Merge branch 'ui-fixes'

This commit is contained in:
2026-05-19 21:00:22 +02:00
20 changed files with 416 additions and 98 deletions
+13 -1
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@@ -1,7 +1,19 @@
# CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(coffee_crisis VERSION 1.00)
# La versió de l'app es defineix una sola vegada a source/utils/defines.hpp
# (Defines::VERSION). El Makefile ja la grepeja per als noms de release; aqui
# l'extreiem perque project(... VERSION ...) i tots els consumidors interns
# de CMake (CPack, install, etc.) usin la mateixa font de veritat.
file(READ "${CMAKE_CURRENT_SOURCE_DIR}/source/utils/defines.hpp" _DEFINES_CONTENT)
string(REGEX MATCH "VERSION = \"([0-9]+\\.[0-9]+\\.[0-9]+)\"" _ "${_DEFINES_CONTENT}")
set(APP_VERSION "${CMAKE_MATCH_1}")
if(APP_VERSION STREQUAL "")
message(FATAL_ERROR "No s'ha pogut extreure VERSION de source/utils/defines.hpp")
endif()
project(coffee_crisis VERSION ${APP_VERSION})
# Tipus de build per defecte (Debug) si no se n'ha especificat cap
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
+37
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@@ -7,6 +7,8 @@
#include "core/rendering/notifications.hpp"
#include "core/rendering/screen.h"
#include "game/options.hpp"
#include "utils/defines.hpp"
#include "version.h"
namespace GlobalInputs {
@@ -54,6 +56,23 @@ namespace GlobalInputs {
Notifications::show(MSG, Notifications::Palette::SUCCESS, Notifications::STANDARD_MS);
}
void notifyVersion() {
// Format: "<APP_NAME> v<VERSION> (<GIT_HASH>)"
const std::string MSG = std::string(Version::APP_NAME) + " v" + Texts::VERSION + " (" + Version::GIT_HASH + ")";
Notifications::show(MSG, Notifications::Palette::TOGGLE, Notifications::LONG_MS);
}
void notifyVSync() {
const std::string STATE = Options::video.vsync ? "ON" : "OFF";
const std::string MSG = std::string("VSync ") + STATE;
Notifications::show(MSG, Notifications::Palette::TOGGLE, Notifications::STANDARD_MS);
}
void notifyPresentationMode() {
const std::string MSG = std::string("Mode ") + Screen::getPresentationModeName();
Notifications::show(MSG, Notifications::Palette::CHOICE, Notifications::STANDARD_MS);
}
void onExit() {
const Uint32 NOW = SDL_GetTicks();
if (NOW < exit_window_until_ticks) {
@@ -94,6 +113,24 @@ namespace GlobalInputs {
notifyShaderEnabled();
return true;
}
if (Input::get()->checkInput(Input::Action::SHOW_VERSION, Input::Repeat::OFF)) {
notifyVersion();
return true;
}
if (Input::get()->checkInput(Input::Action::TOGGLE_VSYNC, Input::Repeat::OFF)) {
Screen::get()->toggleVSync();
notifyVSync();
return true;
}
if (Input::get()->checkInput(Input::Action::NEXT_PRESENTATION_MODE, Input::Repeat::OFF)) {
Screen::get()->nextPresentationMode();
notifyPresentationMode();
return true;
}
if (Input::get()->checkInput(Input::Action::TOGGLE_FPS, Input::Repeat::OFF)) {
Screen::get()->toggleFps();
return true;
}
// F5/F6 només actuen quan el post-procesado està actiu.
