Merge branch 'tidy-cleanup'

This commit is contained in:
2026-05-16 23:49:40 +02:00
78 changed files with 1545 additions and 1671 deletions
+31 -30
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@@ -8,6 +8,7 @@
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp). // Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp).
// clang-format off // clang-format off
#undef STB_VORBIS_HEADER_ONLY #undef STB_VORBIS_HEADER_ONLY
// NOLINTNEXTLINE(bugprone-suspicious-include) — stb_vorbis és single-file: el TU principal inclou el .c per portar la implementació.
#include "external/stb_vorbis.c" #include "external/stb_vorbis.c"
// stb_vorbis.c filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem // stb_vorbis.c filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
// perquè xocarien amb noms de paràmetres de plantilla en altres headers. // perquè xocarien amb noms de paràmetres de plantilla en altres headers.
@@ -43,15 +44,15 @@ Audio::Audio() { initSDLAudio(); }
// Destructor // Destructor
Audio::~Audio() { Audio::~Audio() {
JA_Quit(); Ja::quit();
} }
// Método principal // Método principal
void Audio::update() { void Audio::update() {
JA_Update(); Ja::update();
// Sincronizar estado: detectar cuando la música se para (ej. fade-out completado) // Sincronizar estado: detectar cuando la música se para (ej. fade-out completado)
if (instance && instance->music_.state == MusicState::PLAYING && JA_GetMusicState() != JA_MUSIC_PLAYING) { if (instance != nullptr && instance->music_.state == MusicState::PLAYING && Ja::getMusicState() != Ja::MusicState::PLAYING) {
instance->music_.state = MusicState::STOPPED; instance->music_.state = MusicState::STOPPED;
} }
} }
@@ -65,18 +66,18 @@ void Audio::playMusic(const std::string& name, const int loop, const int crossfa
return; return;
} }
if (!music_enabled_) return; if (!music_enabled_) { return; }
auto* resource = AudioResource::getMusic(name); auto* resource = AudioResource::getMusic(name);
if (resource == nullptr) return; if (resource == nullptr) { return; }
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) { if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(resource, crossfade_ms, loop); Ja::crossfadeMusic(resource, crossfade_ms, loop);
} else { } else {
if (music_.state == MusicState::PLAYING) { if (music_.state == MusicState::PLAYING) {
JA_StopMusic(); Ja::stopMusic();
} }
JA_PlayMusic(resource, loop); Ja::playMusic(resource, loop);
} }
music_.name = name; music_.name = name;
@@ -85,16 +86,16 @@ void Audio::playMusic(const std::string& name, const int loop, const int crossfa
} }
// Reproduce la música por puntero (con crossfade opcional) // Reproduce la música por puntero (con crossfade opcional)
void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms) { void Audio::playMusic(Ja::Music* music, const int loop, const int crossfade_ms) {
if (!music_enabled_ || music == nullptr) return; if (!music_enabled_ || music == nullptr) { return; }
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) { if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(music, crossfade_ms, loop); Ja::crossfadeMusic(music, crossfade_ms, loop);
} else { } else {
if (music_.state == MusicState::PLAYING) { if (music_.state == MusicState::PLAYING) {
JA_StopMusic(); Ja::stopMusic();
} }
JA_PlayMusic(music, loop); Ja::playMusic(music, loop);
} }
music_.name.clear(); // nom desconegut quan es passa per punter music_.name.clear(); // nom desconegut quan es passa per punter
@@ -105,7 +106,7 @@ void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms)
// Pausa la música // Pausa la música
void Audio::pauseMusic() { void Audio::pauseMusic() {
if (music_enabled_ && music_.state == MusicState::PLAYING) { if (music_enabled_ && music_.state == MusicState::PLAYING) {
JA_PauseMusic(); Ja::pauseMusic();
music_.state = MusicState::PAUSED; music_.state = MusicState::PAUSED;
} }
} }
@@ -113,7 +114,7 @@ void Audio::pauseMusic() {
// Continua la música pausada // Continua la música pausada
void Audio::resumeMusic() { void Audio::resumeMusic() {
if (music_enabled_ && music_.state == MusicState::PAUSED) { if (music_enabled_ && music_.state == MusicState::PAUSED) {
JA_ResumeMusic(); Ja::resumeMusic();
music_.state = MusicState::PLAYING; music_.state = MusicState::PLAYING;
} }
} }
@@ -121,7 +122,7 @@ void Audio::resumeMusic() {
// Detiene la música // Detiene la música
void Audio::stopMusic() { void Audio::stopMusic() {
if (music_enabled_) { if (music_enabled_) {
JA_StopMusic(); Ja::stopMusic();
music_.state = MusicState::STOPPED; music_.state = MusicState::STOPPED;
} }
} }
@@ -129,42 +130,42 @@ void Audio::stopMusic() {
// Reproduce un sonido por nombre // Reproduce un sonido por nombre
void Audio::playSound(const std::string& name, Group group) const { void Audio::playSound(const std::string& name, Group group) const {
if (sound_enabled_) { if (sound_enabled_) {
JA_PlaySound(AudioResource::getSound(name), 0, static_cast<int>(group)); Ja::playSound(AudioResource::getSound(name), 0, static_cast<int>(group));
} }
} }
// Reproduce un sonido por puntero directo // Reproduce un sonido por puntero directo
void Audio::playSound(JA_Sound_t* sound, Group group) const { void Audio::playSound(Ja::Sound* sound, Group group) const {
if (sound_enabled_ && sound != nullptr) { if (sound_enabled_ && sound != nullptr) {
JA_PlaySound(sound, 0, static_cast<int>(group)); Ja::playSound(sound, 0, static_cast<int>(group));
} }
} }
// Detiene todos los sonidos // Detiene todos los sonidos
void Audio::stopAllSounds() const { void Audio::stopAllSounds() const {
if (sound_enabled_) { if (sound_enabled_) {
JA_StopChannel(-1); Ja::stopChannel(-1);
} }
} }
// Realiza un fundido de salida de la música // Realiza un fundido de salida de la música
void Audio::fadeOutMusic(int milliseconds) const { void Audio::fadeOutMusic(int milliseconds) const {
if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) { if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
JA_FadeOutMusic(milliseconds); Ja::fadeOutMusic(milliseconds);
} }
} }
// Consulta directamente el estado real de la música en jailaudio // Consulta directamente el estado real de la música en jailaudio
auto Audio::getRealMusicState() -> MusicState { auto Audio::getRealMusicState() -> MusicState {
JA_Music_state ja_state = JA_GetMusicState(); Ja::MusicState ja_state = Ja::getMusicState();
switch (ja_state) { switch (ja_state) {
case JA_MUSIC_PLAYING: case Ja::MusicState::PLAYING:
return MusicState::PLAYING; return MusicState::PLAYING;
case JA_MUSIC_PAUSED: case Ja::MusicState::PAUSED:
return MusicState::PAUSED; return MusicState::PAUSED;
case JA_MUSIC_STOPPED: case Ja::MusicState::STOPPED:
case JA_MUSIC_INVALID: case Ja::MusicState::INVALID:
case JA_MUSIC_DISABLED: case Ja::MusicState::DISABLED:
default: default:
return MusicState::STOPPED; return MusicState::STOPPED;
} }
@@ -175,7 +176,7 @@ void Audio::setSoundVolume(float sound_volume, Group group) const {
if (sound_enabled_) { if (sound_enabled_) {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME); sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
const float CONVERTED_VOLUME = sound_volume * Options::audio.volume; const float CONVERTED_VOLUME = sound_volume * Options::audio.volume;
JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group)); Ja::setSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
} }
} }
@@ -184,7 +185,7 @@ void Audio::setMusicVolume(float music_volume) const {
if (music_enabled_) { if (music_enabled_) {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME); music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
const float CONVERTED_VOLUME = music_volume * Options::audio.volume; const float CONVERTED_VOLUME = music_volume * Options::audio.volume;
JA_SetMusicVolume(CONVERTED_VOLUME); Ja::setMusicVolume(CONVERTED_VOLUME);
} }
} }
@@ -206,7 +207,7 @@ void Audio::initSDLAudio() {
if (!SDL_Init(SDL_INIT_AUDIO)) { if (!SDL_Init(SDL_INIT_AUDIO)) {
std::cout << "SDL_AUDIO could not initialize! SDL Error: " << SDL_GetError() << '\n'; std::cout << "SDL_AUDIO could not initialize! SDL Error: " << SDL_GetError() << '\n';
} else { } else {
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2); Ja::init(FREQUENCY, SDL_AUDIO_S16LE, 2);
enable(Options::audio.enabled); enable(Options::audio.enabled);
} }
} }
+17 -12
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@@ -1,8 +1,13 @@
#pragma once #pragma once
#include <cmath> // Para std::lround
#include <cstdint> // Para int8_t, uint8_t #include <cstdint> // Para int8_t, uint8_t
#include <string> // Para string #include <string> // Para string
#include <utility> // Para move
namespace Ja {
struct Music;
struct Sound;
} // namespace Ja
// --- Clase Audio: gestor de audio (singleton) --- // --- Clase Audio: gestor de audio (singleton) ---
// Implementació canònica, byte-idèntica entre projectes. // Implementació canònica, byte-idèntica entre projectes.
@@ -41,17 +46,17 @@ class Audio {
static void update(); // Actualización del sistema de audio static void update(); // Actualización del sistema de audio
// --- Control de música --- // --- Control de música ---
void playMusic(const std::string& name, int loop = -1, int crossfade_ms = 0); // Reproducir música por nombre (con crossfade opcional) void playMusic(const std::string& name, int loop = -1, int crossfade_ms = 0); // Reproducir música por nombre (con crossfade opcional)
void playMusic(struct JA_Music_t* music, int loop = -1, int crossfade_ms = 0); // Reproducir música por puntero (con crossfade opcional) void playMusic(Ja::Music* music, int loop = -1, int crossfade_ms = 0); // Reproducir música por puntero (con crossfade opcional)
void pauseMusic(); // Pausar reproducción de música void pauseMusic(); // Pausar reproducción de música
void resumeMusic(); // Continua la música pausada void resumeMusic(); // Continua la música pausada
void stopMusic(); // Detener completamente la música void stopMusic(); // Detener completamente la música
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
// --- Control de sonidos --- // --- Control de sonidos ---
void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual por nombre void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual por nombre
void playSound(struct JA_Sound_t* sound, Group group = Group::GAME) const; // Reproducir sonido puntual por puntero void playSound(Ja::Sound* sound, Group group = Group::GAME) const; // Reproducir sonido puntual por puntero
void stopAllSounds() const; // Detener todos los sonidos void stopAllSounds() const; // Detener todos los sonidos
// --- Control de volumen (API interna: float 0.0..1.0) --- // --- Control de volumen (API interna: float 0.0..1.0) ---
void setSoundVolume(float volume, Group group = Group::ALL) const; // Ajustar volumen de efectos void setSoundVolume(float volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
@@ -59,8 +64,8 @@ class Audio {
// --- Helpers de conversió per a la capa de presentació --- // --- Helpers de conversió per a la capa de presentació ---
// UI (menús, notificacions) manega enters 0..100; internament viu float 0..1. // UI (menús, notificacions) manega enters 0..100; internament viu float 0..1.
static constexpr auto toPercent(float volume) -> int { static auto toPercent(float volume) -> int {
return static_cast<int>(volume * 100.0F + 0.5F); return static_cast<int>(std::lround(volume * 100.0F));
} }
static constexpr auto fromPercent(int percent) -> float { static constexpr auto fromPercent(int percent) -> float {
return static_cast<float>(percent) / 100.0F; return static_cast<float>(percent) / 100.0F;
+2 -2
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@@ -3,11 +3,11 @@
#include "core/resources/resource.hpp" #include "core/resources/resource.hpp"
namespace AudioResource { namespace AudioResource {
JA_Music_t* getMusic(const std::string& name) { auto getMusic(const std::string& name) -> Ja::Music* {
return Resource::get()->getMusic(name); return Resource::get()->getMusic(name);
} }
JA_Sound_t* getSound(const std::string& name) { auto getSound(const std::string& name) -> Ja::Sound* {
return Resource::get()->getSound(name); return Resource::get()->getSound(name);
} }
} // namespace AudioResource } // namespace AudioResource
+8 -6
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@@ -1,17 +1,19 @@
#pragma once #pragma once
// --- Audio Resource Adapter --- // --- Audio Resource Adapter ---
// Aquest fitxer exposa una interfície comuna a Audio per obtenir JA_Music_t* / // Aquest fitxer exposa una interfície comuna a Audio per obtenir Ja::Music* /
// JA_Sound_t* per nom. Cada projecte la implementa en audio_adapter.cpp // Ja::Sound* per nom. Cada projecte la implementa en audio_adapter.cpp
// delegant al seu singleton de recursos (Resource::get(), Resource::Cache::get(), // delegant al seu singleton de recursos (Resource::get(), Resource::Cache::get(),
// etc.). Això permet que audio.hpp/audio.cpp siguin idèntics entre projectes. // etc.). Això permet que audio.hpp/audio.cpp siguin idèntics entre projectes.
#include <string> // Para string #include <string> // Para string
struct JA_Music_t; namespace Ja {
struct JA_Sound_t; struct Music;
struct Sound;
} // namespace Ja
namespace AudioResource { namespace AudioResource {
JA_Music_t* getMusic(const std::string& name); auto getMusic(const std::string& name) -> Ja::Music*;
JA_Sound_t* getSound(const std::string& name); auto getSound(const std::string& name) -> Ja::Sound*;
} // namespace AudioResource } // namespace AudioResource
File diff suppressed because it is too large Load Diff
+3 -4
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@@ -5,7 +5,6 @@
#include <memory> // Para unique_ptr, allocator, shared_ptr, operator==, make_unique #include <memory> // Para unique_ptr, allocator, shared_ptr, operator==, make_unique
#include "core/input/input.hpp" // Para Input #include "core/input/input.hpp" // Para Input
#include "core/input/input_types.hpp" // Para InputAction
#include "core/locale/lang.hpp" // Para getText #include "core/locale/lang.hpp" // Para getText
#include "core/resources/resource.hpp" // Para Resource #include "core/resources/resource.hpp" // Para Resource
#include "game/options.hpp" // Para Gamepad #include "game/options.hpp" // Para Gamepad
@@ -17,9 +16,9 @@ DefineButtons::DefineButtons()
: input_(Input::get()) { : input_(Input::get()) {
clearButtons(); clearButtons();
const auto gamepads = input_->getGamepads(); const auto GAMEPADS = input_->getGamepads();
controller_names_.reserve(gamepads.size()); controller_names_.reserve(GAMEPADS.size());
std::ranges::transform(gamepads, std::back_inserter(controller_names_), Input::getControllerName); std::ranges::transform(GAMEPADS, std::back_inserter(controller_names_), Input::getControllerName);
// Crear la ventana de mensaje // Crear la ventana de mensaje
WindowMessage::Config config(param.service_menu.window_message); WindowMessage::Config config(param.service_menu.window_message);
+4 -6
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@@ -2,14 +2,12 @@
#include <algorithm> // Para __any_of_fn, any_of #include <algorithm> // Para __any_of_fn, any_of
#include <functional> // Para function #include <functional> // Para function
#include <iterator> // Para pair
#include <string> // Para basic_string, operator+, allocator, char_traits, string, to_string #include <string> // Para basic_string, operator+, allocator, char_traits, string, to_string
#include <utility> // Para pair #include <utility> // Para pair
#include <vector> // Para vector #include <vector> // Para vector
#include "core/audio/audio.hpp" // Para Audio #include "core/audio/audio.hpp" // Para Audio
#include "core/input/input.hpp" // Para Input #include "core/input/input.hpp" // Para Input
#include "core/input/input_types.hpp" // Para InputAction
#include "core/locale/lang.hpp" // Para getText, getLangFile, getLangName, getNextLangCode, loadFromFile #include "core/locale/lang.hpp" // Para getText, getLangFile, getLangName, getNextLangCode, loadFromFile
#include "core/rendering/screen.hpp" // Para Screen #include "core/rendering/screen.hpp" // Para Screen
#include "core/system/section.hpp" // Para Name, name, Options, options, AttractMode, attract_mode #include "core/system/section.hpp" // Para Name, name, Options, options, AttractMode, attract_mode
@@ -84,12 +82,12 @@ namespace GlobalInputs {
void nextPreset() { void nextPreset() {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) { if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
Screen::nextCrtPiPreset(); Screen::nextCrtPiPreset();
const std::string name = Options::crtpi_presets.empty() ? "" : Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name; const std::string NAME = Options::crtpi_presets.empty() ? "" : Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
Notifier::get()->show({"CrtPi: " + name}); Notifier::get()->show({"CrtPi: " + NAME});
} else { } else {
Screen::nextPostFXPreset(); Screen::nextPostFXPreset();
const std::string name = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name; const std::string NAME = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
Notifier::get()->show({"PostFX: " + name}); Notifier::get()->show({"PostFX: " + NAME});
} }
} }
+6 -5
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@@ -157,15 +157,15 @@ auto Input::getNumGamepads() const -> int { return gamepads_.size(); }
// Obtiene el gamepad a partir de un event.id // Obtiene el gamepad a partir de un event.id
auto Input::getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Input::Gamepad> { auto Input::getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Input::Gamepad> {
const auto it = std::ranges::find_if(gamepads_, const auto IT = std::ranges::find_if(gamepads_,
[id](const auto& gamepad) { return gamepad->instance_id == id; }); [id](const auto& gamepad) { return gamepad->instance_id == id; });
return it != gamepads_.end() ? *it : nullptr; return IT != gamepads_.end() ? *IT : nullptr;
} }
auto Input::getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad> { auto Input::getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad> {
const auto it = std::ranges::find_if(gamepads_, const auto IT = std::ranges::find_if(gamepads_,
[&name](const auto& gamepad) { return gamepad && gamepad->name == name; }); [&name](const auto& gamepad) { return gamepad && gamepad->name == name; });
return it != gamepads_.end() ? *it : nullptr; return IT != gamepads_.end() ? *IT : nullptr;
} }
// Obtiene el SDL_GamepadButton asignado a un action // Obtiene el SDL_GamepadButton asignado a un action
@@ -360,8 +360,9 @@ auto Input::handleEvent(const SDL_Event& event) -> std::string {
return addGamepad(event.gdevice.which); return addGamepad(event.gdevice.which);
case SDL_EVENT_GAMEPAD_REMOVED: case SDL_EVENT_GAMEPAD_REMOVED:
return removeGamepad(event.gdevice.which); return removeGamepad(event.gdevice.which);
default:
return {};
} }
return {};
} }
auto Input::addGamepad(int device_index) -> std::string { auto Input::addGamepad(int device_index) -> std::string {
+2 -3
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@@ -6,7 +6,6 @@
#include <memory> // Para shared_ptr #include <memory> // Para shared_ptr
#include <string> // Para string, basic_string #include <string> // Para string, basic_string
#include <unordered_map> // Para unordered_map #include <unordered_map> // Para unordered_map
#include <utility> // Para pair
#include <vector> // Para vector #include <vector> // Para vector
#include "core/input/gamepad_config_manager.hpp" // for GamepadConfig (ptr only), GamepadConfigs #include "core/input/gamepad_config_manager.hpp" // for GamepadConfig (ptr only), GamepadConfigs
@@ -109,8 +108,8 @@ class Input {
// Evita nombres como "Retroid Controller (vendor: 1001) ..." en las notificaciones. // Evita nombres como "Retroid Controller (vendor: 1001) ..." en las notificaciones.
static auto trimName(const char* raw) -> std::string { static auto trimName(const char* raw) -> std::string {
std::string s(raw != nullptr ? raw : ""); std::string s(raw != nullptr ? raw : "");
const auto pos = s.find_first_of("(["); const auto POS = s.find_first_of("([");
if (pos != std::string::npos) { s.erase(pos); } if (POS != std::string::npos) { s.erase(POS); }
while (!s.empty() && s.back() == ' ') { s.pop_back(); } while (!s.empty() && s.back() == ' ') { s.pop_back(); }
return s; return s;
} }
+2 -1
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@@ -2,11 +2,12 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <cstdint>
#include <string> #include <string>
#include <unordered_map> #include <unordered_map>
// --- Enums --- // --- Enums ---
enum class InputAction : int { // Acciones de entrada posibles en el juego enum class InputAction : std::uint8_t { // Acciones de entrada posibles en el juego
// Inputs de movimiento // Inputs de movimiento
UP, UP,
DOWN, DOWN,
+11 -11
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@@ -14,7 +14,7 @@
#include "game/gameplay/difficulty.hpp" // Para Difficulty #include "game/gameplay/difficulty.hpp" // Para Difficulty
#include "game/options.hpp" // Para SettingsOpt... #include "game/options.hpp" // Para SettingsOpt...
