGUI::NEXT_SHADER};
SDL_Scancode next_shader_preset{Defaults::KeysGUI::NEXT_SHADER_PRESET};
SDL_Scancode toggle_stretch_filter{Defaults::KeysGUI::TOGGLE_STRETCH_FILTER};
SDL_Scancode toggle_render_info{Defaults::KeysGUI::TOGGLE_RENDER_INFO};
SDL_Scancode pause_toggle{Defaults::KeysGUI::PAUSE_TOGGLE};
SDL_Scancode menu_toggle{Defaults::KeysGUI::MENU_TOGGLE};
};
// Tecles de joc (moviment, accions)
// Tecles de joc (moviment, accions). Les tecles d'UI viuen ara a KeyConfig
// (carregades de data/input/keys.yaml).
struct KeysGame {
SDL_Scancode up{Defaults::KeysGame::UP};
SDL_Scancode down{Defaults::KeysGame::DOWN};
@@ -38,20 +23,32 @@ namespace Options {
TOP = 1,
BOTTOM = 2 };
// Filtre de textura per a l'upscale final (sempre, no només en 4:3)
enum class TextureFilter { NEAREST = 0,
LINEAR = 1 };
// Mode de presentació lògica (escala finestra): mapeja directament
// als valors de SDL_RendererLogicalPresentation.
enum class ScalingMode { DISABLED = 0,
STRETCH = 1,
LETTERBOX = 2,
OVERSCAN = 3,
INTEGER = 4 };
// Opcions de vídeo
struct Video {
bool gpu_acceleration{Defaults::Video::GPU_ACCELERATION};
bool shader_enabled{Defaults::Video::SHADER_ENABLED};
bool supersampling{Defaults::Video::SUPERSAMPLING};
bool integer_scale{Defaults::Video::INTEGER_SCALE};
ScalingMode scaling_mode{ScalingMode::INTEGER};
bool vsync{Defaults::Video::VSYNC};
bool aspect_ratio_4_3{Defaults::Video::ASPECT_RATIO_4_3};
bool stretch_filter_linear{Defaults::Video::STRETCH_FILTER_LINEAR};
TextureFilter texture_filter{TextureFilter::NEAREST};
int downscale_algo{Defaults::Video::DOWNSCALE_ALGO};
bool linear_upscale{Defaults::Video::LINEAR_UPSCALE};
std::string current_shader{"postfx"}; // "postfx" o "crtpi"
std::string current_postfx_preset{"CRT"}; // Nom del preset PostFX actiu
std::string current_crtpi_preset{"DEFAULT"}; // Nom del preset CrtPi actiu
int internal_resolution{Defaults::Video::INTERNAL_RESOLUTION}; // Multiplicador enter ≥ 1, clampat a max_zoom
std::string current_shader{"postfx"}; // "postfx" o "crtpi"
std::string current_postfx_preset{"CRT"}; // Nom del preset PostFX actiu
std::string current_crtpi_preset{"DEFAULT"}; // Nom del preset CrtPi actiu
};
// Opcions del render info
@@ -62,13 +59,19 @@ namespace Options {
Uint32 shadow_color{0xFF005A6B}; // Ombra daurada fosca (ABGR)
};
// Opcions d'àudio
// Opcions d'àudio (estructura compartida amb la resta de projectes)
struct Music {
bool enabled{Defaults::Audio::MUSIC_ENABLED};
float volume{Defaults::Audio::MUSIC_VOLUME};
};
struct Sound {
bool enabled{Defaults::Audio::SOUND_ENABLED};
float volume{Defaults::Audio::SOUND_VOLUME};
};
struct Audio {
Music music{};
Sound sound{};
bool enabled{Defaults::Audio::ENABLED}; // master enable
bool music_enabled{Defaults::Audio::MUSIC_ENABLED};
float music_volume{Defaults::Audio::MUSIC_VOLUME};
bool sound_enabled{Defaults::Audio::SOUND_ENABLED};
float sound_volume{Defaults::Audio::SOUND_VOLUME};
float volume{Defaults::Audio::VOLUME};
};
@@ -87,6 +90,7 @@ namespace Options {
int diners_inicial{Defaults::Game::DINERS_INICIAL};
bool use_new_logo{Defaults::Game::USE_NEW_LOGO};
bool show_title_credits{Defaults::Game::SHOW_TITLE_CREDITS};
bool show_preload{Defaults::Game::SHOW_PRELOAD};
};
// Preset PostFX
@@ -123,7 +127,6 @@ namespace Options {
// --- Variables globals ---
inline std::string version{};
inline KeysGUI keys_gui{};
inline KeysGame keys_game{};
inline Video video{};
inline RenderInfo render_info{};
@@ -141,11 +144,21 @@ namespace Options {
inline std::string crtpi_file_path{};
inline int current_crtpi_preset{0};
inline std::string debug_file_path{};
// --- API ---
void setConfigFile(const std::string& path);
auto loadFromFile() -> bool;
auto saveToFile() -> bool;
// debug.yaml: estat inicial de gameplay per a tests ràpids
// (`habitacio_inicial`, `piramide_inicial`, `vides`, `diamants_inicial`,
// `diners_inicial`). Només es carrega/desa en builds de debug; en release
// els camps queden als seus defaults.
void setDebugFile(const std::string& path);
auto loadDebugFromFile() -> bool;
auto saveDebugToFile() -> bool;
void setPostFXFile(const std::string& path);
auto loadPostFXFromFile() -> bool;

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