if (Screen::isShaderEnabled()) {
if (Input::get()->checkInput(Input::Action::TOGGLE_SHADER_TYPE, Input::Repeat::OFF)) {
+27 -7
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@@ -157,25 +157,45 @@ auto Input::checkGameControllerInput(Action input, Repeat repeat, int index) ->
return PRESS_EDGE;
}
// Comprueba si hay almenos un input activo
// Comprueba si hay almenos un input "humano" activo (moviment, ACCEPT/CANCEL,
// FIRE_*). Exclou les accions reservades a hotkeys globals (EXIT, PAUSE,
// WINDOW_*, *SHADER*) perque prémer F1-F12 o ESC no s'ha de comptar com
// "qualsevol tecla" — ningu vol saltar una intro per modificar el zoom.
auto Input::checkAnyInput(Device device, int index) -> bool {
if (device == Device::ANY) {
index = 0;
}
auto is_skippable = [](Action a) {
switch (a) {
case Action::UP:
case Action::DOWN:
case Action::LEFT:
case Action::RIGHT:
case Action::ACCEPT:
case Action::CANCEL:
case Action::FIRE_LEFT:
case Action::FIRE_CENTER:
case Action::FIRE_RIGHT:
return true;
default:
return false;
}
};
if (device == Device::KEYBOARD || device == Device::ANY) {
const bool *key_states = SDL_GetKeyboardState(nullptr);
if (std::ranges::any_of(key_bindings_,
[key_states](const auto &key_binding) { return key_states[key_binding.scancode]; })) {
return true;
for (std::size_t i = 0; i < key_bindings_.size(); ++i) {
if (is_skippable(static_cast<Action>(i)) && key_states[key_bindings_[i].scancode]) {
return true;
}
}
}
if (gameControllerFound() && index >= 0 && index < (int)connected_controllers_.size()) {
if (device == Device::GAMECONTROLLER || device == Device::ANY) {
for (auto &game_controller_binding : game_controller_bindings_) {
if (SDL_GetGamepadButton(connected_controllers_[index], game_controller_binding.button)) {
for (std::size_t i = 0; i < game_controller_bindings_.size(); ++i) {
if (is_skippable(static_cast<Action>(i)) && SDL_GetGamepadButton(connected_controllers_[index], game_controller_bindings_[i].button)) {
return true;
}
}
+11 -5
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@@ -50,6 +50,12 @@ class Input {
TOGGLE_SHADER,
TOGGLE_SHADER_TYPE,
// Diagnostic / video toggles
SHOW_VERSION,
TOGGLE_VSYNC,
NEXT_PRESENTATION_MODE,
TOGGLE_FPS,
// Centinela final (usar para sizing)
NUMBER_OF_INPUTS
};
@@ -61,12 +67,12 @@ class Input {
~Input(); // Destructor
void update(); // Actualiza el estado del objeto
void update(); // Actualiza el estado del objeto
void bindKey(Action input, SDL_Scancode code); // Asigna inputs a teclas
void bindGameControllerButton(Action input, SDL_GamepadButton button); // Asigna inputs a botones del mando
auto checkInput(Action input, Repeat repeat = Repeat::ON, Device device = Device::ANY, int index = 0) -> bool; // Comprueba si un input esta activo
auto checkAnyInput(Device device = Device::ANY, int index = 0) -> bool; // Comprueba si hay almenos un input activo
auto checkAnyInput(Device device = Device::ANY, int index = 0) -> bool; // Comprueba si hay almenos un input activo
auto discoverGameController() -> bool; // Busca si hay un mando conectado
@@ -82,9 +88,9 @@ class Input {
[[nodiscard]] auto getNumControllers() const -> int; // Obten el numero de mandos conectados
auto getControllerName(int index) -> std::string; // Obten el nombre de un mando de juego
void setVerbose(bool value); // Establece si ha de mostrar mensajes
void disableUntil(Disable value); // Deshabilita las entradas durante un periodo de tiempo
void enable(); // Hablita las entradas
void setVerbose(bool value); // Establece si ha de mostrar mensajes
void disableUntil(Disable value); // Deshabilita las entradas durante un periodo de tiempo
void enable(); // Hablita las entradas
private:
struct KeyBindings {
+7 -6
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@@ -6,13 +6,14 @@
namespace Notifications {
namespace {
// Paleta pastel. Per a tunejar l'aparença només cal tocar aquí.