using json = nlohmann::json; using Json = nlohmann::json;
namespace Lang { namespace Lang {
std::unordered_map<std::string, std::string> texts; std::unordered_map<std::string, std::string> texts;
@@ -33,12 +33,12 @@ namespace Lang {
auto resource_data = ResourceHelper::loadFile(file_path); auto resource_data = ResourceHelper::loadFile(file_path);
try { try {
json j; Json j;
if (!resource_data.empty()) { if (!resource_data.empty()) {
// Cargar desde datos del pack // Cargar desde datos del pack
std::string content(resource_data.begin(), resource_data.end()); std::string content(resource_data.begin(), resource_data.end());
j = json::parse(content); j = Json::parse(content);
} else { } else {
// Fallback a filesystem directo // Fallback a filesystem directo
std::ifstream rfile(file_path); std::ifstream rfile(file_path);
@@ -81,23 +81,23 @@ namespace Lang {
// Obtiene un idioma del vector de idiomas a partir de un código // Obtiene un idioma del vector de idiomas a partir de un código
auto getLanguage(Code code) -> Language { auto getLanguage(Code code) -> Language {
const auto it = std::ranges::find_if(languages, const auto IT = std::ranges::find_if(languages,
[code](const auto& lang) { return lang.code == code; }); [code](const auto& lang) { return lang.code == code; });
return it != languages.end() ? *it : languages[0]; return IT != languages.end() ? *IT : languages[0];
} }
// Devuelve el código de un idioma a partir de un nombre // Devuelve el código de un idioma a partir de un nombre
auto getCodeFromName(const std::string& name) -> Code { auto getCodeFromName(const std::string& name) -> Code {
const auto it = std::ranges::find_if(languages, const auto IT = std::ranges::find_if(languages,
[&name](const auto& lang) { return lang.name == name; }); [&name](const auto& lang) { return lang.name == name; });
return it != languages.end() ? it->code : languages[0].code; return IT != languages.end() ? IT->code : languages[0].code;
} }
// Devuelve el nombre de un idioma a partir de un código // Devuelve el nombre de un idioma a partir de un código
auto getNameFromCode(Code code) -> std::string { auto getNameFromCode(Code code) -> std::string {
const auto it = std::ranges::find_if(languages, const auto IT = std::ranges::find_if(languages,
[code](const auto& lang) { return lang.code == code; }); [code](const auto& lang) { return lang.code == code; });
return it != languages.end() ? it->name : languages[0].name; return IT != languages.end() ? IT->name : languages[0].name;
} }
// Actualiza los nombres de los idiomas // Actualiza los nombres de los idiomas
@@ -144,9 +144,9 @@ namespace Lang {
// Obtiene una fichero a partir de un lang::Code // Obtiene una fichero a partir de un lang::Code
auto getLanguageFileName(Lang::Code code) -> std::string { auto getLanguageFileName(Lang::Code code) -> std::string {
const auto it = std::ranges::find_if(languages, const auto IT = std::ranges::find_if(languages,
[code](const auto& lang) { return lang.code == code; }); [code](const auto& lang) { return lang.code == code; });
const auto& file = (it != languages.end()) ? it->file_name : languages[0].file_name; const auto& file = (IT != languages.end()) ? IT->file_name : languages[0].file_name;
return Asset::get()->getPath(file); return Asset::get()->getPath(file);
} }
+2 -1
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@@ -1,12 +1,13 @@
#pragma once #pragma once
#include <cstdint> // Para std::uint8_t
#include <string> // Para string, basic_string #include <string> // Para string, basic_string
#include <utility> // Para move #include <utility> // Para move
// --- Namespace Lang: gestión de idiomas y textos --- // --- Namespace Lang: gestión de idiomas y textos ---
namespace Lang { namespace Lang {
// --- Enums --- // --- Enums ---
enum class Code : int { enum class Code : std::uint8_t {
SPANISH = 0, // Español SPANISH = 0, // Español
VALENCIAN = 1, // Valenciano VALENCIAN = 1, // Valenciano
ENGLISH = 2 // Inglés ENGLISH = 2 // Inglés
+14 -14
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@@ -29,10 +29,10 @@ Background::Background(float total_progress_to_complete)
moon_texture_(Resource::get()->getTexture("game_moon.png")), moon_texture_(Resource::get()->getTexture("game_moon.png")),
grass_sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("game_grass.png"), Resource::get()->getAnimation("game_grass.ani"))), grass_sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("game_grass.png"), Resource::get()->getAnimation("game_grass.ani"))),
total_progress_to_complete_(total_progress_to_complete), TOTAL_PROGRESS_TO_COMPLETE(total_progress_to_complete),
progress_per_stage_(total_progress_to_complete_ / STAGES), PROGRESS_PER_STAGE(TOTAL_PROGRESS_TO_COMPLETE / STAGES),
sun_completion_progress_(total_progress_to_complete_ * SUN_COMPLETION_FACTOR), SUM_COMPLETION_PROGRESS(TOTAL_PROGRESS_TO_COMPLETE * SUN_COMPLETION_FACTOR),
minimum_completed_progress_(total_progress_to_complete_ * MINIMUM_COMPLETED_PROGRESS_PERCENTAGE), MINIMUM_COMPLETED_PROGRESS(TOTAL_PROGRESS_TO_COMPLETE * MINIMUM_COMPLETED_PROGRESS_PERCENTAGE),
rect_(SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(gradients_texture_->getWidth() / 2), .h = static_cast<float>(gradients_texture_->getHeight() / 2)}), rect_(SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(gradients_texture_->getWidth() / 2), .h = static_cast<float>(gradients_texture_->getHeight() / 2)}),
src_rect_({.x = 0, .y = 0, .w = 320, .h = 240}), src_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
@@ -167,7 +167,7 @@ void Background::incrementProgress(float amount) {
if (state_ == State::NORMAL) { if (state_ == State::NORMAL) {
float old_progress = progress_; float old_progress = progress_;
progress_ += amount; progress_ += amount;
progress_ = std::min(progress_, total_progress_to_complete_); progress_ = std::min(progress_, TOTAL_PROGRESS_TO_COMPLETE);
// Notifica el cambio si hay callback y el progreso cambió // Notifica el cambio si hay callback y el progreso cambió
if (progress_callback_ && progress_ != old_progress) { if (progress_callback_ && progress_ != old_progress) {
@@ -179,7 +179,7 @@ void Background::incrementProgress(float amount) {
// Establece la progresión absoluta // Establece la progresión absoluta
void Background::setProgress(float absolute_progress) { void Background::setProgress(float absolute_progress) {
float old_progress = progress_; float old_progress = progress_;
progress_ = std::clamp(absolute_progress, 0.0F, total_progress_to_complete_); progress_ = std::clamp(absolute_progress, 0.0F, TOTAL_PROGRESS_TO_COMPLETE);
// Notifica el cambio si hay callback y el progreso cambió // Notifica el cambio si hay callback y el progreso cambió
if (progress_callback_ && progress_ != old_progress) { if (progress_callback_ && progress_ != old_progress) {
@@ -282,27 +282,27 @@ void Background::updateProgression(float delta_time) {
float eased_t = easeOutCubic(static_cast<double>(t)); float eased_t = easeOutCubic(static_cast<double>(t));
// Interpolación desde progreso inicial hasta mínimo // Interpolación desde progreso inicial hasta mínimo
float progress_range = completion_initial_progress_ - minimum_completed_progress_; float progress_range = completion_initial_progress_ - MINIMUM_COMPLETED_PROGRESS;
progress_ = completion_initial_progress_ - (progress_range * eased_t); progress_ = completion_initial_progress_ - (progress_range * eased_t);
} else { } else {
// Transición completada, fijar al valor mínimo // Transición completada, fijar al valor mínimo
progress_ = minimum_completed_progress_; progress_ = MINIMUM_COMPLETED_PROGRESS;
} }
} }
// Calcula la transición de los diferentes fondos // Calcula la transición de los diferentes fondos
const float GRADIENT_NUMBER_FLOAT = std::min(progress_ / progress_per_stage_, 3.0F); const float GRADIENT_NUMBER_FLOAT = std::min(progress_ / PROGRESS_PER_STAGE, 3.0F);
const float PERCENT = GRADIENT_NUMBER_FLOAT - static_cast<int>(GRADIENT_NUMBER_FLOAT); const float PERCENT = GRADIENT_NUMBER_FLOAT - static_cast<int>(GRADIENT_NUMBER_FLOAT);
gradient_number_ = static_cast<size_t>(GRADIENT_NUMBER_FLOAT); gradient_number_ = static_cast<size_t>(GRADIENT_NUMBER_FLOAT);
transition_ = PERCENT; transition_ = PERCENT;
// Calcula la posición del sol // Calcula la posición del sol
const float SUN_PROGRESSION = std::min(progress_ / sun_completion_progress_, 1.0F); const float SUN_PROGRESSION = std::min(progress_ / SUM_COMPLETION_PROGRESS, 1.0F);
sun_index_ = static_cast<size_t>(SUN_PROGRESSION * (sun_path_.size() - 1)); sun_index_ = static_cast<size_t>(SUN_PROGRESSION * (sun_path_.size() - 1));
// Calcula la posición de la luna // Calcula la posición de la luna
const float MOON_PROGRESSION = std::min(progress_ / total_progress_to_complete_, 1.0F); const float MOON_PROGRESSION = std::min(progress_ / TOTAL_PROGRESS_TO_COMPLETE, 1.0F);
moon_index_ = static_cast<size_t>(MOON_PROGRESSION * (moon_path_.size() - 1)); moon_index_ = static_cast<size_t>(MOON_PROGRESSION * (moon_path_.size() - 1));
// Actualiza la velocidad de las nubes // Actualiza la velocidad de las nubes
@@ -318,12 +318,12 @@ void Background::updateCloudsSpeed() {
// Velocidad base según progreso (de -3.0 a -120.0 píxeles/segundo, igual que la versión original) // Velocidad base según progreso (de -3.0 a -120.0 píxeles/segundo, igual que la versión original)
float base_clouds_speed = (-CLOUDS_INITIAL_SPEED_PX_PER_S) + float base_clouds_speed = (-CLOUDS_INITIAL_SPEED_PX_PER_S) +
(-CLOUDS_FINAL_SPEED_RANGE_PX_PER_S * (progress_ / total_progress_to_complete_)); (-CLOUDS_FINAL_SPEED_RANGE_PX_PER_S * (progress_ / TOTAL_PROGRESS_TO_COMPLETE));
// En estado completado, las nubes se ralentizan gradualmente // En estado completado, las nubes se ralentizan gradualmente
if (state_ == State::COMPLETED) { if (state_ == State::COMPLETED) {
float completion_factor = (progress_ - minimum_completed_progress_) / float completion_factor = (progress_ - MINIMUM_COMPLETED_PROGRESS) /
(total_progress_to_complete_ - minimum_completed_progress_); (TOTAL_PROGRESS_TO_COMPLETE - MINIMUM_COMPLETED_PROGRESS);
completion_factor = std::max(0.1F, completion_factor); completion_factor = std::max(0.1F, completion_factor);
base_clouds_speed *= completion_factor; base_clouds_speed *= completion_factor;
} }
+6 -5
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@@ -4,6 +4,7 @@
#include <array> // Para array #include <array> // Para array
#include <cstddef> // Para size_t #include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <functional> // Para function #include <functional> // Para function
#include <memory> // Para unique_ptr, shared_ptr #include <memory> // Para unique_ptr, shared_ptr
#include <vector> // Para vector #include <vector> // Para vector
@@ -19,7 +20,7 @@ class AnimatedSprite;
class Background { class Background {
public: public:
// --- Enums --- // --- Enums ---
enum class State { enum class State : std::uint8_t {
NORMAL, // Progresión normal del día NORMAL, // Progresión normal del día
COMPLETED // Reducción gradual de la actividad COMPLETED // Reducción gradual de la actividad
}; };
@@ -87,10 +88,10 @@ class Background {
std::unique_ptr<AnimatedSprite> grass_sprite_; // Sprite con la hierba std::unique_ptr<AnimatedSprite> grass_sprite_; // Sprite con la hierba
// --- Variables de configuración --- // --- Variables de configuración ---
const float total_progress_to_complete_; // Progreso total para completar const float TOTAL_PROGRESS_TO_COMPLETE; // Progreso total para completar
const float progress_per_stage_; // Progreso por etapa const float PROGRESS_PER_STAGE; // Progreso por etapa
const float sun_completion_progress_; // Progreso de completado del sol const float SUM_COMPLETION_PROGRESS; // Progreso de completado del sol
const float minimum_completed_progress_; // Progreso mínimo calculado dinámicamente const float MINIMUM_COMPLETED_PROGRESS; // Progreso mínimo calculado dinámicamente
ProgressCallback progress_callback_; // Callback para notificar cambios de progreso ProgressCallback progress_callback_; // Callback para notificar cambios de progreso
// --- Variables de estado --- // --- Variables de estado ---
+1 -1
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@@ -481,7 +481,7 @@ void Fade::activate() {
case Type::DIAGONAL: { case Type::DIAGONAL: {
rect1_ = {.x = 0, .y = 0, .w = static_cast<float>(param.game.width / num_squares_width_), .h = static_cast<float>(param.game.height / num_squares_height_)}; rect1_ = {.x = 0, .y = 0, .w = static_cast<float>(param.game.width / num_squares_width_), .h = static_cast<float>(param.game.height / num_squares_height_)};
square_.clear(); square_.clear();
square_age_.assign(num_squares_width_ * num_squares_height_, -1); square_age_.assign(static_cast<size_t>(num_squares_width_) * num_squares_height_, -1);
for (int i = 0; i < num_squares_width_ * num_squares_height_; ++i) { for (int i = 0; i < num_squares_width_ * num_squares_height_; ++i) {
rect1_.x = (i % num_squares_width_) * rect1_.w; rect1_.x = (i % num_squares_width_) * rect1_.w;
rect1_.y = (i / num_squares_width_) * rect1_.h; rect1_.y = (i / num_squares_width_) * rect1_.h;
+197 -185
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@@ -8,145 +8,233 @@
#include <string> // Para char_traits, operator==, basic_string, string #include <string> // Para char_traits, operator==, basic_string, string
namespace GIF { namespace GIF {
inline void readBytes(const uint8_t *&buffer, void *dst, size_t size) { namespace {
std::memcpy(dst, buffer, size); inline void readBytes(const uint8_t *&buffer, void *dst, size_t size) {
buffer += size; std::memcpy(dst, buffer, size);
} buffer += size;
void Gif::decompress(int code_length, const uint8_t *input, int input_length, uint8_t *out) {
if (code_length < 2 || code_length > 12) {
std::cout << "Invalid LZW code length: " << code_length << '\n';
throw std::runtime_error("Invalid LZW code length");
} }
int i, bit; // Llavor del diccionari LZW: 0..N-1 com a entrades base, i salta 2 (clear_code + stop_code).
int prev = -1; void resetDictionary(std::vector<DictionaryEntry> &dict, int code_length, int &dictionary_ind) {
std::vector<DictionaryEntry> dictionary; dict.resize(1 << (code_length + 1));
int dictionary_ind; for (dictionary_ind = 0; dictionary_ind < (1 << code_length); dictionary_ind++) {
unsigned int mask = 0x01; dict[dictionary_ind].byte = static_cast<uint8_t>(dictionary_ind);
int reset_code_length = code_length; dict[dictionary_ind].prev = -1;
int clear_code = 1 << code_length; dict[dictionary_ind].len = 1;
int stop_code = clear_code + 1; }
int match_len = 0; dictionary_ind += 2;
dictionary.resize(1 << (code_length + 1));
for (dictionary_ind = 0; dictionary_ind < (1 << code_length); dictionary_ind++) {
dictionary[dictionary_ind].byte = static_cast<uint8_t>(dictionary_ind);
dictionary[dictionary_ind].prev = -1;
dictionary[dictionary_ind].len = 1;
} }
dictionary_ind += 2;
while (input_length > 0) { // Llig `code_length + 1` bits LSB-first del flux d'entrada. Llança si s'acaba el buffer.
auto readNextCode(const uint8_t *&input, int &input_length, int code_length, unsigned int &mask) -> int {
int code = 0; int code = 0;
for (i = 0; i < (code_length + 1); i++) { for (int i = 0; i < code_length + 1; i++) {
if (input_length <= 0) { if (input_length <= 0) {
std::cout << "Unexpected end of input in decompress" << '\n'; std::cout << "Unexpected end of input in decompress" << '\n';
throw std::runtime_error("Unexpected end of input in decompress"); throw std::runtime_error("Unexpected end of input in decompress");
} }
bit = ((*input & mask) != 0) ? 1 : 0; const int BIT = ((*input & mask) != 0) ? 1 : 0;
mask <<= 1; mask <<= 1;
if (mask == 0x100) { if (mask == 0x100) {
mask = 0x01; mask = 0x01;
input++; input++;
input_length--; input_length--;
} }
code |= (bit << i); code |= (BIT << i);
} }
return code;
}
if (code == clear_code) { // Afig una nova entrada al diccionari. Resol el cas especial KwKwK (code == dictionary_ind)
code_length = reset_code_length; // començant la cadena des de `prev` en lloc de des de `code`.
dictionary.resize(1 << (code_length + 1)); void addDictionaryEntry(std::vector<DictionaryEntry> &dict, int dictionary_ind, int code, int prev) {
for (dictionary_ind = 0; dictionary_ind < (1 << code_length); dictionary_ind++) { int ptr = (code == dictionary_ind) ? prev : code;
dictionary[dictionary_ind].byte = static_cast<uint8_t>(dictionary_ind); while (dict[ptr].prev != -1) {
dictionary[dictionary_ind].prev = -1; ptr = dict[ptr].prev;
dictionary[dictionary_ind].len = 1;
}
dictionary_ind += 2;
prev = -1;
continue;
} else if (code == stop_code) {
break;
} }
dict[dictionary_ind].byte = dict[ptr].byte;
dict[dictionary_ind].prev = prev;
dict[dictionary_ind].len = dict[prev].len + 1;
}
if (prev > -1 && code_length < 12) { // Escriu la cadena de bytes associada a `code` en `out` (en ordre invers seguint .prev).
if (code > dictionary_ind) { // Retorna la longitud del match per avançar el cursor de l'eixida.
std::cout << "LZW error: code (" << code << ") exceeds dictionary_ind (" << dictionary_ind << ")" << '\n'; auto emitMatch(const std::vector<DictionaryEntry> &dict, int code, uint8_t *out) -> int {
throw std::runtime_error("LZW error: code exceeds dictionary_ind."); const int MATCH_LEN = dict[code].len;
} int cur_code = code;
while (cur_code != -1) {
int ptr; out[dict[cur_code].len - 1] = dict[cur_code].byte;
if (code == dictionary_ind) { if (dict[cur_code].prev == cur_code) {
ptr = prev;
while (dictionary[ptr].prev != -1)
ptr = dictionary[ptr].prev;
dictionary[dictionary_ind].byte = dictionary[ptr].byte;
} else {
ptr = code;
while (dictionary[ptr].prev != -1)
ptr = dictionary[ptr].prev;
dictionary[dictionary_ind].byte = dictionary[ptr].byte;
}
dictionary[dictionary_ind].prev = prev;
dictionary[dictionary_ind].len = dictionary[prev].len + 1;
dictionary_ind++;
if ((dictionary_ind == (1 << (code_length + 1))) && (code_length < 11)) {
code_length++;
dictionary.resize(1 << (code_length + 1));
}
}
prev = code;
if (code < 0 || static_cast<size_t>(code) >= dictionary.size()) {
std::cout << "Invalid LZW code " << code << ", dictionary size " << static_cast<unsigned long>(dictionary.size()) << '\n';
throw std::runtime_error("LZW error: invalid code encountered");
}
int curCode = code;
match_len = dictionary[curCode].len;
while (curCode != -1) {
out[dictionary[curCode].len - 1] = dictionary[curCode].byte;
if (dictionary[curCode].prev == curCode) {
std::cout << "Internal error; self-reference detected." << '\n'; std::cout << "Internal error; self-reference detected." << '\n';
throw std::runtime_error("Internal error in decompress: self-reference"); throw std::runtime_error("Internal error in decompress: self-reference");
} }
curCode = dictionary[curCode].prev; cur_code = dict[cur_code].prev;
} }
out += match_len; return MATCH_LEN;
} }
}
std::vector<uint8_t> Gif::readSubBlocks(const uint8_t *&buffer) { // Descompone (uncompress) el bloque comprimido usando LZW.
std::vector<uint8_t> data; void decompress(int code_length, const uint8_t *input, int input_length, uint8_t *out) {
uint8_t block_size = *buffer; if (code_length < 2 || code_length > 12) {
buffer++; std::cout << "Invalid LZW code length: " << code_length << '\n';
while (block_size != 0) { throw std::runtime_error("Invalid LZW code length");
data.insert(data.end(), buffer, buffer + block_size); }
buffer += block_size;
block_size = *buffer; int prev = -1;
std::vector<DictionaryEntry> dictionary;
int dictionary_ind = 0;
unsigned int mask = 0x01;
const int RESET_CODE_LENGTH = code_length;
const int CLEAR_CODE = 1 << code_length;
const int STOP_CODE = CLEAR_CODE + 1;
resetDictionary(dictionary, code_length, dictionary_ind);
while (input_length > 0) {
const int CODE = readNextCode(input, input_length, code_length, mask);
if (CODE == CLEAR_CODE) {
code_length = RESET_CODE_LENGTH;
resetDictionary(dictionary, code_length, dictionary_ind);
prev = -1;
continue;
}
if (CODE == STOP_CODE) { break; }
if (prev > -1 && code_length < 12) {
if (CODE > dictionary_ind) {
std::cout << "LZW error: code (" << CODE << ") exceeds dictionary_ind (" << dictionary_ind << ")" << '\n';
throw std::runtime_error("LZW error: code exceeds dictionary_ind.");
}
addDictionaryEntry(dictionary, dictionary_ind, CODE, prev);
dictionary_ind++;
if ((dictionary_ind == (1 << (code_length + 1))) && (code_length < 11)) {
code_length++;
dictionary.resize(1 << (code_length + 1));
}
}
prev = CODE;
if (CODE < 0 || static_cast<size_t>(CODE) >= dictionary.size()) {
std::cout << "Invalid LZW code " << CODE << ", dictionary size " << static_cast<unsigned long>(dictionary.size()) << '\n';
throw std::runtime_error("LZW error: invalid code encountered");
}
out += emitMatch(dictionary, CODE, out);
}
}
// Lee los sub-bloques de datos y los acumula en un std::vector<uint8_t>.
auto readSubBlocks(const uint8_t *&buffer) -> std::vector<uint8_t> {
std::vector<uint8_t> data;
uint8_t block_size = *buffer;
buffer++; buffer++;
while (block_size != 0) {
data.insert(data.end(), buffer, buffer + block_size);
buffer += block_size;
block_size = *buffer;
buffer++;
}
return data;
} }
return data;
}
std::vector<uint8_t> Gif::processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> &gct, int resolution_bits) { // Procesa el Image Descriptor y retorna el vector de datos sin comprimir.
ImageDescriptor image_descriptor; auto processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> &gct, int resolution_bits) -> std::vector<uint8_t> {
readBytes(buffer, &image_descriptor, sizeof(ImageDescriptor)); ImageDescriptor image_descriptor;
readBytes(buffer, &image_descriptor, sizeof(ImageDescriptor));
uint8_t lzw_code_size; uint8_t lzw_code_size;
readBytes(buffer, &lzw_code_size, sizeof(uint8_t)); readBytes(buffer, &lzw_code_size, sizeof(uint8_t));
std::vector<uint8_t> compressed_data = readSubBlocks(buffer); std::vector<uint8_t> compressed_data = readSubBlocks(buffer);
int uncompressed_data_length = image_descriptor.image_width * image_descriptor.image_height; int uncompressed_data_length = image_descriptor.image_width * image_descriptor.image_height;
std::vector<uint8_t> uncompressed_data(uncompressed_data_length); std::vector<uint8_t> uncompressed_data(uncompressed_data_length);
decompress(lzw_code_size, compressed_data.data(), static_cast<int>(compressed_data.size()), uncompressed_data.data()); decompress(lzw_code_size, compressed_data.data(), static_cast<int>(compressed_data.size()), uncompressed_data.data());
return uncompressed_data; return uncompressed_data;
} }
std::vector<uint32_t> Gif::loadPalette(const uint8_t *buffer) { // Procesa el stream completo del GIF y devuelve los datos sin comprimir.
auto processGifStream(const uint8_t *buffer, uint16_t &w, uint16_t &h) -> std::vector<uint8_t> {
uint8_t header[6];
std::memcpy(header, buffer, 6);
buffer += 6;
std::string header_str(reinterpret_cast<char *>(header), 6);
if (header_str != "GIF87a" && header_str != "GIF89a") {
std::cout << "Formato de archivo GIF inválido: " << header_str << '\n';
throw std::runtime_error("Formato de archivo GIF inválido.");
}
ScreenDescriptor screen_descriptor;
readBytes(buffer, &screen_descriptor, sizeof(ScreenDescriptor));
w = screen_descriptor.width;
h = screen_descriptor.height;
int color_resolution_bits = ((screen_descriptor.fields & 0x70) >> 4) + 1;
std::vector<RGB> global_color_table;
if ((screen_descriptor.fields & 0x80) != 0) {
const size_t GLOBAL_COLOR_TABLE_SIZE = 1U << (((screen_descriptor.fields & 0x07) + 1));
global_color_table.resize(GLOBAL_COLOR_TABLE_SIZE);
std::memcpy(global_color_table.data(), buffer, 3 * GLOBAL_COLOR_TABLE_SIZE);
buffer += 3 * GLOBAL_COLOR_TABLE_SIZE;
}
uint8_t block_type = *buffer++;
while (block_type != TRAILER) {
if (block_type == EXTENSION_INTRODUCER) {
uint8_t extension_label = *buffer++;
switch (extension_label) {
case GRAPHIC_CONTROL: {
uint8_t block_size = *buffer++;
buffer += block_size;
uint8_t sub_block_size = *buffer++;
while (sub_block_size != 0) {
buffer += sub_block_size;
sub_block_size = *buffer++;
}
break;
}
case APPLICATION_EXTENSION:
case COMMENT_EXTENSION:
case PLAINTEXT_EXTENSION: {
uint8_t block_size = *buffer++;
buffer += block_size;
uint8_t sub_block_size = *buffer++;
while (sub_block_size != 0) {
buffer += sub_block_size;
sub_block_size = *buffer++;
}
break;
}
default: {
uint8_t block_size = *buffer++;
buffer += block_size;
uint8_t sub_block_size = *buffer++;
while (sub_block_size != 0) {
buffer += sub_block_size;
sub_block_size = *buffer++;
}
break;
}
}
} else if (block_type == IMAGE_DESCRIPTOR) {
return processImageDescriptor(buffer, global_color_table, color_resolution_bits);
} else {
std::cout << "Unrecognized block type: 0x" << std::hex << static_cast<int>(block_type) << std::dec << '\n';
return std::vector<uint8_t>{};
}
block_type = *buffer++;
}
return std::vector<uint8_t>{};
}
} // namespace
auto loadPalette(const uint8_t *buffer) -> std::vector<uint32_t> {
uint8_t header[6]; uint8_t header[6];
std::memcpy(header, buffer, 6); std::memcpy(header, buffer, 6);
buffer += 6; buffer += 6;
@@ -156,7 +244,7 @@ namespace GIF {
buffer += sizeof(ScreenDescriptor); buffer += sizeof(ScreenDescriptor);
std::vector<uint32_t> global_color_table; std::vector<uint32_t> global_color_table;
if (screen_descriptor.fields & 0x80) { if ((screen_descriptor.fields & 0x80) != 0) {
int global_color_table_size = 1 << (((screen_descriptor.fields & 0x07) + 1)); int global_color_table_size = 1 << (((screen_descriptor.fields & 0x07) + 1));
global_color_table.resize(global_color_table_size); global_color_table.resize(global_color_table_size);
for (int i = 0; i < global_color_table_size; ++i) { for (int i = 0; i < global_color_table_size; ++i) {
@@ -170,83 +258,7 @@ namespace GIF {
return global_color_table; return global_color_table;
} }
std::vector<uint8_t> Gif::processGifStream(const uint8_t *buffer, uint16_t &w, uint16_t &h) { auto loadGif(const uint8_t *buffer, uint16_t &w, uint16_t &h) -> std::vector<uint8_t> {
uint8_t header[6];
std::memcpy(header, buffer, 6);
buffer += 6;
std::string headerStr(reinterpret_cast<char *>(header), 6);
if (headerStr != "GIF87a" && headerStr != "GIF89a") {
std::cout << "Formato de archivo GIF inválido: " << headerStr << '\n';
throw std::runtime_error("Formato de archivo GIF inválido.");
}
ScreenDescriptor screen_descriptor;
readBytes(buffer, &screen_descriptor, sizeof(ScreenDescriptor));
w = screen_descriptor.width;
h = screen_descriptor.height;
int color_resolution_bits = ((screen_descriptor.fields & 0x70) >> 4) + 1;
std::vector<RGB> global_color_table;
if (screen_descriptor.fields & 0x80) {
int global_color_table_size = 1 << (((screen_descriptor.fields & 0x07) + 1));
global_color_table.resize(global_color_table_size);
std::memcpy(global_color_table.data(), buffer, 3 * global_color_table_size);
buffer += 3 * global_color_table_size;
}
uint8_t block_type = *buffer++;
while (block_type != TRAILER) {
if (block_type == EXTENSION_INTRODUCER) {
uint8_t extension_label = *buffer++;
switch (extension_label) {
case GRAPHIC_CONTROL: {
uint8_t blockSize = *buffer++;
buffer += blockSize;
uint8_t subBlockSize = *buffer++;
while (subBlockSize != 0) {
buffer += subBlockSize;
subBlockSize = *buffer++;
}
break;
}
case APPLICATION_EXTENSION:
case COMMENT_EXTENSION:
case PLAINTEXT_EXTENSION: {
uint8_t blockSize = *buffer++;
buffer += blockSize;
uint8_t subBlockSize = *buffer++;
while (subBlockSize != 0) {
buffer += subBlockSize;
subBlockSize = *buffer++;
}
break;
}
default: {
uint8_t blockSize = *buffer++;
buffer += blockSize;
uint8_t subBlockSize = *buffer++;
while (subBlockSize != 0) {
buffer += subBlockSize;
subBlockSize = *buffer++;
}
break;
}
}
} else if (block_type == IMAGE_DESCRIPTOR) {
return processImageDescriptor(buffer, global_color_table, color_resolution_bits);
} else {
std::cout << "Unrecognized block type: 0x" << std::hex << static_cast<int>(block_type) << std::dec << '\n';
return std::vector<uint8_t>{};
}
block_type = *buffer++;
}
return std::vector<uint8_t>{};
}
std::vector<uint8_t> Gif::loadGif(const uint8_t *buffer, uint16_t &w, uint16_t &h) {
return processGifStream(buffer, w, h); return processGifStream(buffer, w, h);
} }
+6 -23
View File
@@ -64,29 +64,12 @@ namespace GIF {
uint8_t foreground_color, background_color; uint8_t foreground_color, background_color;
}; };
class Gif { // Carga la paleta (global color table) a partir de un buffer,
public: // retornándola en un vector de uint32_t (cada color se compone de R, G, B).
