370 lines
13 KiB
C++
370 lines
13 KiB
C++
#include "screen.h"
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#include <SDL3/SDL.h>
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#include <algorithm> // for max, min
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include <string> // for basic_string, char_traits, string
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#include "asset.h" // for Asset
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#include "mouse.hpp" // for Mouse::cursorVisible, Mouse::lastMouseMoveTime
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#include "resource.h"
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#include "text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_STROKE
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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// --- Fix per a fullscreen/resize en Emscripten ---
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//
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// SDL3 + Emscripten no emet de forma fiable SDL_EVENT_WINDOW_LEAVE_FULLSCREEN
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// (libsdl-org/SDL#13300) ni SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED /
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// SDL_EVENT_DISPLAY_ORIENTATION (libsdl-org/SDL#11389). Quan l'usuari ix de
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// fullscreen amb Esc o rota el mòbil, el canvas HTML torna al tamany correcte
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// però l'estat intern de SDL creu que segueix en fullscreen amb la resolució
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// anterior i el viewport queda desencuadrat.
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//
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// Solució: registrar callbacks natius d'Emscripten, diferir la feina un tick
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// del event loop (el canvas encara no està estable en el moment del callback)
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// i cridar setVideoMode() amb el flag de fullscreen actualitzat. La crida
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// interna a SDL_SetWindowFullscreen(false) és la peça que realment fa eixir
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// SDL del seu estat intern de fullscreen — sense això res més funciona.
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namespace {
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Screen *g_screen_instance = nullptr;
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void deferredCanvasResize(void * /*userData*/) {
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if (g_screen_instance) {
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g_screen_instance->handleCanvasResized();
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}
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}
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EM_BOOL onEmFullscreenChange(int /*eventType*/, const EmscriptenFullscreenChangeEvent *event, void * /*userData*/) {
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if (g_screen_instance && event) {
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g_screen_instance->syncFullscreenFlagFromBrowser(event->isFullscreen != 0);
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}
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emscripten_async_call(deferredCanvasResize, nullptr, 0);
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return EM_FALSE;
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}
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EM_BOOL onEmOrientationChange(int /*eventType*/, const EmscriptenOrientationChangeEvent * /*event*/, void * /*userData*/) {
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emscripten_async_call(deferredCanvasResize, nullptr, 0);
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return EM_FALSE;
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}
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} // namespace
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#endif // __EMSCRIPTEN__
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// Constructor
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options) {
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// Inicializa variables
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this->window = window;
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this->renderer = renderer;
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this->options = options;
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this->asset = asset;
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gameCanvasWidth = options->gameWidth;
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gameCanvasHeight = options->gameHeight;
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borderWidth = options->borderWidth * 2;
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borderHeight = options->borderHeight * 2;
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// Define el color del borde para el modo de pantalla completa
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borderColor = {0x00, 0x00, 0x00};
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// Crea la textura donde se dibujan los graficos del juego
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gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
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if (gameCanvas != nullptr) {
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SDL_SetTextureScaleMode(gameCanvas, options->filter == FILTER_NEAREST ? SDL_SCALEMODE_NEAREST : SDL_SCALEMODE_LINEAR);
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}
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if (gameCanvas == nullptr) {
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if (options->console) {
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std::cout << "gameCanvas could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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// Establece el modo de video
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setVideoMode(options->videoMode != 0);
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// Inicializa el sistema de notificaciones (Text compartido de Resource)
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notificationText = Resource::get()->getText("8bithud");
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notificationMessage = "";
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notificationTextColor = {0xFF, 0xFF, 0xFF};
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notificationOutlineColor = {0x00, 0x00, 0x00};
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notificationEndTime = 0;
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notificationY = 2;
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// Registra callbacks natius d'Emscripten per a fullscreen/orientation
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registerEmscriptenEventCallbacks();
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}
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// Destructor
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Screen::~Screen() {
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// notificationText es propiedad de Resource — no liberar.
