Files
aee/source/core/screen.cpp
2026-04-04 17:20:28 +02:00

107 lines
2.9 KiB
C++

#include "core/screen.hpp"
#include <iostream>
#include "game/defines.hpp"
#include "game/options.hpp"
Screen* Screen::instance_ = nullptr;
void Screen::init() {
instance_ = new Screen();
}
void Screen::destroy() {
delete instance_;
instance_ = nullptr;
}
auto Screen::get() -> Screen* {
return instance_;
}
Screen::Screen() {
// Carrega opcions guardades
zoom_ = Options::window.zoom;
fullscreen_ = Options::window.fullscreen;
calculateMaxZoom();
if (zoom_ < 1) zoom_ = 1;
if (zoom_ > max_zoom_) zoom_ = max_zoom_;
int w = GAME_WIDTH * zoom_;
int h = GAME_HEIGHT * zoom_;
window_ = SDL_CreateWindow(Texts::WINDOW_TITLE, w, h, fullscreen_ ? SDL_WINDOW_FULLSCREEN : 0);
renderer_ = SDL_CreateRenderer(window_, nullptr);
SDL_SetRenderLogicalPresentation(renderer_, GAME_WIDTH, GAME_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, GAME_WIDTH, GAME_HEIGHT);
SDL_SetTextureScaleMode(texture_, SDL_SCALEMODE_NEAREST);
std::cout << "Screen initialized: " << w << "x" << h << " (zoom " << zoom_ << ", max " << max_zoom_ << ")\n";
}
Screen::~Screen() {
// Guarda opcions abans de destruir
Options::window.zoom = zoom_;
Options::window.fullscreen = fullscreen_;
if (texture_) SDL_DestroyTexture(texture_);
if (renderer_) SDL_DestroyRenderer(renderer_);
if (window_) SDL_DestroyWindow(window_);
}
void Screen::present(const Uint32* pixel_data) {
SDL_UpdateTexture(texture_, nullptr, pixel_data, GAME_WIDTH * sizeof(Uint32));
SDL_RenderClear(renderer_);
SDL_RenderTexture(renderer_, texture_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
}
void Screen::toggleFullscreen() {
fullscreen_ = !fullscreen_;
SDL_SetWindowFullscreen(window_, fullscreen_);
if (!fullscreen_) {
adjustWindowSize();
}
std::cout << (fullscreen_ ? "Fullscreen ON\n" : "Fullscreen OFF\n");
}
void Screen::incZoom() {
if (fullscreen_ || zoom_ >= max_zoom_) return;
zoom_++;
adjustWindowSize();
}
void Screen::decZoom() {
if (fullscreen_ || zoom_ <= 1) return;
zoom_--;
adjustWindowSize();
}
void Screen::setZoom(int zoom) {
if (zoom < 1 || zoom > max_zoom_ || fullscreen_) return;
zoom_ = zoom;
adjustWindowSize();
}
void Screen::adjustWindowSize() {
int w = GAME_WIDTH * zoom_;
int h = GAME_HEIGHT * zoom_;
SDL_SetWindowSize(window_, w, h);
SDL_SetWindowPosition(window_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
void Screen::calculateMaxZoom() {
SDL_DisplayID display = SDL_GetPrimaryDisplay();
const SDL_DisplayMode* mode = SDL_GetCurrentDisplayMode(display);
if (mode) {
int max_w = mode->w / GAME_WIDTH;
int max_h = mode->h / GAME_HEIGHT;
max_zoom_ = (max_w < max_h) ? max_w : max_h;
if (max_zoom_ < 1) max_zoom_ = 1;
}
}