324 lines
12 KiB
C++
324 lines
12 KiB
C++
#include "core/system/director.hpp"
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#include <cstring>
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#include <iostream>
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#include "core/input/gamepad.hpp"
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#include "core/input/global_inputs.hpp"
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#include "core/input/key_remap.hpp"
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#include "core/input/mouse.hpp"
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#include "core/jail/jail_audio.hpp"
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#include "core/jail/jgame.hpp"
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#include "core/jail/jinput.hpp"
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#include "core/locale/locale.hpp"
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#include "core/rendering/menu.hpp"
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#include "core/rendering/overlay.hpp"
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#include "core/rendering/screen.hpp"
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#include "game/info.hpp"
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#include "game/modulegame.hpp"
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#include "game/modulesequence.hpp"
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#include "game/options.hpp"
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// Cheats del joc original — declarats a jinput.cpp
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extern void JI_moveCheats(Uint8 new_key);
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Director* Director::instance_ = nullptr;
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void Director::init() {
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instance_ = new Director();
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Gamepad::init();
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}
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void Director::destroy() {
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Gamepad::destroy();
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delete instance_;
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instance_ = nullptr;
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}
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auto Director::get() -> Director* {
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return instance_;
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}
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void Director::togglePause() {
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paused_ = !paused_;
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if (paused_) {
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JA_PauseMusic();
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} else {
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JA_ResumeMusic();
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}
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}
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void Director::run() {
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// Llança el game thread
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game_thread_ = std::thread(&Director::gameThreadFunc, this);
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// Doble buffer: game_frame és el frame net del joc, presentation_buffer
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// és el frame + overlay (es regenera cada iteració des de game_frame)
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Uint32 game_frame[320 * 200]{};
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Uint32 presentation_buffer[320 * 200]{};
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bool has_frame = false;
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constexpr Uint32 FRAME_MS_VSYNC = 16; // ~60 FPS amb VSync
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constexpr Uint32 FRAME_MS_NO_VSYNC = 4; // ~250 FPS sense VSync (límit superior)
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// Bucle principal del director (no-bloquejant)
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while (!game_thread_done_ && !quit_requested_) {
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Uint32 frame_start = SDL_GetTicks();
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handleEvents();
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Gamepad::update();
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KeyRemap::update();
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GlobalInputs::handle();
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Mouse::updateCursorVisibility();
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// Bombeig de l'àudio: reomple l'stream de música i para els canals
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// drenats. Substituïx el callback de SDL_AddTimer de la versió
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// antiga — imprescindible per al futur port a emscripten.
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JA_Update();
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// Dispara els crèdits cinematogràfics la primera vegada que el joc
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// arriba al menú del títol (info::ctx.num_piramide == 0). Lectura no
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// atòmica d'un int global: race benigna, tard d'1 frame en el pitjor cas.
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static bool credits_triggered = false;
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if (!credits_triggered && info::ctx.num_piramide == 0) {
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if (Options::game.show_title_credits) {
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Overlay::startCredits();
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}
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credits_triggered = true;
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}
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// Si l'overlay ja no bloqueja ESC (timeout), desbloquegem
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if (esc_blocked_ && !Overlay::isEscConsumed()) {
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esc_blocked_ = false;
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}
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// Consumeix un frame nou si n'hi ha un disponible (no bloqueja).
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// Si estem en pausa, no consumim: el game thread es queda bloquejat a publishFrame.
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bool new_frame = false;
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if (!paused_) {
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std::lock_guard lock(mutex_);
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if (frame_ready_ && latest_frame_ != nullptr) {
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memcpy(game_frame, latest_frame_, sizeof(game_frame));
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frame_ready_ = false;
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frame_consumed_ = true;
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has_frame = true;
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new_frame = true;
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}
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}
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if (new_frame) {
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frame_consumed_cv_.notify_one(); // desbloqueja el joc
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}
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// Presenta sempre: parteix del frame net del joc, afegeix overlay i envia
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if (has_frame) {
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memcpy(presentation_buffer, game_frame, sizeof(presentation_buffer));
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Screen::get()->present(presentation_buffer);
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}
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// Límit de framerate segons VSync
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Uint32 target_ms = Options::video.vsync ? FRAME_MS_VSYNC : FRAME_MS_NO_VSYNC;
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Uint32 elapsed = SDL_GetTicks() - frame_start;
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if (elapsed < target_ms) {
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SDL_Delay(target_ms - elapsed);
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}
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}
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// Assegura que el game thread ix (despertar-lo per si està esperant)
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quit_requested_ = true;
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JG_QuitSignal();
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{
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std::lock_guard lock(mutex_);
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frame_consumed_ = true;
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}
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frame_consumed_cv_.notify_all();
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if (game_thread_.joinable()) {
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game_thread_.join();
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}
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}
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void Director::handleEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_QUIT) {
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JG_QuitSignal();
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requestQuit();
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}
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// Hot-plug de gamepad
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if (event.type == SDL_EVENT_GAMEPAD_ADDED || event.type == SDL_EVENT_GAMEPAD_REMOVED) {
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Gamepad::handleEvent(event);
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continue;
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}
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// Salta els crèdits amb qualsevol tecla; no deixem que arribi al joc
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if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat && Overlay::creditsActive()) {
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Overlay::cancelCredits();
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continue;
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}
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// Empassar-se el KEY_UP de qualsevol tecla que el menú va consumir en KEY_DOWN
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if (event.type == SDL_EVENT_KEY_UP && event.key.scancode >= 0 &&
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event.key.scancode < SDL_SCANCODE_COUNT && menu_keys_held_[event.key.scancode]) {
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menu_keys_held_[event.key.scancode] = false;
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continue;
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}
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// Captura de tecla (remapeig al menú): intercepta KEY_DOWN abans de tot
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if (Menu::isCapturing() && event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat) {
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Menu::captureKey(event.key.scancode);
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menu_keys_held_[event.key.scancode] = true;
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continue;
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}
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// Pausa: F11 (o tecla configurada) pausa/reprén la simulació
