Files
aee/source/core/rendering/screen.hpp

68 lines
1.8 KiB
C++

#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
void toggleShaders();
void toggleSupersampling();
void toggleAspectRatio();
void toggleIntegerScale();
void toggleStretchFilter();
void nextShaderPreset();
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 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();
static Screen* instance_;
SDL_Window* window_{nullptr};
SDL_Renderer* renderer_{nullptr};
SDL_Texture* texture_{nullptr}; // 320x200 streaming, ABGR8888 (fallback SDL_Renderer)
// Backend GPU (nullptr si no disponible o desactivat)
std::unique_ptr<Rendering::ShaderBackend> shader_backend_;
int zoom_{3};
int max_zoom_{6};
bool fullscreen_{false};
static constexpr int GAME_WIDTH = 320;
static constexpr int GAME_HEIGHT = 200;
};