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102 changed files with 2061 additions and 2266 deletions
+71 -43
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@@ -8,72 +8,100 @@ Checks:
- -bugprone-integer-division
- -bugprone-easily-swappable-parameters
- -bugprone-narrowing-conversions
- -modernize-avoid-c-arrays,-warnings-as-errors
- -modernize-avoid-c-arrays
WarningsAsErrors: '*'
# Solo headers del propio código fuente (external/ y spv/ tienen su propio .clang-tidy dummy)
HeaderFilterRegex: 'source/.*'
# Headers nostres (excloem source/external/ que conté dependències de tercers no editables)
HeaderFilterRegex: 'source/(core|game|utils)/'
FormatStyle: file
CheckOptions:
# bugprone-empty-catch: aceptar catches vacíos marcados con @INTENTIONAL en un comentario
- { key: bugprone-empty-catch.IgnoreCatchWithKeywords, value: '@INTENTIONAL' }
# Variables locales en snake_case
# =====================================================================
# CONSTANTES → UPPER_CASE (compile-time y runtime, en cualquier scope)
# =====================================================================
# Todo lo que sea const o constexpr se identifica visualmente en UPPER_CASE,
# sin importar si es global, local, miembro o static.
# constexpr en cualquier scope (globales y locales)
- { key: readability-identifier-naming.ConstexprVariableCase, value: UPPER_CASE }
# Constantes globales (const no-constexpr)
- { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE }
# Constantes locales (const en función)
- { key: readability-identifier-naming.LocalConstantCase, value: UPPER_CASE }
# Static const a nivel de archivo/namespace
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
# Miembros static const/constexpr de clase (p.ej. static constexpr int MAX = 100;)
- { key: readability-identifier-naming.ClassConstantCase, value: UPPER_CASE }
# Miembros const no-static de clase (p.ej. const int limit;)
- { key: readability-identifier-naming.ConstantMemberCase, value: UPPER_CASE }
# Valores de enums
- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
# NOTA: Los parámetros const NO se tratan como constantes aquí.
# Un parámetro sigue siendo un parámetro aunque sea const → hereda ParameterCase.
# =====================================================================
# VARIABLES NO-CONST
# =====================================================================
# Variables locales
- { key: readability-identifier-naming.VariableCase, value: lower_case }
- { key: readability-identifier-naming.LocalVariableCase, value: lower_case }
# Miembros privados en snake_case con sufijo _
- { key: readability-identifier-naming.PrivateMemberCase, value: lower_case }
- { key: readability-identifier-naming.PrivateMemberSuffix, value: _ }
# Parámetros de función
- { key: readability-identifier-naming.ParameterCase, value: lower_case }
# Miembros protegidos en snake_case con sufijo _
- { key: readability-identifier-naming.ProtectedMemberCase, value: lower_case }
- { key: readability-identifier-naming.ProtectedMemberSuffix, value: _ }
# Miembros públicos en snake_case (sin sufijo)
- { key: readability-identifier-naming.PublicMemberCase, value: lower_case }
# Namespaces en CamelCase
- { key: readability-identifier-naming.NamespaceCase, value: CamelCase }
# Variables estáticas privadas como miembros privados
# Variables estáticas no-const (static locales, static file-scope,
# y static members no-const de clase como el instance_ de un Singleton).
# Sufijo _ para marcar que tienen storage estático.
- { key: readability-identifier-naming.StaticVariableCase, value: lower_case }
- { key: readability-identifier-naming.StaticVariableSuffix, value: _ }
# Constantes estáticas sin sufijo
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
# =====================================================================
# MIEMBROS DE CLASE NO-CONST
# =====================================================================
# Privados: snake_case con sufijo _
- { key: readability-identifier-naming.PrivateMemberCase, value: lower_case }
- { key: readability-identifier-naming.PrivateMemberSuffix, value: _ }
# Constantes globales en UPPER_CASE
- { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE }
# Protegidos: snake_case con sufijo _
- { key: readability-identifier-naming.ProtectedMemberCase, value: lower_case }
- { key: readability-identifier-naming.ProtectedMemberSuffix, value: _ }
# Variables constexpr globales en UPPER_CASE
- { key: readability-identifier-naming.ConstexprVariableCase, value: UPPER_CASE }
# Públicos: snake_case sin sufijo
- { key: readability-identifier-naming.PublicMemberCase, value: lower_case }
# Constantes locales en UPPER_CASE
- { key: readability-identifier-naming.LocalConstantCase, value: UPPER_CASE }
# Constexpr miembros en UPPER_CASE (sin sufijo)
- { key: readability-identifier-naming.ConstexprMemberCase, value: UPPER_CASE }
# Constexpr miembros privados/protegidos con sufijo _
- { key: readability-identifier-naming.ConstexprMethodCase, value: UPPER_CASE }
# Clases, structs y enums en CamelCase
# =====================================================================
# TIPOS
# =====================================================================
- { key: readability-identifier-naming.ClassCase, value: CamelCase }
- { key: readability-identifier-naming.StructCase, value: CamelCase }
- { key: readability-identifier-naming.EnumCase, value: CamelCase }
- { key: readability-identifier-naming.UnionCase, value: CamelCase }
- { key: readability-identifier-naming.TypeAliasCase, value: CamelCase }
- { key: readability-identifier-naming.TypedefCase, value: CamelCase }
- { key: readability-identifier-naming.TemplateParameterCase, value: CamelCase }
# Valores de enums en UPPER_CASE
- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
# Namespaces
- { key: readability-identifier-naming.NamespaceCase, value: CamelCase }
# Métodos en camelBack (sin sufijos)
# =====================================================================
# FUNCIONES Y MÉTODOS (incluyendo constexpr)
# =====================================================================
# Un método/función constexpr es un invocable, no una constante → camelBack.
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
- { key: readability-identifier-naming.ConstexprFunctionCase, value: camelBack }
- { key: readability-identifier-naming.MethodCase, value: camelBack }
- { key: readability-identifier-naming.PrivateMethodCase, value: camelBack }
- { key: readability-identifier-naming.ProtectedMethodCase, value: camelBack }
- { key: readability-identifier-naming.PublicMethodCase, value: camelBack }
# Funciones en camelBack
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
# Parámetros en lower_case
- { key: readability-identifier-naming.ParameterCase, value: lower_case }
- { key: readability-identifier-naming.ConstexprMethodCase, value: camelBack }
+92
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@@ -0,0 +1,92 @@
#!/usr/bin/env bash
# Pre-commit hook: aplica clang-format als fitxers C++ staged abans del commit.
# - Només toca fitxers staged dins source/ (exclou source/external/).
# - Avorta el commit si hi ha canvis NO staged en aquests fitxers (per no incloure'ls sense voler).
set -euo pipefail
if ! command -v clang-format >/dev/null 2>&1; then
echo "pre-commit: clang-format no trobat — saltant format check" >&2
exit 0
fi
mapfile -t STAGED < <(git diff --cached --name-only --diff-filter=ACMR \
| grep -E '^source/.*\.(cpp|hpp|h)$' \
| grep -vE '^source/external/' || true)
if [ ${#STAGED[@]} -eq 0 ]; then
exit 0
fi
UNSTAGED_DIRTY=()
for f in "${STAGED[@]}"; do
if ! git diff --quiet -- "$f"; then
UNSTAGED_DIRTY+=("$f")
fi
done
if [ ${#UNSTAGED_DIRTY[@]} -gt 0 ]; then
echo "pre-commit: aquests fitxers tenen canvis NO staged i estan al commit." >&2
echo " Fes 'git add' o 'git stash' abans de continuar:" >&2
printf ' %s\n' "${UNSTAGED_DIRTY[@]}" >&2
exit 1
fi
clang-format -i "${STAGED[@]}"
git add -- "${STAGED[@]}"
# --- clang-tidy només sobre els fitxers staged ---
if ! command -v clang-tidy >/dev/null 2>&1; then
echo "pre-commit: clang-tidy no trobat — saltant tidy" >&2
exit 0
fi
REPO_ROOT="$(git rev-parse --show-toplevel)"
BUILD_DIR="$REPO_ROOT/build"
if [ ! -f "$BUILD_DIR/compile_commands.json" ]; then
echo "pre-commit: generant compile_commands.json (build dir buit)..." >&2
cmake -S "$REPO_ROOT" -B "$BUILD_DIR" >/dev/null
fi
echo "pre-commit: clang-tidy sobre ${#STAGED[@]} fitxer(s)..." >&2
if ! clang-tidy -p "$BUILD_DIR" --quiet "${STAGED[@]}"; then
echo "pre-commit: clang-tidy ha trobat errors — commit avortat" >&2
exit 1
fi
# --- cppcheck només sobre els .cpp staged ---
if ! command -v cppcheck >/dev/null 2>&1; then
echo "pre-commit: cppcheck no trobat — saltant cppcheck" >&2
exit 0
fi
CPP_STAGED=()
for f in "${STAGED[@]}"; do
[[ "$f" == *.cpp ]] && CPP_STAGED+=("$f")
done
if [ ${#CPP_STAGED[@]} -eq 0 ]; then
exit 0
fi
echo "pre-commit: cppcheck sobre ${#CPP_STAGED[@]} fitxer(s)..." >&2
if ! cppcheck \
--enable=warning,style,performance,portability \
--std=c++20 \
--language=c++ \
--inline-suppr \
--suppress=missingIncludeSystem \
--suppress=toomanyconfigs \
--suppress='*:*source/external/*' \
--suppress='*:*source/core/rendering/sdl3gpu/spv/*' \
--suppress=normalCheckLevelMaxBranches \
-D_DEBUG \
-DLINUX_BUILD \
--quiet \
--error-exitcode=1 \
-I "$REPO_ROOT/source" \
"${CPP_STAGED[@]}"; then
echo "pre-commit: cppcheck ha trobat errors — commit avortat" >&2
exit 1
fi
+54 -50
View File
@@ -158,56 +158,45 @@ endif()
if(NOT APPLE AND NOT EMSCRIPTEN)
find_program(GLSLC_EXE NAMES glslc)
set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
set(SHADER_CRTPI_SRC "${CMAKE_SOURCE_DIR}/data/shaders/crtpi_frag.glsl")
set(SHADER_UPSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/upscale.frag")
set(SHADER_DOWNSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/downscale.frag")
set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders")
set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv")
set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/postfx_vert_spv.h")
set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/postfx_frag_spv.h")
set(SHADER_CRTPI_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/crtpi_frag_spv.h")
set(SHADER_UPSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/upscale_frag_spv.h")
set(SHADER_DOWNSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/downscale_frag_spv.h")
set(ALL_SHADER_SOURCES "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}" "${SHADER_CRTPI_SRC}" "${SHADER_UPSCALE_SRC}" "${SHADER_DOWNSCALE_SRC}")
set(ALL_SHADER_HEADERS "${SHADER_VERT_H}" "${SHADER_FRAG_H}" "${SHADER_CRTPI_H}" "${SHADER_UPSCALE_H}" "${SHADER_DOWNSCALE_H}")
set(ALL_SHADER_HEADERS
"${HEADERS_DIR}/postfx_vert_spv.h"
"${HEADERS_DIR}/postfx_frag_spv.h"
"${HEADERS_DIR}/upscale_frag_spv.h"
"${HEADERS_DIR}/downscale_frag_spv.h"
"${HEADERS_DIR}/crtpi_frag_spv.h"
)
set(ALL_SHADER_SOURCES
"${SHADERS_DIR}/postfx.vert"
"${SHADERS_DIR}/postfx.frag"
"${SHADERS_DIR}/upscale.frag"
"${SHADERS_DIR}/downscale.frag"
"${SHADERS_DIR}/crtpi_frag.glsl"
)
if(GLSLC_EXE)
set(COMPILE_SHADER_SCRIPT "${CMAKE_SOURCE_DIR}/tools/shaders/compile_shader.cmake")
macro(add_shader SRC_FILE OUT_H VAR_NAME)
cmake_parse_arguments(S "" "STAGE" "" ${ARGN})
add_custom_command(
OUTPUT "${OUT_H}"
COMMAND ${CMAKE_COMMAND}
"-DGLSLC=${GLSLC_EXE}"
"-DSRC=${SRC_FILE}"
"-DOUT_H=${OUT_H}"
"-DVAR=${VAR_NAME}"
"-DSTAGE=${S_STAGE}"
-P "${COMPILE_SHADER_SCRIPT}"
DEPENDS "${SRC_FILE}" "${COMPILE_SHADER_SCRIPT}"
COMMENT "Compilando shader: ${VAR_NAME}"
)
endmacro()
add_shader("${SHADER_VERT_SRC}" "${SHADER_VERT_H}" "postfx_vert_spv")
add_shader("${SHADER_FRAG_SRC}" "${SHADER_FRAG_H}" "postfx_frag_spv")
add_shader("${SHADER_CRTPI_SRC}" "${SHADER_CRTPI_H}" "crtpi_frag_spv" STAGE fragment)
add_shader("${SHADER_UPSCALE_SRC}" "${SHADER_UPSCALE_H}" "upscale_frag_spv")
add_shader("${SHADER_DOWNSCALE_SRC}" "${SHADER_DOWNSCALE_H}" "downscale_frag_spv")
add_custom_command(
OUTPUT ${ALL_SHADER_HEADERS}
COMMAND ${CMAKE_COMMAND}
-D GLSLC=${GLSLC_EXE}
-D SHADERS_DIR=${SHADERS_DIR}
-D HEADERS_DIR=${HEADERS_DIR}
-P ${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.cmake
DEPENDS ${ALL_SHADER_SOURCES}
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Compilando shaders SPIR-V..."
)
add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS})
message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
else()
foreach(_h IN LISTS ALL_SHADER_HEADERS)
if(NOT EXISTS "${_h}")
foreach(HDR ${ALL_SHADER_HEADERS})
if(NOT EXISTS "${HDR}")
message(FATAL_ERROR
"glslc no encontrado y header SPIR-V no existe: ${_h}\n"
"glslc no encontrado y header SPIR-V no existe: ${HDR}\n"
" Instala glslc: sudo apt install glslang-tools (Linux)\n"
" choco install vulkan-sdk (Windows)\n"
" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
" choco install vulkan-sdk (Windows)"
)
endif()
endforeach()
@@ -295,13 +284,6 @@ elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
endif()
# Especificar la ubicación del ejecutable
if(EMSCRIPTEN)
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
else()
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
endif()
# --- 5. STATIC ANALYSIS TARGETS ---
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
@@ -390,6 +372,8 @@ if(CPPCHECK_EXE)
--inline-suppr
--suppress=missingIncludeSystem
--suppress=toomanyconfigs
--suppress=*:*/source/external/*
--suppress=*:*/source/core/rendering/sdl3gpu/spv/*
-D_DEBUG
-DLINUX_BUILD
--quiet
@@ -417,7 +401,7 @@ if(NOT EMSCRIPTEN)
# Regeneració automàtica de resources.pack en cada build si canvia data/.
file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
set(RESOURCE_PACK "${CMAKE_SOURCE_DIR}/resources.pack")
set(RESOURCE_PACK "${CMAKE_BINARY_DIR}/resources.pack")
add_custom_command(
OUTPUT ${RESOURCE_PACK}
@@ -432,4 +416,24 @@ if(NOT EMSCRIPTEN)
add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
add_dependencies(${PROJECT_NAME} resource_pack)
# --- CÒPIA DE gamecontrollerdb.txt AL COSTAT DEL BINARI ---
# SDL_AddGamepadMappingsFromFile només llegeix del filesystem real (no del
# pack), així que el fitxer ha de viure al directori del binari. Es copia
# només si existeix per no fallar la build d'algú que encara no ha fet
# `make controllerdb`.
if(EXISTS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt")
set(CONTROLLER_DB "${CMAKE_BINARY_DIR}/gamecontrollerdb.txt")
add_custom_command(
OUTPUT ${CONTROLLER_DB}
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt"
"${CONTROLLER_DB}"
DEPENDS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt"
COMMENT "Copiant gamecontrollerdb.txt → build/"
VERBATIM
)
add_custom_target(controller_db ALL DEPENDS ${CONTROLLER_DB})
add_dependencies(${PROJECT_NAME} controller_db)
endif()
endif()
+88 -46
View File
@@ -2,16 +2,13 @@
# DIRECTORIES
# ==============================================================================
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
BUILDDIR := build
# ==============================================================================
# TARGET NAMES
# ==============================================================================
TARGET_NAME := coffee_crisis_arcade_edition
ifeq ($(OS),Windows_NT)
TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME).exe
else
TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME)
endif
TARGET_FILE := $(BUILDDIR)/$(TARGET_NAME)
APP_NAME := Coffee Crisis Arcade Edition
DIST_DIR := dist
RELEASE_FOLDER := dist/_tmp
@@ -61,7 +58,7 @@ endif
# WINDOWS-SPECIFIC VARIABLES
# ==============================================================================
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(DIR_ROOT)$(APP_NAME)
WIN_TARGET_FILE := $(BUILDDIR)/$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
# Escapa apòstrofs per a PowerShell (duplica ' → ''). Sense això, APP_NAMEs
# com "JailDoctor's Dilemma" trencarien el parsing de -Destination '...'.
@@ -96,36 +93,66 @@ else
endif
# ==============================================================================
# CMAKE GENERATOR (Windows needs explicit MinGW Makefiles generator)
# CMAKE GENERATOR (usa Ninja si está disponible; si no, MinGW Makefiles en
# Windows / generador por defecto en Linux/macOS). Ninja paraleliza mejor.
# ==============================================================================
ifeq ($(OS),Windows_NT)
CMAKE_GEN := -G "MinGW Makefiles"
# Dins MSYS2/Git Bash/MinGW, $(shell ...) usa sh.exe i "NUL" NO és
# dispositiu — un redirect "2>NUL" crearia un fitxer literal anomenat
# NUL al cwd. Detectem MSYSTEM per usar /dev/null en aquests entorns.
ifneq ($(MSYSTEM),)
NULDEV := /dev/null
else
NULDEV := NUL
endif
HAS_NINJA := $(shell ninja --version 2>$(NULDEV))
ifneq ($(HAS_NINJA),)
CMAKE_GEN := -G "Ninja"
else
CMAKE_GEN := -G "MinGW Makefiles"
endif
else
CMAKE_GEN :=
HAS_NINJA := $(shell ninja --version 2>/dev/null)
ifneq ($(HAS_NINJA),)
CMAKE_GEN := -G "Ninja"
else
CMAKE_GEN :=
endif
endif
# ==============================================================================
# COMPILACIÓN CON CMAKE
# ==============================================================================
all:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build
debug:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Debug
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH)
@cmake --build build
run: all
@./$(TARGET_FILE)
run-debug: debug
@./$(TARGET_FILE)
clean:
@rm -rf $(BUILDDIR)
rebuild: clean all
# ==============================================================================
# RELEASE AUTOMÁTICO (detecta SO)
# ==============================================================================
release:
ifeq ($(OS),Windows_NT)
@"$(MAKE)" _windows_release
@"$(MAKE)" _windows-release
else
ifeq ($(UNAME_S),Darwin)
@$(MAKE) _macos_release
@$(MAKE) _macos-release
else
@$(MAKE) _linux_release
@$(MAKE) _linux-release
endif
endif
@@ -135,12 +162,12 @@ endif
pack:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target pack_resources
@./build/pack_resources data resources.pack
@./build/pack_resources data build/resources.pack
# ==============================================================================
# REGLAS PARA COMPILACIÓN DE SHADERS (multiplataforma via cmake)
# ==============================================================================
compile_shaders:
compile-shaders:
ifdef GLSLC
@cmake -D GLSLC=$(GLSLC) -D SHADERS_DIR=$(SHADERS_DIR) -D HEADERS_DIR=$(HEADERS_DIR) -P $(SHADER_CMAKE)
else
@@ -150,13 +177,13 @@ endif
# ==============================================================================
# COMPILACIÓN PARA WINDOWS (RELEASE)
# ==============================================================================
_windows_release:
_windows-release:
@$(MAKE) pack
@echo off
@echo Creando release para Windows - Version: $(VERSION)
# Compila con cmake
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
@@ -166,13 +193,13 @@ _windows_release:
# Copia la carpeta 'config' y el archivo 'resources.pack'
@powershell -Command "Copy-Item -Path 'config' -Destination '$(RELEASE_FOLDER)' -recurse -Force"
@powershell -Command "Copy-Item -Path 'resources.pack' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path 'build/resources.pack' -Destination '$(RELEASE_FOLDER)'"
# Copia los ficheros que estan en la raíz del proyecto
@powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip
@@ -186,7 +213,7 @@ _windows_release:
# ==============================================================================
# COMPILACIÓN PARA MACOS (RELEASE)
# ==============================================================================
_macos_release:
_macos-release:
@$(MAKE) pack
@echo "Creando release para macOS - Version: $(VERSION)"
@@ -228,7 +255,7 @@ _macos_release:
# Copia carpetas y ficheros
cp -R config "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp build/resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
@@ -251,6 +278,7 @@ _macos_release:
-DCMAKE_OSX_ARCHITECTURES=x86_64 \
-DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 \
-DMACOS_BUNDLE=ON \
-DGIT_HASH=$(GIT_HASH) \
&& cmake --build build/intel; then \
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"; \
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"; \
@@ -284,7 +312,7 @@ _macos_release:
@echo "============================================"
@echo " Compilando version Apple Silicon (arm64)"
@echo "============================================"
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH)
@cmake --build build/arm
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
@@ -317,12 +345,12 @@ _macos_release:
# ==============================================================================
# COMPILACIÓN PARA LINUX (RELEASE)
# ==============================================================================
_linux_release:
_linux-release:
@$(MAKE) pack
@echo "Creando release para Linux - Version: $(VERSION)"
# Compila con cmake
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build
# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
@@ -331,7 +359,7 @@ _linux_release:
# Copia ficheros
cp -R config "$(RELEASE_FOLDER)"
cp resources.pack "$(RELEASE_FOLDER)"
cp build/resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
@@ -367,45 +395,52 @@ wasm:
ssh maverick 'cd /home/sergio/gitea/web_jailgames && ./deploy.sh'
@echo "Deployed to maverick"
