presentation: bool integer_scale -> enum PresentationMode (integer_scale|letterbox|stretched|overscan) amb migracio de configs antics

This commit is contained in:
2026-05-19 20:29:22 +02:00
parent ac997c185d
commit 20325ddd5a
8 changed files with 214 additions and 69 deletions
+80 -33
View File
@@ -326,16 +326,27 @@ void Screen::detectMaxZoom() {
#endif
}
// Establece el escalado entero
void Screen::setIntegerScale(bool enabled) {
if (Options::video.integer_scale == enabled) { return; }
Options::video.integer_scale = enabled;
// Estableix el mode de presentacio del canvas i reaplica el layout
void Screen::setPresentationMode(Options::PresentationMode mode) {
if (Options::video.presentation_mode == mode) { return; }
Options::video.presentation_mode = mode;
#ifndef NO_SHADERS
if (shader_backend_) {
shader_backend_->setPresentationMode(static_cast<Rendering::ShaderBackend::PresentationMode>(mode));
}
#endif
setVideoMode(Options::video.fullscreen);
}
// Alterna el escalado entero
void Screen::toggleIntegerScale() {
setIntegerScale(!Options::video.integer_scale);
// Cicla integer_scale -> letterbox -> stretched -> overscan -> integer_scale
void Screen::nextPresentationMode() {
setPresentationMode(Options::nextPresentationMode(Options::video.presentation_mode));
}
// Nom curt del mode actual (per a notificacions). Static perque no necessita
// estat d'instancia: nomes consulta Options::video.
auto Screen::getPresentationModeName() -> const char * {
return Options::presentationModeToString(Options::video.presentation_mode);
}
// Establece el V-Sync
@@ -407,39 +418,75 @@ void Screen::applyFullscreenLayout() {
computeFullscreenGameRect();
}
// Calcula el rectángulo dest para fullscreen: integer_scale / aspect ratio
// Calcula el rectangle dest segons el PresentationMode actiu.
// INTEGER_SCALE: x sencera maxima (1x, 2x, 3x...) centrada amb barres.
// LETTERBOX: mante aspect ratio, ajusta al menor dels eixos, barres.
// STRETCHED: omple tota la finestra deformant la relacio d'aspecte.
// OVERSCAN: mante aspect ratio omplint la finestra (retalla el sobrant).
void Screen::computeFullscreenGameRect() {
if (Options::video.integer_scale) {
// Calcula el tamaño de la escala máxima
int scale = 0;
while (((game_canvas_width_ * (scale + 1)) <= window_width_) && ((game_canvas_height_ * (scale + 1)) <= window_height_)) {
scale++;
}
const float CANVAS_RATIO = static_cast<float>(game_canvas_width_) / static_cast<float>(game_canvas_height_);
const float WINDOW_RATIO = static_cast<float>(window_width_) / static_cast<float>(window_height_);
dest_.w = game_canvas_width_ * scale;
dest_.h = game_canvas_height_ * scale;
dest_.x = (window_width_ - dest_.w) / 2;
dest_.y = (window_height_ - dest_.h) / 2;
} else {
// Manté la relació d'aspecte sense escalat enter (letterbox/pillarbox).
float ratio = (float)game_canvas_width_ / (float)game_canvas_height_;
if ((window_width_ - game_canvas_width_) >= (window_height_ - game_canvas_height_)) {
dest_.h = window_height_;
dest_.w = static_cast<int>(std::lround(window_height_ * ratio));
dest_.x = (window_width_ - dest_.w) / 2;
dest_.y = (window_height_ - dest_.h) / 2;
} else {
switch (Options::video.presentation_mode) {
case Options::PresentationMode::INTEGER_SCALE: {
int scale = 0;
while (((game_canvas_width_ * (scale + 1)) <= window_width_) && ((game_canvas_height_ * (scale + 1)) <= window_height_)) {
scale++;
}
dest_.w = game_canvas_width_ * scale;
dest_.h = game_canvas_height_ * scale;
break;
}
case Options::PresentationMode::LETTERBOX: {
if (WINDOW_RATIO >= CANVAS_RATIO) {
dest_.h = window_height_;
dest_.w = static_cast<int>(std::lround(window_height_ * CANVAS_RATIO));
} else {
dest_.w = window_width_;
dest_.h = static_cast<int>(std::lround(window_width_ / CANVAS_RATIO));
}
break;
}
case Options::PresentationMode::STRETCHED: {
dest_.w = window_width_;
dest_.h = static_cast<int>(std::lround(window_width_ / ratio));
dest_.x = (window_width_ - dest_.w) / 2;
dest_.y = (window_height_ - dest_.h) / 2;
dest_.h = window_height_;
break;
}
case Options::PresentationMode::OVERSCAN: {
// Mante aspect: dimensiona al major dels eixos (l'altre desborda).
if (WINDOW_RATIO >= CANVAS_RATIO) {
dest_.w = window_width_;
dest_.h = static_cast<int>(std::lround(window_width_ / CANVAS_RATIO));
} else {
dest_.h = window_height_;
dest_.w = static_cast<int>(std::lround(window_height_ * CANVAS_RATIO));
}
break;
}
}
dest_.x = (window_width_ - dest_.w) / 2;
dest_.y = (window_height_ - dest_.h) / 2;
}
// Aplica la logical presentation y persiste el estado en options
// Aplica la logical presentation segons el PresentationMode actiu (ruta SDL_Renderer fallback).