// Descompone (uncompress) el bloque comprimido usando LZW. auto loadPalette(const uint8_t *buffer) -> std::vector<uint32_t>;
// Este método puede lanzar std::runtime_error en caso de error.
void decompress(int code_length, const uint8_t *input, int input_length, uint8_t *out);
// Carga la paleta (global color table) a partir de un buffer, // Carga el stream GIF; devuelve un vector con los datos de imagen sin comprimir y
// retornándola en un vector de uint32_t (cada color se compone de R, G, B). // asigna el ancho y alto mediante referencias.
std::vector<uint32_t> loadPalette(const uint8_t *buffer); auto loadGif(const uint8_t *buffer, uint16_t &w, uint16_t &h) -> std::vector<uint8_t>;
// Carga el stream GIF; devuelve un vector con los datos de imagen sin comprimir y
// asigna el ancho y alto mediante referencias.
std::vector<uint8_t> loadGif(const uint8_t *buffer, uint16_t &w, uint16_t &h);
private:
// Lee los sub-bloques de datos y los acumula en un std::vector<uint8_t>.
std::vector<uint8_t> readSubBlocks(const uint8_t *&buffer);
// Procesa el Image Descriptor y retorna el vector de datos sin comprimir.
std::vector<uint8_t> processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> &gct, int resolution_bits);
// Procesa el stream completo del GIF y devuelve los datos sin comprimir.
std::vector<uint8_t> processGifStream(const uint8_t *buffer, uint16_t &w, uint16_t &h);
};
} // namespace GIF } // namespace GIF
+39 -38
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@@ -320,49 +320,50 @@ void Screen::renderShake() {
} }
} }
#ifdef _DEBUG #ifdef _DEBUG
// Compone la línia d'informació de debug: "fps - driver - shader preset"
auto Screen::buildDebugInfoText() const -> std::string {
std::string info_text = std::to_string(fps_.last_value) + " fps";
// Driver GPU
if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
const std::string DRIVER = shader_backend_->getDriverName();
info_text += DRIVER.empty() ? "" : " - " + toLower(DRIVER);
} else {
info_text += " - sdl";
}
// Shader + preset (només si està activat)
if (!Options::video.shader.enabled) { return info_text; }
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
const std::string PRESET_NAME = Options::crtpi_presets.empty() ? "" : Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
info_text += " - crtpi " + toLower(PRESET_NAME);
} else {
const std::string PRESET_NAME = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
info_text += " - postfx " + toLower(PRESET_NAME);
if (Options::video.supersampling.enabled) { info_text += " (ss)"; }
}
return info_text;
}
// Muestra información por pantalla // Muestra información por pantalla
void Screen::renderInfo() const { void Screen::renderInfo() const {
if (debug_info_.show) { if (!debug_info_.show) { return; }
const Color GOLD(0xFF, 0xD7, 0x00);
const Color GOLD_SHADOW = GOLD.DARKEN(150);
// Construir texto: fps - driver - preset const Color GOLD(0xFF, 0xD7, 0x00);
std::string info_text = std::to_string(fps_.last_value) + " fps"; const Color GOLD_SHADOW = GOLD.darken(150);
// Driver GPU const std::string INFO_TEXT = buildDebugInfoText();
if (shader_backend_ && shader_backend_->isHardwareAccelerated()) { const int TEXT_WIDTH = debug_info_.text->length(INFO_TEXT);
const std::string DRIVER = shader_backend_->getDriverName(); const int X_POS = (static_cast<int>(param.game.width) - TEXT_WIDTH) / 2;
if (!DRIVER.empty()) { debug_info_.text->writeDX(Text::COLOR | Text::STROKE, X_POS, 1, INFO_TEXT, 1, GOLD, 1, GOLD_SHADOW);
info_text += " - " + toLower(DRIVER);
}
} else {
info_text += " - sdl";
}
// Shader + preset
if (Options::video.shader.enabled) {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
const std::string PRESET_NAME = Options::crtpi_presets.empty() ? "" : Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
info_text += " - crtpi " + toLower(PRESET_NAME);
} else {
const std::string PRESET_NAME = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
info_text += " - postfx " + toLower(PRESET_NAME);
if (Options::video.supersampling.enabled) { info_text += " (ss)"; }
}
}
// Centrado arriba
const int TEXT_WIDTH = debug_info_.text->length(info_text);
const int X_POS = (static_cast<int>(param.game.width) - TEXT_WIDTH) / 2;
debug_info_.text->writeDX(Text::COLOR | Text::STROKE, X_POS, 1, info_text, 1, GOLD, 1, GOLD_SHADOW);
#ifdef RECORDING #ifdef RECORDING
const std::string REC_TEXT = "recording"; const std::string REC_TEXT = "recording";
const int REC_WIDTH = debug_info_.text->length(REC_TEXT); const int REC_WIDTH = debug_info_.text->length(REC_TEXT);
const int REC_X = (static_cast<int>(param.game.width) - REC_WIDTH) / 2; const int REC_X = (static_cast<int>(param.game.width) - REC_WIDTH) / 2;
debug_info_.text->writeDX(Text::COLOR | Text::STROKE, REC_X, 1 + debug_info_.text->getCharacterSize(), REC_TEXT, 1, GOLD, 1, GOLD_SHADOW); debug_info_.text->writeDX(Text::COLOR | Text::STROKE, REC_X, 1 + debug_info_.text->getCharacterSize(), REC_TEXT, 1, GOLD, 1, GOLD_SHADOW);
#endif #endif
}
} }
#endif #endif
// Inicializa shaders (SDL3GPU) // Inicializa shaders (SDL3GPU)
@@ -380,8 +381,8 @@ void Screen::initShaders() {
Options::video.gpu.acceleration ? Options::video.gpu.preferred_driver : FALLBACK_DRIVER); Options::video.gpu.acceleration ? Options::video.gpu.preferred_driver : FALLBACK_DRIVER);
} }
if (!self->shader_backend_->isHardwareAccelerated()) { if (!self->shader_backend_->isHardwareAccelerated()) {
const bool ok = self->shader_backend_->init(self->window_, self->game_canvas_, "", ""); const bool OK = self->shader_backend_->init(self->window_, self->game_canvas_, "", "");
std::cout << "Screen::initShaders: SDL3GPUShader::init() = " << (ok ? "OK" : "FAILED") << '\n'; std::cout << "Screen::initShaders: SDL3GPUShader::init() = " << (OK ? "OK" : "FAILED") << '\n';
} }
if (self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) { if (self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) {
self->shader_backend_->setLinearUpscale(Options::video.supersampling.linear_upscale); self->shader_backend_->setLinearUpscale(Options::video.supersampling.linear_upscale);
+1
View File
@@ -241,6 +241,7 @@ class Screen {
void renderFlash(); // Dibuja el efecto de flash en la pantalla void renderFlash(); // Dibuja el efecto de flash en la pantalla
void renderShake(); // Aplica el efecto de agitar la pantalla void renderShake(); // Aplica el efecto de agitar la pantalla
void renderInfo() const; // Muestra información por pantalla void renderInfo() const; // Muestra información por pantalla
[[nodiscard]] auto buildDebugInfoText() const -> std::string; // Compone fps + driver + shader/preset para renderInfo
void renderPresent(); // Selecciona y ejecuta el método de renderizado adecuado void renderPresent(); // Selecciona y ejecuta el método de renderizado adecuado
void applyCurrentPostFXPreset(); // Aplica el preset PostFX activo al backend void applyCurrentPostFXPreset(); // Aplica el preset PostFX activo al backend
void applyCurrentCrtPiPreset(); // Aplica el preset CrtPi activo al backend void applyCurrentCrtPiPreset(); // Aplica el preset CrtPi activo al backend
@@ -702,7 +702,7 @@ namespace Rendering {
return; return;
} }
std::memcpy(mapped, pixels, static_cast<size_t>(width * height * 4)); std::memcpy(mapped, pixels, static_cast<size_t>(width) * height * 4);
SDL_UnmapGPUTransferBuffer(device_, upload_buffer_); SDL_UnmapGPUTransferBuffer(device_, upload_buffer_);
} }
+2 -1
View File
@@ -2,13 +2,14 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <cstdint>
#include <string> #include <string>
#include <utility> #include <utility>
namespace Rendering { namespace Rendering {
/** @brief Identificador del shader de post-procesado activo */ /** @brief Identificador del shader de post-procesado activo */
enum class ShaderType { POSTFX, enum class ShaderType : std::uint8_t { POSTFX,
CRTPI }; CRTPI };
/** /**
+10 -13
View File
@@ -31,7 +31,7 @@ auto CardSprite::enable() -> bool {
// Ángulo inicial // Ángulo inicial
rotate_.angle = start_angle_; rotate_.angle = start_angle_;
rotate_.center = {pos_.w / 2.0F, pos_.h / 2.0F}; rotate_.center = {.x = pos_.w / 2.0F, .y = pos_.h / 2.0F};
shadow_visible_ = true; shadow_visible_ = true;
return true; return true;
@@ -55,7 +55,7 @@ void CardSprite::startExit() {
// Rotación continua // Rotación continua
rotate_.enabled = true; rotate_.enabled = true;
rotate_.amount = exit_rotate_amount_; rotate_.amount = exit_rotate_amount_;
rotate_.center = {pos_.w / 2.0F, pos_.h / 2.0F}; rotate_.center = {.x = pos_.w / 2.0F, .y = pos_.h / 2.0F};
} }
// Actualiza según el estado // Actualiza según el estado
@@ -80,7 +80,7 @@ void CardSprite::updateEntering(float delta_time) {
double eased = entry_easing_(static_cast<double>(progress)); double eased = entry_easing_(static_cast<double>(progress));
// Zoom: de start_zoom_ a 1.0 con rebote // Zoom: de start_zoom_ a 1.0 con rebote
auto current_zoom = static_cast<float>(start_zoom_ + (1.0 - start_zoom_) * eased); auto current_zoom = static_cast<float>(start_zoom_ + ((1.0 - start_zoom_) * eased));
horizontal_zoom_ = current_zoom; horizontal_zoom_ = current_zoom;
vertical_zoom_ = current_zoom; vertical_zoom_ = current_zoom;
@@ -90,8 +90,8 @@ void CardSprite::updateEntering(float delta_time) {
// Posición: de entry_start a landing con easing suave (sin rebote) // Posición: de entry_start a landing con easing suave (sin rebote)
// Usamos easeOutCubic para que el desplazamiento sea fluido // Usamos easeOutCubic para que el desplazamiento sea fluido
double pos_eased = easeOutCubic(static_cast<double>(progress)); double pos_eased = easeOutCubic(static_cast<double>(progress));
auto current_x = static_cast<float>(entry_start_x_ + (landing_x_ - entry_start_x_) * pos_eased); auto current_x = static_cast<float>(entry_start_x_ + ((landing_x_ - entry_start_x_) * pos_eased));
auto current_y = static_cast<float>(entry_start_y_ + (landing_y_ - entry_start_y_) * pos_eased); auto current_y = static_cast<float>(entry_start_y_ + ((landing_y_ - entry_start_y_) * pos_eased));
setPos(current_x, current_y); setPos(current_x, current_y);
// Detecta el primer toque (cuando el easing alcanza ~1.0 por primera vez) // Detecta el primer toque (cuando el easing alcanza ~1.0 por primera vez)
@@ -117,12 +117,9 @@ void CardSprite::updateExiting(float delta_time) {
// Ganar altura gradualmente (zoom hacia el objetivo) // Ganar altura gradualmente (zoom hacia el objetivo)
if (exit_zoom_speed_ > 0.0F && horizontal_zoom_ < exit_target_zoom_) { if (exit_zoom_speed_ > 0.0F && horizontal_zoom_ < exit_target_zoom_) {
float new_zoom = horizontal_zoom_ + exit_zoom_speed_ * delta_time; const float NEW_ZOOM = std::min(horizontal_zoom_ + (exit_zoom_speed_ * delta_time), exit_target_zoom_);
if (new_zoom > exit_target_zoom_) { horizontal_zoom_ = NEW_ZOOM;
new_zoom = exit_target_zoom_; vertical_zoom_ = NEW_ZOOM;
}
horizontal_zoom_ = new_zoom;
vertical_zoom_ = new_zoom;
} }
if (isOffScreen()) { if (isOffScreen()) {
@@ -164,8 +161,8 @@ void CardSprite::renderShadow() {
// Offset respecto a la tarjeta: base + extra proporcional a la altura // Offset respecto a la tarjeta: base + extra proporcional a la altura
// La sombra se aleja en diagonal abajo-derecha (opuesta a la luz en 0,0) // La sombra se aleja en diagonal abajo-derecha (opuesta a la luz en 0,0)
float offset_x = shadow_offset_x_ + height * SHADOW_HEIGHT_MULTIPLIER; float offset_x = shadow_offset_x_ + (height * SHADOW_HEIGHT_MULTIPLIER);
float offset_y = shadow_offset_y_ + height * SHADOW_HEIGHT_MULTIPLIER; float offset_y = shadow_offset_y_ + (height * SHADOW_HEIGHT_MULTIPLIER);
shadow_texture_->render( shadow_texture_->render(
pos_.x + offset_x, pos_.x + offset_x,
+2 -1
View File
@@ -2,6 +2,7 @@
#include <SDL3/SDL.h> // Para SDL_FPoint #include <SDL3/SDL.h> // Para SDL_FPoint
#include <cstdint> // Para std::uint8_t
#include <functional> // Para function #include <functional> // Para function
#include <memory> // Para shared_ptr #include <memory> // Para shared_ptr
@@ -10,7 +11,7 @@
class Texture; class Texture;
// --- Estados de la tarjeta --- // --- Estados de la tarjeta ---
enum class CardState { enum class CardState : std::uint8_t {
IDLE, // No activada todavía IDLE, // No activada todavía
ENTERING, // Animación de entrada (zoom + rotación + desplazamiento con rebote) ENTERING, // Animación de entrada (zoom + rotación + desplazamiento con rebote)
LANDED, // En reposo sobre la mesa LANDED, // En reposo sobre la mesa
+3 -2
View File
@@ -2,6 +2,7 @@
#include <SDL3/SDL.h> // Para SDL_FPoint #include <SDL3/SDL.h> // Para SDL_FPoint
#include <cstdint> // Para std::uint8_t
#include <functional> // Para std::function #include <functional> // Para std::function
#include <memory> // Para shared_ptr #include <memory> // Para shared_ptr
#include <utility> #include <utility>
@@ -12,12 +13,12 @@
class Texture; class Texture;
// --- Enums --- // --- Enums ---
enum class PathType { // Tipos de recorrido enum class PathType : std::uint8_t { // Tipos de recorrido
VERTICAL, VERTICAL,
HORIZONTAL, HORIZONTAL,
}; };
enum class PathCentered { // Centrado del recorrido enum class PathCentered : std::uint8_t { // Centrado del recorrido
ON_X, ON_X,
ON_Y, ON_Y,
NONE, NONE,
@@ -1,7 +1,5 @@
#include "core/rendering/sprite/smart_sprite.hpp" #include "core/rendering/sprite/smart_sprite.hpp"
#include "core/rendering/sprite/moving_sprite.hpp" // Para MovingSprite
// Actualiza la posición y comprueba si ha llegado a su destino (time-based) // Actualiza la posición y comprueba si ha llegado a su destino (time-based)
void SmartSprite::update(float delta_time) { void SmartSprite::update(float delta_time) {
if (enabled_) { if (enabled_) {
@@ -3,16 +3,16 @@
#include <memory> // Para shared_ptr #include <memory> // Para shared_ptr
#include <utility> #include <utility>
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite #include "core/rendering/sprite/moving_sprite.hpp" // Para MovingSprite
class Texture; class Texture;
// --- Clase SmartSprite: sprite animado que se mueve hacia un destino y puede deshabilitarse automáticamente --- // --- Clase SmartSprite: sprite que se mueve hacia un destino y puede deshabilitarse automáticamente ---
class SmartSprite : public AnimatedSprite { class SmartSprite : public MovingSprite {
public: public:
// --- Constructor y destructor --- // --- Constructor y destructor ---
explicit SmartSprite(std::shared_ptr<Texture> texture) explicit SmartSprite(std::shared_ptr<Texture> texture)
: AnimatedSprite(std::move(texture)) {} : MovingSprite(std::move(texture)) {}
~SmartSprite() override = default; ~SmartSprite() override = default;
// --- Métodos principales --- // --- Métodos principales ---
+2 -5
View File
@@ -251,11 +251,9 @@ auto Texture::loadSurface(const std::string& file_path) -> std::shared_ptr<Surfa
} }
} }
// Crear un objeto Gif y llamar a la función loadGif
GIF::Gif gif;
Uint16 w = 0; Uint16 w = 0;
Uint16 h = 0; Uint16 h = 0;
std::vector<Uint8> raw_pixels = gif.loadGif(buffer.data(), w, h); std::vector<Uint8> raw_pixels = GIF::loadGif(buffer.data(), w, h);
if (raw_pixels.empty()) { if (raw_pixels.empty()) {
std::cout << "Error: No se pudo cargar el GIF " << file_path << '\n'; std::cout << "Error: No se pudo cargar el GIF " << file_path << '\n';
return nullptr; return nullptr;
@@ -329,8 +327,7 @@ auto Texture::loadPaletteFromFile(const std::string& file_path) -> Palette {
} }
// Usar la nueva función loadPalette, que devuelve un vector<uint32_t> // Usar la nueva función loadPalette, que devuelve un vector<uint32_t>
GIF::Gif gif; std::vector<uint32_t> pal = GIF::loadPalette(buffer.data());
std::vector<uint32_t> pal = gif.loadPalette(buffer.data());
if (pal.empty()) { if (pal.empty()) {
std::cout << "Advertencia: No se encontró paleta en el archivo " << file_path << '\n'; std::cout << "Advertencia: No se encontró paleta en el archivo " << file_path << '\n';
return palette; // Devuelve un vector vacío si no hay paleta return palette; // Devuelve un vector vacío si no hay paleta
+3 -1
View File
@@ -2,10 +2,12 @@
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_SetTextureColorMod, SDL_Renderer, SDL_Texture #include <SDL3/SDL.h> // Para SDL_FRect, SDL_SetTextureColorMod, SDL_Renderer, SDL_Texture
#include <cstdint> // Para std::uint8_t
#include "utils/color.hpp" // Para Color #include "utils/color.hpp" // Para Color
// --- Enums --- // --- Enums ---
enum class TiledBGMode : int { // Modos de funcionamiento para el tileado de fondo enum class TiledBGMode : std::uint8_t { // Modos de funcionamiento para el tileado de fondo
CIRCLE = 0, CIRCLE = 0,
DIAGONAL = 1, DIAGONAL = 1,
RANDOM = 2, RANDOM = 2,
+2 -1
View File
@@ -1,6 +1,7 @@
#include "core/rendering/writer.hpp" #include "core/rendering/writer.hpp"
#include "core/rendering/text.hpp" // Para Text // Text es completat ací per `text_->write/length` via shared_ptr; include-cleaner no detecta l'ús indirecte.
#include "core/rendering/text.hpp" // IWYU pragma: keep
// Actualiza el objeto (delta_time en ms) // Actualiza el objeto (delta_time en ms)
void Writer::update(float delta_time) { void Writer::update(float delta_time) {
+1 -1
View File
@@ -10,7 +10,7 @@
class Asset { class Asset {
public: public:
// --- Enums --- // --- Enums ---
enum class Type : int { enum class Type : std::uint8_t {
BITMAP, // Imágenes BITMAP, // Imágenes
MUSIC, // Música MUSIC, // Música
SOUND, // Sonidos SOUND, // Sonidos
@@ -4,6 +4,8 @@
#include <fstream> #include <fstream>
#include <iostream> #include <iostream>
#include "core/resources/resource_loader.hpp"
bool AssetIntegrated::resource_pack_enabled = false; bool AssetIntegrated::resource_pack_enabled = false;
void AssetIntegrated::initWithResourcePack(const std::string& executable_path, void AssetIntegrated::initWithResourcePack(const std::string& executable_path,
@@ -1,9 +1,6 @@
#pragma once #pragma once
#include <memory>
#include "core/resources/asset.hpp" #include "core/resources/asset.hpp"
#include "core/resources/resource_loader.hpp"
// Extensión de Asset que integra ResourceLoader // Extensión de Asset que integra ResourceLoader
class AssetIntegrated : public Asset { class AssetIntegrated : public Asset {
+89 -122
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@@ -5,16 +5,12 @@
#include <algorithm> // Para ranges::transform, ranges::find_if #include <algorithm> // Para ranges::transform, ranges::find_if
#include <array> // Para array #include <array> // Para array
#include <cstdlib> // Para exit #include <cstdlib> // Para exit
#include <exception> // Para exception
#include <filesystem> // Para exists, path, remove
#include <fstream> // Para basic_ofstream, basic_ios, basic_ostream::write, ios, ofstream
#include <iostream> // Para std::cout #include <iostream> // Para std::cout
#include <iterator> // Para back_inserter #include <iterator> // Para back_inserter
#include <ranges> // Para __find_if_fn, find_if, __find_fn, find
#include <stdexcept> // Para runtime_error #include <stdexcept> // Para runtime_error
#include <utility> // Para move #include <utility> // Para move
#include "core/audio/jail_audio.hpp" // Para JA_LoadMusic, JA_LoadSound, JA_DeleteMusic, JA_DeleteSound #include "core/audio/jail_audio.hpp" // Para Ja::loadMusic, Ja::loadSound, Ja::deleteMusic, Ja::deleteSound
#include "core/locale/lang.hpp" // Para getText #include "core/locale/lang.hpp" // Para getText
#include "core/rendering/screen.hpp" // Para Screen #include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/text.hpp" // Para Text #include "core/rendering/text.hpp" // Para Text
@@ -27,9 +23,6 @@
#include "utils/utils.hpp" // Para getFileName #include "utils/utils.hpp" // Para getFileName
#include "version.h" // Para APP_NAME, GIT_HASH #include "version.h" // Para APP_NAME, GIT_HASH
struct JA_Music_t; // lines 11-11
struct JA_Sound_t; // lines 12-12
// Helper para cargar archivos de audio desde pack o filesystem en memoria // Helper para cargar archivos de audio desde pack o filesystem en memoria
namespace { namespace {
struct AudioData { struct AudioData {
@@ -140,37 +133,37 @@ void Resource::loadEssentialTextures() {
// Inicializa las listas de recursos sin cargar el contenido (modo lazy) // Inicializa las listas de recursos sin cargar el contenido (modo lazy)
void Resource::initResourceLists() { void Resource::initResourceLists() {
const auto file_to_name = [](const auto& file) { return getFileName(file); }; const auto FILE_TO_NAME = [](const auto& file) { return getFileName(file); };
// Inicializa lista de sonidos // Inicializa lista de sonidos
const auto sound_list = Asset::get()->getListByType(Asset::Type::SOUND); const auto SOUND_LIST = Asset::get()->getListByType(Asset::Type::SOUND);
sounds_.clear(); sounds_.clear();
sounds_.reserve(sound_list.size()); sounds_.reserve(SOUND_LIST.size());
std::ranges::transform(sound_list, std::back_inserter(sounds_), [&](const auto& file) { return ResourceSound(file_to_name(file)); }); std::ranges::transform(SOUND_LIST, std::back_inserter(sounds_), [&](const auto& file) { return ResourceSound(FILE_TO_NAME(file)); });
// Inicializa lista de músicas // Inicializa lista de músicas
const auto music_list = Asset::get()->getListByType(Asset::Type::MUSIC); const auto MUSIC_LIST = Asset::get()->getListByType(Asset::Type::MUSIC);
musics_.clear(); musics_.clear();
musics_.reserve(music_list.size()); musics_.reserve(MUSIC_LIST.size());
std::ranges::transform(music_list, std::back_inserter(musics_), [&](const auto& file) { return ResourceMusic(file_to_name(file)); }); std::ranges::transform(MUSIC_LIST, std::back_inserter(musics_), [&](const auto& file) { return ResourceMusic(FILE_TO_NAME(file)); });
// Inicializa lista de texturas // Inicializa lista de texturas
const auto texture_list = Asset::get()->getListByType(Asset::Type::BITMAP); const auto TEXTURE_LIST = Asset::get()->getListByType(Asset::Type::BITMAP);
textures_.clear(); textures_.clear();
textures_.reserve(texture_list.size()); textures_.reserve(TEXTURE_LIST.size());
std::ranges::transform(texture_list, std::back_inserter(textures_), [&](const auto& file) { return ResourceTexture(file_to_name(file)); }); std::ranges::transform(TEXTURE_LIST, std::back_inserter(textures_), [&](const auto& file) { return ResourceTexture(FILE_TO_NAME(file)); });
// Inicializa lista de ficheros de texto // Inicializa lista de ficheros de texto
const auto text_file_list = Asset::get()->getListByType(Asset::Type::FONT); const auto TEXT_FILE_LIST = Asset::get()->getListByType(Asset::Type::FONT);
text_files_.clear(); text_files_.clear();
text_files_.reserve(text_file_list.size()); text_files_.reserve(TEXT_FILE_LIST.size());
std::ranges::transform(text_file_list, std::back_inserter(text_files_), [&](const auto& file) { return ResourceTextFile(file_to_name(file)); }); std::ranges::transform(TEXT_FILE_LIST, std::back_inserter(text_files_), [&](const auto& file) { return ResourceTextFile(FILE_TO_NAME(file)); });
// Inicializa lista de animaciones // Inicializa lista de animaciones
const auto animation_list = Asset::get()->getListByType(Asset::Type::ANIMATION); const auto ANIMATION_LIST = Asset::get()->getListByType(Asset::Type::ANIMATION);
animations_.clear(); animations_.clear();
animations_.reserve(animation_list.size()); animations_.reserve(ANIMATION_LIST.size());
std::ranges::transform(animation_list, std::back_inserter(animations_), [&](const auto& file) { return ResourceAnimation(file_to_name(file)); }); std::ranges::transform(ANIMATION_LIST, std::back_inserter(animations_), [&](const auto& file) { return ResourceAnimation(FILE_TO_NAME(file)); });
// Los demos se cargan directamente sin mostrar progreso (son pocos y pequeños) // Los demos se cargan directamente sin mostrar progreso (son pocos y pequeños)
loadDemoDataQuiet(); loadDemoDataQuiet();
@@ -196,7 +189,7 @@ void Resource::initResourceLists() {
} }
// Obtiene el sonido a partir de un nombre (con carga perezosa) // Obtiene el sonido a partir de un nombre (con carga perezosa)
auto Resource::getSound(const std::string& name) -> JA_Sound_t* { auto Resource::getSound(const std::string& name) -> Ja::Sound* {
auto it = std::ranges::find_if(sounds_, [&name](const auto& s) -> auto { return s.name == name; }); auto it = std::ranges::find_if(sounds_, [&name](const auto& s) -> auto { return s.name == name; });
if (it != sounds_.end()) { if (it != sounds_.end()) {
@@ -212,7 +205,7 @@ auto Resource::getSound(const std::string& name) -> JA_Sound_t* {
} }
// Obtiene la música a partir de un nombre (con carga perezosa) // Obtiene la música a partir de un nombre (con carga perezosa)
auto Resource::getMusic(const std::string& name) -> JA_Music_t* { auto Resource::getMusic(const std::string& name) -> Ja::Music* {
auto it = std::ranges::find_if(musics_, [&name](const auto& m) -> auto { return m.name == name; }); auto it = std::ranges::find_if(musics_, [&name](const auto& m) -> auto { return m.name == name; });
if (it != musics_.end()) { if (it != musics_.end()) {
@@ -303,48 +296,48 @@ auto Resource::getDemoData(int index) -> DemoData& {
// --- Métodos de carga perezosa --- // --- Métodos de carga perezosa ---
auto Resource::loadSoundLazy(const std::string& name) -> JA_Sound_t* { auto Resource::loadSoundLazy(const std::string& name) -> Ja::Sound* {
auto sound_list = Asset::get()->getListByType(Asset::Type::SOUND); auto sound_list = Asset::get()->getListByType(Asset::Type::SOUND);
for (const auto& file : sound_list) { for (const auto& file : sound_list) {
if (getFileName(file) == name) { if (getFileName(file) == name) {
auto audio_data = loadAudioData(file); auto audio_data = loadAudioData(file);
if (!audio_data.data.empty()) { if (!audio_data.data.empty()) {
return JA_LoadSound(audio_data.data.data(), audio_data.data.size()); return Ja::loadSound(audio_data.data.data(), audio_data.data.size());
} }
// Fallback a cargar desde disco si no está en pack // Fallback a cargar desde disco si no está en pack
return JA_LoadSound(file.c_str()); return Ja::loadSound(file.c_str());
} }
} }
return nullptr; return nullptr;
} }
auto Resource::loadMusicLazy(const std::string& name) -> JA_Music_t* { auto Resource::loadMusicLazy(const std::string& name) -> Ja::Music* {
auto music_list = Asset::get()->getListByType(Asset::Type::MUSIC); auto music_list = Asset::get()->getListByType(Asset::Type::MUSIC);
for (const auto& file : music_list) { for (const auto& file : music_list) {
if (getFileName(file) == name) { if (getFileName(file) == name) {
auto audio_data = loadAudioData(file); auto audio_data = loadAudioData(file);
if (!audio_data.data.empty()) { if (!audio_data.data.empty()) {
return JA_LoadMusic(audio_data.data.data(), audio_data.data.size()); return Ja::loadMusic(audio_data.data.data(), audio_data.data.size());
} }
// Fallback a cargar desde disco si no está en pack // Fallback a cargar desde disco si no está en pack
return JA_LoadMusic(file.c_str()); return Ja::loadMusic(file.c_str());
} }
} }
return nullptr; return nullptr;
} }
auto Resource::loadTextureLazy(const std::string& name) -> std::shared_ptr<Texture> { auto Resource::loadTextureLazy(const std::string& name) -> std::shared_ptr<Texture> {
const auto texture_list = Asset::get()->getListByType(Asset::Type::BITMAP); const auto TEXTURE_LIST = Asset::get()->getListByType(Asset::Type::BITMAP);
const auto it = std::ranges::find_if(texture_list, const auto IT = std::ranges::find_if(TEXTURE_LIST,
[&name](const auto& file) { return getFileName(file) == name; }); [&name](const auto& file) { return getFileName(file) == name; });
return it != texture_list.end() ? std::make_shared<Texture>(Screen::get()->getRenderer(), *it) : nullptr; return IT != TEXTURE_LIST.end() ? std::make_shared<Texture>(Screen::get()->getRenderer(), *IT) : nullptr;
} }
auto Resource::loadTextFileLazy(const std::string& name) -> std::shared_ptr<Text::File> { auto Resource::loadTextFileLazy(const std::string& name) -> std::shared_ptr<Text::File> {
const auto text_file_list = Asset::get()->getListByType(Asset::Type::FONT); const auto TEXT_FILE_LIST = Asset::get()->getListByType(Asset::Type::FONT);
const auto it = std::ranges::find_if(text_file_list, const auto IT = std::ranges::find_if(TEXT_FILE_LIST,
[&name](const auto& file) { return getFileName(file) == name; }); [&name](const auto& file) { return getFileName(file) == name; });
return it != text_file_list.end() ? Text::loadFile(*it) : nullptr; return IT != TEXT_FILE_LIST.end() ? Text::loadFile(*IT) : nullptr;
} }
auto Resource::loadTextLazy(const std::string& name) -> std::shared_ptr<Text> { auto Resource::loadTextLazy(const std::string& name) -> std::shared_ptr<Text> {
@@ -369,22 +362,22 @@ auto Resource::loadTextLazy(const std::string& name) -> std::shared_ptr<Text> {
{.key = "smb2", .texture_file = "smb2.png", .text_file = "smb2.txt"}, {.key = "smb2", .texture_file = "smb2.png", .text_file = "smb2.txt"},
{.key = "smb2_grad", .texture_file = "smb2_grad.png", .text_file = "smb2.txt"}}; {.key = "smb2_grad", .texture_file = "smb2_grad.png", .text_file = "smb2.txt"}};
const auto it = std::ranges::find_if(TEXT_MAPPINGS, const auto IT = std::ranges::find_if(TEXT_MAPPINGS,
[&name](const auto& mapping) { return mapping.key == name; }); [&name](const auto& mapping) { return mapping.key == name; });
if (it == TEXT_MAPPINGS.end()) { if (IT == TEXT_MAPPINGS.end()) {
return nullptr; return nullptr;
} }
auto texture = getTexture(it->texture_file); // Esto cargará la textura si no está cargada auto texture = getTexture(IT->texture_file); // Esto cargará la textura si no está cargada
auto text_file = getTextFile(it->text_file); // Esto cargará el archivo de texto si no está cargado auto text_file = getTextFile(IT->text_file); // Esto cargará el archivo de texto si no está cargado
return (texture && text_file) ? std::make_shared<Text>(texture, text_file) : nullptr; return (texture && text_file) ? std::make_shared<Text>(texture, text_file) : nullptr;
} }
auto Resource::loadAnimationLazy(const std::string& name) -> AnimationsFileBuffer { auto Resource::loadAnimationLazy(const std::string& name) -> AnimationsFileBuffer {
const auto animation_list = Asset::get()->getListByType(Asset::Type::ANIMATION); const auto ANIMATION_LIST = Asset::get()->getListByType(Asset::Type::ANIMATION);
const auto it = std::ranges::find_if(animation_list, const auto IT = std::ranges::find_if(ANIMATION_LIST,
[&name](const auto& file) { return getFileName(file) == name; }); [&name](const auto& file) { return getFileName(file) == name; });
if (it != animation_list.end()) { if (IT != ANIMATION_LIST.end()) {
return loadAnimationsFromFile(*it); return loadAnimationsFromFile(*IT);
} }
// Si no se encuentra, retorna vector vacío // Si no se encuentra, retorna vector vacío
return AnimationsFileBuffer{}; return AnimationsFileBuffer{};
@@ -427,80 +420,54 @@ auto Resource::isLoadDone() const -> bool {
return stage_ == LoadStage::DONE; return stage_ == LoadStage::DONE;
} }
// Avança una etapa que descarrega una llista d'assets.
void Resource::advanceListLoadStage(const std::vector<std::string>& list, void (Resource::*load_one)(size_t), LoadStage next_stage) {
if (stage_index_ >= list.size()) {
stage_ = next_stage;
stage_index_ = 0;
return;
}
(this->*load_one)(stage_index_++);
}
// Bombea la máquina de etapas hasta agotar el presupuesto de tiempo o completar la carga. // Bombea la máquina de etapas hasta agotar el presupuesto de tiempo o completar la carga.