# Versió Debug del build wasm: build local sense deploy. Sortida a dist/wasm_debug/.
wasm_debug:
# Versió Debug del build wasm: build local sense deploy. Sortida a dist/wasm-debug/.
wasm-debug:
@echo "Compilando WebAssembly Debug - Version: $(VERSION) ($(GIT_HASH))"
docker run --rm \
--user $(shell id -u):$(shell id -g) \
-v $(DIR_ROOT):/src \
-w /src \
emscripten/emsdk:latest \
bash -c "emcmake cmake -S . -B build/wasm_debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm_debug"
$(MKDIR) "$(DIST_DIR)/wasm_debug"
cp build/wasm_debug/$(TARGET_NAME).html $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).js $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).wasm $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).data $(DIST_DIR)/wasm_debug/
@echo "Output: $(DIST_DIR)/wasm_debug/"
bash -c "emcmake cmake -S . -B build/wasm-debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm-debug"
$(MKDIR) "$(DIST_DIR)/wasm-debug"
cp build/wasm-debug/$(TARGET_NAME).html $(DIST_DIR)/wasm-debug/
cp build/wasm-debug/$(TARGET_NAME).js $(DIST_DIR)/wasm-debug/
cp build/wasm-debug/$(TARGET_NAME).wasm $(DIST_DIR)/wasm-debug/
cp build/wasm-debug/$(TARGET_NAME).data $(DIST_DIR)/wasm-debug/
@echo "Output: $(DIST_DIR)/wasm-debug/"
# ==============================================================================
# CODE QUALITY (delegados a cmake)
# ==============================================================================
format:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target format
format-check:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target format-check
tidy:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target tidy
tidy-fix:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target tidy-fix
cppcheck:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target cppcheck
# ==============================================================================
# GIT HOOKS
# ==============================================================================
hooks-install:
@git config core.hooksPath .githooks
@echo "Git hooks activats: $(shell pwd)/.githooks"
# ==============================================================================
# DESCARGA DE GAMECONTROLLERDB
# ==============================================================================
@@ -418,7 +453,7 @@ controllerdb:
# ==============================================================================
# REGLAS ESPECIALES
# ==============================================================================
show_version:
show-version:
@echo "Version actual: $(VERSION)"
help:
@@ -429,14 +464,18 @@ help:
@echo " make - Compilar con cmake (Release)"
@echo " make debug - Compilar con cmake (Debug)"
@echo ""
@echo " Ejecucion:"
@echo " make run - Compilar (Release) y ejecutar"
@echo " make run-debug - Compilar (Debug) y ejecutar"
@echo ""
@echo " Release:"
@echo " make release - Crear release (detecta SO automaticamente)"
@echo " make wasm - Crear build WebAssembly (requiere Docker) en dist/wasm"
@echo " make wasm_debug - Build WebAssembly Debug local (sin deploy)"
@echo " make wasm-debug - Build WebAssembly Debug local (sin deploy)"
@echo ""
@echo " Herramientas:"
@echo " make compile_shaders - Compilar shaders SPIR-V"
@echo " make pack - Empaquetar recursos a resources.pack"
@echo " make compile-shaders - Compilar shaders SPIR-V"
@echo " make pack - Empaquetar recursos a $(BUILDDIR)/resources.pack"
@echo ""
@echo " Calidad de codigo:"
@echo " make format - Formatear codigo con clang-format"
@@ -446,7 +485,10 @@ help:
@echo " make cppcheck - Analisis estatico con cppcheck"
@echo ""
@echo " Otros:"
@echo " make show_version - Mostrar version actual ($(VERSION))"
@echo " make clean - Borrar carpeta $(BUILDDIR)/"
@echo " make rebuild - clean + all"
@echo " make show-version - Mostrar version actual ($(VERSION))"
@echo " make hooks-install - Activar git hooks del proyecto"
@echo " make help - Mostrar esta ayuda"
.PHONY: all debug release _windows_release _macos_release _linux_release wasm wasm_debug pack compile_shaders format format-check tidy tidy-fix cppcheck controllerdb show_version help
.PHONY: all debug run run-debug clean rebuild release _windows-release _macos-release _linux-release wasm wasm-debug pack compile-shaders format format-check tidy tidy-fix cppcheck controllerdb hooks-install show-version help
+31 -30
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@@ -8,6 +8,7 @@
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp).
// clang-format off
#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"
// 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.
@@ -43,15 +44,15 @@ Audio::Audio() { initSDLAudio(); }
// Destructor
Audio::~Audio() {
JA_Quit();
Ja::quit();
}
// Método principal
void Audio::update() {
JA_Update();
Ja::update();
// 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;
}
}
@@ -65,18 +66,18 @@ void Audio::playMusic(const std::string& name, const int loop, const int crossfa
return;
}
if (!music_enabled_) return;
if (!music_enabled_) { return; }
auto* resource = AudioResource::getMusic(name);
if (resource == nullptr) return;
if (resource == nullptr) { return; }
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(resource, crossfade_ms, loop);
Ja::crossfadeMusic(resource, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
Ja::stopMusic();
}
JA_PlayMusic(resource, loop);
Ja::playMusic(resource, loop);
}
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)
void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms) {
if (!music_enabled_ || music == nullptr) return;
void Audio::playMusic(Ja::Music* music, const int loop, const int crossfade_ms) {
if (!music_enabled_ || music == nullptr) { return; }
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(music, crossfade_ms, loop);
Ja::crossfadeMusic(music, crossfade_ms, loop);
} else {
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
@@ -105,7 +106,7 @@ void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms)
// Pausa la música
void Audio::pauseMusic() {
if (music_enabled_ && music_.state == MusicState::PLAYING) {
JA_PauseMusic();
Ja::pauseMusic();
music_.state = MusicState::PAUSED;
}
}
@@ -113,7 +114,7 @@ void Audio::pauseMusic() {
// Continua la música pausada
void Audio::resumeMusic() {
if (music_enabled_ && music_.state == MusicState::PAUSED) {
JA_ResumeMusic();
Ja::resumeMusic();
music_.state = MusicState::PLAYING;
}
}
@@ -121,7 +122,7 @@ void Audio::resumeMusic() {
// Detiene la música
void Audio::stopMusic() {
if (music_enabled_) {
JA_StopMusic();
Ja::stopMusic();
music_.state = MusicState::STOPPED;
}
}
@@ -129,42 +130,42 @@ void Audio::stopMusic() {
// Reproduce un sonido por nombre
void Audio::playSound(const std::string& name, Group group) const {
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
void Audio::playSound(JA_Sound_t* sound, Group group) const {
void Audio::playSound(Ja::Sound* sound, Group group) const {
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
void Audio::stopAllSounds() const {
if (sound_enabled_) {
JA_StopChannel(-1);
Ja::stopChannel(-1);
}
}
// Realiza un fundido de salida de la música
void Audio::fadeOutMusic(int milliseconds) const {
if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
JA_FadeOutMusic(milliseconds);
Ja::fadeOutMusic(milliseconds);
}
}
// Consulta directamente el estado real de la música en jailaudio
auto Audio::getRealMusicState() -> MusicState {
JA_Music_state ja_state = JA_GetMusicState();
Ja::MusicState ja_state = Ja::getMusicState();
switch (ja_state) {
case JA_MUSIC_PLAYING:
case Ja::MusicState::PLAYING:
return MusicState::PLAYING;
case JA_MUSIC_PAUSED:
case Ja::MusicState::PAUSED:
return MusicState::PAUSED;
case JA_MUSIC_STOPPED:
case JA_MUSIC_INVALID:
case JA_MUSIC_DISABLED:
case Ja::MusicState::STOPPED:
case Ja::MusicState::INVALID:
case Ja::MusicState::DISABLED:
default:
return MusicState::STOPPED;
}
@@ -175,7 +176,7 @@ void Audio::setSoundVolume(float sound_volume, Group group) const {
if (sound_enabled_) {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_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_) {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_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)) {
std::cout << "SDL_AUDIO could not initialize! SDL Error: " << SDL_GetError() << '\n';
} else {
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
Ja::init(FREQUENCY, SDL_AUDIO_S16LE, 2);
enable(Options::audio.enabled);
}
}
+17 -12
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@@ -1,8 +1,13 @@
#pragma once
#include <cmath> // Para std::lround
#include <cstdint> // Para int8_t, uint8_t
#include <string> // Para string
#include <utility> // Para move
namespace Ja {
struct Music;
struct Sound;
} // namespace Ja
// --- Clase Audio: gestor de audio (singleton) ---
// Implementació canònica, byte-idèntica entre projectes.
@@ -41,17 +46,17 @@ class Audio {
static void update(); // Actualización del sistema de audio
// --- 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(struct JA_Music_t* music, int loop = -1, int crossfade_ms = 0); // Reproducir música por puntero (con crossfade opcional)
void pauseMusic(); // Pausar reproducción de música
void resumeMusic(); // Continua la música pausada
void stopMusic(); // Detener completamente la música
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
void playMusic(const std::string& name, int loop = -1, int crossfade_ms = 0); // Reproducir música por nombre (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 resumeMusic(); // Continua la música pausada
void stopMusic(); // Detener completamente la música
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
// --- Control de sonidos ---
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 stopAllSounds() const; // Detener todos los sonidos
void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual por nombre
void playSound(Ja::Sound* sound, Group group = Group::GAME) const; // Reproducir sonido puntual por puntero
void stopAllSounds() const; // Detener todos los sonidos
// --- Control de volumen (API interna: float 0.0..1.0) ---
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 ---
// UI (menús, notificacions) manega enters 0..100; internament viu float 0..1.
static constexpr auto toPercent(float volume) -> int {
return static_cast<int>(volume * 100.0F + 0.5F);
static auto toPercent(float volume) -> int {
return static_cast<int>(std::lround(volume * 100.0F));
}
static constexpr auto fromPercent(int percent) -> float {
return static_cast<float>(percent) / 100.0F;
+2 -2
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@@ -3,11 +3,11 @@
#include "core/resources/resource.hpp"
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name) {
auto getMusic(const std::string& name) -> Ja::Music* {
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);
}
} // namespace AudioResource
+8 -6
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@@ -1,17 +1,19 @@
#pragma once
// --- Audio Resource Adapter ---
// Aquest fitxer exposa una interfície comuna a Audio per obtenir JA_Music_t* /
// JA_Sound_t* per nom. Cada projecte la implementa en audio_adapter.cpp
// Aquest fitxer exposa una interfície comuna a Audio per obtenir Ja::Music* /
// Ja::Sound* per nom. Cada projecte la implementa en audio_adapter.cpp
// delegant al seu singleton de recursos (Resource::get(), Resource::Cache::get(),
// etc.). Això permet que audio.hpp/audio.cpp siguin idèntics entre projectes.
#include <string> // Para string
struct JA_Music_t;
struct JA_Sound_t;
namespace Ja {
struct Music;
struct Sound;
} // namespace Ja
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name);
JA_Sound_t* getSound(const std::string& name);
auto getMusic(const std::string& name) -> Ja::Music*;
auto getSound(const std::string& name) -> Ja::Sound*;
} // namespace AudioResource
File diff suppressed because it is too large Load Diff
+5 -6
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@@ -1,10 +1,10 @@
#include "core/input/define_buttons.hpp"
#include <algorithm> // Para __all_of_fn, all_of
#include <algorithm> // Para __all_of_fn, all_of, ranges::transform
#include <iterator> // Para back_inserter
#include <memory> // Para unique_ptr, allocator, shared_ptr, operator==, make_unique
#include "core/input/input.hpp" // Para Input
#include "core/input/input_types.hpp" // Para InputAction
#include "core/locale/lang.hpp" // Para getText
#include "core/resources/resource.hpp" // Para Resource
#include "game/options.hpp" // Para Gamepad
@@ -16,10 +16,9 @@ DefineButtons::DefineButtons()
: input_(Input::get()) {
clearButtons();
auto gamepads = input_->getGamepads();
for (const auto& gamepad : gamepads) {
controller_names_.emplace_back(Input::getControllerName(gamepad));
}
const auto GAMEPADS = input_->getGamepads();
controller_names_.reserve(GAMEPADS.size());
std::ranges::transform(GAMEPADS, std::back_inserter(controller_names_), Input::getControllerName);
// Crear la ventana de mensaje
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 <functional> // Para function
#include <iterator> // Para pair
#include <string> // Para basic_string, operator+, allocator, char_traits, string, to_string
#include <utility> // Para pair
#include <vector> // Para vector
#include "core/audio/audio.hpp" // Para Audio
#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/rendering/screen.hpp" // Para Screen
#include "core/system/section.hpp" // Para Name, name, Options, options, AttractMode, attract_mode
@@ -84,12 +82,12 @@ namespace GlobalInputs {
void nextPreset() {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
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;
Notifier::get()->show({"CrtPi: " + 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});
} else {
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;
Notifier::get()->show({"PostFX: " + 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});
}
}
+26 -71
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@@ -118,53 +118,22 @@ auto Input::checkAction(Action action, bool repeat, bool check_keyboard, const s
// Comprueba si hay almenos una acción activa
auto Input::checkAnyInput(bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool {
// Obtenemos el número total de acciones posibles para iterar sobre ellas.
const auto JUST_PRESSED = [](const auto& pair) { return pair.second.just_pressed; };
// --- Comprobación del Teclado ---
if (check_keyboard) {
for (const auto& pair : keyboard_.bindings) {
// Simplemente leemos el estado pre-calculado por Input::update().
// Ya no se llama a SDL_GetKeyboardState ni se modifica el estado '.active'.
if (pair.second.just_pressed) {
return true; // Se encontró una acción recién pulsada.
}
}
if (check_keyboard && std::ranges::any_of(keyboard_.bindings, JUST_PRESSED)) {
return true;
}
// --- Comprobación del Mando ---
// Comprobamos si hay mandos y si el índice solicitado es válido.
if (gamepad != nullptr) {
// Iteramos sobre todas las acciones, no sobre el número de mandos.
for (const auto& pair : gamepad->bindings) {
// Leemos el estado pre-calculado para el mando y la acción específicos.
if (pair.second.just_pressed) {
return true; // Se encontró una acción recién pulsada en el mando.
}
}
}
// Si llegamos hasta aquí, no se detectó ninguna nueva pulsación.
return false;
return gamepad != nullptr && std::ranges::any_of(gamepad->bindings, JUST_PRESSED);
}
// Comprueba si hay algún botón pulsado
auto Input::checkAnyButton(bool repeat) -> bool {
// Solo comprueba los botones definidos previamente
for (auto bi : BUTTON_INPUTS) {
// Comprueba el teclado
if (checkAction(bi, repeat, CHECK_KEYBOARD)) {
return true;
}
// Comprueba los mandos
for (const auto& gamepad : gamepads_) {
if (checkAction(bi, repeat, DO_NOT_CHECK_KEYBOARD, gamepad)) {
return true;
}
}
}
return false;
return std::ranges::any_of(BUTTON_INPUTS, [this, repeat](auto bi) {
if (checkAction(bi, repeat, CHECK_KEYBOARD)) { return true; }
return std::ranges::any_of(gamepads_, [this, bi, repeat](const auto& gamepad) {
return checkAction(bi, repeat, DO_NOT_CHECK_KEYBOARD, gamepad);
});
});
}
// Comprueba si hay algun mando conectado
@@ -178,9 +147,8 @@ auto Input::getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::s
// Obtiene la lista de nombres de mandos
auto Input::getControllerNames() const -> std::vector<std::string> {
std::vector<std::string> names;
for (const auto& gamepad : gamepads_) {
names.push_back(gamepad->name);
}
names.reserve(gamepads_.size());
std::ranges::transform(gamepads_, std::back_inserter(names), [](const auto& gamepad) { return gamepad->name; });
return names;
}
@@ -189,21 +157,15 @@ auto Input::getNumGamepads() const -> int { return gamepads_.size(); }
// Obtiene el gamepad a partir de un event.id
auto Input::getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Input::Gamepad> {
for (const auto& gamepad : gamepads_) {
if (gamepad->instance_id == id) {
return gamepad;
}
}
return nullptr;
const auto IT = std::ranges::find_if(gamepads_,
[id](const auto& gamepad) { return gamepad->instance_id == id; });
return IT != gamepads_.end() ? *IT : nullptr;
}
auto Input::getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad> {
for (const auto& gamepad : gamepads_) {
if (gamepad && gamepad->name == name) {
return gamepad;
}
}
return nullptr;
const auto IT = std::ranges::find_if(gamepads_,
[&name](const auto& gamepad) { return gamepad && gamepad->name == name; });
return IT != gamepads_.end() ? *IT : nullptr;
}
// Obtiene el SDL_GamepadButton asignado a un action
@@ -359,7 +321,7 @@ void Input::resetInputStates() {
key.second.just_pressed = false;
}
// Resetear todos los ControllerBindings.active a false
for (auto& gamepad : gamepads_) {
for (const auto& gamepad : gamepads_) {
for (auto& binding : gamepad->bindings) {
binding.second.is_held = false;
binding.second.just_pressed = false;
@@ -398,8 +360,9 @@ auto Input::handleEvent(const SDL_Event& event) -> std::string {
return addGamepad(event.gdevice.which);
case SDL_EVENT_GAMEPAD_REMOVED:
return removeGamepad(event.gdevice.which);
default:
return {};
}
return {};
}
auto Input::addGamepad(int device_index) -> std::string {
@@ -568,19 +531,11 @@ auto Input::findAvailableGamepadByName(const std::string& gamepad_name) -> std::
}
// Buscar por nombre
for (const auto& gamepad : gamepads_) {
if (gamepad && gamepad->name == gamepad_name) {
return gamepad;
}
}
auto by_name = std::ranges::find_if(gamepads_,
[&gamepad_name](const auto& gamepad) { return gamepad && gamepad->name == gamepad_name; });
if (by_name != gamepads_.end()) { return *by_name; }
// Si no se encuentra por nombre, devolver el primer gamepad válido
for (const auto& gamepad : gamepads_) {
if (gamepad) {
return gamepad;
}
}
// Si llegamos aquí, no hay gamepads válidos
return nullptr;
auto first_valid = std::ranges::find_if(gamepads_, [](const auto& gamepad) { return gamepad != nullptr; });
return first_valid != gamepads_.end() ? *first_valid : nullptr;
}
+6 -7
View File
@@ -6,7 +6,6 @@
#include <memory> // Para shared_ptr
#include <string> // Para string, basic_string
#include <unordered_map> // Para unordered_map
#include <utility> // Para pair
#include <vector> // Para vector
#include "core/input/gamepad_config_manager.hpp" // for GamepadConfig (ptr only), GamepadConfigs
@@ -32,7 +31,7 @@ class Input {
bool is_held; // Está pulsada ahora mismo
bool just_pressed; // Se acaba de pulsar en este fotograma
KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
explicit KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
: scancode(scancode),
is_held(is_held),
just_pressed(just_pressed) {}
@@ -45,7 +44,7 @@ class Input {
bool axis_active; // Estado del eje
bool trigger_active{false}; // Estado del trigger como botón digital
ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
explicit ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
: button(btn),
is_held(is_held),
just_pressed(just_pressed),
@@ -109,13 +108,13 @@ class Input {
// Evita nombres como "Retroid Controller (vendor: 1001) ..." en las notificaciones.
static auto trimName(const char* raw) -> std::string {
std::string s(raw != nullptr ? raw : "");
const auto pos = s.find_first_of("([");
if (pos != std::string::npos) { s.erase(pos); }
const auto POS = s.find_first_of("([");
if (POS != std::string::npos) { s.erase(POS); }
while (!s.empty() && s.back() == ' ') { s.pop_back(); }
return s;
}
Gamepad(SDL_Gamepad* gamepad)
explicit Gamepad(SDL_Gamepad* gamepad)
: pad(gamepad),
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
name(trimName(SDL_GetGamepadName(gamepad))),
@@ -148,7 +147,7 @@ class Input {
// Reasigna un botón a una acción
void rebindAction(Action action, SDL_GamepadButton new_button) {
bindings[action] = static_cast<int>(new_button);
bindings[action] = ButtonState{static_cast<int>(new_button)};
}
};
+2 -1
View File
@@ -2,11 +2,12 @@
#include <SDL3/SDL.h>
#include <cstdint>
#include <string>
#include <unordered_map>
// --- 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
UP,
DOWN,
+13 -24
View File
@@ -1,9 +1,11 @@
#pragma once
#include <cstddef>
#include <cstdint>
#include <functional>
#include <string>
#include <utility>
#include <vector>
// --- Clase PauseManager: maneja el sistema de pausa del juego ---
class PauseManager {
@@ -48,7 +50,7 @@ class PauseManager {
// --- Métodos principales ---
void setFlag(Source source, bool enable) { // Establece/quita una fuente de pausa específica
bool was_paused = isPaused();
const bool WAS_PAUSED = isPaused();
if (enable) {
flags_ |= source;
@@ -56,7 +58,8 @@ class PauseManager {
flags_ &= ~source; // Ahora funciona: Source &= uint8_t
}
if (was_paused != isPaused()) {
// cppcheck-suppress knownConditionTrueFalse // false-positive: flags_ ha estat modificat entre les dues crides a isPaused()
if (WAS_PAUSED != isPaused()) {
notifyPauseChanged();
}
}
@@ -88,30 +91,16 @@ class PauseManager {
return "Active";
}
std::vector<std::string> parts;
if (hasFlag(Source::PLAYER)) { parts.emplace_back("Player"); }
if (hasFlag(Source::SERVICE_MENU)) { parts.emplace_back("ServiceMenu"); }
if (hasFlag(Source::FOCUS_LOST)) { parts.emplace_back("FocusLoss"); }
std::string result = "Paused by: ";
bool first = true;
if (hasFlag(Source::PLAYER)) {
if (!first) {
result += ", ";
}
result += "Player";
first = false;
for (size_t i = 0; i < parts.size(); ++i) {
if (i > 0) { result += ", "; }
result += parts[i];
}
if (hasFlag(Source::SERVICE_MENU)) {
if (!first) {
result += ", ";
}
result += "ServiceMenu";
first = false;
}
if (hasFlag(Source::FOCUS_LOST)) {
if (!first) {
result += ", ";
}
result += "FocusLoss";
}
return result;
}
void setCallback(std::function<void(bool)> callback) { // Permite cambiar el callback en runtime
+17 -31
View File
@@ -1,5 +1,6 @@
#include "core/locale/lang.hpp"
#include <algorithm> // Para ranges::find_if
#include <cstddef> // Para size_t
#include <exception> // Para exception
#include <fstream> // Para basic_ifstream, basic_istream, ifstream
@@ -13,7 +14,7 @@
#include "game/gameplay/difficulty.hpp" // Para Difficulty
#include "game/options.hpp" // Para SettingsOpt...
