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aee/source/core/rendering/screen.hpp

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#pragma once
#include <SDL3/SDL.h>
#include <cstdint>
#include <memory>
#include "core/rendering/shader_backend.hpp"
class Screen {
public:
static void init();
static void destroy();
static auto get() -> Screen*;
// Presentació — rep el buffer ARGB de 320x200 de JD8
void present(Uint32* pixel_data);
// Gestió de finestra
void toggleFullscreen();
void incZoom();
void decZoom();
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();
auto toggleSupersampling() -> bool; // false si GPU off / shaders off / actiu != POSTFX
void toggleAspectRatio();
void cycleScalingMode(int dir); // Cicla DISABLED/STRETCH/LETTERBOX/OVERSCAN/INTEGER
void toggleVSync();
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();
void applyCurrentCrtPiPreset();
// 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_; }
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_;
SDL_Window* window_{nullptr};
SDL_Renderer* renderer_{nullptr};
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_;
void updateRenderInfo();
struct FPS {
Uint32 ticks{0};
int frame_count{0};
int last_value{0};
void increment() { frame_count++; }
auto calculate(Uint32 current_ticks) -> int {
if (current_ticks - ticks >= 1000) {
last_value = frame_count;
frame_count = 0;
ticks = current_ticks;
}
return last_value;
}
};
int zoom_{3};
int max_zoom_{6};
bool fullscreen_{false};
FPS fps_;
std::string gpu_driver_;
static constexpr int GAME_WIDTH = 320;
static constexpr int GAME_HEIGHT = 200;
};