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if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat &&
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event.key.scancode == Options::keys_gui.pause_toggle) {
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togglePause();
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Overlay::showNotification(paused_ ? Locale::get("notifications.pause") : Locale::get("notifications.resume"));
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menu_keys_held_[event.key.scancode] = true;
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continue;
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}
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// Menú: F12 (o tecla configurada) obre/tanca el menú flotant
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if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat &&
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event.key.scancode == Options::keys_gui.menu_toggle) {
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Menu::toggle();
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JI_SetInputBlocked(Menu::isOpen());
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menu_keys_held_[event.key.scancode] = true;
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continue;
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}
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// Si el menú està obert, consumeix tot l'input de teclat
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if (Menu::isOpen() && event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat) {
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if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
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Menu::close();
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JI_SetInputBlocked(false);
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// Empassa l'ESC fins al release perquè el joc no la veja per polling
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esc_swallow_until_release_ = true;
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} else {
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Menu::handleKey(event.key.scancode);
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// El menú pot haver-se tancat (p.ex. Backspace al nivell arrel)
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if (!Menu::isOpen()) {
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JI_SetInputBlocked(false);
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}
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}
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menu_keys_held_[event.key.scancode] = true;
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continue;
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}
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if (Menu::isOpen() && event.type == SDL_EVENT_KEY_UP) {
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continue; // no deixem passar KEY_UP al joc tampoc
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}
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// Allibera el bloqueig d'ESC quan l'usuari la deixa anar
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if (event.type == SDL_EVENT_KEY_UP && event.key.scancode == SDL_SCANCODE_ESCAPE && esc_swallow_until_release_) {
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esc_swallow_until_release_ = false;
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continue;
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}
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// ESC: interceptem KEY_DOWN per bloquejar-la ABANS que el joc la veja per polling
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if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_ESCAPE && !event.key.repeat) {
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esc_blocked_ = true; // Bloqueja ESC per polling immediatament
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if (!Overlay::isEscConsumed()) {
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// Primera pulsació: mostra notificació
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Overlay::handleEscape();
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} else {
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// Segona pulsació: senyal d'eixida al joc
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esc_blocked_ = false;
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key_pressed_ = true;
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JG_QuitSignal();
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// Si estem en pausa, la desactivem (sense reprendre la música,
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// estem eixint): el game thread està bloquejat a publishFrame
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// i necessita que Director consumeixca frames per despertar-lo
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// i poder veure la senyal de quit.
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paused_ = false;
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}
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continue; // no processa més aquest event
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}
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if (event.type == SDL_EVENT_KEY_UP) {
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if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
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// Ja processat a KEY_DOWN, només deixem netejar el bloqueig
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// quan l'overlay faça timeout
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continue;
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} else {
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// Comprova si és una tecla GUI (no passa al joc)
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const auto sc = event.key.scancode;
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const bool is_gui_key = (sc == Options::keys_gui.dec_zoom ||
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sc == Options::keys_gui.inc_zoom ||
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sc == Options::keys_gui.fullscreen ||
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sc == Options::keys_gui.toggle_shader ||
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sc == Options::keys_gui.toggle_aspect_ratio ||
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sc == Options::keys_gui.toggle_supersampling ||
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sc == Options::keys_gui.next_shader ||
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sc == Options::keys_gui.next_shader_preset ||
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sc == Options::keys_gui.toggle_stretch_filter ||
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sc == Options::keys_gui.toggle_render_info);
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if (!is_gui_key) {
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key_pressed_ = true;
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JI_moveCheats(sc);
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}
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}
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}
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Mouse::handleEvent(event);
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}
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}
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void Director::publishFrame(Uint32* pixels) {
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{
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std::lock_guard lock(mutex_);
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latest_frame_ = pixels;
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frame_ready_ = true;
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frame_consumed_ = false;
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}
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frame_produced_cv_.notify_one();
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// Espera que el director consumeixca el frame
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{
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std::unique_lock lock(mutex_);
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frame_consumed_cv_.wait(lock, [this] {
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return frame_consumed_ || quit_requested_;
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});
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}
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}
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void Director::requestQuit() {
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quit_requested_ = true;
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JG_QuitSignal();
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frame_consumed_cv_.notify_all();
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frame_produced_cv_.notify_all();
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}
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auto Director::consumeKeyPressed() -> bool {
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return key_pressed_.exchange(false);
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}
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void Director::gameThreadFunc() {
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info::ctx.num_habitacio = Options::game.habitacio_inicial;
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info::ctx.num_piramide = Options::game.piramide_inicial;
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info::ctx.diners = 0;
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info::ctx.diamants = 0;
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info::ctx.vida = Options::game.vides;
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info::ctx.momies = 0;
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info::ctx.nou_personatge = false;
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info::ctx.pepe_activat = false;
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FILE* ini = fopen("trick.ini", "rb");
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if (ini != nullptr) {
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info::ctx.nou_personatge = true;
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fclose(ini);
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}
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int gameState = 1;
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while (gameState != -1 && !quit_requested_) {
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switch (gameState) {
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case 0: {
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auto* moduleGame = new ModuleGame();
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gameState = moduleGame->Go();
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delete moduleGame;
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break;
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}
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case 1: {
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auto* moduleSequence = new ModuleSequence();
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gameState = moduleSequence->Go();
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delete moduleSequence;
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break;
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}
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}
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}
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game_thread_done_ = true;
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// Despertar el director per si esperava un frame
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frame_produced_cv_.notify_all();
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}
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