using json = nlohmann::json;
using Json = nlohmann::json;
namespace Lang {
std::unordered_map<std::string, std::string> texts;
@@ -32,12 +33,12 @@ namespace Lang {
auto resource_data = ResourceHelper::loadFile(file_path);
try {
json j;
Json j;
if (!resource_data.empty()) {
// Cargar desde datos del pack
std::string content(resource_data.begin(), resource_data.end());
j = json::parse(content);
j = Json::parse(content);
} else {
// Fallback a filesystem directo
std::ifstream rfile(file_path);
@@ -80,35 +81,23 @@ namespace Lang {
// Obtiene un idioma del vector de idiomas a partir de un código
auto getLanguage(Code code) -> Language {
for (const auto& lang : languages) {
if (lang.code == code) {
return lang;
}
}
// Si no se encuentra, devuelve el primero por defecto
return languages[0];
const auto IT = std::ranges::find_if(languages,
[code](const auto& lang) { return lang.code == code; });
return IT != languages.end() ? *IT : languages[0];
}
// Devuelve el código de un idioma a partir de un nombre
auto getCodeFromName(const std::string& name) -> Code {
for (const auto& lang : languages) {
if (lang.name == name) {
return lang.code;
}
}
// Si no se encuentra, devuelve el primero por defecto
return languages[0].code;
const auto IT = std::ranges::find_if(languages,
[&name](const auto& lang) { return lang.name == name; });
return IT != languages.end() ? IT->code : languages[0].code;
}
// Devuelve el nombre de un idioma a partir de un código
auto getNameFromCode(Code code) -> std::string {
for (const auto& lang : languages) {
if (lang.code == code) {
return lang.name;
}
}
// Si no se encuentra, devuelve el nombre del primer idioma por defecto
return languages[0].name;
const auto IT = std::ranges::find_if(languages,
[code](const auto& lang) { return lang.code == code; });
return IT != languages.end() ? IT->name : languages[0].name;
}
// Actualiza los nombres de los idiomas
@@ -155,13 +144,10 @@ namespace Lang {
// Obtiene una fichero a partir de un lang::Code
auto getLanguageFileName(Lang::Code code) -> std::string {
for (const auto& lang : languages) {
if (lang.code == code) {
return Asset::get()->getPath(lang.file_name);
}
}
// Si no se encuentra, devuelve el fichero del primer idioma por defecto
return Asset::get()->getPath(languages[0].file_name);
const auto IT = std::ranges::find_if(languages,
[code](const auto& lang) { return lang.code == code; });
const auto& file = (IT != languages.end()) ? IT->file_name : languages[0].file_name;
return Asset::get()->getPath(file);
}
// Establece el idioma
+2 -1
View File
@@ -1,12 +1,13 @@
#pragma once
#include <cstdint> // Para std::uint8_t
#include <string> // Para string, basic_string
#include <utility> // Para move
// --- Namespace Lang: gestión de idiomas y textos ---
namespace Lang {
// --- Enums ---
enum class Code : int {
enum class Code : std::uint8_t {
SPANISH = 0, // Español
VALENCIAN = 1, // Valenciano
ENGLISH = 2 // Inglés
+18 -19
View File
@@ -29,10 +29,10 @@ Background::Background(float total_progress_to_complete)
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"))),
total_progress_to_complete_(total_progress_to_complete),
progress_per_stage_(total_progress_to_complete_ / STAGES),
sun_completion_progress_(total_progress_to_complete_ * SUN_COMPLETION_FACTOR),
minimum_completed_progress_(total_progress_to_complete_ * MINIMUM_COMPLETED_PROGRESS_PERCENTAGE),
TOTAL_PROGRESS_TO_COMPLETE(total_progress_to_complete),
PROGRESS_PER_STAGE(TOTAL_PROGRESS_TO_COMPLETE / STAGES),
SUM_COMPLETION_PROGRESS(TOTAL_PROGRESS_TO_COMPLETE * SUN_COMPLETION_FACTOR),
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)}),
src_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
@@ -167,7 +167,7 @@ void Background::incrementProgress(float amount) {
if (state_ == State::NORMAL) {
float old_progress = progress_;
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
if (progress_callback_ && progress_ != old_progress) {
@@ -179,7 +179,7 @@ void Background::incrementProgress(float amount) {
// Establece la progresión absoluta
void Background::setProgress(float absolute_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
if (progress_callback_ && progress_ != old_progress) {
@@ -282,27 +282,27 @@ void Background::updateProgression(float delta_time) {
float eased_t = easeOutCubic(static_cast<double>(t));
// 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);
} else {
// Transición completada, fijar al valor mínimo
progress_ = minimum_completed_progress_;
progress_ = MINIMUM_COMPLETED_PROGRESS;
}
}
// 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);
gradient_number_ = static_cast<size_t>(GRADIENT_NUMBER_FLOAT);
transition_ = PERCENT;
// 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));
// 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));
// 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)
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
if (state_ == State::COMPLETED) {
float completion_factor = (progress_ - minimum_completed_progress_) /
(total_progress_to_complete_ - minimum_completed_progress_);
float completion_factor = (progress_ - MINIMUM_COMPLETED_PROGRESS) /
(TOTAL_PROGRESS_TO_COMPLETE - MINIMUM_COMPLETED_PROGRESS);
completion_factor = std::max(0.1F, completion_factor);
base_clouds_speed *= completion_factor;
}
@@ -562,14 +562,13 @@ void Background::createMoonPath() {
const int FREEZE_START_INDEX = static_cast<int>(NUM_STEPS * (1.0F - FREEZE_PERCENTAGE));
for (int i = 0; i < NUM_STEPS; ++i) {
double theta = i * STEP;
float x = CENTER_X + (RADIUS * cos(theta));
float y = CENTER_Y - (RADIUS * sin(theta));
if (i >= FREEZE_START_INDEX && !moon_path_.empty()) {
moon_path_.push_back(moon_path_.back()); // Repite el último punto válido
} else {
moon_path_.push_back({.x = x, .y = y});
const double THETA = i * STEP;
const float X = CENTER_X + (RADIUS * cos(THETA));
const float Y = CENTER_Y - (RADIUS * sin(THETA));
moon_path_.push_back({.x = X, .y = Y});
}
}
}
+8 -7
View File
@@ -4,6 +4,7 @@
#include <array> // Para array
#include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <functional> // Para function
#include <memory> // Para unique_ptr, shared_ptr
#include <vector> // Para vector
@@ -19,7 +20,7 @@ class AnimatedSprite;
class Background {
public:
// --- Enums ---
enum class State {
enum class State : std::uint8_t {
NORMAL, // Progresión normal del día
COMPLETED // Reducción gradual de la actividad
};
@@ -28,8 +29,8 @@ class Background {
using ProgressCallback = std::function<void(float)>; // Callback para sincronización
// --- Constructor y destructor ---
Background(float total_progress_to_complete = 6100.0F); // Constructor principal
~Background(); // Destructor
explicit Background(float total_progress_to_complete = 6100.0F); // Constructor principal
~Background(); // Destructor
// --- Métodos principales ---
void update(float delta_time); // Actualiza la lógica del objeto
@@ -87,10 +88,10 @@ class Background {
std::unique_ptr<AnimatedSprite> grass_sprite_; // Sprite con la hierba
// --- Variables de configuración ---
const float total_progress_to_complete_; // Progreso total para completar
const float progress_per_stage_; // Progreso por etapa
const float sun_completion_progress_; // Progreso de completado del sol
const float minimum_completed_progress_; // Progreso mínimo calculado dinámicamente
const float TOTAL_PROGRESS_TO_COMPLETE; // Progreso total para completar
const float PROGRESS_PER_STAGE; // Progreso por etapa
const float SUM_COMPLETION_PROGRESS; // Progreso de completado del sol
const float MINIMUM_COMPLETED_PROGRESS; // Progreso mínimo calculado dinámicamente
ProgressCallback progress_callback_; // Callback para notificar cambios de progreso
// --- Variables de estado ---
+1 -1
View File
@@ -481,7 +481,7 @@ void Fade::activate() {
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_)};
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) {
rect1_.x = (i % num_squares_width_) * rect1_.w;
rect1_.y = (i / num_squares_width_) * rect1_.h;
+197 -185
View File
@@ -8,145 +8,233 @@
#include <string> // Para char_traits, operator==, basic_string, string
namespace GIF {
inline void readBytes(const uint8_t *&buffer, void *dst, size_t 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");
namespace {
inline void readBytes(const uint8_t *&buffer, void *dst, size_t size) {
std::memcpy(dst, buffer, size);
buffer += size;
}
int i, bit;
int prev = -1;
std::vector<DictionaryEntry> dictionary;
int dictionary_ind;
unsigned int mask = 0x01;
int reset_code_length = code_length;
int clear_code = 1 << code_length;
int stop_code = clear_code + 1;
int match_len = 0;
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;
// Llavor del diccionari LZW: 0..N-1 com a entrades base, i salta 2 (clear_code + stop_code).
void resetDictionary(std::vector<DictionaryEntry> &dict, int code_length, int &dictionary_ind) {
dict.resize(1 << (code_length + 1));
for (dictionary_ind = 0; dictionary_ind < (1 << code_length); dictionary_ind++) {
dict[dictionary_ind].byte = static_cast<uint8_t>(dictionary_ind);
dict[dictionary_ind].prev = -1;
dict[dictionary_ind].len = 1;
}
dictionary_ind += 2;
}
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;
for (i = 0; i < (code_length + 1); i++) {
for (int i = 0; i < code_length + 1; i++) {
if (input_length <= 0) {
std::cout << "Unexpected end of input in decompress" << '\n';
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;
if (mask == 0x100) {
mask = 0x01;
input++;
input_length--;
}
code |= (bit << i);
code |= (BIT << i);
}
return code;
}
if (code == clear_code) {
code_length = reset_code_length;
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;
prev = -1;
continue;
} else if (code == stop_code) {
break;
// Afig una nova entrada al diccionari. Resol el cas especial KwKwK (code == dictionary_ind)
// començant la cadena des de `prev` en lloc de des de `code`.
void addDictionaryEntry(std::vector<DictionaryEntry> &dict, int dictionary_ind, int code, int prev) {
int ptr = (code == dictionary_ind) ? prev : code;
while (dict[ptr].prev != -1) {
ptr = dict[ptr].prev;
}
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) {
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.");
}
int ptr;
if (code == dictionary_ind) {
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) {
// Escriu la cadena de bytes associada a `code` en `out` (en ordre invers seguint .prev).
// Retorna la longitud del match per avançar el cursor de l'eixida.
auto emitMatch(const std::vector<DictionaryEntry> &dict, int code, uint8_t *out) -> int {
const int MATCH_LEN = dict[code].len;
int cur_code = code;
while (cur_code != -1) {
out[dict[cur_code].len - 1] = dict[cur_code].byte;
if (dict[cur_code].prev == cur_code) {
std::cout << "Internal error; self-reference detected." << '\n';
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) {
std::vector<uint8_t> data;
uint8_t block_size = *buffer;
buffer++;
while (block_size != 0) {
data.insert(data.end(), buffer, buffer + block_size);
buffer += block_size;
block_size = *buffer;
// Descompone (uncompress) el bloque comprimido usando LZW.
void 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 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++;
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) {
ImageDescriptor image_descriptor;
readBytes(buffer, &image_descriptor, sizeof(ImageDescriptor));
// Procesa el Image Descriptor y retorna el vector de datos sin comprimir.
auto processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> &gct, int resolution_bits) -> std::vector<uint8_t> {
ImageDescriptor image_descriptor;
readBytes(buffer, &image_descriptor, sizeof(ImageDescriptor));
uint8_t lzw_code_size;
readBytes(buffer, &lzw_code_size, sizeof(uint8_t));
uint8_t lzw_code_size;
readBytes(buffer, &lzw_code_size, sizeof(uint8_t));
std::vector<uint8_t> compressed_data = readSubBlocks(buffer);
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> compressed_data = readSubBlocks(buffer);
int uncompressed_data_length = image_descriptor.image_width * image_descriptor.image_height;
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());
return uncompressed_data;
}
decompress(lzw_code_size, compressed_data.data(), static_cast<int>(compressed_data.size()), uncompressed_data.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];
std::memcpy(header, buffer, 6);
buffer += 6;
@@ -156,7 +244,7 @@ namespace GIF {
buffer += sizeof(ScreenDescriptor);
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));
global_color_table.resize(global_color_table_size);
for (int i = 0; i < global_color_table_size; ++i) {
@@ -170,83 +258,7 @@ namespace GIF {
return global_color_table;
}
std::vector<uint8_t> Gif::processGifStream(const uint8_t *buffer, uint16_t &w, uint16_t &h) {
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) {
auto loadGif(const uint8_t *buffer, uint16_t &w, uint16_t &h) -> std::vector<uint8_t> {
return processGifStream(buffer, w, h);
}
+6 -23
View File
@@ -64,29 +64,12 @@ namespace GIF {
uint8_t foreground_color, background_color;
};
class Gif {
public:
// Descompone (uncompress) el bloque comprimido usando LZW.
// 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,
// retornándola en un vector de uint32_t (cada color se compone de R, G, B).
auto loadPalette(const uint8_t *buffer) -> std::vector<uint32_t>;
// Carga la paleta (global color table) a partir de un buffer,
// retornándola en un vector de uint32_t (cada color se compone de R, G, B).
std::vector<uint32_t> loadPalette(const uint8_t *buffer);
// 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);
};
// Carga el stream GIF; devuelve un vector con los datos de imagen sin comprimir y
// asigna el ancho y alto mediante referencias.
auto loadGif(const uint8_t *buffer, uint16_t &w, uint16_t &h) -> std::vector<uint8_t>;
} // namespace GIF
+39 -38
View File
@@ -320,49 +320,50 @@ void Screen::renderShake() {
}
}
#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
void Screen::renderInfo() const {
if (debug_info_.show) {
const Color GOLD(0xFF, 0xD7, 0x00);
const Color GOLD_SHADOW = GOLD.DARKEN(150);
if (!debug_info_.show) { return; }
// Construir texto: fps - driver - preset
std::string info_text = std::to_string(fps_.last_value) + " fps";
const Color GOLD(0xFF, 0xD7, 0x00);
const Color GOLD_SHADOW = GOLD.darken(150);
// Driver GPU
if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
const std::string DRIVER = shader_backend_->getDriverName();
if (!DRIVER.empty()) {
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);
const std::string INFO_TEXT = buildDebugInfoText();
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
const std::string REC_TEXT = "recording";
const int REC_WIDTH = debug_info_.text->length(REC_TEXT);
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);
const std::string REC_TEXT = "recording";
const int REC_WIDTH = debug_info_.text->length(REC_TEXT);
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);
#endif
}
}
#endif
// Inicializa shaders (SDL3GPU)
@@ -380,8 +381,8 @@ void Screen::initShaders() {
Options::video.gpu.acceleration ? Options::video.gpu.preferred_driver : FALLBACK_DRIVER);
}
if (!self->shader_backend_->isHardwareAccelerated()) {
const bool ok = self->shader_backend_->init(self->window_, self->game_canvas_, "", "");
std::cout << "Screen::initShaders: SDL3GPUShader::init() = " << (ok ? "OK" : "FAILED") << '\n';
const bool OK = self->shader_backend_->init(self->window_, self->game_canvas_, "", "");
std::cout << "Screen::initShaders: SDL3GPUShader::init() = " << (OK ? "OK" : "FAILED") << '\n';
}
if (self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) {
self->shader_backend_->setLinearUpscale(Options::video.supersampling.linear_upscale);
+2 -1
View File
@@ -66,7 +66,7 @@ class Screen {
[[nodiscard]] auto getText() const -> std::shared_ptr<Text> { return text_; } // Obtiene el puntero al texto de Screen
// --- Display Monitor getters ---
[[nodiscard]] auto getDisplayMonitorName() const -> std::string { return display_monitor_.name; }
[[nodiscard]] auto getDisplayMonitorName() const -> const std::string& { return display_monitor_.name; }
[[nodiscard]] auto getDisplayMonitorWidth() const -> int { return display_monitor_.width; }
[[nodiscard]] auto getDisplayMonitorHeight() const -> int { return display_monitor_.height; }
[[nodiscard]] auto getDisplayMonitorRefreshRate() const -> int { return display_monitor_.refresh_rate; }
@@ -241,6 +241,7 @@ class Screen {
void renderFlash(); // Dibuja el efecto de flash en la pantalla
void renderShake(); // Aplica el efecto de agitar la 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 applyCurrentPostFXPreset(); // Aplica el preset PostFX activo al backend
void applyCurrentCrtPiPreset(); // Aplica el preset CrtPi activo al backend
@@ -702,7 +702,7 @@ namespace Rendering {
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_);
}
@@ -10357,5 +10357,6 @@ static const uint8_t kcrtpi_frag_spv[] = {
0x38,
0x00,
0x01,
0x00};
0x00,
};
static const size_t kcrtpi_frag_spv_size = 10356;
@@ -4249,5 +4249,6 @@ static const uint8_t kdownscale_frag_spv[] = {
0x38,
0x00,
0x01,
0x00};
0x00,
};
static const size_t kdownscale_frag_spv_size = 4248;
@@ -11241,5 +11241,6 @@ static const uint8_t kpostfx_frag_spv[] = {
0x38,
0x00,
0x01,
0x00};
0x00,
};
static const size_t kpostfx_frag_spv_size = 11240;
@@ -1445,5 +1445,6 @@ static const uint8_t kpostfx_vert_spv[] = {
0x38,
0x00,
0x01,
0x00};
0x00,
};
static const size_t kpostfx_vert_spv_size = 1444;
@@ -629,5 +629,6 @@ static const uint8_t kupscale_frag_spv[] = {
0x38,
0x00,
0x01,
0x00};
0x00,
};
static const size_t kupscale_frag_spv_size = 628;
+2 -1
View File
@@ -2,13 +2,14 @@
#include <SDL3/SDL.h>
#include <cstdint>
#include <string>
#include <utility>
namespace Rendering {
/** @brief Identificador del shader de post-procesado activo */
enum class ShaderType { POSTFX,
enum class ShaderType : std::uint8_t { POSTFX,
CRTPI };
/**
+10 -13
View File
@@ -31,7 +31,7 @@ auto CardSprite::enable() -> bool {
// Ángulo inicial
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;
return true;
@@ -55,7 +55,7 @@ void CardSprite::startExit() {
// Rotación continua
rotate_.enabled = true;
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
@@ -80,7 +80,7 @@ void CardSprite::updateEntering(float delta_time) {
double eased = entry_easing_(static_cast<double>(progress));
// 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;
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)
// Usamos easeOutCubic para que el desplazamiento sea fluido
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_y = static_cast<float>(entry_start_y_ + (landing_y_ - entry_start_y_) * 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));
setPos(current_x, current_y);
// 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)
if (exit_zoom_speed_ > 0.0F && horizontal_zoom_ < exit_target_zoom_) {
float new_zoom = horizontal_zoom_ + exit_zoom_speed_ * delta_time;
if (new_zoom > exit_target_zoom_) {
new_zoom = exit_target_zoom_;
}
horizontal_zoom_ = new_zoom;
vertical_zoom_ = new_zoom;
const float NEW_ZOOM = std::min(horizontal_zoom_ + (exit_zoom_speed_ * delta_time), exit_target_zoom_);
horizontal_zoom_ = NEW_ZOOM;
vertical_zoom_ = NEW_ZOOM;
}
if (isOffScreen()) {
@@ -164,8 +161,8 @@ void CardSprite::renderShadow() {
// 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)
float offset_x = shadow_offset_x_ + height * SHADOW_HEIGHT_MULTIPLIER;
float offset_y = shadow_offset_y_ + height * SHADOW_HEIGHT_MULTIPLIER;
float offset_x = shadow_offset_x_ + (height * SHADOW_HEIGHT_MULTIPLIER);
float offset_y = shadow_offset_y_ + (height * SHADOW_HEIGHT_MULTIPLIER);
shadow_texture_->render(
pos_.x + offset_x,
+2 -1
View File
@@ -2,6 +2,7 @@
#include <SDL3/SDL.h> // Para SDL_FPoint
#include <cstdint> // Para std::uint8_t
#include <functional> // Para function
#include <memory> // Para shared_ptr
@@ -10,7 +11,7 @@
class Texture;
// --- Estados de la tarjeta ---
enum class CardState {
enum class CardState : std::uint8_t {
IDLE, // No activada todavía
ENTERING, // Animación de entrada (zoom + rotación + desplazamiento con rebote)
LANDED, // En reposo sobre la mesa
+9 -8
View File
@@ -2,6 +2,7 @@
#include <SDL3/SDL.h> // Para SDL_FPoint
#include <cstdint> // Para std::uint8_t
#include <functional> // Para std::function
#include <memory> // Para shared_ptr
#include <utility>
@@ -12,12 +13,12 @@
class Texture;