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SDL_DestroyTexture(gameCanvas);
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}
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// Limpia la pantalla
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void Screen::clean(color_t color) {
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer);
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}
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// Prepara para empezar a dibujar en la textura de juego
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void Screen::start() {
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SDL_SetRenderTarget(renderer, gameCanvas);
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}
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// Vuelca el contenido del renderizador en pantalla
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void Screen::blit() {
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// Dibuja la notificación activa sobre el gameCanvas antes de presentar
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SDL_SetRenderTarget(renderer, gameCanvas);
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renderNotification();
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// Vuelve a dejar el renderizador en modo normal
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SDL_SetRenderTarget(renderer, nullptr);
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// Borra el contenido previo
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SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
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SDL_RenderClear(renderer);
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// Copia la textura de juego en el renderizador en la posición adecuada
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SDL_FRect fdest = {(float)dest.x, (float)dest.y, (float)dest.w, (float)dest.h};
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SDL_RenderTexture(renderer, gameCanvas, nullptr, &fdest);
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// Muestra por pantalla el renderizador
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SDL_RenderPresent(renderer);
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}
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// ============================================================================
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// Video y ventana
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// ============================================================================
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// Establece el modo de video
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void Screen::setVideoMode(bool fullscreen) {
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applyFullscreen(fullscreen);
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if (fullscreen) {
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applyFullscreenLayout();
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} else {
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applyWindowedLayout();
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}
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applyLogicalPresentation(fullscreen);
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}
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// Cambia entre pantalla completa y ventana
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void Screen::toggleVideoMode() {
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setVideoMode(options->videoMode == 0);
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}
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// Reduce el zoom de la ventana
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auto Screen::decWindowZoom() -> bool {
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if (options->videoMode != 0) { return false; }
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const int PREV = options->windowSize;
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options->windowSize = std::max(options->windowSize - 1, WINDOW_ZOOM_MIN);
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if (options->windowSize == PREV) { return false; }
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setVideoMode(false);
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return true;
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}
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// Aumenta el zoom de la ventana
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auto Screen::incWindowZoom() -> bool {
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if (options->videoMode != 0) { return false; }
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const int PREV = options->windowSize;
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options->windowSize = std::min(options->windowSize + 1, WINDOW_ZOOM_MAX);
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if (options->windowSize == PREV) { return false; }
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setVideoMode(false);
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return true;
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}
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// Establece el zoom de la ventana directamente
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auto Screen::setWindowZoom(int zoom) -> bool {
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if (options->videoMode != 0) { return false; }
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if (zoom < WINDOW_ZOOM_MIN || zoom > WINDOW_ZOOM_MAX) { return false; }
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if (zoom == options->windowSize) { return false; }
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options->windowSize = zoom;
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setVideoMode(false);
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return true;
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}
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// Establece el escalado entero
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void Screen::setIntegerScale(bool enabled) {
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if (options->integerScale == enabled) { return; }
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options->integerScale = enabled;
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setVideoMode(options->videoMode != 0);
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}
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// Alterna el escalado entero
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void Screen::toggleIntegerScale() {
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setIntegerScale(!options->integerScale);
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}
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// Establece el V-Sync
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void Screen::setVSync(bool enabled) {
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options->vSync = enabled;
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SDL_SetRenderVSync(renderer, enabled ? 1 : SDL_RENDERER_VSYNC_DISABLED);
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}
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// Alterna el V-Sync
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void Screen::toggleVSync() {
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setVSync(!options->vSync);
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}
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// Cambia el color del borde
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void Screen::setBorderColor(color_t color) {
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borderColor = color;
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}
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// ============================================================================
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// Helpers privados de setVideoMode
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// ============================================================================
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// SDL_SetWindowFullscreen + visibilidad del cursor
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void Screen::applyFullscreen(bool fullscreen) {
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SDL_SetWindowFullscreen(window, fullscreen);
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if (fullscreen) {
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SDL_HideCursor();
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Mouse::cursorVisible = false;
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} else {
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SDL_ShowCursor();
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Mouse::cursorVisible = true;
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Mouse::lastMouseMoveTime = SDL_GetTicks();
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}
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}
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// Calcula windowWidth/Height/dest para el modo ventana y aplica SDL_SetWindowSize
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void Screen::applyWindowedLayout() {
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if (options->borderEnabled) {
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windowWidth = gameCanvasWidth + borderWidth;
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windowHeight = gameCanvasHeight + borderHeight;
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dest = {0 + (borderWidth / 2), 0 + (borderHeight / 2), gameCanvasWidth, gameCanvasHeight};
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} else {
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windowWidth = gameCanvasWidth;
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windowHeight = gameCanvasHeight;
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dest = {0, 0, gameCanvasWidth, gameCanvasHeight};
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}
