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+71
-44
@@ -8,73 +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 incluir archivos de tu código fuente (external tiene su propio .clang-tidy)
|
||||
# Excluye los headers SPIR-V generados en rendering/sdl3gpu/
|
||||
HeaderFilterRegex: 'source/(?!external/|rendering/sdl3gpu/.*_spv\.h).*'
|
||||
# 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 }
|
||||
|
||||
Executable
+92
@@ -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" \
|
||||
"${CPP_STAGED[@]}"; then
|
||||
echo "pre-commit: cppcheck ha trobat errors — commit avortat" >&2
|
||||
exit 1
|
||||
fi
|
||||
Vendored
+51
@@ -0,0 +1,51 @@
|
||||
{
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Mac",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/source/**",
|
||||
"${workspaceFolder}/build"
|
||||
],
|
||||
"defines": [
|
||||
"_DEBUG",
|
||||
"_NO_AUDIO",
|
||||
"MACOS_BUILD"
|
||||
],
|
||||
"cStandard": "c17",
|
||||
"cppStandard": "c++20",
|
||||
"intelliSenseMode": "macos-clang-arm64"
|
||||
},
|
||||
{
|
||||
"name": "Linux",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/source/**",
|
||||
"${workspaceFolder}/build"
|
||||
],
|
||||
"defines": [
|
||||
"_DEBUG",
|
||||
"_NO_AUDIO",
|
||||
"LINUX_BUILD"
|
||||
],
|
||||
"cStandard": "c17",
|
||||
"cppStandard": "c++20",
|
||||
"intelliSenseMode": "linux-gcc-x64"
|
||||
},
|
||||
{
|
||||
"name": "Win32",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/source/**",
|
||||
"${workspaceFolder}/build"
|
||||
],
|
||||
"defines": [
|
||||
"_DEBUG",
|
||||
"_NO_AUDIO",
|
||||
"WINDOWS_BUILD",
|
||||
"_WIN32"
|
||||
],
|
||||
"cStandard": "c17",
|
||||
"cppStandard": "c++20",
|
||||
"intelliSenseMode": "windows-msvc-x64"
|
||||
}
|
||||
],
|
||||
"version": 4
|
||||
}
|
||||
@@ -44,24 +44,38 @@ make tidy-fix # run clang-tidy with auto-fix
|
||||
|
||||
## Architecture
|
||||
|
||||
### Singletons (core systems)
|
||||
- **Director** (`source/director.hpp`) — Application state machine, orchestrates scene transitions (Logo → Intro → Title → Game → Credits/HiScore → Title)
|
||||
- **Screen** (`source/screen.hpp`) — Window management, SDL3 GPU rendering pipeline, post-processing effects
|
||||
- **Resource** (`source/resource.hpp`) — Asset loading/caching with PRELOAD and LAZY_LOAD modes, reads from `resources.pack`
|
||||
- **Audio** (`source/audio.hpp`) — Music and SFX management
|
||||
- **Input** (`source/input.hpp`) — Keyboard and gamepad input handling
|
||||
### Source layout
|
||||
The `source/` tree is organised in the same style as the sibling projects `projecte_2026` and `jaildoctors_dilemma`:
|
||||
|
||||
### Scenes (source/sections/)
|
||||
```
|
||||
source/
|
||||
├── core/ # engine: audio, input, locale, rendering (+ sdl3gpu, sprite), resources, system
|
||||
├── game/ # gameplay: entities, gameplay, scenes, ui, options
|
||||
├── utils/ # color, param, utils
|
||||
├── external/ # vendored third-party headers (json, fkyaml, stb_*)
|
||||
└── main.cpp
|
||||
```
|
||||
|
||||
`#include` paths are absolute relative to `source/` (e.g. `#include "core/audio/audio.hpp"`, `#include "game/scenes/logo.hpp"`). The CMake build adds a single `-I${CMAKE_SOURCE_DIR}/source`.
|
||||
|
||||
### Singletons (core systems)
|
||||
- **Director** (`source/core/system/director.hpp`) — Application state machine, orchestrates scene transitions (Logo → Intro → Title → Game → Credits/HiScore → Title)
|
||||
- **Screen** (`source/core/rendering/screen.hpp`) — Window management, SDL3 GPU rendering pipeline, post-processing effects
|
||||
- **Resource** (`source/core/resources/resource.hpp`) — Asset loading/caching with PRELOAD and LAZY_LOAD modes, reads from `resources.pack`
|
||||
- **Audio** (`source/core/audio/audio.hpp`) — Music and SFX management
|
||||
- **Input** (`source/core/input/input.hpp`) — Keyboard and gamepad input handling
|
||||
|
||||
### Scenes (source/game/scenes/)
|
||||
Each scene is a self-contained class with update/render lifecycle. Scene flow is managed by Director.
|
||||
|
||||
### Entity Managers
|
||||
- `BalloonManager` / `BulletManager` — Object pool-based entity management
|
||||
- `Player` — Two-player support (player 1: keyboard, player 2: gamepad)
|
||||
- `BalloonManager` / `BulletManager` — Object pool-based entity management (`source/game/gameplay/`)
|
||||
- `Player` — Two-player support (player 1: keyboard, player 2: gamepad) (`source/game/entities/`)
|
||||
|
||||
### Rendering Pipeline
|
||||
- SDL3 GPU API (Vulkan/Metal/D3D12 backends)
|
||||
- SPIR-V shaders compiled offline from GLSL (`data/shaders/`) via `glslc`
|
||||
- Compiled shader headers embedded in `source/rendering/sdl3gpu/postfx_*_spv.h`
|
||||
- Compiled shader headers embedded in `source/core/rendering/sdl3gpu/postfx_*_spv.h`
|
||||
- macOS uses Metal (no SPIR-V compilation needed)
|
||||
|
||||
### Configuration
|
||||
@@ -72,7 +86,9 @@ Each scene is a self-contained class with update/render lifecycle. Scene flow is
|
||||
- Gamepad mappings: `config/gamecontrollerdb.txt`
|
||||
|
||||
### External Libraries (header-only/vendored in source/external/)
|
||||
- nlohmann/json, fkyaml (YAML), stb_image, stb_vorbis, jail_audio
|
||||
- nlohmann/json, fkyaml (YAML), stb_image, stb_vorbis
|
||||
|
||||
`jail_audio` lives in `source/core/audio/` and `gif.{hpp,cpp}` in `source/core/rendering/` — these are first-party, not third-party.
|
||||
|
||||
## Code Style
|
||||
|
||||
|
||||
+248
-152
@@ -3,6 +3,11 @@
|
||||
cmake_minimum_required(VERSION 3.10)
|
||||
project(coffee_crisis_arcade_edition VERSION 2.00)
|
||||
|
||||
# Tipus de build per defecte (Debug) si no se n'ha especificat cap
|
||||
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
# Establecer estándar de C++
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED True)
|
||||
@@ -10,17 +15,24 @@ set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
||||
|
||||
|
||||
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
|
||||
find_package(Git QUIET)
|
||||
if(GIT_FOUND)
|
||||
execute_process(
|
||||
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
OUTPUT_VARIABLE GIT_HASH
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
ERROR_QUIET
|
||||
)
|
||||
else()
|
||||
set(GIT_HASH "unknown")
|
||||
# Si GIT_HASH se ha pasado desde fuera (p.ej. desde el Makefile via -DGIT_HASH=xxx),
|
||||
# lo usamos tal cual. Esto evita problemas con Docker/emscripten, donde git aborta por
|
||||
# "dubious ownership" en el volumen montado. En builds locales sin -DGIT_HASH, se
|
||||
# resuelve aquí ejecutando git directamente.
|
||||
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
|
||||
find_package(Git QUIET)
|
||||
if(GIT_FOUND)
|
||||
execute_process(
|
||||
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
OUTPUT_VARIABLE GIT_HASH
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
ERROR_QUIET
|
||||
)
|
||||
endif()
|
||||
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
|
||||
set(GIT_HASH "unknown")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Configurar archivo de versión
|
||||
@@ -28,173 +40,193 @@ configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/versi
|
||||
|
||||
# --- 1. LISTA EXPLÍCITA DE FUENTES ---
|
||||
set(APP_SOURCES
|
||||
# --- Archivos Principales del Sistema ---
|
||||
source/asset.cpp
|
||||
source/audio.cpp
|
||||
source/director.cpp
|
||||
source/global_events.cpp
|
||||
source/global_inputs.cpp
|
||||
source/input.cpp
|
||||
source/lang.cpp
|
||||
source/main.cpp
|
||||
source/param.cpp
|
||||
source/resource.cpp
|
||||
source/resource_helper.cpp
|
||||
source/resource_loader.cpp
|
||||
source/resource_pack.cpp
|
||||
source/screen.cpp
|
||||
source/text.cpp
|
||||
source/writer.cpp
|
||||
|
||||
# --- UI (User Interface) ---
|
||||
source/ui/menu_option.cpp
|
||||
source/ui/menu_renderer.cpp
|
||||
source/ui/notifier.cpp
|
||||
source/ui/service_menu.cpp
|
||||
source/ui/ui_message.cpp
|
||||
source/ui/window_message.cpp
|
||||
|
||||
# --- Lógica del Juego ---
|
||||
source/balloon_formations.cpp
|
||||
source/balloon_manager.cpp
|
||||
source/balloon.cpp
|
||||
source/bullet.cpp
|
||||
source/bullet_manager.cpp
|
||||
source/enter_name.cpp
|
||||
source/explosions.cpp
|
||||
source/game_logo.cpp
|
||||
source/item.cpp
|
||||
source/manage_hiscore_table.cpp
|
||||
source/player.cpp
|
||||
source/scoreboard.cpp
|
||||
source/tabe.cpp
|
||||
|
||||
# --- Escenas ---
|
||||
source/sections/credits.cpp
|
||||
source/sections/game.cpp
|
||||
source/sections/hiscore_table.cpp
|
||||
source/sections/instructions.cpp
|
||||
source/sections/intro.cpp
|
||||
source/sections/logo.cpp
|
||||
source/sections/title.cpp
|
||||
|
||||
# --- Sprites y Gráficos ---
|
||||
source/animated_sprite.cpp
|
||||
source/background.cpp
|
||||
source/card_sprite.cpp
|
||||
source/fade.cpp
|
||||
source/moving_sprite.cpp
|
||||
source/path_sprite.cpp
|
||||
source/smart_sprite.cpp
|
||||
source/sprite.cpp
|
||||
source/texture.cpp
|
||||
source/tiled_bg.cpp
|
||||
|
||||
# --- Otros ---
|
||||
source/color.cpp
|
||||
source/demo.cpp
|
||||
source/define_buttons.cpp
|
||||
source/difficulty.cpp
|
||||
source/input_types.cpp
|
||||
source/mouse.cpp
|
||||
source/options.cpp
|
||||
source/shutdown.cpp
|
||||
source/stage.cpp
|
||||
source/system_utils.cpp
|
||||
source/utils.cpp
|
||||
)
|
||||
|
||||
# Fuentes de librerías de terceros
|
||||
set(EXTERNAL_SOURCES
|
||||
source/external/json.hpp
|
||||
source/external/gif.cpp
|
||||
)
|
||||
# --- core/audio ---
|
||||
source/core/audio/audio.cpp
|
||||
source/core/audio/audio_adapter.cpp
|
||||
|
||||
# Fuentes del sistema de renderizado
|
||||
set(RENDERING_SOURCES
|
||||
source/rendering/sdl3gpu/sdl3gpu_shader.cpp
|
||||
# --- core/input ---
|
||||
source/core/input/define_buttons.cpp
|
||||
source/core/input/global_inputs.cpp
|
||||
source/core/input/input.cpp
|
||||
source/core/input/input_types.cpp
|
||||
source/core/input/mouse.cpp
|
||||
|
||||
# --- core/locale ---
|
||||
source/core/locale/lang.cpp
|
||||
|
||||
# --- core/rendering ---
|
||||
source/core/rendering/background.cpp
|
||||
source/core/rendering/fade.cpp
|
||||
source/core/rendering/gif.cpp
|
||||
source/core/rendering/screen.cpp
|
||||
source/core/rendering/text.cpp
|
||||
source/core/rendering/texture.cpp
|
||||
source/core/rendering/tiled_bg.cpp
|
||||
source/core/rendering/writer.cpp
|
||||
source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
|
||||
source/core/rendering/sprite/animated_sprite.cpp
|
||||
source/core/rendering/sprite/card_sprite.cpp
|
||||
source/core/rendering/sprite/moving_sprite.cpp
|
||||
source/core/rendering/sprite/path_sprite.cpp
|
||||
source/core/rendering/sprite/smart_sprite.cpp
|
||||
source/core/rendering/sprite/sprite.cpp
|
||||
|
||||
# --- core/resources ---
|
||||
source/core/resources/asset.cpp
|
||||
source/core/resources/asset_integrated.cpp
|
||||
source/core/resources/resource.cpp
|
||||
source/core/resources/resource_helper.cpp
|
||||
source/core/resources/resource_loader.cpp
|
||||
source/core/resources/resource_pack.cpp
|
||||
|
||||
# --- core/system ---
|
||||
source/core/system/demo.cpp
|
||||
source/core/system/director.cpp
|
||||
source/core/system/global_events.cpp
|
||||
source/core/system/shutdown.cpp
|
||||
source/core/system/system_utils.cpp
|
||||
|
||||
# --- game ---
|
||||
source/game/options.cpp
|
||||
|
||||
# --- game/entities ---
|
||||
source/game/entities/balloon.cpp
|
||||
source/game/entities/bullet.cpp
|
||||
source/game/entities/explosions.cpp
|
||||
source/game/entities/item.cpp
|
||||
source/game/entities/player.cpp
|
||||
source/game/entities/tabe.cpp
|
||||
|
||||
# --- game/gameplay ---
|
||||
source/game/gameplay/balloon_formations.cpp
|
||||
source/game/gameplay/balloon_manager.cpp
|
||||
source/game/gameplay/bullet_manager.cpp
|
||||
source/game/gameplay/difficulty.cpp
|
||||
source/game/gameplay/enter_name.cpp
|
||||
source/game/gameplay/game_logo.cpp
|
||||
source/game/gameplay/manage_hiscore_table.cpp
|
||||
source/game/gameplay/scoreboard.cpp
|
||||
source/game/gameplay/stage.cpp
|
||||
|
||||
# --- game/scenes ---
|
||||
source/game/scenes/credits.cpp
|
||||
source/game/scenes/game.cpp
|
||||
source/game/scenes/hiscore_table.cpp
|
||||
source/game/scenes/instructions.cpp
|
||||
source/game/scenes/intro.cpp
|
||||
source/game/scenes/logo.cpp
|
||||
source/game/scenes/preload.cpp
|
||||
source/game/scenes/title.cpp
|
||||
|
||||
# --- game/ui ---
|
||||
source/game/ui/menu_option.cpp
|
||||
source/game/ui/menu_renderer.cpp
|
||||
source/game/ui/notifier.cpp
|
||||
source/game/ui/service_menu.cpp
|
||||
source/game/ui/ui_message.cpp
|
||||
source/game/ui/window_message.cpp
|
||||
|
||||
# --- utils ---
|
||||
source/utils/color.cpp
|
||||
source/utils/param.cpp
|
||||
source/utils/utils.cpp
|
||||
)
|
||||
|
||||
# Configuración de SDL3
|
||||
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
||||
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
|
||||
if(EMSCRIPTEN)
|
||||
# En Emscripten, SDL3 se compila desde source con FetchContent
|
||||
include(FetchContent)
|
||||
FetchContent_Declare(
|
||||
SDL3
|
||||
GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
|
||||
GIT_TAG release-3.4.4
|
||||
GIT_SHALLOW TRUE
|
||||
)
|
||||
set(SDL_SHARED OFF CACHE BOOL "" FORCE)
|
||||
set(SDL_STATIC ON CACHE BOOL "" FORCE)
|
||||
set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
|
||||
FetchContent_MakeAvailable(SDL3)
|
||||
message(STATUS "SDL3 compilado desde source para Emscripten")
|
||||
else()
|
||||
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
||||
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
|
||||
endif()
|
||||
|
||||
# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal) ---
|
||||
if(NOT APPLE)
|
||||
# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal, Emscripten no soporta SDL3 GPU) ---
|
||||
if(NOT APPLE AND NOT EMSCRIPTEN)
|
||||
find_program(GLSLC_EXE NAMES glslc)
|
||||
|
||||
set(SHADER_VERT_SRC "${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 "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_vert_spv.h")
|
||||
set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_frag_spv.h")
|
||||
set(SHADER_CRTPI_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/crtpi_frag_spv.h")
|
||||
set(SHADER_UPSCALE_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/upscale_frag_spv.h")
|
||||
set(SHADER_DOWNSCALE_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/downscale_frag_spv.h")
|
||||
|
||||
set(ALL_SHADER_SOURCES "${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: ${HDR}\n"
|
||||
" Instala glslc: sudo apt install glslang-tools (Linux)\n"
|
||||
" choco install vulkan-sdk (Windows)\n"
|
||||
" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
|
||||
" choco install vulkan-sdk (Windows)"
|
||||
)
|
||||
endif()
|
||||
endforeach()
|
||||
message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
|
||||
endif()
|
||||
else()
|
||||
message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
|
||||
if(EMSCRIPTEN)
|
||||
message(STATUS "Emscripten: shaders SPIR-V omitidos (SDL3 GPU no soportado en WebGL2)")
|
||||
else()
|
||||
message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# --- 2. AÑADIR EJECUTABLE ---
|
||||
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
|
||||
if(EMSCRIPTEN)
|
||||
# En Emscripten no compilamos sdl3gpu_shader (SDL3 GPU no está soportado en WebGL2)
|
||||
set(APP_SOURCES_WASM ${APP_SOURCES})
|
||||
list(REMOVE_ITEM APP_SOURCES_WASM source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp)
|
||||
add_executable(${PROJECT_NAME} ${APP_SOURCES_WASM})
|
||||
else()
|
||||
add_executable(${PROJECT_NAME} ${APP_SOURCES})
|
||||
endif()
|
||||
|
||||
if(NOT APPLE AND GLSLC_EXE)
|
||||
if(NOT APPLE AND NOT EMSCRIPTEN AND GLSLC_EXE)
|
||||
add_dependencies(${PROJECT_NAME} shaders)
|
||||
endif()
|
||||
|
||||
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
|
||||
target_include_directories(${PROJECT_NAME} PUBLIC
|
||||
"${CMAKE_SOURCE_DIR}/source"
|
||||
"${CMAKE_SOURCE_DIR}/source/external"
|
||||
"${CMAKE_SOURCE_DIR}/source/rendering"
|
||||
"${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu"
|
||||
"${CMAKE_BINARY_DIR}"
|
||||
)
|
||||
|
||||
@@ -231,13 +263,27 @@ elseif(APPLE)
|
||||
-rpath @executable_path/../Frameworks/
|
||||
)
|
||||
endif()
|
||||
elseif(EMSCRIPTEN)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD NO_SHADERS)
|
||||
# -fexceptions: habilita excepciones C++ (fkyaml, std::runtime_error...) — sin esto cualquier throw llama a abort()
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE -fexceptions)
|
||||
target_link_options(${PROJECT_NAME} PRIVATE
|
||||
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data"
|
||||
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/config@/config"
|
||||
-fexceptions
|
||||
-sALLOW_MEMORY_GROWTH=1
|
||||
-sMAX_WEBGL_VERSION=2
|
||||
-sINITIAL_MEMORY=67108864
|
||||
-sASSERTIONS=1
|
||||
# ASYNCIFY solo para permitir emscripten_sleep(0) durante la precarga de recursos
|
||||
# (el bucle principal del juego ya usa SDL3 Callback API, no depende de ASYNCIFY).
|
||||
-sASYNCIFY=1
|
||||
)
|
||||
set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
|
||||
elseif(UNIX AND NOT APPLE)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
|
||||
endif()
|
||||
|
||||
# Especificar la ubicación del ejecutable
|
||||
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
|
||||
|
||||
# --- 5. STATIC ANALYSIS TARGETS ---
|
||||
|
||||
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
|
||||
@@ -258,7 +304,6 @@ list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
|
||||
# cuyo uso vive en un .cpp distinto.
|
||||
set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
|
||||
list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
|
||||
list(FILTER CPPCHECK_SOURCES EXCLUDE REGEX ".*_spv\\.h$")
|
||||
|
||||
# Targets de clang-tidy
|
||||
if(CLANG_TIDY_EXE)
|
||||
@@ -327,13 +372,12 @@ if(CPPCHECK_EXE)
|
||||
--inline-suppr
|
||||
--suppress=missingIncludeSystem
|
||||
--suppress=toomanyconfigs
|
||||
--suppress=*:*/source/external/*
|
||||
--suppress=*:*/source/core/rendering/sdl3gpu/spv/*
|
||||
-D_DEBUG
|
||||
-DLINUX_BUILD
|
||||
--quiet
|
||||
-I ${CMAKE_SOURCE_DIR}/source
|
||||
-I ${CMAKE_SOURCE_DIR}/source/external
|
||||
-I ${CMAKE_SOURCE_DIR}/source/rendering
|
||||
-I ${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu
|
||||
${CPPCHECK_SOURCES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Running cppcheck..."
|
||||
@@ -341,3 +385,55 @@ if(CPPCHECK_EXE)
|
||||
else()
|
||||
message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
|
||||
endif()
|
||||
|
||||
# --- EINA STANDALONE: pack_resources ---
|
||||
# Executable auxiliar que empaqueta `data/` a `resources.pack`.
|
||||
# No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
|
||||
# cmake --build build --target pack_resources
|
||||
# Després executar: ./build/pack_resources data resources.pack
|
||||
if(NOT EMSCRIPTEN)
|
||||
add_executable(pack_resources EXCLUDE_FROM_ALL
|
||||
tools/pack_resources/pack_resources.cpp
|
||||
source/core/resources/resource_pack.cpp
|
||||
)
|
||||
target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
|
||||
target_compile_options(pack_resources PRIVATE -Wall)
|
||||
|
||||
# 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_BINARY_DIR}/resources.pack")
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT ${RESOURCE_PACK}
|
||||
COMMAND $<TARGET_FILE:pack_resources>
|
||||
"${CMAKE_SOURCE_DIR}/data"
|
||||
"${RESOURCE_PACK}"
|
||||
DEPENDS pack_resources ${DATA_FILES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Empaquetant data/ → resources.pack"
|
||||
VERBATIM
|
||||
)
|
||||
|
||||
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()
|
||||
|
||||
@@ -2,17 +2,13 @@
|
||||
# DIRECTORIES
|
||||
# ==============================================================================
|
||||
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
|
||||
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
|
||||
BUILDDIR := build
|
||||
|
||||
# ==============================================================================
|
||||
# TARGET NAMES
|
||||
# ==============================================================================
|
||||
TARGET_NAME := coffee_crisis_arcade_edition
|
||||
ifeq ($(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
|
||||
@@ -22,16 +18,33 @@ RESOURCE_FILE := release/windows/coffee.res
|
||||
# ==============================================================================
|
||||
# TOOLS
|
||||
# ==============================================================================
|
||||
DIR_PACK_TOOL := $(DIR_TOOLS)pack_resources
|
||||
SHADER_SCRIPT := $(DIR_ROOT)tools/shaders/compile_spirv.sh
|
||||
SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
|
||||
SHADERS_DIR := $(DIR_ROOT)data/shaders
|
||||
HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu
|
||||
ifeq ($(OS),Windows_NT)
|
||||
GLSLC := $(shell where glslc 2>NUL)
|
||||
else
|
||||
GLSLC := $(shell command -v glslc 2>/dev/null)
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# VERSION (fecha actual)
|
||||
# VERSION (extraída de defines.hpp)
|
||||
# ==============================================================================
|
||||
ifeq ($(OS),Windows_NT)
|
||||
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'")
|
||||
VERSION := $(shell powershell -Command "(Select-String -Path 'source/utils/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value")
|
||||
else
|
||||
VERSION := $(shell date +%Y-%m-%d)
|
||||
VERSION := $(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
|
||||
endif
|
||||
|
||||
# Hash del commit actual, computado en el host. Se pasa a CMake via -DGIT_HASH
|
||||
# para que el build en docker/emscripten no falle por "dubious ownership" de Git.
|
||||
ifeq ($(OS),Windows_NT)
|
||||
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>NUL)
|
||||
else
|
||||
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>/dev/null)
|
||||
endif
|
||||
ifeq ($(GIT_HASH),)
|
||||
GIT_HASH := unknown
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
@@ -45,11 +58,15 @@ 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 '...'.
|
||||
WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
|
||||
else
|
||||
WIN_TARGET_FILE := $(TARGET_FILE)
|
||||
WIN_RELEASE_FILE := $(RELEASE_FILE)
|
||||
WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE)
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
@@ -59,7 +76,6 @@ WINDOWS_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-win32-x64.z
|
||||
MACOS_INTEL_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-intel.dmg
|
||||
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg
|
||||
LINUX_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux.tar.gz
|
||||
RASPI_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-raspberry.tar.gz
|
||||
|
||||
# ==============================================================================
|
||||
# PLATAFORMA
|
||||
@@ -76,57 +92,98 @@ else
|
||||
UNAME_S := $(shell uname -s)
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# CMAKE GENERATOR (usa Ninja si está disponible; si no, MinGW Makefiles en
|
||||
# Windows / generador por defecto en Linux/macOS). Ninja paraleliza mejor.
|
||||
# ==============================================================================
|
||||
ifeq ($(OS),Windows_NT)
|
||||
# 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
|
||||
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 -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 -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
|
||||
@$(MAKE) _linux-release
|
||||
endif
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK
|
||||
# EMPAQUETADO DE RECURSOS (build previ de l'eina + execució)
|
||||
# ==============================================================================
|
||||
pack_tool:
|
||||
@$(MAKE) -C $(DIR_PACK_TOOL)
|
||||
|
||||
resources.pack:
|
||||
@$(MAKE) -C $(DIR_PACK_TOOL) pack
|
||||
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 build/resources.pack
|
||||
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN DE SHADERS
|
||||
# REGLAS PARA COMPILACIÓN DE SHADERS (multiplataforma via cmake)
|
||||
# ==============================================================================
|
||||
spirv:
|
||||
@echo "Compilando shaders SPIR-V..."
|
||||
$(SHADER_SCRIPT)
|
||||
compile-shaders:
|
||||
ifdef GLSLC
|
||||
@cmake -D GLSLC=$(GLSLC) -D SHADERS_DIR=$(SHADERS_DIR) -D HEADERS_DIR=$(HEADERS_DIR) -P $(SHADER_CMAKE)
|
||||
else
|
||||
@echo "glslc no encontrado - asegurate de que los headers SPIR-V precompilados existen"
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA WINDOWS (RELEASE)
|
||||
# ==============================================================================
|
||||
windows_release:
|
||||
@$(MAKE) resources.pack
|
||||
_windows-release:
|
||||
@$(MAKE) pack
|
||||
@echo off
|
||||
@echo Creando release para Windows - Version: $(VERSION)
|
||||
|
||||
# Compila con cmake
|
||||
@cmake -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'
|
||||
@@ -136,13 +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).exe'"
|
||||
@powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
|
||||
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
|
||||
|
||||
# Crea el fichero .zip
|
||||
@@ -156,16 +213,32 @@ windows_release:
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA MACOS (RELEASE)
|
||||
# ==============================================================================
|
||||
macos_release:
|
||||
@$(MAKE) resources.pack
|
||||
_macos-release:
|
||||
@$(MAKE) pack
|
||||
@echo "Creando release para macOS - Version: $(VERSION)"
|
||||
|
||||
# Verificar e instalar create-dmg si es necesario
|
||||
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
|
||||
|
||||
# Compila la versión para procesadores Intel con cmake
|
||||
@cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON
|
||||
@cmake --build build/intel
|
||||
# Verifica dependencias necesarias (create-dmg). Si falta, intenta instalarla
|
||||
# con brew; si brew tampoco está, indica el comando exacto al usuario.
|
||||
@command -v create-dmg >/dev/null 2>&1 || { \
|
||||
echo ""; \
|
||||
echo "============================================"; \
|
||||
echo " Falta la dependencia: create-dmg"; \
|
||||
echo "============================================"; \
|
||||
if command -v brew >/dev/null 2>&1; then \
|
||||
echo " Instalando con: brew install create-dmg"; \
|
||||
brew install create-dmg || { \
|
||||
echo ""; \
|
||||
echo " ERROR: 'brew install create-dmg' ha fallado."; \
|
||||
echo " Ejecuta el comando manualmente y vuelve a probar."; \
|
||||
exit 1; \
|
||||
}; \
|
||||
else \
|
||||
echo " Homebrew no está instalado."; \
|
||||
echo " Instálalo desde https://brew.sh y luego ejecuta:"; \
|
||||
echo " brew install create-dmg"; \
|
||||
exit 1; \
|
||||
fi; \
|
||||
}
|
||||
|
||||
# Elimina datos de compilaciones anteriores
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
@@ -182,38 +255,64 @@ 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"
|
||||
cp LICENSE "$(RELEASE_FOLDER)"
|
||||
cp README.md "$(RELEASE_FOLDER)"
|
||||
|
||||
# Copia el ejecutable Intel al bundle
|
||||
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
|
||||
# Actualiza versión en Info.plist
|
||||
@echo "Actualizando Info.plist con versión $(VERSION)..."
