#include "core/rendering/screen.h" #include #include // for max, min #include // for memcpy #include // for basic_ostream, operator<<, cout, endl #include // for basic_string, char_traits, string #include "core/input/mouse.hpp" // for Mouse::cursorVisible, Mouse::lastMouseMoveTime #include "core/rendering/text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_STROKE #include "core/resources/resource.h" #include "game/defaults.hpp" // for GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT #include "game/options.hpp" // for Options::video, Options::settings #ifndef NO_SHADERS #include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // for Rendering::SDL3GPUShader #endif #ifdef __EMSCRIPTEN__ #include #include // --- Fix per a fullscreen/resize en Emscripten --- // // SDL3 + Emscripten no emet de forma fiable SDL_EVENT_WINDOW_LEAVE_FULLSCREEN // (libsdl-org/SDL#13300) ni SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED / // SDL_EVENT_DISPLAY_ORIENTATION (libsdl-org/SDL#11389). Quan l'usuari ix de // fullscreen amb Esc o rota el mòbil, el canvas HTML torna al tamany correcte // però l'estat intern de SDL creu que segueix en fullscreen amb la resolució // anterior i el viewport queda desencuadrat. // // Solució: registrar callbacks natius d'Emscripten, diferir la feina un tick // del event loop (el canvas encara no està estable en el moment del callback) // i cridar setVideoMode() amb el flag de fullscreen actualitzat. La crida // interna a SDL_SetWindowFullscreen(false) és la peça que realment fa eixir // SDL del seu estat intern de fullscreen — sense això res més funciona. namespace { Screen *g_screen_instance = nullptr; void deferredCanvasResize(void * /*userData*/) { if (g_screen_instance) { g_screen_instance->handleCanvasResized(); } } EM_BOOL onEmFullscreenChange(int /*eventType*/, const EmscriptenFullscreenChangeEvent *event, void * /*userData*/) { if (g_screen_instance && event) { g_screen_instance->syncFullscreenFlagFromBrowser(event->isFullscreen != 0); } emscripten_async_call(deferredCanvasResize, nullptr, 0); return EM_FALSE; } EM_BOOL onEmOrientationChange(int /*eventType*/, const EmscriptenOrientationChangeEvent * /*event*/, void * /*userData*/) { emscripten_async_call(deferredCanvasResize, nullptr, 0); return EM_FALSE; } } // namespace #endif // __EMSCRIPTEN__ // Instancia única Screen *Screen::instance = nullptr; // Singleton API void Screen::init(SDL_Window *window, SDL_Renderer *renderer) { Screen::instance = new Screen(window, renderer); } void Screen::destroy() { delete Screen::instance; Screen::instance = nullptr; } auto Screen::get() -> Screen * { return Screen::instance; } // Constructor Screen::Screen(SDL_Window *window, SDL_Renderer *renderer) : borderColor{0x00, 0x00, 0x00} { // Inicializa variables this->window = window; this->renderer = renderer; gameCanvasWidth = GAMECANVAS_WIDTH; gameCanvasHeight = GAMECANVAS_HEIGHT; // Establece el modo de video (fullscreen/ventana + logical presentation) // ANTES de crear la textura — SDL3 GPU necesita la logical presentation // del renderer ya aplicada al swapchain quan es reclama la ventana per a GPU. // Mirror del pattern de jaildoctors_dilemma (que usa exactament 256×192 i // funciona) on `initSDLVideo` configura la presentation abans de crear cap // textura. setVideoMode(Options::video.fullscreen); // Força al window manager a completar el resize/posicionat abans de passar // la ventana al dispositiu GPU. Sense açò en Linux/X11 hi ha un race // condition que deixa el swapchain en estat inestable i fa crashear el // driver Vulkan en `SDL_CreateGPUGraphicsPipeline`. SDL_SyncWindow(window); // Crea la textura donde se dibujan los graficos del juego. // ARGB8888 per simplificar el readback cap al pipeline SDL3 GPU. gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight); if (gameCanvas != nullptr) { SDL_SetTextureScaleMode(gameCanvas, Options::video.scale_mode); } if (gameCanvas == nullptr) { if (Options::settings.console) { std::cout << "gameCanvas could not be created!