// Devuelve true cuando ya no queda nada por cargar. // Devuelve true cuando ya no queda nada por cargar.
auto Resource::loadStep(int budget_ms) -> bool { auto Resource::loadStep(int budget_ms) -> bool {
if (stage_ == LoadStage::DONE) { return true; } if (stage_ == LoadStage::DONE) { return true; }
const Uint64 start_ns = SDL_GetTicksNS(); const Uint64 START_NS = SDL_GetTicksNS();
const Uint64 budget_ns = static_cast<Uint64>(budget_ms) * 1'000'000ULL; const Uint64 BUDGET_NS = static_cast<Uint64>(budget_ms) * 1'000'000ULL;
while (stage_ != LoadStage::DONE) { while (stage_ != LoadStage::DONE) {
switch (stage_) { switch (stage_) {
case LoadStage::SOUNDS: { case LoadStage::SOUNDS: {
auto list = Asset::get()->getListByType(Asset::Type::SOUND);
if (stage_index_ == 0) { sounds_.clear(); } if (stage_index_ == 0) { sounds_.clear(); }
if (stage_index_ >= list.size()) { advanceListLoadStage(Asset::get()->getListByType(Asset::Type::SOUND), &Resource::loadOneSound, LoadStage::MUSICS);
stage_ = LoadStage::MUSICS;
stage_index_ = 0;
break;
}
loadOneSound(stage_index_++);
break; break;
} }
case LoadStage::MUSICS: { case LoadStage::MUSICS: {
auto list = Asset::get()->getListByType(Asset::Type::MUSIC);
if (stage_index_ == 0) { musics_.clear(); } if (stage_index_ == 0) { musics_.clear(); }
if (stage_index_ >= list.size()) { advanceListLoadStage(Asset::get()->getListByType(Asset::Type::MUSIC), &Resource::loadOneMusic, LoadStage::TEXTURES);
stage_ = LoadStage::TEXTURES;
stage_index_ = 0;
break;
}
loadOneMusic(stage_index_++);
break; break;
} }
case LoadStage::TEXTURES: { case LoadStage::TEXTURES: {
auto list = Asset::get()->getListByType(Asset::Type::BITMAP);
if (stage_index_ == 0) { textures_.clear(); } if (stage_index_ == 0) { textures_.clear(); }
if (stage_index_ >= list.size()) { advanceListLoadStage(Asset::get()->getListByType(Asset::Type::BITMAP), &Resource::loadOneTexture, LoadStage::TEXT_FILES);
stage_ = LoadStage::TEXT_FILES;
stage_index_ = 0;
break;
}
loadOneTexture(stage_index_++);
break; break;
} }
case LoadStage::TEXT_FILES: { case LoadStage::TEXT_FILES: {
auto list = Asset::get()->getListByType(Asset::Type::FONT);
if (stage_index_ == 0) { text_files_.clear(); } if (stage_index_ == 0) { text_files_.clear(); }
if (stage_index_ >= list.size()) { advanceListLoadStage(Asset::get()->getListByType(Asset::Type::FONT), &Resource::loadOneTextFile, LoadStage::ANIMATIONS);
stage_ = LoadStage::ANIMATIONS;
stage_index_ = 0;
break;
}
loadOneTextFile(stage_index_++);
break; break;
} }
case LoadStage::ANIMATIONS: { case LoadStage::ANIMATIONS: {
auto list = Asset::get()->getListByType(Asset::Type::ANIMATION);
if (stage_index_ == 0) { animations_.clear(); } if (stage_index_ == 0) { animations_.clear(); }
if (stage_index_ >= list.size()) { advanceListLoadStage(Asset::get()->getListByType(Asset::Type::ANIMATION), &Resource::loadOneAnimation, LoadStage::DEMO_DATA);
stage_ = LoadStage::DEMO_DATA;
stage_index_ = 0;
break;
}
loadOneAnimation(stage_index_++);
break; break;
} }
case LoadStage::DEMO_DATA: { case LoadStage::DEMO_DATA: {
auto list = Asset::get()->getListByType(Asset::Type::DEMODATA);
if (stage_index_ == 0) { demos_.clear(); } if (stage_index_ == 0) { demos_.clear(); }
if (stage_index_ >= list.size()) { advanceListLoadStage(Asset::get()->getListByType(Asset::Type::DEMODATA), &Resource::loadOneDemoData, LoadStage::CREATE_TEXT);
stage_ = LoadStage::CREATE_TEXT;
stage_index_ = 0;
break;
}
loadOneDemoData(stage_index_++);
break; break;
} }
case LoadStage::CREATE_TEXT: case LoadStage::CREATE_TEXT:
@@ -519,7 +486,7 @@ auto Resource::loadStep(int budget_ms) -> bool {
break; break;
} }
if ((SDL_GetTicksNS() - start_ns) >= budget_ns) { break; } if ((SDL_GetTicksNS() - START_NS) >= BUDGET_NS) { break; }
} }
return stage_ == LoadStage::DONE; return stage_ == LoadStage::DONE;
@@ -542,11 +509,11 @@ void Resource::loadOneSound(size_t idx) {
auto name = getFileName(path); auto name = getFileName(path);
updateLoadingProgress(name); updateLoadingProgress(name);
auto audio_data = loadAudioData(path); auto audio_data = loadAudioData(path);
JA_Sound_t* sound = nullptr; Ja::Sound* sound = nullptr;
if (!audio_data.data.empty()) { if (!audio_data.data.empty()) {
sound = JA_LoadSound(audio_data.data.data(), audio_data.data.size()); sound = Ja::loadSound(audio_data.data.data(), audio_data.data.size());
} else { } else {
sound = JA_LoadSound(path.c_str()); sound = Ja::loadSound(path.c_str());
} }
if (sound == nullptr) { if (sound == nullptr) {
std::cout << "Sound load failed: " << name << '\n'; std::cout << "Sound load failed: " << name << '\n';
@@ -561,11 +528,11 @@ void Resource::loadOneMusic(size_t idx) {
auto name = getFileName(path); auto name = getFileName(path);
updateLoadingProgress(name); updateLoadingProgress(name);
auto audio_data = loadAudioData(path); auto audio_data = loadAudioData(path);
JA_Music_t* music = nullptr; Ja::Music* music = nullptr;
if (!audio_data.data.empty()) { if (!audio_data.data.empty()) {
music = JA_LoadMusic(audio_data.data.data(), audio_data.data.size()); music = Ja::loadMusic(audio_data.data.data(), audio_data.data.size());
} else { } else {
music = JA_LoadMusic(path.c_str()); music = Ja::loadMusic(path.c_str());
} }
if (music == nullptr) { if (music == nullptr) {
std::cout << "Music load failed: " << name << '\n'; std::cout << "Music load failed: " << name << '\n';
@@ -627,10 +594,10 @@ void Resource::createPlayerTextures() {
const auto& player = players[player_idx]; // Obtenemos el jugador actual const auto& player = players[player_idx]; // Obtenemos el jugador actual
// Encontrar el archivo original de la textura // Encontrar el archivo original de la textura
const auto texture_list = Asset::get()->getListByType(Asset::Type::BITMAP); const auto TEXTURE_LIST = Asset::get()->getListByType(Asset::Type::BITMAP);
const auto it = std::ranges::find_if(texture_list, const auto IT = std::ranges::find_if(TEXTURE_LIST,
[&player](const auto& file) { return getFileName(file) == player.base_texture; }); [&player](const auto& file) { return getFileName(file) == player.base_texture; });
const std::string texture_file_path = (it != texture_list.end()) ? *it : std::string{}; const std::string TEXTURE_FILE_PATH = (IT != TEXTURE_LIST.end()) ? *IT : std::string{};
// Crear las 4 texturas con sus respectivas paletas // Crear las 4 texturas con sus respectivas paletas
for (int palette_idx = 0; palette_idx < 4; ++palette_idx) { for (int palette_idx = 0; palette_idx < 4; ++palette_idx) {
@@ -639,14 +606,14 @@ void Resource::createPlayerTextures() {
if (palette_idx == 0) { if (palette_idx == 0) {
// Textura 0 - usar la ya cargada y modificar solo paleta 0 (default_shirt) // Textura 0 - usar la ya cargada y modificar solo paleta 0 (default_shirt)
texture = getTexture(player.base_texture); texture = getTexture(player.base_texture);
texture->setPaletteColor(0, 16, param.player.default_shirt[player_idx].darkest.TO_UINT32()); texture->setPaletteColor(0, 16, param.player.default_shirt[player_idx].darkest.toUint32());
texture->setPaletteColor(0, 17, param.player.default_shirt[player_idx].dark.TO_UINT32()); texture->setPaletteColor(0, 17, param.player.default_shirt[player_idx].dark.toUint32());
texture->setPaletteColor(0, 18, param.player.default_shirt[player_idx].base.TO_UINT32()); texture->setPaletteColor(0, 18, param.player.default_shirt[player_idx].base.toUint32());
texture->setPaletteColor(0, 19, param.player.default_shirt[player_idx].light.TO_UINT32()); texture->setPaletteColor(0, 19, param.player.default_shirt[player_idx].light.toUint32());
texture->setPaletteColor(0, 56, param.player.outline_color[player_idx].TO_UINT32()); texture->setPaletteColor(0, 56, param.player.outline_color[player_idx].toUint32());
} else { } else {
// Crear textura nueva desde archivo usando ResourceHelper // Crear textura nueva desde archivo usando ResourceHelper
texture = std::make_shared<Texture>(Screen::get()->getRenderer(), texture_file_path); texture = std::make_shared<Texture>(Screen::get()->getRenderer(), TEXTURE_FILE_PATH);
// Añadir todas las paletas // Añadir todas las paletas
texture->addPaletteFromPalFile(Asset::get()->getPath(player.palette_files[0])); texture->addPaletteFromPalFile(Asset::get()->getPath(player.palette_files[0]));
@@ -655,18 +622,18 @@ void Resource::createPlayerTextures() {
if (palette_idx == 1) { if (palette_idx == 1) {
// Textura 1 - modificar solo paleta 1 (one_coffee_shirt) // Textura 1 - modificar solo paleta 1 (one_coffee_shirt)
texture->setPaletteColor(1, 16, param.player.one_coffee_shirt[player_idx].darkest.TO_UINT32()); texture->setPaletteColor(1, 16, param.player.one_coffee_shirt[player_idx].darkest.toUint32());
texture->setPaletteColor(1, 17, param.player.one_coffee_shirt[player_idx].dark.TO_UINT32()); texture->setPaletteColor(1, 17, param.player.one_coffee_shirt[player_idx].dark.toUint32());
texture->setPaletteColor(1, 18, param.player.one_coffee_shirt[player_idx].base.TO_UINT32()); texture->setPaletteColor(1, 18, param.player.one_coffee_shirt[player_idx].base.toUint32());
texture->setPaletteColor(1, 19, param.player.one_coffee_shirt[player_idx].light.TO_UINT32()); texture->setPaletteColor(1, 19, param.player.one_coffee_shirt[player_idx].light.toUint32());
texture->setPaletteColor(1, 56, param.player.outline_color[player_idx].TO_UINT32()); texture->setPaletteColor(1, 56, param.player.outline_color[player_idx].toUint32());
} else if (palette_idx == 2) { } else if (palette_idx == 2) {
// Textura 2 - modificar solo paleta 2 (two_coffee_shirt) // Textura 2 - modificar solo paleta 2 (two_coffee_shirt)
texture->setPaletteColor(2, 16, param.player.two_coffee_shirt[player_idx].darkest.TO_UINT32()); texture->setPaletteColor(2, 16, param.player.two_coffee_shirt[player_idx].darkest.toUint32());
texture->setPaletteColor(2, 17, param.player.two_coffee_shirt[player_idx].dark.TO_UINT32()); texture->setPaletteColor(2, 17, param.player.two_coffee_shirt[player_idx].dark.toUint32());
texture->setPaletteColor(2, 18, param.player.two_coffee_shirt[player_idx].base.TO_UINT32()); texture->setPaletteColor(2, 18, param.player.two_coffee_shirt[player_idx].base.toUint32());
texture->setPaletteColor(2, 19, param.player.two_coffee_shirt[player_idx].light.TO_UINT32()); texture->setPaletteColor(2, 19, param.player.two_coffee_shirt[player_idx].light.toUint32());
texture->setPaletteColor(2, 56, param.player.outline_color[player_idx].TO_UINT32()); texture->setPaletteColor(2, 56, param.player.outline_color[player_idx].toUint32());
} }
// Textura 3 (palette_idx == 3) - no modificar nada, usar colores originales // Textura 3 (palette_idx == 3) - no modificar nada, usar colores originales
} }
@@ -769,7 +736,7 @@ void Resource::createText() {
void Resource::clearSounds() { void Resource::clearSounds() {
for (auto& sound : sounds_) { for (auto& sound : sounds_) {
if (sound.sound != nullptr) { if (sound.sound != nullptr) {
JA_DeleteSound(sound.sound); Ja::deleteSound(sound.sound);
sound.sound = nullptr; sound.sound = nullptr;
} }
} }
@@ -780,7 +747,7 @@ void Resource::clearSounds() {
void Resource::clearMusics() { void Resource::clearMusics() {
for (auto& music : musics_) { for (auto& music : musics_) {
if (music.music != nullptr) { if (music.music != nullptr) {
JA_DeleteMusic(music.music); Ja::deleteMusic(music.music);
music.music = nullptr; music.music = nullptr;
} }
} }
@@ -830,7 +797,7 @@ void Resource::renderProgress() {
const bool WAITING_FOR_INPUT = isLoadDone() && Options::loading.wait_for_input; const bool WAITING_FOR_INPUT = isLoadDone() && Options::loading.wait_for_input;
auto text_color = param.resource.color; auto text_color = param.resource.color;
auto bar_color = param.resource.color.DARKEN(100); auto bar_color = param.resource.color.darken(100);
const auto TEXT_HEIGHT = loading_text_->getCharacterSize(); const auto TEXT_HEIGHT = loading_text_->getCharacterSize();
// Dibuja el interior de la barra de progreso // Dibuja el interior de la barra de progreso
@@ -880,10 +847,10 @@ void Resource::renderProgress() {
// Carga los datos para el modo demostración (sin mostrar progreso) // Carga los datos para el modo demostración (sin mostrar progreso)
void Resource::loadDemoDataQuiet() { void Resource::loadDemoDataQuiet() {
const auto list = Asset::get()->getListByType(Asset::Type::DEMODATA); const auto LIST = Asset::get()->getListByType(Asset::Type::DEMODATA);
demos_.clear(); demos_.clear();
demos_.reserve(list.size()); demos_.reserve(LIST.size());
std::ranges::transform(list, std::back_inserter(demos_), [this](const auto& l) { return loadDemoDataFromFile(l); }); std::ranges::transform(LIST, std::back_inserter(demos_), [](const auto& l) { return loadDemoDataFromFile(l); });
} }
// Inicializa los rectangulos que definen la barra de progreso // Inicializa los rectangulos que definen la barra de progreso
+19 -12
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@@ -3,6 +3,7 @@
#include <SDL3/SDL.h> // Para SDL_FRect #include <SDL3/SDL.h> // Para SDL_FRect
#include <cstddef> // Para size_t #include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <memory> // Para shared_ptr #include <memory> // Para shared_ptr
#include <string> // Para string #include <string> // Para string
#include <utility> // Para move #include <utility> // Para move
@@ -13,14 +14,16 @@
#include "core/rendering/texture.hpp" // Para Texture #include "core/rendering/texture.hpp" // Para Texture
#include "core/system/demo.hpp" // Para DemoData #include "core/system/demo.hpp" // Para DemoData
struct JA_Music_t; namespace Ja {
struct JA_Sound_t; struct Music;
struct Sound;
} // namespace Ja
// --- Clase Resource: gestiona todos los recursos del juego (singleton) --- // --- Clase Resource: gestiona todos los recursos del juego (singleton) ---
class Resource { class Resource {
public: public:
// --- Enum para el modo de carga --- // --- Enum para el modo de carga ---
enum class LoadingMode { enum class LoadingMode : std::uint8_t {
PRELOAD, // Carga todos los recursos al inicio PRELOAD, // Carga todos los recursos al inicio
LAZY_LOAD // Carga los recursos bajo demanda LAZY_LOAD // Carga los recursos bajo demanda
}; };
@@ -31,8 +34,8 @@ class Resource {
static auto get() -> Resource*; // Obtiene el puntero al objeto Resource static auto get() -> Resource*; // Obtiene el puntero al objeto Resource
// --- Métodos de acceso a recursos --- // --- Métodos de acceso a recursos ---
auto getSound(const std::string& name) -> JA_Sound_t*; // Obtiene el sonido por nombre auto getSound(const std::string& name) -> Ja::Sound*; // Obtiene el sonido por nombre
auto getMusic(const std::string& name) -> JA_Music_t*; // Obtiene la música por nombre auto getMusic(const std::string& name) -> Ja::Music*; // Obtiene la música por nombre
auto getTexture(const std::string& name) -> std::shared_ptr<Texture>; // Obtiene la textura por nombre auto getTexture(const std::string& name) -> std::shared_ptr<Texture>; // Obtiene la textura por nombre
auto getTextFile(const std::string& name) -> std::shared_ptr<Text::File>; // Obtiene el fichero de texto por nombre auto getTextFile(const std::string& name) -> std::shared_ptr<Text::File>; // Obtiene el fichero de texto por nombre
auto getText(const std::string& name) -> std::shared_ptr<Text>; // Obtiene el objeto de texto por nombre auto getText(const std::string& name) -> std::shared_ptr<Text>; // Obtiene el objeto de texto por nombre
@@ -58,18 +61,18 @@ class Resource {
// --- Estructuras para recursos individuales --- // --- Estructuras para recursos individuales ---
struct ResourceSound { struct ResourceSound {
std::string name; // Nombre del sonido std::string name; // Nombre del sonido
JA_Sound_t* sound; // Objeto con el sonido Ja::Sound* sound; // Objeto con el sonido
explicit ResourceSound(std::string name, JA_Sound_t* sound = nullptr) explicit ResourceSound(std::string name, Ja::Sound* sound = nullptr)
: name(std::move(name)), : name(std::move(name)),
sound(sound) {} sound(sound) {}
}; };
struct ResourceMusic { struct ResourceMusic {
std::string name; // Nombre de la música std::string name; // Nombre de la música
JA_Music_t* music; // Objeto con la música Ja::Music* music; // Objeto con la música
explicit ResourceMusic(std::string name, JA_Music_t* music = nullptr) explicit ResourceMusic(std::string name, Ja::Music* music = nullptr)
: name(std::move(name)), : name(std::move(name)),
music(music) {} music(music) {}
}; };
@@ -156,7 +159,7 @@ class Resource {
SDL_FRect loading_full_rect_; SDL_FRect loading_full_rect_;
// --- Estado del cargador incremental --- // --- Estado del cargador incremental ---
enum class LoadStage { enum class LoadStage : std::uint8_t {
SOUNDS, SOUNDS,
MUSICS, MUSICS,
TEXTURES, TEXTURES,
@@ -187,8 +190,8 @@ class Resource {
// --- Métodos para carga perezosa --- // --- Métodos para carga perezosa ---
void initResourceLists(); // Inicializa las listas de recursos sin cargar el contenido void initResourceLists(); // Inicializa las listas de recursos sin cargar el contenido
static auto loadSoundLazy(const std::string& name) -> JA_Sound_t*; // Carga un sonido específico bajo demanda static auto loadSoundLazy(const std::string& name) -> Ja::Sound*; // Carga un sonido específico bajo demanda
static auto loadMusicLazy(const std::string& name) -> JA_Music_t*; // Carga una música específica bajo demanda static auto loadMusicLazy(const std::string& name) -> Ja::Music*; // Carga una música específica bajo demanda
static auto loadTextureLazy(const std::string& name) -> std::shared_ptr<Texture>; // Carga una textura específica bajo demanda static auto loadTextureLazy(const std::string& name) -> std::shared_ptr<Texture>; // Carga una textura específica bajo demanda
static auto loadTextFileLazy(const std::string& name) -> std::shared_ptr<Text::File>; // Carga un fichero de texto específico bajo demanda static auto loadTextFileLazy(const std::string& name) -> std::shared_ptr<Text::File>; // Carga un fichero de texto específico bajo demanda
auto loadTextLazy(const std::string& name) -> std::shared_ptr<Text>; // Carga un objeto de texto específico bajo demanda auto loadTextLazy(const std::string& name) -> std::shared_ptr<Text>; // Carga un objeto de texto específico bajo demanda
@@ -200,6 +203,10 @@ class Resource {
void initProgressBar(); // Inicializa los rectangulos que definen la barra de progreso void initProgressBar(); // Inicializa los rectangulos que definen la barra de progreso
void updateProgressBar(); // Actualiza la barra de estado void updateProgressBar(); // Actualiza la barra de estado
// Avança una etapa que descarrega una llista d'assets: si `stage_index_` desborda la mida,
// salta a `next_stage`; si no, crida `load_one` per a l'element actual i incrementa.
void advanceListLoadStage(const std::vector<std::string>& list, void (Resource::*load_one)(size_t), LoadStage next_stage);
// --- Helpers del cargador incremental (cargan un único recurso) --- // --- Helpers del cargador incremental (cargan un único recurso) ---
void loadOneSound(size_t idx); void loadOneSound(size_t idx);
void loadOneMusic(size_t idx); void loadOneMusic(size_t idx);
-1
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@@ -6,7 +6,6 @@
#include <stdexcept> // Para runtime_error #include <stdexcept> // Para runtime_error
#include "core/resources/resource_helper.hpp" // Para ResourceHelper #include "core/resources/resource_helper.hpp" // Para ResourceHelper
#include "utils/utils.hpp" // Para getFileName
// Carga el fichero de datos para la demo // Carga el fichero de datos para la demo
auto loadDemoDataFromFile(const std::string& file_path) -> DemoData { auto loadDemoDataFromFile(const std::string& file_path) -> DemoData {
+43 -69
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@@ -38,6 +38,38 @@
#include "game/ui/service_menu.hpp" // Para ServiceMenu #include "game/ui/service_menu.hpp" // Para ServiceMenu
#include "utils/param.hpp" // Para loadParamsFromFile #include "utils/param.hpp" // Para loadParamsFromFile
namespace {
// Llig un camp opcional d'un YAML cap a `dest`. Si no existeix, no toca `dest`.