|
||||
@RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \
|
||||
sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
|
||||
sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
|
||||
|
||||
# Firma la aplicación
|
||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
||||
|
||||
# Empaqueta el .dmg de la versión Intel con create-dmg
|
||||
@echo "Creando DMG Intel con iconos de 96x96..."
|
||||
create-dmg \
|
||||
--volname "$(APP_NAME)" \
|
||||
--window-pos 200 120 \
|
||||
--window-size 720 300 \
|
||||
--icon-size 96 \
|
||||
--text-size 12 \
|
||||
--icon "$(APP_NAME).app" 278 102 \
|
||||
--icon "LICENSE" 441 102 \
|
||||
--icon "README.md" 604 102 \
|
||||
--app-drop-link 115 102 \
|
||||
--hide-extension "$(APP_NAME).app" \
|
||||
"$(MACOS_INTEL_RELEASE)" \
|
||||
"$(RELEASE_FOLDER)" || true
|
||||
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
|
||||
# Compila y empaqueta la versión Intel (best-effort: si falla, se omite el
|
||||
# DMG Intel y continúa con la build de Apple Silicon).
|
||||
@echo ""
|
||||
@echo "============================================"
|
||||
@echo " Compilando version Intel (x86_64)"
|
||||
@echo "============================================"
|
||||
@if cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release \
|
||||
-DCMAKE_OSX_ARCHITECTURES=x86_64 \
|
||||
-DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 \
|
||||
-DMACOS_BUNDLE=ON \
|
||||
-DGIT_HASH=$(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"; \
|
||||
echo "Creando DMG Intel con iconos de 96x96..."; \
|
||||
create-dmg \
|
||||
--volname "$(APP_NAME)" \
|
||||
--window-pos 200 120 \
|
||||
--window-size 720 300 \
|
||||
--icon-size 96 \
|
||||
--text-size 12 \
|
||||
--icon "$(APP_NAME).app" 278 102 \
|
||||
--icon "LICENSE" 441 102 \
|
||||
--icon "README.md" 604 102 \
|
||||
--app-drop-link 115 102 \
|
||||
--hide-extension "$(APP_NAME).app" \
|
||||
"$(MACOS_INTEL_RELEASE)" \
|
||||
"$(RELEASE_FOLDER)" || true; \
|
||||
echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"; \
|
||||
else \
|
||||
echo ""; \
|
||||
echo "============================================"; \
|
||||
echo " WARNING: la build Intel ha fallado."; \
|
||||
echo " Se omite el DMG Intel y se continúa con"; \
|
||||
echo " la build de Apple Silicon."; \
|
||||
echo "============================================"; \
|
||||
echo ""; \
|
||||
fi
|
||||
|
||||
# Compila la versión para procesadores Apple Silicon con cmake
|
||||
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON
|
||||
@echo ""
|
||||
@echo "============================================"
|
||||
@echo " Compilando version Apple Silicon (arm64)"
|
||||
@echo "============================================"
|
||||
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build/arm
|
||||
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
|
||||
|
||||
@@ -246,12 +345,12 @@ macos_release:
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA LINUX (RELEASE)
|
||||
# ==============================================================================
|
||||
linux_release:
|
||||
@$(MAKE) resources.pack
|
||||
_linux-release:
|
||||
@$(MAKE) pack
|
||||
@echo "Creando release para Linux - Version: $(VERSION)"
|
||||
|
||||
# Compila con cmake
|
||||
@cmake -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)
|
||||
@@ -260,7 +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)"
|
||||
@@ -275,161 +374,86 @@ linux_release:
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA LINUX (RELEASE CON INTEGRACIÓN DESKTOP)
|
||||
# COMPILACIÓN PARA WEBASSEMBLY (requiere Docker)
|
||||
# ==============================================================================
|
||||
linux_release_desktop:
|
||||
@$(MAKE) resources.pack
|
||||
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
|
||||
wasm:
|
||||
@echo "Compilando para WebAssembly - Version: $(VERSION) ($(GIT_HASH))"
|
||||
docker run --rm \
|
||||
--user $(shell id -u):$(shell id -g) \
|
||||
-v $(DIR_ROOT):/src \
|
||||
-w /src \
|
||||
emscripten/emsdk:latest \
|
||||
bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm"
|
||||
$(MKDIR) "$(DIST_DIR)/wasm"
|
||||
cp build/wasm/$(TARGET_NAME).html $(DIST_DIR)/wasm/
|
||||
cp build/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/
|
||||
cp build/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/
|
||||
cp build/wasm/$(TARGET_NAME).data $(DIST_DIR)/wasm/
|
||||
@echo "Output: $(DIST_DIR)/wasm/"
|
||||
scp $(DIST_DIR)/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/$(TARGET_NAME).data \
|
||||
maverick:/home/sergio/gitea/web_jailgames/static/games/coffee-crisis-arcade-edition/wasm/
|
||||
ssh maverick 'cd /home/sergio/gitea/web_jailgames && ./deploy.sh'
|
||||
@echo "Deployed to maverick"
|
||||
|
||||
# Compila con cmake
|
||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
||||
@cmake --build build
|
||||
|
||||
# Elimina carpetas previas y recrea (crea dist/ si no existe)
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Crea la estructura de directorios estándar para Linux
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)"
|
||||
|
||||
# Copia ficheros del juego
|
||||
cp -R config "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
|
||||
cp resources.pack "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
|
||||
cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
||||
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
||||
|
||||
# Copia el ejecutable
|
||||
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
|
||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded
|
||||
|
||||
# Crea el archivo .desktop
|
||||
@echo '[Desktop Entry]' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Version=1.0' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Type=Application' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Name=$(APP_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Comment=Arcade action game - defend Earth from alien invasion!' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Exec=/opt/$(TARGET_NAME)/bin/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Icon=$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Path=/opt/$(TARGET_NAME)/share/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Terminal=false' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'StartupNotify=true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Categories=Game;ArcadeGame;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Keywords=arcade;action;shooter;retro;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
|
||||
# Copia el icono (si existe) y lo redimensiona si es necesario
|
||||
@if [ -f "release/icons/icon.png" ]; then \
|
||||
if command -v magick >/dev/null 2>&1; then \
|
||||
magick "release/icons/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||
echo "Icono redimensionado de release/icons/icon.png (usando ImageMagick)"; \
|
||||
elif command -v convert >/dev/null 2>&1; then \
|
||||
convert "release/icons/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||
echo "Icono redimensionado de release/icons/icon.png (usando ImageMagick legacy)"; \
|
||||
elif command -v ffmpeg >/dev/null 2>&1; then \
|
||||
ffmpeg -i "release/icons/icon.png" -vf scale=256:256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png" -y -loglevel quiet; \
|
||||
echo "Icono redimensionado de release/icons/icon.png (usando ffmpeg)"; \
|
||||
else \
|
||||
cp "release/icons/icon.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||
echo "Icono copiado sin redimensionar (instalar ImageMagick o ffmpeg para redimensionado automatico)"; \
|
||||
fi; \
|
||||
else \
|
||||
echo "Advertencia: No se encontró release/icons/icon.png - crear icono manualmente"; \
|
||||
fi
|
||||
|
||||
# Crea script de instalación
|
||||
@echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'echo "Instalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo mkdir -p /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp -R bin /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp -R share /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp LICENSE /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp README.md /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo mkdir -p /usr/share/applications' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo mkdir -p /usr/share/icons/hicolor/256x256/apps' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp /opt/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop /usr/share/applications/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp /opt/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png /usr/share/icons/hicolor/256x256/apps/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'echo "$(APP_NAME) instalado correctamente!"' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'echo "Ya puedes encontrarlo en el menu de aplicaciones en la categoria Juegos."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
|
||||
# Crea script de desinstalación
|
||||
@echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'echo "Desinstalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'sudo rm -rf /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'sudo rm -f /usr/share/applications/$(TARGET_NAME).desktop' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'sudo rm -f /usr/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'echo "$(APP_NAME) desinstalado correctamente."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
|
||||
# Empaqueta ficheros
|
||||
$(RMFILE) "$(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
|
||||
tar -czvf "$(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" -C "$(RELEASE_FOLDER)" .
|
||||
@echo "Release con integracion desktop creado: $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
|
||||
@echo "Para instalar: extraer y ejecutar ./$(TARGET_NAME)/install.sh"
|
||||
|
||||
# Elimina la carpeta temporal
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA RASPBERRY PI (RELEASE)
|
||||
# ==============================================================================
|
||||
raspi_release:
|
||||
@$(MAKE) resources.pack
|
||||
@echo "Creando release para Raspberry Pi - Version: $(VERSION)"
|
||||
|
||||
# Compila con cmake
|
||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
||||
@cmake --build build
|
||||
|
||||
# Elimina carpetas previas y recrea (crea dist/ si no existe)
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Copia ficheros
|
||||
cp -R config "$(RELEASE_FOLDER)"
|
||||
cp resources.pack "$(RELEASE_FOLDER)"
|
||||
cp LICENSE "$(RELEASE_FOLDER)"
|
||||
cp README.md "$(RELEASE_FOLDER)"
|
||||
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
|
||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
||||
|
||||
# Empaqueta ficheros
|
||||
$(RMFILE) "$(RASPI_RELEASE)"
|
||||
tar -czvf "$(RASPI_RELEASE)" -C "$(RELEASE_FOLDER)" .
|
||||
@echo "Release creado: $(RASPI_RELEASE)"
|
||||
|
||||
# Elimina la carpeta temporal
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
# 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/"
|
||||
|
||||
# ==============================================================================
|
||||
# CODE QUALITY (delegados a cmake)
|
||||
# ==============================================================================
|
||||
format:
|
||||
@cmake -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 -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 -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 -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 $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(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
|
||||
# ==============================================================================
|
||||
controllerdb:
|
||||
@echo "Descargando gamecontrollerdb.txt..."
|
||||
curl -fsSL https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt \
|
||||
-o gamecontrollerdb.txt
|
||||
@echo "gamecontrollerdb.txt actualizado"
|
||||
|
||||
# ==============================================================================
|
||||
# REGLAS ESPECIALES
|
||||
# ==============================================================================
|
||||
show_version:
|
||||
show-version:
|
||||
@echo "Version actual: $(VERSION)"
|
||||
|
||||
help:
|
||||
@@ -440,27 +464,31 @@ 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 windows_release - Crear release para Windows"
|
||||
@echo " make linux_release - Crear release basico para Linux"
|
||||
@echo " make linux_release_desktop - Crear release con integracion desktop para Linux"
|
||||
@echo " make macos_release - Crear release para macOS"
|
||||
@echo " make raspi_release - Crear release para Raspberry Pi"
|
||||
@echo " make wasm - Crear build WebAssembly (requiere Docker) en dist/wasm"
|
||||
@echo " make wasm-debug - Build WebAssembly Debug local (sin deploy)"
|
||||
@echo ""
|
||||
@echo " Herramientas:"
|
||||
@echo " make spirv - Compilar shaders SPIR-V"
|
||||
@echo " make pack_tool - Compilar herramienta de empaquetado"
|
||||
@echo " make resources.pack - Generar pack de recursos desde data/"
|
||||
@echo " make compile-shaders - Compilar shaders SPIR-V"
|
||||
@echo " make pack - Empaquetar recursos a $(BUILDDIR)/resources.pack"
|
||||
@echo ""
|
||||
@echo " Calidad de codigo:"
|
||||
@echo " make format - Formatear codigo con clang-format"
|
||||
@echo " make format-check - Verificar formato sin modificar"
|
||||
@echo " make tidy - Analisis estatico con clang-tidy"
|
||||
@echo " make tidy-fix - Analisis estatico con auto-fix"
|
||||
@echo " make cppcheck - Analisis estatico con cppcheck"
|
||||
@echo ""
|
||||
@echo " Otros:"
|
||||
@echo " make show_version - Mostrar version actual ($(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 linux_release_desktop raspi_release pack_tool resources.pack spirv format format-check tidy tidy-fix 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
|
||||
|
||||
@@ -72,6 +72,7 @@
|
||||
"[NOTIFICATIONS] DISCONNECTED": "desconectat",
|
||||
|
||||
"[RESOURCE] LOADING": "Carregant",
|
||||
"[RESOURCE] PRESS_TO_CONTINUE": "Prem una tecla per continuar",
|
||||
|
||||
"[SERVICE_MENU] TITLE": "Menu de servei",
|
||||
"[SERVICE_MENU] RESET": "Reiniciar",
|
||||
@@ -85,6 +86,7 @@
|
||||
"[SERVICE_MENU] SUPERSAMPLING": "Supermostreig",
|
||||
"[SERVICE_MENU] VSYNC": "Sincronisme vertical",
|
||||
"[SERVICE_MENU] INTEGER_SCALE": "Escalat sencer",
|
||||
"[SERVICE_MENU] FILTER": "Filtre",
|
||||
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
|
||||
"[SERVICE_MENU] MUSIC_VOLUME": "Volumen de la musica",
|
||||
"[SERVICE_MENU] SFX_VOLUME": "Volumen dels sons",
|
||||
|
||||
@@ -71,6 +71,7 @@
|
||||
"[NOTIFICATIONS] DISCONNECTED": "disconnected",
|
||||
|
||||
"[RESOURCE] LOADING": "Loading",
|
||||
"[RESOURCE] PRESS_TO_CONTINUE": "Press any key to continue",
|
||||
|
||||
"[SERVICE_MENU] TITLE": "Service Menu",
|
||||
"[SERVICE_MENU] RESET": "Reset",
|
||||
@@ -84,6 +85,7 @@
|
||||
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
|
||||
"[SERVICE_MENU] VSYNC": "V-Sync",
|
||||
"[SERVICE_MENU] INTEGER_SCALE": "Integer Scale",
|
||||
"[SERVICE_MENU] FILTER": "Filter",
|
||||
"[SERVICE_MENU] MAIN_VOLUME": "Main Volume",
|
||||
"[SERVICE_MENU] MUSIC_VOLUME": "Music Volume",
|
||||
"[SERVICE_MENU] SFX_VOLUME": "Sound Volume",
|
||||
|
||||
@@ -71,6 +71,7 @@
|
||||
"[NOTIFICATIONS] DISCONNECTED": "desconectado",
|
||||
|
||||
"[RESOURCE] LOADING": "Cargando",
|
||||
"[RESOURCE] PRESS_TO_CONTINUE": "Pulsa una tecla para continuar",
|
||||
|
||||
"[SERVICE_MENU] TITLE": "Menu de servicio",
|
||||
"[SERVICE_MENU] RESET": "Reiniciar",
|
||||
@@ -84,6 +85,7 @@
|
||||
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
|
||||
"[SERVICE_MENU] VSYNC": "Sincronismo vertical",
|
||||
"[SERVICE_MENU] INTEGER_SCALE": "Escalado proporcional",
|
||||
"[SERVICE_MENU] FILTER": "Filtro",
|
||||
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
|
||||
"[SERVICE_MENU] MUSIC_VOLUME": "Volumen de la musica",
|
||||
"[SERVICE_MENU] SFX_VOLUME": "Volumen de los efectos",
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,162 +0,0 @@
|
||||
#include "audio.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_G...
|
||||
|
||||
#include <algorithm> // Para clamp
|
||||
#include <iostream> // Para std::cout
|
||||
|
||||
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp).
|
||||
// clang-format off
|
||||
#undef STB_VORBIS_HEADER_ONLY
|
||||
#include "external/stb_vorbis.h"
|
||||
// stb_vorbis.h filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
|
||||
// perquè xocarien amb noms de paràmetres de plantilla en json.hpp i altres.
|
||||
#undef L
|
||||
#undef C
|
||||
#undef R
|
||||
#undef PLAYBACK_MONO
|
||||
#undef PLAYBACK_LEFT
|
||||
#undef PLAYBACK_RIGHT
|
||||
// clang-format on
|
||||
|
||||
#include "external/jail_audio.hpp" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
|
||||
#include "options.hpp" // Para AudioOptions, audio, MusicOptions
|
||||
#include "resource.hpp" // Para Resource
|
||||
|
||||
// Singleton
|
||||
Audio* Audio::instance = nullptr;
|
||||
|
||||
// Inicializa la instancia única del singleton
|
||||
void Audio::init() { Audio::instance = new Audio(); }
|
||||
|
||||
// Libera la instancia
|
||||
void Audio::destroy() { delete Audio::instance; }
|
||||
|
||||
// Obtiene la instancia
|
||||
auto Audio::get() -> Audio* { return Audio::instance; }
|
||||
|
||||
// Constructor
|
||||
Audio::Audio() { initSDLAudio(); }
|
||||
|
||||
// Destructor
|
||||
Audio::~Audio() {
|
||||
JA_Quit();
|
||||
}
|
||||
|
||||
// Método principal
|
||||
void Audio::update() {
|
||||
JA_Update();
|
||||
}
|
||||
|
||||
// Reproduce la música
|
||||
void Audio::playMusic(const std::string& name, const int loop) {
|
||||
music_.name = name;
|
||||
music_.loop = (loop != 0);
|
||||
|
||||
if (music_enabled_ && music_.state != MusicState::PLAYING) {
|
||||
JA_PlayMusic(Resource::get()->getMusic(name), loop);
|
||||
music_.state = MusicState::PLAYING;
|
||||
}
|
||||
}
|
||||
|
||||
// Pausa la música
|
||||
void Audio::pauseMusic() {
|
||||
if (music_enabled_ && music_.state == MusicState::PLAYING) {
|
||||
JA_PauseMusic();
|
||||
music_.state = MusicState::PAUSED;
|
||||
}
|
||||
}
|
||||
|
||||
// Continua la música pausada
|
||||
void Audio::resumeMusic() {
|
||||
if (music_enabled_ && music_.state == MusicState::PAUSED) {
|
||||
JA_ResumeMusic();
|
||||
music_.state = MusicState::PLAYING;
|
||||
}
|
||||
}
|
||||
|
||||
// Detiene la música
|
||||
void Audio::stopMusic() {
|
||||
if (music_enabled_) {
|
||||
JA_StopMusic();
|
||||
music_.state = MusicState::STOPPED;
|
||||
}
|
||||
}
|
||||
|
||||
// Reproduce un sonido
|
||||
void Audio::playSound(const std::string& name, Group group) const {
|
||||
if (sound_enabled_) {
|
||||
JA_PlaySound(Resource::get()->getSound(name), 0, static_cast<int>(group));
|
||||
}
|
||||
}
|
||||
|
||||
// Detiene todos los sonidos
|
||||
void Audio::stopAllSounds() const {
|
||||
if (sound_enabled_) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
// Consulta directamente el estado real de la música en jailaudio
|
||||
auto Audio::getRealMusicState() -> MusicState {
|
||||
JA_Music_state ja_state = JA_GetMusicState();
|
||||
switch (ja_state) {
|
||||
case JA_MUSIC_PLAYING:
|
||||
return MusicState::PLAYING;
|
||||
case JA_MUSIC_PAUSED:
|
||||
return MusicState::PAUSED;
|
||||
case JA_MUSIC_STOPPED:
|
||||
case JA_MUSIC_INVALID:
|
||||
case JA_MUSIC_DISABLED:
|
||||
default:
|
||||
return MusicState::STOPPED;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el volumen de los sonidos
|
||||
void Audio::setSoundVolume(int sound_volume, Group group) const {
|
||||
if (sound_enabled_) {
|
||||
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
|
||||
const float CONVERTED_VOLUME = (sound_volume / 100.0F) * (Options::audio.volume / 100.0F);
|
||||
JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el volumen de la música
|
||||
void Audio::setMusicVolume(int music_volume) const {
|
||||
if (music_enabled_) {
|
||||
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
|
||||
const float CONVERTED_VOLUME = (music_volume / 100.0F) * (Options::audio.volume / 100.0F);
|
||||
JA_SetMusicVolume(CONVERTED_VOLUME);
|
||||
}
|
||||
}
|
||||
|
||||
// Aplica la configuración
|
||||
void Audio::applySettings() {
|
||||
enable(Options::audio.enabled);
|
||||
}
|
||||
|
||||
// Establecer estado general
|
||||
void Audio::enable(bool value) {
|
||||
enabled_ = value;
|
||||
|
||||
setSoundVolume(enabled_ ? Options::audio.sound.volume : MIN_VOLUME);
|
||||
setMusicVolume(enabled_ ? Options::audio.music.volume : MIN_VOLUME);
|
||||
}
|
||||
|
||||
// Inicializa SDL Audio
|
||||
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);
|
||||
enable(Options::audio.enabled);
|
||||
}
|
||||
}
|
||||
@@ -1,111 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <string> // Para string
|
||||
#include <utility> // Para move
|
||||
|
||||
// --- Clase Audio: gestor de audio (singleton) ---
|
||||
class Audio {
|
||||
public:
|
||||
// --- Enums ---
|
||||
enum class Group : int {
|
||||
ALL = -1, // Todos los grupos
|
||||
GAME = 0, // Sonidos del juego
|
||||
INTERFACE = 1 // Sonidos de la interfaz
|
||||
};
|
||||
|
||||
enum class MusicState {
|
||||
PLAYING, // Reproduciendo música
|
||||
PAUSED, // Música pausada
|
||||
STOPPED, // Música detenida
|
||||
};
|
||||
|
||||
// --- Constantes ---
|
||||
static constexpr int MAX_VOLUME = 100; // Volumen máximo
|
||||
static constexpr int MIN_VOLUME = 0; // Volumen mínimo
|
||||
static constexpr int FREQUENCY = 48000; // Frecuencia de audio
|
||||
|
||||
// --- Métodos de singleton ---
|
||||
static void init(); // Inicializa el objeto Audio
|
||||
static void destroy(); // Libera el objeto Audio
|
||||
static auto get() -> Audio*; // Obtiene el puntero al objeto Audio
|
||||
Audio(const Audio&) = delete; // Evitar copia
|
||||
auto operator=(const Audio&) -> Audio& = delete; // Evitar asignación
|
||||
|
||||
// --- Método principal ---
|
||||
static void update();
|
||||
|
||||
// --- Control de Música ---
|
||||
void playMusic(const std::string& name, int loop = -1); // Reproducir música en bucle
|
||||
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
|
||||
void stopAllSounds() const; // Detener todos los sonidos
|
||||
|
||||
// --- Configuración General ---
|
||||
void enable(bool value); // Establecer estado general
|
||||
void toggleEnabled() { enabled_ = !enabled_; } // Alternar estado general
|
||||
void applySettings(); // Aplica la configuración
|
||||
|
||||
// --- Configuración de Sonidos ---
|
||||
void enableSound() { sound_enabled_ = true; } // Habilitar sonidos
|
||||
void disableSound() { sound_enabled_ = false; } // Deshabilitar sonidos
|
||||
void enableSound(bool value) { sound_enabled_ = value; } // Establecer estado de sonidos
|
||||
void toggleSound() { sound_enabled_ = !sound_enabled_; } // Alternar estado de sonidos
|
||||
|
||||
// --- Configuración de Música ---
|
||||
void enableMusic() { music_enabled_ = true; } // Habilitar música
|
||||
void disableMusic() { music_enabled_ = false; } // Deshabilitar música
|
||||
void enableMusic(bool value) { music_enabled_ = value; } // Establecer estado de música
|
||||
void toggleMusic() { music_enabled_ = !music_enabled_; } // Alternar estado de música
|
||||
|
||||
// --- Control de Volumen ---
|
||||
void setSoundVolume(int volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
|
||||
void setMusicVolume(int volume) const; // Ajustar volumen de música
|
||||
|
||||
// --- Getters para debug ---
|
||||
[[nodiscard]] auto isEnabled() const -> bool { return enabled_; }
|
||||
[[nodiscard]] auto isSoundEnabled() const -> bool { return sound_enabled_; }
|
||||
[[nodiscard]] auto isMusicEnabled() const -> bool { return music_enabled_; }
|
||||
[[nodiscard]] auto getMusicState() const -> MusicState { return music_.state; }
|
||||
[[nodiscard]] static auto getRealMusicState() -> MusicState; // Consulta directamente a jailaudio
|
||||
[[nodiscard]] auto getCurrentMusicName() const -> const std::string& { return music_.name; }
|
||||
|
||||
private:
|
||||
// --- Estructuras privadas ---
|
||||
struct Music {
|
||||
MusicState state; // Estado actual de la música (reproduciendo, detenido, en pausa)
|
||||
std::string name; // Última pista de música reproducida
|
||||
bool loop; // Indica si la última pista de música se debe reproducir en bucle
|
||||
|
||||
// Constructor para inicializar la música con valores predeterminados
|
||||
Music()
|
||||
: state(MusicState::STOPPED),
|
||||
loop(false) {}
|
||||
|
||||
// Constructor para inicializar con valores específicos
|
||||
Music(MusicState init_state, std::string init_name, bool init_loop)
|
||||
: state(init_state),
|
||||
name(std::move(init_name)),
|
||||
loop(init_loop) {}
|
||||
};
|
||||
|
||||
// --- Variables de estado ---
|
||||
Music music_; // Estado de la música
|
||||
bool enabled_ = true; // Estado general del audio
|
||||
bool sound_enabled_ = true; // Estado de los efectos de sonido
|
||||
bool music_enabled_ = true; // Estado de la música
|
||||
|
||||
// --- Métodos internos ---
|
||||
void initSDLAudio(); // Inicializa SDL Audio
|
||||
|
||||
// --- Constructores y destructor privados (singleton) ---
|
||||
Audio(); // Constructor privado
|
||||
~Audio(); // Destructor privado
|
||||
|
||||
// --- Instancia singleton ---
|
||||
static Audio* instance; // Instancia única de Audio
|
||||
};
|
||||
@@ -0,0 +1,213 @@
|
||||
#include "core/audio/audio.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_GetError, SDL_Init
|
||||
|
||||
#include <algorithm> // Para clamp
|
||||
#include <iostream> // Para std::cout
|
||||
|
||||
// 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.