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#ifdef __EMSCRIPTEN__
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windowWidth *= WASM_RENDER_SCALE;
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windowHeight *= WASM_RENDER_SCALE;
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dest.w *= WASM_RENDER_SCALE;
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dest.h *= WASM_RENDER_SCALE;
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#endif
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// Modifica el tamaño de la ventana
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SDL_SetWindowSize(window, windowWidth * options->windowSize, windowHeight * options->windowSize);
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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}
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// Obtiene el tamaño de la ventana en fullscreen y calcula el rect del juego
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void Screen::applyFullscreenLayout() {
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SDL_GetWindowSize(window, &windowWidth, &windowHeight);
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computeFullscreenGameRect();
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}
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// Calcula el rectángulo dest para fullscreen: integerScale / keepAspect / stretched
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void Screen::computeFullscreenGameRect() {
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if (options->integerScale) {
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// Calcula el tamaño de la escala máxima
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int scale = 0;
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while (((gameCanvasWidth * (scale + 1)) <= windowWidth) && ((gameCanvasHeight * (scale + 1)) <= windowHeight)) {
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scale++;
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}
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dest.w = gameCanvasWidth * scale;
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dest.h = gameCanvasHeight * scale;
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dest.x = (windowWidth - dest.w) / 2;
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dest.y = (windowHeight - dest.h) / 2;
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} else if (options->keepAspect) {
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float ratio = (float)gameCanvasWidth / (float)gameCanvasHeight;
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if ((windowWidth - gameCanvasWidth) >= (windowHeight - gameCanvasHeight)) {
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dest.h = windowHeight;
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dest.w = (int)((windowHeight * ratio) + 0.5f);
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dest.x = (windowWidth - dest.w) / 2;
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dest.y = (windowHeight - dest.h) / 2;
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} else {
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dest.w = windowWidth;
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dest.h = (int)((windowWidth / ratio) + 0.5f);
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dest.x = (windowWidth - dest.w) / 2;
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dest.y = (windowHeight - dest.h) / 2;
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}
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} else {
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dest.w = windowWidth;
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dest.h = windowHeight;
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dest.x = dest.y = 0;
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}
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}
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// Aplica la logical presentation y persiste el estado en options
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void Screen::applyLogicalPresentation(bool fullscreen) {
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SDL_SetRenderLogicalPresentation(renderer, windowWidth, windowHeight, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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// Actualiza las opciones
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options->videoMode = fullscreen ? SDL_WINDOW_FULLSCREEN : 0;
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options->screen.windowWidth = windowWidth;
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options->screen.windowHeight = windowHeight;
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}
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// ============================================================================
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// Notificaciones
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// ============================================================================
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// Muestra una notificación en la línea superior durante durationMs
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void Screen::notify(const std::string &text, color_t textColor, color_t outlineColor, Uint32 durationMs) {
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notificationMessage = text;
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notificationTextColor = textColor;
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notificationOutlineColor = outlineColor;
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notificationEndTime = SDL_GetTicks() + durationMs;
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}
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// Limpia la notificación actual
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void Screen::clearNotification() {
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notificationEndTime = 0;
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notificationMessage.clear();
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}
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// Dibuja la notificación activa (si la hay) sobre el gameCanvas
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void Screen::renderNotification() {
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if (SDL_GetTicks() >= notificationEndTime) {
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return;
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}
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notificationText->writeDX(TXT_CENTER | TXT_COLOR | TXT_STROKE,
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gameCanvasWidth / 2,
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notificationY,
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notificationMessage,
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1,
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notificationTextColor,
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1,
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notificationOutlineColor);
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}
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// ============================================================================
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// Emscripten — fix per a fullscreen/resize (veure el bloc de comentaris al
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// principi del fitxer i l'anonymous namespace amb els callbacks natius).
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// ============================================================================
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void Screen::handleCanvasResized() {
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#ifdef __EMSCRIPTEN__
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// La crida a SDL_SetWindowFullscreen + SDL_SetRenderLogicalPresentation
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// que fa setVideoMode és l'única manera de resincronitzar l'estat intern
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// de SDL amb el canvas HTML real.
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setVideoMode(options->videoMode != 0);
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#endif
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}
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void Screen::syncFullscreenFlagFromBrowser(bool isFullscreen) {
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#ifdef __EMSCRIPTEN__
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options->videoMode = isFullscreen ? SDL_WINDOW_FULLSCREEN : 0;
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#else
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(void)isFullscreen;
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#endif
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}
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void Screen::registerEmscriptenEventCallbacks() {
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#ifdef __EMSCRIPTEN__
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// IMPORTANT: NO registrem resize callback. En mòbil, fer scroll fa que el
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// navegador oculti/mostri la barra d'URL, disparant un resize del DOM per
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// cada scroll. Això portava a cridar setVideoMode per cada scroll, que
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// re-aplicava la logical presentation i corrompia el viewport intern de SDL.
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g_screen_instance = this;
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emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_TRUE, onEmFullscreenChange);
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emscripten_set_orientationchange_callback(nullptr, EM_TRUE, onEmOrientationChange);
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#endif
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}
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