// Si existeix però el tipus no encaixa, deixa el valor per defecte i avisa per stderr
// (un debug.yaml mal escrit no ha de tombar l'arrencada, però l'usuari ha de saber-ho).
template <typename T>
void loadYamlField(const fkyaml::node& yaml, const std::string& key, T& dest) {
if (!yaml.contains(key)) { return; }
try {
dest = yaml[key].get_value<T>();
} catch (...) {
std::cerr << "debug.yaml: valor invàlid per a '" << key << "', es manté el valor per defecte\n";
}
}
auto parseInitialSection(const std::string& value) -> Section::Name {
if (value == "logo") { return Section::Name::LOGO; }
if (value == "intro") { return Section::Name::INTRO; }
if (value == "title") { return Section::Name::TITLE; }
if (value == "credits") { return Section::Name::CREDITS; }
if (value == "instructions") { return Section::Name::INSTRUCTIONS; }
if (value == "hiscore") { return Section::Name::HI_SCORE_TABLE; }
return Section::Name::GAME; // "game" i qualsevol valor desconegut
}
auto parseInitialOptions(const std::string& value) -> Section::Options {
if (value == "none") { return Section::Options::NONE; }
if (value == "2p") { return Section::Options::GAME_PLAY_2P; }
if (value == "both") { return Section::Options::GAME_PLAY_BOTH; }
return Section::Options::GAME_PLAY_1P; // "1p" i qualsevol valor desconegut
}
} // namespace
// Constructor // Constructor
Director::Director() { Director::Director() {
Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO; Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
@@ -275,78 +307,20 @@ void Director::loadDebugConfig() {
file.close(); file.close();
try { try {
auto yaml = fkyaml::node::deserialize(content); auto yaml = fkyaml::node::deserialize(content);
if (yaml.contains("initial_section")) { loadYamlField(yaml, "initial_section", debug_config.initial_section);
try { loadYamlField(yaml, "initial_options", debug_config.initial_options);
debug_config.initial_section = yaml["initial_section"].get_value<std::string>(); loadYamlField(yaml, "initial_stage", debug_config.initial_stage);
} catch (...) {} loadYamlField(yaml, "show_render_info", debug_config.show_render_info);
} loadYamlField(yaml, "resource_loading", debug_config.resource_loading);
if (yaml.contains("initial_options")) { loadYamlField(yaml, "autoplay", debug_config.autoplay);
try { loadYamlField(yaml, "invincibility", debug_config.invincibility);
debug_config.initial_options = yaml["initial_options"].get_value<std::string>();
} catch (...) {}
}
if (yaml.contains("initial_stage")) {
try {
debug_config.initial_stage = yaml["initial_stage"].get_value<int>();
} catch (...) {}
}
if (yaml.contains("show_render_info")) {
try {
debug_config.show_render_info = yaml["show_render_info"].get_value<bool>();
} catch (...) {}
}
if (yaml.contains("resource_loading")) {
try {
debug_config.resource_loading = yaml["resource_loading"].get_value<std::string>();
} catch (...) {}
}
if (yaml.contains("autoplay")) {
try {
debug_config.autoplay = yaml["autoplay"].get_value<bool>();
} catch (...) {}
}
if (yaml.contains("invincibility")) {
try {
debug_config.invincibility = yaml["invincibility"].get_value<bool>();
} catch (...) {}
}
} catch (...) { } catch (...) {
std::cout << "Error parsing debug.yaml, using defaults" << '\n'; std::cout << "Error parsing debug.yaml, using defaults" << '\n';
} }
} }
// Mapear strings a enums Section::name = parseInitialSection(debug_config.initial_section);
const auto& sec = debug_config.initial_section; Section::options = parseInitialOptions(debug_config.initial_options);
if (sec == "logo") {
Section::name = Section::Name::LOGO;
} else if (sec == "intro") {
Section::name = Section::Name::INTRO;
} else if (sec == "title") {
Section::name = Section::Name::TITLE;
} else if (sec == "game") {
Section::name = Section::Name::GAME;
} else if (sec == "credits") {
Section::name = Section::Name::CREDITS;
} else if (sec == "instructions") {
Section::name = Section::Name::INSTRUCTIONS;
} else if (sec == "hiscore") {
Section::name = Section::Name::HI_SCORE_TABLE;
} else {
Section::name = Section::Name::GAME;
}
const auto& opt = debug_config.initial_options;
if (opt == "none") {
Section::options = Section::Options::NONE;
} else if (opt == "1p") {
Section::options = Section::Options::GAME_PLAY_1P;
} else if (opt == "2p") {
Section::options = Section::Options::GAME_PLAY_2P;
} else if (opt == "both") {
Section::options = Section::Options::GAME_PLAY_BOTH;
} else {
Section::options = Section::Options::GAME_PLAY_1P;
}
} }
// Crea la carpeta del sistema donde guardar datos // Crea la carpeta del sistema donde guardar datos
@@ -499,7 +473,7 @@ auto Director::iterate() -> SDL_AppResult {
// Ejecuta un frame de la sección activa // Ejecuta un frame de la sección activa
if (preload_) { if (preload_) {
preload_->iterate(); Preload::iterate();
} else if (logo_) { } else if (logo_) {
logo_->iterate(); logo_->iterate();
} else if (intro_) { } else if (intro_) {
@@ -526,7 +500,7 @@ auto Director::handleEvent(const SDL_Event& event) -> SDL_AppResult {
// Reenvía a la sección activa // Reenvía a la sección activa
if (preload_) { if (preload_) {
preload_->handleEvent(event); Preload::handleEvent(event);
} else if (logo_) { } else if (logo_) {
logo_->handleEvent(event); logo_->handleEvent(event);
} else if (intro_) { } else if (intro_) {
+4 -2
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@@ -7,8 +7,10 @@
#include "core/system/section.hpp" // Para Section::Name #include "core/system/section.hpp" // Para Section::Name
#include <cstdint> // Para std::uint8_t
namespace Lang { namespace Lang {
enum class Code : int; enum class Code : std::uint8_t;
} }
// Declaraciones adelantadas de las secciones // Declaraciones adelantadas de las secciones
@@ -70,7 +72,7 @@ class Director {
// --- Inicialización y cierre del sistema --- // --- Inicialización y cierre del sistema ---
void init(); // Inicializa la aplicación (pre-boot) void init(); // Inicializa la aplicación (pre-boot)
void finishBoot(); // Post-boot: inicializa lo que depende de recursos cargados static void finishBoot(); // Post-boot: inicializa lo que depende de recursos cargados
static void close(); // Cierra y libera recursos static void close(); // Cierra y libera recursos
// --- Configuración inicial --- // --- Configuración inicial ---
+5 -3
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@@ -1,5 +1,7 @@
#pragma once #pragma once
#include <cstdint>
/* /*
Namespace section: define los estados/secciones principales del programa, Namespace section: define los estados/secciones principales del programa,
así como las opciones y modos especiales (como el Attract Mode). así como las opciones y modos especiales (como el Attract Mode).
@@ -8,7 +10,7 @@
namespace Section { namespace Section {
// --- Enumeraciones de secciones del programa --- // --- Enumeraciones de secciones del programa ---
enum class Name { enum class Name : std::uint8_t {
RESET, // Inicialización RESET, // Inicialización
PRELOAD, // Carga incremental de recursos PRELOAD, // Carga incremental de recursos
LOGO, // Pantalla de logo LOGO, // Pantalla de logo
@@ -23,7 +25,7 @@ namespace Section {
}; };
// --- Opciones para la sección actual --- // --- Opciones para la sección actual ---
enum class Options { enum class Options : std::uint8_t {
GAME_PLAY_1P, // Iniciar el juego con el jugador 1 GAME_PLAY_1P, // Iniciar el juego con el jugador 1
GAME_PLAY_2P, // Iniciar el juego con el jugador 2 GAME_PLAY_2P, // Iniciar el juego con el jugador 2
GAME_PLAY_BOTH, // Iniciar el juego con los dos jugadores GAME_PLAY_BOTH, // Iniciar el juego con los dos jugadores
@@ -37,7 +39,7 @@ namespace Section {
}; };
// --- Modos para el Attract Mode --- // --- Modos para el Attract Mode ---
enum class AttractMode { enum class AttractMode : std::uint8_t {
TITLE_TO_DEMO, // Pasar de título a demo TITLE_TO_DEMO, // Pasar de título a demo
TITLE_TO_LOGO, // Pasar de título a logo TITLE_TO_LOGO, // Pasar de título a logo
}; };
+3 -1
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@@ -1,10 +1,12 @@
#pragma once #pragma once
#include <cstdint>
// --- Namespace SystemShutdown: utilidad multiplataforma para apagar el sistema de forma segura --- // --- Namespace SystemShutdown: utilidad multiplataforma para apagar el sistema de forma segura ---
namespace SystemShutdown { namespace SystemShutdown {
// --- Enums --- // --- Enums ---
enum class ShutdownResult { enum class ShutdownResult : std::uint8_t {
SUCCESS = 0, // Éxito SUCCESS = 0, // Éxito
ERROR_PERMISSION, // Error de permisos insuficientes ERROR_PERMISSION, // Error de permisos insuficientes
ERROR_SYSTEM_CALL, // Error en la llamada al sistema ERROR_SYSTEM_CALL, // Error en la llamada al sistema
+2 -1
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@@ -1,11 +1,12 @@
#pragma once #pragma once
#include <cstdint>
#include <string> #include <string>
// --- Namespace SystemUtils: utilidades multiplataforma para operaciones del sistema --- // --- Namespace SystemUtils: utilidades multiplataforma para operaciones del sistema ---
namespace SystemUtils { namespace SystemUtils {
// --- Enums --- // --- Enums ---
enum class Result { // Códigos de resultado para operaciones del sistema enum class Result : std::uint8_t { // Códigos de resultado para operaciones del sistema
SUCCESS = 0, SUCCESS = 0,
PERMISSION_DENIED, // Sin permisos para crear la carpeta PERMISSION_DENIED, // Sin permisos para crear la carpeta
PATH_TOO_LONG, // Ruta demasiado larga PATH_TOO_LONG, // Ruta demasiado larga
+1 -1
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@@ -7,7 +7,7 @@
#include "core/audio/audio.hpp" // Para Audio #include "core/audio/audio.hpp" // Para Audio
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite #include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite
#include "core/rendering/sprite/sprite.hpp" // Para Sprite #include "core/rendering/sprite/sprite.hpp" // Para Sprite
#include "core/rendering/texture.hpp" // Para Texture #include "core/rendering/texture.hpp" // IWYU pragma: keep
#include "utils/param.hpp" // Para Param, ParamBalloon, param #include "utils/param.hpp" // Para Param, ParamBalloon, param
// Constructor // Constructor
+5 -4
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@@ -2,9 +2,10 @@
#include <SDL3/SDL.h> // Para SDL_FRect, Uint16 #include <SDL3/SDL.h> // Para SDL_FRect, Uint16
#include <memory> // Para shared_ptr, unique_ptr #include <cstdint> // Para std::uint8_t
#include <string> // Para string #include <memory> // Para shared_ptr, unique_ptr
#include <vector> // Para vector #include <string> // Para string
#include <vector> // Para vector
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite #include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite
#include "utils/utils.hpp" // Para Circle #include "utils/utils.hpp" // Para Circle
@@ -12,7 +13,7 @@
class Texture; class Texture;
// --- Enums --- // --- Enums ---
enum class ItemType : int { enum class ItemType : std::uint8_t {
DISK = 1, // Disco DISK = 1, // Disco
GAVINA = 2, // Gavina GAVINA = 2, // Gavina
PACMAR = 3, // Pacman PACMAR = 3, // Pacman
-5
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@@ -8,7 +8,6 @@
#include "core/audio/audio.hpp" // Para Audio #include "core/audio/audio.hpp" // Para Audio
#include "core/input/input.hpp" // Para Input #include "core/input/input.hpp" // Para Input
#include "core/input/input_types.hpp" // Para InputAction
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite #include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite
#include "core/rendering/texture.hpp" // Para Texture #include "core/rendering/texture.hpp" // Para Texture
#include "core/resources/asset.hpp" // Para Asset #include "core/resources/asset.hpp" // Para Asset
@@ -1135,8 +1134,6 @@ void Player::updateFiringStateFromVisual() {
firing_state_ = State::RECOILING_RIGHT; firing_state_ = State::RECOILING_RIGHT;
break; break;
case State::FIRING_UP: case State::FIRING_UP:
firing_state_ = State::RECOILING_UP;
break;
default: default:
firing_state_ = State::RECOILING_UP; firing_state_ = State::RECOILING_UP;
break; break;
@@ -1152,8 +1149,6 @@ void Player::updateFiringStateFromVisual() {
firing_state_ = State::COOLING_RIGHT; firing_state_ = State::COOLING_RIGHT;
break; break;
case State::FIRING_UP: case State::FIRING_UP:
firing_state_ = State::COOLING_UP;
break;
default: default:
firing_state_ = State::COOLING_UP; firing_state_ = State::COOLING_UP;
break; break;
+9 -9
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@@ -2,12 +2,12 @@
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_FlipMode #include <SDL3/SDL.h> // Para SDL_FRect, SDL_FlipMode
#include <cstddef> // Para size_t #include <cstddef> // Para size_t
#include <iterator> // Para pair #include <cstdint> // Para std::uint8_t, std::int8_t
#include <memory> // Para shared_ptr, unique_ptr #include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para basic_string, string #include <string> // Para basic_string, string
#include <utility> // Para move, pair #include <utility> // Para move, pair
#include <vector> // Para vector #include <vector> // Para vector
#include "core/input/input.hpp" // for Input #include "core/input/input.hpp" // for Input
#include "core/rendering/sprite/animated_sprite.hpp" // for AnimatedSprite #include "core/rendering/sprite/animated_sprite.hpp" // for AnimatedSprite
@@ -49,14 +49,14 @@ class Player {
}; };
// --- Enums --- // --- Enums ---
enum class Id : int { enum class Id : std::int8_t {
NO_PLAYER = -1, // Sin jugador NO_PLAYER = -1, // Sin jugador
BOTH_PLAYERS = 0, // Ambos jugadores BOTH_PLAYERS = 0, // Ambos jugadores
PLAYER1 = 1, // Jugador 1 PLAYER1 = 1, // Jugador 1
PLAYER2 = 2 // Jugador 2 PLAYER2 = 2 // Jugador 2
}; };
enum class State { enum class State : std::uint8_t {
// Estados de movimiento // Estados de movimiento
WALKING_LEFT, // Caminando hacia la izquierda WALKING_LEFT, // Caminando hacia la izquierda
WALKING_RIGHT, // Caminando hacia la derecha WALKING_RIGHT, // Caminando hacia la derecha
@@ -293,7 +293,7 @@ class Player {
bool can_fire_new_system_ = true; // true si puede disparar ahora mismo bool can_fire_new_system_ = true; // true si puede disparar ahora mismo
// LÍNEA 2: SISTEMA VISUAL (Animaciones) // LÍNEA 2: SISTEMA VISUAL (Animaciones)
enum class VisualFireState { enum class VisualFireState : std::uint8_t {
NORMAL, // Brazo en posición neutral NORMAL, // Brazo en posición neutral
AIMING, // Brazo alzado (disparando) AIMING, // Brazo alzado (disparando)
RECOILING, // Brazo en retroceso RECOILING, // Brazo en retroceso
+3 -2
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@@ -2,6 +2,7 @@
#include <SDL3/SDL.h> // Para Uint32, SDL_GetTicks, SDL_FRect #include <SDL3/SDL.h> // Para Uint32, SDL_GetTicks, SDL_FRect
#include <cstdint> // Para std::uint8_t
#include <cstdlib> // Para rand #include <cstdlib> // Para rand
#include <memory> // Para unique_ptr #include <memory> // Para unique_ptr
@@ -11,12 +12,12 @@
class Tabe { class Tabe {
public: public:
// --- Enumeraciones para dirección y estado --- // --- Enumeraciones para dirección y estado ---
enum class Direction : int { enum class Direction : std::uint8_t {
TO_THE_LEFT = 0, TO_THE_LEFT = 0,
TO_THE_RIGHT = 1, TO_THE_RIGHT = 1,
}; };
enum class State : int { enum class State : std::uint8_t {
FLY = 0, FLY = 0,
HIT = 1, HIT = 1,
}; };
@@ -201,6 +201,8 @@ auto BalloonFormations::evaluateSimpleExpression(const std::string& expr, const
return left_val * right_val; return left_val * right_val;
case '/': case '/':
return right_val != 0 ? left_val / right_val : 0; return right_val != 0 ? left_val / right_val : 0;
default:
break; // Inalcanzable: el if exterior solo deja pasar '+', '-', '*', '/'
} }
} }
} }
@@ -1,7 +1,6 @@
#pragma once #pragma once
#include <cstddef> // Para size_t #include <cstddef> // Para size_t
#include <iterator> // Para pair
#include <map> // Para map #include <map> // Para map
#include <optional> // Para optional #include <optional> // Para optional
#include <string> // Para string #include <string> // Para string
-1
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@@ -1,6 +1,5 @@
#include "game/gameplay/bullet_manager.hpp" #include "game/gameplay/bullet_manager.hpp"
#include <algorithm> // Para remove_if
#include <utility> #include <utility>
#include "game/entities/bullet.hpp" // Para Bullet #include "game/entities/bullet.hpp" // Para Bullet
-1
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@@ -5,7 +5,6 @@
#include <functional> // Para function #include <functional> // Para function
#include <list> // Para list #include <list> // Para list
#include <memory> // Para shared_ptr #include <memory> // Para shared_ptr
#include <vector> // Para vector
#include "game/entities/bullet.hpp" // for Bullet #include "game/entities/bullet.hpp" // for Bullet
+6 -6
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@@ -19,19 +19,19 @@ namespace Difficulty {
} }
auto getNameFromCode(Code code) -> std::string { auto getNameFromCode(Code code) -> std::string {
const auto it = std::ranges::find_if(difficulties_list, const auto IT = std::ranges::find_if(difficulties_list,
[code](const auto& difficulty) { return difficulty.code == code; }); [code](const auto& difficulty) { return difficulty.code == code; });
if (it != difficulties_list.end()) { if (IT != difficulties_list.end()) {
return it->name; return IT->name;
} }
return !difficulties_list.empty() ? difficulties_list.front().name : "Unknown"; return !difficulties_list.empty() ? difficulties_list.front().name : "Unknown";
} }
auto getCodeFromName(const std::string& name) -> Code { auto getCodeFromName(const std::string& name) -> Code {
const auto it = std::ranges::find_if(difficulties_list, const auto IT = std::ranges::find_if(difficulties_list,
[&name](const auto& difficulty) { return difficulty.name == name; }); [&name](const auto& difficulty) { return difficulty.name == name; });
if (it != difficulties_list.end()) { if (IT != difficulties_list.end()) {
return it->code; return IT->code;
} }
return !difficulties_list.empty() ? difficulties_list.front().code : Code::NORMAL; return !difficulties_list.empty() ? difficulties_list.front().code : Code::NORMAL;
} }
+4 -3
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@@ -1,12 +1,13 @@
#pragma once #pragma once
#include <string> // Para string #include <cstdint> // Para std::uint8_t
#include <vector> // Para vector #include <string> // Para string
#include <vector> // Para vector
namespace Difficulty { namespace Difficulty {
// --- Enums --- // --- Enums ---
enum class Code { enum class Code : std::uint8_t {
EASY = 0, // Dificultad fácil EASY = 0, // Dificultad fácil
NORMAL = 1, // Dificultad normal NORMAL = 1, // Dificultad normal
HARD = 2, // Dificultad difícil HARD = 2, // Dificultad difícil
+3 -2
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@@ -1,6 +1,7 @@
#pragma once #pragma once
#include <memory> // Para unique_ptr, shared_ptr #include <cstdint> // Para std::uint8_t
#include <memory> // Para unique_ptr, shared_ptr
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite #include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite
#include "core/rendering/sprite/smart_sprite.hpp" // Para SmartSprite #include "core/rendering/sprite/smart_sprite.hpp" // Para SmartSprite
@@ -36,7 +37,7 @@ class GameLogo {
private: private:
// --- Enums --- // --- Enums ---
enum class Status { enum class Status : std::uint8_t {
DISABLED, // Deshabilitado DISABLED, // Deshabilitado
MOVING, // En movimiento MOVING, // En movimiento
SHAKING, // Temblando SHAKING, // Temblando
@@ -2,15 +2,13 @@
#include <SDL3/SDL.h> // Para SDL_ReadIO, SDL_WriteIO, SDL_CloseIO, SDL_GetError, SDL_IOFromFile, SDL_LogError, SDL_LogCategory, SDL_LogInfo #include <SDL3/SDL.h> // Para SDL_ReadIO, SDL_WriteIO, SDL_CloseIO, SDL_GetError, SDL_IOFromFile, SDL_LogError, SDL_LogCategory, SDL_LogInfo
#include <algorithm> // Para __sort_fn, sort #include <algorithm> // Para sort, ranges::find_if, ranges::sort
#include <array> // Para array #include <array> // Para array
#include <functional> // Para identity #include <iomanip> // Para std::setw, std::setfill
#include <iomanip> // Para std::setw, std::setfill #include <iostream> // Para std::cout
#include <iostream> // Para std::cout #include <iterator> // Para distance
#include <iterator> // Para distance #include <numeric> // Para accumulate
#include <numeric> // Para accumulate #include <utility> // Para move
#include <ranges> // Para __find_if_fn, find_if
#include <utility> // Para move
#include "utils/utils.hpp" // Para getFileName #include "utils/utils.hpp" // Para getFileName
+10 -10
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@@ -79,7 +79,7 @@ Scoreboard::Scoreboard()
fillBackgroundTexture(); fillBackgroundTexture();
// Inicializa el ciclo de colores para el nombre // Inicializa el ciclo de colores para el nombre
name_color_cycle_ = Colors::generateMirroredCycle(color_.INVERSE(), ColorCycleStyle::VIBRANT); name_color_cycle_ = Colors::generateMirroredCycle(color_.inverse(), ColorCycleStyle::VIBRANT);
animated_color_ = name_color_cycle_.at(0); animated_color_ = name_color_cycle_.at(0);
} }
@@ -337,13 +337,13 @@ void Scoreboard::render() {
void Scoreboard::setColor(Color color) { void Scoreboard::setColor(Color color) {
// Actualiza las variables de colores // Actualiza las variables de colores
color_ = color; color_ = color;
text_color1_ = param.scoreboard.text_autocolor ? color_.LIGHTEN(100) : param.scoreboard.text_color1; text_color1_ = param.scoreboard.text_autocolor ? color_.lighten(100) : param.scoreboard.text_color1;
text_color2_ = param.scoreboard.text_autocolor ? color_.LIGHTEN(150) : param.scoreboard.text_color2; text_color2_ = param.scoreboard.text_autocolor ? color_.lighten(150) : param.scoreboard.text_color2;
// Aplica los colores // Aplica los colores
power_meter_sprite_->getTexture()->setColor(text_color2_); power_meter_sprite_->getTexture()->setColor(text_color2_);
fillBackgroundTexture(); fillBackgroundTexture();
name_color_cycle_ = Colors::generateMirroredCycle(color_.INVERSE(), ColorCycleStyle::VIBRANT); name_color_cycle_ = Colors::generateMirroredCycle(color_.inverse(), ColorCycleStyle::VIBRANT);
} }
// Establece el valor de la variable // Establece el valor de la variable
@@ -383,9 +383,9 @@ void Scoreboard::fillPanelTextures() {
} }
// Interpolar entre color base y color aclarado // Interpolar entre color base y color aclarado
Color target_color = color_.LIGHTEN(PANEL_PULSE_LIGHTEN_AMOUNT); Color target_color = color_.lighten(PANEL_PULSE_LIGHTEN_AMOUNT);
// Color target_color = color_.INVERSE(); // Color target_color = color_.INVERSE();
background_color = color_.LERP(target_color, pulse_intensity); background_color = color_.lerp(target_color, pulse_intensity);
background_color.a = 255; // Opaco durante el pulso background_color.a = 255; // Opaco durante el pulso
} }
@@ -716,7 +716,7 @@ void Scoreboard::createPanelTextures() {
// Dibuja la linea que separa la zona de juego del marcador // Dibuja la linea que separa la zona de juego del marcador
void Scoreboard::renderSeparator() { void Scoreboard::renderSeparator() {
// Dibuja la linea que separa el marcador de la zona de juego // Dibuja la linea que separa el marcador de la zona de juego
auto color = param.scoreboard.separator_autocolor ? color_.DARKEN() : param.scoreboard.separator_color; auto color = param.scoreboard.separator_autocolor ? color_.darken() : param.scoreboard.separator_color;
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 255); SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 255);
SDL_RenderLine(renderer_, 0, 0, rect_.w, 0); SDL_RenderLine(renderer_, 0, 0, rect_.w, 0);
} }
@@ -755,7 +755,7 @@ void Scoreboard::renderCarousel(size_t panel_index, int center_x, int y) {
} }
const float FRACTIONAL_OFFSET = frac; const float FRACTIONAL_OFFSET = frac;
const int PIXEL_OFFSET = static_cast<int>((FRACTIONAL_OFFSET * CHAR_STEP) + 0.5F); const int PIXEL_OFFSET = static_cast<int>(std::lround(FRACTIONAL_OFFSET * CHAR_STEP));
// Índice base en la lista de caracteres (posición central) // Índice base en la lista de caracteres (posición central)
const int BASE_INDEX = static_cast<int>(std::floor(carousel_pos)); const int BASE_INDEX = static_cast<int>(std::floor(carousel_pos));
@@ -790,13 +790,13 @@ void Scoreboard::renderCarousel(size_t panel_index, int center_x, int y) {
if (DISTANCE_FROM_CENTER < 0.5F) { if (DISTANCE_FROM_CENTER < 0.5F) {
// Letra central → transiciona hacia animated_color_ // Letra central → transiciona hacia animated_color_
float lerp_to_animated = DISTANCE_FROM_CENTER / 0.5F; // 0.0 a 1.0 float lerp_to_animated = DISTANCE_FROM_CENTER / 0.5F; // 0.0 a 1.0
letter_color = animated_color_.LERP(text_color1_, lerp_to_animated); letter_color = animated_color_.lerp(text_color1_, lerp_to_animated);
} else { } else {
// Letras alejadas → degradan hacia color_ base // Letras alejadas → degradan hacia color_ base
float base_lerp = (DISTANCE_FROM_CENTER - 0.5F) / (HALF_VISIBLE - 0.5F); float base_lerp = (DISTANCE_FROM_CENTER - 0.5F) / (HALF_VISIBLE - 0.5F);
base_lerp = std::min(base_lerp, 1.0F); base_lerp = std::min(base_lerp, 1.0F);
const float LERP_FACTOR = base_lerp * 0.85F; const float LERP_FACTOR = base_lerp * 0.85F;
letter_color = text_color1_.LERP(color_, LERP_FACTOR); letter_color = text_color1_.lerp(color_, LERP_FACTOR);
} }
// Calcular posición X de la letra // Calcular posición X de la letra
+3 -2
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@@ -4,6 +4,7 @@
#include <array> // Para array #include <array> // Para array
#include <cstddef> // Para size_t #include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <memory> // Para shared_ptr, unique_ptr #include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string, basic_string #include <string> // Para string, basic_string
#include <vector> // Para vector #include <vector> // Para vector
@@ -21,14 +22,14 @@ class Texture;
class Scoreboard { class Scoreboard {
public: public:
// --- Enums --- // --- Enums ---
enum class Id : size_t { enum class Id : std::uint8_t {
LEFT = 0, LEFT = 0,
CENTER = 1, CENTER = 1,
RIGHT = 2, RIGHT = 2,
SIZE = 3 SIZE = 3
}; };
enum class Mode : int { enum class Mode : std::uint8_t {
SCORE, SCORE,
STAGE_INFO, STAGE_INFO,
CONTINUE, CONTINUE,
+3 -2
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@@ -1,6 +1,7 @@
#pragma once #pragma once
#include <cstddef> // Para size_t #include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <functional> // Para function #include <functional> // Para function
#include <optional> // Para optional #include <optional> // Para optional
#include <string> // Para basic_string, string #include <string> // Para basic_string, string
@@ -9,12 +10,12 @@
#include "core/system/stage_interface.hpp" // for IStageInfo #include "core/system/stage_interface.hpp" // for IStageInfo
// --- Enums --- // --- Enums ---
enum class PowerCollectionState { enum class PowerCollectionState : std::uint8_t {
ENABLED, // Recolección habilitada ENABLED, // Recolección habilitada
DISABLED // Recolección deshabilitada DISABLED // Recolección deshabilitada
}; };
enum class StageStatus { enum class StageStatus : std::uint8_t {
LOCKED, // Fase bloqueada LOCKED, // Fase bloqueada
IN_PROGRESS, // Fase en progreso IN_PROGRESS, // Fase en progreso
COMPLETED // Fase completada COMPLETED // Fase completada
+120 -235
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@@ -26,12 +26,12 @@ namespace Options {
Keyboard keyboard; // Opciones para el teclado Keyboard keyboard; // Opciones para el teclado
PendingChanges pending_changes; // Opciones que se aplican al cerrar PendingChanges pending_changes; // Opciones que se aplican al cerrar
std::vector<PostFXPreset> postfx_presets = { std::vector<PostFXPreset> postfx_presets = {
{"CRT", 0.15F, 0.7F, 0.2F, 0.5F, 0.1F, 0.0F, 0.0F, 0.0F}, {.name = "CRT", .vignette = 0.15F, .scanlines = 0.7F, .chroma = 0.2F, .mask = 0.5F, .gamma = 0.1F, .curvature = 0.0F, .bleeding = 0.0F, .flicker = 0.0F},
{"NTSC", 0.4F, 0.5F, 0.2F, 0.3F, 0.3F, 0.0F, 0.6F, 0.0F}, {.name = "NTSC", .vignette = 0.4F, .scanlines = 0.5F, .chroma = 0.2F, .mask = 0.3F, .gamma = 0.3F, .curvature = 0.0F, .bleeding = 0.6F, .flicker = 0.0F},
{"Curved", 0.5F, 0.6F, 0.1F, 0.4F, 0.4F, 0.8F, 0.0F, 0.0F}, {.name = "Curved", .vignette = 0.5F, .scanlines = 0.6F, .chroma = 0.1F, .mask = 0.4F, .gamma = 0.4F, .curvature = 0.8F, .bleeding = 0.0F, .flicker = 0.0F},
{"Scanlines", 0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F}, {.name = "Scanlines", .vignette = 0.0F, .scanlines = 0.8F, .chroma = 0.0F, .mask = 0.0F, .gamma = 0.0F, .curvature = 0.0F, .bleeding = 0.0F, .flicker = 0.0F},
{"Subtle", 0.3F, 0.4F, 0.05F, 0.0F, 0.2F, 0.0F, 0.0F, 0.0F}, {.name = "Subtle", .vignette = 0.3F, .scanlines = 0.4F, .chroma = 0.05F, .mask = 0.0F, .gamma = 0.2F, .curvature = 0.0F, .bleeding = 0.0F, .flicker = 0.0F},
{"CRT Live", 0.15F, 0.6F, 0.3F, 0.3F, 0.1F, 0.0F, 0.4F, 0.8F}, {.name = "CRT Live", .vignette = 0.15F, .scanlines = 0.6F, .chroma = 0.3F, .mask = 0.3F, .gamma = 0.1F, .curvature = 0.0F, .bleeding = 0.4F, .flicker = 0.8F},
}; };
std::string postfx_file_path; std::string postfx_file_path;
std::vector<CrtPiPreset> crtpi_presets; std::vector<CrtPiPreset> crtpi_presets;
@@ -50,11 +50,17 @@ namespace Options {
void setCrtPiFile(const std::string& path) { crtpi_file_path = path; } void setCrtPiFile(const std::string& path) { crtpi_file_path = path; }
// Helper: extrae un campo float de un nodo YAML si existe, ignorando errores de conversión // Helper: extrae un campo float de un nodo YAML si existe, ignorando errores de conversión
static void parseFloatField(const fkyaml::node& node, const std::string& key, float& target) { // Llig un camp opcional d'un node YAML. Si no existeix, no toca `target`.
if (node.contains(key)) { // Si existeix però el tipus no encaixa, manté el valor previ i avisa per stderr
try { // (un fitxer de configuració parcialment malformat no ha de tombar l'arrencada,
target = node[key].get_value<float>(); // però l'usuari ha de saber quin camp ha quedat ignorat).