|
||||
#undef L
|
||||
#undef C
|
||||
#undef R
|
||||
#undef PLAYBACK_MONO
|
||||
#undef PLAYBACK_LEFT
|
||||
#undef PLAYBACK_RIGHT
|
||||
// clang-format on
|
||||
|
||||
#include "core/audio/audio_adapter.hpp" // Para AudioResource::getMusic/getSound
|
||||
#include "core/audio/jail_audio.hpp" // Para JA_*
|
||||
#include "game/options.hpp" // Para Options::audio
|
||||
|
||||
// Singleton
|
||||
Audio* Audio::instance = nullptr;
|
||||
|
||||
// Inicializa la instancia única del singleton
|
||||
void Audio::init() { Audio::instance = new Audio(); }
|
||||
|
||||
// Libera la instancia
|
||||
void Audio::destroy() {
|
||||
delete Audio::instance;
|
||||
Audio::instance = nullptr;
|
||||
}
|
||||
|
||||
// Obtiene la instancia
|
||||
auto Audio::get() -> Audio* { return Audio::instance; }
|
||||
|
||||
// Constructor
|
||||
Audio::Audio() { initSDLAudio(); }
|
||||
|
||||
// Destructor
|
||||
Audio::~Audio() {
|
||||
Ja::quit();
|
||||
}
|
||||
|
||||
// Método principal
|
||||
void Audio::update() {
|
||||
Ja::update();
|
||||
|
||||
// Sincronizar estado: detectar cuando la música se para (ej. fade-out completado)
|
||||
if (instance != nullptr && instance->music_.state == MusicState::PLAYING && Ja::getMusicState() != Ja::MusicState::PLAYING) {
|
||||
instance->music_.state = MusicState::STOPPED;
|
||||
}
|
||||
}
|
||||
|
||||
// Reproduce la música por nombre (con crossfade opcional)
|
||||
void Audio::playMusic(const std::string& name, const int loop, const int crossfade_ms) {
|
||||
bool new_loop = (loop != 0);
|
||||
|
||||
// Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada
|
||||
if (music_.state == MusicState::PLAYING && music_.name == name && music_.loop == new_loop) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!music_enabled_) { return; }
|
||||
|
||||
auto* resource = AudioResource::getMusic(name);
|
||||
if (resource == nullptr) { return; }
|
||||
|
||||
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
|
||||
Ja::crossfadeMusic(resource, crossfade_ms, loop);
|
||||
} else {
|
||||
if (music_.state == MusicState::PLAYING) {
|
||||
Ja::stopMusic();
|
||||
}
|
||||
Ja::playMusic(resource, loop);
|
||||
}
|
||||
|
||||
music_.name = name;
|
||||
music_.loop = new_loop;
|
||||
music_.state = MusicState::PLAYING;
|
||||
}
|
||||
|
||||
// Reproduce la música por puntero (con crossfade opcional)
|
||||
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);
|
||||
} else {
|
||||
if (music_.state == MusicState::PLAYING) {
|
||||
Ja::stopMusic();
|
||||
}
|
||||
Ja::playMusic(music, loop);
|
||||
}
|
||||
|
||||
music_.name.clear(); // nom desconegut quan es passa per punter
|
||||
music_.loop = (loop != 0);
|
||||
music_.state = MusicState::PLAYING;
|
||||
}
|
||||
|
||||
// Pausa la música
|
||||
void Audio::pauseMusic() {
|
||||
if (music_enabled_ && music_.state == MusicState::PLAYING) {
|
||||
Ja::pauseMusic();
|
||||
music_.state = MusicState::PAUSED;
|
||||
}
|
||||
}
|
||||
|
||||
// Continua la música pausada
|
||||
void Audio::resumeMusic() {
|
||||
if (music_enabled_ && music_.state == MusicState::PAUSED) {
|
||||
Ja::resumeMusic();
|
||||
music_.state = MusicState::PLAYING;
|
||||
}
|
||||
}
|
||||
|
||||
// Detiene la música
|
||||
void Audio::stopMusic() {
|
||||
if (music_enabled_) {
|
||||
Ja::stopMusic();
|
||||
music_.state = MusicState::STOPPED;
|
||||
}
|
||||
}
|
||||
|
||||
// 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));
|
||||
}
|
||||
}
|
||||
|
||||
// Reproduce un sonido por puntero directo
|
||||
void Audio::playSound(Ja::Sound* sound, Group group) const {
|
||||
if (sound_enabled_ && sound != nullptr) {
|
||||
Ja::playSound(sound, 0, static_cast<int>(group));
|
||||
}
|
||||
}
|
||||
|
||||
// Detiene todos los sonidos
|
||||
void Audio::stopAllSounds() const {
|
||||
if (sound_enabled_) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
// Consulta directamente el estado real de la música en jailaudio
|
||||
auto Audio::getRealMusicState() -> MusicState {
|
||||
Ja::MusicState ja_state = Ja::getMusicState();
|
||||
switch (ja_state) {
|
||||
case Ja::MusicState::PLAYING:
|
||||
return MusicState::PLAYING;
|
||||
case Ja::MusicState::PAUSED:
|
||||
return MusicState::PAUSED;
|
||||
case Ja::MusicState::STOPPED:
|
||||
case Ja::MusicState::INVALID:
|
||||
case Ja::MusicState::DISABLED:
|
||||
default:
|
||||
return MusicState::STOPPED;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el volumen de los sonidos (float 0.0..1.0)
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el volumen de la música (float 0.0..1.0)
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
// Aplica la configuración
|
||||
void Audio::applySettings() {
|
||||
enable(Options::audio.enabled);
|
||||
}
|
||||
|
||||
// Establecer estado general
|
||||
void Audio::enable(bool value) {
|
||||
enabled_ = value;
|
||||
|
||||
setSoundVolume(enabled_ ? Options::audio.sound.volume : MIN_VOLUME);
|
||||
setMusicVolume(enabled_ ? Options::audio.music.volume : MIN_VOLUME);
|
||||
}
|
||||
|
||||
// Inicializa SDL Audio
|
||||
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);
|
||||
enable(Options::audio.enabled);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,119 @@
|
||||
#pragma once
|
||||
|
||||
#include <cmath> // Para std::lround
|
||||
#include <cstdint> // Para int8_t, uint8_t
|
||||
#include <string> // Para string
|
||||
|
||||
namespace Ja {
|
||||
struct Music;
|
||||
struct Sound;
|
||||
} // namespace Ja
|
||||
|
||||
// --- Clase Audio: gestor de audio (singleton) ---
|
||||
// Implementació canònica, byte-idèntica entre projectes.
|
||||
// Els volums es manegen internament com a float 0.0–1.0; la capa de
|
||||
// presentació (menús, notificacions) usa les helpers toPercent/fromPercent
|
||||
// per mostrar 0–100 a l'usuari.
|
||||
class Audio {
|
||||
public:
|
||||
// --- Enums ---
|
||||
enum class Group : std::int8_t {
|
||||
ALL = -1, // Todos los grupos
|
||||
GAME = 0, // Sonidos del juego
|
||||
INTERFACE = 1 // Sonidos de la interfaz
|
||||
};
|
||||
|
||||
enum class MusicState : std::uint8_t {
|
||||
PLAYING, // Reproduciendo música
|
||||
PAUSED, // Música pausada
|
||||
STOPPED, // Música detenida
|
||||
};
|
||||
|
||||
// --- Constantes ---
|
||||
static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo (float 0..1)
|
||||
static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo (float 0..1)
|
||||
static constexpr float VOLUME_STEP = 0.05F; // Pas estàndard per a UI (5%)
|
||||
static constexpr int FREQUENCY = 48000; // Frecuencia de audio
|
||||
static constexpr int DEFAULT_CROSSFADE_MS = 1500; // Duració del crossfade per defecte (ms)
|
||||
|
||||
// --- Singleton ---
|
||||
static void init(); // Inicializa el objeto Audio
|
||||
static void destroy(); // Libera el objeto Audio
|
||||
static auto get() -> Audio*; // Obtiene el puntero al objeto Audio
|
||||
Audio(const Audio&) = delete; // Evitar copia
|
||||
auto operator=(const Audio&) -> Audio& = delete; // Evitar asignación
|
||||
|
||||
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(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(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
|
||||
void setMusicVolume(float volume) const; // Ajustar volumen de música
|
||||
|
||||
// --- Helpers de conversió per a la capa de presentació ---
|
||||
// UI (menús, notificacions) manega enters 0..100; internament viu float 0..1.
|
||||
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;
|
||||
}
|
||||
|
||||
// --- Configuración general ---
|
||||
void enable(bool value); // Establecer estado general
|
||||
void toggleEnabled() { enabled_ = !enabled_; } // Alternar estado general
|
||||
void applySettings(); // Aplica la configuración
|
||||
|
||||
// --- Configuración de sonidos ---
|
||||
void enableSound() { sound_enabled_ = true; } // Habilitar sonidos
|
||||
void disableSound() { sound_enabled_ = false; } // Deshabilitar sonidos
|
||||
void enableSound(bool value) { sound_enabled_ = value; } // Establecer estado de sonidos
|
||||
void toggleSound() { sound_enabled_ = !sound_enabled_; } // Alternar estado de sonidos
|
||||
|
||||
// --- Configuración de música ---
|
||||
void enableMusic() { music_enabled_ = true; } // Habilitar música
|
||||
void disableMusic() { music_enabled_ = false; } // Deshabilitar música
|
||||
void enableMusic(bool value) { music_enabled_ = value; } // Establecer estado de música
|
||||
void toggleMusic() { music_enabled_ = !music_enabled_; } // Alternar estado de música
|
||||
|
||||
// --- Consultas de estado ---
|
||||
[[nodiscard]] auto isEnabled() const -> bool { return enabled_; }
|
||||
[[nodiscard]] auto isSoundEnabled() const -> bool { return sound_enabled_; }
|
||||
[[nodiscard]] auto isMusicEnabled() const -> bool { return music_enabled_; }
|
||||
[[nodiscard]] auto getMusicState() const -> MusicState { return music_.state; }
|
||||
[[nodiscard]] static auto getRealMusicState() -> MusicState;
|
||||
[[nodiscard]] auto getCurrentMusicName() const -> const std::string& { return music_.name; }
|
||||
|
||||
private:
|
||||
// --- Tipos anidados ---
|
||||
struct Music {
|
||||
MusicState state{MusicState::STOPPED}; // Estado actual de la música
|
||||
std::string name; // Última pista de música reproducida
|
||||
bool loop{false}; // Indica si se reproduce en bucle
|
||||
};
|
||||
|
||||
// --- Métodos ---
|
||||
Audio(); // Constructor privado
|
||||
~Audio(); // Destructor privado
|
||||
void initSDLAudio(); // Inicializa SDL Audio
|
||||
|
||||
// --- Variables miembro ---
|
||||
static Audio* instance; // Instancia única de Audio
|
||||
|
||||
Music music_; // Estado de la música
|
||||
bool enabled_{true}; // Estado general del audio
|
||||
bool sound_enabled_{true}; // Estado de los efectos de sonido
|
||||
bool music_enabled_{true}; // Estado de la música
|
||||
};
|
||||
@@ -0,0 +1,13 @@
|
||||
#include "core/audio/audio_adapter.hpp"
|
||||
|
||||
#include "core/resources/resource.hpp"
|
||||
|
||||
namespace AudioResource {
|
||||
auto getMusic(const std::string& name) -> Ja::Music* {
|
||||
return Resource::get()->getMusic(name);
|
||||
}
|
||||
|
||||
auto getSound(const std::string& name) -> Ja::Sound* {
|
||||
return Resource::get()->getSound(name);
|
||||
}
|
||||
} // namespace AudioResource
|
||||
@@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
// --- Audio Resource Adapter ---
|
||||
// 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
|
||||
|
||||
namespace Ja {
|
||||
struct Music;
|
||||
struct Sound;
|
||||
} // namespace Ja
|
||||
|
||||
namespace AudioResource {
|
||||
auto getMusic(const std::string& name) -> Ja::Music*;
|
||||
auto getSound(const std::string& name) -> Ja::Sound*;
|
||||
} // namespace AudioResource
|
||||
@@ -0,0 +1,699 @@
|
||||
#pragma once
|
||||
|
||||
// --- Includes ---
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#define STB_VORBIS_HEADER_ONLY
|
||||
// NOLINTNEXTLINE(bugprone-suspicious-include) — stb_vorbis és single-file: la macro de dalt limita a només-declaracions.
|
||||
#include "external/stb_vorbis.c" // Para stb_vorbis_open_memory i streaming
|
||||
|
||||
// Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`.
|
||||
// Compatible amb `std::unique_ptr<Uint8[], SdlFreeDeleter>` — zero size
|
||||
// overhead gràcies a EBO, igual que un unique_ptr amb default_delete.
|
||||
struct SdlFreeDeleter {
|
||||
void operator()(Uint8* p) const noexcept {
|
||||
if (p != nullptr) { SDL_free(p); }
|
||||
}
|
||||
};
|
||||
|
||||
namespace Ja {
|
||||
|
||||
// --- Public Enums ---
|
||||
enum class ChannelState : std::uint8_t {
|
||||
INVALID,
|
||||
FREE,
|
||||
PLAYING,
|
||||
PAUSED,
|
||||
DISABLED,
|
||||
};
|
||||
|
||||
enum class MusicState : std::uint8_t {
|
||||
INVALID,
|
||||
PLAYING,
|
||||
PAUSED,
|
||||
STOPPED,
|
||||
DISABLED,
|
||||
};
|
||||
|
||||
// --- Constants ---
|
||||
inline constexpr int MAX_SIMULTANEOUS_CHANNELS = 20;
|
||||
inline constexpr int MAX_GROUPS = 2;
|
||||
inline constexpr SDL_AudioSpec DEFAULT_SPEC{.format = SDL_AUDIO_S16, .channels = 2, .freq = 48000};
|
||||
|
||||
// --- Struct Definitions ---
|
||||
struct Sound {
|
||||
SDL_AudioSpec spec{DEFAULT_SPEC};
|
||||
Uint32 length{0};
|
||||
// Buffer descomprimit (PCM) propietat del sound. Reservat per SDL_LoadWAV
|
||||
// via SDL_malloc; el deleter `SdlFreeDeleter` allibera amb SDL_free.
|
||||
std::unique_ptr<Uint8[], SdlFreeDeleter> buffer;
|
||||
};
|
||||
|
||||
// L'ordre (punters primer, ints després, enum de 8 bits al final) minimitza
|
||||
// el padding a 64-bit (evita avisos de clang-analyzer-optin.performance.Padding).
|
||||
struct Channel {
|
||||
Sound* sound{nullptr};
|
||||
SDL_AudioStream* stream{nullptr};
|
||||
int pos{0};
|
||||
int times{0};
|
||||
int group{0};
|
||||
ChannelState state{ChannelState::FREE};
|
||||
};
|
||||
|
||||
struct Music {
|
||||
SDL_AudioSpec spec{DEFAULT_SPEC};
|
||||
|
||||
// OGG comprimit en memòria. Propietat nostra; es copia des del buffer
|
||||
// d'entrada una sola vegada en loadMusic i es descomprimix en chunks
|
||||
// per streaming. Com que stb_vorbis guarda un punter persistent al
|
||||
// `.data()` d'aquest vector, no el podem resize'jar un cop establert
|
||||
// (una reallocation invalidaria el punter que el decoder conserva).
|
||||
std::vector<Uint8> ogg_data;
|
||||
stb_vorbis* vorbis{nullptr}; // handle del decoder, viu tot el cicle del Music
|
||||
|
||||
std::string filename;
|
||||
|
||||
int times{0}; // loops restants (-1 = infinit, 0 = un sol play)
|
||||
SDL_AudioStream* stream{nullptr};
|
||||
MusicState state{MusicState::INVALID};
|
||||
};
|
||||
|
||||
struct FadeState {
|
||||
bool active{false};
|
||||
Uint64 start_time{0};
|
||||
int duration_ms{0};
|
||||
float initial_volume{0.0F};
|
||||
};
|
||||
|
||||
struct OutgoingMusic {
|
||||
SDL_AudioStream* stream{nullptr};
|
||||
FadeState fade;
|
||||
};
|
||||
|
||||
// --- Internal Global State (inline, C++17) ---
|
||||
inline Music* current_music{nullptr};
|
||||
inline Channel channels[MAX_SIMULTANEOUS_CHANNELS];
|
||||
|
||||
inline SDL_AudioSpec audio_spec{DEFAULT_SPEC};
|
||||
inline float music_volume{1.0F};
|
||||
inline float sound_volume[MAX_GROUPS];
|
||||
inline bool music_enabled{true};
|
||||
inline bool sound_enabled{true};
|
||||
inline SDL_AudioDeviceID sdl_audio_device{0};
|
||||
|
||||
inline OutgoingMusic outgoing_music;
|
||||
inline FadeState incoming_fade;
|
||||
|
||||
// --- Forward Declarations ---
|
||||
inline void stopMusic();
|
||||
inline void stopChannel(int channel);
|
||||
inline auto playSoundOnChannel(Sound* sound, int channel, int loop = 0, int group = 0) -> int;
|
||||
inline void crossfadeMusic(Music* music, int crossfade_ms, int loop = -1);
|
||||
|
||||
// --- Music streaming internals ---
|
||||
// Bytes-per-sample per canal (sempre s16)
|
||||
inline constexpr int MUSIC_BYTES_PER_SAMPLE = 2;
|
||||
// Quants shorts decodifiquem per crida a get_samples_short_interleaved.
|
||||
// 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz.
|
||||
inline constexpr int MUSIC_CHUNK_SHORTS = 8192;
|
||||
// Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a
|
||||
// l'SDL_AudioStream per absorbir jitter de frame i evitar underruns.
|
||||
inline constexpr float MUSIC_LOW_WATER_SECONDS = 0.5F;
|
||||
|
||||
// Decodifica un chunk del vorbis i el volca a l'stream. Retorna samples
|
||||
// decodificats per canal (0 = EOF de l'stream vorbis).
|
||||
inline auto feedMusicChunk(Music* music) -> int {
|
||||
if ((music == nullptr) || (music->vorbis == nullptr) || (music->stream == nullptr)) { return 0; }
|
||||
|
||||
short chunk[MUSIC_CHUNK_SHORTS];
|
||||
const int NUM_CHANNELS = music->spec.channels;
|
||||
const int SAMPLES_PER_CHANNEL = stb_vorbis_get_samples_short_interleaved(
|
||||
music->vorbis,
|
||||
NUM_CHANNELS,
|
||||
chunk,
|
||||
MUSIC_CHUNK_SHORTS);
|
||||
if (SAMPLES_PER_CHANNEL <= 0) { return 0; }
|
||||
|
||||
const int BYTES = SAMPLES_PER_CHANNEL * NUM_CHANNELS * MUSIC_BYTES_PER_SAMPLE;
|
||||
SDL_PutAudioStreamData(music->stream, chunk, BYTES);
|
||||
return SAMPLES_PER_CHANNEL;
|
||||
}
|
||||
|
||||
// Reompli l'stream fins que tinga ≥ MUSIC_LOW_WATER_SECONDS bufferats.
|
||||
// En arribar a EOF del vorbis, aplica el loop (times) o deixa drenar.
|
||||
inline void pumpMusic(Music* music) {
|
||||
if ((music == nullptr) || (music->vorbis == nullptr) || (music->stream == nullptr)) { return; }
|
||||
|
||||
const int BYTES_PER_SECOND = music->spec.freq * music->spec.channels * MUSIC_BYTES_PER_SAMPLE;
|
||||
const int LOW_WATER_BYTES = static_cast<int>(MUSIC_LOW_WATER_SECONDS * static_cast<float>(BYTES_PER_SECOND));
|
||||
|
||||
while (SDL_GetAudioStreamAvailable(music->stream) < LOW_WATER_BYTES) {
|
||||
const int DECODED = feedMusicChunk(music);
|
||||
if (DECODED > 0) { continue; }
|
||||
|
||||
// EOF: si queden loops, rebobinar; si no, tallar i deixar drenar.
|
||||
if (music->times != 0) {
|
||||
stb_vorbis_seek_start(music->vorbis);
|
||||
if (music->times > 0) { music->times--; }
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Pre-carrega `duration_ms` de so dins l'stream actual abans que l'stream
|
||||
// siga robat per outgoing_music (crossfade o fade-out). Imprescindible amb
|
||||
// streaming: l'stream robat no es pot re-alimentar perquè perd la referència
|
||||
// al seu vorbis decoder. No aplica loop — si el vorbis s'esgota abans, parem.
|
||||
inline void preFillOutgoing(Music* music, int duration_ms) {
|
||||
if ((music == nullptr) || (music->vorbis == nullptr) || (music->stream == nullptr)) { return; }
|
||||
|
||||
const int BYTES_PER_SECOND = music->spec.freq * music->spec.channels * MUSIC_BYTES_PER_SAMPLE;
|
||||
const int NEEDED_BYTES = static_cast<int>((static_cast<std::int64_t>(duration_ms) * BYTES_PER_SECOND) / 1000);
|
||||
|
||||
while (SDL_GetAudioStreamAvailable(music->stream) < NEEDED_BYTES) {
|
||||
const int DECODED = feedMusicChunk(music);
|
||||
if (DECODED <= 0) { break; } // EOF: deixem drenar el que hi haja
|
||||
}
|
||||
}
|
||||
|
||||
// --- update() helpers ---
|
||||
inline void updateOutgoingFade() {
|
||||
if ((outgoing_music.stream == nullptr) || !outgoing_music.fade.active) { return; }
|
||||
|
||||
const Uint64 NOW = SDL_GetTicks();
|
||||
const Uint64 ELAPSED = NOW - outgoing_music.fade.start_time;
|
||||
if (ELAPSED >= static_cast<Uint64>(outgoing_music.fade.duration_ms)) {
|
||||
SDL_DestroyAudioStream(outgoing_music.stream);
|
||||
outgoing_music.stream = nullptr;
|
||||
outgoing_music.fade.active = false;
|
||||
} else {
|
||||
const float PERCENT = static_cast<float>(ELAPSED) / static_cast<float>(outgoing_music.fade.duration_ms);
|
||||
SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0F - PERCENT));
|
||||
}
|
||||
}
|
||||
|
||||
inline void updateIncomingFade() {
|
||||
if (!incoming_fade.active) { return; }
|
||||
|
||||
const Uint64 NOW = SDL_GetTicks();
|
||||
const Uint64 ELAPSED = NOW - incoming_fade.start_time;
|
||||
if (ELAPSED >= static_cast<Uint64>(incoming_fade.duration_ms)) {
|
||||
incoming_fade.active = false;
|
||||
SDL_SetAudioStreamGain(current_music->stream, music_volume);
|
||||
} else {
|
||||
const float PERCENT = static_cast<float>(ELAPSED) / static_cast<float>(incoming_fade.duration_ms);
|
||||
SDL_SetAudioStreamGain(current_music->stream, music_volume * PERCENT);
|
||||
}
|
||||
}
|
||||
|
||||
inline void updateCurrentMusic() {
|
||||
if (!music_enabled || (current_music == nullptr) || current_music->state != MusicState::PLAYING) { return; }
|
||||
|
||||
updateIncomingFade();
|
||||
|
||||
// Streaming: rellenem l'stream fins al low-water-mark i parem si el
|
||||
// vorbis s'ha esgotat i no queden loops.
|
||||
pumpMusic(current_music);
|
||||
if (current_music->times == 0 && SDL_GetAudioStreamAvailable(current_music->stream) == 0) {
|
||||
stopMusic();
|
||||
}
|
||||
}
|
||||
|
||||
inline void updateSoundChannels() {
|
||||
if (!sound_enabled) { return; }
|
||||
|
||||
for (int i = 0; i < MAX_SIMULTANEOUS_CHANNELS; ++i) {
|
||||
auto& ch = channels[i];
|
||||
if (ch.state != ChannelState::PLAYING) { continue; }
|
||||
|
||||
if (ch.times != 0) {
|
||||
if (static_cast<Uint32>(SDL_GetAudioStreamAvailable(ch.stream)) < (ch.sound->length / 2)) {
|
||||
SDL_PutAudioStreamData(ch.stream, ch.sound->buffer.get(), ch.sound->length);
|
||||
if (ch.times > 0) { ch.times--; }
|
||||
}
|
||||
} else {
|
||||
if (SDL_GetAudioStreamAvailable(ch.stream) == 0) { stopChannel(i); }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void update() {
|
||||
updateOutgoingFade();
|
||||
updateCurrentMusic();
|
||||
updateSoundChannels();
|
||||
}
|
||||
|
||||
inline void init(int freq, SDL_AudioFormat format, int num_channels) {
|
||||
audio_spec = {.format = format, .channels = num_channels, .freq = freq};
|
||||
if (sdl_audio_device != 0) { SDL_CloseAudioDevice(sdl_audio_device); }
|
||||
sdl_audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &audio_spec);
|
||||
if (sdl_audio_device == 0) { std::cout << "Failed to initialize SDL audio!" << '\n'; }
|
||||
for (auto& ch : channels) { ch.state = ChannelState::FREE; }
|
||||
std::fill(std::begin(sound_volume), std::end(sound_volume), 0.5F);
|
||||
}
|
||||
|
||||
inline void quit() {
|
||||
if (outgoing_music.stream != nullptr) {
|
||||
SDL_DestroyAudioStream(outgoing_music.stream);
|
||||
outgoing_music.stream = nullptr;
|
||||
}
|
||||
if (sdl_audio_device != 0) { SDL_CloseAudioDevice(sdl_audio_device); }
|
||||
sdl_audio_device = 0;
|
||||
}
|
||||
|
||||
// --- Music Functions ---
|
||||
inline auto loadMusic(const Uint8* buffer, Uint32 length) -> Music* {
|
||||
if ((buffer == nullptr) || length == 0) { return nullptr; }
|
||||
|
||||
// Allocem el Music primer per aprofitar el seu `std::vector<Uint8>`
|
||||
// com a propietari del OGG comprimit. stb_vorbis guarda un punter
|
||||
// persistent al buffer; com que ací no el resize'jem, el .data() és
|
||||
// estable durant tot el cicle de vida del music.
|
||||
auto* music = new Music();
|
||||
music->ogg_data.assign(buffer, buffer + length);
|
||||
|
||||
int vorbis_error = 0;
|
||||
music->vorbis = stb_vorbis_open_memory(music->ogg_data.data(),
|
||||
static_cast<int>(length),
|
||||
&vorbis_error,
|
||||
nullptr);
|
||||
if (music->vorbis == nullptr) {
|
||||
std::cout << "loadMusic: stb_vorbis_open_memory failed (error " << vorbis_error << ")" << '\n';
|
||||
delete music;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const stb_vorbis_info INFO = stb_vorbis_get_info(music->vorbis);
|
||||
music->spec.channels = INFO.channels;
|
||||
music->spec.freq = static_cast<int>(INFO.sample_rate);
|
||||
music->spec.format = SDL_AUDIO_S16;
|
||||
music->state = MusicState::STOPPED;
|
||||
|
||||
return music;
|
||||
}
|
||||
|
||||
// Overload amb filename — els callers l'usen per poder comparar la música
|
||||
// en curs amb getMusicFilename() i no rearrancar-la si ja és la mateixa.
|
||||
inline auto loadMusic(Uint8* buffer, Uint32 length, const char* filename) -> Music* {
|
||||
Music* music = loadMusic(static_cast<const Uint8*>(buffer), length);
|
||||
if ((music != nullptr) && (filename != nullptr)) { music->filename = filename; }
|
||||
return music;
|
||||
}
|
||||
|
||||
inline auto loadMusic(const char* filename) -> Music* {
|
||||
// Carreguem primer el arxiu en memòria i després el descomprimim.
|
||||
FILE* f = std::fopen(filename, "rb");
|
||||
if (f == nullptr) { return nullptr; }
|
||||
std::fseek(f, 0, SEEK_END);
|
||||
const long FSIZE = std::ftell(f);
|
||||
std::fseek(f, 0, SEEK_SET);
|
||||
if (FSIZE <= 0) {
|
||||
std::fclose(f);
|
||||
return nullptr;
|
||||
}
|
||||
auto* buffer = static_cast<Uint8*>(std::malloc(static_cast<size_t>(FSIZE) + 1));
|
||||
if (buffer == nullptr) {
|
||||
std::fclose(f);
|
||||
return nullptr;
|
||||
}
|
||||
if (std::fread(buffer, FSIZE, 1, f) != 1) {
|
||||
std::fclose(f);
|
||||
std::free(buffer);
|
||||
return nullptr;
|
||||
}
|
||||
std::fclose(f);
|
||||
|
||||
Music* music = loadMusic(static_cast<const Uint8*>(buffer), static_cast<Uint32>(FSIZE));
|
||||
if (music != nullptr) { music->filename = filename; }
|
||||
|
||||
std::free(buffer);
|
||||
|
||||
return music;
|
||||
}
|
||||
|
||||
inline void playMusic(Music* music, int loop = -1) {
|
||||
if (!music_enabled || (music == nullptr) || (music->vorbis == nullptr)) { return; }
|
||||
|
||||
stopMusic();
|
||||
|
||||
current_music = music;
|
||||
current_music->state = MusicState::PLAYING;
|
||||
current_music->times = loop;
|
||||
|
||||
// Rebobinem l'stream de vorbis al principi. Cobreix tant play-per-primera-
|
||||
// vegada com replays/canvis de track que tornen a la mateixa pista.
