430 lines
15 KiB
C++
430 lines
15 KiB
C++
#include "core/rendering/screen.hpp"
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#include <cstdio>
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#include <iostream>
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#include "core/locale/locale.hpp"
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#include "core/rendering/overlay.hpp"
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#ifndef NO_SHADERS
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#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp"
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#endif
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#include "game/defines.hpp"
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#include "game/options.hpp"
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#include "utils/utils.hpp"
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Screen* Screen::instance_ = nullptr;
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void Screen::init() {
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instance_ = new Screen();
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}
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void Screen::destroy() {
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delete instance_;
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instance_ = nullptr;
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}
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auto Screen::get() -> Screen* {
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return instance_;
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}
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Screen::Screen() {
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// Carrega opcions guardades
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zoom_ = Options::window.zoom;
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fullscreen_ = Options::window.fullscreen;
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calculateMaxZoom();
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if (zoom_ < 1) zoom_ = 1;
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if (zoom_ > max_zoom_) zoom_ = max_zoom_;
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int w = GAME_WIDTH * zoom_;
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int h = Options::video.aspect_ratio_4_3 ? static_cast<int>(GAME_HEIGHT * 1.2F) * zoom_ : GAME_HEIGHT * zoom_;
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window_ = SDL_CreateWindow(Locale::get("window.title"), w, h, fullscreen_ ? SDL_WINDOW_FULLSCREEN : 0);
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renderer_ = SDL_CreateRenderer(window_, nullptr);
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texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, GAME_WIDTH, GAME_HEIGHT);
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applyFallbackPresentation();
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// Inicialitza backend GPU si l'acceleració està activada
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initShaders();
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std::cout << "Screen initialized: " << w << "x" << h << " (zoom " << zoom_ << ", max " << max_zoom_ << ")\n";
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}
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Screen::~Screen() {
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// Guarda opcions abans de destruir
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Options::window.zoom = zoom_;
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Options::window.fullscreen = fullscreen_;
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// Destrueix el backend GPU (només existeix si s'ha compilat amb shaders)
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if (shader_backend_) {
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#ifndef NO_SHADERS
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auto* gpu = dynamic_cast<Rendering::SDL3GPUShader*>(shader_backend_.get());
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if (gpu) gpu->destroy();
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#endif
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shader_backend_.reset();
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}
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if (texture_) SDL_DestroyTexture(texture_);
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if (renderer_) SDL_DestroyRenderer(renderer_);
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if (window_) SDL_DestroyWindow(window_);
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}
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void Screen::initShaders() {
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#ifdef NO_SHADERS
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// Build sense shaders (p.ex. emscripten/WebGL2, on SDL3 GPU no està
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// disponible). Es salta tota la inicialització — shader_backend_ es
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// queda nul·lptr i tots els `if (shader_backend_)` del render path
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// curtcircuiten cap al fallback SDL_Renderer.
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return;
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#else
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if (!Options::video.gpu_acceleration) return;
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shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
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const std::string FALLBACK_DRIVER = "none";
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shader_backend_->setPreferredDriver(
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Options::video.gpu_acceleration ? "" : FALLBACK_DRIVER);
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// init() rep la finestra i la textura (la textura s'usa com a referència, el GPU fa uploadPixels)
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if (!shader_backend_->init(window_, texture_, "", "")) {
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std::cerr << "GPU shader backend initialization failed, using SDL_Renderer fallback\n";
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shader_backend_.reset();
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return;
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}
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gpu_driver_ = shader_backend_->getDriverName();
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std::cout << "GPU driver: " << gpu_driver_ << '\n';
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// Aplica opcions de vídeo
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shader_backend_->setScaleMode(Options::video.integer_scale);
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shader_backend_->setVSync(Options::video.vsync);
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shader_backend_->setStretchFilter(Options::video.stretch_filter_linear);
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shader_backend_->setStretch4_3(Options::video.aspect_ratio_4_3);
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shader_backend_->setLinearUpscale(Options::video.linear_upscale);
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shader_backend_->setDownscaleAlgo(Options::video.downscale_algo);
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if (Options::video.supersampling) {
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shader_backend_->setOversample(3);
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}
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// Resol el shader actiu des del config
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if (Options::video.current_shader == "crtpi") {
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shader_backend_->setActiveShader(Rendering::ShaderType::CRTPI);
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} else {
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shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX);