} catch (...) {} template <typename T>
void parseField(const fkyaml::node& node, const std::string& key, T& target) {
if (!node.contains(key)) { return; }
try {
target = node[key].get_value<T>();
} catch (...) {
std::cerr << "config YAML: valor invàlid per a '" << key << "', es manté el valor per defecte\n";
} }
} }
@@ -80,14 +86,14 @@ namespace Options {
if (p.contains("name")) { if (p.contains("name")) {
preset.name = p["name"].get_value<std::string>(); preset.name = p["name"].get_value<std::string>();
} }
parseFloatField(p, "vignette", preset.vignette); parseField(p, "vignette", preset.vignette);
parseFloatField(p, "scanlines", preset.scanlines); parseField(p, "scanlines", preset.scanlines);
parseFloatField(p, "chroma", preset.chroma); parseField(p, "chroma", preset.chroma);
parseFloatField(p, "mask", preset.mask); parseField(p, "mask", preset.mask);
parseFloatField(p, "gamma", preset.gamma); parseField(p, "gamma", preset.gamma);
parseFloatField(p, "curvature", preset.curvature); parseField(p, "curvature", preset.curvature);
parseFloatField(p, "bleeding", preset.bleeding); parseField(p, "bleeding", preset.bleeding);
parseFloatField(p, "flicker", preset.flicker); parseField(p, "flicker", preset.flicker);
postfx_presets.push_back(preset); postfx_presets.push_back(preset);
} }
} }
@@ -212,24 +218,6 @@ namespace Options {
return true; return true;
} }
// Helper: extrae un campo bool de un nodo YAML si existe, ignorando errores
static void parseBoolField(const fkyaml::node& node, const std::string& key, bool& target) {
if (node.contains(key)) {
try {
target = node[key].get_value<bool>();
} catch (...) {}
}
}
// Helper: extrae un campo int de un nodo YAML si existe, ignorando errores
static void parseIntField(const fkyaml::node& node, const std::string& key, int& target) {
if (node.contains(key)) {
try {
target = node[key].get_value<int>();
} catch (...) {}
}
}
// Rellena los presets CrtPi por defecto // Rellena los presets CrtPi por defecto
static void populateDefaultCrtPiPresets() { static void populateDefaultCrtPiPresets() {
crtpi_presets.clear(); crtpi_presets.clear();
@@ -289,20 +277,20 @@ namespace Options {
if (p.contains("name")) { if (p.contains("name")) {
preset.name = p["name"].get_value<std::string>(); preset.name = p["name"].get_value<std::string>();
} }
parseFloatField(p, "scanline_weight", preset.scanline_weight); parseField(p, "scanline_weight", preset.scanline_weight);
parseFloatField(p, "scanline_gap_brightness", preset.scanline_gap_brightness); parseField(p, "scanline_gap_brightness", preset.scanline_gap_brightness);
parseFloatField(p, "bloom_factor", preset.bloom_factor); parseField(p, "bloom_factor", preset.bloom_factor);
parseFloatField(p, "input_gamma", preset.input_gamma); parseField(p, "input_gamma", preset.input_gamma);
parseFloatField(p, "output_gamma", preset.output_gamma); parseField(p, "output_gamma", preset.output_gamma);
parseFloatField(p, "mask_brightness", preset.mask_brightness); parseField(p, "mask_brightness", preset.mask_brightness);
parseFloatField(p, "curvature_x", preset.curvature_x); parseField(p, "curvature_x", preset.curvature_x);
parseFloatField(p, "curvature_y", preset.curvature_y); parseField(p, "curvature_y", preset.curvature_y);
parseIntField(p, "mask_type", preset.mask_type); parseField(p, "mask_type", preset.mask_type);
parseBoolField(p, "enable_scanlines", preset.enable_scanlines); parseField(p, "enable_scanlines", preset.enable_scanlines);
parseBoolField(p, "enable_multisample", preset.enable_multisample); parseField(p, "enable_multisample", preset.enable_multisample);
parseBoolField(p, "enable_gamma", preset.enable_gamma); parseField(p, "enable_gamma", preset.enable_gamma);
parseBoolField(p, "enable_curvature", preset.enable_curvature); parseField(p, "enable_curvature", preset.enable_curvature);
parseBoolField(p, "enable_sharper", preset.enable_sharper); parseField(p, "enable_sharper", preset.enable_sharper);
crtpi_presets.push_back(preset); crtpi_presets.push_back(preset);
} }
} }
@@ -353,98 +341,46 @@ namespace Options {
void loadWindowFromYaml(const fkyaml::node& yaml) { void loadWindowFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("window")) { return; } if (!yaml.contains("window")) { return; }
const auto& win = yaml["window"]; const auto& win = yaml["window"];
if (win.contains("zoom")) { int zoom = window.zoom;
try { parseField(win, "zoom", zoom);
int val = win["zoom"].get_value<int>(); window.zoom = (zoom > 0) ? zoom : window.zoom;
window.zoom = (val > 0) ? val : window.zoom;
} catch (...) {}
}
} }
void loadVideoFromYaml(const fkyaml::node& yaml) { void loadVideoFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("video")) { return; } if (!yaml.contains("video")) { return; }
const auto& vid = yaml["video"]; const auto& vid = yaml["video"];
if (vid.contains("fullscreen")) { parseField(vid, "fullscreen", video.fullscreen);
try { parseField(vid, "vsync", video.vsync);
video.fullscreen = vid["fullscreen"].get_value<bool>(); parseField(vid, "integer_scale", video.integer_scale);
} catch (...) {}
} int scale_mode_int = static_cast<int>(video.scale_mode);
if (vid.contains("scale_mode")) { parseField(vid, "scale_mode", scale_mode_int);
try { video.scale_mode = static_cast<SDL_ScaleMode>(scale_mode_int);
video.scale_mode = static_cast<SDL_ScaleMode>(vid["scale_mode"].get_value<int>());
} catch (...) {}
}
if (vid.contains("vsync")) {
try {
video.vsync = vid["vsync"].get_value<bool>();
} catch (...) {}
}
if (vid.contains("integer_scale")) {
try {
video.integer_scale = vid["integer_scale"].get_value<bool>();
} catch (...) {}
}
// --- GPU ---
if (vid.contains("gpu")) { if (vid.contains("gpu")) {
const auto& gpu_node = vid["gpu"]; const auto& gpu_node = vid["gpu"];
if (gpu_node.contains("acceleration")) { parseField(gpu_node, "acceleration", video.gpu.acceleration);
try { parseField(gpu_node, "preferred_driver", video.gpu.preferred_driver);
video.gpu.acceleration = gpu_node["acceleration"].get_value<bool>();
} catch (...) {}
}
if (gpu_node.contains("preferred_driver")) {
try {
video.gpu.preferred_driver = gpu_node["preferred_driver"].get_value<std::string>();
} catch (...) {}
}
} }
// --- Shader config ---
if (vid.contains("shader")) { if (vid.contains("shader")) {
const auto& sh = vid["shader"]; const auto& sh = vid["shader"];
if (sh.contains("enabled")) { parseField(sh, "enabled", video.shader.enabled);
try { parseField(sh, "postfx_preset", video.shader.current_postfx_preset_name);
video.shader.enabled = sh["enabled"].get_value<bool>(); parseField(sh, "crtpi_preset", video.shader.current_crtpi_preset_name);
} catch (...) {} std::string shader_name;
} parseField(sh, "current_shader", shader_name);
if (sh.contains("current_shader")) { if (!shader_name.empty()) {
try { video.shader.current_shader = (shader_name == "crtpi") ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX;
auto s = sh["current_shader"].get_value<std::string>();
video.shader.current_shader = (s == "crtpi") ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX;
} catch (...) {}
}
if (sh.contains("postfx_preset")) {
try {
video.shader.current_postfx_preset_name = sh["postfx_preset"].get_value<std::string>();
} catch (...) {}
}
if (sh.contains("crtpi_preset")) {
try {
video.shader.current_crtpi_preset_name = sh["crtpi_preset"].get_value<std::string>();
} catch (...) {}
} }
} }
// --- Supersampling ---
if (vid.contains("supersampling")) { if (vid.contains("supersampling")) {
const auto& ss_node = vid["supersampling"]; const auto& ss_node = vid["supersampling"];
if (ss_node.contains("enabled")) { parseField(ss_node, "enabled", video.supersampling.enabled);
try { parseField(ss_node, "linear_upscale", video.supersampling.linear_upscale);
video.supersampling.enabled = ss_node["enabled"].get_value<bool>(); parseField(ss_node, "downscale_algo", video.supersampling.downscale_algo);
} catch (...) {}
}
if (ss_node.contains("linear_upscale")) {
try {
video.supersampling.linear_upscale = ss_node["linear_upscale"].get_value<bool>();
} catch (...) {}
}
if (ss_node.contains("downscale_algo")) {
try {
video.supersampling.downscale_algo = ss_node["downscale_algo"].get_value<int>();
} catch (...) {}
}
} }
} }
@@ -452,50 +388,30 @@ namespace Options {
if (!yaml.contains("audio")) { return; } if (!yaml.contains("audio")) { return; }
const auto& aud = yaml["audio"]; const auto& aud = yaml["audio"];
if (aud.contains("enabled")) { parseField(aud, "enabled", audio.enabled);
try { parseField(aud, "volume", audio.volume);
audio.enabled = aud["enabled"].get_value<bool>(); audio.volume = std::clamp(audio.volume, 0.0F, 1.0F);
} catch (...) {}
}
if (aud.contains("volume")) {
try {
audio.volume = std::clamp(aud["volume"].get_value<float>(), 0.0F, 1.0F);
} catch (...) {}
}
if (aud.contains("music")) { if (aud.contains("music")) {
const auto& mus = aud["music"]; const auto& mus = aud["music"];
if (mus.contains("enabled")) { parseField(mus, "enabled", audio.music.enabled);
try { parseField(mus, "volume", audio.music.volume);
audio.music.enabled = mus["enabled"].get_value<bool>(); audio.music.volume = std::clamp(audio.music.volume, 0.0F, 1.0F);
} catch (...) {}
}
if (mus.contains("volume")) {
try {
audio.music.volume = std::clamp(mus["volume"].get_value<float>(), 0.0F, 1.0F);
} catch (...) {}
}
} }
if (aud.contains("sound")) { if (aud.contains("sound")) {
const auto& snd = aud["sound"]; const auto& snd = aud["sound"];
if (snd.contains("enabled")) { parseField(snd, "enabled", audio.sound.enabled);
try { parseField(snd, "volume", audio.sound.volume);
audio.sound.enabled = snd["enabled"].get_value<bool>(); audio.sound.volume = std::clamp(audio.sound.volume, 0.0F, 1.0F);
} catch (...) {}
}
if (snd.contains("volume")) {
try {
audio.sound.volume = std::clamp(snd["volume"].get_value<float>(), 0.0F, 1.0F);
} catch (...) {}
}
} }
} }
void loadLoadingFromYaml(const fkyaml::node& yaml) { void loadLoadingFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("loading")) { return; } if (!yaml.contains("loading")) { return; }
const auto& ld = yaml["loading"]; const auto& ld = yaml["loading"];
parseBoolField(ld, "show", loading.show); parseField(ld, "show", loading.show);
parseBoolField(ld, "show_resource_name", loading.show_resource_name); parseField(ld, "show_resource_name", loading.show_resource_name);
parseBoolField(ld, "wait_for_input", loading.wait_for_input); parseField(ld, "wait_for_input", loading.wait_for_input);
} }
void loadGameFromYaml(const fkyaml::node& yaml) { void loadGameFromYaml(const fkyaml::node& yaml) {
@@ -503,37 +419,23 @@ namespace Options {
const auto& game = yaml["game"]; const auto& game = yaml["game"];
if (game.contains("language")) { if (game.contains("language")) {
try { int lang_int = static_cast<int>(settings.language);
auto lang = static_cast<Lang::Code>(game["language"].get_value<int>()); parseField(game, "language", lang_int);
if (lang == Lang::Code::ENGLISH || lang == Lang::Code::VALENCIAN || lang == Lang::Code::SPANISH) { const auto LANG = static_cast<Lang::Code>(lang_int);
settings.language = lang; settings.language = (LANG == Lang::Code::ENGLISH || LANG == Lang::Code::VALENCIAN || LANG == Lang::Code::SPANISH)
} else { ? LANG
settings.language = Lang::Code::ENGLISH; : Lang::Code::ENGLISH;
} pending_changes.new_language = settings.language;
pending_changes.new_language = settings.language;
} catch (...) {}
} }
if (game.contains("difficulty")) { if (game.contains("difficulty")) {
try { int diff_int = static_cast<int>(settings.difficulty);
settings.difficulty = static_cast<Difficulty::Code>(game["difficulty"].get_value<int>()); parseField(game, "difficulty", diff_int);
pending_changes.new_difficulty = settings.difficulty; settings.difficulty = static_cast<Difficulty::Code>(diff_int);
} catch (...) {} pending_changes.new_difficulty = settings.difficulty;
}
if (game.contains("autofire")) {
try {
settings.autofire = game["autofire"].get_value<bool>();
} catch (...) {}
}
if (game.contains("shutdown_enabled")) {
try {
settings.shutdown_enabled = game["shutdown_enabled"].get_value<bool>();
} catch (...) {}
}
if (game.contains("params_file")) {
try {
settings.params_file = game["params_file"].get_value<std::string>();
} catch (...) {}
} }
parseField(game, "autofire", settings.autofire);
parseField(game, "shutdown_enabled", settings.shutdown_enabled);
parseField(game, "params_file", settings.params_file);
} }
void loadControllersFromYaml(const fkyaml::node& yaml) { void loadControllersFromYaml(const fkyaml::node& yaml) {
@@ -543,25 +445,14 @@ namespace Options {
size_t i = 0; size_t i = 0;
for (const auto& ctrl : controllers) { for (const auto& ctrl : controllers) {
if (i >= GamepadManager::size()) { break; } if (i >= GamepadManager::size()) { break; }
if (ctrl.contains("name")) { parseField(ctrl, "name", gamepad_manager[i].name);
try { parseField(ctrl, "path", gamepad_manager[i].path);
gamepad_manager[i].name = ctrl["name"].get_value<std::string>(); int player_int = 0;
} catch (...) {} parseField(ctrl, "player", player_int);
} if (player_int == 1) {
if (ctrl.contains("path")) { gamepad_manager[i].player_id = Player::Id::PLAYER1;
try { } else if (player_int == 2) {
gamepad_manager[i].path = ctrl["path"].get_value<std::string>(); gamepad_manager[i].player_id = Player::Id::PLAYER2;
} catch (...) {}
}
if (ctrl.contains("player")) {
try {
int player_int = ctrl["player"].get_value<int>();
if (player_int == 1) {
gamepad_manager[i].player_id = Player::Id::PLAYER1;
} else if (player_int == 2) {
gamepad_manager[i].player_id = Player::Id::PLAYER2;
}
} catch (...) {}
} }
++i; ++i;
} }
@@ -570,11 +461,9 @@ namespace Options {
void loadKeyboardFromYaml(const fkyaml::node& yaml) { void loadKeyboardFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("keyboard")) { return; } if (!yaml.contains("keyboard")) { return; }
const auto& kb = yaml["keyboard"]; const auto& kb = yaml["keyboard"];
if (kb.contains("player")) { int player_int = static_cast<int>(keyboard.player_id);
try { parseField(kb, "player", player_int);
keyboard.player_id = static_cast<Player::Id>(kb["player"].get_value<int>()); keyboard.player_id = static_cast<Player::Id>(player_int);
} catch (...) {}
}
} }
// Carga el fichero de configuración // Carga el fichero de configuración
@@ -595,11 +484,7 @@ namespace Options {
// Comprobar versión: si no coincide, regenerar config por defecto // Comprobar versión: si no coincide, regenerar config por defecto
int file_version = 0; int file_version = 0;
if (yaml.contains("version")) { parseField(yaml, "version", file_version);
try {
file_version = yaml["version"].get_value<int>();
} catch (...) {}
}
if (file_version != Settings::CURRENT_CONFIG_VERSION) { if (file_version != Settings::CURRENT_CONFIG_VERSION) {
std::cout << "Config version " << file_version << " != expected " << Settings::CURRENT_CONFIG_VERSION << ". Recreating defaults." << '\n'; std::cout << "Config version " << file_version << " != expected " << Settings::CURRENT_CONFIG_VERSION << ". Recreating defaults." << '\n';
init(); init();
@@ -820,14 +705,14 @@ namespace Options {
continue; continue;
} }
const auto it = std::ranges::find_if(physical_gamepads, const auto IT = std::ranges::find_if(physical_gamepads,
[this, &desired_path, &assigned_instances](const auto& pg) { [&desired_path, &assigned_instances](const auto& pg) {
return pg->path == desired_path && !isGamepadAssigned(pg, assigned_instances); return pg->path == desired_path && !isGamepadAssigned(pg, assigned_instances);
}); });
if (it != physical_gamepads.end()) { if (IT != physical_gamepads.end()) {
gamepads_[i].instance = *it; gamepads_[i].instance = *IT;
gamepads_[i].name = (*it)->name; gamepads_[i].name = (*IT)->name;
assigned_instances.push_back(*it); assigned_instances.push_back(*IT);
} }
} }
} }
@@ -849,15 +734,15 @@ namespace Options {
continue; continue;
} }
const auto it = std::ranges::find_if(physical_gamepads, const auto IT = std::ranges::find_if(physical_gamepads,
[this, &desired_name, &assigned_instances](const auto& pg) { [&desired_name, &assigned_instances](const auto& pg) {
return pg->name == desired_name && !isGamepadAssigned(pg, assigned_instances); return pg->name == desired_name && !isGamepadAssigned(pg, assigned_instances);
}); });
if (it != physical_gamepads.end()) { if (IT != physical_gamepads.end()) {
gamepads_[i].instance = *it; gamepads_[i].instance = *IT;
gamepads_[i].name = (*it)->name; gamepads_[i].name = (*IT)->name;
gamepads_[i].path = (*it)->path; gamepads_[i].path = (*IT)->path;
assigned_instances.push_back(*it); assigned_instances.push_back(*IT);
} }
} }
} }
@@ -871,15 +756,15 @@ namespace Options {
continue; continue;
} }
const auto it = std::ranges::find_if(physical_gamepads, const auto IT = std::ranges::find_if(physical_gamepads,
[this, &assigned_instances](const auto& pg) { [&assigned_instances](const auto& pg) {
return !isGamepadAssigned(pg, assigned_instances); return !isGamepadAssigned(pg, assigned_instances);
}); });
if (it != physical_gamepads.end()) { if (IT != physical_gamepads.end()) {
gamepads_[i].instance = *it; gamepads_[i].instance = *IT;
gamepads_[i].name = (*it)->name; gamepads_[i].name = (*IT)->name;
gamepads_[i].path = (*it)->path; gamepads_[i].path = (*IT)->path;
assigned_instances.push_back(*it); assigned_instances.push_back(*IT);
} }
} }
} }
+1 -1
View File
@@ -726,7 +726,7 @@ void Credits::drawBorderRect() {
return; // no dibujar return; // no dibujar
} }
const Color COLOR = color_.LIGHTEN(); const Color COLOR = color_.lighten();
SDL_Renderer* rdr = Screen::get()->getRenderer(); SDL_Renderer* rdr = Screen::get()->getRenderer();
SDL_SetRenderDrawColor(rdr, COLOR.r, COLOR.g, COLOR.b, 0xFF); SDL_SetRenderDrawColor(rdr, COLOR.r, COLOR.g, COLOR.b, 0xFF);
+4 -5
View File
@@ -16,7 +16,6 @@
#include "core/audio/audio.hpp" // Para Audio #include "core/audio/audio.hpp" // Para Audio
#include "core/input/global_inputs.hpp" // Para check #include "core/input/global_inputs.hpp" // Para check
#include "core/input/input.hpp" // Para Input #include "core/input/input.hpp" // Para Input
#include "core/input/input_types.hpp" // Para InputAction
#include "core/input/pause_manager.hpp" // Para PauseManager #include "core/input/pause_manager.hpp" // Para PauseManager
#include "core/locale/lang.hpp" // Para getText #include "core/locale/lang.hpp" // Para getText
#include "core/rendering/background.hpp" // Para Background #include "core/rendering/background.hpp" // Para Background
@@ -341,7 +340,7 @@ void Game::updateStage() {
// Modificar color de fondo en la última fase // Modificar color de fondo en la última fase
if (current_stage_index == total_stages - 1) { // Última fase if (current_stage_index == total_stages - 1) { // Última fase
background_->setColor(Color(0xdd, 0x19, 0x1d).DARKEN()); background_->setColor(Color(0xdd, 0x19, 0x1d).darken());
background_->setAlpha(96); background_->setAlpha(96);
} }
} }
@@ -2183,10 +2182,10 @@ void Game::handleDebugEvents(const SDL_Event& event) {
break; break;
} }
case SDLK_8: { case SDLK_8: {
const auto it = std::ranges::find_if(players_, const auto IT = std::ranges::find_if(players_,
[](const auto& player) { return player->isPlaying(); }); [](const auto& player) { return player->isPlaying(); });
if (it != players_.end()) { if (IT != players_.end()) {
createItem(ItemType::COFFEE_MACHINE, (*it)->getPosX(), param.game.game_area.rect.y - Item::COFFEE_MACHINE_HEIGHT); createItem(ItemType::COFFEE_MACHINE, (*IT)->getPosX(), param.game.game_area.rect.y - Item::COFFEE_MACHINE_HEIGHT);
coffee_machine_enabled_ = true; coffee_machine_enabled_ = true;
} }
break; break;
+7 -6
View File
@@ -2,10 +2,11 @@
#include <SDL3/SDL.h> // Para SDL_Event, SDL_Renderer, SDL_Texture, Uint64 #include <SDL3/SDL.h> // Para SDL_Event, SDL_Renderer, SDL_Texture, Uint64
#include <list> // Para list #include <cstdint> // Para std::uint8_t
#include <memory> // Para shared_ptr, unique_ptr #include <list> // Para list
#include <string> // Para string #include <memory> // Para shared_ptr, unique_ptr
#include <vector> // Para vector #include <string> // Para string
#include <vector> // Para vector
#include "core/system/demo.hpp" // for Demo #include "core/system/demo.hpp" // for Demo
#include "game/entities/bullet.hpp" // for Bullet #include "game/entities/bullet.hpp" // for Bullet
@@ -31,7 +32,7 @@ class Texture;
struct Path; struct Path;
namespace Difficulty { namespace Difficulty {
enum class Code; enum class Code : std::uint8_t;
} // namespace Difficulty } // namespace Difficulty
// --- Clase Game: núcleo principal del gameplay --- // --- Clase Game: núcleo principal del gameplay ---
@@ -71,7 +72,7 @@ class Game {
using Players = std::vector<std::shared_ptr<Player>>; using Players = std::vector<std::shared_ptr<Player>>;
// --- Enums --- // --- Enums ---
enum class State { enum class State : std::uint8_t {
FADE_IN, // Transición de entrada FADE_IN, // Transición de entrada
ENTERING_PLAYER, // Jugador entrando ENTERING_PLAYER, // Jugador entrando
SHOWING_GET_READY_MESSAGE, // Mostrando mensaje de preparado SHOWING_GET_READY_MESSAGE, // Mostrando mensaje de preparado
+19 -23
View File
@@ -178,22 +178,17 @@ void HiScoreTable::updateFade(float delta_time) {
// Convierte un entero a un string con separadores de miles // Convierte un entero a un string con separadores de miles
auto HiScoreTable::format(int number) -> std::string { auto HiScoreTable::format(int number) -> std::string {
const std::string SEPARATOR = ".";
const std::string SCORE = std::to_string(number); const std::string SCORE = std::to_string(number);
const size_t SIZE = SCORE.size();
auto index = static_cast<int>(SCORE.size()) - 1;
std::string result; std::string result;
auto i = 0; result.reserve(SIZE + (SIZE / 3));
while (index >= 0) { for (size_t i = 0; i < SIZE; ++i) {
result = SCORE.at(index) + result; if (i > 0 && (SIZE - i) % 3 == 0) {
index--; result += '.';
i++;
if (i == 3) {
i = 0;
result = SEPARATOR + result;
} }
result += SCORE[i];
} }
return result; return result;
} }
@@ -215,7 +210,7 @@ void HiScoreTable::createSprites() {
const int FIRST_LINE = (param.game.height - SIZE) / 2; const int FIRST_LINE = (param.game.height - SIZE) / 2;
// Crea el sprite para el texto de cabecera // Crea el sprite para el texto de cabecera
header_ = std::make_unique<Sprite>(header_text->writeDXToTexture(Text::COLOR, Lang::getText("[HIGHSCORE_TABLE] CAPTION"), -2, background_fade_color_.INVERSE().LIGHTEN(25))); header_ = std::make_unique<Sprite>(header_text->writeDXToTexture(Text::COLOR, Lang::getText("[HIGHSCORE_TABLE] CAPTION"), -2, background_fade_color_.inverse().lighten(25)));
header_->setPosition(param.game.game_area.center_x - (header_->getWidth() / 2), FIRST_LINE); header_->setPosition(param.game.game_area.center_x - (header_->getWidth() / 2), FIRST_LINE);
// Crea los sprites para las entradas en la tabla de puntuaciones // Crea los sprites para las entradas en la tabla de puntuaciones
@@ -228,13 +223,14 @@ void HiScoreTable::createSprites() {
const auto SCORE = format(Options::settings.hi_score_table.at(i).score); const auto SCORE = format(Options::settings.hi_score_table.at(i).score);