|
||||
stb_vorbis_seek_start(current_music->vorbis);
|
||||
|
||||
current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &audio_spec);
|
||||
if (current_music->stream == nullptr) {
|
||||
std::cout << "Failed to create audio stream!" << '\n';
|
||||
current_music->state = MusicState::STOPPED;
|
||||
return;
|
||||
}
|
||||
SDL_SetAudioStreamGain(current_music->stream, music_volume);
|
||||
|
||||
// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
|
||||
pumpMusic(current_music);
|
||||
|
||||
if (!SDL_BindAudioStream(sdl_audio_device, current_music->stream)) {
|
||||
std::cout << "[ERROR] SDL_BindAudioStream failed!" << '\n';
|
||||
}
|
||||
}
|
||||
|
||||
inline auto getMusicFilename(const Music* music = nullptr) -> const char* {
|
||||
if (music == nullptr) { music = current_music; }
|
||||
if ((music == nullptr) || music->filename.empty()) { return nullptr; }
|
||||
return music->filename.c_str();
|
||||
}
|
||||
|
||||
inline void pauseMusic() {
|
||||
if (!music_enabled) { return; }
|
||||
if ((current_music == nullptr) || current_music->state != MusicState::PLAYING) { return; }
|
||||
|
||||
current_music->state = MusicState::PAUSED;
|
||||
SDL_UnbindAudioStream(current_music->stream);
|
||||
}
|
||||
|
||||
inline void resumeMusic() {
|
||||
if (!music_enabled) { return; }
|
||||
if ((current_music == nullptr) || current_music->state != MusicState::PAUSED) { return; }
|
||||
|
||||
current_music->state = MusicState::PLAYING;
|
||||
SDL_BindAudioStream(sdl_audio_device, current_music->stream);
|
||||
}
|
||||
|
||||
inline void stopMusic() {
|
||||
// Limpiar outgoing crossfade si existe
|
||||
if (outgoing_music.stream != nullptr) {
|
||||
SDL_DestroyAudioStream(outgoing_music.stream);
|
||||
outgoing_music.stream = nullptr;
|
||||
outgoing_music.fade.active = false;
|
||||
}
|
||||
incoming_fade.active = false;
|
||||
|
||||
if ((current_music == nullptr) || current_music->state == MusicState::INVALID || current_music->state == MusicState::STOPPED) { return; }
|
||||
|
||||
current_music->state = MusicState::STOPPED;
|
||||
if (current_music->stream != nullptr) {
|
||||
SDL_DestroyAudioStream(current_music->stream);
|
||||
current_music->stream = nullptr;
|
||||
}
|
||||
// Deixem el handle de vorbis viu — es tanca en deleteMusic.
|
||||
// Rebobinem perquè un futur playMusic comence des del principi.
|
||||
if (current_music->vorbis != nullptr) {
|
||||
stb_vorbis_seek_start(current_music->vorbis);
|
||||
}
|
||||
}
|
||||
|
||||
inline void fadeOutMusic(int milliseconds) {
|
||||
if (!music_enabled) { return; }
|
||||
if ((current_music == nullptr) || current_music->state != MusicState::PLAYING) { return; }
|
||||
|
||||
// Destruir outgoing anterior si existe
|
||||
if (outgoing_music.stream != nullptr) {
|
||||
SDL_DestroyAudioStream(outgoing_music.stream);
|
||||
outgoing_music.stream = nullptr;
|
||||
}
|
||||
|
||||
// Pre-omplim l'stream amb `milliseconds` de so: un cop robat, ja no
|
||||
// tindrà accés al vorbis decoder i només podrà drenar el que tinga.
|
||||
preFillOutgoing(current_music, milliseconds);
|
||||
|
||||
// Robar el stream del current_music al outgoing
|
||||
outgoing_music.stream = current_music->stream;
|
||||
outgoing_music.fade = {.active = true, .start_time = SDL_GetTicks(), .duration_ms = milliseconds, .initial_volume = music_volume};
|
||||
|
||||
// Dejar current_music sin stream (ya lo tiene outgoing)
|
||||
current_music->stream = nullptr;
|
||||
current_music->state = MusicState::STOPPED;
|
||||
if (current_music->vorbis != nullptr) { stb_vorbis_seek_start(current_music->vorbis); }
|
||||
incoming_fade.active = false;
|
||||
}
|
||||
|
||||
inline void crossfadeMusic(Music* music, int crossfade_ms, int loop) {
|
||||
if (!music_enabled || (music == nullptr) || (music->vorbis == nullptr)) { return; }
|
||||
|
||||
// Destruir outgoing anterior si existe (crossfade durante crossfade)
|
||||
if (outgoing_music.stream != nullptr) {
|
||||
SDL_DestroyAudioStream(outgoing_music.stream);
|
||||
outgoing_music.stream = nullptr;
|
||||
outgoing_music.fade.active = false;
|
||||
}
|
||||
|
||||
// Robar el stream de la musica actual al outgoing para el fade-out.
|
||||
// Pre-omplim amb `crossfade_ms` de so perquè no es quede en silenci
|
||||
// abans d'acabar el fade (l'stream robat ja no pot alimentar-se).
|
||||
if ((current_music != nullptr) && current_music->state == MusicState::PLAYING && (current_music->stream != nullptr)) {
|
||||
preFillOutgoing(current_music, crossfade_ms);
|
||||
outgoing_music.stream = current_music->stream;
|
||||
outgoing_music.fade = {.active = true, .start_time = SDL_GetTicks(), .duration_ms = crossfade_ms, .initial_volume = music_volume};
|
||||
current_music->stream = nullptr;
|
||||
current_music->state = MusicState::STOPPED;
|
||||
if (current_music->vorbis != nullptr) { stb_vorbis_seek_start(current_music->vorbis); }
|
||||
}
|
||||
|
||||
// Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente)
|
||||
current_music = music;
|
||||
current_music->state = MusicState::PLAYING;
|
||||
current_music->times = loop;
|
||||
|
||||
stb_vorbis_seek_start(current_music->vorbis);
|
||||
current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &audio_spec);
|
||||
if (current_music->stream == nullptr) {
|
||||
std::cout << "Failed to create audio stream for crossfade!" << '\n';
|
||||
current_music->state = MusicState::STOPPED;
|
||||
return;
|
||||
}
|
||||
SDL_SetAudioStreamGain(current_music->stream, 0.0F);
|
||||
pumpMusic(current_music); // pre-carrega abans de bindejar
|
||||
SDL_BindAudioStream(sdl_audio_device, current_music->stream);
|
||||
|
||||
// Configurar fade-in
|
||||
incoming_fade = {.active = true, .start_time = SDL_GetTicks(), .duration_ms = crossfade_ms, .initial_volume = 0.0F};
|
||||
}
|
||||
|
||||
inline auto getMusicState() -> MusicState {
|
||||
if (!music_enabled) { return MusicState::DISABLED; }
|
||||
if (current_music == nullptr) { return MusicState::INVALID; }
|
||||
|
||||
return current_music->state;
|
||||
}
|
||||
|
||||
inline void deleteMusic(Music* music) {
|
||||
if (music == nullptr) { return; }
|
||||
if (current_music == music) {
|
||||
stopMusic();
|
||||
current_music = nullptr;
|
||||
}
|
||||
if (music->stream != nullptr) { SDL_DestroyAudioStream(music->stream); }
|
||||
if (music->vorbis != nullptr) { stb_vorbis_close(music->vorbis); }
|
||||
// ogg_data (std::vector) i filename (std::string) s'alliberen sols
|
||||
// al destructor de Music.
|
||||
delete music;
|
||||
}
|
||||
|
||||
inline auto setMusicVolume(float volume) -> float {
|
||||
music_volume = SDL_clamp(volume, 0.0F, 1.0F);
|
||||
if ((current_music != nullptr) && (current_music->stream != nullptr)) {
|
||||
SDL_SetAudioStreamGain(current_music->stream, music_volume);
|
||||
}
|
||||
return music_volume;
|
||||
}
|
||||
|
||||
inline void setMusicPosition(float /*value*/) {
|
||||
// No implementat amb el backend de streaming.
|
||||
}
|
||||
|
||||
inline auto getMusicPosition() -> float {
|
||||
return 0.0F;
|
||||
}
|
||||
|
||||
inline void enableMusic(bool value) {
|
||||
if (!value && (current_music != nullptr) && (current_music->state == MusicState::PLAYING)) { stopMusic(); }
|
||||
music_enabled = value;
|
||||
}
|
||||
|
||||
// --- Sound Functions ---
|
||||
inline auto loadSound(std::uint8_t* buffer, std::uint32_t size) -> Sound* {
|
||||
auto sound = std::make_unique<Sound>();
|
||||
Uint8* raw = nullptr;
|
||||
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), true, &sound->spec, &raw, &sound->length)) {
|
||||
std::cout << "Failed to load WAV from memory: " << SDL_GetError() << '\n';
|
||||
return nullptr;
|
||||
}
|
||||
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
|
||||
return sound.release();
|
||||
}
|
||||
|
||||
inline auto loadSound(const char* filename) -> Sound* {
|
||||
auto sound = std::make_unique<Sound>();
|
||||
Uint8* raw = nullptr;
|
||||
if (!SDL_LoadWAV(filename, &sound->spec, &raw, &sound->length)) {
|
||||
std::cout << "Failed to load WAV file: " << SDL_GetError() << '\n';
|
||||
return nullptr;
|
||||
}
|
||||
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
|
||||
return sound.release();
|
||||
}
|
||||
|
||||
inline auto playSound(Sound* sound, int loop = 0, int group = 0) -> int {
|
||||
if (!sound_enabled || (sound == nullptr)) { return -1; }
|
||||
|
||||
int channel = 0;
|
||||
while (channel < MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != ChannelState::FREE) { channel++; }
|
||||
if (channel == MAX_SIMULTANEOUS_CHANNELS) {
|
||||
// No hi ha canal lliure, reemplacem el primer
|
||||
channel = 0;
|
||||
}
|
||||
|
||||
return playSoundOnChannel(sound, channel, loop, group);
|
||||
}
|
||||
|
||||
inline auto playSoundOnChannel(Sound* sound, int channel, int loop, int group) -> int {
|
||||
if (!sound_enabled || (sound == nullptr)) { return -1; }
|
||||
if (channel < 0 || channel >= MAX_SIMULTANEOUS_CHANNELS) { return -1; }
|
||||
|
||||
stopChannel(channel);
|
||||
|
||||
channels[channel].sound = sound;
|
||||
channels[channel].times = loop;
|
||||
channels[channel].pos = 0;
|
||||
channels[channel].group = group;
|
||||
channels[channel].state = ChannelState::PLAYING;
|
||||
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &audio_spec);
|
||||
|
||||
if (channels[channel].stream == nullptr) {
|
||||
std::cout << "Failed to create audio stream for sound!" << '\n';
|
||||
channels[channel].state = ChannelState::FREE;
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer.get(), channels[channel].sound->length);
|
||||
SDL_SetAudioStreamGain(channels[channel].stream, sound_volume[group]);
|
||||
SDL_BindAudioStream(sdl_audio_device, channels[channel].stream);
|
||||
|
||||
return channel;
|
||||
}
|
||||
|
||||
inline void deleteSound(Sound* sound) {
|
||||
if (sound == nullptr) { return; }
|
||||
for (int i = 0; i < MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if (channels[i].sound == sound) { stopChannel(i); }
|
||||
}
|
||||
// buffer es destrueix automàticament via RAII (SdlFreeDeleter).
|
||||
delete sound;
|
||||
}
|
||||
|
||||
inline void pauseChannel(int channel) {
|
||||
if (!sound_enabled) { return; }
|
||||
|
||||
if (channel == -1) {
|
||||
for (auto& ch : channels) {
|
||||
if (ch.state == ChannelState::PLAYING) {
|
||||
ch.state = ChannelState::PAUSED;
|
||||
SDL_UnbindAudioStream(ch.stream);
|
||||
}
|
||||
}
|
||||
} else if (channel >= 0 && channel < MAX_SIMULTANEOUS_CHANNELS) {
|
||||
if (channels[channel].state == ChannelState::PLAYING) {
|
||||
channels[channel].state = ChannelState::PAUSED;
|
||||
SDL_UnbindAudioStream(channels[channel].stream);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void resumeChannel(int channel) {
|
||||
if (!sound_enabled) { return; }
|
||||
|
||||
if (channel == -1) {
|
||||
for (auto& ch : channels) {
|
||||
if (ch.state == ChannelState::PAUSED) {
|
||||
ch.state = ChannelState::PLAYING;
|
||||
SDL_BindAudioStream(sdl_audio_device, ch.stream);
|
||||
}
|
||||
}
|
||||
} else if (channel >= 0 && channel < MAX_SIMULTANEOUS_CHANNELS) {
|
||||
if (channels[channel].state == ChannelState::PAUSED) {
|
||||
channels[channel].state = ChannelState::PLAYING;
|
||||
SDL_BindAudioStream(sdl_audio_device, channels[channel].stream);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void stopChannel(int channel) {
|
||||
if (channel == -1) {
|
||||
for (auto& ch : channels) {
|
||||
if (ch.state != ChannelState::FREE) {
|
||||
if (ch.stream != nullptr) { SDL_DestroyAudioStream(ch.stream); }
|
||||
ch.stream = nullptr;
|
||||
ch.state = ChannelState::FREE;
|
||||
ch.pos = 0;
|
||||
ch.sound = nullptr;
|
||||
}
|
||||
}
|
||||
} else if (channel >= 0 && channel < MAX_SIMULTANEOUS_CHANNELS) {
|
||||
if (channels[channel].state != ChannelState::FREE) {
|
||||
if (channels[channel].stream != nullptr) { SDL_DestroyAudioStream(channels[channel].stream); }
|
||||
channels[channel].stream = nullptr;
|
||||
channels[channel].state = ChannelState::FREE;
|
||||
channels[channel].pos = 0;
|
||||
channels[channel].sound = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline auto getChannelState(int channel) -> ChannelState {
|
||||
if (!sound_enabled) { return ChannelState::DISABLED; }
|
||||
if (channel < 0 || channel >= MAX_SIMULTANEOUS_CHANNELS) { return ChannelState::INVALID; }
|
||||
|
||||
return channels[channel].state;
|
||||
}
|
||||
|
||||
inline auto setSoundVolume(float volume, int group = -1) -> float {
|
||||
const float V = SDL_clamp(volume, 0.0F, 1.0F);
|
||||
|
||||
if (group == -1) {
|
||||
std::fill(std::begin(sound_volume), std::end(sound_volume), V);
|
||||
} else if (group >= 0 && group < MAX_GROUPS) {
|
||||
sound_volume[group] = V;
|
||||
} else {
|
||||
return V;
|
||||
}
|
||||
|
||||
// Aplicar volum als canals actius.
|
||||
for (auto& ch : channels) {
|
||||
if ((ch.state == ChannelState::PLAYING) || (ch.state == ChannelState::PAUSED)) {
|
||||
if (group == -1 || ch.group == group) {
|
||||
if (ch.stream != nullptr) {
|
||||
SDL_SetAudioStreamGain(ch.stream, sound_volume[ch.group]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return V;
|
||||
}
|
||||
|
||||
inline void enableSound(bool value) {
|
||||
if (!value) {
|
||||
stopChannel(-1);
|
||||
}
|
||||
sound_enabled = value;
|
||||
}
|
||||
|
||||
inline auto setVolume(float volume) -> float {
|
||||
const float V = setMusicVolume(volume);
|
||||
setSoundVolume(V, -1);
|
||||
return V;
|
||||
}
|
||||
|
||||
} // namespace Ja
|
||||
@@ -1,25 +1,24 @@
|
||||
#include "define_buttons.hpp"
|
||||
#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 "input.hpp" // Para Input
|
||||
#include "input_types.hpp" // Para InputAction
|
||||
#include "lang.hpp" // Para getText
|
||||
#include "options.hpp" // Para Gamepad
|
||||
#include "param.hpp" // Para Param, param, ParamGame, ParamServiceMenu
|
||||
#include "resource.hpp" // Para Resource
|
||||
#include "ui/window_message.hpp" // Para WindowMessage
|
||||
#include "utils.hpp" // Para Zone
|
||||
#include "core/input/input.hpp" // Para Input
|
||||
#include "core/locale/lang.hpp" // Para getText
|
||||
#include "core/resources/resource.hpp" // Para Resource
|
||||
#include "game/options.hpp" // Para Gamepad
|
||||
#include "game/ui/window_message.hpp" // Para WindowMessage
|
||||
#include "utils/param.hpp" // Para Param, param, ParamGame, ParamServiceMenu
|
||||
#include "utils/utils.hpp" // Para Zone
|
||||
|
||||
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);
|
||||
@@ -8,8 +8,8 @@
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "input.hpp"
|
||||
#include "ui/window_message.hpp"
|
||||
#include "core/input/input.hpp"
|
||||
#include "game/ui/window_message.hpp"
|
||||
|
||||
namespace Options {
|
||||
struct Gamepad;
|
||||
@@ -5,8 +5,8 @@
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "core/input/input_types.hpp" // Solo incluimos los tipos compartidos
|
||||
#include "external/json.hpp"
|
||||
#include "input_types.hpp" // Solo incluimos los tipos compartidos
|
||||
|
||||
// --- Estructuras ---
|
||||
struct GamepadConfig {
|
||||
@@ -1,26 +1,28 @@
|
||||
#include "global_inputs.hpp"
|
||||
#include "core/input/global_inputs.hpp"
|
||||
|
||||
#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 "audio.hpp" // Para Audio
|
||||
#include "input.hpp" // Para Input
|
||||
#include "input_types.hpp" // Para InputAction
|
||||
#include "lang.hpp" // Para getText, getLangFile, getLangName, getNextLangCode, loadFromFile
|
||||
#include "options.hpp" // Para Video, video, Settings, settings, Audio, audio, Window, window
|
||||
#include "screen.hpp" // Para Screen
|
||||
#include "section.hpp" // Para Name, name, Options, options, AttractMode, attract_mode
|
||||
#include "ui/notifier.hpp" // Para Notifier
|
||||
#include "ui/service_menu.hpp" // Para ServiceMenu
|
||||
#include "utils.hpp" // Para boolToOnOff
|
||||
#include "core/audio/audio.hpp" // Para Audio
|
||||
#include "core/input/input.hpp" // Para Input
|
||||
#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
|
||||
#include "game/options.hpp" // Para Video, video, Settings, settings, Audio, audio, Window, window
|
||||
#include "game/ui/notifier.hpp" // Para Notifier
|
||||
#include "game/ui/service_menu.hpp" // Para ServiceMenu
|
||||
#include "utils/utils.hpp" // Para boolToOnOff
|
||||
|
||||
namespace GlobalInputs {
|
||||
// Termina
|
||||
void quit() {
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// En la versión web no se permite salir: el navegador gestiona el cierre.
|
||||
return;
|
||||
#else
|
||||
const std::string CODE = "QUIT";
|
||||
if (Notifier::get()->checkCode(CODE)) {
|
||||
// Si la notificación de salir está activa, cambia de sección
|
||||
@@ -30,6 +32,7 @@ namespace GlobalInputs {
|
||||
// Si la notificación de salir no está activa, muestra la notificación
|
||||
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 01"), std::string()}, -1, CODE);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Reinicia
|
||||
@@ -79,12 +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});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "input.hpp"
|
||||
#include "core/input/input.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_GetGamepadAxis, SDL_GamepadAxis, SDL_GamepadButton, SDL_GetError, SDL_JoystickID, SDL_AddGamepadMappingsFromFile, SDL_Event, SDL_EventType, SDL_GetGamepadButton, SDL_GetKeyboardState, SDL_INIT_GAMEPAD, SDL_InitSubSystem, SDL_LogError, SDL_OpenGamepad, SDL_PollEvent, SDL_WasInit, Sint16, SDL_Gamepad, SDL_LogCategory, SDL_Scancode
|
||||
|
||||
@@ -8,6 +8,41 @@
|
||||
#include <unordered_map> // Para unordered_map, _Node_iterator, operator==, _Node_iterator_base, _Node_const_iterator
|
||||
#include <utility> // Para pair, move
|
||||
|
||||
// Emscripten-only: SDL 3.4+ ja no casa el GUID dels mandos de Chrome Android
|
||||
// amb gamecontrollerdb (el gamepad.id d'Android no porta Vendor/Product, el
|
||||
// parser extreu valors escombraries, el GUID resultant no està a la db i el
|
||||
// gamepad queda obert amb un mapping incorrecte). Com el W3C Gamepad API
|
||||
// garanteix el layout estàndard quan el navegador reporta mapping=="standard",
|
||||
// injectem un mapping SDL amb eixe layout per al GUID del joystick abans
|
||||
// d'obrir-lo com gamepad. Fora d'Emscripten és un no-op.
|
||||
static void installWebStandardMapping(SDL_JoystickID jid) {
|
||||
#ifdef __EMSCRIPTEN__
|
||||
SDL_GUID guid = SDL_GetJoystickGUIDForID(jid);
|
||||
char guidStr[33];
|
||||
SDL_GUIDToString(guid, guidStr, sizeof(guidStr));
|
||||
const char* name = SDL_GetJoystickNameForID(jid);
|
||||
if (!name || !*name) name = "Standard Gamepad";
|
||||
|
||||
char mapping[512];
|
||||
SDL_snprintf(mapping, sizeof(mapping),
|
||||
"%s,%s,"
|
||||
"a:b0,b:b1,x:b2,y:b3,"
|
||||
"leftshoulder:b4,rightshoulder:b5,"
|
||||
"lefttrigger:b6,righttrigger:b7,"
|
||||
"back:b8,start:b9,"
|
||||
"leftstick:b10,rightstick:b11,"
|
||||
"dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,"
|
||||
"guide:b16,"
|
||||
"leftx:a0,lefty:a1,rightx:a2,righty:a3,"
|
||||
"platform:Emscripten",
|
||||
guidStr,
|
||||
name);
|
||||
SDL_AddGamepadMapping(mapping);
|
||||
#else
|
||||
(void)jid;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Singleton
|
||||
Input* Input::instance = nullptr;
|
||||
|
||||
@@ -83,53 +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
|
||||
@@ -143,9 +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;
|
||||
}
|
||||
|
||||
@@ -154,21 +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
|
||||
@@ -303,20 +300,6 @@ void Input::addGamepadMappingsFromFile() {
|
||||
}
|
||||
}
|
||||
|
||||
void Input::discoverGamepads() {
|
||||
// Enumera los gamepads ya conectados sin drenar la cola de eventos de SDL
|
||||
// (necesario con SDL_MAIN_USE_CALLBACKS, que entrega los eventos por SDL_AppEvent).
|
||||
int count = 0;
|
||||
SDL_JoystickID* joysticks = SDL_GetGamepads(&count);
|
||||
if (joysticks == nullptr) {
|
||||
return;
|
||||
}
|
||||
for (int i = 0; i < count; ++i) {
|
||||
addGamepad(joysticks[i]);
|
||||
}
|
||||
SDL_free(joysticks);
|
||||
}
|
||||
|
||||
void Input::initSDLGamePad() {
|
||||
if (SDL_WasInit(SDL_INIT_GAMEPAD) != 1) {
|
||||
if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
|
||||
@@ -324,7 +307,9 @@ void Input::initSDLGamePad() {
|
||||
} else {
|
||||
addGamepadMappingsFromFile();
|
||||
loadGamepadConfigs();
|
||||
discoverGamepads();
|
||||
// Los mandos ya conectados llegan como SDL_EVENT_GAMEPAD_ADDED en el
|
||||
// primer pase del pump de eventos (antes del primer SDL_AppIterate),
|
||||
// por lo que no hace falta enumerarlos aquí a mano.
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -336,7 +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;
|
||||
@@ -375,11 +360,13 @@ 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 {
|
||||
installWebStandardMapping(device_index);
|
||||
SDL_Gamepad* pad = SDL_OpenGamepad(device_index);
|
||||
if (pad == nullptr) {
|
||||
std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << '\n';
|
||||
@@ -444,6 +431,27 @@ void Input::applyGamepadConfig(std::shared_ptr<Gamepad> gamepad) {
|
||||
return config.path == gamepad->path;
|
||||
});
|
||||
|
||||
// Fallback por nombre: si el mismo dispositivo se enchufa a otro puerto, su
|
||||
// path cambia pero el nombre suele mantenerse. Recuperamos su configuración
|
||||
// y actualizamos el path guardado al actual. Solo se acepta un match cuyo
|
||||
// path guardado NO corresponda a otro mando ya conectado, para no arruinar
|
||||
// setups con varios mandos idénticos en puertos distintos (cabinet arcade).
|
||||
if (config_it == gamepad_configs_.end() && !gamepad->name.empty()) {
|
||||
auto is_path_active = [this](const std::string& query_path) -> bool {
|
||||
return std::ranges::any_of(gamepads_, [&query_path](const std::shared_ptr<Gamepad>& g) -> bool {
|
||||
return g && g->path == query_path;
|
||||
});
|
||||
};
|
||||
config_it = std::ranges::find_if(gamepad_configs_, [&gamepad, &is_path_active](const GamepadConfig& config) -> bool {
|
||||
return config.name == gamepad->name && !is_path_active(config.path);
|
||||
});
|
||||
if (config_it != gamepad_configs_.end()) {
|
||||
std::cout << "Gamepad '" << gamepad->name << "' found by name, refreshing path to: " << gamepad->path << '\n';
|
||||
config_it->path = gamepad->path;
|
||||
saveGamepadConfigs();
|
||||
}
|
||||
}
|
||||
|
||||
if (config_it != gamepad_configs_.end()) {
|
||||
// Se encontró una configuración específica para este puerto/dispositivo. La aplicamos.
|
||||
std::cout << "Applying custom config for gamepad at path: " << gamepad->path << '\n';
|
||||
@@ -453,7 +461,6 @@ void Input::applyGamepadConfig(std::shared_ptr<Gamepad> gamepad) {
|
||||
}
|
||||
}
|
||||
}
|
||||
// Opcional: Podrías añadir un fallback para buscar por nombre si no se encuentra por ruta.
|
||||
}
|
||||
|
||||
void Input::saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad) {
|
||||
@@ -524,19 +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;
|
||||
}
|
||||
@@ -6,11 +6,10 @@
|
||||
#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 "gamepad_config_manager.hpp" // for GamepadConfig (ptr only), GamepadConfigs
|
||||
#include "input_types.hpp" // for InputAction
|
||||
#include "core/input/gamepad_config_manager.hpp" // for GamepadConfig (ptr only), GamepadConfigs
|
||||
#include "core/input/input_types.hpp" // for InputAction
|
||||
|
||||
// --- Clase Input: gestiona la entrada de teclado y mandos (singleton) ---
|
||||
class Input {
|
||||
@@ -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),
|
||||
@@ -105,10 +104,20 @@ class Input {
|
||||
std::string path;
|
||||
std::unordered_map<Action, ButtonState> bindings;
|
||||
|
||||
Gamepad(SDL_Gamepad* gamepad)
|
||||
// Recorta el nombre del mando hasta el primer '(' o '[' y elimina espacios finales.
|
||||
// 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); }
|
||||
while (!s.empty() && s.back() == ' ') { s.pop_back(); }
|
||||
return s;
|
||||
}
|
||||
|
||||
explicit Gamepad(SDL_Gamepad* gamepad)
|
||||
: pad(gamepad),
|
||||
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
|
||||
name(std::string(SDL_GetGamepadName(gamepad))),
|
||||
name(trimName(SDL_GetGamepadName(gamepad))),
|
||||
path(std::string(SDL_GetGamepadPath(pad))),
|
||||
bindings{
|
||||
// Movimiento del jugador
|
||||
@@ -138,7 +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)};
|
||||
}
|
||||
};
|
||||
|
||||
@@ -206,7 +215,6 @@ class Input {
|
||||
auto addGamepad(int device_index) -> std::string;
|
||||
auto removeGamepad(SDL_JoystickID id) -> std::string;
|
||||
void addGamepadMappingsFromFile();
|
||||
void discoverGamepads();
|
||||
|
||||
// --- Métodos para integración con GamepadConfigManager ---
|
||||
void loadGamepadConfigs();
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "input_types.hpp"
|
||||
#include "core/input/input_types.hpp"
|
||||
|
||||
#include <utility> // Para pair
|
||||
|
||||
@@ -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,
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "mouse.hpp"
|
||||
#include "core/input/mouse.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_GetTicks, Uint32, SDL_HideCursor, SDL_Show...
|
||||
|
||||
@@ -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
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "lang.hpp"
|
||||
#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
|
||||
@@ -7,13 +8,13 @@
|
||||
#include <utility> // Para pair
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "asset.hpp" // Para Asset
|
||||
#include "difficulty.hpp" // Para Difficulty
|
||||
#include "external/json.hpp" // Para basic_json, iteration_proxy_value, oper...
|
||||
#include "options.hpp" // Para SettingsOpt...
|
||||
#include "resource_helper.hpp" // Para ResourceHelper
|
||||
#include "core/resources/asset.hpp" // Para Asset
|
||||
#include "core/resources/resource_helper.hpp" // Para ResourceHelper
|
||||
#include "external/json.hpp" // Para basic_json, iteration_proxy_value, oper...