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}
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// Resol presets per nom
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for (int i = 0; i < static_cast<int>(Options::postfx_presets.size()); i++) {
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if (Options::postfx_presets[i].name == Options::video.current_postfx_preset) {
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Options::current_postfx_preset = i;
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break;
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}
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}
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for (int i = 0; i < static_cast<int>(Options::crtpi_presets.size()); i++) {
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if (Options::crtpi_presets[i].name == Options::video.current_crtpi_preset) {
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Options::current_crtpi_preset = i;
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break;
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}
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}
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applyCurrentPostFXPreset();
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applyCurrentCrtPiPreset();
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#endif
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}
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void Screen::present(Uint32* pixel_data) {
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fps_.increment();
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fps_.calculate(SDL_GetTicks());
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updateRenderInfo();
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Overlay::render(pixel_data);
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if (shader_backend_ && shader_backend_->isHardwareAccelerated() && Options::video.shader_enabled) {
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// Path GPU: puja els píxels i renderitza amb shaders
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shader_backend_->uploadPixels(pixel_data, GAME_WIDTH, GAME_HEIGHT);
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shader_backend_->render();
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} else if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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// GPU activa però shaders desactivats: renderitza net (sense efectes)
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Rendering::PostFXParams clean{};
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shader_backend_->setPostFXParams(clean);
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shader_backend_->uploadPixels(pixel_data, GAME_WIDTH, GAME_HEIGHT);
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shader_backend_->render();
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} else {
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// Fallback SDL_Renderer
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SDL_UpdateTexture(texture_, nullptr, pixel_data, GAME_WIDTH * sizeof(Uint32));
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SDL_RenderClear(renderer_);
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SDL_RenderTexture(renderer_, texture_, nullptr, nullptr);
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SDL_RenderPresent(renderer_);
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}
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}
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void Screen::toggleFullscreen() {
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fullscreen_ = !fullscreen_;
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SDL_SetWindowFullscreen(window_, fullscreen_);
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if (!fullscreen_) {
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adjustWindowSize();
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}
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}
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void Screen::incZoom() {
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if (fullscreen_ || zoom_ >= max_zoom_) return;
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zoom_++;
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adjustWindowSize();
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}
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void Screen::decZoom() {
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if (fullscreen_ || zoom_ <= 1) return;
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zoom_--;
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adjustWindowSize();
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}
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void Screen::setZoom(int zoom) {
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if (zoom < 1 || zoom > max_zoom_ || fullscreen_) return;
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zoom_ = zoom;
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adjustWindowSize();
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}
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void Screen::toggleShaders() {
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Options::video.shader_enabled = !Options::video.shader_enabled;
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if (Options::video.shader_enabled) {
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applyCurrentPostFXPreset();
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}
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}
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void Screen::toggleSupersampling() {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
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Options::video.supersampling = !Options::video.supersampling;
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shader_backend_->setOversample(Options::video.supersampling ? 3 : 1);
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}
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void Screen::toggleAspectRatio() {
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Options::video.aspect_ratio_4_3 = !Options::video.aspect_ratio_4_3;
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if (shader_backend_) {
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shader_backend_->setStretch4_3(Options::video.aspect_ratio_4_3);
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} else {
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applyFallbackPresentation();
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}
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if (!fullscreen_) {
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adjustWindowSize();
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}
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}
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void Screen::toggleIntegerScale() {
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Options::video.integer_scale = !Options::video.integer_scale;
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if (shader_backend_) {
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shader_backend_->setScaleMode(Options::video.integer_scale);
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} else {
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applyFallbackPresentation();
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}
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}
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void Screen::toggleVSync() {
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Options::video.vsync = !Options::video.vsync;
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if (shader_backend_) {
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shader_backend_->setVSync(Options::video.vsync);
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}
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}
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void Screen::toggleStretchFilter() {