// --- Enums ---
enum class PathType { // Tipos de recorrido
enum class PathType : std::uint8_t { // Tipos de recorrido
VERTICAL,
HORIZONTAL,
};
enum class PathCentered { // Centrado del recorrido
enum class PathCentered : std::uint8_t { // Centrado del recorrido
ON_X,
ON_Y,
NONE,
@@ -25,12 +26,12 @@ enum class PathCentered { // Centrado del recorrido
// --- Estructuras ---
struct Path { // Define un recorrido para el sprite
float start_pos; // Posición inicial
float end_pos; // Posición final
PathType type; // Tipo de movimiento (horizontal/vertical)
float fixed_pos; // Posición fija en el eje contrario
float duration_s; // Duración de la animación en segundos
float waiting_time_s; // Tiempo de espera una vez en el destino
float start_pos = 0.0F; // Posición inicial
float end_pos = 0.0F; // Posición final
PathType type = PathType::HORIZONTAL; // Tipo de movimiento (horizontal/vertical)
float fixed_pos = 0.0F; // Posición fija en el eje contrario
float duration_s = 0.0F; // Duración de la animación en segundos
float waiting_time_s = 0.0F; // Tiempo de espera una vez en el destino
std::function<double(double)> easing_function; // Función de easing
float elapsed_time = 0.0F; // Tiempo transcurrido
float waiting_elapsed = 0.0F; // Tiempo de espera transcurrido
@@ -1,7 +1,5 @@
#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)
void SmartSprite::update(float delta_time) {
if (enabled_) {
@@ -3,16 +3,16 @@
#include <memory> // Para shared_ptr
#include <utility>
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite
#include "core/rendering/sprite/moving_sprite.hpp" // Para MovingSprite
class Texture;
// --- Clase SmartSprite: sprite animado que se mueve hacia un destino y puede deshabilitarse automáticamente ---
class SmartSprite : public AnimatedSprite {
// --- Clase SmartSprite: sprite que se mueve hacia un destino y puede deshabilitarse automáticamente ---
class SmartSprite : public MovingSprite {
public:
// --- Constructor y destructor ---
explicit SmartSprite(std::shared_ptr<Texture> texture)
: AnimatedSprite(std::move(texture)) {}
: MovingSprite(std::move(texture)) {}
~SmartSprite() override = default;
// --- Métodos principales ---
+1 -2
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@@ -403,9 +403,8 @@ auto Text::loadFile(const std::string& file_path) -> std::shared_ptr<Text::File>
file.open(file_path);
}
std::istream& input_stream = using_resource_data ? stream : static_cast<std::istream&>(file);
if ((using_resource_data && stream.good()) || (!using_resource_data && file.is_open() && file.good())) {
std::istream& input_stream = using_resource_data ? stream : static_cast<std::istream&>(file);
std::string buffer;
// Lee los dos primeros valores del fichero
+1 -1
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@@ -39,7 +39,7 @@ class Text {
int kerning;
// Constructor con argumentos por defecto
Style(Uint8 flags = 0,
explicit Style(Uint8 flags = 0,
Color text = Color(),
Color shadow = Color(),
Uint8 distance = 1,
+2 -5
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@@ -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 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()) {
std::cout << "Error: No se pudo cargar el GIF " << file_path << '\n';
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>
GIF::Gif gif;
std::vector<uint32_t> pal = gif.loadPalette(buffer.data());
std::vector<uint32_t> pal = GIF::loadPalette(buffer.data());
if (pal.empty()) {
std::cout << "Advertencia: No se encontró paleta en el archivo " << file_path << '\n';
return palette; // Devuelve un vector vacío si no hay paleta
+3 -1
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@@ -2,10 +2,12 @@
#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
// --- 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,
DIAGONAL = 1,
RANDOM = 2,
+2 -1
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@@ -1,6 +1,7 @@
#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)
void Writer::update(float delta_time) {
+1 -1
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@@ -10,7 +10,7 @@
class Asset {
public:
// --- Enums ---
enum class Type : int {
enum class Type : std::uint8_t {
BITMAP, // Imágenes
MUSIC, // Música
SOUND, // Sonidos
@@ -4,6 +4,8 @@
#include <fstream>
#include <iostream>
#include "core/resources/resource_loader.hpp"
bool AssetIntegrated::resource_pack_enabled = false;
void AssetIntegrated::initWithResourcePack(const std::string& executable_path,
@@ -1,9 +1,6 @@
#pragma once
#include <memory>
#include "core/resources/asset.hpp"
#include "core/resources/resource_loader.hpp"
// Extensión de Asset que integra ResourceLoader
class AssetIntegrated : public Asset {
+107 -159
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@@ -2,17 +2,15 @@
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError, SDL_SetRenderDrawColor, SDL_EventType, SDL_PollEvent, SDL_RenderFillRect, SDL_RenderRect, SDLK_ESCAPE, SDL_Event
#include <algorithm> // Para ranges::transform, ranges::find_if
#include <array> // Para array
#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 <ranges> // Para __find_if_fn, find_if, __find_fn, find
#include <iterator> // Para back_inserter
#include <stdexcept> // Para runtime_error
#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/rendering/screen.hpp" // Para Screen
#include "core/rendering/text.hpp" // Para Text
@@ -25,9 +23,6 @@
#include "utils/utils.hpp" // Para getFileName
#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
namespace {
struct AudioData {
@@ -138,40 +133,37 @@ void Resource::loadEssentialTextures() {
// Inicializa las listas de recursos sin cargar el contenido (modo lazy)
void Resource::initResourceLists() {
const auto FILE_TO_NAME = [](const auto& file) { return getFileName(file); };
// Inicializa lista de sonidos
auto sound_list = Asset::get()->getListByType(Asset::Type::SOUND);
const auto SOUND_LIST = Asset::get()->getListByType(Asset::Type::SOUND);
sounds_.clear();
for (const auto& file : sound_list) {
sounds_.emplace_back(getFileName(file));
}
sounds_.reserve(SOUND_LIST.size());
std::ranges::transform(SOUND_LIST, std::back_inserter(sounds_), [&](const auto& file) { return ResourceSound(FILE_TO_NAME(file)); });
// Inicializa lista de músicas
auto music_list = Asset::get()->getListByType(Asset::Type::MUSIC);
const auto MUSIC_LIST = Asset::get()->getListByType(Asset::Type::MUSIC);
musics_.clear();
for (const auto& file : music_list) {
musics_.emplace_back(getFileName(file));
}
musics_.reserve(MUSIC_LIST.size());
std::ranges::transform(MUSIC_LIST, std::back_inserter(musics_), [&](const auto& file) { return ResourceMusic(FILE_TO_NAME(file)); });
// Inicializa lista de texturas
auto texture_list = Asset::get()->getListByType(Asset::Type::BITMAP);
const auto TEXTURE_LIST = Asset::get()->getListByType(Asset::Type::BITMAP);
textures_.clear();
for (const auto& file : texture_list) {
textures_.emplace_back(getFileName(file));
}
textures_.reserve(TEXTURE_LIST.size());
std::ranges::transform(TEXTURE_LIST, std::back_inserter(textures_), [&](const auto& file) { return ResourceTexture(FILE_TO_NAME(file)); });
// Inicializa lista de ficheros de texto
auto text_file_list = Asset::get()->getListByType(Asset::Type::FONT);
const auto TEXT_FILE_LIST = Asset::get()->getListByType(Asset::Type::FONT);
text_files_.clear();
for (const auto& file : text_file_list) {
text_files_.emplace_back(getFileName(file));
}
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)); });
// Inicializa lista de animaciones
auto animation_list = Asset::get()->getListByType(Asset::Type::ANIMATION);
const auto ANIMATION_LIST = Asset::get()->getListByType(Asset::Type::ANIMATION);
animations_.clear();
for (const auto& file : animation_list) {
animations_.emplace_back(getFileName(file));
}
animations_.reserve(ANIMATION_LIST.size());
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)
loadDemoDataQuiet();
@@ -192,13 +184,12 @@ void Resource::initResourceLists() {
"smb2_grad"};
texts_.clear();
for (const auto& text_name : TEXT_OBJECTS) {
texts_.emplace_back(text_name); // Constructor con nullptr por defecto
}
texts_.reserve(TEXT_OBJECTS.size());
std::ranges::transform(TEXT_OBJECTS, std::back_inserter(texts_), [](const auto& text_name) { return ResourceText(text_name); });
}
// 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; });
if (it != sounds_.end()) {
@@ -214,7 +205,7 @@ auto Resource::getSound(const std::string& name) -> JA_Sound_t* {
}
// 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; });
if (it != musics_.end()) {
@@ -305,54 +296,48 @@ auto Resource::getDemoData(int index) -> DemoData& {
// --- 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);
for (const auto& file : sound_list) {
if (getFileName(file) == name) {
auto audio_data = loadAudioData(file);
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
return JA_LoadSound(file.c_str());
return Ja::loadSound(file.c_str());
}
}
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);
for (const auto& file : music_list) {
if (getFileName(file) == name) {
auto audio_data = loadAudioData(file);
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
return JA_LoadMusic(file.c_str());
return Ja::loadMusic(file.c_str());
}
}
return nullptr;
}
auto Resource::loadTextureLazy(const std::string& name) -> std::shared_ptr<Texture> {
auto texture_list = Asset::get()->getListByType(Asset::Type::BITMAP);
for (const auto& file : texture_list) {
if (getFileName(file) == name) {
return std::make_shared<Texture>(Screen::get()->getRenderer(), file);
}
}
return nullptr;
const auto TEXTURE_LIST = Asset::get()->getListByType(Asset::Type::BITMAP);
const auto IT = std::ranges::find_if(TEXTURE_LIST,
[&name](const auto& file) { return getFileName(file) == name; });
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 text_file_list = Asset::get()->getListByType(Asset::Type::FONT);
for (const auto& file : text_file_list) {
if (getFileName(file) == name) {
return Text::loadFile(file);
}
}
return nullptr;
const auto TEXT_FILE_LIST = Asset::get()->getListByType(Asset::Type::FONT);
const auto IT = std::ranges::find_if(TEXT_FILE_LIST,
[&name](const auto& file) { return getFileName(file) == name; });
return IT != TEXT_FILE_LIST.end() ? Text::loadFile(*IT) : nullptr;
}
auto Resource::loadTextLazy(const std::string& name) -> std::shared_ptr<Text> {
@@ -377,27 +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_grad", .texture_file = "smb2_grad.png", .text_file = "smb2.txt"}};
for (const auto& mapping : TEXT_MAPPINGS) {
if (mapping.key == name) {
// Cargar las dependencias automáticamente
auto texture = getTexture(mapping.texture_file); // Esto cargará la textura si no está cargada
auto text_file = getTextFile(mapping.text_file); // Esto cargará el archivo de texto si no está cargado
if (texture && text_file) {
return std::make_shared<Text>(texture, text_file);
}
}
const auto IT = std::ranges::find_if(TEXT_MAPPINGS,
[&name](const auto& mapping) { return mapping.key == name; });
if (IT == TEXT_MAPPINGS.end()) {
return nullptr;
}
return nullptr;
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
return (texture && text_file) ? std::make_shared<Text>(texture, text_file) : nullptr;
}
auto Resource::loadAnimationLazy(const std::string& name) -> AnimationsFileBuffer {
auto animation_list = Asset::get()->getListByType(Asset::Type::ANIMATION);
for (const auto& file : animation_list) {
if (getFileName(file) == name) {
return loadAnimationsFromFile(file);
}
const auto ANIMATION_LIST = Asset::get()->getListByType(Asset::Type::ANIMATION);
const auto IT = std::ranges::find_if(ANIMATION_LIST,
[&name](const auto& file) { return getFileName(file) == name; });
if (IT != ANIMATION_LIST.end()) {
return loadAnimationsFromFile(*IT);
}
// Si no se encuentra, retorna vector vacío
return AnimationsFileBuffer{};
@@ -440,80 +420,54 @@ auto Resource::isLoadDone() const -> bool {
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.
// Devuelve true cuando ya no queda nada por cargar.
auto Resource::loadStep(int budget_ms) -> bool {
if (stage_ == LoadStage::DONE) { return true; }
const Uint64 start_ns = SDL_GetTicksNS();
const Uint64 budget_ns = static_cast<Uint64>(budget_ms) * 1'000'000ULL;
const Uint64 START_NS = SDL_GetTicksNS();
const Uint64 BUDGET_NS = static_cast<Uint64>(budget_ms) * 1'000'000ULL;
while (stage_ != LoadStage::DONE) {
switch (stage_) {
case LoadStage::SOUNDS: {
auto list = Asset::get()->getListByType(Asset::Type::SOUND);
if (stage_index_ == 0) { sounds_.clear(); }
if (stage_index_ >= list.size()) {
stage_ = LoadStage::MUSICS;
stage_index_ = 0;
break;
}
loadOneSound(stage_index_++);
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::SOUND), &Resource::loadOneSound, LoadStage::MUSICS);
break;
}
case LoadStage::MUSICS: {
auto list = Asset::get()->getListByType(Asset::Type::MUSIC);
if (stage_index_ == 0) { musics_.clear(); }
if (stage_index_ >= list.size()) {
stage_ = LoadStage::TEXTURES;
stage_index_ = 0;
break;
}
loadOneMusic(stage_index_++);
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::MUSIC), &Resource::loadOneMusic, LoadStage::TEXTURES);
break;
}
case LoadStage::TEXTURES: {
auto list = Asset::get()->getListByType(Asset::Type::BITMAP);
if (stage_index_ == 0) { textures_.clear(); }
if (stage_index_ >= list.size()) {
stage_ = LoadStage::TEXT_FILES;
stage_index_ = 0;
break;
}
loadOneTexture(stage_index_++);
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::BITMAP), &Resource::loadOneTexture, LoadStage::TEXT_FILES);
break;
}
case LoadStage::TEXT_FILES: {
auto list = Asset::get()->getListByType(Asset::Type::FONT);
if (stage_index_ == 0) { text_files_.clear(); }
if (stage_index_ >= list.size()) {
stage_ = LoadStage::ANIMATIONS;
stage_index_ = 0;
break;
}
loadOneTextFile(stage_index_++);
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::FONT), &Resource::loadOneTextFile, LoadStage::ANIMATIONS);
break;
}
case LoadStage::ANIMATIONS: {
auto list = Asset::get()->getListByType(Asset::Type::ANIMATION);
if (stage_index_ == 0) { animations_.clear(); }
if (stage_index_ >= list.size()) {
stage_ = LoadStage::DEMO_DATA;
stage_index_ = 0;
break;
}
loadOneAnimation(stage_index_++);
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::ANIMATION), &Resource::loadOneAnimation, LoadStage::DEMO_DATA);
break;
}
case LoadStage::DEMO_DATA: {
auto list = Asset::get()->getListByType(Asset::Type::DEMODATA);
if (stage_index_ == 0) { demos_.clear(); }
if (stage_index_ >= list.size()) {
stage_ = LoadStage::CREATE_TEXT;
stage_index_ = 0;
break;
}
loadOneDemoData(stage_index_++);
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::DEMODATA), &Resource::loadOneDemoData, LoadStage::CREATE_TEXT);
break;
}
case LoadStage::CREATE_TEXT:
@@ -532,7 +486,7 @@ auto Resource::loadStep(int budget_ms) -> bool {
break;
}
if ((SDL_GetTicksNS() - start_ns) >= budget_ns) { break; }
if ((SDL_GetTicksNS() - START_NS) >= BUDGET_NS) { break; }
}
return stage_ == LoadStage::DONE;
@@ -555,11 +509,11 @@ void Resource::loadOneSound(size_t idx) {
auto name = getFileName(path);
updateLoadingProgress(name);
auto audio_data = loadAudioData(path);
JA_Sound_t* sound = nullptr;
Ja::Sound* sound = nullptr;
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 {
sound = JA_LoadSound(path.c_str());
sound = Ja::loadSound(path.c_str());
}
if (sound == nullptr) {
std::cout << "Sound load failed: " << name << '\n';
@@ -574,11 +528,11 @@ void Resource::loadOneMusic(size_t idx) {
auto name = getFileName(path);
updateLoadingProgress(name);
auto audio_data = loadAudioData(path);
JA_Music_t* music = nullptr;
Ja::Music* music = nullptr;
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 {
music = JA_LoadMusic(path.c_str());
music = Ja::loadMusic(path.c_str());
}
if (music == nullptr) {
std::cout << "Music load failed: " << name << '\n';
@@ -640,14 +594,10 @@ void Resource::createPlayerTextures() {
const auto& player = players[player_idx]; // Obtenemos el jugador actual
// Encontrar el archivo original de la textura
std::string texture_file_path;
auto texture_list = Asset::get()->getListByType(Asset::Type::BITMAP);
for (const auto& file : texture_list) {
if (getFileName(file) == player.base_texture) {
texture_file_path = file;
break;
}
}
const auto TEXTURE_LIST = Asset::get()->getListByType(Asset::Type::BITMAP);
const auto IT = std::ranges::find_if(TEXTURE_LIST,
[&player](const auto& file) { return getFileName(file) == player.base_texture; });
const std::string TEXTURE_FILE_PATH = (IT != TEXTURE_LIST.end()) ? *IT : std::string{};
// Crear las 4 texturas con sus respectivas paletas
for (int palette_idx = 0; palette_idx < 4; ++palette_idx) {
@@ -656,14 +606,14 @@ void Resource::createPlayerTextures() {
if (palette_idx == 0) {
// Textura 0 - usar la ya cargada y modificar solo paleta 0 (default_shirt)
texture = getTexture(player.base_texture);
texture->setPaletteColor(0, 16, param.player.default_shirt[player_idx].darkest.TO_UINT32());
texture->setPaletteColor(0, 17, param.player.default_shirt[player_idx].dark.TO_UINT32());
texture->setPaletteColor(0, 18, param.player.default_shirt[player_idx].base.TO_UINT32());
texture->setPaletteColor(0, 19, param.player.default_shirt[player_idx].light.TO_UINT32());
texture->setPaletteColor(0, 56, param.player.outline_color[player_idx].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.toUint32());
texture->setPaletteColor(0, 18, param.player.default_shirt[player_idx].base.toUint32());
texture->setPaletteColor(0, 19, param.player.default_shirt[player_idx].light.toUint32());
texture->setPaletteColor(0, 56, param.player.outline_color[player_idx].toUint32());
} else {
// 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
texture->addPaletteFromPalFile(Asset::get()->getPath(player.palette_files[0]));
@@ -672,18 +622,18 @@ void Resource::createPlayerTextures() {
if (palette_idx == 1) {
// 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, 17, param.player.one_coffee_shirt[player_idx].dark.TO_UINT32());
texture->setPaletteColor(1, 18, param.player.one_coffee_shirt[player_idx].base.TO_UINT32());
texture->setPaletteColor(1, 19, param.player.one_coffee_shirt[player_idx].light.TO_UINT32());
texture->setPaletteColor(1, 56, param.player.outline_color[player_idx].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.toUint32());
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.toUint32());
texture->setPaletteColor(1, 56, param.player.outline_color[player_idx].toUint32());
} else if (palette_idx == 2) {
// 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, 17, param.player.two_coffee_shirt[player_idx].dark.TO_UINT32());
texture->setPaletteColor(2, 18, param.player.two_coffee_shirt[player_idx].base.TO_UINT32());
texture->setPaletteColor(2, 19, param.player.two_coffee_shirt[player_idx].light.TO_UINT32());
texture->setPaletteColor(2, 56, param.player.outline_color[player_idx].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.toUint32());
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.toUint32());
texture->setPaletteColor(2, 56, param.player.outline_color[player_idx].toUint32());
}
// Textura 3 (palette_idx == 3) - no modificar nada, usar colores originales
}
@@ -720,9 +670,9 @@ void Resource::createTextTextures() {
{"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")}};
auto text1 = getText("04b_25_enhanced");
for (const auto& s : strings1) {
textures_.emplace_back(s.name, text1->writeDXToTexture(Text::STROKE, s.text, -2, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
}
std::ranges::transform(strings1, std::back_inserter(textures_), [&](const auto& s) {
return ResourceTexture(s.name, text1->writeDXToTexture(Text::STROKE, s.text, -2, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
});
// Texturas de tamaño doble
std::vector<NameAndText> strings2 = {
@@ -734,9 +684,9 @@ void Resource::createTextTextures() {
{"game_text_game_over", "Game Over"}};
auto text2 = getText("04b_25_2x_enhanced");
for (const auto& s : strings2) {
textures_.emplace_back(s.name, text2->writeDXToTexture(Text::STROKE, s.text, -4, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
}
std::ranges::transform(strings2, std::back_inserter(textures_), [&](const auto& s) {
return ResourceTexture(s.name, text2->writeDXToTexture(Text::STROKE, s.text, -4, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
});
}
// Crea los objetos de texto a partir de los archivos de textura y texto
@@ -786,7 +736,7 @@ void Resource::createText() {