|
||||
#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
|
||||
@@ -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
|
||||
@@ -1,5 +1,5 @@
|
||||
#define _USE_MATH_DEFINES
|
||||
#include "background.hpp"
|
||||
#include "core/rendering/background.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetRenderTarget, SDL_RenderTexture, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_RenderClear, SDL_SetRenderDrawColor, SDL_TextureAccess, SDL_FPoint
|
||||
|
||||
@@ -8,14 +8,14 @@
|
||||
#include <string> // Para basic_string
|
||||
#include <utility> // Para move
|
||||
|
||||
#include "animated_sprite.hpp" // Para AnimatedSprite
|
||||
#include "moving_sprite.hpp" // Para MovingSprite
|
||||
#include "param.hpp" // Para Param, ParamBackground, param
|
||||
#include "resource.hpp" // Para Resource
|
||||
#include "screen.hpp" // Para Screen
|
||||
#include "sprite.hpp" // Para Sprite
|
||||
#include "texture.hpp" // Para Texture
|
||||
#include "utils.hpp" // Para easeOutCubic
|
||||
#include "core/rendering/screen.hpp" // Para Screen
|
||||
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite
|
||||
#include "core/rendering/sprite/moving_sprite.hpp" // Para MovingSprite
|
||||
#include "core/rendering/sprite/sprite.hpp" // Para Sprite
|
||||
#include "core/rendering/texture.hpp" // Para Texture
|
||||
#include "core/resources/resource.hpp" // Para Resource
|
||||
#include "utils/param.hpp" // Para Param, ParamBackground, param
|
||||
#include "utils/utils.hpp" // Para easeOutCubic
|
||||
|
||||
// Constructor
|
||||
Background::Background(float total_progress_to_complete)
|
||||
@@ -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});
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,11 +4,12 @@
|
||||
|
||||
#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
|
||||
|
||||
#include "color.hpp" // Para Color
|
||||
#include "utils/color.hpp" // Para Color
|
||||
|
||||
class MovingSprite;
|
||||
class Sprite;
|
||||
@@ -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 ---
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "fade.hpp"
|
||||
#include "core/rendering/fade.hpp"
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
@@ -6,9 +6,9 @@
|
||||
#include <cstdlib>
|
||||
#include <utility>
|
||||
|
||||
#include "color.hpp"
|
||||
#include "param.hpp"
|
||||
#include "screen.hpp"
|
||||
#include "core/rendering/screen.hpp"
|
||||
#include "utils/color.hpp"
|
||||
#include "utils/param.hpp"
|
||||
|
||||
// Constructor
|
||||
Fade::Fade()
|
||||
@@ -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;
|
||||
@@ -0,0 +1,265 @@
|
||||
#include "core/rendering/gif.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_LogError, SDL_LogCategory, SDL_LogInfo
|
||||
|
||||
#include <cstring> // Para memcpy, size_t
|
||||
#include <iostream> // Para std::cout
|
||||
#include <stdexcept> // Para runtime_error
|
||||
#include <string> // Para char_traits, operator==, basic_string, string
|
||||
|
||||
namespace GIF {
|
||||
namespace {
|
||||
inline void readBytes(const uint8_t *&buffer, void *dst, size_t size) {
|
||||
std::memcpy(dst, buffer, size);
|
||||
buffer += size;
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 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 (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");
|
||||
}
|
||||
const int BIT = ((*input & mask) != 0) ? 1 : 0;
|
||||
mask <<= 1;
|
||||
if (mask == 0x100) {
|
||||
mask = 0x01;
|
||||
input++;
|
||||
input_length--;
|
||||
}
|
||||
code |= (BIT << i);
|
||||
}
|
||||
return code;
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 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");
|
||||
}
|
||||
cur_code = dict[cur_code].prev;
|
||||
}
|
||||
return MATCH_LEN;
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 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));
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
ScreenDescriptor screen_descriptor;
|
||||
std::memcpy(&screen_descriptor, buffer, sizeof(ScreenDescriptor));
|
||||
buffer += sizeof(ScreenDescriptor);
|
||||
|
||||
std::vector<uint32_t> global_color_table;
|
||||
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) {
|
||||
uint8_t r = buffer[0];
|
||||
uint8_t g = buffer[1];
|
||||
uint8_t b = buffer[2];
|
||||
global_color_table[i] = (r << 16) | (g << 8) | b;
|
||||
buffer += 3;
|
||||
}
|
||||
}
|
||||
return global_color_table;
|
||||
}
|
||||
|
||||
auto loadGif(const uint8_t *buffer, uint16_t &w, uint16_t &h) -> std::vector<uint8_t> {
|
||||
return processGifStream(buffer, w, h);
|
||||
}
|
||||
|
||||
} // namespace GIF
|
||||
@@ -0,0 +1,75 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint> // Para uint8_t, uint16_t, uint32_t
|
||||
#include <vector> // Para vector
|
||||
|
||||
namespace GIF {
|
||||
|
||||
// Constantes definidas con constexpr, en lugar de macros
|
||||
constexpr uint8_t EXTENSION_INTRODUCER = 0x21;
|
||||
constexpr uint8_t IMAGE_DESCRIPTOR = 0x2C;
|
||||
constexpr uint8_t TRAILER = 0x3B;
|
||||
constexpr uint8_t GRAPHIC_CONTROL = 0xF9;
|
||||
constexpr uint8_t APPLICATION_EXTENSION = 0xFF;
|
||||
constexpr uint8_t COMMENT_EXTENSION = 0xFE;
|
||||
constexpr uint8_t PLAINTEXT_EXTENSION = 0x01;
|
||||
|
||||
#pragma pack(push, 1)
|
||||
struct ScreenDescriptor {
|
||||
uint16_t width;
|
||||
uint16_t height;
|
||||
uint8_t fields;
|
||||
uint8_t background_color_index;
|
||||
uint8_t pixel_aspect_ratio;
|
||||
};
|
||||
|
||||
struct RGB {
|
||||
uint8_t r, g, b;
|
||||
};
|
||||
|
||||
struct ImageDescriptor {
|
||||
uint16_t image_left_position;
|
||||
uint16_t image_top_position;
|
||||
uint16_t image_width;
|
||||
uint16_t image_height;
|
||||
uint8_t fields;
|
||||
};
|
||||
#pragma pack(pop)
|
||||
|
||||
struct DictionaryEntry {
|
||||
uint8_t byte;
|
||||
int prev;
|
||||
int len;
|
||||
};
|
||||
|
||||
struct Extension {
|
||||
uint8_t extension_code;
|
||||
uint8_t block_size;
|
||||
};
|
||||
|
||||
struct GraphicControlExtension {
|
||||
uint8_t fields;
|
||||
uint16_t delay_time;
|
||||
uint8_t transparent_color_index;
|
||||
};
|
||||
|
||||
struct ApplicationExtension {
|
||||
uint8_t application_id[8];
|
||||
uint8_t version[3];
|
||||
};
|
||||
|
||||
struct PlaintextExtension {
|
||||
uint16_t left, top, width, height;
|
||||
uint8_t cell_width, cell_height;
|
||||
uint8_t foreground_color, background_color;
|
||||
};
|
||||
|
||||
// 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 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
|
||||
@@ -1,6 +1,10 @@
|
||||
#include "screen.hpp"
|
||||
#include "core/rendering/screen.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_RenderTexture, SDL_SetRenderDrawColor, SDL_SetRenderVSync, SDL_LogCategory, SDL_GetError, SDL_LogError, SDL_LogInfo, SDL_RendererLogicalPresentation, SDL_SetRenderLogicalPresentation, SDL_CreateTexture, SDL_DestroyTexture, SDL_DestroyWindow, SDL_GetDisplayName, SDL_GetTicks, SDL_Quit, SDL_RENDERER_VSYNC_DISABLED, SDL_RenderClear, SDL_CreateRenderer, SDL_CreateWindow, SDL_DestroyRenderer, SDL_DisplayID, SDL_FRect, SDL_GetCurrentDisplayMode, SDL_GetDisplays, SDL_GetRenderTarget, SDL_GetWindowPosition, SDL_GetWindowSize, SDL_Init, SDL_LogWarn, SDL_PixelFormat, SDL_RenderFillRect, SDL_RenderPresent, SDL_SetHint, SDL_SetRenderDrawBlendMode, SDL_SetTextureScaleMode, SDL_SetWindowFullscreen, SDL_SetWindowPosition, SDL_SetWindowSize, SDL_TextureAccess, SDL_free, SDL_BLENDMODE_BLEND, SDL_HINT_RENDER_DRIVER, SDL_INIT_VIDEO, SDL_ScaleMode, SDL_WINDOW_FULLSCREEN, SDL_WindowFlags
|
||||
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_RenderTexture, SDL_SetRenderDrawColor, SDL_SetRenderVSync, SDL_LogCategory, SDL_GetError, SDL_LogError, SDL_LogInfo, SDL_RendererLogicalPresentation, SDL_SetRenderLogicalPresentation, SDL_CreateTexture, SDL_DestroyTexture, SDL_DestroyWindow, SDL_GetDisplayName, SDL_GetTicks, SDL_Quit, SDL_RENDERER_VSYNC_DISABLED, SDL_RenderClear, SDL_CreateRenderer, SDL_CreateWindow, SDL_DestroyRenderer, SDL_DisplayID, SDL_FRect, SDL_GetCurrentDisplayMode, SDL_GetDisplays, SDL_GetRenderTarget, SDL_GetWindowPosition, SDL_GetWindowSize, SDL_Init, SDL_LogWarn, SDL_PixelFormat, SDL_RenderFillRect, SDL_RenderPresent, SDL_SetHint, SDL_SetRenderDrawBlendMode, SDL_SetTextureScaleMode, SDL_SetWindowFullscreen, SDL_SetWindowPosition, SDL_SetWindowSize, SDL_SyncWindow, SDL_TextureAccess, SDL_free, SDL_BLENDMODE_BLEND, SDL_HINT_RENDER_DRIVER, SDL_INIT_VIDEO, SDL_ScaleMode, SDL_WINDOW_FULLSCREEN, SDL_WindowFlags
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#endif
|
||||
|
||||
#include <algorithm> // Para min, max
|
||||
#include <cstring> // Para memcpy
|
||||
@@ -9,22 +13,61 @@
|
||||
#include <string> // Para basic_string, operator+, char_traits, to_string, string
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "asset.hpp" // Para Asset
|
||||
#include "director.hpp" // Para Director::debug_config
|
||||
#include "mouse.hpp" // Para updateCursorVisibility
|
||||
#include "options.hpp" // Para Video, video, Window, window
|
||||
#include "param.hpp" // Para Param, param, ParamGame, ParamDebug
|
||||
#include "rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
|
||||
#include "resource.hpp" // Para Resource
|
||||
#include "text.hpp" // Para Text
|
||||
#include "texture.hpp" // Para Texture
|
||||
#include "ui/notifier.hpp" // Para Notifier
|
||||
#include "ui/service_menu.hpp" // Para ServiceMenu
|
||||
#include "utils.hpp" // Para toLower
|
||||
#include "core/input/mouse.hpp" // Para updateCursorVisibility
|
||||
#ifndef NO_SHADERS
|
||||
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
|
||||
#endif
|
||||
#include "core/rendering/text.hpp" // Para Text
|
||||
#include "core/rendering/texture.hpp" // Para Texture
|
||||
#include "core/resources/asset.hpp" // Para Asset
|
||||
#include "core/resources/resource.hpp" // Para Resource
|
||||
#include "core/system/director.hpp" // Para Director::debug_config
|
||||
#include "game/options.hpp" // Para Video, video, Window, window
|
||||
#include "game/ui/notifier.hpp" // Para Notifier
|
||||
#include "game/ui/service_menu.hpp" // Para ServiceMenu
|
||||
#include "utils/param.hpp" // Para Param, param, ParamGame, ParamDebug
|
||||
#include "utils/utils.hpp" // Para toLower
|
||||
|
||||
// Singleton
|
||||
Screen* Screen::instance = nullptr;
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// ============================================================================
|
||||
// Restauración del canvas en wasm/Emscripten
|
||||
// ============================================================================
|
||||
// SDL3 + Emscripten no notifica de forma fiable los cambios de estado del
|
||||
// canvas HTML (fullscreen exit vía Esc, rotación del dispositivo, etc.).
|
||||
// Registramos callbacks nativos de Emscripten que delegan en
|
||||
// Screen::handleCanvasResized(), el cual re-aplica el modo de fullscreen y
|
||||
// reajusta la ventana para que SDL salga de su estado interno de fullscreen.
|
||||
//
|
||||
// Los callbacks difieren el trabajo con emscripten_async_call(0ms) porque el
|
||||
// navegador todavía no ha acabado de redimensionar el canvas cuando el evento
|
||||
// se dispara; posponer al siguiente tick garantiza valores estables.
|
||||
//
|
||||
// Referencias: libsdl-org/SDL#13300, libsdl-org/SDL#11389.
|
||||
// ============================================================================
|
||||
namespace {
|
||||
void deferredCanvasResize(void* /*user_data*/) {
|
||||
if (Screen::get() != nullptr) { Screen::get()->handleCanvasResized(); }
|
||||
}
|
||||
|
||||
auto onEmFullscreenChange(int /*event_type*/, const EmscriptenFullscreenChangeEvent* event, void* /*user_data*/) -> EM_BOOL {
|
||||
// Sincronizamos Options::video.fullscreen con el estado real del navegador
|
||||
// antes de diferir la restauración: cuando el usuario sale con Esc no pasa
|
||||
// por toggleFullscreen() y el estado interno quedaría desincronizado.
|
||||
Options::video.fullscreen = (event != nullptr && event->isFullscreen != 0);
|
||||
emscripten_async_call(deferredCanvasResize, nullptr, 0);
|
||||
return EM_FALSE;
|
||||
}
|
||||
|
||||
auto onEmOrientationChange(int /*event_type*/, const EmscriptenOrientationChangeEvent* /*event*/, void* /*user_data*/) -> EM_BOOL {
|
||||
emscripten_async_call(deferredCanvasResize, nullptr, 0);
|
||||
return EM_FALSE;
|
||||
}
|
||||
} // namespace
|
||||
#endif
|
||||
|
||||
// Inicializa la instancia única del singleton
|
||||
void Screen::init() {
|
||||
Screen::instance = new Screen();
|
||||
@@ -51,7 +94,7 @@ Screen::Screen()
|
||||
|
||||
// Crea la textura de destino
|
||||
game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
|
||||
SDL_SetTextureScaleMode(game_canvas_, SDL_SCALEMODE_NEAREST);
|
||||
SDL_SetTextureScaleMode(game_canvas_, Options::video.scale_mode);
|
||||
|
||||
// Inicializar buffer de píxeles para SDL3GPU
|
||||
pixel_buffer_.resize(static_cast<size_t>(param.game.width) * static_cast<size_t>(param.game.height));
|
||||
@@ -67,6 +110,14 @@ Screen::Screen()
|
||||
// Renderizar una vez la textura vacía para que tenga contenido válido antes de inicializar los shaders (evita pantalla negra)
|
||||
SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr);
|
||||
|
||||
// Aplicar la configuración inicial completa (vsync + logical presentation +
|
||||
// fullscreen + tamaño de ventana). En Emscripten es necesario porque el
|
||||
// canvas HTML tiene un tamaño propio y SDL_CreateWindow solo no basta para
|
||||
// que SDL sincronice su viewport interno con el canvas real: sin este
|
||||
// applySettings el canvas inicial sale descolocado con barras negras a los
|
||||
// lados y el juego pequeño en el centro hasta el primer toggle de fullscreen.
|
||||
applySettings();
|
||||
|
||||
// Limpiar renderer
|
||||
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer_);
|
||||
@@ -143,10 +194,39 @@ void Screen::setFullscreenMode() {
|
||||
SDL_SetWindowFullscreen(window_, Options::video.fullscreen);
|
||||
}
|
||||
|
||||
// Camibia entre pantalla completa y ventana
|
||||
// Cambia entre pantalla completa y ventana. Usamos applySettings en vez de
|
||||
// setFullscreenMode porque applySettings también re-aplica la logical
|
||||
// presentation — sin eso, al entrar en fullscreen SDL no recalcula el viewport
|
||||
// y el juego se ve pequeño (especialmente en Android).
|
||||
void Screen::toggleFullscreen() {
|
||||
Options::video.fullscreen = !Options::video.fullscreen;
|
||||
setFullscreenMode();
|
||||
applySettings();
|
||||
}
|
||||
|
||||
// Re-sincroniza SDL con el estado real del canvas del navegador. Lo invocan los
|
||||
// callbacks nativos de Emscripten (vegeu el bloc al principi del fitxer) cuando
|
||||
// se detecta un fullscreenchange o un orientationchange. Re-aplica fullscreen y
|
||||
// reajusta la ventana porque SDL no emite SDL_EVENT_WINDOW_LEAVE_FULLSCREEN en
|
||||
// Emscripten y su estado interno queda desincronizado al salir con Esc.
|
||||
// Fuera de Emscripten es un no-op (desktop sí emite los events correctamente).
|
||||
void Screen::handleCanvasResized() {
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// SDL_SetWindowFullscreen es imprescindible para sacar a SDL de su estado
|
||||
// interno de fullscreen cuando el usuario ha salido sin pasar por
|
||||
// toggleFullscreen (onEmFullscreenChange ya ha actualizado Options).
|
||||
SDL_SetWindowFullscreen(window_, Options::video.fullscreen);
|
||||
SDL_SyncWindow(window_);
|
||||
adjustWindowSize();
|
||||
#endif
|
||||
}
|
||||
|
||||
// Registra los callbacks nativos de Emscripten que restauran el canvas cuando
|
||||
// SDL3 no emite los events equivalentes. Fuera de Emscripten es un no-op.
|
||||
void Screen::registerEmscriptenEventCallbacks() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_TRUE, onEmFullscreenChange);
|
||||
emscripten_set_orientationchange_callback(nullptr, EM_TRUE, onEmOrientationChange);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Cambia el tamaño de la ventana
|
||||
@@ -240,49 +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)
|
||||
@@ -300,8 +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);
|
||||
@@ -422,6 +503,8 @@ auto Screen::initSDLVideo() -> bool {
|
||||
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
|
||||
|
||||
registerEmscriptenEventCallbacks();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -588,6 +671,25 @@ void Screen::toggleVSync() {
|
||||
}
|
||||
}
|
||||
|
||||
// Aplica Options::video.scale_mode a la textura del canvas de juego
|
||||
void Screen::applyFilter() {
|
||||
SDL_SetTextureScaleMode(game_canvas_, Options::video.scale_mode);
|
||||
}
|
||||
|
||||
// Alterna el modo de filtrado entre nearest y linear
|
||||
void Screen::toggleFilter() {
|
||||
Options::video.scale_mode = (Options::video.scale_mode == SDL_SCALEMODE_NEAREST)
|
||||
? SDL_SCALEMODE_LINEAR
|
||||
: SDL_SCALEMODE_NEAREST;
|
||||
applyFilter();
|
||||
}
|
||||
|
||||
// Devuelve true si el backend SDL3GPU está activo y con aceleración hardware
|
||||
auto Screen::isHardwareAccelerated() -> bool {
|
||||
auto* self = Screen::get();
|
||||
return self != nullptr && self->shader_backend_ && self->shader_backend_->isHardwareAccelerated();
|
||||
}
|
||||
|
||||
// Establece el estado del V-Sync
|
||||
void Screen::setVSync(bool enabled) {
|
||||
Options::video.vsync = enabled;
|
||||
@@ -609,12 +711,17 @@ void Screen::getSingletons() {
|
||||
#endif
|
||||
}
|
||||
|
||||
// Aplica los valores de las opciones
|
||||
// Aplica los valores de las opciones.
|
||||
// IMPORTANTE: el orden importa. SDL_SetRenderLogicalPresentation calcula el
|
||||
// viewport en función del tamaño actual de la ventana SDL, así que DEBE llamarse
|
||||
// DESPUÉS de setFullscreenMode/adjustWindowSize — si no, al entrar en fullscreen
|
||||
// el viewport queda cacheado al tamaño de la ventana pequeña previa y el juego
|
||||
// se ve pequeño y centrado con barras negras alrededor.
|
||||
void Screen::applySettings() {
|
||||
SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
|
||||
SDL_SetRenderLogicalPresentation(Screen::get()->getRenderer(), param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
setFullscreenMode();
|
||||
adjustWindowSize();
|
||||
SDL_SetRenderLogicalPresentation(renderer_, param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
}
|
||||
|
||||
// Crea el objeto de texto
|
||||
@@ -6,9 +6,9 @@
|
||||
#include <string> // Para string
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "color.hpp" // Para Color
|
||||
#include "options.hpp" // Para VideoOptions, video
|
||||
#include "rendering/shader_backend.hpp" // Para Rendering::ShaderType
|
||||
#include "core/rendering/shader_backend.hpp" // Para Rendering::ShaderType
|
||||
#include "game/options.hpp" // Para VideoOptions, video
|
||||
#include "utils/color.hpp" // Para Color
|
||||
|
||||
// Forward declarations
|
||||
class Notifier;
|
||||
@@ -34,6 +34,7 @@ class Screen {
|
||||
// --- Configuración de ventana y render ---
|
||||
void setFullscreenMode(); // Establece el modo de pantalla completa
|
||||
void toggleFullscreen(); // Cambia entre pantalla completa y ventana
|
||||
void handleCanvasResized(); // Restaura el canvas cuando SDL3 no reporta el cambio (emscripten only: salida de fullscreen con Esc, rotación); no-op fuera de emscripten
|
||||
void setWindowZoom(int zoom); // Cambia el tamaño de la ventana
|
||||
auto decWindowSize() -> bool; // Reduce el tamaño de la ventana
|
||||
auto incWindowSize() -> bool; // Aumenta el tamaño de la ventana
|
||||
@@ -48,6 +49,8 @@ class Screen {
|
||||
static void nextPostFXPreset(); // Avanza al siguiente preset PostFX
|
||||
static void nextCrtPiPreset(); // Avanza al siguiente preset CrtPi
|
||||
static void toggleSupersampling(); // Alterna supersampling
|
||||
void toggleFilter(); // Alterna SDL_SCALEMODE_NEAREST ↔ SDL_SCALEMODE_LINEAR
|
||||
void applyFilter(); // Aplica Options::video.scale_mode a game_canvas_
|
||||
void toggleIntegerScale();
|
||||
void toggleVSync(); // Alterna entre activar y desactivar el V-Sync
|
||||
void setVSync(bool enabled); // Establece el estado del V-Sync
|
||||
@@ -59,10 +62,11 @@ class Screen {
|
||||
void hide() { SDL_HideWindow(window_); } // Oculta la ventana
|
||||
void getSingletons(); // Obtiene los punteros a los singletones
|
||||
[[nodiscard]] static auto getVSync() -> bool { return Options::video.vsync; } // Obtiene el valor de V-Sync
|
||||
[[nodiscard]] static auto isHardwareAccelerated() -> bool; // True si SDL3GPU está activo
|
||||
[[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; }
|
||||
@@ -232,18 +236,20 @@ class Screen {
|
||||
#endif
|
||||
|
||||
// --- Métodos internos ---
|
||||
auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana
|
||||
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
|
||||
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
|
||||
void adjustWindowSize(); // Calcula el tamaño de la ventana
|
||||
void getDisplayInfo(); // Obtiene información sobre la pantalla
|
||||
void renderOverlays(); // Renderiza todos los overlays y efectos
|
||||
void renderAttenuate(); // Atenúa la pantalla
|
||||
void createText(); // Crea el objeto de texto
|
||||
auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana
|
||||
void registerEmscriptenEventCallbacks(); // Registra callbacks nativos para restaurar el canvas en wasm (no-op fuera de emscripten)
|
||||
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
|
||||
void adjustWindowSize(); // Calcula el tamaño de la ventana
|
||||
void getDisplayInfo(); // Obtiene información sobre la pantalla
|
||||
void renderOverlays(); // Renderiza todos los overlays y efectos
|
||||
void renderAttenuate(); // Atenúa la pantalla
|
||||
void createText(); // Crea el objeto de texto
|
||||
|
||||
// --- Constructores y destructor privados (singleton) ---
|
||||
Screen(); // Constructor privado
|
||||
+7
-7
@@ -1,4 +1,4 @@
|
||||
#include "rendering/sdl3gpu/sdl3gpu_shader.hpp"
|
||||
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp"
|
||||
|
||||
#include <SDL3/SDL_log.h>
|
||||
|
||||
@@ -8,11 +8,11 @@
|
||||
#include <iostream> // Para std::cout
|
||||
|
||||
#ifndef __APPLE__
|
||||
#include "rendering/sdl3gpu/crtpi_frag_spv.h"
|
||||
#include "rendering/sdl3gpu/downscale_frag_spv.h"
|
||||
#include "rendering/sdl3gpu/postfx_frag_spv.h"
|
||||
#include "rendering/sdl3gpu/postfx_vert_spv.h"
|
||||
#include "rendering/sdl3gpu/upscale_frag_spv.h"
|
||||
#include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
|
||||
#include "core/rendering/sdl3gpu/spv/downscale_frag_spv.h"
|
||||
#include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
|
||||
#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
|
||||
#include "core/rendering/sdl3gpu/spv/upscale_frag_spv.h"
|
||||
#endif
|
||||
|
||||
#ifdef __APPLE__
|
||||
@@ -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_);
|
||||
}
|
||||
|
||||
+1
-1
@@ -6,7 +6,7 @@
|
||||
#include <string>
|
||||
#include <utility>
|
||||
|
||||
#include "rendering/shader_backend.hpp"
|
||||
#include "core/rendering/shader_backend.hpp"
|
||||
|
||||
// PostFX uniforms pushed to fragment stage each frame.
|
||||
// 12 floats = 48 bytes — meets Metal/Vulkan 16-byte alignment requirement.