const auto NUM_DOTS = ENTRY_LENGTH - Options::settings.hi_score_table.at(i).name.size() - SCORE.size(); const auto NUM_DOTS = ENTRY_LENGTH - Options::settings.hi_score_table.at(i).name.size() - SCORE.size();
const auto* const ONE_CC = Options::settings.hi_score_table.at(i).one_credit_complete ? " }" : ""; const auto* const ONE_CC = Options::settings.hi_score_table.at(i).one_credit_complete ? " }" : "";
std::string dots; const std::string DOTS(NUM_DOTS, '.');
for (int j = 0; std::cmp_less(j, NUM_DOTS); ++j) { std::string line = TABLE_POSITION;
dots = dots + "."; line += Options::settings.hi_score_table.at(i).name;
} line += DOTS;
const auto LINE = TABLE_POSITION + Options::settings.hi_score_table.at(i).name + dots + SCORE + ONE_CC; line += SCORE;
line += ONE_CC;
entry_names_.emplace_back(std::make_shared<PathSprite>(entry_text->writeDXToTexture(Text::SHADOW, LINE, 1, Colors::NO_COLOR_MOD, 1, Colors::SHADOW_TEXT))); entry_names_.emplace_back(std::make_shared<PathSprite>(entry_text->writeDXToTexture(Text::SHADOW, line, 1, Colors::NO_COLOR_MOD, 1, Colors::SHADOW_TEXT)));
const int DEFAULT_POS_X = (backbuffer_width - ENTRY_WIDTH) / 2; const int DEFAULT_POS_X = (backbuffer_width - ENTRY_WIDTH) / 2;
const int POS_X = (i < 9) ? DEFAULT_POS_X : DEFAULT_POS_X - entry_text->getCharacterSize(); const int POS_X = (i < 9) ? DEFAULT_POS_X : DEFAULT_POS_X - entry_text->getCharacterSize();
const int POS_Y = (i * SPACE_BETWEEN_LINES) + FIRST_LINE + SPACE_BETWEEN_HEADER; const int POS_Y = (i * SPACE_BETWEEN_LINES) + FIRST_LINE + SPACE_BETWEEN_HEADER;
@@ -367,10 +363,10 @@ auto HiScoreTable::getEntryColor(int counter) -> Color {
// Inicializa los colores de las entradas // Inicializa los colores de las entradas
void HiScoreTable::iniEntryColors() { void HiScoreTable::iniEntryColors() {
entry_colors_.clear(); entry_colors_.clear();
entry_colors_.emplace_back(background_fade_color_.INVERSE().LIGHTEN(75)); entry_colors_.emplace_back(background_fade_color_.inverse().lighten(75));
entry_colors_.emplace_back(background_fade_color_.INVERSE().LIGHTEN(50)); entry_colors_.emplace_back(background_fade_color_.inverse().lighten(50));
entry_colors_.emplace_back(background_fade_color_.INVERSE().LIGHTEN(25)); entry_colors_.emplace_back(background_fade_color_.inverse().lighten(25));
entry_colors_.emplace_back(background_fade_color_.INVERSE()); entry_colors_.emplace_back(background_fade_color_.inverse());
} }
// Hace brillar los nombres de la tabla de records // Hace brillar los nombres de la tabla de records
@@ -387,7 +383,7 @@ void HiScoreTable::glowEntryNames() {
// Gestiona el contador // Gestiona el contador
void HiScoreTable::updateCounter() { void HiScoreTable::updateCounter() {
if (elapsed_time_ >= BACKGROUND_CHANGE_S && !hiscore_flags_.background_changed) { if (elapsed_time_ >= BACKGROUND_CHANGE_S && !hiscore_flags_.background_changed) {
background_->setColor(background_fade_color_.DARKEN()); background_->setColor(background_fade_color_.darken());
background_->setAlpha(96); background_->setAlpha(96);
hiscore_flags_.background_changed = true; hiscore_flags_.background_changed = true;
} }
+9 -9
View File
@@ -392,17 +392,17 @@ void Intro::initSprites() {
const CardConfig CARD_CONFIGS[] = { const CardConfig CARD_CONFIGS[] = {
// 0: Entra desde la izquierda. La 1 entra desde la derecha → sale empujada hacia la izquierda // 0: Entra desde la izquierda. La 1 entra desde la derecha → sale empujada hacia la izquierda
{-CARD_WIDTH, Y_DEST - 20.0F, CARD_ANGLE_0, -S, S * 0.1F, -A, 0.0F, -R}, {.entry_x = -CARD_WIDTH, .entry_y = Y_DEST - 20.0F, .entry_angle = CARD_ANGLE_0, .exit_vx = -S, .exit_vy = S * 0.1F, .exit_ax = -A, .exit_ay = 0.0F, .exit_rotation = -R},
// 1: Entra desde la derecha. La 2 entra desde arriba → sale empujada hacia abajo // 1: Entra desde la derecha. La 2 entra desde arriba → sale empujada hacia abajo
{W + CARD_WIDTH, Y_DEST + 15.0F, CARD_ANGLE_1, S * 0.15F, S, 0.0F, A, R * 1.1}, {.entry_x = W + CARD_WIDTH, .entry_y = Y_DEST + 15.0F, .entry_angle = CARD_ANGLE_1, .exit_vx = S * 0.15F, .exit_vy = S, .exit_ax = 0.0F, .exit_ay = A, .exit_rotation = R * 1.1},
// 2: Entra desde arriba. La 3 entra desde abajo → sale empujada hacia arriba // 2: Entra desde arriba. La 3 entra desde abajo → sale empujada hacia arriba
{X_DEST + 30.0F, -CARD_HEIGHT, CARD_ANGLE_2, -S * 0.15F, -S, 0.0F, -A, -R * 0.9}, {.entry_x = X_DEST + 30.0F, .entry_y = -CARD_HEIGHT, .entry_angle = CARD_ANGLE_2, .exit_vx = -S * 0.15F, .exit_vy = -S, .exit_ax = 0.0F, .exit_ay = -A, .exit_rotation = -R * 0.9},
// 3: Entra desde abajo. La 4 entra desde arriba-izquierda → sale empujada hacia abajo-derecha // 3: Entra desde abajo. La 4 entra desde arriba-izquierda → sale empujada hacia abajo-derecha
{X_DEST - 25.0F, H + CARD_HEIGHT, CARD_ANGLE_3, S * 0.8F, S * 0.6F, A * 0.5F, A * 0.4F, R}, {.entry_x = X_DEST - 25.0F, .entry_y = H + CARD_HEIGHT, .entry_angle = CARD_ANGLE_3, .exit_vx = S * 0.8F, .exit_vy = S * 0.6F, .exit_ax = A * 0.5F, .exit_ay = A * 0.4F, .exit_rotation = R},
// 4: Entra desde arriba-izquierda. La 5 entra desde derecha-abajo → sale empujada hacia arriba-izquierda // 4: Entra desde arriba-izquierda. La 5 entra desde derecha-abajo → sale empujada hacia arriba-izquierda
{-CARD_WIDTH * 0.5F, -CARD_HEIGHT, CARD_ANGLE_4, -S * 0.7F, -S * 0.5F, -A * 0.5F, -A * 0.3F, -R * 1.2}, {.entry_x = -CARD_WIDTH * 0.5F, .entry_y = -CARD_HEIGHT, .entry_angle = CARD_ANGLE_4, .exit_vx = -S * 0.7F, .exit_vy = -S * 0.5F, .exit_ax = -A * 0.5F, .exit_ay = -A * 0.3F, .exit_rotation = -R * 1.2},
// 5: Entra desde la derecha-abajo. Última: sale hacia la izquierda suave (viento) // 5: Entra desde la derecha-abajo. Última: sale hacia la izquierda suave (viento)
{W + CARD_WIDTH, H * 0.6F, CARD_ANGLE_5, -S * 0.6F, -S * 0.1F, -A * 0.5F, 0.0F, -R * 0.7}, {.entry_x = W + CARD_WIDTH, .entry_y = H * 0.6F, .entry_angle = CARD_ANGLE_5, .exit_vx = -S * 0.6F, .exit_vy = -S * 0.1F, .exit_ax = -A * 0.5F, .exit_ay = 0.0F, .exit_rotation = -R * 0.7},
}; };
// Inicializa los CardSprites // Inicializa los CardSprites
@@ -534,15 +534,15 @@ void Intro::updatePostState() {
if (ELAPSED_TIME >= POST_BG_STOP_DELAY_S) { if (ELAPSED_TIME >= POST_BG_STOP_DELAY_S) {
tiled_bg_->stopGracefully(); tiled_bg_->stopGracefully();
if (!bg_color_.IS_EQUAL_TO(param.title.bg_color)) { if (!bg_color_.isEqualTo(param.title.bg_color)) {
bg_color_ = bg_color_.APPROACH_TO(param.title.bg_color, 1); bg_color_ = bg_color_.approachTo(param.title.bg_color, 1);
} }
tiled_bg_->setColor(bg_color_); tiled_bg_->setColor(bg_color_);
} }
// Cambia de estado si el fondo se ha detenido y recuperado el color // Cambia de estado si el fondo se ha detenido y recuperado el color
if (tiled_bg_->isStopped() && bg_color_.IS_EQUAL_TO(param.title.bg_color)) { if (tiled_bg_->isStopped() && bg_color_.isEqualTo(param.title.bg_color)) {
post_state_ = PostState::END; post_state_ = PostState::END;
state_start_time_ = SDL_GetTicks() / 1000.0F; state_start_time_ = SDL_GetTicks() / 1000.0F;
} }
+5 -4
View File
@@ -2,8 +2,9 @@
#include <SDL3/SDL.h> // Para Uint32, Uint64 #include <SDL3/SDL.h> // Para Uint32, Uint64
#include <memory> // Para unique_ptr #include <cstdint> // Para std::uint8_t
#include <vector> // Para vector #include <memory> // Para unique_ptr
#include <vector> // Para vector
#include "core/rendering/sprite/card_sprite.hpp" // Para CardSprite #include "core/rendering/sprite/card_sprite.hpp" // Para CardSprite
#include "core/rendering/tiled_bg.hpp" // Para TiledBG #include "core/rendering/tiled_bg.hpp" // Para TiledBG
@@ -79,12 +80,12 @@ class Intro {
static constexpr double CARD_ANGLE_5 = -7.0; static constexpr double CARD_ANGLE_5 = -7.0;
// --- Estados internos --- // --- Estados internos ---
enum class State { enum class State : std::uint8_t {
SCENES, SCENES,
POST, POST,
}; };
enum class PostState { enum class PostState : std::uint8_t {
STOP_BG, STOP_BG,
END, END,
}; };
+2 -2
View File
@@ -14,6 +14,6 @@ class Preload {
~Preload() = default; ~Preload() = default;
// --- Callbacks para el bucle SDL_MAIN_USE_CALLBACKS --- // --- Callbacks para el bucle SDL_MAIN_USE_CALLBACKS ---
void iterate(); // Repinta la barra de progreso static void iterate(); // Repinta la barra de progreso
void handleEvent(const SDL_Event& event); // Detecta pulsación en modo wait_for_input static void handleEvent(const SDL_Event& event); // Detecta pulsación en modo wait_for_input
}; };
+3 -2
View File
@@ -2,14 +2,12 @@
#include <SDL3/SDL.h> // Para SDL_GetTicks, SDL_Event, SDL_Keycode, SDL_PollEvent, SDLK_A, SDLK_C, SDLK_D, SDLK_F, SDLK_S, SDLK_V, SDLK_X, SDLK_Z, SDL_EventType, Uint64 #include <SDL3/SDL.h> // Para SDL_GetTicks, SDL_Event, SDL_Keycode, SDL_PollEvent, SDLK_A, SDLK_C, SDLK_D, SDLK_F, SDLK_S, SDLK_V, SDLK_X, SDLK_Z, SDL_EventType, Uint64
#include <ranges> // Para __find_if_fn, find_if
#include <string> // Para basic_string, char_traits, operator+, to_string, string #include <string> // Para basic_string, char_traits, operator+, to_string, string
#include <vector> // Para vector #include <vector> // Para vector
#include "core/audio/audio.hpp" // Para Audio #include "core/audio/audio.hpp" // Para Audio
#include "core/input/global_inputs.hpp" // Para check #include "core/input/global_inputs.hpp" // Para check
#include "core/input/input.hpp" // Para Input #include "core/input/input.hpp" // Para Input
#include "core/input/input_types.hpp" // Para InputAction
#include "core/locale/lang.hpp" // Para getText #include "core/locale/lang.hpp" // Para getText
#include "core/rendering/fade.hpp" // Para Fade #include "core/rendering/fade.hpp" // Para Fade
#include "core/rendering/screen.hpp" // Para Screen #include "core/rendering/screen.hpp" // Para Screen
@@ -300,6 +298,9 @@ void Title::updateFade() {
Section::options = Section::Options::GAME_PLAY_BOTH; Section::options = Section::Options::GAME_PLAY_BOTH;
Audio::get()->stopMusic(); Audio::get()->stopMusic();
break; break;
default:
break; // COMBO és un bitmask 2-bit (0..3); arribar ací és impossible.
} }
} }
} }
+2 -1
View File
@@ -2,6 +2,7 @@
#include <SDL3/SDL.h> // Para SDL_Keycode, SDL_Event, Uint64 #include <SDL3/SDL.h> // Para SDL_Keycode, SDL_Event, Uint64
#include <cstdint> // Para std::uint8_t
#include <memory> // Para shared_ptr, unique_ptr #include <memory> // Para shared_ptr, unique_ptr
#include <string_view> // Para string_view #include <string_view> // Para string_view
#include <vector> // Para vector #include <vector> // Para vector
@@ -69,7 +70,7 @@ class Title {
static constexpr bool ALLOW_TITLE_ANIMATION_SKIP = false; // Permite saltar la animación del título static constexpr bool ALLOW_TITLE_ANIMATION_SKIP = false; // Permite saltar la animación del título
// --- Enums --- // --- Enums ---
enum class State { enum class State : std::uint8_t {
LOGO_ANIMATING, // El logo está animándose LOGO_ANIMATING, // El logo está animándose
LOGO_FINISHED, // El logo ha terminado de animarse LOGO_FINISHED, // El logo ha terminado de animarse
START_HAS_BEEN_PRESSED, // Se ha pulsado el botón de start START_HAS_BEEN_PRESSED, // Se ha pulsado el botón de start
+5 -3
View File
@@ -1,7 +1,9 @@
#pragma once #pragma once
#include <algorithm> // Para max, clamp #include <algorithm> // Para max, clamp
#include <cmath> // Para std::lround
#include <cstddef> // Para size_t #include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <functional> // Para function #include <functional> // Para function
#include <numeric> // Para accumulate #include <numeric> // Para accumulate
#include <string> // Para allocator, string, basic_string, to_string, operator==, char_traits #include <string> // Para allocator, string, basic_string, to_string, operator==, char_traits
@@ -16,7 +18,7 @@
class MenuOption { class MenuOption {
public: public:
// --- Enums --- // --- Enums ---
enum class Behavior { enum class Behavior : std::uint8_t {
ADJUST, // Solo puede ajustar valor (como IntOption, BoolOption, ListOption) ADJUST, // Solo puede ajustar valor (como IntOption, BoolOption, ListOption)
SELECT, // Solo puede ejecutar acción (como ActionOption, FolderOption) SELECT, // Solo puede ejecutar acción (como ActionOption, FolderOption)
BOTH // Puede tanto ajustar como ejecutar acción (como ActionListOption) BOTH // Puede tanto ajustar como ejecutar acción (como ActionListOption)
@@ -119,11 +121,11 @@ class VolumeOption : public MenuOption {
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::ADJUST; } [[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::ADJUST; }
[[nodiscard]] auto getValueAsString() const -> std::string override { [[nodiscard]] auto getValueAsString() const -> std::string override {
int pct = static_cast<int>(*linked_variable_ * 100.0F + 0.5F); int pct = static_cast<int>(std::lround(*linked_variable_ * 100.0F));
return std::to_string(pct); return std::to_string(pct);
} }
void adjustValue(bool adjust_up) override { void adjustValue(bool adjust_up) override {
int current = static_cast<int>(*linked_variable_ * 100.0F + 0.5F); int current = static_cast<int>(std::lround(*linked_variable_ * 100.0F));
int new_value = std::clamp(current + (adjust_up ? step_value_ : -step_value_), 0, 100); int new_value = std::clamp(current + (adjust_up ? step_value_ : -step_value_), 0, 100);
*linked_variable_ = static_cast<float>(new_value) / 100.0F; *linked_variable_ = static_cast<float>(new_value) / 100.0F;
} }
+2 -2
View File
@@ -69,7 +69,7 @@ void MenuRenderer::render(const ServiceMenu* menu_state) {
SDL_RenderFillRect(Screen::get()->getRenderer(), &rect_); SDL_RenderFillRect(Screen::get()->getRenderer(), &rect_);
// Dibuja el borde // Dibuja el borde
const Color BORDER_COLOR = param.service_menu.title_color.DARKEN(); const Color BORDER_COLOR = param.service_menu.title_color.darken();
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), BORDER_COLOR.r, BORDER_COLOR.g, BORDER_COLOR.b, 255); SDL_SetRenderDrawColor(Screen::get()->getRenderer(), BORDER_COLOR.r, BORDER_COLOR.g, BORDER_COLOR.b, 255);
SDL_RenderRect(Screen::get()->getRenderer(), &rect_); SDL_RenderRect(Screen::get()->getRenderer(), &rect_);
SDL_RenderRect(Screen::get()->getRenderer(), &border_rect_); SDL_RenderRect(Screen::get()->getRenderer(), &border_rect_);
@@ -111,7 +111,7 @@ void MenuRenderer::render(const ServiceMenu* menu_state) {
// Dibuja las opciones // Dibuja las opciones
y = options_y_; y = options_y_;
const auto& option_pairs = menu_state->getOptionPairs(); const auto& option_pairs = menu_state->getOptionPairs();
const float ROW_HEIGHT = static_cast<float>(options_height_ + options_padding_); const auto ROW_HEIGHT = static_cast<float>(options_height_ + options_padding_);
for (size_t i = 0; i < option_pairs.size(); ++i) { for (size_t i = 0; i < option_pairs.size(); ++i) {
const bool IS_SELECTED = (i == menu_state->getSelectedIndex()); const bool IS_SELECTED = (i == menu_state->getSelectedIndex());
+3 -2
View File
@@ -4,6 +4,7 @@
#include <array> #include <array>
#include <cstddef> #include <cstddef>
#include <cstdint>
#include <memory> #include <memory>
#include <string> #include <string>
#include <vector> #include <vector>
@@ -17,7 +18,7 @@ class Text;
class MenuRenderer { class MenuRenderer {
public: public:
// --- Nuevo: Enum para el modo de posicionamiento --- // --- Nuevo: Enum para el modo de posicionamiento ---
enum class PositionMode { enum class PositionMode : std::uint8_t {
CENTERED, // La ventana se centra en el punto especificado CENTERED, // La ventana se centra en el punto especificado
FIXED // La esquina superior izquierda coincide con el punto FIXED // La esquina superior izquierda coincide con el punto
}; };
@@ -94,7 +95,7 @@ class MenuRenderer {
} resize_animation_; } resize_animation_;
struct ShowHideAnimation { struct ShowHideAnimation {
enum class Type { NONE, enum class Type : std::uint8_t { NONE,
SHOWING, SHOWING,
HIDING }; HIDING };
Type type = Type::NONE; Type type = Type::NONE;
+7 -6
View File
@@ -2,9 +2,10 @@
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_Renderer #include <SDL3/SDL.h> // Para SDL_FRect, SDL_Renderer
#include <memory> // Para shared_ptr #include <cstdint> // Para std::uint8_t
#include <string> // Para basic_string, string #include <memory> // Para shared_ptr
#include <vector> // Para vector #include <string> // Para basic_string, string
#include <vector> // Para vector
#include "utils/color.hpp" // Para stringInVector, Color #include "utils/color.hpp" // Para stringInVector, Color
#include "utils/utils.hpp" #include "utils/utils.hpp"
@@ -17,7 +18,7 @@ class Texture;
class Notifier { class Notifier {
public: public:
// --- Enums --- // --- Enums ---
enum class Position { enum class Position : std::uint8_t {
TOP, // Parte superior TOP, // Parte superior
BOTTOM, // Parte inferior BOTTOM, // Parte inferior
LEFT, // Lado izquierdo LEFT, // Lado izquierdo
@@ -46,14 +47,14 @@ class Notifier {
static constexpr float ANIMATION_SPEED_PX_PER_S = 60.0F; // Velocidad de animación (1 pixel/frame @ 60fps) static constexpr float ANIMATION_SPEED_PX_PER_S = 60.0F; // Velocidad de animación (1 pixel/frame @ 60fps)
// --- Enums privados --- // --- Enums privados ---
enum class State { enum class State : std::uint8_t {
RISING, // Apareciendo RISING, // Apareciendo
STAY, // Visible STAY, // Visible
VANISHING, // Desapareciendo VANISHING, // Desapareciendo
FINISHED, // Terminada FINISHED, // Terminada
}; };
enum class Shape { enum class Shape : std::uint8_t {
ROUNDED, // Forma redondeada ROUNDED, // Forma redondeada
SQUARED, // Forma cuadrada SQUARED, // Forma cuadrada
}; };
+115 -110
View File
@@ -8,7 +8,6 @@
#include "core/audio/audio.hpp" // Para Audio #include "core/audio/audio.hpp" // Para Audio
#include "core/input/define_buttons.hpp" // Para DefineButtons #include "core/input/define_buttons.hpp" // Para DefineButtons
#include "core/input/input.hpp" // Para Input #include "core/input/input.hpp" // Para Input
#include "core/input/input_types.hpp" // Para InputAction
#include "core/locale/lang.hpp" // Para getText, getCodeFromName, getNameFromCode #include "core/locale/lang.hpp" // Para getText, getCodeFromName, getNameFromCode
#include "core/rendering/screen.hpp" // Para Screen #include "core/rendering/screen.hpp" // Para Screen
#include "core/resources/resource.hpp" // Para Resource #include "core/resources/resource.hpp" // Para Resource
@@ -252,9 +251,9 @@ void ServiceMenu::applySettingsSettings() {
} }
auto ServiceMenu::getOptionByCaption(const std::string& caption) const -> MenuOption* { auto ServiceMenu::getOptionByCaption(const std::string& caption) const -> MenuOption* {
const auto it = std::ranges::find_if(options_, const auto IT = std::ranges::find_if(options_,
[&caption](const auto& option) { return option->getCaption() == caption; }); [&caption](const auto& option) { return option->getCaption() == caption; });
return it != options_.end() ? it->get() : nullptr; return IT != options_.end() ? IT->get() : nullptr;
} }
// --- Getters y otros --- // --- Getters y otros ---
@@ -279,8 +278,16 @@ auto ServiceMenu::countOptionsInGroup(SettingsGroup group) const -> size_t {
// Inicializa todas las opciones del menú // Inicializa todas las opciones del menú
void ServiceMenu::initializeOptions() { void ServiceMenu::initializeOptions() {
options_.clear(); options_.clear();
addControlsOptions();
addVideoOptions();
addAudioOptions();
addSettingsOptions();
addSystemOptions();
addMainMenuOptions();
setHiddenOptions();
}
// CONTROLS - Usando ActionListOption para mandos void ServiceMenu::addControlsOptions() {
options_.push_back(std::make_unique<ActionListOption>( options_.push_back(std::make_unique<ActionListOption>(
Lang::getText("[SERVICE_MENU] CONTROLLER1"), Lang::getText("[SERVICE_MENU] CONTROLLER1"),
SettingsGroup::CONTROLS, SettingsGroup::CONTROLS,
@@ -292,7 +299,6 @@ void ServiceMenu::initializeOptions() {
Options::gamepad_manager.assignGamepadToPlayer(Player::Id::PLAYER1, Input::get()->getGamepadByName(val), val); Options::gamepad_manager.assignGamepadToPlayer(Player::Id::PLAYER1, Input::get()->getGamepadByName(val), val);
}, },
[this]() -> void { [this]() -> void {
// Acción: configurar botones del mando del jugador 1
auto* gamepad = &Options::gamepad_manager.getGamepad(Player::Id::PLAYER1); auto* gamepad = &Options::gamepad_manager.getGamepad(Player::Id::PLAYER1);
if (gamepad->instance != nullptr) { if (gamepad->instance != nullptr) {
define_buttons_->enable(gamepad); define_buttons_->enable(gamepad);
@@ -310,14 +316,12 @@ void ServiceMenu::initializeOptions() {
Options::gamepad_manager.assignGamepadToPlayer(Player::Id::PLAYER2, Input::get()->getGamepadByName(val), val); Options::gamepad_manager.assignGamepadToPlayer(Player::Id::PLAYER2, Input::get()->getGamepadByName(val), val);
}, },
[this]() -> void { [this]() -> void {
// Acción: configurar botones del mando del jugador 2
auto* gamepad = &Options::gamepad_manager.getGamepad(Player::Id::PLAYER2); auto* gamepad = &Options::gamepad_manager.getGamepad(Player::Id::PLAYER2);
if (gamepad->instance != nullptr) { if (gamepad->instance != nullptr) {
define_buttons_->enable(gamepad); define_buttons_->enable(gamepad);
} }
})); }));
// CONTROLS - Opción para teclado (solo lista, sin acción)
options_.push_back(std::make_unique<ListOption>( options_.push_back(std::make_unique<ListOption>(
Lang::getText("[SERVICE_MENU] KEYBOARD"), Lang::getText("[SERVICE_MENU] KEYBOARD"),
SettingsGroup::CONTROLS, SettingsGroup::CONTROLS,
@@ -325,26 +329,22 @@ void ServiceMenu::initializeOptions() {
Lang::getText("[SERVICE_MENU] PLAYER1"), Lang::getText("[SERVICE_MENU] PLAYER1"),
Lang::getText("[SERVICE_MENU] PLAYER2")}, Lang::getText("[SERVICE_MENU] PLAYER2")},
[]() -> std::string { []() -> std::string {
// Devolver el jugador actual asignado al teclado
return Options::playerIdToString(Options::getPlayerWhoUsesKeyboard()); return Options::playerIdToString(Options::getPlayerWhoUsesKeyboard());
}, },
[](const std::string& val) -> void { [](const std::string& val) -> void {
// Asignar el teclado al jugador seleccionado
Options::keyboard.assignTo(Options::stringToPlayerId(val)); Options::keyboard.assignTo(Options::stringToPlayerId(val));
})); }));
// CONTROLS - Acción para intercambiar mandos
options_.push_back(std::make_unique<ActionOption>( options_.push_back(std::make_unique<ActionOption>(
Lang::getText("[SERVICE_MENU] SWAP_CONTROLLERS"), Lang::getText("[SERVICE_MENU] SWAP_CONTROLLERS"),
SettingsGroup::CONTROLS, SettingsGroup::CONTROLS,
[this]() -> void { [this]() -> void {
Options::gamepad_manager.swapPlayers(); Options::gamepad_manager.swapPlayers();
adjustListValues(); // Sincroniza el valor de las opciones de lista (como MANDO1) con los datos reales adjustListValues();
updateOptionPairs(); // Actualiza los pares de texto <opción, valor> que se van a dibujar updateOptionPairs();
// Feedback visual: anima el intercambio de los valores entre // Feedback visual: anima el intercambio de las filas de MANDO 1 y MANDO 2,
// las filas de MANDO 1 y MANDO 2, imprescindible cuando los dos // imprescindible cuando ambos mandos tienen el mismo nombre (el texto no cambia).