void Resource::clearSounds() {
for (auto& sound : sounds_) {
if (sound.sound != nullptr) {
JA_DeleteSound(sound.sound);
Ja::deleteSound(sound.sound);
sound.sound = nullptr;
}
}
@@ -797,7 +747,7 @@ void Resource::clearSounds() {
void Resource::clearMusics() {
for (auto& music : musics_) {
if (music.music != nullptr) {
JA_DeleteMusic(music.music);
Ja::deleteMusic(music.music);
music.music = nullptr;
}
}
@@ -847,7 +797,7 @@ void Resource::renderProgress() {
const bool WAITING_FOR_INPUT = isLoadDone() && Options::loading.wait_for_input;
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();
// Dibuja el interior de la barra de progreso
@@ -897,12 +847,10 @@ void Resource::renderProgress() {
// Carga los datos para el modo demostración (sin mostrar progreso)
void Resource::loadDemoDataQuiet() {
auto list = Asset::get()->getListByType(Asset::Type::DEMODATA);
const auto LIST = Asset::get()->getListByType(Asset::Type::DEMODATA);
demos_.clear();
for (const auto& l : list) {
demos_.emplace_back(loadDemoDataFromFile(l));
}
demos_.reserve(LIST.size());
std::ranges::transform(LIST, std::back_inserter(demos_), [](const auto& l) { return loadDemoDataFromFile(l); });
}
// Inicializa los rectangulos que definen la barra de progreso
+24 -17
View File
@@ -3,6 +3,7 @@
#include <SDL3/SDL.h> // Para SDL_FRect
#include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <memory> // Para shared_ptr
#include <string> // Para string
#include <utility> // Para move
@@ -13,14 +14,16 @@
#include "core/rendering/texture.hpp" // Para Texture
#include "core/system/demo.hpp" // Para DemoData
struct JA_Music_t;
struct JA_Sound_t;
namespace Ja {
struct Music;
struct Sound;
} // namespace Ja
// --- Clase Resource: gestiona todos los recursos del juego (singleton) ---
class Resource {
public:
// --- Enum para el modo de carga ---
enum class LoadingMode {
enum class LoadingMode : std::uint8_t {
PRELOAD, // Carga todos los recursos al inicio
LAZY_LOAD // Carga los recursos bajo demanda
};
@@ -31,8 +34,8 @@ class Resource {
static auto get() -> Resource*; // Obtiene el puntero al objeto Resource
// --- Métodos de acceso a recursos ---
auto getSound(const std::string& name) -> JA_Sound_t*; // Obtiene el sonido por nombre
auto getMusic(const std::string& name) -> JA_Music_t*; // Obtiene la música por nombre
auto getSound(const std::string& name) -> Ja::Sound*; // Obtiene el sonido 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 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
@@ -58,18 +61,18 @@ class Resource {
// --- Estructuras para recursos individuales ---
struct ResourceSound {
std::string name; // Nombre del sonido
JA_Sound_t* sound; // Objeto con el sonido
Ja::Sound* sound; // Objeto con el sonido
ResourceSound(std::string name, JA_Sound_t* sound = nullptr)
explicit ResourceSound(std::string name, Ja::Sound* sound = nullptr)
: name(std::move(name)),
sound(sound) {}
};
struct ResourceMusic {
std::string name; // Nombre de la música
JA_Music_t* music; // Objeto con la música
Ja::Music* music; // Objeto con la música
ResourceMusic(std::string name, JA_Music_t* music = nullptr)
explicit ResourceMusic(std::string name, Ja::Music* music = nullptr)
: name(std::move(name)),
music(music) {}
};
@@ -78,7 +81,7 @@ class Resource {
std::string name; // Nombre de la textura
std::shared_ptr<Texture> texture; // Objeto con la textura
ResourceTexture(std::string name, std::shared_ptr<Texture> texture = nullptr)
explicit ResourceTexture(std::string name, std::shared_ptr<Texture> texture = nullptr)
: name(std::move(name)),
texture(std::move(texture)) {}
};
@@ -87,7 +90,7 @@ class Resource {
std::string name; // Nombre del fichero
std::shared_ptr<Text::File> text_file; // Objeto con los descriptores de la fuente de texto
ResourceTextFile(std::string name, std::shared_ptr<Text::File> text_file = nullptr)
explicit ResourceTextFile(std::string name, std::shared_ptr<Text::File> text_file = nullptr)
: name(std::move(name)),
text_file(std::move(text_file)) {}
};
@@ -96,7 +99,7 @@ class Resource {
std::string name; // Nombre del objeto
std::shared_ptr<Text> text; // Objeto de texto
ResourceText(std::string name, std::shared_ptr<Text> text = nullptr)
explicit ResourceText(std::string name, std::shared_ptr<Text> text = nullptr)
: name(std::move(name)),
text(std::move(text)) {}
};
@@ -105,7 +108,7 @@ class Resource {
std::string name; // Nombre de la animación
AnimationsFileBuffer animation; // Objeto con las animaciones
ResourceAnimation(std::string name, AnimationsFileBuffer animation = {})
explicit ResourceAnimation(std::string name, AnimationsFileBuffer animation = {})
: name(std::move(name)),
animation(std::move(animation)) {}
};
@@ -116,7 +119,7 @@ class Resource {
size_t loaded{0}; // Número de recursos cargados
ResourceCount() = default;
ResourceCount(size_t total)
explicit ResourceCount(size_t total)
: total(total) {}
void add(size_t amount) { loaded += amount; }
@@ -156,7 +159,7 @@ class Resource {
SDL_FRect loading_full_rect_;
// --- Estado del cargador incremental ---
enum class LoadStage {
enum class LoadStage : std::uint8_t {
SOUNDS,
MUSICS,
TEXTURES,
@@ -187,8 +190,8 @@ class Resource {
// --- Métodos para carga perezosa ---
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 loadMusicLazy(const std::string& name) -> JA_Music_t*; // Carga una música específica 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*; // 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 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
@@ -200,6 +203,10 @@ class Resource {
void initProgressBar(); // Inicializa los rectangulos que definen la barra de progreso
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) ---
void loadOneSound(size_t idx);
void loadOneMusic(size_t idx);
+3 -25
View File
@@ -1,10 +1,8 @@
#pragma once
#include <cstdint> // Para uint8_t
#include <filesystem> // Para remove, path
#include <fstream> // Para basic_ofstream, basic_ios, basic_ostream::write, ios, ofstream
#include <string> // Para string, basic_string, hash, operator+, to_string, __str_hash_base
#include <vector> // Para vector
#include <cstdint> // Para uint8_t
#include <string> // Para string
#include <vector> // Para vector
// Helper functions para integrar ResourceLoader con el sistema existente
namespace ResourceHelper {
@@ -22,24 +20,4 @@ namespace ResourceHelper {
// Convierte ruta Asset a ruta relativa para ResourceLoader
auto getPackPath(const std::string& asset_path) -> std::string;
// Wrappea la carga de archivos para mantener compatibilidad
template <typename T>
auto loadResourceFile(const std::string& asset_path, T* (*loader_func)(const char*)) -> T* {
auto data = loadFile(asset_path);
if (data.empty()) {
return loader_func(asset_path.c_str());
}
// Crear archivo temporal para funciones que esperan path
std::string temp_path = "/tmp/ccae_" + std::to_string(std::hash<std::string>{}(asset_path));
std::ofstream temp_file(temp_path, std::ios::binary);
temp_file.write(reinterpret_cast<const char*>(data.data()), data.size());
temp_file.close();
T* result = loader_func(temp_path.c_str());
std::filesystem::remove(temp_path);
return result;
}
} // namespace ResourceHelper
+10 -17
View File
@@ -1,10 +1,11 @@
#include "core/resources/resource_pack.hpp"
#include <algorithm> // Para replace
#include <algorithm> // Para replace, ranges::all_of
#include <array> // Para array
#include <filesystem> // Para path, recursive_directory_iterator, directory_entry, exists, relative
#include <fstream> // Para basic_ifstream, basic_ostream, basic_ofstream, operator<<, basic_ios, basic_istream::read, basic_ostream::write, endl, ios, basic_istream, ifstream, operator|, basic_istream::seekg, basic_istream::tellg, ofstream, streamsize
#include <iostream> // Para cerr
#include <numeric> // Para accumulate
#include <utility> // Para pair
const std::string ResourcePack::DEFAULT_ENCRYPT_KEY = "CCAE_RESOURCES__2024";
@@ -17,11 +18,7 @@ ResourcePack::~ResourcePack() {
}
auto ResourcePack::calculateChecksum(const std::vector<uint8_t>& data) -> uint32_t {
uint32_t checksum = 0x12345678;
for (unsigned char i : data) {
checksum = ((checksum << 5) + checksum) + i;
}
return checksum;
return std::accumulate(data.begin(), data.end(), static_cast<uint32_t>(0x12345678), [](uint32_t checksum, unsigned char i) { return ((checksum << 5) + checksum) + i; });
}
void ResourcePack::encryptData(std::vector<uint8_t>& data, const std::string& key) {
@@ -162,20 +159,16 @@ auto ResourcePack::addDirectory(const std::string& directory) -> bool {
return false; // NOLINT(readability-simplify-boolean-expr)
}
for (const auto& entry : std::filesystem::recursive_directory_iterator(directory)) {
if (entry.is_regular_file()) {
return std::ranges::all_of(std::filesystem::recursive_directory_iterator(directory),
[this, &directory](const auto& entry) {
if (!entry.is_regular_file()) {
return true;
}
std::string filepath = entry.path().string();
std::string filename = std::filesystem::relative(entry.path(), directory).string();
std::ranges::replace(filename, '\\', '/');
if (!addFile(filename, filepath)) {
return false;
}
}
}
return true;
return addFile(filename, filepath);
});
}
auto ResourcePack::getResource(const std::string& filename) -> std::vector<uint8_t> {
-1
View File
@@ -6,7 +6,6 @@
#include <stdexcept> // Para runtime_error
#include "core/resources/resource_helper.hpp" // Para ResourceHelper
#include "utils/utils.hpp" // Para getFileName
// Carga el fichero de datos para la demo
auto loadDemoDataFromFile(const std::string& file_path) -> DemoData {
+44 -70
View File
@@ -38,6 +38,38 @@
#include "game/ui/service_menu.hpp" // Para ServiceMenu
#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
Director::Director() {
Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
@@ -275,78 +307,20 @@ void Director::loadDebugConfig() {
file.close();
try {
auto yaml = fkyaml::node::deserialize(content);
if (yaml.contains("initial_section")) {
try {
debug_config.initial_section = yaml["initial_section"].get_value<std::string>();
} catch (...) {}
}
if (yaml.contains("initial_options")) {
try {
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 (...) {}
}
loadYamlField(yaml, "initial_section", debug_config.initial_section);
loadYamlField(yaml, "initial_options", debug_config.initial_options);
loadYamlField(yaml, "initial_stage", debug_config.initial_stage);
loadYamlField(yaml, "show_render_info", debug_config.show_render_info);
loadYamlField(yaml, "resource_loading", debug_config.resource_loading);
loadYamlField(yaml, "autoplay", debug_config.autoplay);
loadYamlField(yaml, "invincibility", debug_config.invincibility);
} catch (...) {
std::cout << "Error parsing debug.yaml, using defaults" << '\n';
}
}
// Mapear strings a enums
const auto& sec = debug_config.initial_section;
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;
}
Section::name = parseInitialSection(debug_config.initial_section);
Section::options = parseInitialOptions(debug_config.initial_options);
}
// Crea la carpeta del sistema donde guardar datos
@@ -499,7 +473,7 @@ auto Director::iterate() -> SDL_AppResult {
// Ejecuta un frame de la sección activa
if (preload_) {
preload_->iterate();
Preload::iterate();
} else if (logo_) {
logo_->iterate();
} else if (intro_) {
@@ -520,13 +494,13 @@ auto Director::iterate() -> SDL_AppResult {
}
// Procesa un evento SDL (llamado desde SDL_AppEvent)
auto Director::handleEvent(SDL_Event& event) -> SDL_AppResult {
auto Director::handleEvent(const SDL_Event& event) -> SDL_AppResult {
// Eventos globales (SDL_EVENT_QUIT, resize, render target reset, hotplug, service menu, ratón)
GlobalEvents::handle(event);
// Reenvía a la sección activa
if (preload_) {
preload_->handleEvent(event);
Preload::handleEvent(event);
} else if (logo_) {
logo_->handleEvent(event);
} else if (intro_) {
+6 -4
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@@ -7,8 +7,10 @@
#include "core/system/section.hpp" // Para Section::Name
#include <cstdint> // Para std::uint8_t
namespace Lang {
enum class Code : int;
enum class Code : std::uint8_t;
}
// Declaraciones adelantadas de las secciones
@@ -29,8 +31,8 @@ class Director {
~Director();
// --- Callbacks para SDL_MAIN_USE_CALLBACKS ---
auto iterate() -> SDL_AppResult; // Avanza un frame de la sección activa
auto handleEvent(SDL_Event& event) -> SDL_AppResult; // Procesa un evento SDL
auto iterate() -> SDL_AppResult; // Avanza un frame de la sección activa
auto handleEvent(const SDL_Event& event) -> SDL_AppResult; // Procesa un evento SDL
// --- Debug config (accesible desde otras clases) ---
struct DebugConfig {
@@ -70,7 +72,7 @@ class Director {
// --- Inicialización y cierre del sistema ---
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
// --- Configuración inicial ---
+5 -3
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@@ -1,5 +1,7 @@
#pragma once
#include <cstdint>
/*
Namespace section: define los estados/secciones principales del programa,
así como las opciones y modos especiales (como el Attract Mode).
@@ -8,7 +10,7 @@
namespace Section {
// --- Enumeraciones de secciones del programa ---
enum class Name {
enum class Name : std::uint8_t {
RESET, // Inicialización
PRELOAD, // Carga incremental de recursos
LOGO, // Pantalla de logo
@@ -23,7 +25,7 @@ namespace Section {
};
// --- 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_2P, // Iniciar el juego con el jugador 2
GAME_PLAY_BOTH, // Iniciar el juego con los dos jugadores
@@ -37,7 +39,7 @@ namespace Section {
};
// --- Modos para el Attract Mode ---
enum class AttractMode {
enum class AttractMode : std::uint8_t {
TITLE_TO_DEMO, // Pasar de título a demo
TITLE_TO_LOGO, // Pasar de título a logo
};
+3 -1
View File
@@ -1,10 +1,12 @@
#pragma once
#include <cstdint>
// --- Namespace SystemShutdown: utilidad multiplataforma para apagar el sistema de forma segura ---
namespace SystemShutdown {
// --- Enums ---
enum class ShutdownResult {
enum class ShutdownResult : std::uint8_t {
SUCCESS = 0, // Éxito
ERROR_PERMISSION, // Error de permisos insuficientes
ERROR_SYSTEM_CALL, // Error en la llamada al sistema
+2 -1
View File
@@ -1,11 +1,12 @@
#pragma once
#include <cstdint>
#include <string>
// --- Namespace SystemUtils: utilidades multiplataforma para operaciones del sistema ---
namespace SystemUtils {
// --- 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,
PERMISSION_DENIED, // Sin permisos para crear la carpeta
PATH_TOO_LONG, // Ruta demasiado larga
+1 -1
View File
@@ -7,7 +7,7 @@
#include "core/audio/audio.hpp" // Para Audio
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite
#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
// Constructor
+1 -1
View File
@@ -85,7 +85,7 @@ class Balloon {
};
// --- Constructores y destructor ---
Balloon(const Config& config);
explicit Balloon(const Config& config);
~Balloon() = default;
// --- Métodos principales ---
+5 -4
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@@ -2,9 +2,10 @@
#include <SDL3/SDL.h> // Para SDL_FRect, Uint16
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector
#include <cstdint> // Para std::uint8_t
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite
#include "utils/utils.hpp" // Para Circle
@@ -12,7 +13,7 @@
class Texture;
// --- Enums ---
enum class ItemType : int {
enum class ItemType : std::uint8_t {
DISK = 1, // Disco
GAVINA = 2, // Gavina
PACMAR = 3, // Pacman
+1 -6
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@@ -8,7 +8,6 @@
#include "core/audio/audio.hpp" // Para Audio
#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/texture.hpp" // Para Texture
#include "core/resources/asset.hpp" // Para Asset
@@ -977,7 +976,7 @@ void Player::playSound(const std::string& name) const {
return;
}
static auto* audio_ = Audio::get();
static const auto* audio_ = Audio::get();
audio_->playSound(name);
}
@@ -1135,8 +1134,6 @@ void Player::updateFiringStateFromVisual() {
firing_state_ = State::RECOILING_RIGHT;
break;
case State::FIRING_UP:
firing_state_ = State::RECOILING_UP;
break;
default:
firing_state_ = State::RECOILING_UP;
break;
@@ -1152,8 +1149,6 @@ void Player::updateFiringStateFromVisual() {
firing_state_ = State::COOLING_RIGHT;
break;
case State::FIRING_UP:
firing_state_ = State::COOLING_UP;
break;
default:
firing_state_ = State::COOLING_UP;
break;
+16 -16
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@@ -2,12 +2,12 @@
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_FlipMode
#include <cstddef> // Para size_t
#include <iterator> // Para pair
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para basic_string, string
#include <utility> // Para move, pair
#include <vector> // Para vector
#include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t, std::int8_t
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para basic_string, string
#include <utility> // Para move, pair
#include <vector> // Para vector
#include "core/input/input.hpp" // for Input
#include "core/rendering/sprite/animated_sprite.hpp" // for AnimatedSprite
@@ -49,14 +49,14 @@ class Player {
};
// --- Enums ---
enum class Id : int {
enum class Id : std::int8_t {
NO_PLAYER = -1, // Sin jugador
BOTH_PLAYERS = 0, // Ambos jugadores
PLAYER1 = 1, // Jugador 1
PLAYER2 = 2 // Jugador 2
};
enum class State {
enum class State : std::uint8_t {
// Estados de movimiento
WALKING_LEFT, // Caminando hacia la izquierda
WALKING_RIGHT, // Caminando hacia la derecha
@@ -114,7 +114,7 @@ class Player {
};
// --- Constructor y destructor ---
Player(const Config& config);
explicit Player(const Config& config);
~Player() = default;
// --- Inicialización y ciclo de vida ---
@@ -201,16 +201,16 @@ class Player {
[[nodiscard]] auto getCoffees() const -> int { return coffees_; }
[[nodiscard]] auto getPowerUpCounter() const -> int { return power_up_counter_; }
[[nodiscard]] auto getInvulnerableCounter() const -> int { return invulnerable_counter_; }
[[nodiscard]] auto getBulletColor() const -> Bullet::Color; // Devuelve el color actual de bala según el estado
auto getNextBulletColor() -> Bullet::Color; // Devuelve el color para la próxima bala (alterna si está en modo toggle)
void setBulletColors(Bullet::Color normal, Bullet::Color powered); // Establece los colores de bala para este jugador
[[nodiscard]] auto getBulletSoundFile() const -> std::string { return bullet_sound_file_; } // Devuelve el archivo de sonido de bala
void setBulletSoundFile(const std::string& filename); // Establece el archivo de sonido de bala para este jugador
[[nodiscard]] auto getBulletColor() const -> Bullet::Color; // Devuelve el color actual de bala según el estado
auto getNextBulletColor() -> Bullet::Color; // Devuelve el color para la próxima bala (alterna si está en modo toggle)
void setBulletColors(Bullet::Color normal, Bullet::Color powered); // Establece los colores de bala para este jugador
[[nodiscard]] auto getBulletSoundFile() const -> const std::string& { return bullet_sound_file_; } // Devuelve el archivo de sonido de bala
void setBulletSoundFile(const std::string& filename); // Establece el archivo de sonido de bala para este jugador
// Contadores y timers
[[nodiscard]] auto getContinueCounter() const -> int { return continue_counter_; }
[[nodiscard]] auto getRecordName() const -> std::string { return enter_name_ ? enter_name_->getFinalName() : "xxx"; }
[[nodiscard]] auto getLastEnterName() const -> std::string { return last_enter_name_; }
[[nodiscard]] auto getLastEnterName() const -> const std::string& { return last_enter_name_; }
// --- Configuración e interfaz externa ---
void setName(const std::string& name) { name_ = name; }
@@ -293,7 +293,7 @@ class Player {
bool can_fire_new_system_ = true; // true si puede disparar ahora mismo
// LÍNEA 2: SISTEMA VISUAL (Animaciones)
enum class VisualFireState {
enum class VisualFireState : std::uint8_t {
NORMAL, // Brazo en posición neutral
AIMING, // Brazo alzado (disparando)
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 <cstdint> // Para std::uint8_t
#include <cstdlib> // Para rand
#include <memory> // Para unique_ptr
@@ -11,12 +12,12 @@
class Tabe {
public:
// --- Enumeraciones para dirección y estado ---
enum class Direction : int {
enum class Direction : std::uint8_t {
TO_THE_LEFT = 0,
TO_THE_RIGHT = 1,
};
enum class State : int {
enum class State : std::uint8_t {
FLY = 0,
HIT = 1,
};
+11 -12