|
||||
@@ -0,0 +1,2 @@
|
||||
DisableFormat: true
|
||||
SortIncludes: Never
|
||||
@@ -0,0 +1,4 @@
|
||||
# source/core/rendering/sdl3gpu/spv/.clang-tidy
|
||||
Checks: '-*'
|
||||
WarningsAsErrors: ''
|
||||
HeaderFilterRegex: ''
|
||||
+2
-1
@@ -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;
|
||||
+2
-1
@@ -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;
|
||||
+2
-1
@@ -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;
|
||||
+2
-1
@@ -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;
|
||||
+2
-1
@@ -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;
|
||||
@@ -2,13 +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 };
|
||||
|
||||
/**
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "animated_sprite.hpp"
|
||||
#include "core/rendering/sprite/animated_sprite.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_LogWarn, SDL_LogCategory, SDL_LogError, SDL_FRect
|
||||
|
||||
@@ -10,8 +10,8 @@
|
||||
#include <stdexcept> // Para runtime_error
|
||||
#include <utility> // Para move, pair
|
||||
|
||||
#include "resource_helper.hpp" // Para loadFile
|
||||
#include "texture.hpp" // Para Texture
|
||||
#include "core/rendering/texture.hpp" // Para Texture
|
||||
#include "core/resources/resource_helper.hpp" // Para loadFile
|
||||
|
||||
// Carga las animaciones en un vector(Animations) desde un fichero
|
||||
auto loadAnimationsFromFile(const std::string& file_path) -> AnimationsFileBuffer {
|
||||
@@ -9,7 +9,7 @@
|
||||
#include <utility> // Para move
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "moving_sprite.hpp" // for MovingSprite
|
||||
#include "core/rendering/sprite/moving_sprite.hpp" // for MovingSprite
|
||||
|
||||
// Declaración adelantada
|
||||
class Texture;
|
||||
@@ -1,11 +1,11 @@
|
||||
#include "card_sprite.hpp"
|
||||
#include "core/rendering/sprite/card_sprite.hpp"
|
||||
|
||||
#include <algorithm> // Para std::clamp
|
||||
#include <functional> // Para function
|
||||
#include <utility> // Para move
|
||||
|
||||
#include "texture.hpp" // Para Texture
|
||||
#include "utils.hpp" // Para easeOutBounce, easeOutCubic
|
||||
#include "core/rendering/texture.hpp" // Para Texture
|
||||
#include "utils/utils.hpp" // Para easeOutBounce, easeOutCubic
|
||||
|
||||
// Constructor
|
||||
CardSprite::CardSprite(std::shared_ptr<Texture> texture)
|
||||
@@ -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,
|
||||
@@ -2,15 +2,16 @@
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_FPoint
|
||||
|
||||
#include <cstdint> // Para std::uint8_t
|
||||
#include <functional> // Para function
|
||||
#include <memory> // Para shared_ptr
|
||||
|
||||
#include "moving_sprite.hpp" // Para MovingSprite
|
||||
#include "core/rendering/sprite/moving_sprite.hpp" // Para MovingSprite
|
||||
|
||||
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
|
||||
@@ -1,9 +1,9 @@
|
||||
#include "moving_sprite.hpp"
|
||||
#include "core/rendering/sprite/moving_sprite.hpp"
|
||||
|
||||
#include <cmath> // Para std::abs
|
||||
#include <utility>
|
||||
|
||||
#include "texture.hpp" // Para Texture
|
||||
#include "core/rendering/texture.hpp" // Para Texture
|
||||
|
||||
// Constructor
|
||||
MovingSprite::MovingSprite(std::shared_ptr<Texture> texture, SDL_FRect pos, Rotate rotate, float horizontal_zoom, float vertical_zoom, SDL_FlipMode flip)
|
||||
@@ -4,7 +4,7 @@
|
||||
|
||||
#include <memory> // Para shared_ptr
|
||||
|
||||
#include "sprite.hpp" // for Sprite
|
||||
#include "core/rendering/sprite/sprite.hpp" // for Sprite
|
||||
|
||||
class Texture;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
// IWYU pragma: no_include <bits/std_abs.h>
|
||||
#include "path_sprite.hpp"
|
||||
#include "core/rendering/sprite/path_sprite.hpp"
|
||||
|
||||
#include <cmath> // Para abs
|
||||
#include <functional> // Para function
|
||||
@@ -2,22 +2,23 @@
|
||||
|
||||
#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>
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "sprite.hpp" // Para Sprite
|
||||
#include "core/rendering/sprite/sprite.hpp" // Para Sprite
|
||||
|
||||
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
|
||||
@@ -1,6 +1,4 @@
|
||||
#include "smart_sprite.hpp"
|
||||
|
||||
#include "moving_sprite.hpp" // Para MovingSprite
|
||||
#include "core/rendering/sprite/smart_sprite.hpp"
|
||||
|
||||
// Actualiza la posición y comprueba si ha llegado a su destino (time-based)
|
||||
void SmartSprite::update(float delta_time) {
|
||||
@@ -3,16 +3,16 @@
|
||||
#include <memory> // Para shared_ptr
|
||||
#include <utility>
|
||||
|
||||
#include "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 ---
|
||||
@@ -1,9 +1,9 @@
|
||||
#include "sprite.hpp"
|
||||
#include "core/rendering/sprite/sprite.hpp"
|
||||
|
||||
#include <utility>
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "texture.hpp" // Para Texture
|
||||
#include "core/rendering/texture.hpp" // Para Texture
|
||||
|
||||
// Constructor
|
||||
Sprite::Sprite(std::shared_ptr<Texture> texture, float pos_x, float pos_y, float width, float height)
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "text.hpp"
|
||||
#include "core/rendering/text.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_FRect, Uint8, SDL_GetRenderTarget, SDL_RenderClear, SDL_SetRenderDrawColor, SDL_SetRenderTarget, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_TextureAccess, SDL_GetTextureAlphaMod
|
||||
|
||||
@@ -10,12 +10,12 @@
|
||||
#include <utility> // Para std::cmp_less_equal
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "color.hpp" // Para Color
|
||||
#include "resource_helper.hpp" // Para loadFile
|
||||
#include "screen.hpp" // Para Screen
|
||||
#include "sprite.hpp" // Para Sprite
|
||||
#include "texture.hpp" // Para Texture
|
||||
#include "utils.hpp" // Para getFileName
|
||||
#include "core/rendering/screen.hpp" // Para Screen
|
||||
#include "core/rendering/sprite/sprite.hpp" // Para Sprite
|
||||
#include "core/rendering/texture.hpp" // Para Texture
|
||||
#include "core/resources/resource_helper.hpp" // Para loadFile
|
||||
#include "utils/color.hpp" // Para Color
|
||||
#include "utils/utils.hpp" // Para getFileName
|
||||
|
||||
// Constructor
|
||||
Text::Text(const std::shared_ptr<Texture>& texture, const std::string& text_file) {
|
||||
@@ -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
|
||||
@@ -6,8 +6,8 @@
|
||||
#include <memory> // Para shared_ptr, unique_ptr
|
||||
#include <string> // Para string
|
||||
|
||||
#include "color.hpp" // Para Color
|
||||
#include "sprite.hpp" // Para Sprite
|
||||
#include "core/rendering/sprite/sprite.hpp" // Para Sprite
|
||||
#include "utils/color.hpp" // Para Color
|
||||
|
||||
class Texture;
|
||||
|
||||
@@ -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,
|
||||
@@ -1,5 +1,5 @@
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "texture.hpp"
|
||||
#include "core/rendering/texture.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_LogError, SDL_LogCategory, Uint8, SDL_...
|
||||
|
||||
@@ -13,11 +13,11 @@
|
||||
#include <utility>
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "color.hpp" // Para getFileName, Color
|
||||
#include "external/gif.hpp" // Para Gif
|
||||
#include "resource_helper.hpp" // Para ResourceHelper
|
||||
#include "stb_image.h" // Para stbi_image_free, stbi_load, STBI_rgb_alpha
|
||||
#include "utils.hpp"
|
||||
#include "core/rendering/gif.hpp" // Para Gif
|
||||
#include "core/resources/resource_helper.hpp" // Para ResourceHelper
|
||||
#include "external/stb_image.h" // Para stbi_image_free, stbi_load, STBI_rgb_alpha
|
||||
#include "utils/color.hpp" // Para getFileName, Color
|
||||
#include "utils/utils.hpp"
|
||||
|
||||
// Constructor
|
||||
Texture::Texture(SDL_Renderer* renderer, std::string path)
|
||||
@@ -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
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "tiled_bg.hpp"
|
||||
#include "core/rendering/tiled_bg.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_FRect, SDL_GetRenderTarget, SDL_RenderTexture, SDL_PixelFormat, SDL_TextureAccess
|
||||
|
||||
@@ -9,9 +9,9 @@
|
||||
#include <numbers> // Para pi
|
||||
#include <string> // Para basic_string
|
||||
|
||||
#include "resource.hpp" // Para Resource
|
||||
#include "screen.hpp" // Para Screen
|
||||
#include "sprite.hpp" // Para Sprite
|
||||
#include "core/rendering/screen.hpp" // Para Screen
|
||||
#include "core/rendering/sprite/sprite.hpp" // Para Sprite
|
||||
#include "core/resources/resource.hpp" // Para Resource
|
||||
|
||||
// Constructor
|
||||
TiledBG::TiledBG(SDL_FRect pos, TiledBGMode mode)
|
||||
@@ -2,10 +2,12 @@
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_SetTextureColorMod, SDL_Renderer, SDL_Texture
|
||||
|
||||
#include "color.hpp" // Para Color
|
||||
#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,
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "writer.hpp"
|
||||
#include "core/rendering/writer.hpp"
|
||||
|
||||
#include "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) {
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "asset.hpp"
|
||||
#include "core/resources/asset.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_LogWarn, SDL_LogCategory, SDL_LogError
|
||||
|
||||
@@ -11,8 +11,8 @@
|
||||
#include <sstream> // Para basic_istringstream
|
||||
#include <stdexcept> // Para runtime_error
|
||||
|
||||
#include "resource_helper.hpp" // Para loadFile
|
||||
#include "utils.hpp" // Para getFileName
|
||||
#include "core/resources/resource_helper.hpp" // Para loadFile
|
||||
#include "utils/utils.hpp" // Para getFileName
|
||||
|
||||
// Singleton
|
||||
Asset* Asset::instance = nullptr;
|
||||
@@ -10,7 +10,7 @@
|
||||
class Asset {
|
||||
public:
|
||||
// --- Enums ---
|
||||
enum class Type : int {
|
||||
enum class Type : std::uint8_t {
|
||||
BITMAP, // Imágenes
|
||||
MUSIC, // Música
|
||||
SOUND, // Sonidos
|
||||
@@ -1,9 +1,11 @@
|
||||
#include "asset_integrated.hpp"
|
||||
#include "core/resources/asset_integrated.hpp"
|
||||
|
||||
#include <filesystem>
|
||||
#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 "asset.hpp"
|
||||
#include "resource_loader.hpp"
|
||||
#include "core/resources/asset.hpp"
|
||||
|
||||
// Extensión de Asset que integra ResourceLoader
|
||||
class AssetIntegrated : public Asset {
|
||||
@@ -1,30 +1,27 @@
|
||||
#include "resource.hpp"
|
||||
#include "core/resources/resource.hpp"
|
||||
|
||||
#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 "asset.hpp" // Para Asset
|
||||
#include "color.hpp" // Para Color, NO_COLOR_MOD
|
||||
#include "external/jail_audio.hpp" // Para JA_LoadMusic, JA_LoadSound, JA_DeleteMusic, JA_DeleteSound
|
||||
#include "lang.hpp" // Para getText
|
||||
#include "param.hpp" // Para Param, param, ParamPlayer, ParamResource, ParamGame
|
||||
#include "resource_helper.hpp" // Para loadFile
|
||||
#include "screen.hpp" // Para Screen
|
||||
#include "text.hpp" // Para Text
|
||||
#include "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
|
||||
#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
|
||||
#include "core/resources/asset.hpp" // Para Asset
|
||||
#include "core/resources/resource_helper.hpp" // Para loadFile
|
||||
#include "game/options.hpp" // Para Options::loading
|
||||
#include "utils/color.hpp" // Para Color, NO_COLOR_MOD
|
||||
#include "utils/defines.hpp" // Para Texts::VERSION
|
||||
#include "utils/param.hpp" // Para Param, param, ParamPlayer, ParamResource, ParamGame
|
||||
#include "utils/utils.hpp" // Para getFileName
|
||||
#include "version.h" // Para APP_NAME, GIT_HASH
|
||||
|
||||
// Helper para cargar archivos de audio desde pack o filesystem en memoria
|
||||
namespace {
|
||||
@@ -65,7 +62,8 @@ Resource::Resource(LoadingMode mode)
|
||||
Screen::get()->show();
|
||||
if (loading_mode_ == LoadingMode::PRELOAD) {
|
||||
loading_text_ = Screen::get()->getText();
|
||||
load();
|
||||
// Ya NO llamamos load() aquí: Director bombea beginLoad() + loadStep()
|
||||
// desde iterate() para mantener vivo el bucle SDL3 durante la carga.
|
||||
} else {
|
||||
// En modo lazy, cargamos lo mínimo indispensable
|
||||
initResourceLists();
|
||||
@@ -135,40 +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();
|
||||
@@ -189,13 +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()) {
|
||||
@@ -211,7 +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()) {
|
||||
@@ -302,54 +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> {
|
||||
@@ -374,27 +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{};
|
||||
@@ -411,31 +394,102 @@ void Resource::clear() {
|
||||
demos_.clear();
|
||||
}
|
||||
|
||||
// Carga todos los recursos del juego y muestra el progreso de carga
|
||||
// Carga síncrona completa: usado por Resource::reload() (hot-reload en debug).
|
||||
// En arranque normal la carga la bombea Director::iterate() vía loadStep().
|
||||
void Resource::load() {
|
||||
// Prepara la gestión del progreso de carga
|
||||
beginLoad();
|
||||
while (!loadStep(INT_MAX)) {
|
||||
// Presupuesto infinito: una sola pasada carga todo
|
||||
}
|
||||
Screen::get()->setVSync(saved_vsync_);
|
||||
}
|
||||
|
||||
// Prepara el estado del cargador incremental. No carga nada todavía.
|
||||
void Resource::beginLoad() {
|
||||
calculateTotalResources();
|
||||
initProgressBar();
|
||||
|
||||
// Muerstra la ventana y desactiva el sincronismo vertical
|
||||
auto* screen = Screen::get();
|
||||
auto vsync = Screen::getVSync();
|
||||
screen->setVSync(false);
|
||||
saved_vsync_ = Screen::getVSync();
|
||||
Screen::get()->setVSync(false); // Maximiza FPS durante el preload
|
||||
|
||||
// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** LOADING RESOURCES");
|
||||
loadSounds(); // Carga sonidos
|
||||
loadMusics(); // Carga músicas
|
||||
loadTextures(); // Carga texturas
|
||||
loadTextFiles(); // Carga ficheros de texto
|
||||
loadAnimations(); // Carga animaciones
|
||||
loadDemoData(); // Carga datos de demo
|
||||
createText(); // Crea objetos de texto
|
||||
createTextTextures(); // Crea texturas a partir de texto
|
||||
createPlayerTextures(); // Crea las texturas de jugadores con todas sus variantes de paleta
|
||||
// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** RESOURCES LOADED");
|
||||
stage_ = LoadStage::SOUNDS;
|
||||
stage_index_ = 0;
|
||||
}
|
||||
|
||||
// Restablece el sincronismo vertical a su valor original
|
||||
screen->setVSync(vsync);
|
||||
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;
|
||||
|
||||
while (stage_ != LoadStage::DONE) {
|
||||
switch (stage_) {
|
||||
case LoadStage::SOUNDS: {
|
||||
if (stage_index_ == 0) { sounds_.clear(); }
|
||||
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::SOUND), &Resource::loadOneSound, LoadStage::MUSICS);
|
||||
break;
|
||||
}
|
||||
case LoadStage::MUSICS: {
|
||||
if (stage_index_ == 0) { musics_.clear(); }
|
||||
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::MUSIC), &Resource::loadOneMusic, LoadStage::TEXTURES);
|
||||
break;
|
||||
}
|
||||
case LoadStage::TEXTURES: {
|
||||
if (stage_index_ == 0) { textures_.clear(); }
|
||||
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::BITMAP), &Resource::loadOneTexture, LoadStage::TEXT_FILES);
|
||||
break;
|
||||
}
|
||||
case LoadStage::TEXT_FILES: {
|
||||
if (stage_index_ == 0) { text_files_.clear(); }
|
||||
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::FONT), &Resource::loadOneTextFile, LoadStage::ANIMATIONS);
|
||||
break;
|
||||
}
|
||||
case LoadStage::ANIMATIONS: {
|
||||
if (stage_index_ == 0) { animations_.clear(); }
|
||||
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::ANIMATION), &Resource::loadOneAnimation, LoadStage::DEMO_DATA);
|
||||
break;
|
||||
}
|
||||
case LoadStage::DEMO_DATA: {
|
||||
if (stage_index_ == 0) { demos_.clear(); }
|
||||
advanceListLoadStage(Asset::get()->getListByType(Asset::Type::DEMODATA), &Resource::loadOneDemoData, LoadStage::CREATE_TEXT);
|
||||
break;
|
||||
}
|
||||
case LoadStage::CREATE_TEXT:
|
||||
createText();
|
||||
stage_ = LoadStage::CREATE_TEXT_TEXTURES;
|
||||
break;
|
||||
case LoadStage::CREATE_TEXT_TEXTURES:
|
||||
createTextTextures();
|
||||
stage_ = LoadStage::CREATE_PLAYER_TEXTURES;
|
||||
break;
|
||||
case LoadStage::CREATE_PLAYER_TEXTURES:
|
||||
createPlayerTextures();
|
||||
stage_ = LoadStage::DONE;
|
||||
break;
|
||||
case LoadStage::DONE:
|
||||
break;
|
||||
}
|
||||
|
||||
if ((SDL_GetTicksNS() - START_NS) >= BUDGET_NS) { break; }
|
||||
}
|
||||
|
||||
return stage_ == LoadStage::DONE;
|
||||
}
|
||||
|
||||
// Recarga todos los recursos (limpia y vuelve a cargar)
|
||||
@@ -448,96 +502,78 @@ void Resource::reload() {
|
||||
}
|
||||
}
|
||||
|
||||
// Carga los sonidos del juego
|
||||
void Resource::loadSounds() {
|
||||
// Carga un sonido concreto desde la lista de assets
|
||||
void Resource::loadOneSound(size_t idx) {
|
||||
auto list = Asset::get()->getListByType(Asset::Type::SOUND);
|
||||
sounds_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
auto name = getFileName(l);
|
||||
updateLoadingProgress(name);
|
||||
auto audio_data = loadAudioData(l);
|
||||
JA_Sound_t* sound = nullptr;
|
||||
if (!audio_data.data.empty()) {
|
||||
sound = JA_LoadSound(audio_data.data.data(), audio_data.data.size());
|
||||
} else {
|
||||
sound = JA_LoadSound(l.c_str());
|
||||
}
|
||||
if (sound == nullptr) {
|
||||
std::cout << "Sound load failed: " << name << '\n';
|
||||
}
|
||||
sounds_.emplace_back(name, sound);
|
||||
const auto& path = list[idx];
|
||||
auto name = getFileName(path);
|
||||
updateLoadingProgress(name);
|
||||
auto audio_data = loadAudioData(path);
|
||||
Ja::Sound* sound = nullptr;
|
||||
if (!audio_data.data.empty()) {
|
||||
sound = Ja::loadSound(audio_data.data.data(), audio_data.data.size());
|
||||
} else {
|
||||
sound = Ja::loadSound(path.c_str());
|
||||
}
|
||||
if (sound == nullptr) {
|
||||
std::cout << "Sound load failed: " << name << '\n';
|
||||
}
|
||||
sounds_.emplace_back(name, sound);
|
||||
}
|
||||
|
||||
// Carga las músicas del juego
|
||||
void Resource::loadMusics() {
|
||||
// Carga una música concreta desde la lista de assets
|
||||
void Resource::loadOneMusic(size_t idx) {
|
||||
auto list = Asset::get()->getListByType(Asset::Type::MUSIC);
|
||||
musics_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
auto name = getFileName(l);
|
||||
updateLoadingProgress(name);
|
||||
auto audio_data = loadAudioData(l);
|
||||
JA_Music_t* music = nullptr;
|
||||
if (!audio_data.data.empty()) {
|
||||
music = JA_LoadMusic(audio_data.data.data(), audio_data.data.size());
|
||||
} else {
|
||||
music = JA_LoadMusic(l.c_str());
|
||||
}
|
||||
if (music == nullptr) {
|
||||
std::cout << "Music load failed: " << name << '\n';
|
||||
}
|
||||
musics_.emplace_back(name, music);
|
||||
const auto& path = list[idx];
|
||||
auto name = getFileName(path);
|
||||
updateLoadingProgress(name);
|
||||
auto audio_data = loadAudioData(path);
|
||||
Ja::Music* music = nullptr;
|
||||
if (!audio_data.data.empty()) {
|
||||
music = Ja::loadMusic(audio_data.data.data(), audio_data.data.size());
|
||||
} else {
|
||||
music = Ja::loadMusic(path.c_str());
|
||||
}
|
||||
if (music == nullptr) {
|
||||
std::cout << "Music load failed: " << name << '\n';
|
||||
}
|
||||
musics_.emplace_back(name, music);
|
||||
}
|
||||
|
||||
// Carga las texturas del juego
|
||||
void Resource::loadTextures() {
|
||||
// Carga una textura concreta desde la lista de assets
|
||||
void Resource::loadOneTexture(size_t idx) {
|
||||
auto list = Asset::get()->getListByType(Asset::Type::BITMAP);
|
||||
textures_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
auto name = getFileName(l);
|
||||
updateLoadingProgress(name);
|
||||
textures_.emplace_back(name, std::make_shared<Texture>(Screen::get()->getRenderer(), l));
|
||||
}
|
||||
const auto& path = list[idx];
|
||||
auto name = getFileName(path);
|
||||
updateLoadingProgress(name);
|
||||
textures_.emplace_back(name, std::make_shared<Texture>(Screen::get()->getRenderer(), path));
|
||||
}
|
||||
|
||||
// Carga los ficheros de texto del juego
|
||||
void Resource::loadTextFiles() {
|
||||
// Carga un fichero de texto concreto desde la lista de assets
|
||||
void Resource::loadOneTextFile(size_t idx) {
|
||||
auto list = Asset::get()->getListByType(Asset::Type::FONT);
|
||||
text_files_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
auto name = getFileName(l);
|
||||
updateLoadingProgress(name);
|
||||
text_files_.emplace_back(name, Text::loadFile(l));
|
||||
}
|
||||
const auto& path = list[idx];
|
||||
auto name = getFileName(path);
|
||||
updateLoadingProgress(name);
|
||||
text_files_.emplace_back(name, Text::loadFile(path));
|
||||
}
|
||||
|
||||
// Carga las animaciones del juego
|
||||
void Resource::loadAnimations() {
|
||||
// Carga una animación concreta desde la lista de assets
|
||||
void Resource::loadOneAnimation(size_t idx) {
|
||||
auto list = Asset::get()->getListByType(Asset::Type::ANIMATION);
|
||||
animations_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
auto name = getFileName(l);
|
||||
updateLoadingProgress(name);
|
||||
animations_.emplace_back(name, loadAnimationsFromFile(l));
|
||||
}
|
||||
const auto& path = list[idx];
|
||||
auto name = getFileName(path);
|
||||
updateLoadingProgress(name);
|
||||
animations_.emplace_back(name, loadAnimationsFromFile(path));
|
||||
}
|
||||
|
||||
// Carga los datos para el modo demostración
|
||||
void Resource::loadDemoData() {
|
||||
// Carga un fichero de datos de demo concreto desde la lista de assets
|
||||
void Resource::loadOneDemoData(size_t idx) {
|
||||
auto list = Asset::get()->getListByType(Asset::Type::DEMODATA);
|
||||
demos_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
auto name = getFileName(l);
|
||||
updateLoadingProgress(name);
|
||||
demos_.emplace_back(loadDemoDataFromFile(l));
|
||||
}
|
||||
const auto& path = list[idx];
|
||||
auto name = getFileName(path);
|
||||
updateLoadingProgress(name);
|
||||
demos_.emplace_back(loadDemoDataFromFile(path));
|
||||
}
|
||||
|
||||
// Crea las texturas de jugadores con todas sus variantes de paleta
|
||||
@@ -558,14 +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) {
|
||||
@@ -574,14 +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]));
|
||||
@@ -590,18 +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
|
||||
}
|
||||
@@ -638,9 +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 = {
|
||||
@@ -652,9 +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
|
||||
@@ -704,7 +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;
|
||||
}
|
||||
}
|
||||
@@ -715,7 +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;
|
||||
}
|
||||
}
|
||||
@@ -754,8 +786,18 @@ void Resource::renderProgress() {
|
||||
screen->start();
|
||||
screen->clean();
|
||||
|
||||
// Si la pantalla de carga está desactivada, dejamos todo en negro.
|
||||
// wait_for_input solo tiene efecto cuando la pantalla está visible.
|
||||
if (!Options::loading.show) {
|
||||
screen->coreRender();
|
||||
return;
|
||||
}
|
||||
|
||||
// Estamos en la fase de espera explícita al usuario tras terminar la carga
|
||||
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
|
||||
@@ -766,14 +808,20 @@ void Resource::renderProgress() {
|
||||
SDL_SetRenderDrawColor(renderer, bar_color.r, bar_color.g, bar_color.b, bar_color.a);
|
||||
SDL_RenderRect(renderer, &loading_wired_rect_);
|
||||
|
||||
// Escribe el texto de carga encima de la barra
|
||||
/*
|
||||
loading_text_->writeColored(
|
||||
loading_wired_rect_.x,
|
||||
loading_wired_rect_.y - 9,
|
||||
Lang::getText("[RESOURCE] LOADING") + " : " + loading_resource_name_,
|
||||
text_color);
|
||||
*/
|
||||
// Texto centrado sobre la barra: mientras carga, el nombre del recurso;
|
||||
// al terminar en modo wait_for_input, el prompt traducido.
|
||||
const std::string OVER_BAR_TEXT = WAITING_FOR_INPUT
|
||||
? Lang::getText("[RESOURCE] PRESS_TO_CONTINUE")
|
||||
: loading_resource_name_;
|
||||
if ((Options::loading.show_resource_name || WAITING_FOR_INPUT) && !OVER_BAR_TEXT.empty()) {
|
||||
loading_text_->writeDX(
|
||||
Text::CENTER | Text::COLOR,
|
||||
loading_wired_rect_.x + (loading_wired_rect_.w / 2),
|
||||
loading_wired_rect_.y - TEXT_HEIGHT - 2,
|
||||
OVER_BAR_TEXT,
|
||||
1,
|
||||
text_color);
|
||||
}
|
||||
|
||||
// Muestra nombre de la aplicación
|
||||
loading_text_->writeDX(
|
||||
@@ -784,63 +832,45 @@ void Resource::renderProgress() {
|
||||
1,
|
||||
text_color);
|
||||
|
||||
// Muestra la versión
|
||||
// Muestra la versión y el hash del commit
|
||||
loading_text_->writeDX(
|
||||
Text::CENTER | Text::COLOR,
|
||||
param.game.game_area.center_x,
|
||||
param.game.game_area.center_y + TEXT_HEIGHT,
|
||||
"(" + std::string(Version::GIT_HASH) + ")",
|
||||
"ver. " + std::string(Texts::VERSION) + " (" + std::string(Version::GIT_HASH) + ")",
|
||||
1,
|
||||
text_color);
|
||||
|
||||
// Muestra información del monitor desplazada hacia abajo
|
||||
/*loading_text_->writeColored(
|
||||
X_PADDING,
|
||||
Y_PADDING + 18,
|
||||
screen->getDisplayMonitorName(),
|
||||
text_color);
|
||||
loading_text_->writeColored(
|
||||
X_PADDING,
|
||||
Y_PADDING + 27,
|
||||
std::to_string(screen->getDisplayMonitorWidth()) + "x" + std::to_string(screen->getDisplayMonitorHeight()),
|
||||
text_color);
|
||||
loading_text_->writeColored(
|
||||
X_PADDING,
|
||||
Y_PADDING + 36,
|
||||
std::to_string(screen->getDisplayMonitorRefreshRate()) + "Hz",
|
||||
text_color);*/
|
||||
|
||||
// Renderiza el frame en pantalla
|
||||
screen->coreRender();
|
||||
}
|
||||
|
||||
// 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
|
||||
void Resource::initProgressBar() {
|
||||
const float BAR_Y_POSITION = param.game.height - BAR_HEIGHT - Y_PADDING;
|
||||
const float WIRED_BAR_WIDTH = param.game.width * BAR_WIDTH_RATIO;
|
||||
const float BAR_X_POSITION = (param.game.width - WIRED_BAR_WIDTH) / 2.0F;
|
||||
const float BAR_Y_POSITION = (param.game.height * BAR_Y_RATIO) - (BAR_HEIGHT / 2.0F);
|
||||
|
||||
const float WIRED_BAR_WIDTH = param.game.width - (X_PADDING * 2);
|
||||
loading_wired_rect_ = {.x = X_PADDING, .y = BAR_Y_POSITION, .w = WIRED_BAR_WIDTH, .h = BAR_HEIGHT};
|
||||
loading_wired_rect_ = {.x = BAR_X_POSITION, .y = BAR_Y_POSITION, .w = WIRED_BAR_WIDTH, .h = BAR_HEIGHT};
|
||||
|
||||
const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * loading_count_.getPercentage();
|
||||
loading_full_rect_ = {.x = X_PADDING, .y = BAR_Y_POSITION, .w = FULL_BAR_WIDTH, .h = BAR_HEIGHT};
|
||||
loading_full_rect_ = {.x = BAR_X_POSITION, .y = BAR_Y_POSITION, .w = FULL_BAR_WIDTH, .h = BAR_HEIGHT};
|
||||
}
|
||||
|
||||
// Actualiza el progreso de carga y muestra la barra
|
||||
// Actualiza el estado del progreso. No renderiza: el repintado lo hace
|
||||
// Preload::iterate una vez por frame llamando a renderProgress().
|
||||
void Resource::updateLoadingProgress(std::string name) {
|
||||
loading_resource_name_ = std::move(name);
|
||||
loading_count_.increase();
|
||||
updateProgressBar();
|
||||
renderProgress();
|
||||
}
|
||||
|
||||
// Actualiza la barra de estado
|
||||
@@ -3,24 +3,27 @@
|
||||
#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
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "animated_sprite.hpp" // Para AnimationsFileBuffer
|
||||
#include "demo.hpp" // Para DemoData
|
||||
#include "text.hpp" // Para Text, TextFile
|
||||
#include "texture.hpp" // Para Texture
|
||||
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimationsFileBuffer
|
||||
#include "core/rendering/text.hpp" // Para Text, TextFile
|
||||
#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
|
||||
@@ -42,6 +45,15 @@ class Resource {
|
||||
// --- Métodos de recarga de recursos ---
|
||||
void reload(); // Recarga todos los recursos
|
||||
|
||||
// --- Cargador incremental ---
|
||||
// beginLoad prepara el estado; loadStep carga recursos hasta agotar el presupuesto;
|
||||
// devuelve true cuando ya no queda nada. renderProgress se llama una vez por frame
|
||||
// desde la escena Preload.