// La ruta GPU calcula el viewport ella mateixa via computeViewport().
void Screen::applyLogicalPresentation(bool fullscreen) {
SDL_SetRenderLogicalPresentation(renderer_, window_width_, window_height_, SDL_LOGICAL_PRESENTATION_LETTERBOX);
SDL_RendererLogicalPresentation lp = SDL_LOGICAL_PRESENTATION_LETTERBOX;
switch (Options::video.presentation_mode) {
case Options::PresentationMode::INTEGER_SCALE:
lp = SDL_LOGICAL_PRESENTATION_INTEGER_SCALE;
break;
case Options::PresentationMode::LETTERBOX:
lp = SDL_LOGICAL_PRESENTATION_LETTERBOX;
break;
case Options::PresentationMode::STRETCHED:
lp = SDL_LOGICAL_PRESENTATION_STRETCH;
break;
case Options::PresentationMode::OVERSCAN:
lp = SDL_LOGICAL_PRESENTATION_OVERSCAN;
break;
}
SDL_SetRenderLogicalPresentation(renderer_, window_width_, window_height_, lp);
Options::video.fullscreen = fullscreen;
}
@@ -545,7 +592,7 @@ void Screen::initShaders() {
}
}
if (shader_backend_->isHardwareAccelerated()) {
shader_backend_->setScaleMode(Options::video.integer_scale);
shader_backend_->setPresentationMode(static_cast<Rendering::ShaderBackend::PresentationMode>(Options::video.presentation_mode));
shader_backend_->setVSync(Options::video.vsync);
// Resol els índexs de preset a partir del nom emmagatzemat al config.
+14 -12
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@@ -6,7 +6,8 @@
#include <string> // for string
#include <vector> // for vector
#include "utils/utils.h" // for Color
#include "game/options.hpp" // for Options::PresentationMode
#include "utils/utils.h" // for Color
#ifndef NO_SHADERS
#include "core/rendering/shader_backend.hpp" // for Rendering::ShaderType
@@ -51,17 +52,18 @@ class Screen {
void blit(); // Vuelca el contenido del renderizador en pantalla
// Video y ventana
void setVideoMode(bool fullscreen); // Establece el modo de video
void toggleVideoMode(); // Cambia entre pantalla completa y ventana
void handleCanvasResized(); // En Emscripten, reaplica setVideoMode tras un cambio del navegador (salida de fullscreen con Esc, rotación). No-op fuera de Emscripten
static void syncFullscreenFlagFromBrowser(bool is_fullscreen); // Sincroniza el flag interno de fullscreen con el estado real del navegador. Debe llamarse antes de diferir handleCanvasResized. No-op fuera de Emscripten
void toggleIntegerScale(); // Alterna el escalado entero
void setIntegerScale(bool enabled); // Establece el escalado entero
void toggleVSync(); // Alterna el V-Sync
void setVSync(bool enabled); // Establece el V-Sync
auto decWindowZoom() -> bool; // Reduce el zoom de la ventana (devuelve true si cambió)
auto incWindowZoom() -> bool; // Aumenta el zoom de la ventana (devuelve true si cambió)
auto setWindowZoom(int zoom) -> bool; // Establece el zoom de la ventana (devuelve true si cambió)
void setVideoMode(bool fullscreen); // Establece el modo de video
void toggleVideoMode(); // Cambia entre pantalla completa y ventana
void handleCanvasResized(); // En Emscripten, reaplica setVideoMode tras un cambio del navegador (salida de fullscreen con Esc, rotación). No-op fuera de Emscripten
static void syncFullscreenFlagFromBrowser(bool is_fullscreen); // Sincroniza el flag interno de fullscreen con el estado real del navegador. Debe llamarse antes de diferir handleCanvasResized. No-op fuera de Emscripten
void nextPresentationMode(); // Cicla integer_scale -> letterbox -> stretched -> overscan
void setPresentationMode(Options::PresentationMode mode); // Estableix el mode de presentacio del canvas
[[nodiscard]] static auto getPresentationModeName() -> const char *; // Nom curt del mode actual (per a notificacions)
void toggleVSync(); // Alterna el V-Sync
void setVSync(bool enabled); // Establece el V-Sync
auto decWindowZoom() -> bool; // Reduce el zoom de la ventana (devuelve true si cambió)
auto incWindowZoom() -> bool; // Aumenta el zoom de la ventana (devuelve true si cambió)