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@@ -201,6 +201,8 @@ auto BalloonFormations::evaluateSimpleExpression(const std::string& expr, const
return left_val * right_val;
case '/':
return right_val != 0 ? left_val / right_val : 0;
default:
break; // Inalcanzable: el if exterior solo deja pasar '+', '-', '*', '/'
}
}
}
@@ -222,13 +224,13 @@ void BalloonFormations::createFloaterVariants() {
formations_.resize(100);
// Crear variantes flotantes de las primeras 50 formaciones
for (size_t k = 0; k < 50 && k < formations_.size(); k++) {
for (size_t k = 0; k < 50; k++) {
const auto& source = formations_.at(k).balloons;
std::vector<SpawnParams> floater_params;
floater_params.reserve(formations_.at(k).balloons.size());
for (const auto& original : formations_.at(k).balloons) {
floater_params.emplace_back(original.x, original.y, original.vel_x, Balloon::Type::FLOATER, original.size, original.creation_counter);
}
floater_params.reserve(source.size());
std::ranges::transform(source, std::back_inserter(floater_params), [](const auto& original) {
return SpawnParams{original.x, original.y, original.vel_x, Balloon::Type::FLOATER, original.size, original.creation_counter};
});
formations_.at(k + 50) = Formation(floater_params);
}
@@ -395,24 +397,21 @@ void BalloonFormations::loadDefaultPools() {
}
}
// Pool 2: Mix de formaciones normales y floaters (50+)
// Pools 2 i 3: requereixen formacions de floaters (>50)
if (total_formations > 50) {
// Pool 2: Mix de formacions normals i floaters
Pool pool2;
// Agregar algunas formaciones básicas
for (size_t i = 0; i < std::min(static_cast<size_t>(5), total_formations); ++i) {
pool2.push_back(static_cast<int>(i));
}
// Agregar algunas floaters si existen
for (size_t i = 50; i < std::min(static_cast<size_t>(55), total_formations); ++i) {
pool2.push_back(static_cast<int>(i));
}
if (!pool2.empty()) {
pools_.push_back(pool2);
}
}
// Pool 3: Solo floaters (si existen formaciones 50+)
if (total_formations > 50) {
// Pool 3: Només floaters
Pool pool3;
for (size_t i = 50; i < std::min(static_cast<size_t>(70), total_formations); ++i) {
pool3.push_back(static_cast<int>(i));
+1 -2
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@@ -1,7 +1,6 @@
#pragma once
#include <cstddef> // Para size_t
#include <iterator> // Para pair
#include <map> // Para map
#include <optional> // Para optional
#include <string> // Para string
@@ -39,7 +38,7 @@ class BalloonFormations {
std::vector<SpawnParams> balloons; // Vector con todas las inicializaciones de los globos de la formación
// Constructor con parámetros
Formation(const std::vector<SpawnParams>& spawn_params)
explicit Formation(const std::vector<SpawnParams>& spawn_params)
: balloons(spawn_params) {}
// Constructor por defecto
+3 -3
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@@ -106,7 +106,7 @@ void BalloonManager::deployRandomFormation(int stage) {
// Crea los globos de la formación
const auto BALLOONS = balloon_formations_->getFormationFromPool(stage, formation_id).balloons;
for (auto balloon : BALLOONS) {
for (const auto& balloon : BALLOONS) {
Balloon::Config config = {
.x = balloon.x,
.y = balloon.y,
@@ -127,7 +127,7 @@ void BalloonManager::deployRandomFormation(int stage) {
// Crea una formación de globos específica
void BalloonManager::deployFormation(int formation_id) {
const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
for (auto balloon : BALLOONS) {
for (const auto& balloon : BALLOONS) {
Balloon::Config config = {
.x = balloon.x,
.y = balloon.y,
@@ -143,7 +143,7 @@ void BalloonManager::deployFormation(int formation_id) {
// Crea una formación de globos específica a una altura determinada
void BalloonManager::deployFormation(int formation_id, float y) {
const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
for (auto balloon : BALLOONS) {
for (const auto& balloon : BALLOONS) {
Balloon::Config config = {
.x = balloon.x,
.y = y,
+1 -1
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@@ -24,7 +24,7 @@ using Balloons = std::list<std::shared_ptr<Balloon>>;
class BalloonManager {
public:
// --- Constructor y destructor ---
BalloonManager(IStageInfo* stage_info);
explicit BalloonManager(IStageInfo* stage_info);
~BalloonManager() = default;
// --- Métodos principales ---
+2 -3
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@@ -1,6 +1,5 @@
#include "game/gameplay/bullet_manager.hpp"
#include <algorithm> // Para remove_if
#include <utility>
#include "game/entities/bullet.hpp" // Para Bullet
@@ -14,7 +13,7 @@ BulletManager::BulletManager()
// Actualiza el estado de todas las balas
void BulletManager::update(float delta_time) {
for (auto& bullet : bullets_) {
for (const auto& bullet : bullets_) {
if (bullet->isEnabled()) {
processBulletUpdate(bullet, delta_time);
}
@@ -23,7 +22,7 @@ void BulletManager::update(float delta_time) {
// Renderiza todas las balas activas
void BulletManager::render() {
for (auto& bullet : bullets_) {
for (const auto& bullet : bullets_) {
if (bullet->isEnabled()) {
bullet->render();
}
-1
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@@ -5,7 +5,6 @@
#include <functional> // Para function
#include <list> // Para list
#include <memory> // Para shared_ptr
#include <vector> // Para vector
#include "game/entities/bullet.hpp" // for Bullet
+1 -1
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@@ -4,7 +4,7 @@
class Cooldown {
public:
Cooldown(float first_delay_s = 0.0F, float repeat_delay_s = 0.0F)
explicit Cooldown(float first_delay_s = 0.0F, float repeat_delay_s = 0.0F)
: first_delay_s_(first_delay_s),
repeat_delay_s_(repeat_delay_s) {}
+10 -9
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@@ -1,6 +1,7 @@
#include "game/gameplay/difficulty.hpp"
#include <vector> // Para vector
#include <algorithm> // Para ranges::find_if
#include <vector> // Para vector
namespace Difficulty {
@@ -18,19 +19,19 @@ namespace Difficulty {
}
auto getNameFromCode(Code code) -> std::string {
for (const auto& difficulty : difficulties_list) {
if (difficulty.code == code) {
return difficulty.name;
}
const auto IT = std::ranges::find_if(difficulties_list,
[code](const auto& difficulty) { return difficulty.code == code; });
if (IT != difficulties_list.end()) {
return IT->name;
}
return !difficulties_list.empty() ? difficulties_list.front().name : "Unknown";
}
auto getCodeFromName(const std::string& name) -> Code {
for (const auto& difficulty : difficulties_list) {
if (difficulty.name == name) {
return difficulty.code;
}
const auto IT = std::ranges::find_if(difficulties_list,
[&name](const auto& difficulty) { return difficulty.name == name; });
if (IT != difficulties_list.end()) {
return IT->code;
}
return !difficulties_list.empty() ? difficulties_list.front().code : Code::NORMAL;
}
+4 -3
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@@ -1,12 +1,13 @@
#pragma once
#include <string> // Para string
#include <vector> // Para vector
#include <cstdint> // Para std::uint8_t
#include <string> // Para string
#include <vector> // Para vector
namespace Difficulty {
// --- Enums ---
enum class Code {
enum class Code : std::uint8_t {
EASY = 0, // Dificultad fácil
NORMAL = 1, // Dificultad normal
HARD = 2, // Dificultad difícil
+1 -1
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@@ -21,7 +21,7 @@ class EnterName {
void removeLastCharacter(); // Elimina el último carácter del nombre
auto getFinalName() -> std::string; // Obtiene el nombre final (o aleatorio si vacío)
[[nodiscard]] auto getCurrentName() const -> std::string { return name_; } // Obtiene el nombre actual en proceso
[[nodiscard]] auto getCurrentName() const -> const std::string& { return name_; } // Obtiene el nombre actual en proceso
[[nodiscard]] auto getSelectedCharacter(int offset = 0) const -> std::string; // Devuelve el carácter seleccionado con offset relativo
[[nodiscard]] auto getCarousel(int size) const -> std::string; // Devuelve el carrusel de caracteres (size debe ser impar)
[[nodiscard]] auto getSelectedIndex() const -> int { return selected_index_; } // Obtiene el índice del carácter seleccionado
+3 -2
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@@ -1,6 +1,7 @@
#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/smart_sprite.hpp" // Para SmartSprite
@@ -36,7 +37,7 @@ class GameLogo {
private:
// --- Enums ---
enum class Status {
enum class Status : std::uint8_t {
DISABLED, // Deshabilitado
MOVING, // En movimiento
SHAKING, // Temblando
+11 -23
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@@ -2,14 +2,13 @@
#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 <array> // Para array
#include <functional> // Para identity
#include <iomanip> // Para std::setw, std::setfill
#include <iostream> // Para std::cout
#include <iterator> // Para distance
#include <ranges> // Para __find_if_fn, find_if
#include <utility> // Para move
#include <algorithm> // Para sort, ranges::find_if, ranges::sort
#include <array> // Para array
#include <iomanip> // Para std::setw, std::setfill
#include <iostream> // Para std::cout
#include <iterator> // Para distance
#include <numeric> // Para accumulate
#include <utility> // Para move
#include "utils/utils.hpp" // Para getFileName
@@ -260,22 +259,11 @@ auto ManageHiScoreTable::verifyChecksum(SDL_IOStream* file, const std::string& f
// Calcula checksum de la tabla
auto ManageHiScoreTable::calculateChecksum(const Table& table) -> unsigned int {
unsigned int checksum = 0x12345678; // Magic seed
for (const auto& entry : table) {
// Checksum del score
return std::accumulate(table.begin(), table.end(), 0x12345678U, [](unsigned int checksum, const auto& entry) {
checksum = ((checksum << 5) + checksum) + static_cast<unsigned int>(entry.score);
// Checksum del nombre
for (char c : entry.name) {
checksum = ((checksum << 5) + checksum) + static_cast<unsigned int>(c);
}
// Checksum de one_credit_complete
checksum = ((checksum << 5) + checksum) + (entry.one_credit_complete ? 1U : 0U);
}
return checksum;
checksum = std::accumulate(entry.name.begin(), entry.name.end(), checksum, [](unsigned int acc, char c) { return ((acc << 5) + acc) + static_cast<unsigned int>(c); });
return ((checksum << 5) + checksum) + (entry.one_credit_complete ? 1U : 0U);
});
}
// Guarda la tabla en un fichero
+11 -11
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@@ -79,7 +79,7 @@ Scoreboard::Scoreboard()
fillBackgroundTexture();
// 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);
}
@@ -337,13 +337,13 @@ void Scoreboard::render() {
void Scoreboard::setColor(Color color) {
// Actualiza las variables de colores
color_ = color;
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_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;
// Aplica los colores
power_meter_sprite_->getTexture()->setColor(text_color2_);
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
@@ -383,9 +383,9 @@ void Scoreboard::fillPanelTextures() {
}
// 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();
background_color = color_.LERP(target_color, pulse_intensity);
background_color = color_.lerp(target_color, pulse_intensity);
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
void Scoreboard::renderSeparator() {
// 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_RenderLine(renderer_, 0, 0, rect_.w, 0);
}
@@ -724,7 +724,7 @@ void Scoreboard::renderSeparator() {
// Pinta el carrusel de caracteres con efecto de color LERP y animación suave
void Scoreboard::renderCarousel(size_t panel_index, int center_x, int y) {
// Obtener referencia a EnterName
EnterName* enter_name = enter_name_ref_.at(panel_index);
const EnterName* enter_name = enter_name_ref_.at(panel_index);
if (enter_name == nullptr) {
return;
}
@@ -755,7 +755,7 @@ void Scoreboard::renderCarousel(size_t panel_index, int center_x, int y) {
}
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)
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) {
// Letra central → transiciona hacia animated_color_
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 {
// Letras alejadas → degradan hacia color_ base
float base_lerp = (DISTANCE_FROM_CENTER - 0.5F) / (HALF_VISIBLE - 0.5F);
base_lerp = std::min(base_lerp, 1.0F);
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
+3 -2
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@@ -4,6 +4,7 @@
#include <array> // Para array
#include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string, basic_string
#include <vector> // Para vector
@@ -21,14 +22,14 @@ class Texture;
class Scoreboard {
public:
// --- Enums ---
enum class Id : size_t {
enum class Id : std::uint8_t {
LEFT = 0,
CENTER = 1,
RIGHT = 2,
SIZE = 3
};
enum class Mode : int {
enum class Mode : std::uint8_t {
SCORE,
STAGE_INFO,
CONTINUE,
+2 -5
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@@ -3,6 +3,7 @@
#include <algorithm> // Para max, min
#include <exception> // Para exception
#include <fstream> // Para basic_istream, basic_ifstream, ifstream, stringstream
#include <numeric> // Para accumulate
#include <sstream> // Para basic_stringstream
#include <utility> // Para move
@@ -282,11 +283,7 @@ auto StageManager::getPowerNeededForCurrentStage() const -> int {
}
auto StageManager::getTotalPowerNeededToCompleteGame() const -> int {
int total_power_needed = 0;
for (const auto& stage : stages_) {
total_power_needed += stage.getPowerToComplete();
}
return total_power_needed;
return std::accumulate(stages_.begin(), stages_.end(), 0, [](int total, const auto& stage) { return total + stage.getPowerToComplete(); });
}
auto StageManager::getPowerNeededToReachStage(size_t target_stage_index) const -> int {
+3 -2
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@@ -1,6 +1,7 @@
#pragma once
#include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <functional> // Para function
#include <optional> // Para optional
#include <string> // Para basic_string, string
@@ -9,12 +10,12 @@
#include "core/system/stage_interface.hpp" // for IStageInfo
// --- Enums ---
enum class PowerCollectionState {
enum class PowerCollectionState : std::uint8_t {
ENABLED, // Recolección habilitada
DISABLED // Recolección deshabilitada
};
enum class StageStatus {
enum class StageStatus : std::uint8_t {
LOCKED, // Fase bloqueada
IN_PROGRESS, // Fase en progreso
COMPLETED // Fase completada
+127 -242
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@@ -2,7 +2,7 @@
#include <SDL3/SDL.h> // Para SDL_ScaleMode, SDL_LogCategory, SDL_LogError, SDL_LogInfo, SDL_LogWarn
#include <algorithm> // Para clamp
#include <algorithm> // Para clamp, ranges::find_if
#include <cstddef> // Para size_t
#include <fstream> // Para ifstream, ofstream
#include <iostream> // Para std::cout
@@ -26,12 +26,12 @@ namespace Options {
Keyboard keyboard; // Opciones para el teclado
PendingChanges pending_changes; // Opciones que se aplican al cerrar
std::vector<PostFXPreset> postfx_presets = {
{"CRT", 0.15F, 0.7F, 0.2F, 0.5F, 0.1F, 0.0F, 0.0F, 0.0F},
{"NTSC", 0.4F, 0.5F, 0.2F, 0.3F, 0.3F, 0.0F, 0.6F, 0.0F},
{"Curved", 0.5F, 0.6F, 0.1F, 0.4F, 0.4F, 0.8F, 0.0F, 0.0F},
{"Scanlines", 0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F},
{"Subtle", 0.3F, 0.4F, 0.05F, 0.0F, 0.2F, 0.0F, 0.0F, 0.0F},
{"CRT Live", 0.15F, 0.6F, 0.3F, 0.3F, 0.1F, 0.0F, 0.4F, 0.8F},
{.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},
{.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},
{.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},
{.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},
{.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},
{.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::vector<CrtPiPreset> crtpi_presets;
@@ -50,11 +50,17 @@ namespace Options {
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
static void parseFloatField(const fkyaml::node& node, const std::string& key, float& target) {
if (node.contains(key)) {
try {
target = node[key].get_value<float>();
} catch (...) {}
// Llig un camp opcional d'un node YAML. Si no existeix, no toca `target`.
// Si existeix però el tipus no encaixa, manté el valor previ i avisa per stderr
// (un fitxer de configuració parcialment malformat no ha de tombar l'arrencada,
// però l'usuari ha de saber quin camp ha quedat ignorat).
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")) {
preset.name = p["name"].get_value<std::string>();
}
parseFloatField(p, "vignette", preset.vignette);
parseFloatField(p, "scanlines", preset.scanlines);
parseFloatField(p, "chroma", preset.chroma);
parseFloatField(p, "mask", preset.mask);
parseFloatField(p, "gamma", preset.gamma);
parseFloatField(p, "curvature", preset.curvature);
parseFloatField(p, "bleeding", preset.bleeding);
parseFloatField(p, "flicker", preset.flicker);
parseField(p, "vignette", preset.vignette);
parseField(p, "scanlines", preset.scanlines);
parseField(p, "chroma", preset.chroma);
parseField(p, "mask", preset.mask);
parseField(p, "gamma", preset.gamma);
parseField(p, "curvature", preset.curvature);
parseField(p, "bleeding", preset.bleeding);
parseField(p, "flicker", preset.flicker);
postfx_presets.push_back(preset);
}
}
@@ -212,24 +218,6 @@ namespace Options {
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
static void populateDefaultCrtPiPresets() {
crtpi_presets.clear();
@@ -289,20 +277,20 @@ namespace Options {
if (p.contains("name")) {
preset.name = p["name"].get_value<std::string>();
}
parseFloatField(p, "scanline_weight", preset.scanline_weight);
parseFloatField(p, "scanline_gap_brightness", preset.scanline_gap_brightness);
parseFloatField(p, "bloom_factor", preset.bloom_factor);
parseFloatField(p, "input_gamma", preset.input_gamma);
parseFloatField(p, "output_gamma", preset.output_gamma);
parseFloatField(p, "mask_brightness", preset.mask_brightness);
parseFloatField(p, "curvature_x", preset.curvature_x);
parseFloatField(p, "curvature_y", preset.curvature_y);
parseIntField(p, "mask_type", preset.mask_type);
parseBoolField(p, "enable_scanlines", preset.enable_scanlines);
parseBoolField(p, "enable_multisample", preset.enable_multisample);
parseBoolField(p, "enable_gamma", preset.enable_gamma);
parseBoolField(p, "enable_curvature", preset.enable_curvature);
parseBoolField(p, "enable_sharper", preset.enable_sharper);
parseField(p, "scanline_weight", preset.scanline_weight);
parseField(p, "scanline_gap_brightness", preset.scanline_gap_brightness);
parseField(p, "bloom_factor", preset.bloom_factor);
parseField(p, "input_gamma", preset.input_gamma);
parseField(p, "output_gamma", preset.output_gamma);
parseField(p, "mask_brightness", preset.mask_brightness);
parseField(p, "curvature_x", preset.curvature_x);
parseField(p, "curvature_y", preset.curvature_y);
parseField(p, "mask_type", preset.mask_type);
parseField(p, "enable_scanlines", preset.enable_scanlines);
parseField(p, "enable_multisample", preset.enable_multisample);
parseField(p, "enable_gamma", preset.enable_gamma);
parseField(p, "enable_curvature", preset.enable_curvature);
parseField(p, "enable_sharper", preset.enable_sharper);
crtpi_presets.push_back(preset);
}
}
@@ -353,98 +341,46 @@ namespace Options {
void loadWindowFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("window")) { return; }
const auto& win = yaml["window"];
if (win.contains("zoom")) {
try {
int val = win["zoom"].get_value<int>();
window.zoom = (val > 0) ? val : window.zoom;
} catch (...) {}
}
int zoom = window.zoom;
parseField(win, "zoom", zoom);
window.zoom = (zoom > 0) ? zoom : window.zoom;
}
void loadVideoFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("video")) { return; }
const auto& vid = yaml["video"];
if (vid.contains("fullscreen")) {
try {
video.fullscreen = vid["fullscreen"].get_value<bool>();
} catch (...) {}
}
if (vid.contains("scale_mode")) {
try {
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 (...) {}
}
parseField(vid, "fullscreen", video.fullscreen);
parseField(vid, "vsync", video.vsync);
parseField(vid, "integer_scale", video.integer_scale);
int scale_mode_int = static_cast<int>(video.scale_mode);
parseField(vid, "scale_mode", scale_mode_int);
video.scale_mode = static_cast<SDL_ScaleMode>(scale_mode_int);
// --- GPU ---
if (vid.contains("gpu")) {
const auto& gpu_node = vid["gpu"];
if (gpu_node.contains("acceleration")) {
try {
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 (...) {}
}
parseField(gpu_node, "acceleration", video.gpu.acceleration);
parseField(gpu_node, "preferred_driver", video.gpu.preferred_driver);
}
// --- Shader config ---
if (vid.contains("shader")) {
const auto& sh = vid["shader"];
if (sh.contains("enabled")) {