|
||||
void beginLoad();
|
||||
auto loadStep(int budget_ms) -> bool;
|
||||
[[nodiscard]] auto isLoadDone() const -> bool;
|
||||
void renderProgress();
|
||||
|
||||
// --- Método para obtener el modo de carga actual ---
|
||||
[[nodiscard]] auto getLoadingMode() const -> LoadingMode { return loading_mode_; }
|
||||
|
||||
@@ -49,18 +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) {}
|
||||
};
|
||||
@@ -69,7 +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)) {}
|
||||
};
|
||||
@@ -78,7 +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)) {}
|
||||
};
|
||||
@@ -87,7 +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)) {}
|
||||
};
|
||||
@@ -96,7 +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)) {}
|
||||
};
|
||||
@@ -107,7 +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; }
|
||||
@@ -117,12 +129,15 @@ class Resource {
|
||||
}
|
||||
};
|
||||
|
||||
// --- Constantes para la pantalla de carga ---
|
||||
static constexpr float X_PADDING = 60.0F;
|
||||
static constexpr float Y_PADDING = 20.0F;
|
||||
// --- Constantes para la barra de progreso de la pantalla de carga ---
|
||||
// BAR_WIDTH_RATIO: fracción del ancho de la pantalla ocupada por la barra (centrada)
|
||||
// 1.0 = ancho completo, 0.5 = la mitad del ancho
|
||||
// BAR_Y_RATIO: posición vertical del CENTRO de la barra en fracción de la altura
|
||||
// 0.0 = centro en el borde superior, 1.0 = centro en el borde inferior
|
||||
// BAR_HEIGHT: grosor de la barra en píxeles
|
||||
static constexpr float BAR_WIDTH_RATIO = 0.5F;
|
||||
static constexpr float BAR_Y_RATIO = 0.85F;
|
||||
static constexpr float BAR_HEIGHT = 5.0F;
|
||||
static constexpr Color BAR_COLOR = Color(128, 128, 128);
|
||||
static constexpr Color TEXT_COLOR = Color(255, 255, 255);
|
||||
|
||||
// --- Modo de carga ---
|
||||
LoadingMode loading_mode_;
|
||||
@@ -143,13 +158,24 @@ class Resource {
|
||||
SDL_FRect loading_wired_rect_;
|
||||
SDL_FRect loading_full_rect_;
|
||||
|
||||
// --- Estado del cargador incremental ---
|
||||
enum class LoadStage : std::uint8_t {
|
||||
SOUNDS,
|
||||
MUSICS,
|
||||
TEXTURES,
|
||||
TEXT_FILES,
|
||||
ANIMATIONS,
|
||||
DEMO_DATA,
|
||||
CREATE_TEXT,
|
||||
CREATE_TEXT_TEXTURES,
|
||||
CREATE_PLAYER_TEXTURES,
|
||||
DONE
|
||||
};
|
||||
LoadStage stage_{LoadStage::DONE};
|
||||
size_t stage_index_{0};
|
||||
bool saved_vsync_{false}; // Vsync previo a beginLoad, restaurado por finishBoot/load
|
||||
|
||||
// --- Métodos internos de carga y gestión ---
|
||||
void loadSounds(); // Carga los sonidos
|
||||
void loadMusics(); // Carga las músicas
|
||||
void loadTextures(); // Carga las texturas
|
||||
void loadTextFiles(); // Carga los ficheros de texto
|
||||
void loadAnimations(); // Carga las animaciones
|
||||
void loadDemoData(); // Carga los datos para el modo demostración
|
||||
void loadDemoDataQuiet(); // Carga los datos de demo sin mostrar progreso (para modo lazy)
|
||||
void loadEssentialResources(); // Carga recursos esenciales en modo lazy
|
||||
void loadEssentialTextures(); // Carga solo las texturas esenciales (fuentes)
|
||||
@@ -164,8 +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
|
||||
@@ -173,11 +199,22 @@ class Resource {
|
||||
|
||||
// --- Métodos internos para gestionar el progreso ---
|
||||
void calculateTotalResources(); // Calcula el número de recursos para cargar
|
||||
void renderProgress(); // Muestra el progreso de carga
|
||||
void updateLoadingProgress(std::string name); // Actualiza el progreso de carga
|
||||
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);
|
||||
void loadOneTexture(size_t idx);
|
||||
void loadOneTextFile(size_t idx);
|
||||
void loadOneAnimation(size_t idx);
|
||||
void loadOneDemoData(size_t idx);
|
||||
|
||||
// --- Constructores y destructor privados (singleton) ---
|
||||
explicit Resource(LoadingMode mode); // Constructor privado con modo de carga
|
||||
~Resource(); // Destructor privado
|
||||
@@ -1,11 +1,11 @@
|
||||
#include "resource_helper.hpp"
|
||||
#include "core/resources/resource_helper.hpp"
|
||||
|
||||
#include <algorithm> // Para replace
|
||||
#include <cstddef> // Para size_t
|
||||
#include <fstream> // Para basic_ifstream, basic_ostream, basic_ios, operator<<, ios, basic_istream, endl, operator|, basic_istream::read, basic_istream::seekg, basic_istream::tellg, ifstream, streamsize
|
||||
#include <iostream> // Para cout
|
||||
|
||||
#include "resource_loader.hpp" // Para ResourceLoader
|
||||
#include "core/resources/resource_loader.hpp" // Para ResourceLoader
|
||||
|
||||
namespace ResourceHelper {
|
||||
static bool resource_system_initialized = false;
|
||||
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint> // Para uint8_t
|
||||
#include <string> // Para string
|
||||
#include <vector> // Para vector
|
||||
|
||||
// Helper functions para integrar ResourceLoader con el sistema existente
|
||||
namespace ResourceHelper {
|
||||
// Inicializa ResourceLoader (llamar al inicio del programa)
|
||||
auto initializeResourceSystem(const std::string& pack_file = "resources.pack", bool enable_fallback = true) -> bool;
|
||||
|
||||
// Cierra ResourceLoader
|
||||
void shutdownResourceSystem();
|
||||
|
||||
// Carga un archivo usando ResourceLoader o fallback a filesystem
|
||||
auto loadFile(const std::string& filepath) -> std::vector<uint8_t>;
|
||||
|
||||
// Verifica si un archivo debería cargarse del pack vs filesystem
|
||||
auto shouldUseResourcePack(const std::string& filepath) -> bool;
|
||||
|
||||
// Convierte ruta Asset a ruta relativa para ResourceLoader
|
||||
auto getPackPath(const std::string& asset_path) -> std::string;
|
||||
} // namespace ResourceHelper
|
||||
@@ -1,11 +1,11 @@
|
||||
#include "resource_loader.hpp"
|
||||
#include "core/resources/resource_loader.hpp"
|
||||
|
||||
#include <algorithm> // Para replace
|
||||
#include <filesystem> // Para exists, path, recursive_directory_iterator, directory_entry, relative
|
||||
#include <fstream> // Para basic_ostream, basic_ifstream, operator<<, basic_ios, endl, ios, basic_istream, operator|, basic_istream::read, basic_istream::seekg, basic_istream::tellg, ifstream, streamsize
|
||||
#include <iostream> // Para cerr, cout
|
||||
|
||||
#include "resource_pack.hpp" // Para ResourcePack
|
||||
#include "core/resources/resource_pack.hpp" // Para ResourcePack
|
||||
|
||||
std::unique_ptr<ResourceLoader> ResourceLoader::instance = nullptr;
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
#include "resource_pack.hpp"
|
||||
#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> {
|
||||
@@ -4,7 +4,7 @@
|
||||
|
||||
#include <array>
|
||||
|
||||
#include "ui/notifier.hpp" // Para Notifier::Position
|
||||
#include "game/ui/notifier.hpp" // Para Notifier::Position
|
||||
|
||||
namespace Defaults::Game {
|
||||
constexpr float WIDTH = 320.0F;
|
||||
@@ -195,17 +195,17 @@ namespace Defaults::Video {
|
||||
|
||||
namespace Defaults::Music {
|
||||
constexpr bool ENABLED = true;
|
||||
constexpr int VOLUME = 100;
|
||||
constexpr float VOLUME = 0.8F;
|
||||
} // namespace Defaults::Music
|
||||
|
||||
namespace Defaults::Sound {
|
||||
constexpr bool ENABLED = true;
|
||||
constexpr int VOLUME = 100;
|
||||
constexpr float VOLUME = 1.0F;
|
||||
} // namespace Defaults::Sound
|
||||
|
||||
namespace Defaults::Audio {
|
||||
constexpr bool ENABLED = true;
|
||||
constexpr int VOLUME = 100;
|
||||
constexpr float VOLUME = 1.0F;
|
||||
} // namespace Defaults::Audio
|
||||
|
||||
namespace Defaults::Settings {
|
||||
@@ -213,3 +213,9 @@ namespace Defaults::Settings {
|
||||
constexpr bool SHUTDOWN_ENABLED = false;
|
||||
constexpr const char* PARAMS_FILE = "param_320x256.txt";
|
||||
} // namespace Defaults::Settings
|
||||
|
||||
namespace Defaults::Loading {
|
||||
constexpr bool SHOW = false;
|
||||
constexpr bool SHOW_RESOURCE_NAME = true;
|
||||
constexpr bool WAIT_FOR_INPUT = false;
|
||||
} // namespace Defaults::Loading
|
||||
@@ -1,12 +1,11 @@
|
||||
#include "demo.hpp"
|
||||
#include "core/system/demo.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_IOStream, SDL_IOFromConstMem, SDL_IOFromFile, SDL_ReadIO, SDL_WriteIO, SDL_CloseIO
|
||||
|
||||
#include <iostream> // Para std::cout
|
||||
#include <stdexcept> // Para runtime_error
|
||||
|
||||
#include "resource_helper.hpp" // Para ResourceHelper
|
||||
#include "utils.hpp" // Para getFileName
|
||||
#include "core/resources/resource_helper.hpp" // Para ResourceHelper
|
||||
|
||||
// Carga el fichero de datos para la demo
|
||||
auto loadDemoDataFromFile(const std::string& file_path) -> DemoData {
|
||||
@@ -1,5 +1,5 @@
|
||||
// IWYU pragma: no_include <bits/chrono.h>
|
||||
#include "director.hpp"
|
||||
#include "core/system/director.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_SetLogPriority, SDL_LogCategory, SDL_LogPriority, SDL_Quit
|
||||
|
||||
@@ -11,31 +11,64 @@
|
||||
#include <stdexcept> // Para runtime_error
|
||||
#include <string> // Para allocator, basic_string, char_traits, operator+, string, operator==
|
||||
|
||||
#include "asset.hpp" // Para Asset
|
||||
#include "audio.hpp" // Para Audio
|
||||
#include "external/fkyaml_node.hpp" // Para fkyaml::node
|
||||
#include "global_events.hpp" // Para GlobalEvents::handle
|
||||
#include "input.hpp" // Para Input
|
||||
#include "lang.hpp" // Para setLanguage
|
||||
#include "manage_hiscore_table.hpp" // Para ManageHiScoreTable
|
||||
#include "options.hpp" // Para Settings, loadFromFile, saveToFile, settings, setConfigFile, setControllersFile
|
||||
#include "param.hpp" // Para loadParamsFromFile
|
||||
#include "player.hpp" // Para Player
|
||||
#include "resource.hpp" // Para Resource
|
||||
#include "resource_helper.hpp" // Para initializeResourceSystem
|
||||
#include "screen.hpp" // Para Screen
|
||||
#include "section.hpp" // Para Name, Options, name, options, AttractMode, attract_mode
|
||||
#include "sections/credits.hpp" // Para Credits
|
||||
#include "sections/game.hpp" // Para Game
|
||||
#include "sections/hiscore_table.hpp" // Para HiScoreTable
|
||||
#include "sections/instructions.hpp" // Para Instructions
|
||||
#include "sections/intro.hpp" // Para Intro
|
||||
#include "sections/logo.hpp" // Para Logo
|
||||
#include "sections/title.hpp" // Para Title
|
||||
#include "shutdown.hpp" // Para resultToString, shutdownSystem, ShutdownResult
|
||||
#include "system_utils.hpp" // Para createApplicationFolder, resultToString, Result
|
||||
#include "ui/notifier.hpp" // Para Notifier
|
||||
#include "ui/service_menu.hpp" // Para ServiceMenu
|
||||
#include "core/audio/audio.hpp" // Para Audio
|
||||
#include "core/input/input.hpp" // Para Input
|
||||
#include "core/locale/lang.hpp" // Para setLanguage
|
||||
#include "core/rendering/screen.hpp" // Para Screen
|
||||
#include "core/resources/asset.hpp" // Para Asset
|
||||
#include "core/resources/resource.hpp" // Para Resource
|
||||
#include "core/resources/resource_helper.hpp" // Para initializeResourceSystem
|
||||
#include "core/system/global_events.hpp" // Para GlobalEvents::handle
|
||||
#include "core/system/section.hpp" // Para Name, Options, name, options, AttractMode, attract_mode
|
||||
#include "core/system/shutdown.hpp" // Para resultToString, shutdownSystem, ShutdownResult
|
||||
#include "core/system/system_utils.hpp" // Para createApplicationFolder, resultToString, Result
|
||||
#include "external/fkyaml_node.hpp" // Para fkyaml::node
|
||||
#include "game/entities/player.hpp" // Para Player
|
||||
#include "game/gameplay/manage_hiscore_table.hpp" // Para ManageHiScoreTable
|
||||
#include "game/options.hpp" // Para Settings, loadFromFile, saveToFile, settings, setConfigFile, setControllersFile
|
||||
#include "game/scenes/credits.hpp" // Para Credits
|
||||
#include "game/scenes/game.hpp" // Para Game
|
||||
#include "game/scenes/hiscore_table.hpp" // Para HiScoreTable
|
||||
#include "game/scenes/instructions.hpp" // Para Instructions
|
||||
#include "game/scenes/intro.hpp" // Para Intro
|
||||
#include "game/scenes/logo.hpp" // Para Logo
|
||||
#include "game/scenes/preload.hpp" // Para Preload
|
||||
#include "game/scenes/title.hpp" // Para Title
|
||||
#include "game/ui/notifier.hpp" // Para Notifier
|
||||
#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() {
|
||||
@@ -51,8 +84,14 @@ Director::Director() {
|
||||
std::cout << "Game start\n";
|
||||
|
||||
// Obtener la ruta del ejecutable desde SDL
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// En Emscripten los assets viven en la raíz del MEMFS virtual (/data, /config),
|
||||
// preloaded vía --preload-file en el linker. No hay ruta de ejecutable.
|
||||
executable_path_ = "";
|
||||
#else
|
||||
const char* base_path = SDL_GetBasePath();
|
||||
executable_path_ = (base_path != nullptr) ? base_path : "";
|
||||
#endif
|
||||
|
||||
// Crea la carpeta del sistema donde guardar los datos persistentes
|
||||
createSystemFolder("jailgames");
|
||||
@@ -92,11 +131,11 @@ void Director::init() {
|
||||
#endif
|
||||
|
||||
// Inicializar sistema de recursos con o sin fallback según el tipo de build
|
||||
#ifdef RELEASE_BUILD
|
||||
// Release: Sin fallback - Solo resources.pack (estricto)
|
||||
#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
|
||||
// Release nativo: Sin fallback - Solo resources.pack (estricto)
|
||||
ResourceHelper::initializeResourceSystem(pack_path, false);
|
||||
#else
|
||||
// Desarrollo: Con fallback - Puede usar data/ si falta el pack (flexible)
|
||||
// Desarrollo o Emscripten: Con fallback - carga desde filesystem/MEMFS
|
||||
ResourceHelper::initializeResourceSystem(pack_path, true);
|
||||
#endif
|
||||
|
||||
@@ -111,8 +150,19 @@ void Director::init() {
|
||||
Options::loadFromFile(); // Carga el archivo de configuración
|
||||
Options::loadPostFXFromFile(); // Carga los presets PostFX
|
||||
Options::loadCrtPiFromFile(); // Carga los presets CrtPi
|
||||
loadParams(); // Carga los parámetros del programa
|
||||
loadScoreFile(); // Carga el archivo de puntuaciones
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// En la versión web el navegador gestiona la ventana: ventana (no
|
||||
// fullscreen — el canvas ya marca el área), integer scale para píxeles nítidos.
|
||||
Options::window.zoom = 3;
|
||||
Options::video.fullscreen = false;
|
||||
Options::video.integer_scale = true;
|
||||
// Precarga silenciosa: pantalla negra mientras el .data termina de descargarse.
|
||||
Options::loading.show = false;
|
||||
Options::loading.wait_for_input = false;
|
||||
#endif
|
||||
loadParams(); // Carga los parámetros del programa
|
||||
loadScoreFile(); // Carga el archivo de puntuaciones
|
||||
|
||||
// Inicialización de subsistemas principales
|
||||
Lang::setLanguage(Options::settings.language); // Carga el archivo de idioma
|
||||
@@ -126,9 +176,40 @@ void Director::init() {
|
||||
#else
|
||||
Resource::init(Resource::LoadingMode::PRELOAD);
|
||||
#endif
|
||||
|
||||
if (Resource::get()->getLoadingMode() == Resource::LoadingMode::PRELOAD) {
|
||||
// Guarda la sección destino (la que fijó loadDebugConfig o el default)
|
||||
// y redirige el arranque a la escena PRELOAD hasta que loadStep termine.
|
||||
Section::post_preload = Section::name;
|
||||
Section::name = Section::Name::PRELOAD;
|
||||
Resource::get()->beginLoad();
|
||||
} else {
|
||||
// LAZY_LOAD: el constructor de Resource ya cargó lo esencial síncronamente;
|
||||
// no hay fase de preload, pasamos directamente a post-boot.
|
||||
finishBoot();
|
||||
boot_loading_ = false;
|
||||
}
|
||||
|
||||
// ServiceMenu/Notifier/getSingletons se mueven a finishBoot() — dependen
|
||||
// de Resource y se inicializan al terminar la carga incremental.
|
||||
}
|
||||
|
||||
// Inicializaciones que dependen del Resource cargado. Se llama desde iterate()
|
||||
// cuando Resource::loadStep() devuelve true, con la ventana y el bucle vivos.
|
||||
void Director::finishBoot() {
|
||||
ServiceMenu::init(); // Inicializa el menú de servicio
|
||||
Notifier::init(std::string(), Resource::get()->getText("8bithud")); // Inicialización del sistema de notificaciones
|
||||
Screen::get()->getSingletons(); // Obtiene los punteros al resto de singletones
|
||||
|
||||
// Restaura el vsync a la preferencia del usuario (beginLoad lo había puesto a false)
|
||||
Screen::get()->setVSync(Options::video.vsync);
|
||||
|
||||
// Si NO estamos en modo "wait for input", transiciona ya al destino.
|
||||
// Si wait_for_input está activo (y la pantalla es visible), nos quedamos
|
||||
// en PRELOAD hasta que el usuario pulse tecla/botón.
|
||||
if (!(Options::loading.show && Options::loading.wait_for_input)) {
|
||||
Section::name = Section::post_preload;
|
||||
}
|
||||
}
|
||||
|
||||
// Cierra todo y libera recursos del sistema y de los singletons
|
||||
@@ -216,6 +297,8 @@ void Director::loadDebugConfig() {
|
||||
out << "initial_stage: 0\n";
|
||||
out << "show_render_info: true\n";
|
||||
out << "resource_loading: preload\n";
|
||||
out << "autoplay: false\n";
|
||||
out << "invincibility: false\n";
|
||||
out.close();
|
||||
}
|
||||
// Usar defaults de DebugConfig
|
||||
@@ -224,68 +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 (...) {}
|
||||
}
|
||||
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
|
||||
@@ -301,6 +336,7 @@ void Director::createSystemFolder(const std::string& folder) {
|
||||
|
||||
// Libera todos los unique_ptr de sección (solo uno tiene propiedad a la vez)
|
||||
void Director::resetActiveSection() {
|
||||
preload_.reset();
|
||||
logo_.reset();
|
||||
intro_.reset();
|
||||
title_.reset();
|
||||
@@ -327,6 +363,10 @@ void Director::handleSectionTransition() {
|
||||
|
||||
// Construye la nueva
|
||||
switch (Section::name) {
|
||||
case Section::Name::PRELOAD:
|
||||
preload_ = std::make_unique<Preload>();
|
||||
break;
|
||||
|
||||
case Section::Name::LOGO:
|
||||
logo_ = std::make_unique<Logo>();
|
||||
break;
|
||||
@@ -409,11 +449,32 @@ auto Director::iterate() -> SDL_AppResult {
|
||||
return SDL_APP_SUCCESS;
|
||||
}
|
||||
|
||||
// Fase de boot: carga incremental frame a frame con presupuesto de 50ms.
|
||||
// Durante esta fase la escena activa es Preload (una barra de progreso).
|
||||
if (boot_loading_) {
|
||||
try {
|
||||
if (Resource::get()->loadStep(50 /*ms*/)) {
|
||||
finishBoot();
|
||||
boot_loading_ = false;
|
||||
// Los SDL_EVENT_GAMEPAD_ADDED iniciales ya los ha drenado la rama
|
||||
// durante la carga: marcamos startup completo ahora para que los
|
||||
// ADDED/REMOVED posteriores sí generen notificación.
|
||||
GlobalEvents::markStartupComplete();
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
std::cerr << "Fatal error during resource load: " << e.what() << '\n';
|
||||
Section::name = Section::Name::QUIT;
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
}
|
||||
|
||||
// Gestiona las transiciones entre secciones (destruye la anterior y construye la nueva)
|
||||
handleSectionTransition();
|
||||
|
||||
// Ejecuta un frame de la sección activa
|
||||
if (logo_) {
|
||||
if (preload_) {
|
||||
Preload::iterate();
|
||||
} else if (logo_) {
|
||||
logo_->iterate();
|
||||
} else if (intro_) {
|
||||
intro_->iterate();
|
||||
@@ -433,12 +494,14 @@ 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 (logo_) {
|
||||
if (preload_) {
|
||||
Preload::handleEvent(event);
|
||||
} else if (logo_) {
|
||||
logo_->handleEvent(event);
|
||||
} else if (intro_) {
|
||||
intro_->handleEvent(event);
|
||||
@@ -5,13 +5,16 @@
|
||||
#include <memory> // Para unique_ptr
|
||||
#include <string> // Para string
|
||||
|
||||
#include "section.hpp" // Para Section::Name
|
||||
#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
|
||||
class Preload;
|
||||
class Logo;
|
||||
class Intro;
|
||||
class Title;
|
||||
@@ -28,8 +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 {
|
||||
@@ -38,6 +41,8 @@ class Director {
|
||||
int initial_stage = 0;
|
||||
bool show_render_info = true;
|
||||
std::string resource_loading;
|
||||
bool autoplay = false;
|
||||
bool invincibility = false;
|
||||
|
||||
DebugConfig()
|
||||
: initial_section("game"),
|
||||
@@ -52,6 +57,7 @@ class Director {
|
||||
std::string system_folder_; // Carpeta del sistema para almacenar datos
|
||||
|
||||
// --- Sección activa (una y sólo una viva en cada momento) ---
|
||||
std::unique_ptr<Preload> preload_;
|
||||
std::unique_ptr<Logo> logo_;
|
||||
std::unique_ptr<Intro> intro_;
|
||||
std::unique_ptr<Title> title_;
|
||||
@@ -61,8 +67,12 @@ class Director {
|
||||
std::unique_ptr<Credits> credits_;
|
||||
Section::Name last_built_section_name_ = Section::Name::RESET;
|
||||
|
||||
// --- Fase de arranque no bloqueante ---
|
||||
bool boot_loading_ = true; // True mientras Resource::loadStep está cargando incremental
|
||||
|
||||
// --- Inicialización y cierre del sistema ---
|
||||
void init(); // Inicializa la aplicación
|
||||
void init(); // Inicializa la aplicación (pre-boot)
|
||||
static void finishBoot(); // Post-boot: inicializa lo que depende de recursos cargados
|
||||
static void close(); // Cierra y libera recursos
|
||||
|
||||
// --- Configuración inicial ---
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "global_events.hpp"
|
||||
#include "core/system/global_events.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_EventType, SDL_Event, SDL_LogInfo, SDL_LogCategory
|
||||
|
||||
@@ -7,22 +7,42 @@
|
||||
#include <string> // Para allocator, operator+, string
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "input.hpp" // Para Input
|
||||
#include "lang.hpp" // Para getText
|
||||
#include "mouse.hpp" // Para handleEvent
|
||||
#include "options.hpp" // Para GamepadManager, gamepad_manager
|
||||
#include "screen.hpp" // Para Screen
|
||||
#include "section.hpp" // Para Name, Options, name, options
|
||||
#include "ui/notifier.hpp" // Para Notifier
|
||||
#include "ui/service_menu.hpp" // Para ServiceMenu
|
||||
#include "core/input/input.hpp" // Para Input
|
||||
#include "core/input/mouse.hpp" // Para handleEvent
|
||||
#include "core/locale/lang.hpp" // Para getText
|
||||
#include "core/rendering/screen.hpp" // Para Screen
|
||||
#include "core/system/section.hpp" // Para Name, Options, name, options
|
||||
#include "game/options.hpp" // Para GamepadManager, gamepad_manager
|
||||
#include "game/ui/notifier.hpp" // Para Notifier
|
||||
#include "game/ui/service_menu.hpp" // Para ServiceMenu
|
||||
|
||||
namespace GlobalEvents {
|
||||
namespace {
|
||||
// Durante el arranque se drenan los SDL_EVENT_GAMEPAD_ADDED de los mandos
|
||||
// ya conectados. Esos eventos sí deben reasignar mandos a jugadores, pero
|
||||
// no deben mostrar notificación: no son hotplug, son detección inicial.
|
||||
bool startup_in_progress = true;
|
||||
} // namespace
|
||||
|
||||
// Comprueba los eventos de Input y muestra notificaciones
|
||||
void handleInputEvents(const SDL_Event& event) {
|
||||
if (event.type != SDL_EVENT_GAMEPAD_ADDED && event.type != SDL_EVENT_GAMEPAD_REMOVED) {
|
||||
return;
|
||||
}
|
||||
|
||||
static auto* input_ = Input::get();
|
||||
auto message = input_->handleEvent(event);
|
||||
|
||||
if (message.empty()) {
|
||||
// Reasignar siempre: tanto en arranque como en hotplug en caliente.
|
||||
Options::gamepad_manager.assignAndLinkGamepads();
|
||||
Options::gamepad_manager.resyncGamepadsWithPlayers();
|
||||
|
||||
// Durante el preload ServiceMenu aún no existe: solo refresca si está vivo.
|
||||
if (ServiceMenu::get() != nullptr) {
|
||||
ServiceMenu::get()->refresh();
|
||||
}
|
||||
|
||||
if (startup_in_progress || message.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -35,10 +55,15 @@ namespace GlobalEvents {
|
||||
message.replace(pos, std::string(" DISCONNECTED").length(), " " + Lang::getText("[NOTIFICATIONS] DISCONNECTED"));
|
||||
}
|
||||
|
||||
Options::gamepad_manager.assignAndLinkGamepads();
|
||||
Options::gamepad_manager.resyncGamepadsWithPlayers();
|
||||
Notifier::get()->show({message});
|
||||
ServiceMenu::get()->refresh();
|
||||
// Notifier también puede no existir todavía si la notificación se
|
||||
// disparase antes de finishBoot(). Protegido por si acaso.
|
||||
if (Notifier::get() != nullptr) {
|
||||
Notifier::get()->show({message});
|
||||
}
|
||||
}
|
||||
|
||||
void markStartupComplete() {
|
||||
startup_in_progress = false;
|
||||
}
|
||||
|
||||
// Comprueba los eventos que se pueden producir en cualquier sección del juego
|
||||
@@ -62,7 +87,10 @@ namespace GlobalEvents {
|
||||
break;
|
||||
}
|
||||
|
||||
ServiceMenu::get()->handleEvent(event);
|
||||
// Durante el preload ServiceMenu aún no existe
|
||||
if (ServiceMenu::get() != nullptr) {
|
||||
ServiceMenu::get()->handleEvent(event);
|
||||
}
|
||||
Mouse::handleEvent(event);
|
||||
handleInputEvents(event);
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
// --- Namespace GlobalEvents: maneja eventos globales del juego ---
|
||||
namespace GlobalEvents {
|
||||
// --- Funciones ---
|
||||
void handle(const SDL_Event& event); // Comprueba los eventos que se pueden producir en cualquier sección del juego
|
||||
|
||||
// Marca el fin del arranque: a partir de aquí, los eventos de mando
|
||||
// generan notificaciones en pantalla. Se debe llamar desde Director::iterate
|
||||
// en el primer fotograma, después de que SDL haya drenado los
|
||||
// SDL_EVENT_GAMEPAD_ADDED de los mandos ya conectados al iniciar.