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Options::video.stretch_filter_linear = !Options::video.stretch_filter_linear;
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if (shader_backend_) {
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shader_backend_->setStretchFilter(Options::video.stretch_filter_linear);
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} else {
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applyFallbackPresentation();
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}
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}
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void Screen::nextShaderType() {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
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if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
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shader_backend_->setActiveShader(Rendering::ShaderType::CRTPI);
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Options::video.current_shader = "crtpi";
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applyCurrentCrtPiPreset();
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} else {
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shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX);
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Options::video.current_shader = "postfx";
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applyCurrentPostFXPreset();
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}
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}
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void Screen::nextPreset() {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
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if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
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if (Options::postfx_presets.empty()) return;
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Options::current_postfx_preset = (Options::current_postfx_preset + 1) % static_cast<int>(Options::postfx_presets.size());
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Options::video.current_postfx_preset = Options::postfx_presets[Options::current_postfx_preset].name;
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applyCurrentPostFXPreset();
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} else {
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if (Options::crtpi_presets.empty()) return;
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Options::current_crtpi_preset = (Options::current_crtpi_preset + 1) % static_cast<int>(Options::crtpi_presets.size());
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Options::video.current_crtpi_preset = Options::crtpi_presets[Options::current_crtpi_preset].name;
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applyCurrentCrtPiPreset();
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}
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}
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void Screen::prevShaderType() {
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// Només dues opcions — prev == next
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nextShaderType();
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}
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void Screen::prevPreset() {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
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if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
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if (Options::postfx_presets.empty()) return;
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int n = static_cast<int>(Options::postfx_presets.size());
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Options::current_postfx_preset = (Options::current_postfx_preset - 1 + n) % n;
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Options::video.current_postfx_preset = Options::postfx_presets[Options::current_postfx_preset].name;
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applyCurrentPostFXPreset();
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} else {
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if (Options::crtpi_presets.empty()) return;
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int n = static_cast<int>(Options::crtpi_presets.size());
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Options::current_crtpi_preset = (Options::current_crtpi_preset - 1 + n) % n;
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Options::video.current_crtpi_preset = Options::crtpi_presets[Options::current_crtpi_preset].name;
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applyCurrentCrtPiPreset();
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}
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}
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auto Screen::getCurrentPresetName() const -> const char* {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return "---";
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if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
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if (Options::current_postfx_preset < static_cast<int>(Options::postfx_presets.size()))
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return Options::postfx_presets[Options::current_postfx_preset].name.c_str();
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} else {
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if (Options::current_crtpi_preset < static_cast<int>(Options::crtpi_presets.size()))
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return Options::crtpi_presets[Options::current_crtpi_preset].name.c_str();
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}
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return "---";
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}
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void Screen::setActiveShader(Rendering::ShaderType type) {
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if (shader_backend_) {
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shader_backend_->setActiveShader(type);
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}
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}
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void Screen::applyCurrentPostFXPreset() {
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if (!shader_backend_ || Options::postfx_presets.empty()) return;
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const auto& preset = Options::postfx_presets[Options::current_postfx_preset];
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Rendering::PostFXParams p;
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p.vignette = preset.vignette;
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p.scanlines = preset.scanlines;
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p.chroma = preset.chroma;
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p.mask = preset.mask;
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p.gamma = preset.gamma;
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p.curvature = preset.curvature;
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p.bleeding = preset.bleeding;
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p.flicker = preset.flicker;
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shader_backend_->setPostFXParams(p);
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}
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void Screen::applyCurrentCrtPiPreset() {
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if (!shader_backend_ || Options::crtpi_presets.empty()) return;
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const auto& preset = Options::crtpi_presets[Options::current_crtpi_preset];
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Rendering::CrtPiParams p;
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p.scanline_weight = preset.scanline_weight;
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p.scanline_gap_brightness = preset.scanline_gap_brightness;
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p.bloom_factor = preset.bloom_factor;