// Paleta semi-saturada: a mig cami entre pastel i color "pur". Manté
// contrast del outline (foscor) sense diluir el matís.
// (Color no és literal type ⇒ const, no constexpr.)
const Color INFO_COLOR{0xF0, 0xE0, 0x90}; // groc trigo
const Color TOGGLE_COLOR{0xA0, 0xE0, 0xF0}; // cian gel
const Color CHOICE_COLOR{0xE0, 0xA0, 0xE0}; // rosa orquídia
const Color SUCCESS_COLOR{0xB0, 0xE6, 0xB0}; // verd menta
const Color DANGER_COLOR{0xF0, 0xA0, 0xA0}; // rosa salmó
const Color INFO_COLOR{0xF0, 0xD0, 0x40}; // groc
const Color TOGGLE_COLOR{0x60, 0xC0, 0xF0}; // cian
const Color CHOICE_COLOR{0xD0, 0x60, 0xD0}; // magenta
const Color SUCCESS_COLOR{0x70, 0xD0, 0x70}; // verd
const Color DANGER_COLOR{0xF0, 0x60, 0x60}; // vermell
// Factor de foscor per a l'outline (~40% de la lluminositat del
// color base): manté el matís i queda prou fosc per a contrastar
+152 -36
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@@ -169,9 +169,12 @@ void Screen::start() {
// Vuelca el contenido del renderizador en pantalla
void Screen::blit() {
// Dibuja la notificación activa sobre el gameCanvas antes de presentar
updateFps();
// Dibuja la notificación activa i, si toca, l'overlay de FPS sobre el gameCanvas
SDL_SetRenderTarget(renderer_, game_canvas_);
renderNotification();
renderFps();
#ifndef NO_SHADERS
// Si el backend GPU està viu i accelerat, passem sempre per ell (tant amb
@@ -326,16 +329,27 @@ 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 +421,75 @@ 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;
}
@@ -461,14 +511,16 @@ void Screen::clearNotification() {
notification_message_.clear();
}
// Dibuja la notificación activa (si la hay) sobre el gameCanvas
// Dibuja la notificación activa (si la hay) sobre el gameCanvas. La Y es
// el `notification_y_` configurat, desplacat cap avall si en overscan part
// de la franja superior queda fora de pantalla.
void Screen::renderNotification() {
if (notification_text_ == nullptr || SDL_GetTicks() >= notification_end_time_) {
return;
}
notification_text_->writeDX(Text::FLAG_CENTER | Text::FLAG_COLOR | Text::FLAG_STROKE,
game_canvas_width_ / 2,
notification_y_,
notification_y_ + safeNotificationY(),
notification_message_,
1,
notification_text_color_,
@@ -476,6 +528,70 @@ void Screen::renderNotification() {
notification_outline_color_);
}
// Alterna la visibilitat de l'overlay de FPS. No persisteix a config.
void Screen::toggleFps() {
fps_visible_ = !fps_visible_;
if (fps_visible_) {
fps_window_start_ticks_ = SDL_GetTicks();
fps_frame_count_ = 0;
fps_value_ = 0;
}
}
auto Screen::isFpsVisible() const -> bool {
return fps_visible_;
}
// Acumula frames i recalcula el FPS cada segon real (no afectat per dt del joc).
