98 lines
3.2 KiB
C++
98 lines
3.2 KiB
C++
#pragma once
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#include <SDL3/SDL.h>
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#include <cstdint>
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#include <memory>
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#include "core/rendering/shader_backend.hpp"
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class Screen {
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public:
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static void init();
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static void destroy();
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static auto get() -> Screen*;
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// Presentació — rep el buffer ARGB de 320x200 de JD8
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void present(Uint32* pixel_data);
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// Gestió de finestra
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void toggleFullscreen();
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void incZoom();
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void decZoom();
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void setZoom(int zoom);
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// Shaders i vídeo
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// Mètodes que depenen d'una precondició (GPU present, shaders on, etc.)
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// retornen `bool`: true si l'acció s'ha aplicat, false si la precondició
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// no es complia. Els callers (F-keys, menú) poden suprimir notificacions
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// o feedback quan la crida no ha tingut efecte.
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void toggleShaders();
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auto toggleSupersampling() -> bool; // false si GPU off / shaders off / actiu != POSTFX
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void toggleAspectRatio();
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void cycleScalingMode(int dir); // Cicla DISABLED/STRETCH/LETTERBOX/OVERSCAN/INTEGER
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void toggleVSync();
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void cycleTextureFilter(int dir); // Cicla NEAREST/LINEAR
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auto nextShaderType() -> bool; // false si GPU off / shaders off
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auto prevShaderType() -> bool; // idem
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auto nextPreset() -> bool; // false si GPU off / shaders off
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auto prevPreset() -> bool; // idem
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[[nodiscard]] auto getCurrentPresetName() const -> const char*;
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void setActiveShader(Rendering::ShaderType type);
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void applyCurrentPostFXPreset();
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void applyCurrentCrtPiPreset();
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// Getters
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[[nodiscard]] auto isFullscreen() const -> bool { return fullscreen_; }
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[[nodiscard]] auto getZoom() const -> int { return zoom_; }
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[[nodiscard]] auto isHardwareAccelerated() const -> bool;
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[[nodiscard]] auto getActiveShaderName() const -> const char*;
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[[nodiscard]] auto getWindow() -> SDL_Window* { return window_; }
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[[nodiscard]] auto getRenderer() -> SDL_Renderer* { return renderer_; }
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private:
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Screen();
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~Screen();
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void adjustWindowSize();
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void calculateMaxZoom();
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void initShaders();
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void applyFallbackPresentation(); // Logical presentation + scale mode per al path SDL_Renderer
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static Screen* instance_;
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SDL_Window* window_{nullptr};
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SDL_Renderer* renderer_{nullptr};
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SDL_Texture* texture_{nullptr}; // 320x200 streaming, ABGR8888 (fallback SDL_Renderer)
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// Backend GPU (nullptr si no disponible o desactivat)
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std::unique_ptr<Rendering::ShaderBackend> shader_backend_;
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void updateRenderInfo();
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struct FPS {
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Uint32 ticks{0};
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int frame_count{0};
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int last_value{0};
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void increment() { frame_count++; }
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auto calculate(Uint32 current_ticks) -> int {
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if (current_ticks - ticks >= 1000) {
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last_value = frame_count;
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frame_count = 0;
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ticks = current_ticks;
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}
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return last_value;
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}
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};
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int zoom_{3};
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int max_zoom_{6};
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bool fullscreen_{false};
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FPS fps_;
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std::string gpu_driver_;
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static constexpr int GAME_WIDTH = 320;
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static constexpr int GAME_HEIGHT = 200;
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};
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