\nSDL Error: " << SDL_GetError() << std::endl; } } #ifndef NO_SHADERS // Buffer de readback del gameCanvas (lo dimensionamos una vez) pixel_buffer_.resize(static_cast(gameCanvasWidth) * static_cast(gameCanvasHeight)); #endif // Renderiza una vez la textura vacía al renderer abans d'inicialitzar els // shaders: jaildoctors_dilemma ho fa així i evita que el driver Vulkan // crashegi en la creació del pipeline gràfic. `initShaders()` es crida // després des de `Director` amb el swapchain ja estable. SDL_RenderTexture(renderer, gameCanvas, nullptr, nullptr); // Estado inicial de las notificaciones. El Text real se enlaza después vía // `initNotifications()` quan `Resource` ja estigui inicialitzat. Dividim // això del constructor perquè `initShaders()` (GPU) ha de cridar-se ABANS // de carregar recursos: si el SDL_Renderer ha fet abans moltes // allocacions (carrega de textures), el driver Vulkan crasheja quan // després es reclama la ventana per al dispositiu GPU. notificationText = nullptr; notificationMessage = ""; notificationTextColor = {0xFF, 0xFF, 0xFF}; notificationOutlineColor = {0x00, 0x00, 0x00}; notificationEndTime = 0; notificationY = 2; // Registra callbacks natius d'Emscripten per a fullscreen/orientation registerEmscriptenEventCallbacks(); } // Enllaça el Text de les notificacions amb el recurs compartit de `Resource`. // S'ha de cridar després de `Resource::init(...)`. void Screen::initNotifications() { notificationText = Resource::get()->getText("8bithud"); } // Destructor Screen::~Screen() { // notificationText es propiedad de Resource — no liberar. #ifndef NO_SHADERS shutdownShaders(); #endif SDL_DestroyTexture(gameCanvas); } // Limpia la pantalla void Screen::clean(color_t color) { SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF); SDL_RenderClear(renderer); } // Prepara para empezar a dibujar en la textura de juego void Screen::start() { SDL_SetRenderTarget(renderer, gameCanvas); } // Vuelca el contenido del renderizador en pantalla void Screen::blit() { // Dibuja la notificación activa sobre el gameCanvas antes de presentar SDL_SetRenderTarget(renderer, gameCanvas); renderNotification(); #ifndef NO_SHADERS // Si el backend GPU està viu i accelerat, passem sempre per ell (tant amb // shaders com sense). Seguim el mateix pattern que aee_plus: quan shader // està desactivat, forcem POSTFX + params a zero només per a aquest frame // i restaurem el shader actiu, així CRTPI no aplica les seues scanlines // quan l'usuari ho ha desactivat. if (shader_backend_ && shader_backend_->isHardwareAccelerated()) { SDL_Surface *surface = SDL_RenderReadPixels(renderer, nullptr); if (surface != nullptr) { if (surface->format == SDL_PIXELFORMAT_ARGB8888) { std::memcpy(pixel_buffer_.data(), surface->pixels, pixel_buffer_.size() * sizeof(Uint32)); } else { SDL_Surface *converted = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ARGB8888); if (converted != nullptr) { std::memcpy(pixel_buffer_.data(), converted->pixels, pixel_buffer_.size() * sizeof(Uint32)); SDL_DestroySurface(converted); } } SDL_DestroySurface(surface); } SDL_SetRenderTarget(renderer, nullptr); if (Options::video.shader.enabled) { // Ruta normal: shader amb els seus params. shader_backend_->uploadPixels(pixel_buffer_.data(), gameCanvasWidth, gameCanvasHeight); shader_backend_->render(); } else { // Shader off: POSTFX amb params zero (passa-per-aquí). CRTPI no // val perque sempre aplica els seus efectes interns; salvem i // restaurem el shader actiu. const auto PREV_SHADER = shader_backend_->getActiveShader(); if (PREV_SHADER != Rendering::ShaderType::POSTFX) { shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX); } shader_backend_->setPostFXParams(Rendering::PostFXParams{}); shader_backend_->uploadPixels(pixel_buffer_.data(), gameCanvasWidth, gameCanvasHeight); shader_backend_->render(); if (PREV_SHADER != Rendering::ShaderType::POSTFX) { shader_backend_->setActiveShader(PREV_SHADER); } } return; } #endif // Vuelve a dejar el renderizador en modo normal SDL_SetRenderTarget(renderer, nullptr); // Borra el contenido previo SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF); SDL_RenderClear(renderer); // Copia la textura de juego en el renderizador en la posición adecuada SDL_FRect fdest = {(float)dest.x, (float)dest.y, (float)dest.w, (float)dest.h}; SDL_RenderTexture(renderer, gameCanvas, nullptr, &fdest); // Muestra por pantalla el renderizador SDL_RenderPresent(renderer); } // ============================================================================ // Video y ventana // ============================================================================ // Establece el modo de video void Screen::setVideoMode(bool fullscreen) { applyFullscreen(fullscreen); if (fullscreen) { applyFullscreenLayout(); } else { applyWindowedLayout(); } applyLogicalPresentation(fullscreen); } // Cambia entre pantalla completa y ventana void Screen::toggleVideoMode() { setVideoMode(!Options::video.fullscreen); } // Reduce el zoom de la ventana auto Screen::decWindowZoom() -> bool { if (Options::video.fullscreen) { return false; } const int PREV = Options::window.zoom; Options::window.zoom = std::max(Options::window.zoom - 1, WINDOW_ZOOM_MIN); if (Options::window.zoom == PREV) { return false; } setVideoMode(false); return true; } // Aumenta el zoom de la ventana auto Screen::incWindowZoom() -> bool { if (Options::video.fullscreen) { return false; } const int PREV = Options::window.zoom; Options::window.zoom = std::min(Options::window.zoom + 1, WINDOW_ZOOM_MAX); if (Options::window.zoom == PREV) { return false; } setVideoMode(false); return true; } // Establece el zoom de la ventana directamente auto Screen::setWindowZoom(int zoom) -> bool { if (Options::video.fullscreen) { return false; } if (zoom < WINDOW_ZOOM_MIN || zoom > WINDOW_ZOOM_MAX) { return false; } if (zoom == Options::window.zoom) { return false; } Options::window.zoom = zoom; setVideoMode(false); return true; } // Establece el escalado entero void Screen::setIntegerScale(bool enabled) { if (Options::video.integer_scale == enabled) { return; } Options::video.integer_scale = enabled; setVideoMode(Options::video.fullscreen); } // Alterna el escalado entero void Screen::toggleIntegerScale() { setIntegerScale(!Options::video.integer_scale); } // Establece el V-Sync void Screen::setVSync(bool enabled) { Options::video.vsync = enabled; SDL_SetRenderVSync(renderer, enabled ? 1 : SDL_RENDERER_VSYNC_DISABLED); #ifndef NO_SHADERS if (shader_backend_) { shader_backend_->setVSync(enabled); } #endif } // Alterna el V-Sync void Screen::toggleVSync() { setVSync(!Options::video.vsync); } // Cambia el color del borde void Screen::setBorderColor(color_t color) { borderColor = color; } // ============================================================================ // Helpers privados de setVideoMode // ============================================================================ // SDL_SetWindowFullscreen + visibilidad del cursor void Screen::applyFullscreen(bool fullscreen) { SDL_SetWindowFullscreen(window, fullscreen); if (fullscreen) { SDL_HideCursor(); Mouse::cursorVisible = false; } else { SDL_ShowCursor(); Mouse::cursorVisible = true; Mouse::lastMouseMoveTime = SDL_GetTicks(); } } // Calcula windowWidth/Height/dest para el modo ventana y aplica SDL_SetWindowSize void Screen::applyWindowedLayout() { windowWidth = gameCanvasWidth; windowHeight = gameCanvasHeight; dest = {0, 0, gameCanvasWidth, gameCanvasHeight}; #ifdef __EMSCRIPTEN__ windowWidth *= WASM_RENDER_SCALE; windowHeight *= WASM_RENDER_SCALE; dest.w *= WASM_RENDER_SCALE; dest.h *= WASM_RENDER_SCALE; #endif // Modifica el tamaño de la ventana SDL_SetWindowSize(window, windowWidth * Options::window.zoom, windowHeight * Options::window.zoom); SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); } // Obtiene el tamaño de la ventana en fullscreen y calcula el rect del juego void Screen::applyFullscreenLayout() { SDL_GetWindowSize(window, &windowWidth, &windowHeight); computeFullscreenGameRect(); } // Calcula el rectángulo dest para fullscreen: integer_scale / aspect ratio void Screen::computeFullscreenGameRect() { if (Options::video.integer_scale) { // Calcula el tamaño de la escala máxima int scale = 0; while (((gameCanvasWidth * (scale + 1)) <= windowWidth) && ((gameCanvasHeight * (scale + 1)) <= windowHeight)) { scale++; } dest.w = gameCanvasWidth * scale; dest.h = gameCanvasHeight * scale; dest.x = (windowWidth - dest.w) / 2; dest.y = (windowHeight - dest.h) / 2; } else { // Manté la relació d'aspecte sense escalat enter (letterbox/pillarbox). float ratio = (float)gameCanvasWidth / (float)gameCanvasHeight; if ((windowWidth - gameCanvasWidth) >= (windowHeight - gameCanvasHeight)) { dest.h = windowHeight; dest.w = (int)((windowHeight * ratio) + 0.5f); dest.x = (windowWidth - dest.w) / 2; dest.y = (windowHeight - dest.h) / 2; } else { dest.w = windowWidth; dest.h = (int)((windowWidth / ratio) + 0.5f); dest.x = (windowWidth - dest.w) / 2; dest.y = (windowHeight - dest.h) / 2; } } } // Aplica la logical presentation y persiste el estado en options void Screen::applyLogicalPresentation(bool fullscreen) { SDL_SetRenderLogicalPresentation(renderer, windowWidth, windowHeight, SDL_LOGICAL_PRESENTATION_LETTERBOX); Options::video.fullscreen = fullscreen; } // ============================================================================ // Notificaciones // ============================================================================ // Muestra una notificación en la línea superior durante durationMs void Screen::notify(const std::string &text, color_t textColor, color_t outlineColor, Uint32 durationMs) { notificationMessage = text; notificationTextColor = textColor; notificationOutlineColor = outlineColor; notificationEndTime = SDL_GetTicks() + durationMs; } // Limpia la notificación actual void Screen::clearNotification() { notificationEndTime = 0; notificationMessage.clear(); } // Dibuja la notificación activa (si la hay) sobre el gameCanvas void Screen::renderNotification() { if (notificationText == nullptr || SDL_GetTicks() >= notificationEndTime) { return; } notificationText->writeDX(TXT_CENTER | TXT_COLOR | TXT_STROKE, gameCanvasWidth / 2, notificationY, notificationMessage, 1, notificationTextColor, 1, notificationOutlineColor); } // ============================================================================ // Emscripten — fix per a fullscreen/resize (veure el bloc de comentaris al // principi del fitxer i l'anonymous namespace amb els callbacks natius). // ============================================================================ void Screen::handleCanvasResized() { #ifdef __EMSCRIPTEN__ // La crida a SDL_SetWindowFullscreen + SDL_SetRenderLogicalPresentation // que fa setVideoMode és l'única manera de resincronitzar l'estat intern // de SDL amb el canvas HTML real. setVideoMode(Options::video.fullscreen); #endif } void Screen::syncFullscreenFlagFromBrowser(bool isFullscreen) { #ifdef __EMSCRIPTEN__ Options::video.fullscreen = isFullscreen; #else (void)isFullscreen; #endif } void Screen::registerEmscriptenEventCallbacks() { #ifdef __EMSCRIPTEN__ // IMPORTANT: NO registrem resize callback. En mòbil, fer scroll fa que el // navegador oculti/mostri la barra d'URL, disparant un resize del DOM per // cada scroll. Això portava a cridar setVideoMode per cada scroll, que // re-aplicava la logical presentation i corrompia el viewport intern de SDL. g_screen_instance = this; emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_TRUE, onEmFullscreenChange); emscripten_set_orientationchange_callback(nullptr, EM_TRUE, onEmOrientationChange); #endif } // ============================================================================ // GPU / shaders (SDL3 GPU post-procesado). En builds con NO_SHADERS (Emscripten) // las operaciones son no-op; la ruta clásica sigue siendo la única disponible. // ============================================================================ #ifndef NO_SHADERS // Aplica al backend el shader actiu + els seus presets PostFX i CrtPi. // Només s'ha de cridar quan `videoShaderEnabled=true` (en cas contrari el // blit() ja força POSTFX+zero params per a desactivar els efectes sense // tocar els paràmetres emmagatzemats). void Screen::applyShaderParams() { if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) { return; } shader_backend_->setActiveShader(Options::video.shader.current_shader); applyCurrentPostFXPreset(); applyCurrentCrtPiPreset(); } #endif void Screen::initShaders() { #ifndef NO_SHADERS if (!shader_backend_) { shader_backend_ = std::make_unique(); const std::string FALLBACK_DRIVER = "none"; shader_backend_->setPreferredDriver( Options::video.gpu.acceleration ? Options::video.gpu.preferred_driver : FALLBACK_DRIVER); } if (!shader_backend_->isHardwareAccelerated()) { const bool ok = shader_backend_->init(window, gameCanvas, "", ""); if (Options::settings.console) { std::cout << "Screen::initShaders: SDL3GPUShader::init() = " << (ok ? "OK" : "FAILED") << '\n'; } } if (shader_backend_->isHardwareAccelerated()) { shader_backend_->setScaleMode(Options::video.integer_scale); shader_backend_->setVSync(Options::video.vsync); // Resol els índexs de preset a partir del nom emmagatzemat al config. // Si el nom no existeix (preset esborrat del YAML), es queda en 0. for (int i = 0; i < static_cast(Options::postfx_presets.size()); ++i) { if (Options::postfx_presets[i].name == Options::video.shader.current_postfx_preset_name) { Options::current_postfx_preset = i; break; } } for (int i = 0; i < static_cast(Options::crtpi_presets.size()); ++i) { if (Options::crtpi_presets[i].name == Options::video.shader.current_crtpi_preset_name) { Options::current_crtpi_preset = i; break; } } applyShaderParams(); // aplica preset del shader actiu } #endif } void Screen::shutdownShaders() { #ifndef NO_SHADERS // Només es crida des del destructor de Screen. Els toggles runtime NO la // poden cridar: destruir + recrear el dispositiu SDL3 GPU amb la ventana // ja reclamada és inestable (Vulkan/Radeon crasheja en el següent claim). if (shader_backend_) { shader_backend_->cleanup(); shader_backend_.reset(); } #endif } auto Screen::isGpuAccelerated() const -> bool { #ifndef NO_SHADERS return shader_backend_ && shader_backend_->isHardwareAccelerated(); #else return false; #endif } void Screen::setShaderEnabled(bool enabled) { if (Options::video.shader.enabled == enabled) { return; } Options::video.shader.enabled = enabled; #ifndef NO_SHADERS if (enabled) { applyShaderParams(); // restaura preset del shader actiu } // Si enabled=false, blit() forçarà POSTFX+zero per frame — no cal tocar // res ara. #endif const color_t CYAN = {0x00, 0xFF, 0xFF}; const color_t BLACK = {0x00, 0x00, 0x00}; const Uint32 DUR_MS = 1500; notify(enabled ? "Shader: ON" : "Shader: OFF", CYAN, BLACK, DUR_MS); } void Screen::toggleShaderEnabled() { setShaderEnabled(!Options::video.shader.enabled); } auto Screen::isShaderEnabled() const -> bool { return Options::video.shader.enabled; } #ifndef NO_SHADERS void Screen::setActiveShader(Rendering::ShaderType type) { Options::video.shader.current_shader = type; if (Options::video.shader.enabled) { applyShaderParams(); } const color_t MAGENTA = {0xFF, 0x00, 0xFF}; const color_t BLACK = {0x00, 0x00, 0x00}; const Uint32 DUR_MS = 1500; notify(type == Rendering::ShaderType::CRTPI ? "Shader: CRTPI" : "Shader: POSTFX", MAGENTA, BLACK, DUR_MS); } auto Screen::getActiveShader() const -> Rendering::ShaderType { return Options::video.shader.current_shader; } #endif void Screen::toggleActiveShader() { #ifndef NO_SHADERS const Rendering::ShaderType NEXT = getActiveShader() == Rendering::ShaderType::POSTFX ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX; setActiveShader(NEXT); #else Options::video.shader.current_shader = Options::video.shader.current_shader == Rendering::ShaderType::POSTFX ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX; #endif } // ============================================================================ // Presets de shaders // ============================================================================ void Screen::applyCurrentPostFXPreset() { #ifndef NO_SHADERS if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) { return; } if (Options::postfx_presets.empty()) { return; } if (Options::current_postfx_preset < 0 || Options::current_postfx_preset >= static_cast(Options::postfx_presets.size())) { Options::current_postfx_preset = 0; } const auto &PRESET = Options::postfx_presets[Options::current_postfx_preset]; Rendering::PostFXParams p; p.vignette = PRESET.vignette; p.scanlines = PRESET.scanlines; p.chroma = PRESET.chroma; p.mask = PRESET.mask; p.gamma = PRESET.gamma; p.curvature = PRESET.curvature; p.bleeding = PRESET.bleeding; p.flicker = PRESET.flicker; shader_backend_->setPostFXParams(p); #endif } void Screen::applyCurrentCrtPiPreset() { #ifndef NO_SHADERS if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) { return; } if (Options::crtpi_presets.empty()) { return; } if (Options::current_crtpi_preset < 0 || Options::current_crtpi_preset >= static_cast(Options::crtpi_presets.size())) { Options::current_crtpi_preset = 0; } const auto &PRESET = Options::crtpi_presets[Options::current_crtpi_preset]; Rendering::CrtPiParams p; p.scanline_weight = PRESET.scanline_weight; p.scanline_gap_brightness = PRESET.scanline_gap_brightness; p.bloom_factor = PRESET.bloom_factor; p.input_gamma = PRESET.input_gamma; p.output_gamma = PRESET.output_gamma; p.mask_brightness = PRESET.mask_brightness; p.curvature_x = PRESET.curvature_x; p.curvature_y = PRESET.curvature_y; p.mask_type = PRESET.mask_type; p.enable_scanlines = PRESET.enable_scanlines; p.enable_multisample = PRESET.enable_multisample; p.enable_gamma = PRESET.enable_gamma; p.enable_curvature = PRESET.enable_curvature; p.enable_sharper = PRESET.enable_sharper; shader_backend_->setCrtPiParams(p); #endif } auto Screen::getCurrentPresetName() const -> const char * { #ifndef NO_SHADERS if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) { return "---"; } if (Options::video.shader.current_shader == Rendering::ShaderType::POSTFX) { if (Options::current_postfx_preset >= 0 && Options::current_postfx_preset < static_cast(Options::postfx_presets.size())) { return Options::postfx_presets[Options::current_postfx_preset].name.c_str(); } } else { if (Options::current_crtpi_preset >= 0 && Options::current_crtpi_preset < static_cast(Options::crtpi_presets.size())) { return Options::crtpi_presets[Options::current_crtpi_preset].name.c_str(); } } #endif return "---"; } auto Screen::nextPreset() -> bool { #ifndef NO_SHADERS if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) { return false; } if (!Options::video.shader.enabled) { return false; } if (Options::video.shader.current_shader == Rendering::ShaderType::POSTFX) { if (Options::postfx_presets.empty()) { return false; } const int N = static_cast(Options::postfx_presets.size()); Options::current_postfx_preset = (Options::current_postfx_preset + 1) % N; Options::video.shader.current_postfx_preset_name = Options::postfx_presets[Options::current_postfx_preset].name; applyCurrentPostFXPreset(); } else { if (Options::crtpi_presets.empty()) { return false; } const int N = static_cast(Options::crtpi_presets.size()); Options::current_crtpi_preset = (Options::current_crtpi_preset + 1) % N; Options::video.shader.current_crtpi_preset_name = Options::crtpi_presets[Options::current_crtpi_preset].name; applyCurrentCrtPiPreset(); } const color_t GREEN = {0x00, 0xFF, 0x80}; const color_t BLACK = {0x00, 0x00, 0x00}; const Uint32 DUR_MS = 1500; notify(std::string("Preset: ") + getCurrentPresetName(), GREEN, BLACK, DUR_MS); return true; #else return false; #endif } auto Screen::prevPreset() -> bool { #ifndef NO_SHADERS if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) { return false; } if (!Options::video.shader.enabled) { return false; } if (Options::video.shader.current_shader == Rendering::ShaderType::POSTFX) { if (Options::postfx_presets.empty()) { return false; } const int N = static_cast(Options::postfx_presets.size()); Options::current_postfx_preset = (Options::current_postfx_preset - 1 + N) % N; Options::video.shader.current_postfx_preset_name = Options::postfx_presets[Options::current_postfx_preset].name; applyCurrentPostFXPreset(); } else { if (Options::crtpi_presets.empty()) { return false; } const int N = static_cast(Options::crtpi_presets.size()); Options::current_crtpi_preset = (Options::current_crtpi_preset - 1 + N) % N; Options::video.shader.current_crtpi_preset_name = Options::crtpi_presets[Options::current_crtpi_preset].name; applyCurrentCrtPiPreset(); } const color_t GREEN = {0x00, 0xFF, 0x80}; const color_t BLACK = {0x00, 0x00, 0x00}; const Uint32 DUR_MS = 1500; notify(std::string("Preset: ") + getCurrentPresetName(), GREEN, BLACK, DUR_MS); return true; #else return false; #endif }