// Cridat des de blit() una vegada per frame.
void Screen::updateFps() {
if (!fps_visible_) { return; }
++fps_frame_count_;
const Uint32 NOW = SDL_GetTicks();
const Uint32 ELAPSED = NOW - fps_window_start_ticks_;
if (ELAPSED >= 1000) {
fps_value_ = static_cast<int>((static_cast<Uint64>(fps_frame_count_) * 1000) / ELAPSED);
fps_frame_count_ = 0;
fps_window_start_ticks_ = NOW;
}
}
// Dibuixa "NN FPS" a dalt a la dreta del canvas, mateixa Y que les notificacions
// (incloent l'ajust per overscan) i amb la mateixa font 8bithud.
void Screen::renderFps() {
if (!fps_visible_ || notification_text_ == nullptr) { return; }
constexpr int RIGHT_MARGIN = 2;
const Color FPS_COLOR{0x60, 0xD0, 0x70}; // verd (mateix to que SUCCESS de notificacions)
const Color FPS_OUTLINE{0x26, 0x53, 0x2C}; // ~40% darken del verd
const std::string MSG = std::to_string(fps_value_) + " FPS";
const int TEXT_W = notification_text_->lenght(MSG, 1);
const int X = game_canvas_width_ - TEXT_W - RIGHT_MARGIN;
const int Y = notification_y_ + safeNotificationY();
notification_text_->writeDX(Text::FLAG_COLOR | Text::FLAG_STROKE,
X,
Y,
MSG,
1,
FPS_COLOR,
1,
FPS_OUTLINE);
}
// Y minima del canvas visible. Solo no zero quan estem en overscan i l'aspect
// de finestra obliga a escalar mes ample que alt (el canvas vertical desborda
// i la franja superior es retalla). En cas contrari (qualsevol altre mode, o
// overscan amb retall horitzontal nomes), retorna 0.
auto Screen::safeNotificationY() const -> int {
if (Options::video.presentation_mode != Options::PresentationMode::OVERSCAN) { return 0; }
if (window_width_ <= 0 || window_height_ <= 0 || game_canvas_height_ <= 0) { return 0; }
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_);
if (WINDOW_RATIO < CANVAS_RATIO) { return 0; } // retall horitzontal nomes
const float OVERSCAN_SCALE = static_cast<float>(window_width_) / static_cast<float>(game_canvas_width_);
const float VH = static_cast<float>(game_canvas_height_) * OVERSCAN_SCALE;
return static_cast<int>(std::ceil((VH - static_cast<float>(window_height_)) / (2.0F * OVERSCAN_SCALE)));
}
// ============================================================================
// Emscripten — fix per a fullscreen/resize (veure el bloc de comentaris al
// principi del fitxer i l'anonymous namespace amb els callbacks natius).
@@ -545,7 +661,7 @@ 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.
+30 -13
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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
@@ -71,6 +73,10 @@ class Screen {
void notify(const std::string &text, Color text_color, Color outline_color, Uint32 duration_ms); // Muestra una notificación en la línea superior del canvas durante durationMs. Sobrescribe cualquier notificación activa (sin apilación).
void clearNotification(); // Limpia la notificación actual
// FPS overlay (debug, no persistent)
void toggleFps(); // Alterna la visibilitat de l'overlay de FPS
[[nodiscard]] auto isFpsVisible() const -> bool; // Estat actual
// GPU / shaders (post-procesado). En builds con NO_SHADERS (Emscripten) son no-op.