|
||||
void markStartupComplete();
|
||||
} // namespace GlobalEvents
|
||||
@@ -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).
|
||||
@@ -8,8 +10,9 @@
|
||||
|
||||
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
|
||||
INTRO, // Introducción
|
||||
TITLE, // Pantalla de título/menú principal
|
||||
@@ -22,7 +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
|
||||
@@ -36,13 +39,14 @@ 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
|
||||
};
|
||||
|
||||
// --- Variables globales de estado ---
|
||||
inline Name name = Name::RESET;
|
||||
inline Name post_preload = Name::LOGO; // Sección a la que transiciona PRELOAD al terminar
|
||||
inline Options options = Options::NONE;
|
||||
inline AttractMode attract_mode = AttractMode::TITLE_TO_DEMO;
|
||||
} // namespace Section
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "shutdown.hpp"
|
||||
#include "core/system/shutdown.hpp"
|
||||
|
||||
#include <sys/types.h> // Para pid_t
|
||||
|
||||
@@ -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
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "system_utils.hpp"
|
||||
#include "core/system/system_utils.hpp"
|
||||
|
||||
#include <sys/stat.h> // Para stat, mkdir, S_ISDIR
|
||||
|
||||
@@ -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
|
||||
Vendored
-252
@@ -1,252 +0,0 @@
|
||||
#include "gif.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_LogError, SDL_LogCategory, SDL_LogInfo
|
||||
#include <cstring> // Para memcpy, size_t
|
||||
#include <iostream> // Para std::cout
|
||||
#include <stdexcept> // Para runtime_error
|
||||
#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");
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
dictionary_ind += 2;
|
||||
|
||||
while (input_length > 0) {
|
||||
int code = 0;
|
||||
for (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;
|
||||
mask <<= 1;
|
||||
if (mask == 0x100) {
|
||||
mask = 0x01;
|
||||
input++;
|
||||
input_length--;
|
||||
}
|
||||
code |= (bit << i);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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) {
|
||||
std::cout << "Internal error; self-reference detected." << '\n';
|
||||
throw std::runtime_error("Internal error in decompress: self-reference");
|
||||
}
|
||||
curCode = dictionary[curCode].prev;
|
||||
}
|
||||
out += 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;
|
||||
buffer++;
|
||||
}
|
||||
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));
|
||||
|
||||
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);
|
||||
|
||||
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) {
|
||||
uint8_t header[6];
|
||||
std::memcpy(header, buffer, 6);
|
||||
buffer += 6;
|
||||
|
||||
ScreenDescriptor screen_descriptor;
|
||||
std::memcpy(&screen_descriptor, buffer, sizeof(ScreenDescriptor));
|
||||
buffer += sizeof(ScreenDescriptor);
|
||||
|
||||
std::vector<uint32_t> 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);
|
||||
for (int i = 0; i < global_color_table_size; ++i) {
|
||||
uint8_t r = buffer[0];
|
||||
uint8_t g = buffer[1];
|
||||
uint8_t b = buffer[2];
|
||||
global_color_table[i] = (r << 16) | (g << 8) | b;
|
||||
buffer += 3;
|
||||
}
|
||||
}
|
||||
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) {
|
||||
return processGifStream(buffer, w, h);
|
||||
}
|
||||
|
||||
} // namespace GIF
|
||||
Vendored
-92
@@ -1,92 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint> // Para uint8_t, uint16_t, uint32_t
|
||||
#include <vector> // Para vector
|
||||
|
||||
namespace GIF {
|
||||
|
||||
// Constantes definidas con constexpr, en lugar de macros
|
||||
constexpr uint8_t EXTENSION_INTRODUCER = 0x21;
|
||||
constexpr uint8_t IMAGE_DESCRIPTOR = 0x2C;
|
||||
constexpr uint8_t TRAILER = 0x3B;
|
||||
constexpr uint8_t GRAPHIC_CONTROL = 0xF9;
|
||||
constexpr uint8_t APPLICATION_EXTENSION = 0xFF;
|
||||
constexpr uint8_t COMMENT_EXTENSION = 0xFE;
|
||||
constexpr uint8_t PLAINTEXT_EXTENSION = 0x01;
|
||||
|
||||
#pragma pack(push, 1)
|
||||
struct ScreenDescriptor {
|
||||
uint16_t width;
|
||||
uint16_t height;
|
||||
uint8_t fields;
|
||||
uint8_t background_color_index;
|
||||
uint8_t pixel_aspect_ratio;
|
||||
};
|
||||
|
||||
struct RGB {
|
||||
uint8_t r, g, b;
|
||||
};
|
||||
|
||||
struct ImageDescriptor {
|
||||
uint16_t image_left_position;
|
||||
uint16_t image_top_position;
|
||||
uint16_t image_width;
|
||||
uint16_t image_height;
|
||||
uint8_t fields;
|
||||
};
|
||||
#pragma pack(pop)
|
||||
|
||||
struct DictionaryEntry {
|
||||
uint8_t byte;
|
||||
int prev;
|
||||
int len;
|
||||
};
|
||||
|
||||
struct Extension {
|
||||
uint8_t extension_code;
|
||||
uint8_t block_size;
|
||||
};
|
||||
|
||||
struct GraphicControlExtension {
|
||||
uint8_t fields;
|
||||
uint16_t delay_time;
|
||||
uint8_t transparent_color_index;
|
||||
};
|
||||
|
||||
struct ApplicationExtension {
|
||||
uint8_t application_id[8];
|
||||
uint8_t version[3];
|
||||
};
|
||||
|
||||
struct PlaintextExtension {
|
||||
uint16_t left, top, width, height;
|
||||
uint8_t cell_width, cell_height;
|
||||
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).
|
||||
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);
|
||||
};
|
||||
|
||||
} // namespace GIF
|
||||
Vendored
-557
@@ -1,557 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
// --- Includes ---
|
||||
#include <SDL3/SDL.h>
|
||||
#include <stdint.h> // Para uint32_t, uint8_t
|
||||
#include <stdio.h> // Para NULL, fseek, printf, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
|
||||
#include <stdlib.h> // Para free, malloc
|
||||
#include <string.h> // Para strcpy, strlen
|
||||
|
||||
#include <iostream> // Para std::cout
|
||||
|
||||
#define STB_VORBIS_HEADER_ONLY
|
||||
#include "external/stb_vorbis.h" // Para stb_vorbis_decode_memory
|
||||
|
||||
// --- Public Enums ---
|
||||
enum JA_Channel_state { JA_CHANNEL_INVALID,
|
||||
JA_CHANNEL_FREE,
|
||||
JA_CHANNEL_PLAYING,
|
||||
JA_CHANNEL_PAUSED,
|
||||
JA_SOUND_DISABLED };
|
||||
enum JA_Music_state { JA_MUSIC_INVALID,
|
||||
JA_MUSIC_PLAYING,
|
||||
JA_MUSIC_PAUSED,
|
||||
JA_MUSIC_STOPPED,
|
||||
JA_MUSIC_DISABLED };
|
||||
|
||||
// --- Struct Definitions ---
|
||||
#define JA_MAX_SIMULTANEOUS_CHANNELS 20
|
||||
#define JA_MAX_GROUPS 2
|
||||
|
||||
struct JA_Sound_t {
|
||||
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
|
||||
Uint32 length{0};
|
||||
Uint8* buffer{NULL};
|
||||
};
|
||||
|
||||
struct JA_Channel_t {
|
||||
JA_Sound_t* sound{nullptr};
|
||||
int pos{0};
|
||||
int times{0};
|
||||
int group{0};
|
||||
SDL_AudioStream* stream{nullptr};
|
||||
JA_Channel_state state{JA_CHANNEL_FREE};
|
||||
};
|
||||
|
||||
struct JA_Music_t {
|
||||
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
|
||||
|
||||
// OGG comprimit en memòria. Propietat nostra; es copia des del fitxer una
|
||||
// sola vegada en JA_LoadMusic i es descomprimix en chunks per streaming.
|
||||
Uint8* ogg_data{nullptr};
|
||||
Uint32 ogg_length{0};
|
||||
stb_vorbis* vorbis{nullptr}; // Handle del decoder, viu tot el cicle del JA_Music_t
|
||||
|
||||
char* filename{nullptr};
|
||||
|
||||
int times{0}; // Loops restants (-1 = infinit, 0 = un sol play)
|
||||
SDL_AudioStream* stream{nullptr};
|
||||
JA_Music_state state{JA_MUSIC_INVALID};
|
||||
};
|
||||
|
||||
// --- Internal Global State ---
|
||||
// Marcado 'inline' (C++17) para asegurar una única instancia.
|
||||
|
||||
inline JA_Music_t* current_music{nullptr};
|
||||
inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
|
||||
|
||||
inline SDL_AudioSpec JA_audioSpec{SDL_AUDIO_S16, 2, 48000};
|
||||
inline float JA_musicVolume{1.0f};
|
||||
inline float JA_soundVolume[JA_MAX_GROUPS];
|
||||
inline bool JA_musicEnabled{true};
|
||||
inline bool JA_soundEnabled{true};
|
||||
inline SDL_AudioDeviceID sdlAudioDevice{0};
|
||||
|
||||
inline bool fading{false};
|
||||
inline int fade_start_time{0};
|
||||
inline int fade_duration{0};
|
||||
inline float fade_initial_volume{0.0f}; // Corregido de 'int' a 'float'
|
||||
|
||||
// --- Forward Declarations ---
|
||||
inline void JA_StopMusic();
|
||||
inline void JA_StopChannel(const int channel);
|
||||
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
|
||||
|
||||
// --- Music streaming internals ---
|
||||
// Bytes-per-sample per canal (sempre s16)
|
||||
static constexpr int JA_MUSIC_BYTES_PER_SAMPLE = 2;
|
||||
// Quants shorts decodifiquem per crida a get_samples_short_interleaved.
|
||||
// 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz.
|
||||
static constexpr int JA_MUSIC_CHUNK_SHORTS = 8192;
|
||||
// Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a
|
||||
// l'SDL_AudioStream per absorbir jitter de frame i evitar underruns.
|
||||
static constexpr float JA_MUSIC_LOW_WATER_SECONDS = 0.5f;
|
||||
|
||||
// Decodifica un chunk del vorbis i el volca a l'stream. Retorna samples
|
||||
// decodificats per canal (0 = EOF de l'stream vorbis).
|
||||
inline int JA_FeedMusicChunk(JA_Music_t* music) {
|
||||
if (!music || !music->vorbis || !music->stream) return 0;
|
||||
|
||||
short chunk[JA_MUSIC_CHUNK_SHORTS];
|
||||
const int channels = music->spec.channels;
|
||||
const int samples_per_channel = stb_vorbis_get_samples_short_interleaved(
|
||||
music->vorbis,
|
||||
channels,
|
||||
chunk,
|
||||
JA_MUSIC_CHUNK_SHORTS);
|
||||
if (samples_per_channel <= 0) return 0;
|
||||
|
||||
const int bytes = samples_per_channel * channels * JA_MUSIC_BYTES_PER_SAMPLE;
|
||||
SDL_PutAudioStreamData(music->stream, chunk, bytes);
|
||||
return samples_per_channel;
|
||||
}
|
||||
|
||||
// Reompli l'stream fins que tinga ≥ JA_MUSIC_LOW_WATER_SECONDS bufferats.
|
||||
// En arribar a EOF del vorbis, aplica el loop (times) o deixa drenar.
|
||||
inline void JA_PumpMusic(JA_Music_t* music) {
|
||||
if (!music || !music->vorbis || !music->stream) return;
|
||||
|
||||
const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE;
|
||||
const int low_water_bytes = static_cast<int>(JA_MUSIC_LOW_WATER_SECONDS * static_cast<float>(bytes_per_second));
|
||||
|
||||
while (SDL_GetAudioStreamAvailable(music->stream) < low_water_bytes) {
|
||||
const int decoded = JA_FeedMusicChunk(music);
|
||||
if (decoded > 0) continue;
|
||||
|
||||
// EOF: si queden loops, rebobinar; si no, tallar i deixar drenar.
|
||||
if (music->times != 0) {
|
||||
stb_vorbis_seek_start(music->vorbis);
|
||||
if (music->times > 0) music->times--;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Core Functions ---
|
||||
|
||||
inline void JA_Update() {
|
||||
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
|
||||
if (fading) {
|
||||
int time = SDL_GetTicks();
|
||||
if (time > (fade_start_time + fade_duration)) {
|
||||
fading = false;
|
||||
JA_StopMusic();
|
||||
return;
|
||||
} else {
|
||||
const int time_passed = time - fade_start_time;
|
||||
const float percent = (float)time_passed / (float)fade_duration;
|
||||
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * (1.0 - percent));
|
||||
}
|
||||
}
|
||||
|
||||
// Streaming: rellenem l'stream fins al low-water-mark i parem si el
|
||||
// vorbis s'ha esgotat i no queden loops.
|
||||
JA_PumpMusic(current_music);
|
||||
if (current_music->times == 0 && SDL_GetAudioStreamAvailable(current_music->stream) == 0) {
|
||||
JA_StopMusic();
|
||||
}
|
||||
}
|
||||
|
||||
if (JA_soundEnabled) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
|
||||
if (channels[i].state == JA_CHANNEL_PLAYING) {
|
||||
if (channels[i].times != 0) {
|
||||
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2)) {
|
||||
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer, channels[i].sound->length);
|
||||
if (channels[i].times > 0) channels[i].times--;
|
||||
}
|
||||
} else {
|
||||
if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0) JA_StopChannel(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) {
|
||||
#ifdef _DEBUG
|
||||
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
|
||||
#endif
|
||||
|
||||
JA_audioSpec = {format, num_channels, freq};
|
||||
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
|
||||
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
|
||||
if (sdlAudioDevice == 0) std::cout << "Failed to initialize SDL audio!" << '\n';
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
|
||||
for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
|
||||
}
|
||||
|
||||
inline void JA_Quit() {
|
||||
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
|
||||
sdlAudioDevice = 0;
|
||||
}
|
||||
|
||||
// --- Music Functions ---
|
||||
|
||||
inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
|
||||
if (!buffer || length == 0) return nullptr;
|
||||
|
||||
// Còpia del OGG comprimit: stb_vorbis llig de forma persistent aquesta
|
||||
// memòria mentre el handle estiga viu, així que hem de posseir-la nosaltres.
|
||||
Uint8* ogg_copy = static_cast<Uint8*>(SDL_malloc(length));
|
||||
if (!ogg_copy) return nullptr;
|
||||
SDL_memcpy(ogg_copy, buffer, length);
|
||||
|
||||
int error = 0;
|
||||
stb_vorbis* vorbis = stb_vorbis_open_memory(ogg_copy, static_cast<int>(length), &error, nullptr);
|
||||
if (!vorbis) {
|
||||
SDL_free(ogg_copy);
|
||||
std::cout << "JA_LoadMusic: stb_vorbis_open_memory failed (error " << error << ")" << '\n';
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto* music = new JA_Music_t();
|
||||
music->ogg_data = ogg_copy;
|
||||
music->ogg_length = length;
|
||||
music->vorbis = vorbis;
|
||||
|
||||
const stb_vorbis_info info = stb_vorbis_get_info(vorbis);
|
||||
music->spec.channels = info.channels;
|
||||
music->spec.freq = static_cast<int>(info.sample_rate);
|
||||
music->spec.format = SDL_AUDIO_S16;
|
||||
music->state = JA_MUSIC_STOPPED;
|
||||
|
||||
return music;
|
||||
}
|
||||
|
||||
inline JA_Music_t* JA_LoadMusic(const char* filename) {
|
||||
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
|
||||
FILE* f = fopen(filename, "rb");
|
||||
if (!f) return NULL; // Añadida comprobación de apertura
|
||||
fseek(f, 0, SEEK_END);
|
||||
long fsize = ftell(f);
|
||||
fseek(f, 0, SEEK_SET);
|
||||
auto* buffer = static_cast<Uint8*>(malloc(fsize + 1));
|
||||
if (!buffer) { // Añadida comprobación de malloc
|
||||
fclose(f);
|
||||
return NULL;
|
||||
}
|
||||
if (fread(buffer, fsize, 1, f) != 1) {
|
||||
fclose(f);
|
||||
free(buffer);
|
||||
return NULL;
|
||||
}
|
||||
fclose(f);
|
||||
|
||||
JA_Music_t* music = JA_LoadMusic(buffer, fsize);
|
||||
if (music) { // Comprobar que JA_LoadMusic tuvo éxito
|
||||
music->filename = static_cast<char*>(malloc(strlen(filename) + 1));
|
||||
if (music->filename) {
|
||||
strcpy(music->filename, filename);
|
||||
}
|
||||
}
|
||||
|
||||
free(buffer);
|
||||
|
||||
return music;
|
||||
}
|
||||
|
||||
inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
|
||||
if (!JA_musicEnabled || !music || !music->vorbis) return;
|
||||
|
||||
JA_StopMusic();
|
||||
|
||||
current_music = music;
|
||||
current_music->state = JA_MUSIC_PLAYING;
|
||||
current_music->times = loop;
|
||||
|
||||
// Rebobinem l'stream de vorbis al principi. Cobreix tant play-per-primera-
|
||||
// vegada com replays/canvis de track que tornen a la mateixa pista.
|
||||
stb_vorbis_seek_start(current_music->vorbis);
|
||||
|
||||
current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &JA_audioSpec);
|
||||
if (!current_music->stream) {
|
||||
std::cout << "Failed to create audio stream!" << '\n';
|
||||
current_music->state = JA_MUSIC_STOPPED;
|
||||
return;
|
||||
}
|
||||
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
|
||||
|
||||
// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
|
||||
JA_PumpMusic(current_music);
|
||||
|
||||
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
|
||||
}
|
||||
|
||||
inline char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
|
||||
if (!music) music = current_music;
|
||||
if (!music) return nullptr; // Añadida comprobación
|
||||
return music->filename;
|
||||
}
|
||||
|
||||
inline void JA_PauseMusic() {
|
||||
if (!JA_musicEnabled) return;
|
||||
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return; // Comprobación mejorada
|
||||
|
||||
current_music->state = JA_MUSIC_PAUSED;
|
||||
SDL_UnbindAudioStream(current_music->stream);
|
||||
}
|
||||
|
||||
inline void JA_ResumeMusic() {
|
||||
if (!JA_musicEnabled) return;
|
||||
if (!current_music || current_music->state != JA_MUSIC_PAUSED) return; // Comprobación mejorada
|
||||
|
||||
current_music->state = JA_MUSIC_PLAYING;
|
||||
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
|
||||
}
|
||||
|
||||
inline void JA_StopMusic() {
|
||||
if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
|
||||
|
||||
current_music->state = JA_MUSIC_STOPPED;
|
||||
if (current_music->stream) {
|
||||
SDL_DestroyAudioStream(current_music->stream);
|
||||
current_music->stream = nullptr;
|
||||
}
|
||||
// Deixem el handle de vorbis viu — es tanca en JA_DeleteMusic.
|
||||
// Rebobinem perquè un futur JA_PlayMusic comence des del principi.
|
||||
if (current_music->vorbis) {
|
||||
stb_vorbis_seek_start(current_music->vorbis);
|
||||
}
|
||||
// No liberem filename aquí; es fa en JA_DeleteMusic.
|
||||
}
|
||||
|
||||
inline void JA_FadeOutMusic(const int milliseconds) {
|
||||
if (!JA_musicEnabled) return;
|
||||
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
|
||||
|
||||
fading = true;
|
||||
fade_start_time = SDL_GetTicks();
|
||||
fade_duration = milliseconds;
|
||||
fade_initial_volume = JA_musicVolume;
|
||||
}
|
||||
|
||||
inline JA_Music_state JA_GetMusicState() {
|
||||
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
|
||||
if (!current_music) return JA_MUSIC_INVALID;
|
||||
|
||||
return current_music->state;
|
||||
}
|
||||
|
||||
inline void JA_DeleteMusic(JA_Music_t* music) {
|
||||
if (!music) return;
|
||||
if (current_music == music) {
|
||||
JA_StopMusic();
|
||||
current_music = nullptr;
|
||||
}
|
||||
if (music->stream) SDL_DestroyAudioStream(music->stream);
|
||||
if (music->vorbis) stb_vorbis_close(music->vorbis);
|
||||
SDL_free(music->ogg_data);
|
||||
free(music->filename); // filename es libera aquí
|
||||
delete music;
|
||||
}
|
||||
|
||||
inline float JA_SetMusicVolume(float volume) {
|
||||
JA_musicVolume = SDL_clamp(volume, 0.0f, 1.0f);
|
||||
if (current_music && current_music->stream) {
|
||||
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
|
||||
}
|
||||
return JA_musicVolume;
|
||||
}
|
||||
|
||||
inline void JA_SetMusicPosition(float /*value*/) {
|
||||
// No implementat amb el backend de streaming. Mai va arribar a usar-se
|
||||
// en el codi existent, així que es manté com a stub.
|
||||
}
|
||||
|
||||
inline float JA_GetMusicPosition() {
|
||||
// Veure nota a JA_SetMusicPosition.
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
inline void JA_EnableMusic(const bool value) {
|
||||
if (!value && current_music && (current_music->state == JA_MUSIC_PLAYING)) JA_StopMusic();
|
||||
|
||||
JA_musicEnabled = value;
|
||||
}
|
||||
|
||||
// --- Sound Functions ---
|
||||
|
||||
inline JA_Sound_t* JA_NewSound(Uint8* buffer, Uint32 length) {
|
||||
JA_Sound_t* sound = new JA_Sound_t();
|
||||
sound->buffer = buffer;
|
||||
sound->length = length;
|
||||
// Nota: spec se queda con los valores por defecto.
|
||||
return sound;
|
||||
}
|
||||
|
||||
inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
|
||||
JA_Sound_t* sound = new JA_Sound_t();
|
||||
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &sound->buffer, &sound->length)) {
|
||||
std::cout << "Failed to load WAV from memory: " << SDL_GetError() << '\n';
|
||||
delete sound;
|
||||
return nullptr;
|
||||
}
|
||||
return sound;
|
||||
}
|
||||
|
||||
inline JA_Sound_t* JA_LoadSound(const char* filename) {
|
||||
JA_Sound_t* sound = new JA_Sound_t();
|
||||
if (!SDL_LoadWAV(filename, &sound->spec, &sound->buffer, &sound->length)) {
|
||||
std::cout << "Failed to load WAV file: " << SDL_GetError() << '\n';
|
||||
delete sound;
|
||||
return nullptr;
|
||||
}
|
||||
return sound;
|
||||
}
|
||||
|
||||
inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) {
|
||||
if (!JA_soundEnabled || !sound) return -1;
|
||||
|
||||
int channel = 0;
|
||||
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
|
||||
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) {
|
||||
// No hay canal libre, reemplazamos el primero
|
||||
channel = 0;
|
||||
}
|
||||
|
||||
return JA_PlaySoundOnChannel(sound, channel, loop, group);
|
||||
}
|
||||
|
||||
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop, const int group) {
|
||||
if (!JA_soundEnabled || !sound) return -1;
|
||||
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
|
||||
|
||||
JA_StopChannel(channel); // Detiene y limpia el canal si estaba en uso
|
||||
|
||||
channels[channel].sound = sound;
|
||||
channels[channel].times = loop;
|
||||
channels[channel].pos = 0;
|
||||
channels[channel].group = group; // Asignar grupo
|
||||
channels[channel].state = JA_CHANNEL_PLAYING;
|
||||
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
|
||||
|
||||
if (!channels[channel].stream) {
|
||||
std::cout << "Failed to create audio stream for sound!" << '\n';
|
||||
channels[channel].state = JA_CHANNEL_FREE;
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer, channels[channel].sound->length);
|
||||
SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]);
|
||||
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
|
||||
|
||||
return channel;
|
||||
}
|
||||
|
||||
inline void JA_DeleteSound(JA_Sound_t* sound) {
|
||||
if (!sound) return;
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if (channels[i].sound == sound) JA_StopChannel(i);
|
||||
}
|
||||
SDL_free(sound->buffer);
|
||||
delete sound;
|
||||
}
|
||||
|
||||
inline void JA_PauseChannel(const int channel) {
|
||||
if (!JA_soundEnabled) return;
|
||||
|
||||
if (channel == -1) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
|
||||
if (channels[i].state == JA_CHANNEL_PLAYING) {
|
||||
channels[i].state = JA_CHANNEL_PAUSED;
|
||||
SDL_UnbindAudioStream(channels[i].stream);
|
||||
}
|
||||
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
|
||||
if (channels[channel].state == JA_CHANNEL_PLAYING) {
|
||||
channels[channel].state = JA_CHANNEL_PAUSED;
|
||||
SDL_UnbindAudioStream(channels[channel].stream);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void JA_ResumeChannel(const int channel) {
|
||||
if (!JA_soundEnabled) return;
|
||||
|
||||
if (channel == -1) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
|
||||
if (channels[i].state == JA_CHANNEL_PAUSED) {
|
||||
channels[i].state = JA_CHANNEL_PLAYING;
|
||||
SDL_BindAudioStream(sdlAudioDevice, channels[i].stream);
|
||||
}
|
||||
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
|
||||
if (channels[channel].state == JA_CHANNEL_PAUSED) {
|
||||
channels[channel].state = JA_CHANNEL_PLAYING;
|
||||
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void JA_StopChannel(const int channel) {
|
||||
if (channel == -1) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if (channels[i].state != JA_CHANNEL_FREE) {
|
||||
if (channels[i].stream) SDL_DestroyAudioStream(channels[i].stream);
|
||||
channels[i].stream = nullptr;
|
||||
channels[i].state = JA_CHANNEL_FREE;
|
||||
channels[i].pos = 0;
|
||||
channels[i].sound = NULL;
|
||||
}
|
||||
}
|
||||
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
|
||||
if (channels[channel].state != JA_CHANNEL_FREE) {
|
||||
if (channels[channel].stream) SDL_DestroyAudioStream(channels[channel].stream);
|
||||
channels[channel].stream = nullptr;
|
||||
channels[channel].state = JA_CHANNEL_FREE;
|
||||
channels[channel].pos = 0;
|
||||
channels[channel].sound = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline JA_Channel_state JA_GetChannelState(const int channel) {
|
||||
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
|
||||
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
|
||||
|
||||
return channels[channel].state;
|
||||
}
|
||||
|
||||
inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para todos los grupos
|
||||
{
|
||||
const float v = SDL_clamp(volume, 0.0f, 1.0f);
|
||||
|
||||
if (group == -1) {
|
||||
for (int i = 0; i < JA_MAX_GROUPS; ++i) {
|
||||
JA_soundVolume[i] = v;
|
||||
}
|
||||
} else if (group >= 0 && group < JA_MAX_GROUPS) {
|
||||
JA_soundVolume[group] = v;
|
||||
} else {
|
||||
return v; // Grupo inválido
|
||||
}
|
||||
|
||||
// Aplicar volumen a canales activos
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) {
|
||||
if (group == -1 || channels[i].group == group) {
|
||||
if (channels[i].stream) {
|
||||
SDL_SetAudioStreamGain(channels[i].stream, JA_soundVolume[channels[i].group]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
inline void JA_EnableSound(const bool value) {
|
||||
if (!value) {
|
||||
JA_StopChannel(-1); // Detener todos los canales
|
||||
}
|
||||
JA_soundEnabled = value;
|
||||
}
|
||||
|
||||
inline float JA_SetVolume(float volume) {
|
||||
float v = JA_SetMusicVolume(volume);
|
||||
JA_SetSoundVolume(v, -1); // Aplicar a todos los grupos de sonido
|
||||
return v;
|
||||
}
|
||||
Vendored
+5584
File diff suppressed because it is too large
Load Diff
Vendored
-5631
File diff suppressed because it is too large
Load Diff
@@ -1,14 +1,14 @@
|
||||
#include "balloon.hpp"
|
||||
#include "game/entities/balloon.hpp"
|
||||
|
||||
#include <algorithm> // Para clamp
|
||||
#include <array> // Para array
|
||||
#include <cmath> // Para fabs
|
||||
|
||||
#include "animated_sprite.hpp" // Para AnimatedSprite
|
||||
#include "audio.hpp" // Para Audio
|
||||
#include "param.hpp" // Para Param, ParamBalloon, param
|
||||
#include "sprite.hpp" // Para Sprite
|
||||
#include "texture.hpp" // Para Texture
|
||||
#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" // IWYU pragma: keep
|
||||
#include "utils/param.hpp" // Para Param, ParamBalloon, param
|
||||
|
||||
// Constructor
|
||||
Balloon::Balloon(const Config& config)
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user