neteja clang-tidy
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@@ -320,49 +320,50 @@ void Screen::renderShake() {
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}
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}
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#ifdef _DEBUG
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// Compone la línia d'informació de debug: "fps - driver - shader preset"
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auto Screen::buildDebugInfoText() const -> std::string {
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std::string info_text = std::to_string(fps_.last_value) + " fps";
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// Driver GPU
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if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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const std::string DRIVER = shader_backend_->getDriverName();
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info_text += DRIVER.empty() ? "" : " - " + toLower(DRIVER);
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} else {
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info_text += " - sdl";
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}
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// Shader + preset (només si està activat)
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if (!Options::video.shader.enabled) { return info_text; }
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if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
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const std::string PRESET_NAME = Options::crtpi_presets.empty() ? "" : Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
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info_text += " - crtpi " + toLower(PRESET_NAME);
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} else {
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const std::string PRESET_NAME = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
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info_text += " - postfx " + toLower(PRESET_NAME);
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if (Options::video.supersampling.enabled) { info_text += " (ss)"; }
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}
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return info_text;
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}
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// Muestra información por pantalla
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void Screen::renderInfo() const {
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if (debug_info_.show) {
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const Color GOLD(0xFF, 0xD7, 0x00);
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const Color GOLD_SHADOW = GOLD.DARKEN(150);
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if (!debug_info_.show) { return; }
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// Construir texto: fps - driver - preset
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std::string info_text = std::to_string(fps_.last_value) + " fps";
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const Color GOLD(0xFF, 0xD7, 0x00);
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const Color GOLD_SHADOW = GOLD.DARKEN(150);
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// Driver GPU
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if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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const std::string DRIVER = shader_backend_->getDriverName();
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if (!DRIVER.empty()) {
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info_text += " - " + toLower(DRIVER);
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}
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} else {
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info_text += " - sdl";
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}
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// Shader + preset
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if (Options::video.shader.enabled) {
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if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
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const std::string PRESET_NAME = Options::crtpi_presets.empty() ? "" : Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
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info_text += " - crtpi " + toLower(PRESET_NAME);
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} else {
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const std::string PRESET_NAME = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
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info_text += " - postfx " + toLower(PRESET_NAME);
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if (Options::video.supersampling.enabled) { info_text += " (ss)"; }
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}
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}
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// Centrado arriba
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const int TEXT_WIDTH = debug_info_.text->length(info_text);
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const int X_POS = (static_cast<int>(param.game.width) - TEXT_WIDTH) / 2;
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debug_info_.text->writeDX(Text::COLOR | Text::STROKE, X_POS, 1, info_text, 1, GOLD, 1, GOLD_SHADOW);
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const std::string INFO_TEXT = buildDebugInfoText();
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const int TEXT_WIDTH = debug_info_.text->length(INFO_TEXT);
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const int X_POS = (static_cast<int>(param.game.width) - TEXT_WIDTH) / 2;
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debug_info_.text->writeDX(Text::COLOR | Text::STROKE, X_POS, 1, INFO_TEXT, 1, GOLD, 1, GOLD_SHADOW);
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#ifdef RECORDING
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const std::string REC_TEXT = "recording";
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const int REC_WIDTH = debug_info_.text->length(REC_TEXT);
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const int REC_X = (static_cast<int>(param.game.width) - REC_WIDTH) / 2;
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debug_info_.text->writeDX(Text::COLOR | Text::STROKE, REC_X, 1 + debug_info_.text->getCharacterSize(), REC_TEXT, 1, GOLD, 1, GOLD_SHADOW);
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const std::string REC_TEXT = "recording";
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const int REC_WIDTH = debug_info_.text->length(REC_TEXT);
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const int REC_X = (static_cast<int>(param.game.width) - REC_WIDTH) / 2;
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debug_info_.text->writeDX(Text::COLOR | Text::STROKE, REC_X, 1 + debug_info_.text->getCharacterSize(), REC_TEXT, 1, GOLD, 1, GOLD_SHADOW);
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#endif
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}
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}
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#endif
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// Inicializa shaders (SDL3GPU)
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@@ -380,8 +381,8 @@ void Screen::initShaders() {
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Options::video.gpu.acceleration ? Options::video.gpu.preferred_driver : FALLBACK_DRIVER);
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}
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if (!self->shader_backend_->isHardwareAccelerated()) {
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const bool ok = self->shader_backend_->init(self->window_, self->game_canvas_, "", "");
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std::cout << "Screen::initShaders: SDL3GPUShader::init() = " << (ok ? "OK" : "FAILED") << '\n';
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const bool OK = self->shader_backend_->init(self->window_, self->game_canvas_, "", "");
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std::cout << "Screen::initShaders: SDL3GPUShader::init() = " << (OK ? "OK" : "FAILED") << '\n';
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}
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if (self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) {
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self->shader_backend_->setLinearUpscale(Options::video.supersampling.linear_upscale);
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