void initShaders(); // Crea el backend GPU si no existe y lo inicializa
void shutdownShaders(); // Libera el backend GPU
@@ -110,7 +116,12 @@ class Screen {
void registerEmscriptenEventCallbacks(); // Registra los callbacks nativos de Emscripten para fullscreenchange y orientationchange. No-op fuera de Emscripten
// Notificaciones
void renderNotification(); // Dibuja la notificación activa (si la hay) sobre el gameCanvas
void renderNotification(); // Dibuja la notificación activa (si la hay) sobre el gameCanvas
[[nodiscard]] auto safeNotificationY() const -> int; // Y minima dins del canvas que segueix sent visible en overscan (segons aspect ratio finestra/canvas)
// FPS overlay
void updateFps(); // Acumula temps i recalcula fps cada segon (a cridar des de blit)
void renderFps(); // Dibuixa "NN FPS" a dalt a la dreta del canvas
#ifndef NO_SHADERS
// Aplica els paràmetres actuals del shader al backend segons options
@@ -139,6 +150,12 @@ class Screen {
Uint32 notification_end_time_; // SDL_GetTicks() hasta el cual se muestra
int notification_y_; // Fila vertical en el canvas virtual
// FPS overlay (debug, no persistent)
bool fps_visible_{false}; // F10 toggle
int fps_value_{0}; // Ultim valor calculat (frames per segon)
int fps_frame_count_{0}; // Frames acumulats durant la finestra actual
Uint32 fps_window_start_ticks_{0}; // Inici de la finestra d'1s actual (SDL_GetTicks)
#ifndef NO_SHADERS
// GPU / shaders
std::unique_ptr<Rendering::ShaderBackend> shader_backend_; // Backend GPU (nullptr si inactivo)
@@ -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
View File
@@ -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
+4
View File
@@ -232,6 +232,10 @@ void Director::initInput() {
Input::get()->bindKey(Input::Action::TOGGLE_SHADER, SDL_SCANCODE_F4);
Input::get()->bindKey(Input::Action::TOGGLE_SHADER_TYPE, SDL_SCANCODE_F5);
Input::get()->bindKey(Input::Action::NEXT_SHADER_PRESET, SDL_SCANCODE_F6);
Input::get()->bindKey(Input::Action::TOGGLE_VSYNC, SDL_SCANCODE_F7);
Input::get()->bindKey(Input::Action::NEXT_PRESENTATION_MODE, SDL_SCANCODE_F8);
Input::get()->bindKey(Input::Action::TOGGLE_FPS, SDL_SCANCODE_F10);
Input::get()->bindKey(Input::Action::SHOW_VERSION, SDL_SCANCODE_F11);
// Mando - Movimiento del jugador
Input::get()->bindGameControllerButton(Input::Action::UP, SDL_GAMEPAD_BUTTON_DPAD_UP);
+2 -1
View File
@@ -19,7 +19,8 @@ namespace Defaults::Video {
constexpr SDL_ScaleMode SCALE_MODE = SDL_ScaleMode::SDL_SCALEMODE_NEAREST;
constexpr bool FULLSCREEN = false;
constexpr bool VSYNC = true;
constexpr bool INTEGER_SCALE = true;
// INTEGER_SCALE eliminat: ara es part de PresentationMode (a options.hpp).
// El default es defineix literal alli: PresentationMode::INTEGER_SCALE.
constexpr bool GPU_ACCELERATION = true;
constexpr const char *GPU_PREFERRED_DRIVER = "";
constexpr bool SHADER_ENABLED = false;
+49 -3
View File
@@ -31,6 +31,42 @@ namespace Options {
std::string crtpi_file_path;
int current_crtpi_preset = 0;
// Conversions PresentationMode <-> string per a config.yaml i UI
auto presentationModeToString(PresentationMode m) -> const char * {
switch (m) {
case PresentationMode::INTEGER_SCALE:
return "integer_scale";
case PresentationMode::LETTERBOX:
return "letterbox";
case PresentationMode::STRETCHED:
return "stretched";
case PresentationMode::OVERSCAN:
return "overscan";
}
return "integer_scale";
}
auto presentationModeFromString(const std::string &s) -> PresentationMode {
if (s == "letterbox") { return PresentationMode::LETTERBOX; }
if (s == "stretched") { return PresentationMode::STRETCHED; }
if (s == "overscan") { return PresentationMode::OVERSCAN; }
return PresentationMode::INTEGER_SCALE;
}
auto nextPresentationMode(PresentationMode m) -> PresentationMode {
switch (m) {
case PresentationMode::INTEGER_SCALE:
return PresentationMode::LETTERBOX;
case PresentationMode::LETTERBOX:
return PresentationMode::STRETCHED;
case PresentationMode::STRETCHED:
return PresentationMode::OVERSCAN;
case PresentationMode::OVERSCAN:
return PresentationMode::INTEGER_SCALE;
}
return PresentationMode::INTEGER_SCALE;
}
// Lectura tolerant d'un camp YAML: assigna a `target` el valor del camp
// si existeix i el tipus encaixa. Si la clau no hi és o el tipus YAML
// no és compatible amb T, conserva el valor previ de `target` (default).