try {
video.shader.enabled = sh["enabled"].get_value<bool>();
} catch (...) {}
}
if (sh.contains("current_shader")) {
try {
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 (...) {}
parseField(sh, "enabled", video.shader.enabled);
parseField(sh, "postfx_preset", video.shader.current_postfx_preset_name);
parseField(sh, "crtpi_preset", video.shader.current_crtpi_preset_name);
std::string shader_name;
parseField(sh, "current_shader", shader_name);
if (!shader_name.empty()) {
video.shader.current_shader = (shader_name == "crtpi") ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX;
}
}
// --- Supersampling ---
if (vid.contains("supersampling")) {
const auto& ss_node = vid["supersampling"];
if (ss_node.contains("enabled")) {
try {
video.supersampling.enabled = ss_node["enabled"].get_value<bool>();
} 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 (...) {}
}
parseField(ss_node, "enabled", video.supersampling.enabled);
parseField(ss_node, "linear_upscale", video.supersampling.linear_upscale);
parseField(ss_node, "downscale_algo", video.supersampling.downscale_algo);
}
}
@@ -452,50 +388,30 @@ namespace Options {
if (!yaml.contains("audio")) { return; }
const auto& aud = yaml["audio"];
if (aud.contains("enabled")) {
try {
audio.enabled = aud["enabled"].get_value<bool>();
} catch (...) {}
}
if (aud.contains("volume")) {
try {
audio.volume = std::clamp(aud["volume"].get_value<float>(), 0.0F, 1.0F);
} catch (...) {}
}
parseField(aud, "enabled", audio.enabled);
parseField(aud, "volume", audio.volume);
audio.volume = std::clamp(audio.volume, 0.0F, 1.0F);
if (aud.contains("music")) {
const auto& mus = aud["music"];
if (mus.contains("enabled")) {
try {
audio.music.enabled = mus["enabled"].get_value<bool>();
} catch (...) {}
}
if (mus.contains("volume")) {
try {
audio.music.volume = std::clamp(mus["volume"].get_value<float>(), 0.0F, 1.0F);
} catch (...) {}
}
parseField(mus, "enabled", audio.music.enabled);
parseField(mus, "volume", audio.music.volume);
audio.music.volume = std::clamp(audio.music.volume, 0.0F, 1.0F);
}
if (aud.contains("sound")) {
const auto& snd = aud["sound"];
if (snd.contains("enabled")) {
try {
audio.sound.enabled = snd["enabled"].get_value<bool>();
} catch (...) {}
}
if (snd.contains("volume")) {
try {
audio.sound.volume = std::clamp(snd["volume"].get_value<float>(), 0.0F, 1.0F);
} catch (...) {}
}
parseField(snd, "enabled", audio.sound.enabled);
parseField(snd, "volume", audio.sound.volume);
audio.sound.volume = std::clamp(audio.sound.volume, 0.0F, 1.0F);
}
}
void loadLoadingFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("loading")) { return; }
const auto& ld = yaml["loading"];
parseBoolField(ld, "show", loading.show);
parseBoolField(ld, "show_resource_name", loading.show_resource_name);
parseBoolField(ld, "wait_for_input", loading.wait_for_input);
parseField(ld, "show", loading.show);
parseField(ld, "show_resource_name", loading.show_resource_name);
parseField(ld, "wait_for_input", loading.wait_for_input);
}
void loadGameFromYaml(const fkyaml::node& yaml) {
@@ -503,37 +419,23 @@ namespace Options {
const auto& game = yaml["game"];
if (game.contains("language")) {
try {
auto lang = static_cast<Lang::Code>(game["language"].get_value<int>());
if (lang == Lang::Code::ENGLISH || lang == Lang::Code::VALENCIAN || lang == Lang::Code::SPANISH) {
settings.language = lang;
} else {
settings.language = Lang::Code::ENGLISH;
}
pending_changes.new_language = settings.language;
} catch (...) {}
int lang_int = static_cast<int>(settings.language);
parseField(game, "language", lang_int);
const auto LANG = static_cast<Lang::Code>(lang_int);
settings.language = (LANG == Lang::Code::ENGLISH || LANG == Lang::Code::VALENCIAN || LANG == Lang::Code::SPANISH)
? LANG
: Lang::Code::ENGLISH;
pending_changes.new_language = settings.language;
}
if (game.contains("difficulty")) {
try {
settings.difficulty = static_cast<Difficulty::Code>(game["difficulty"].get_value<int>());
pending_changes.new_difficulty = settings.difficulty;
} catch (...) {}
}
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 (...) {}
int diff_int = static_cast<int>(settings.difficulty);
parseField(game, "difficulty", diff_int);
settings.difficulty = static_cast<Difficulty::Code>(diff_int);
pending_changes.new_difficulty = settings.difficulty;
}
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) {
@@ -543,25 +445,14 @@ namespace Options {
size_t i = 0;
for (const auto& ctrl : controllers) {
if (i >= GamepadManager::size()) { break; }
if (ctrl.contains("name")) {
try {
gamepad_manager[i].name = ctrl["name"].get_value<std::string>();
} catch (...) {}
}
if (ctrl.contains("path")) {
try {
gamepad_manager[i].path = ctrl["path"].get_value<std::string>();
} 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 (...) {}
parseField(ctrl, "name", gamepad_manager[i].name);
parseField(ctrl, "path", gamepad_manager[i].path);
int player_int = 0;
parseField(ctrl, "player", player_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;
}
++i;
}
@@ -570,11 +461,9 @@ namespace Options {
void loadKeyboardFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("keyboard")) { return; }
const auto& kb = yaml["keyboard"];
if (kb.contains("player")) {
try {
keyboard.player_id = static_cast<Player::Id>(kb["player"].get_value<int>());
} catch (...) {}
}
int player_int = static_cast<int>(keyboard.player_id);
parseField(kb, "player", player_int);
keyboard.player_id = static_cast<Player::Id>(player_int);
}
// Carga el fichero de configuración
@@ -595,11 +484,7 @@ namespace Options {
// Comprobar versión: si no coincide, regenerar config por defecto
int file_version = 0;
if (yaml.contains("version")) {
try {
file_version = yaml["version"].get_value<int>();
} catch (...) {}
}
parseField(yaml, "version", file_version);
if (file_version != Settings::CURRENT_CONFIG_VERSION) {
std::cout << "Config version " << file_version << " != expected " << Settings::CURRENT_CONFIG_VERSION << ". Recreating defaults." << '\n';
init();
@@ -820,14 +705,14 @@ namespace Options {
continue;
}
for (const auto& physical_gamepad : physical_gamepads) {
if (physical_gamepad->path == desired_path && !isGamepadAssigned(physical_gamepad, assigned_instances)) {
gamepads_[i].instance = physical_gamepad;
gamepads_[i].name = physical_gamepad->name;
assigned_instances.push_back(physical_gamepad);
break;
}
const auto IT = std::ranges::find_if(physical_gamepads,
[&desired_path, &assigned_instances](const auto& pg) {
return pg->path == desired_path && !isGamepadAssigned(pg, assigned_instances);
});
if (IT != physical_gamepads.end()) {
gamepads_[i].instance = *IT;
gamepads_[i].name = (*IT)->name;
assigned_instances.push_back(*IT);
}
}
}
@@ -849,15 +734,15 @@ namespace Options {
continue;
}
for (const auto& physical_gamepad : physical_gamepads) {
if (physical_gamepad->name == desired_name && !isGamepadAssigned(physical_gamepad, assigned_instances)) {
gamepads_[i].instance = physical_gamepad;
gamepads_[i].name = physical_gamepad->name;
gamepads_[i].path = physical_gamepad->path;
assigned_instances.push_back(physical_gamepad);
break;
}
const auto IT = std::ranges::find_if(physical_gamepads,
[&desired_name, &assigned_instances](const auto& pg) {
return pg->name == desired_name && !isGamepadAssigned(pg, assigned_instances);
});
if (IT != physical_gamepads.end()) {
gamepads_[i].instance = *IT;
gamepads_[i].name = (*IT)->name;
gamepads_[i].path = (*IT)->path;
assigned_instances.push_back(*IT);
}
}
}
@@ -871,15 +756,15 @@ namespace Options {
continue;
}
for (const auto& physical_gamepad : physical_gamepads) {
if (!isGamepadAssigned(physical_gamepad, assigned_instances)) {
gamepads_[i].instance = physical_gamepad;
gamepads_[i].name = physical_gamepad->name;
gamepads_[i].path = physical_gamepad->path;
assigned_instances.push_back(physical_gamepad);
break;
}
const auto IT = std::ranges::find_if(physical_gamepads,
[&assigned_instances](const auto& pg) {
return !isGamepadAssigned(pg, assigned_instances);
});
if (IT != physical_gamepads.end()) {
gamepads_[i].instance = *IT;
gamepads_[i].name = (*IT)->name;
gamepads_[i].path = (*IT)->path;
assigned_instances.push_back(*IT);
}
}
}
+1 -1
View File
@@ -141,7 +141,7 @@ namespace Options {
std::string path; // Ruta física del dispositivo
Player::Id player_id; // Jugador asociado al mando
Gamepad(Player::Id custom_player_id = Player::Id::NO_PLAYER)
explicit Gamepad(Player::Id custom_player_id = Player::Id::NO_PLAYER)
: player_id(custom_player_id) {}
};
+4 -3
View File
@@ -683,10 +683,11 @@ void Credits::startCredits() {
init_right_x_ = static_cast<int>(right_black_rect_.x);
// Objetivos
const int CENTER_X = param.game.game_area.center_x;
int top_target_h = param.game.game_area.center_y - 1;
int bottom_target_y = param.game.game_area.center_y + 1;
int left_target_w = param.game.game_area.center_x;
int right_target_x = param.game.game_area.center_x;
int left_target_w = CENTER_X;
int right_target_x = CENTER_X;
// Pasos verticales
int pasos_top = std::max(0, top_target_h - init_top_h_);
@@ -725,7 +726,7 @@ void Credits::drawBorderRect() {
return; // no dibujar
}
const Color COLOR = color_.LIGHTEN();
const Color COLOR = color_.lighten();
SDL_Renderer* rdr = Screen::get()->getRenderer();
SDL_SetRenderDrawColor(rdr, COLOR.r, COLOR.g, COLOR.b, 0xFF);
+16 -31
View File
@@ -16,7 +16,6 @@
#include "core/audio/audio.hpp" // Para Audio
#include "core/input/global_inputs.hpp" // Para check
#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/locale/lang.hpp" // Para getText
#include "core/rendering/background.hpp" // Para Background
@@ -341,7 +340,7 @@ void Game::updateStage() {
// Modificar color de fondo en la 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);
}
}
@@ -801,7 +800,7 @@ void Game::renderPathSprites() {
}
// Acciones a realizar cuando el jugador colisiona con un globo
void Game::handlePlayerCollision(std::shared_ptr<Player>& player, std::shared_ptr<Balloon>& balloon) {
void Game::handlePlayerCollision(std::shared_ptr<Player>& player, const std::shared_ptr<Balloon>& balloon) {
if (!player->isPlaying() || player->isInvulnerable()) {
return; // Si no está jugando o tiene inmunidad, no hace nada
}
@@ -1243,18 +1242,6 @@ auto Game::getPlayer(Player::Id id) -> std::shared_ptr<Player> {
return nullptr;
}
// Obtiene un controlador a partir del "id" del jugador
auto Game::getController(Player::Id player_id) -> int {
switch (player_id) {
case Player::Id::PLAYER1:
return 0;
case Player::Id::PLAYER2:
return 1;
default:
return -1;
}
}
// Gestiona la entrada durante el juego
void Game::checkInput() {
Input::get()->update();
@@ -1293,11 +1280,12 @@ void Game::checkInput() {
// Verifica si alguno de los controladores ha solicitado una pausa y actualiza el estado de pausa del juego.
void Game::checkPauseInput() {
// Comprueba los mandos
for (const auto& gamepad : input_->getGamepads()) {
if (input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) {
pause_manager_->togglePlayerPause();
return;
}
const auto& gamepads = input_->getGamepads();
if (std::ranges::any_of(gamepads, [this](const auto& gamepad) {
return input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad);
})) {
pause_manager_->togglePlayerPause();
return;
}
// Comprueba el teclado
@@ -1973,7 +1961,7 @@ void Game::playSound(const std::string& name) const {
return;
}
static auto* audio_ = Audio::get();
static const auto* audio_ = Audio::get();
audio_->playSound(name);
}
@@ -2048,9 +2036,7 @@ void Game::handleGameOverEvents() {
void Game::buildPlayerDrawList(const Players& elements, Players& draw_list) {
draw_list.clear();
draw_list.reserve(elements.size());
for (const auto& e : elements) {
draw_list.push_back(e); // copia el shared_ptr
}
std::ranges::copy(elements, std::back_inserter(draw_list));
std::ranges::stable_sort(draw_list, [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) -> bool {
return a->getZOrder() < b->getZOrder();
});
@@ -2154,8 +2140,8 @@ void Game::autoplayHandleInput() {
// Comprueba los eventos en el modo DEBUG
void Game::handleDebugEvents(const SDL_Event& event) {
static int formation_id_ = 0;
if (event.type == SDL_EVENT_KEY_DOWN && static_cast<int>(event.key.repeat) == 0) {
static int formation_id_ = 0;
switch (event.key.key) {
case SDLK_1: { // Crea una powerball
balloon_manager_->createPowerBall();
@@ -2196,12 +2182,11 @@ void Game::handleDebugEvents(const SDL_Event& event) {
break;
}
case SDLK_8: {
for (const auto& player : players_) {
if (player->isPlaying()) {
createItem(ItemType::COFFEE_MACHINE, player->getPosX(), param.game.game_area.rect.y - Item::COFFEE_MACHINE_HEIGHT);
coffee_machine_enabled_ = true;
break;
}
const auto IT = std::ranges::find_if(players_,
[](const auto& player) { return player->isPlaying(); });
if (IT != players_.end()) {
createItem(ItemType::COFFEE_MACHINE, (*IT)->getPosX(), param.game.game_area.rect.y - Item::COFFEE_MACHINE_HEIGHT);
coffee_machine_enabled_ = true;
}
break;
}
+10 -10
View File
@@ -2,10 +2,11 @@
#include <SDL3/SDL.h> // Para SDL_Event, SDL_Renderer, SDL_Texture, Uint64
#include <list> // Para list
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector
#include <cstdint> // Para std::uint8_t
#include <list> // Para list
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector
#include "core/system/demo.hpp" // for Demo
#include "game/entities/bullet.hpp" // for Bullet
@@ -31,7 +32,7 @@ class Texture;
struct Path;
namespace Difficulty {
enum class Code;
enum class Code : std::uint8_t;
} // namespace Difficulty
// --- Clase Game: núcleo principal del gameplay ---
@@ -71,7 +72,7 @@ class Game {
using Players = std::vector<std::shared_ptr<Player>>;
// --- Enums ---
enum class State {
enum class State : std::uint8_t {
FADE_IN, // Transición de entrada
ENTERING_PLAYER, // Jugador entrando
SHOWING_GET_READY_MESSAGE, // Mostrando mensaje de preparado
@@ -227,7 +228,6 @@ class Game {
void updatePlayers(float delta_time); // Actualiza las variables y estados de los jugadores
void renderPlayers(); // Renderiza todos los jugadores en pantalla
auto getPlayer(Player::Id id) -> std::shared_ptr<Player>; // Obtiene un jugador por su identificador
static auto getController(Player::Id player_id) -> int; // Obtiene el controlador asignado a un jugador
// --- Estado de jugadores ---
void checkAndUpdatePlayerStatus(int active_player_index, int inactive_player_index); // Actualiza estado entre jugadores
@@ -237,9 +237,9 @@ class Game {
auto allPlayersAreNotPlaying() -> bool; // Verifica si ningún jugador está activo
// --- Colisiones de jugadores ---
void handlePlayerCollision(std::shared_ptr<Player>& player, std::shared_ptr<Balloon>& balloon); // Procesa colisión de jugador con globo
auto checkPlayerBalloonCollision(std::shared_ptr<Player>& player) -> std::shared_ptr<Balloon>; // Detecta colisión jugador-globo
void checkPlayerItemCollision(std::shared_ptr<Player>& player); // Detecta colisión jugador-ítem
void handlePlayerCollision(std::shared_ptr<Player>& player, const std::shared_ptr<Balloon>& balloon); // Procesa colisión de jugador con globo
auto checkPlayerBalloonCollision(std::shared_ptr<Player>& player) -> std::shared_ptr<Balloon>; // Detecta colisión jugador-globo
void checkPlayerItemCollision(std::shared_ptr<Player>& player); // Detecta colisión jugador-ítem
// --- Sistema de entrada (input) ---
void checkInput(); // Gestiona toda la entrada durante el juego
+19 -23
View File
@@ -178,22 +178,17 @@ void HiScoreTable::updateFade(float delta_time) {
// Convierte un entero a un string con separadores de miles
auto HiScoreTable::format(int number) -> std::string {
const std::string SEPARATOR = ".";
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;
auto i = 0;
while (index >= 0) {
result = SCORE.at(index) + result;
index--;
i++;
if (i == 3) {
i = 0;
result = SEPARATOR + result;
result.reserve(SIZE + (SIZE / 3));
for (size_t i = 0; i < SIZE; ++i) {
if (i > 0 && (SIZE - i) % 3 == 0) {
result += '.';
}
result += SCORE[i];
}
return result;
}
@@ -215,7 +210,7 @@ void HiScoreTable::createSprites() {
const int FIRST_LINE = (param.game.height - SIZE) / 2;
// 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);
// 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 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 ? " }" : "";
std::string dots;
for (int j = 0; std::cmp_less(j, NUM_DOTS); ++j) {
dots = dots + ".";
}
const auto LINE = TABLE_POSITION + Options::settings.hi_score_table.at(i).name + dots + SCORE + ONE_CC;
const std::string DOTS(NUM_DOTS, '.');
std::string line = TABLE_POSITION;
line += Options::settings.hi_score_table.at(i).name;
line += DOTS;
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 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;
@@ -367,10 +363,10 @@ auto HiScoreTable::getEntryColor(int counter) -> Color {
// Inicializa los colores de las entradas
void HiScoreTable::iniEntryColors() {
entry_colors_.clear();
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(25));
entry_colors_.emplace_back(background_fade_color_.INVERSE());
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(25));
entry_colors_.emplace_back(background_fade_color_.inverse());
}
// Hace brillar los nombres de la tabla de records
@@ -387,7 +383,7 @@ void HiScoreTable::glowEntryNames() {
// Gestiona el contador
void HiScoreTable::updateCounter() {
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);
hiscore_flags_.background_changed = true;
}
+9 -9
View File
@@ -392,17 +392,17 @@ void Intro::initSprites() {
const CardConfig CARD_CONFIGS[] = {
// 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
{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
{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
{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
{-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)
{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
@@ -534,15 +534,15 @@ void Intro::updatePostState() {
if (ELAPSED_TIME >= POST_BG_STOP_DELAY_S) {
tiled_bg_->stopGracefully();
if (!bg_color_.IS_EQUAL_TO(param.title.bg_color)) {
bg_color_ = bg_color_.APPROACH_TO(param.title.bg_color, 1);
if (!bg_color_.isEqualTo(param.title.bg_color)) {
bg_color_ = bg_color_.approachTo(param.title.bg_color, 1);
}
tiled_bg_->setColor(bg_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;
state_start_time_ = SDL_GetTicks() / 1000.0F;
}
+5 -4
View File
@@ -2,8 +2,9 @@
#include <SDL3/SDL.h> // Para Uint32, Uint64
#include <memory> // Para unique_ptr
#include <vector> // Para vector
#include <cstdint> // Para std::uint8_t
#include <memory> // Para unique_ptr
#include <vector> // Para vector
#include "core/rendering/sprite/card_sprite.hpp" // Para CardSprite
#include "core/rendering/tiled_bg.hpp" // Para TiledBG
@@ -79,12 +80,12 @@ class Intro {
static constexpr double CARD_ANGLE_5 = -7.0;
// --- Estados internos ---
enum class State {
enum class State : std::uint8_t {
SCENES,
POST,
};
enum class PostState {
enum class PostState : std::uint8_t {
STOP_BG,
END,
};
+2 -2
View File
@@ -14,6 +14,6 @@ class Preload {
~Preload() = default;
// --- Callbacks para el bucle SDL_MAIN_USE_CALLBACKS ---
void iterate(); // Repinta la barra de progreso
void handleEvent(const SDL_Event& event); // Detecta pulsación en modo wait_for_input
static void iterate(); // Repinta la barra de progreso
static void handleEvent(const SDL_Event& event); // Detecta pulsación en modo wait_for_input
};
+3 -5
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 <ranges> // Para __find_if_fn, find_if
#include <string> // Para basic_string, char_traits, operator+, to_string, string
#include <vector> // Para vector
#include "core/audio/audio.hpp" // Para Audio
#include "core/input/global_inputs.hpp" // Para check
#include "core/input/input.hpp" // Para Input
#include "core/input/input_types.hpp" // Para InputAction
#include "core/locale/lang.hpp" // Para getText
#include "core/rendering/fade.hpp" // Para Fade
#include "core/rendering/screen.hpp" // Para Screen
@@ -245,9 +243,6 @@ void Title::run() {
}
}
// Reinicia el contador interno
void Title::resetCounter() { counter_time_ = 0.0F; }
// Intercambia la asignación de mandos a los jugadores
void Title::swapControllers() {
if (Input::get()->getNumGamepads() == 0) {
@@ -303,6 +298,9 @@ void Title::updateFade() {
Section::options = Section::Options::GAME_PLAY_BOTH;
Audio::get()->stopMusic();
break;
default:
break; // COMBO és un bitmask 2-bit (0..3); arribar ací és impossible.