// mandos tienen el mismo nombre (el texto no cambia al swap).
const std::string CAPTION1 = Lang::getText("[SERVICE_MENU] CONTROLLER1"); const std::string CAPTION1 = Lang::getText("[SERVICE_MENU] CONTROLLER1");
const std::string CAPTION2 = Lang::getText("[SERVICE_MENU] CONTROLLER2"); const std::string CAPTION2 = Lang::getText("[SERVICE_MENU] CONTROLLER2");
size_t idx1 = display_options_.size(); size_t idx1 = display_options_.size();
@@ -358,8 +358,9 @@ void ServiceMenu::initializeOptions() {
renderer_->startSwapAnimation(idx1, idx2); renderer_->startSwapAnimation(idx1, idx2);
} }
})); }));
}
// VIDEO void ServiceMenu::addVideoOptions() {
options_.push_back(std::make_unique<BoolOption>( options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] FULLSCREEN"), Lang::getText("[SERVICE_MENU] FULLSCREEN"),
SettingsGroup::VIDEO, SettingsGroup::VIDEO,
@@ -373,76 +374,8 @@ void ServiceMenu::initializeOptions() {
Options::window.max_zoom, Options::window.max_zoom,
1)); 1));
// Shader: Desactivat / PostFX / CrtPi addVideoShaderOption();
{ addVideoPresetOption();
std::string disabled_text = Lang::getText("[SERVICE_MENU] SHADER_DISABLED");
std::vector<std::string> shader_values = {disabled_text, "PostFX", "CrtPi"};
auto shader_getter = [disabled_text]() -> std::string {
// NOLINTNEXTLINE(performance-no-automatic-move) -- captura por valor en lambda const, no se puede mover
if (!Options::video.shader.enabled) { return disabled_text; }
return (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) ? "CrtPi" : "PostFX";
};
auto shader_setter = [disabled_text](const std::string& val) {
if (val == disabled_text) {
Options::video.shader.enabled = false;
} else {
Options::video.shader.enabled = true;
const auto TYPE = (val == "CrtPi") ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX;
Options::video.shader.current_shader = TYPE;
auto* screen = Screen::get();
if (screen != nullptr) {
screen->applySettings();
}
}
Screen::initShaders();
};
options_.push_back(std::make_unique<ListOption>(
Lang::getText("[SERVICE_MENU] SHADER"),
SettingsGroup::VIDEO,
shader_values,
shader_getter,
shader_setter));
}
// Preset: muestra nombre, cicla circularmente entre presets del shader activo
{
auto preset_getter = []() -> std::string {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
if (Options::crtpi_presets.empty()) { return ""; }
return Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
}
if (Options::postfx_presets.empty()) { return ""; }
return Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
};
auto preset_adjuster = [](bool up) {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
if (Options::crtpi_presets.empty()) { return; }
const int SIZE = static_cast<int>(Options::crtpi_presets.size());
Options::video.shader.current_crtpi_preset = up
? (Options::video.shader.current_crtpi_preset + 1) % SIZE
: (Options::video.shader.current_crtpi_preset + SIZE - 1) % SIZE;
} else {
if (Options::postfx_presets.empty()) { return; }
const int SIZE = static_cast<int>(Options::postfx_presets.size());
Options::video.shader.current_postfx_preset = up
? (Options::video.shader.current_postfx_preset + 1) % SIZE
: (Options::video.shader.current_postfx_preset + SIZE - 1) % SIZE;
}
Screen::initShaders();
};
auto preset_max_width = [](const Text* text) -> int {
const auto presets_length = [text](int max_w, const auto& p) { return std::max(max_w, text->length(p.name, -2)); };
int max_w = std::accumulate(Options::postfx_presets.begin(), Options::postfx_presets.end(), 0, presets_length);
return std::accumulate(Options::crtpi_presets.begin(), Options::crtpi_presets.end(), max_w, presets_length);
};
options_.push_back(std::make_unique<CallbackOption>(
Lang::getText("[SERVICE_MENU] SHADER_PRESET"),
SettingsGroup::VIDEO,
preset_getter,
preset_adjuster,
preset_max_width));
}
options_.push_back(std::make_unique<BoolOption>( options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] SUPERSAMPLING"), Lang::getText("[SERVICE_MENU] SUPERSAMPLING"),
@@ -459,25 +392,97 @@ void ServiceMenu::initializeOptions() {
SettingsGroup::VIDEO, SettingsGroup::VIDEO,
&Options::video.integer_scale)); &Options::video.integer_scale));
// FILTER: Nearest / Linear (solo visible en el fallback SDL, sin GPU acelerada) addVideoFilterOption();
{ }
std::vector<std::string> filter_values = {"Nearest", "Linear"};
auto filter_getter = []() -> std::string {
return (Options::video.scale_mode == SDL_SCALEMODE_LINEAR) ? "Linear" : "Nearest";
};
auto filter_setter = [](const std::string& val) {
Options::video.scale_mode = (val == "Linear") ? SDL_SCALEMODE_LINEAR : SDL_SCALEMODE_NEAREST;
if (Screen::get() != nullptr) { Screen::get()->applyFilter(); }
};
options_.push_back(std::make_unique<ListOption>(
Lang::getText("[SERVICE_MENU] FILTER"),
SettingsGroup::VIDEO,
filter_values,
filter_getter,
filter_setter));
}
// AUDIO void ServiceMenu::addVideoShaderOption() {
std::string disabled_text = Lang::getText("[SERVICE_MENU] SHADER_DISABLED");
std::vector<std::string> shader_values = {disabled_text, "PostFX", "CrtPi"};
auto shader_getter = [disabled_text]() -> std::string {
// NOLINTNEXTLINE(performance-no-automatic-move) -- captura por valor en lambda const, no se puede mover
if (!Options::video.shader.enabled) { return disabled_text; }
return (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) ? "CrtPi" : "PostFX";
};
auto shader_setter = [disabled_text](const std::string& val) {
if (val == disabled_text) {
Options::video.shader.enabled = false;
} else {
Options::video.shader.enabled = true;
const auto TYPE = (val == "CrtPi") ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX;
Options::video.shader.current_shader = TYPE;
auto* screen = Screen::get();
if (screen != nullptr) {
screen->applySettings();
}
}
Screen::initShaders();
};
options_.push_back(std::make_unique<ListOption>(
Lang::getText("[SERVICE_MENU] SHADER"),
SettingsGroup::VIDEO,
shader_values,
shader_getter,
shader_setter));
}
void ServiceMenu::addVideoPresetOption() {
auto preset_getter = []() -> std::string {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
if (Options::crtpi_presets.empty()) { return ""; }
return Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
}
if (Options::postfx_presets.empty()) { return ""; }
return Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
};
auto preset_adjuster = [](bool up) {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
if (Options::crtpi_presets.empty()) { return; }
const int SIZE = static_cast<int>(Options::crtpi_presets.size());
Options::video.shader.current_crtpi_preset = up
? (Options::video.shader.current_crtpi_preset + 1) % SIZE
: (Options::video.shader.current_crtpi_preset + SIZE - 1) % SIZE;
} else {
if (Options::postfx_presets.empty()) { return; }
const int SIZE = static_cast<int>(Options::postfx_presets.size());
Options::video.shader.current_postfx_preset = up
? (Options::video.shader.current_postfx_preset + 1) % SIZE
: (Options::video.shader.current_postfx_preset + SIZE - 1) % SIZE;
}
Screen::initShaders();
};
auto preset_max_width = [](const Text* text) -> int {
const auto PRESETS_LENGTH = [text](int max_w, const auto& p) { return std::max(max_w, text->length(p.name, -2)); };
int max_w = std::accumulate(Options::postfx_presets.begin(), Options::postfx_presets.end(), 0, PRESETS_LENGTH);
return std::accumulate(Options::crtpi_presets.begin(), Options::crtpi_presets.end(), max_w, PRESETS_LENGTH);
};
options_.push_back(std::make_unique<CallbackOption>(
Lang::getText("[SERVICE_MENU] SHADER_PRESET"),
SettingsGroup::VIDEO,
preset_getter,
preset_adjuster,
preset_max_width));
}
void ServiceMenu::addVideoFilterOption() {
// FILTER: Nearest / Linear (solo visible en el fallback SDL, sin GPU acelerada)
std::vector<std::string> filter_values = {"Nearest", "Linear"};
auto filter_getter = []() -> std::string {
return (Options::video.scale_mode == SDL_SCALEMODE_LINEAR) ? "Linear" : "Nearest";
};
auto filter_setter = [](const std::string& val) {
Options::video.scale_mode = (val == "Linear") ? SDL_SCALEMODE_LINEAR : SDL_SCALEMODE_NEAREST;
if (Screen::get() != nullptr) { Screen::get()->applyFilter(); }
};
options_.push_back(std::make_unique<ListOption>(
Lang::getText("[SERVICE_MENU] FILTER"),
SettingsGroup::VIDEO,
filter_values,
filter_getter,
filter_setter));
}
void ServiceMenu::addAudioOptions() {
options_.push_back(std::make_unique<BoolOption>( options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] AUDIO"), Lang::getText("[SERVICE_MENU] AUDIO"),
SettingsGroup::AUDIO, SettingsGroup::AUDIO,
@@ -500,8 +505,9 @@ void ServiceMenu::initializeOptions() {
SettingsGroup::AUDIO, SettingsGroup::AUDIO,
&Options::audio.sound.volume, &Options::audio.sound.volume,
5)); 5));
}
// SETTINGS void ServiceMenu::addSettingsOptions() {
options_.push_back(std::make_unique<BoolOption>( options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] AUTOFIRE"), Lang::getText("[SERVICE_MENU] AUTOFIRE"),
SettingsGroup::SETTINGS, SettingsGroup::SETTINGS,
@@ -541,8 +547,9 @@ void ServiceMenu::initializeOptions() {
Lang::getText("[SERVICE_MENU] ENABLE_SHUTDOWN"), Lang::getText("[SERVICE_MENU] ENABLE_SHUTDOWN"),
SettingsGroup::SETTINGS, SettingsGroup::SETTINGS,
&Options::settings.shutdown_enabled)); &Options::settings.shutdown_enabled));
}
// SYSTEM void ServiceMenu::addSystemOptions() {
options_.push_back(std::make_unique<ActionOption>( options_.push_back(std::make_unique<ActionOption>(
Lang::getText("[SERVICE_MENU] RESET"), Lang::getText("[SERVICE_MENU] RESET"),
SettingsGroup::SYSTEM, SettingsGroup::SYSTEM,
@@ -567,8 +574,9 @@ void ServiceMenu::initializeOptions() {
Section::options = Section::Options::SHUTDOWN; Section::options = Section::Options::SHUTDOWN;
}, },
!Options::settings.shutdown_enabled)); !Options::settings.shutdown_enabled));
}
// MAIN MENU void ServiceMenu::addMainMenuOptions() {
options_.push_back(std::make_unique<FolderOption>( options_.push_back(std::make_unique<FolderOption>(
Lang::getText("[SERVICE_MENU] CONTROLS"), Lang::getText("[SERVICE_MENU] CONTROLS"),
SettingsGroup::MAIN, SettingsGroup::MAIN,
@@ -593,9 +601,6 @@ void ServiceMenu::initializeOptions() {
Lang::getText("[SERVICE_MENU] SYSTEM"), Lang::getText("[SERVICE_MENU] SYSTEM"),
SettingsGroup::MAIN, SettingsGroup::MAIN,
SettingsGroup::SYSTEM)); SettingsGroup::SYSTEM));
// Oculta opciones según configuración
setHiddenOptions();
} }
// Sincroniza los valores de las opciones tipo lista // Sincroniza los valores de las opciones tipo lista
+9 -1
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@@ -5,7 +5,6 @@
#include <cstddef> // Para size_t #include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t #include <cstdint> // Para std::uint8_t
#include <functional> // Para function #include <functional> // Para function
#include <iterator> // Para pair
#include <memory> // Para unique_ptr #include <memory> // Para unique_ptr
#include <string> // Para basic_string, string #include <string> // Para basic_string, string
#include <utility> // Para pair #include <utility> // Para pair
@@ -104,6 +103,15 @@ class ServiceMenu {
void updateDisplayOptions(); void updateDisplayOptions();
void updateOptionPairs(); void updateOptionPairs();
void initializeOptions(); void initializeOptions();
void addControlsOptions(); // CONTROLS: mandos 1/2, teclat, swap
void addVideoOptions(); // VIDEO: orquestra els blocs de vídeo
void addVideoShaderOption(); // VIDEO: tria de shader (Disabled/PostFX/CrtPi)
void addVideoPresetOption(); // VIDEO: cicla presets del shader actiu
void addVideoFilterOption(); // VIDEO: filtre Nearest/Linear (fallback SDL)
void addAudioOptions(); // AUDIO: enabled + tres volums
void addSettingsOptions(); // SETTINGS: autofire, idioma, dificultat, shutdown
void addSystemOptions(); // SYSTEM: reset, quit, shutdown
void addMainMenuOptions(); // MAIN: carpetes de menú
void updateMenu(); void updateMenu();
void applySettings(); void applySettings();
void applyControlsSettings(); void applyControlsSettings();
+3 -3
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@@ -12,16 +12,16 @@ Actualizando a la versión "Arcade Edition" en 08/05/2024
#include "core/system/director.hpp" // Para Director #include "core/system/director.hpp" // Para Director
SDL_AppResult SDL_AppInit(void** appstate, int /*argc*/, char** /*argv*/) { auto SDL_AppInit(void** appstate, int /*argc*/, char** /*argv*/) -> SDL_AppResult {
*appstate = new Director(); *appstate = new Director();
return SDL_APP_CONTINUE; return SDL_APP_CONTINUE;
} }
SDL_AppResult SDL_AppIterate(void* appstate) { auto SDL_AppIterate(void* appstate) -> SDL_AppResult {
return static_cast<Director*>(appstate)->iterate(); return static_cast<Director*>(appstate)->iterate();
} }
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) { auto SDL_AppEvent(void* appstate, SDL_Event* event) -> SDL_AppResult {
return static_cast<Director*>(appstate)->handleEvent(*event); return static_cast<Director*>(appstate)->handleEvent(*event);
} }
+4 -4
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@@ -42,7 +42,7 @@ auto Color::fromHex(const std::string& hex_str) -> Color {
} }
// Implementaciones de métodos estáticos de Color // Implementaciones de métodos estáticos de Color
constexpr auto Color::RGB_TO_HSV(Color color) -> HSV { constexpr auto Color::rgbToHsv(Color color) -> HSV {
float r = color.r / 255.0F; float r = color.r / 255.0F;
float g = color.g / 255.0F; float g = color.g / 255.0F;
float b = color.b / 255.0F; float b = color.b / 255.0F;
@@ -72,7 +72,7 @@ constexpr auto Color::RGB_TO_HSV(Color color) -> HSV {
return {.h = h, .s = s, .v = v}; return {.h = h, .s = s, .v = v};
} }
constexpr auto Color::HSV_TO_RGB(HSV hsv) -> Color { constexpr auto Color::hsvToRgb(HSV hsv) -> Color {
float c = hsv.v * hsv.s; float c = hsv.v * hsv.s;
float x = c * (1 - std::abs(std::fmod(hsv.h / 60.0F, 2) - 1)); float x = c * (1 - std::abs(std::fmod(hsv.h / 60.0F, 2) - 1));
float m = hsv.v - c; float m = hsv.v - c;
@@ -132,7 +132,7 @@ namespace Colors {
auto generateMirroredCycle(Color base, ColorCycleStyle style) -> Cycle { auto generateMirroredCycle(Color base, ColorCycleStyle style) -> Cycle {
Cycle result{}; Cycle result{};
HSV base_hsv = Color::RGB_TO_HSV(base); HSV base_hsv = Color::rgbToHsv(base);
for (size_t i = 0; i < CYCLE_SIZE; ++i) { for (size_t i = 0; i < CYCLE_SIZE; ++i) {
float t = static_cast<float>(i) / (CYCLE_SIZE - 1); // 0 → 1 float t = static_cast<float>(i) / (CYCLE_SIZE - 1); // 0 → 1
@@ -175,7 +175,7 @@ namespace Colors {
.s = fminf(1.0F, fmaxf(0.0F, base_hsv.s + sat_shift)), .s = fminf(1.0F, fmaxf(0.0F, base_hsv.s + sat_shift)),
.v = fminf(1.0F, fmaxf(0.0F, base_hsv.v + val_shift))}; .v = fminf(1.0F, fmaxf(0.0F, base_hsv.v + val_shift))};
Color c = Color::HSV_TO_RGB(adjusted); Color c = Color::hsvToRgb(adjusted);
result[i] = c; result[i] = c;
result[(2 * CYCLE_SIZE) - 1 - i] = c; // espejo result[(2 * CYCLE_SIZE) - 1 - i] = c; // espejo
} }
+13 -12
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@@ -5,6 +5,7 @@
#include <algorithm> // Para max, min #include <algorithm> // Para max, min
#include <array> // Para array #include <array> // Para array
#include <cstdint> // Para std::uint8_t
#include <cstdlib> // Para size_t, abs #include <cstdlib> // Para size_t, abs
#include <string> // Para string #include <string> // Para string
#include <vector> // Para vector #include <vector> // Para vector
@@ -48,11 +49,11 @@ struct Color {
b(blue), b(blue),
a(alpha) {} a(alpha) {}
[[nodiscard]] constexpr auto INVERSE() const -> Color { [[nodiscard]] constexpr auto inverse() const -> Color {
return Color(MAX_COLOR_VALUE - r, MAX_COLOR_VALUE - g, MAX_COLOR_VALUE - b, a); return Color(MAX_COLOR_VALUE - r, MAX_COLOR_VALUE - g, MAX_COLOR_VALUE - b, a);
} }
[[nodiscard]] constexpr auto LIGHTEN(int amount = DEFAULT_LIGHTEN_AMOUNT) const -> Color { [[nodiscard]] constexpr auto lighten(int amount = DEFAULT_LIGHTEN_AMOUNT) const -> Color {
return Color( return Color(
std::min(static_cast<int>(MAX_COLOR_VALUE), r + amount), std::min(static_cast<int>(MAX_COLOR_VALUE), r + amount),
std::min(static_cast<int>(MAX_COLOR_VALUE), g + amount), std::min(static_cast<int>(MAX_COLOR_VALUE), g + amount),
@@ -60,7 +61,7 @@ struct Color {
a); a);
} }
[[nodiscard]] constexpr auto DARKEN(int amount = DEFAULT_DARKEN_AMOUNT) const -> Color { [[nodiscard]] constexpr auto darken(int amount = DEFAULT_DARKEN_AMOUNT) const -> Color {
return Color( return Color(
std::max(static_cast<int>(MIN_COLOR_VALUE), r - amount), std::max(static_cast<int>(MIN_COLOR_VALUE), r - amount),
std::max(static_cast<int>(MIN_COLOR_VALUE), g - amount), std::max(static_cast<int>(MIN_COLOR_VALUE), g - amount),
@@ -72,14 +73,14 @@ struct Color {
static auto fromHex(const std::string& hex_str) -> Color; static auto fromHex(const std::string& hex_str) -> Color;
// Conversiones de formato de color // Conversiones de formato de color
[[nodiscard]] constexpr static auto RGB_TO_HSV(Color color) -> HSV; [[nodiscard]] constexpr static auto rgbToHsv(Color color) -> HSV;
[[nodiscard]] constexpr static auto HSV_TO_RGB(HSV hsv) -> Color; [[nodiscard]] constexpr static auto hsvToRgb(HSV hsv) -> Color;
[[nodiscard]] constexpr auto IS_EQUAL_TO(const Color& other) const -> bool { [[nodiscard]] constexpr auto isEqualTo(const Color& other) const -> bool {
return r == other.r && g == other.g && b == other.b && a == other.a; return r == other.r && g == other.g && b == other.b && a == other.a;
} }
[[nodiscard]] constexpr auto APPROACH_TO(const Color& target, int step = DEFAULT_APPROACH_STEP) const -> Color { [[nodiscard]] constexpr auto approachTo(const Color& target, int step = DEFAULT_APPROACH_STEP) const -> Color {
auto approach_component = [step](Uint8 current, Uint8 target_val) -> Uint8 { auto approach_component = [step](Uint8 current, Uint8 target_val) -> Uint8 {
if (std::abs(current - target_val) <= step) { if (std::abs(current - target_val) <= step) {
return target_val; return target_val;
@@ -96,7 +97,7 @@ struct Color {
} }
// Interpolación lineal hacia otro color (t=0.0: this, t=1.0: target) // Interpolación lineal hacia otro color (t=0.0: this, t=1.0: target)
[[nodiscard]] constexpr auto LERP(const Color& target, float t) const -> Color { [[nodiscard]] constexpr auto lerp(const Color& target, float t) const -> Color {
// Asegurar que t esté en el rango [0.0, 1.0] // Asegurar que t esté en el rango [0.0, 1.0]
t = std::clamp(t, 0.0F, 1.0F); t = std::clamp(t, 0.0F, 1.0F);
@@ -113,12 +114,12 @@ struct Color {
} }
// Sobrecarga para aceptar componentes RGBA directamente // Sobrecarga para aceptar componentes RGBA directamente
[[nodiscard]] constexpr auto LERP(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha, float t) const -> Color { [[nodiscard]] constexpr auto lerp(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha, float t) const -> Color {
return LERP(Color(red, green, blue, alpha), t); return lerp(Color(red, green, blue, alpha), t);
} }
// Convierte el color a un entero de 32 bits en formato RGBA // Convierte el color a un entero de 32 bits en formato RGBA
[[nodiscard]] constexpr auto TO_UINT32() const -> Uint32 { [[nodiscard]] constexpr auto toUint32() const -> Uint32 {
return (static_cast<Uint32>(r) << 24) | return (static_cast<Uint32>(r) << 24) |
(static_cast<Uint32>(g) << 16) | (static_cast<Uint32>(g) << 16) |
(static_cast<Uint32>(b) << 8) | (static_cast<Uint32>(b) << 8) |
@@ -127,7 +128,7 @@ struct Color {
}; };
// --- Enum ColorCycleStyle: define estilos de ciclo de color --- // --- Enum ColorCycleStyle: define estilos de ciclo de color ---
enum class ColorCycleStyle { enum class ColorCycleStyle : std::uint8_t {
SUBTLE_PULSE, // Variación leve en brillo (por defecto) SUBTLE_PULSE, // Variación leve en brillo (por defecto)
HUE_WAVE, // Variación suave en tono (sin verde) HUE_WAVE, // Variación suave en tono (sin verde)
VIBRANT, // Cambios agresivos en tono y brillo VIBRANT, // Cambios agresivos en tono y brillo
-1
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@@ -9,7 +9,6 @@
#include <stdexcept> // Para runtime_error #include <stdexcept> // Para runtime_error
#include <string> // Para string, basic_string, stoi, stof, hash, allocator, operator==, char_traits, operator+, operator>>, getline #include <string> // Para string, basic_string, stoi, stof, hash, allocator, operator==, char_traits, operator+, operator>>, getline
#include <unordered_map> // Para unordered_map, operator==, _Node_iterator_base #include <unordered_map> // Para unordered_map, operator==, _Node_iterator_base
#include <utility> // Para pair
#include "game/ui/notifier.hpp" // Para Notifier #include "game/ui/notifier.hpp" // Para Notifier
#include "utils/color.hpp" // Para Color #include "utils/color.hpp" // Para Color
+12 -12
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@@ -167,51 +167,51 @@ struct ParamPlayer {
}; };
// Inicialización con valores por defecto // Inicialización con valores por defecto
const Shirt default_player0_shirt = Shirt( const Shirt DEFAULT_PLAYER0_SHIRT = Shirt(
Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_DARKEST), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_DARKEST),
Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_DARK), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_DARK),
Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_BASE), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_BASE),
Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_LIGHT)); Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_LIGHT));
const Shirt default_player1_shirt = Shirt( const Shirt DEFAULT_PLAYER1_SHIRT = Shirt(
Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_DARKEST), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_DARKEST),
Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_DARK), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_DARK),
Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_BASE), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_BASE),
Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_LIGHT)); Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_LIGHT));
std::array<Shirt, 2> default_shirt = {default_player0_shirt, default_player1_shirt}; std::array<Shirt, 2> default_shirt = {DEFAULT_PLAYER0_SHIRT, DEFAULT_PLAYER1_SHIRT};
const Shirt one_coffee_player0_shirt = Shirt( const Shirt ONE_COFFEE_PLAYER0_SHIRT = Shirt(
Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_DARKEST), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_DARKEST),
Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_DARK), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_DARK),
Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_BASE), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_BASE),
Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_LIGHT)); Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_LIGHT));
const Shirt one_coffee_player1_shirt = Shirt( const Shirt ONE_COFFEE_PLAYER1_SHIRT = Shirt(
Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_DARKEST), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_DARKEST),
Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_DARK), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_DARK),
Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_BASE), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_BASE),
Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_LIGHT)); Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_LIGHT));
std::array<Shirt, 2> one_coffee_shirt = {one_coffee_player0_shirt, one_coffee_player1_shirt}; std::array<Shirt, 2> one_coffee_shirt = {ONE_COFFEE_PLAYER0_SHIRT, ONE_COFFEE_PLAYER1_SHIRT};
const Shirt two_coffee_player0_shirt = Shirt( const Shirt TWO_COFFEE_PLAYER0_SHIRT = Shirt(
Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_DARKEST), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_DARKEST),
Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_DARK), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_DARK),
Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_BASE), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_BASE),
Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_LIGHT)); Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_LIGHT));
const Shirt two_coffee_player1_shirt = Shirt( const Shirt TWO_COFFEE_PLAYER1_SHIRT = Shirt(
Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_DARKEST), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_DARKEST),
Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_DARK), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_DARK),
Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_BASE), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_BASE),
Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_LIGHT)); Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_LIGHT));
std::array<Shirt, 2> two_coffee_shirt = {two_coffee_player0_shirt, two_coffee_player1_shirt}; std::array<Shirt, 2> two_coffee_shirt = {TWO_COFFEE_PLAYER0_SHIRT, TWO_COFFEE_PLAYER1_SHIRT};
const Color outline_player0_color = Color::fromHex(Defaults::Player::OutlineColor::PLAYER0); const Color OUTLINE_PLAYER0_COLOR = Color::fromHex(Defaults::Player::OutlineColor::PLAYER0);
const Color outline_player1_color = Color::fromHex(Defaults::Player::OutlineColor::PLAYER1); const Color OUTLINE_PLAYER1_COLOR = Color::fromHex(Defaults::Player::OutlineColor::PLAYER1);
std::array<Color, 2> outline_color = {outline_player0_color, outline_player1_color}; std::array<Color, 2> outline_color = {OUTLINE_PLAYER0_COLOR, OUTLINE_PLAYER1_COLOR};
}; };
// --- Estructura Param: almacena todos los parámetros del juego --- // --- Estructura Param: almacena todos los parámetros del juego ---
-1
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@@ -7,7 +7,6 @@
#include <algorithm> // Para clamp, __transform_fn, transform #include <algorithm> // Para clamp, __transform_fn, transform
#include <cctype> // Para tolower, isspace #include <cctype> // Para tolower, isspace
#include <cmath> // Para pow, sin, M_PI, cos, sqrt #include <cmath> // Para pow, sin, M_PI, cos, sqrt
#include <compare> // Para operator<
#include <filesystem> // Para path #include <filesystem> // Para path
#include <ranges> // Para __find_if_not_fn, find_if_not, reverse_view, __find_fn, find, ref_view #include <ranges> // Para __find_if_not_fn, find_if_not, reverse_view, __find_fn, find, ref_view
#include <string> // Para basic_string, string, allocator, char_traits, operator==, operator+ #include <string> // Para basic_string, string, allocator, char_traits, operator==, operator+