@@ -82,7 +118,16 @@ namespace Options {
parseBoolField(vid, "fullscreen", video.fullscreen);
parseBoolField(vid, "vsync", video.vsync);
parseBoolField(vid, "integer_scale", video.integer_scale);
// presentation_mode (nou): prefereix string explicit; cau a integer_scale legacy (bool) si no.
std::string pm_str;
if (tryGet<std::string>(vid, "presentation_mode", pm_str)) {
video.presentation_mode = presentationModeFromString(pm_str);
} else {
bool legacy_integer_scale = true;
if (tryGet<bool>(vid, "integer_scale", legacy_integer_scale)) {
video.presentation_mode = legacy_integer_scale ? PresentationMode::INTEGER_SCALE : PresentationMode::LETTERBOX;
}
}
int scale_mode_int = static_cast<int>(video.scale_mode);
if (tryGet<int>(vid, "scale_mode", scale_mode_int)) {
video.scale_mode = static_cast<SDL_ScaleMode>(scale_mode_int);
@@ -197,7 +242,7 @@ namespace Options {
// En Emscripten la ventana la gestiona el navegador
window.zoom = 4;
video.fullscreen = false;
video.integer_scale = true;
video.presentation_mode = PresentationMode::INTEGER_SCALE;
#endif
// Dispositius d'entrada per defecte
@@ -283,7 +328,8 @@ namespace Options {
file << "video:\n";
file << " fullscreen: " << boolToString(video.fullscreen) << "\n";
file << " vsync: " << boolToString(video.vsync) << "\n";
file << " integer_scale: " << boolToString(video.integer_scale) << "\n";
file << " presentation_mode: " << presentationModeToString(video.presentation_mode)
<< " # integer_scale | letterbox | stretched | overscan\n";
file << " scale_mode: " << static_cast<int>(video.scale_mode)
<< " # " << static_cast<int>(SDL_SCALEMODE_NEAREST) << ": nearest, "
<< static_cast<int>(SDL_SCALEMODE_LINEAR) << ": linear\n";
+16 -1
View File
@@ -18,6 +18,16 @@
namespace Options {
// Modes de presentacio del canvas virtual a la finestra. Tot fullscreen i
// windowed amb zoom no-fit el respecta; en windowed amb zoom exacte (1x/2x/3x)
// l'efecte es null perque el canvas ja encaixa amb la finestra.
enum class PresentationMode : std::uint8_t {
INTEGER_SCALE, // Multiple enter (1x, 2x, 3x...), centrat, amb barres
LETTERBOX, // Mante aspect ratio, centrat, amb barres
STRETCHED, // Omple tota la finestra, deforma l'aspect ratio
OVERSCAN // Mante aspect ratio i omple la finestra retallant el contingut fora
};
struct Window {
std::string caption = Defaults::Window::CAPTION;
int zoom = Defaults::Window::ZOOM;
@@ -42,11 +52,16 @@ namespace Options {
SDL_ScaleMode scale_mode = Defaults::Video::SCALE_MODE;
bool fullscreen = Defaults::Video::FULLSCREEN;
bool vsync = Defaults::Video::VSYNC;
bool integer_scale = Defaults::Video::INTEGER_SCALE;
PresentationMode presentation_mode = PresentationMode::INTEGER_SCALE;
GPU gpu;
ShaderConfig shader;
};
// Conversions string <-> PresentationMode per a config.yaml i notificacions
auto presentationModeToString(PresentationMode m) -> const char *;
auto presentationModeFromString(const std::string &s) -> PresentationMode;
auto nextPresentationMode(PresentationMode m) -> PresentationMode;
struct Music {
bool enabled = Defaults::Music::ENABLED;
float volume = Defaults::Music::VOLUME;
+1 -1
View File
@@ -239,7 +239,7 @@ void Instructions::checkInput() {
// pulsació; el quit es propaga via Director::iterate.