}
}
}
+2 -2
View File
@@ -2,6 +2,7 @@
#include <SDL3/SDL.h> // Para SDL_Keycode, SDL_Event, Uint64
#include <cstdint> // Para std::uint8_t
#include <memory> // Para shared_ptr, unique_ptr
#include <string_view> // Para string_view
#include <vector> // Para vector
@@ -69,7 +70,7 @@ class Title {
static constexpr bool ALLOW_TITLE_ANIMATION_SKIP = false; // Permite saltar la animación del título
// --- Enums ---
enum class State {
enum class State : std::uint8_t {
LOGO_ANIMATING, // El logo está animándose
LOGO_FINISHED, // El logo ha terminado de animarse
START_HAS_BEEN_PRESSED, // Se ha pulsado el botón de start
@@ -107,7 +108,6 @@ class Title {
auto calculateDeltaTime() -> float; // Calcula el tiempo transcurrido desde el último frame
void updateState(float delta_time); // Actualiza el estado actual del título
void setState(State state); // Cambia el estado del título
void resetCounter(); // Reinicia el contador interno
// --- Entrada de usuario ---
void checkEvents(); // Comprueba los eventos
+7 -8
View File
@@ -1,8 +1,11 @@
#pragma once
#include <algorithm> // Para max, clamp
#include <cmath> // Para std::lround
#include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <functional> // Para function
#include <numeric> // Para accumulate
#include <string> // Para allocator, string, basic_string, to_string, operator==, char_traits
#include <utility> // Para move
#include <vector> // Para vector
@@ -15,7 +18,7 @@
class MenuOption {
public:
// --- Enums ---
enum class Behavior {
enum class Behavior : std::uint8_t {
ADJUST, // Solo puede ajustar valor (como IntOption, BoolOption, ListOption)
SELECT, // Solo puede ejecutar acción (como ActionOption, FolderOption)
BOTH // Puede tanto ajustar como ejecutar acción (como ActionListOption)
@@ -118,11 +121,11 @@ class VolumeOption : public MenuOption {
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::ADJUST; }
[[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);
}
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);
*linked_variable_ = static_cast<float>(new_value) / 100.0F;
}
@@ -174,11 +177,7 @@ class ListOption : public MenuOption {
setter_(value_list_[list_index_]);
}
auto getMaxValueWidth(Text* text_renderer) const -> int override {
int max_w = 0;
for (const auto& val : value_list_) {
max_w = std::max(max_w, text_renderer->length(val, -2));
}
return max_w;
return std::accumulate(value_list_.begin(), value_list_.end(), 0, [text_renderer](int max_w, const auto& val) { return std::max(max_w, text_renderer->length(val, -2)); });
}
private:
+3 -32
View File
@@ -69,7 +69,7 @@ void MenuRenderer::render(const ServiceMenu* menu_state) {
SDL_RenderFillRect(Screen::get()->getRenderer(), &rect_);
// 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_RenderRect(Screen::get()->getRenderer(), &rect_);
SDL_RenderRect(Screen::get()->getRenderer(), &border_rect_);
@@ -111,7 +111,7 @@ void MenuRenderer::render(const ServiceMenu* menu_state) {
// Dibuja las opciones
y = options_y_;
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) {
const bool IS_SELECTED = (i == menu_state->getSelectedIndex());
@@ -381,9 +381,7 @@ void MenuRenderer::updatePosition() {
// Resto de métodos (sin cambios significativos)
void MenuRenderer::precalculateMenuWidths(const std::vector<std::unique_ptr<MenuOption>>& all_options, const ServiceMenu* menu_state) { // NOLINT(readability-named-parameter)
for (int& w : group_menu_widths_) {
w = ServiceMenu::MIN_WIDTH;
}
std::ranges::fill(group_menu_widths_, ServiceMenu::MIN_WIDTH);
for (int group = 0; group < 5; ++group) {
auto sg = static_cast<ServiceMenu::SettingsGroup>(group);
int max_option_width = 0;
@@ -433,33 +431,6 @@ auto MenuRenderer::getAnimatedSelectedColor() const -> Color {
static auto color_cycle_ = Colors::generateMirroredCycle(param.service_menu.selected_color, ColorCycleStyle::HUE_WAVE);
return color_cycle_.at(color_counter_ % color_cycle_.size());
}
auto MenuRenderer::setRect(SDL_FRect rect) -> SDL_FRect {
border_rect_ = {.x = rect.x - 1, .y = rect.y + 1, .w = rect.w + 2, .h = rect.h - 2};
return rect;
}
auto MenuRenderer::getTruncatedValueWidth(const std::string& value, int available_width) const -> int {
int value_width = element_text_->length(value, -2);
if (value_width <= available_width) {
return value_width;
}
// Calculamos cuántos caracteres podemos mostrar más los puntos suspensivos
// Estimamos el ancho de los puntos suspensivos como 3 caracteres promedio
int ellipsis_width = element_text_->length("...", -2);
int available_for_text = available_width - ellipsis_width;
if (available_for_text <= 0) {
return ellipsis_width; // Solo mostramos los puntos suspensivos
}
// Calculamos aproximadamente cuántos caracteres caben
float char_width = static_cast<float>(value_width) / value.length();
auto max_chars = static_cast<size_t>(available_for_text / char_width);
// Verificamos el ancho real del texto truncado
std::string truncated = truncateWithEllipsis(value, max_chars);
return element_text_->length(truncated, -2);
}
auto MenuRenderer::getTruncatedValue(const std::string& value, int available_width) const -> std::string {
int value_width = element_text_->length(value, -2);
+9 -7
View File
@@ -4,6 +4,7 @@
#include <array>
#include <cstddef>
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
@@ -17,7 +18,7 @@ class Text;
class MenuRenderer {
public:
// --- 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
FIXED // La esquina superior izquierda coincide con el punto
};
@@ -82,8 +83,10 @@ class MenuRenderer {
// --- Estructuras de Animación ---
struct ResizeAnimation {
bool active = false;
float start_width, start_height;
float target_width, target_height;
float start_width = 0.0F;
float start_height = 0.0F;
float target_width = 0.0F;
float target_height = 0.0F;
float elapsed = 0.0F;
float duration = 0.2F;
@@ -92,12 +95,13 @@ class MenuRenderer {
} resize_animation_;
struct ShowHideAnimation {
enum class Type { NONE,
enum class Type : std::uint8_t { NONE,
SHOWING,
HIDING };
Type type = Type::NONE;
bool active = false;
float target_width, target_height;
float target_width = 0.0F;
float target_height = 0.0F;
float elapsed = 0.0F;
float duration = 0.25F;
@@ -140,8 +144,6 @@ class MenuRenderer {
[[nodiscard]] auto getMenuWidthForGroup(ServiceMenu::SettingsGroup group) const -> int;
[[nodiscard]] auto getAnimatedSelectedColor() const -> Color;
void updateColorCounter();
auto setRect(SDL_FRect rect) -> SDL_FRect;
[[nodiscard]] auto getTruncatedValueWidth(const std::string& value, int available_width) const -> int;
[[nodiscard]] auto getTruncatedValue(const std::string& value, int available_width) const -> std::string;
[[nodiscard]] static auto easeOut(float t) -> float;
[[nodiscard]] auto shouldShowContent() const -> bool;
+6 -7
View File
@@ -2,8 +2,9 @@
#include <SDL3/SDL.h> // Para SDL_RenderFillRect, SDL_FRect, SDL_RenderClear
#include <algorithm> // Para remove_if, min
#include <string> // Para basic_string, string
#include <algorithm> // Para ranges::transform, min
#include <iterator> // Para back_inserter
#include <string> // Para basic_string, string, erase_if
#include <utility>
#include <vector> // Para vector
@@ -77,7 +78,7 @@ void Notifier::playNotificationSoundIfNeeded(const Notification& notification) {
}
void Notifier::updateNotificationState(int index, float delta_time) {
auto& notification = notifications_[index];
const auto& notification = notifications_[index];
switch (notification.state) {
case State::RISING:
@@ -167,7 +168,7 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
}
// Elimina las cadenas vacías
texts.erase(std::ranges::remove_if(texts, [](const std::string& s) -> bool { return s.empty(); }).begin(), texts.end());
std::erase_if(texts, [](const std::string& s) -> bool { return s.empty(); });
// Encuentra la cadena más larga
std::string longest;
@@ -303,8 +304,6 @@ void Notifier::clearAllNotifications() {
auto Notifier::getCodes() -> std::vector<std::string> {
std::vector<std::string> codes;
codes.reserve(notifications_.size());
for (const auto& notification : notifications_) {
codes.emplace_back(notification.code);
}
std::ranges::transform(notifications_, std::back_inserter(codes), [](const auto& notification) { return notification.code; });
return codes;
}
+7 -6
View File
@@ -2,9 +2,10 @@
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_Renderer
#include <memory> // Para shared_ptr
#include <string> // Para basic_string, string
#include <vector> // Para vector
#include <cstdint> // Para std::uint8_t
#include <memory> // Para shared_ptr
#include <string> // Para basic_string, string
#include <vector> // Para vector
#include "utils/color.hpp" // Para stringInVector, Color
#include "utils/utils.hpp"
@@ -17,7 +18,7 @@ class Texture;
class Notifier {
public:
// --- Enums ---
enum class Position {
enum class Position : std::uint8_t {
TOP, // Parte superior
BOTTOM, // Parte inferior
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)
// --- Enums privados ---
enum class State {
enum class State : std::uint8_t {
RISING, // Apareciendo
STAY, // Visible
VANISHING, // Desapareciendo
FINISHED, // Terminada
};
enum class Shape {
enum class Shape : std::uint8_t {
ROUNDED, // Forma redondeada
SQUARED, // Forma cuadrada
};
+126 -128
View File
@@ -1,11 +1,13 @@
#include "game/ui/service_menu.hpp"
#include <algorithm>
#include <iterator>
#include <numeric>
#include <utility>
#include "core/audio/audio.hpp" // Para Audio
#include "core/input/define_buttons.hpp" // Para DefineButtons
#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/rendering/screen.hpp" // Para Screen
#include "core/resources/resource.hpp" // Para Resource
@@ -175,7 +177,7 @@ void ServiceMenu::selectOption() {
return;
}
if (auto* folder = dynamic_cast<FolderOption*>(selected_option)) {
if (const auto* folder = dynamic_cast<const FolderOption*>(selected_option)) {
previous_settings_group_ = current_settings_group_;
current_settings_group_ = folder->getTargetGroup();
selected_ = 0;
@@ -200,9 +202,8 @@ void ServiceMenu::updateDisplayOptions() {
void ServiceMenu::updateOptionPairs() {
option_pairs_.clear();
for (const auto& option : display_options_) {
option_pairs_.emplace_back(option->getCaption(), option->getValueAsString());
}
option_pairs_.reserve(display_options_.size());
std::ranges::transform(display_options_, std::back_inserter(option_pairs_), [](const auto* option) { return std::pair{option->getCaption(), option->getValueAsString()}; });
}
void ServiceMenu::updateMenu() {
@@ -250,12 +251,9 @@ void ServiceMenu::applySettingsSettings() {
}
auto ServiceMenu::getOptionByCaption(const std::string& caption) const -> MenuOption* {
for (const auto& option : options_) {
if (option->getCaption() == caption) {
return option.get();
}
}
return nullptr;
const auto IT = std::ranges::find_if(options_,
[&caption](const auto& option) { return option->getCaption() == caption; });
return IT != options_.end() ? IT->get() : nullptr;
}
// --- Getters y otros ---
@@ -273,20 +271,23 @@ auto ServiceMenu::getCurrentGroupAlignment() const -> ServiceMenu::GroupAlignmen
}
auto ServiceMenu::countOptionsInGroup(SettingsGroup group) const -> size_t {
size_t count = 0;
for (const auto& option : options_) {
if (option->getGroup() == group && !option->isHidden()) {
count++;
}
}
return count;
return std::ranges::count_if(options_,
[group](const auto& option) { return option->getGroup() == group && !option->isHidden(); });
}
// Inicializa todas las opciones del menú
void ServiceMenu::initializeOptions() {
options_.clear();
addControlsOptions();
addVideoOptions();
addAudioOptions();
addSettingsOptions();
addSystemOptions();
addMainMenuOptions();
setHiddenOptions();
}
// CONTROLS - Usando ActionListOption para mandos
void ServiceMenu::addControlsOptions() {
options_.push_back(std::make_unique<ActionListOption>(
Lang::getText("[SERVICE_MENU] CONTROLLER1"),
SettingsGroup::CONTROLS,
@@ -298,9 +299,8 @@ void ServiceMenu::initializeOptions() {
Options::gamepad_manager.assignGamepadToPlayer(Player::Id::PLAYER1, Input::get()->getGamepadByName(val), val);
},
[this]() -> void {
// Acción: configurar botones del mando del jugador 1
auto* gamepad = &Options::gamepad_manager.getGamepad(Player::Id::PLAYER1);
if ((gamepad != nullptr) && gamepad->instance) {
if (gamepad->instance != nullptr) {
define_buttons_->enable(gamepad);
}
}));
@@ -316,14 +316,12 @@ void ServiceMenu::initializeOptions() {
Options::gamepad_manager.assignGamepadToPlayer(Player::Id::PLAYER2, Input::get()->getGamepadByName(val), val);
},
[this]() -> void {
// Acción: configurar botones del mando del jugador 2
auto* gamepad = &Options::gamepad_manager.getGamepad(Player::Id::PLAYER2);
if ((gamepad != nullptr) && gamepad->instance) {
if (gamepad->instance != nullptr) {
define_buttons_->enable(gamepad);
}
}));
// CONTROLS - Opción para teclado (solo lista, sin acción)
options_.push_back(std::make_unique<ListOption>(
Lang::getText("[SERVICE_MENU] KEYBOARD"),
SettingsGroup::CONTROLS,
@@ -331,26 +329,22 @@ void ServiceMenu::initializeOptions() {
Lang::getText("[SERVICE_MENU] PLAYER1"),
Lang::getText("[SERVICE_MENU] PLAYER2")},
[]() -> std::string {
// Devolver el jugador actual asignado al teclado
return Options::playerIdToString(Options::getPlayerWhoUsesKeyboard());
},
[](const std::string& val) -> void {
// Asignar el teclado al jugador seleccionado
Options::keyboard.assignTo(Options::stringToPlayerId(val));
}));
// CONTROLS - Acción para intercambiar mandos
options_.push_back(std::make_unique<ActionOption>(
Lang::getText("[SERVICE_MENU] SWAP_CONTROLLERS"),
SettingsGroup::CONTROLS,
[this]() -> void {
Options::gamepad_manager.swapPlayers();
adjustListValues(); // Sincroniza el valor de las opciones de lista (como MANDO1) con los datos reales
updateOptionPairs(); // Actualiza los pares de texto <opción, valor> que se van a dibujar
adjustListValues();
updateOptionPairs();
// Feedback visual: anima el intercambio de los valores entre
// las filas de MANDO 1 y MANDO 2, imprescindible cuando los dos
// mandos tienen el mismo nombre (el texto no cambia al swap).
// Feedback visual: anima el intercambio de las filas de MANDO 1 y MANDO 2,
// imprescindible cuando ambos mandos tienen el mismo nombre (el texto no cambia).
const std::string CAPTION1 = Lang::getText("[SERVICE_MENU] CONTROLLER1");
const std::string CAPTION2 = Lang::getText("[SERVICE_MENU] CONTROLLER2");
size_t idx1 = display_options_.size();
@@ -364,8 +358,9 @@ void ServiceMenu::initializeOptions() {
renderer_->startSwapAnimation(idx1, idx2);
}
}));
}
// VIDEO
void ServiceMenu::addVideoOptions() {
options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] FULLSCREEN"),
SettingsGroup::VIDEO,
@@ -379,77 +374,8 @@ void ServiceMenu::initializeOptions() {
Options::window.max_zoom,
1));
// Shader: Desactivat / PostFX / CrtPi
{
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 = [](Text* text) -> int {
int max_w = 0;
for (const auto& p : Options::postfx_presets) { max_w = std::max(max_w, text->length(p.name, -2)); }
for (const auto& p : Options::crtpi_presets) { max_w = std::max(max_w, text->length(p.name, -2)); }
return max_w;
};
options_.push_back(std::make_unique<CallbackOption>(
Lang::getText("[SERVICE_MENU] SHADER_PRESET"),
SettingsGroup::VIDEO,
preset_getter,
preset_adjuster,
preset_max_width));
}
addVideoShaderOption();
addVideoPresetOption();
options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] SUPERSAMPLING"),
@@ -466,25 +392,97 @@ void ServiceMenu::initializeOptions() {
SettingsGroup::VIDEO,
&Options::video.integer_scale));
// 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));
}
addVideoFilterOption();
}
// 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>(
Lang::getText("[SERVICE_MENU] AUDIO"),
SettingsGroup::AUDIO,
@@ -507,8 +505,9 @@ void ServiceMenu::initializeOptions() {
SettingsGroup::AUDIO,
&Options::audio.sound.volume,
5));
}
// SETTINGS
void ServiceMenu::addSettingsOptions() {
options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] AUTOFIRE"),
SettingsGroup::SETTINGS,
@@ -548,8 +547,9 @@ void ServiceMenu::initializeOptions() {
Lang::getText("[SERVICE_MENU] ENABLE_SHUTDOWN"),
SettingsGroup::SETTINGS,
&Options::settings.shutdown_enabled));
}
// SYSTEM
void ServiceMenu::addSystemOptions() {
options_.push_back(std::make_unique<ActionOption>(
Lang::getText("[SERVICE_MENU] RESET"),
SettingsGroup::SYSTEM,
@@ -574,8 +574,9 @@ void ServiceMenu::initializeOptions() {
Section::options = Section::Options::SHUTDOWN;
},
!Options::settings.shutdown_enabled));
}
// MAIN MENU
void ServiceMenu::addMainMenuOptions() {
options_.push_back(std::make_unique<FolderOption>(
Lang::getText("[SERVICE_MENU] CONTROLS"),
SettingsGroup::MAIN,
@@ -600,9 +601,6 @@ void ServiceMenu::initializeOptions() {
Lang::getText("[SERVICE_MENU] SYSTEM"),
SettingsGroup::MAIN,
SettingsGroup::SYSTEM));
// Oculta opciones según configuración
setHiddenOptions();
}
// Sincroniza los valores de las opciones tipo lista
+9 -1
View File
@@ -5,7 +5,6 @@
#include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <functional> // Para function
#include <iterator> // Para pair
#include <memory> // Para unique_ptr
#include <string> // Para basic_string, string
#include <utility> // Para pair
@@ -104,6 +103,15 @@ class ServiceMenu {
void updateDisplayOptions();
void updateOptionPairs();
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 applySettings();
void applyControlsSettings();
+8 -5
View File
@@ -51,7 +51,7 @@ class WindowMessage {
text_color{200, 200, 200, 255} {}
// Constructor que convierte desde ParamServiceMenu::WindowMessage
Config(const ParamServiceMenu::WindowMessage& param_config)
explicit Config(const ParamServiceMenu::WindowMessage& param_config)
: bg_color(param_config.bg_color),
border_color(param_config.border_color),
title_color(param_config.title_color),
@@ -67,7 +67,7 @@ class WindowMessage {
animation_duration(param_config.animation_duration) {}
};
WindowMessage(
explicit WindowMessage(
std::shared_ptr<Text> text_renderer,
std::string title = "",
const Config& config = Config{});
@@ -148,8 +148,10 @@ class WindowMessage {
// Animación de redimensionado
struct ResizeAnimation {
bool active = false;
float start_width, start_height;
float target_width, target_height;
float start_width = 0.0F;
float start_height = 0.0F;
float target_width = 0.0F;
float target_height = 0.0F;
float elapsed = 0.0F;
void start(float from_w, float from_h, float to_w, float to_h) {
@@ -183,7 +185,8 @@ class WindowMessage {
Type type = Type::NONE;
bool active = false;
float target_width, target_height; // Tamaño final al mostrar
float target_width = 0.0F;
float target_height = 0.0F;
float elapsed = 0.0F;
void startShow(float to_w, float to_h) {
+3 -3
View File
@@ -12,16 +12,16 @@ Actualizando a la versión "Arcade Edition" en 08/05/2024
#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();
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void* appstate) {
auto SDL_AppIterate(void* appstate) -> SDL_AppResult {
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);
}
+7 -8
View File
@@ -1,6 +1,7 @@
#define _USE_MATH_DEFINES
#include "utils/color.hpp"
#include <algorithm> // Para ranges::any_of
#include <cctype> // Para isxdigit
#include <cmath> // Para sinf, fmaxf, fminf, M_PI, fmodf, roundf, fmod
#include <cstdint> // Para uint8_t
@@ -22,10 +23,8 @@ auto Color::fromHex(const std::string& hex_str) -> Color {
}
// Verificar que todos los caracteres sean hexadecimales válidos
for (char c : hex) {
if (std::isxdigit(c) == 0) {
throw std::invalid_argument("String contiene caracteres no hexadecimales");
}
if (std::ranges::any_of(hex, [](char c) { return std::isxdigit(c) == 0; })) {
throw std::invalid_argument("String contiene caracteres no hexadecimales");
}
// Convertir cada par de caracteres a valores RGB(A)
@@ -43,7 +42,7 @@ auto Color::fromHex(const std::string& hex_str) -> 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 g = color.g / 255.0F;
float b = color.b / 255.0F;
@@ -73,7 +72,7 @@ constexpr auto Color::RGB_TO_HSV(Color color) -> HSV {
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 x = c * (1 - std::abs(std::fmod(hsv.h / 60.0F, 2) - 1));
float m = hsv.v - c;
@@ -133,7 +132,7 @@ namespace Colors {
auto generateMirroredCycle(Color base, ColorCycleStyle style) -> Cycle {
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) {
float t = static_cast<float>(i) / (CYCLE_SIZE - 1); // 0 → 1
@@ -176,7 +175,7 @@ namespace Colors {
.s = fminf(1.0F, fmaxf(0.0F, base_hsv.s + sat_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[(2 * CYCLE_SIZE) - 1 - i] = c; // espejo
}
+13 -12
View File
@@ -5,6 +5,7 @@
#include <algorithm> // Para max, min
#include <array> // Para array
#include <cstdint> // Para std::uint8_t
#include <cstdlib> // Para size_t, abs
#include <string> // Para string
#include <vector> // Para vector
@@ -48,11 +49,11 @@ struct Color {
b(blue),
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);
}
[[nodiscard]] constexpr auto LIGHTEN(int amount = DEFAULT_LIGHTEN_AMOUNT) const -> Color {
[[nodiscard]] constexpr auto lighten(int amount = DEFAULT_LIGHTEN_AMOUNT) const -> Color {
return Color(
std::min(static_cast<int>(MAX_COLOR_VALUE), r + amount),
std::min(static_cast<int>(MAX_COLOR_VALUE), g + amount),
@@ -60,7 +61,7 @@ struct Color {
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(
std::max(static_cast<int>(MIN_COLOR_VALUE), r - 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;
// Conversiones de formato de color
[[nodiscard]] constexpr static auto RGB_TO_HSV(Color color) -> HSV;
[[nodiscard]] constexpr static auto HSV_TO_RGB(HSV hsv) -> Color;
[[nodiscard]] constexpr static auto rgbToHsv(Color color) -> HSV;
[[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;
}
[[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 {
if (std::abs(current - target_val) <= step) {
return target_val;
@@ -96,7 +97,7 @@ struct Color {
}
// 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]
t = std::clamp(t, 0.0F, 1.0F);
@@ -113,12 +114,12 @@ struct Color {
}
// Sobrecarga para aceptar componentes RGBA directamente
[[nodiscard]] constexpr auto LERP(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha, float t) const -> Color {
return LERP(Color(red, green, blue, alpha), t);
[[nodiscard]] constexpr auto lerp(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha, float t) const -> Color {
return lerp(Color(red, green, blue, alpha), t);
}
// 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) |
(static_cast<Uint32>(g) << 16) |
(static_cast<Uint32>(b) << 8) |
@@ -127,7 +128,7 @@ struct 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)
HUE_WAVE, // Variación suave en tono (sin verde)
VIBRANT, // Cambios agresivos en tono y brillo
-3
View File
@@ -9,7 +9,6 @@
#include <stdexcept> // Para runtime_error
#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 <utility> // Para pair
#include "game/ui/notifier.hpp" // Para Notifier
#include "utils/color.hpp" // Para Color
@@ -189,8 +188,6 @@ namespace {
{"service_menu.window_message.text_safety_margin", [](const std::string& v) -> void { param.service_menu.window_message.text_safety_margin = std::stof(v); }},
{"service_menu.window_message.animation_duration", [](const std::string& v) -> void { param.service_menu.window_message.animation_duration = std::stof(v); }}};
static const std::unordered_map<std::string, std::function<void(const std::string&)>> INT_PARAMS_EXTRA = {};
// Colores válidos para globos
static const std::unordered_map<std::string, bool> VALID_BALLOON_COLORS = {
{"blue", true},
+13 -13
View File
@@ -52,7 +52,7 @@ struct ParamBalloon {
float vel;
// Constructor por defecto
constexpr Settings(float grav_val = 0.0F, float vel_val = 0.0F)
explicit constexpr Settings(float grav_val = 0.0F, float vel_val = 0.0F)
: grav(grav_val),
vel(vel_val) {}
};
@@ -167,51 +167,51 @@ struct ParamPlayer {
};
// 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_DARK),
Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_BASE),
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_DARK),
Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_BASE),
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_DARK),
Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_BASE),
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_DARK),
Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_BASE),
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_DARK),
Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_BASE),
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_DARK),
Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_BASE),
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_player1_color = Color::fromHex(Defaults::Player::OutlineColor::PLAYER1);
std::array<Color, 2> outline_color = {outline_player0_color, outline_player1_color};
const Color OUTLINE_PLAYER0_COLOR = Color::fromHex(Defaults::Player::OutlineColor::PLAYER0);
const Color OUTLINE_PLAYER1_COLOR = Color::fromHex(Defaults::Player::OutlineColor::PLAYER1);
std::array<Color, 2> outline_color = {OUTLINE_PLAYER0_COLOR, OUTLINE_PLAYER1_COLOR};
};
// --- Estructura Param: almacena todos los parámetros del juego ---

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