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p.input_gamma = preset.input_gamma;
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p.output_gamma = preset.output_gamma;
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p.mask_brightness = preset.mask_brightness;
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p.curvature_x = preset.curvature_x;
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p.curvature_y = preset.curvature_y;
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p.mask_type = preset.mask_type;
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p.enable_scanlines = preset.enable_scanlines;
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p.enable_multisample = preset.enable_multisample;
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p.enable_gamma = preset.enable_gamma;
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p.enable_curvature = preset.enable_curvature;
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p.enable_sharper = preset.enable_sharper;
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shader_backend_->setCrtPiParams(p);
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}
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auto Screen::isHardwareAccelerated() const -> bool {
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return shader_backend_ && shader_backend_->isHardwareAccelerated();
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}
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auto Screen::getActiveShaderName() const -> const char* {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return "SENSE GPU";
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return shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX ? "POSTFX" : "CRT-PI";
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}
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void Screen::updateRenderInfo() {
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static const Uint32 start_ticks = SDL_GetTicks();
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std::string driver = gpu_driver_.empty() ? "sdl" : toLower(gpu_driver_);
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// Segment 0: FPS + driver (sempre visible)
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std::string fps_driver = std::to_string(fps_.last_value) + " fps - " + driver;
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// Segment 1: shader + preset (només si shaders actius)
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std::string shader_seg;
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if (Options::video.shader_enabled) {
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shader_seg = " - " + toLower(getActiveShaderName()) + " " + toLower(getCurrentPresetName());
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}
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// Segment 2: supersampling indicator
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const char* ss_seg = (Options::video.shader_enabled && Options::video.supersampling) ? " (ss)" : nullptr;
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// Segment 3: hora (només si show_time)
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char time_buf[32] = {0};
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if (Options::render_info.show_time) {
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Uint32 elapsed = SDL_GetTicks() - start_ticks;
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int minutes = elapsed / 60000;
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int seconds = (elapsed / 1000) % 60;
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int centis = (elapsed / 10) % 100;
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snprintf(time_buf, sizeof(time_buf), " - %d:%02d.%02d", minutes, seconds, centis);
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}
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// Dígits en mono a FPS (segment 0) i TEMPS (segment 3): els dígits canvien
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// contínuament mentre els símbols del voltant ("fps", ":", ".", " - ") no
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Overlay::setRenderInfoSegments(
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fps_driver.c_str(),
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shader_seg.empty() ? nullptr : shader_seg.c_str(),
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ss_seg,
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time_buf[0] ? time_buf : nullptr,
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0b1001);
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}
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void Screen::applyFallbackPresentation() {
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// Fallback SDL_Renderer (p.ex. emscripten/WebGL2 sense shaders GPU): tria
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// el mode de presentació lògica segons 4:3 i integer_scale, i aplica el
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// filtre de la textura segons stretch_filter_linear. Sense açò, el path
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// fallback mostrava sempre LETTERBOX i ignorava les tres flags.
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SDL_ScaleMode scale = Options::video.stretch_filter_linear ? SDL_SCALEMODE_LINEAR : SDL_SCALEMODE_NEAREST;
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if (texture_) SDL_SetTextureScaleMode(texture_, scale);
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SDL_RendererLogicalPresentation mode;
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if (Options::video.aspect_ratio_4_3) {
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// La finestra ja té aspect 4:3 (alçada × 1.2); STRETCH estira la
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// textura 320×200 fins a omplir-la exactament.
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mode = SDL_LOGICAL_PRESENTATION_STRETCH;
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} else if (Options::video.integer_scale) {
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mode = SDL_LOGICAL_PRESENTATION_INTEGER_SCALE;
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} else {
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mode = SDL_LOGICAL_PRESENTATION_LETTERBOX;
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}
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SDL_SetRenderLogicalPresentation(renderer_, GAME_WIDTH, GAME_HEIGHT, mode);
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}
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void Screen::adjustWindowSize() {
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int w = GAME_WIDTH * zoom_;
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// Si 4:3 actiu, l'alçada visual és 240 per zoom (200 * 1.2)
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int h = Options::video.aspect_ratio_4_3 ? static_cast<int>(GAME_HEIGHT * 1.2F) * zoom_ : GAME_HEIGHT * zoom_;
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SDL_SetWindowSize(window_, w, h);
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SDL_SetWindowPosition(window_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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}
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void Screen::calculateMaxZoom() {
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SDL_DisplayID display = SDL_GetPrimaryDisplay();
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const SDL_DisplayMode* mode = SDL_GetCurrentDisplayMode(display);
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if (mode) {
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int max_w = mode->w / GAME_WIDTH;
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int max_h = mode->h / GAME_HEIGHT;
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max_zoom_ = (max_w < max_h) ? max_w : max_h;
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if (max_zoom_ < 1) max_zoom_ = 1;
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}
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}
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