auto setWindowZoom(int zoom) -> bool; // Establece el zoom de la ventana (devuelve true si cambió)
// Borde
void setBorderColor(Color color); // Cambia el color del borde
@@ -292,21 +292,48 @@ namespace Rendering {
// computeViewport — dimensions lògiques del canvas dins del swapchain (letterbox)
// ---------------------------------------------------------------------------
auto SDL3GPUShader::computeViewport(Uint32 sw, Uint32 sh) const -> Viewport {
const auto SWF = static_cast<float>(sw);
const auto SHF = static_cast<float>(sh);
const float CANVAS_RATIO = static_cast<float>(game_width_) / static_cast<float>(game_height_);
const float WINDOW_RATIO = SWF / SHF;
float vw = 0.0F;
float vh = 0.0F;
if (integer_scale_) {
const int SCALE = std::max(1, std::min(static_cast<int>(sw) / game_width_, static_cast<int>(sh) / game_height_));
vw = static_cast<float>(game_width_ * SCALE);
vh = static_cast<float>(game_height_ * SCALE);
} else {
const float SCALE = std::min(
static_cast<float>(sw) / static_cast<float>(game_width_),
static_cast<float>(sh) / static_cast<float>(game_height_));
vw = static_cast<float>(game_width_) * SCALE;
vh = static_cast<float>(game_height_) * SCALE;
switch (presentation_mode_) {
case PresentationMode::INTEGER_SCALE: {
const int SCALE = std::max(1, std::min(static_cast<int>(sw) / game_width_, static_cast<int>(sh) / game_height_));
vw = static_cast<float>(game_width_ * SCALE);
vh = static_cast<float>(game_height_ * SCALE);
break;
}
case PresentationMode::LETTERBOX: {
if (WINDOW_RATIO >= CANVAS_RATIO) {
vh = SHF;
vw = SHF * CANVAS_RATIO;
} else {
vw = SWF;
vh = SWF / CANVAS_RATIO;
}
break;
}
case PresentationMode::STRETCHED: {
vw = SWF;
vh = SHF;
break;
}
case PresentationMode::OVERSCAN: {
if (WINDOW_RATIO >= CANVAS_RATIO) {
vw = SWF;
vh = SWF / CANVAS_RATIO;
} else {
vh = SHF;
vw = SHF * CANVAS_RATIO;
}
break;
}
}
const float VX = std::floor((static_cast<float>(sw) - vw) * 0.5F);
const float VY = std::floor((static_cast<float>(sh) - vh) * 0.5F);
const float VX = std::floor((SWF - vw) * 0.5F);
const float VY = std::floor((SHF - vh) * 0.5F);
return {.x = VX, .y = VY, .w = vw, .h = vh};
}
@@ -569,8 +596,8 @@ namespace Rendering {
}
}
void SDL3GPUShader::setScaleMode(bool integer_scale) {
integer_scale_ = integer_scale;
void SDL3GPUShader::setPresentationMode(PresentationMode mode) {
presentation_mode_ = mode;
}
// ---------------------------------------------------------------------------
@@ -97,8 +97,8 @@ namespace Rendering {
// Activa/desactiva VSync en el swapchain
void setVSync(bool vsync) override;
// Activa/desactiva escalado entero (integer scale)
void setScaleMode(bool integer_scale) override;
// Estableix el mode de presentacio del canvas
void setPresentationMode(PresentationMode mode) override;
// Selecciona el shader de post-procesado activo (POSTFX o CRTPI)
void setActiveShader(ShaderType type) override;
@@ -195,7 +195,7 @@ namespace Rendering {
std::string preferred_driver_; // Driver preferido; vacío = auto (SDL elige)
bool is_initialized_ = false;
bool vsync_ = true;
bool integer_scale_ = false;
PresentationMode presentation_mode_ = PresentationMode::INTEGER_SCALE;
};
} // namespace Rendering
+9 -2
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@@ -112,9 +112,16 @@ namespace Rendering {
virtual void setVSync(bool /*vsync*/) {}
/**
* @brief Activa o desactiva el escalado entero (integer scale)
* @brief Estableix el mode de presentacio del canvas dins del swapchain.
* El backend calcula el viewport en consequencia.
*/
virtual void setScaleMode(bool /*integer_scale*/) {}
enum class PresentationMode : std::uint8_t {
INTEGER_SCALE,
LETTERBOX,
STRETCHED,
OVERSCAN
};
virtual void setPresentationMode(PresentationMode /*mode*/) {}
/**
* @brief Verifica si el backend está usando aceleración por hardware