if (GlobalInputs::handle()) { return; }
if (Input::get()->checkInput(Input::Action::PAUSE, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_RIGHT, Input::Repeat::OFF)) {
if (Input::get()->checkInput(Input::Action::ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_RIGHT, Input::Repeat::OFF)) {
if (mode_ == Mode::AUTO) {
finished_ = true;
} else {
+1 -1
View File
@@ -197,7 +197,7 @@ void Intro::checkInput() {
// pulsació; el quit es propaga via Director::iterate.
if (GlobalInputs::handle()) { return; }
if (Input::get()->checkInput(Input::Action::PAUSE, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_RIGHT, Input::Repeat::OFF)) {
if (Input::get()->checkInput(Input::Action::ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_RIGHT, Input::Repeat::OFF)) {
Audio::get()->stopMusic();
section_->name = SECTION_PROG_TITLE;
section_->subsection = SUBSECTION_TITLE_1;
+1 -1
View File
@@ -65,7 +65,7 @@ void Logo::checkInput() {
// pulsació; el quit es propaga via Director::iterate.
if (GlobalInputs::handle()) { return; }
if (Input::get()->checkInput(Input::Action::PAUSE, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_RIGHT, Input::Repeat::OFF)) {
if (Input::get()->checkInput(Input::Action::ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_RIGHT, Input::Repeat::OFF)) {
section_->name = SECTION_PROG_TITLE;
section_->subsection = SUBSECTION_TITLE_1;
}
+10 -1
View File
@@ -952,7 +952,16 @@ void Title::handleEvent(const SDL_Event *event) {
}
if (section_->subsection == SUBSECTION_TITLE_3) {
if ((event->type == SDL_EVENT_KEY_UP) || (event->type == SDL_EVENT_JOYSTICK_BUTTON_UP)) {
// Activa menu i reinicia el countdown de demo nomes amb tecles "humanes".
// F1-F12 i ESC son hotkeys globals (zoom, fullscreen, shaders, exit, version)
// i no han d'interferir amb el flux de l'UI del titol.
bool human_input = (event->type == SDL_EVENT_JOYSTICK_BUTTON_UP);
if (event->type == SDL_EVENT_KEY_UP) {
const SDL_Scancode S = event->key.scancode;
const bool IS_RESERVED = (S == SDL_SCANCODE_ESCAPE) || (S >= SDL_SCANCODE_F1 && S <= SDL_SCANCODE_F12);
human_input = !IS_RESERVED;
}
if (human_input) {
menu_visible_ = true;
demo_remaining_s_ = DEMO_TIMEOUT_S;
}
+1 -1
View File
@@ -33,7 +33,7 @@ class Title {
void handleEvent(const SDL_Event *event); // Procesa un evento
private:
static constexpr const char *COPYRIGHT = "@2020 JailDesigner (v2.3.4)";
static constexpr const char *COPYRIGHT = "@2020 JailDesigner";
// Time-based: temps màxim a la pantalla del títol abans de tornar al
// logo o llançar el demo. 800 frames a 60Hz ⇒ 13.333 s.
static constexpr float DEMO_TIMEOUT_S = 13.333F;
+1 -1
View File
@@ -1,5 +1,5 @@
#pragma once
namespace Texts {
constexpr const char* VERSION = "2.3.4"; // Versión del juego (también usada por el Makefile)
constexpr const char* VERSION = "2.4.0"; // Font de veritat: tambe la usen el Makefile (release names) i CMakeLists (project VERSION)
} // namespace Texts