Files
coffee_crisis/source/screen.cpp
2026-04-15 23:26:43 +02:00

370 lines
13 KiB
C++

#include "screen.h"
#include <SDL3/SDL.h>
#include <algorithm> // for max, min
#include <iostream> // for basic_ostream, operator<<, cout, endl
#include <string> // for basic_string, char_traits, string
#include "asset.h" // for Asset
#include "mouse.hpp" // for Mouse::cursorVisible, Mouse::lastMouseMoveTime
#include "resource.h"
#include "text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_STROKE
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
// --- 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__
// Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options) {
// Inicializa variables
this->window = window;
this->renderer = renderer;
this->options = options;
this->asset = asset;
gameCanvasWidth = options->gameWidth;
gameCanvasHeight = options->gameHeight;
borderWidth = options->borderWidth * 2;
borderHeight = options->borderHeight * 2;
// Define el color del borde para el modo de pantalla completa
borderColor = {0x00, 0x00, 0x00};
// Crea la textura donde se dibujan los graficos del juego
gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
if (gameCanvas != nullptr) {
SDL_SetTextureScaleMode(gameCanvas, options->filter == FILTER_NEAREST ? SDL_SCALEMODE_NEAREST : SDL_SCALEMODE_LINEAR);
}
if (gameCanvas == nullptr) {
if (options->console) {
std::cout << "gameCanvas could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
// Establece el modo de video
setVideoMode(options->videoMode != 0);
// Inicializa el sistema de notificaciones (Text compartido de Resource)
notificationText = Resource::get()->getText("8bithud");
notificationMessage = "";
notificationTextColor = {0xFF, 0xFF, 0xFF};
notificationOutlineColor = {0x00, 0x00, 0x00};
notificationEndTime = 0;
notificationY = 2;
// Registra callbacks natius d'Emscripten per a fullscreen/orientation
registerEmscriptenEventCallbacks();
}
// Destructor
Screen::~Screen() {
// notificationText es propiedad de Resource — no liberar.
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();
// 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->videoMode == 0);
}
// Reduce el zoom de la ventana
auto Screen::decWindowZoom() -> bool {
if (options->videoMode != 0) { return false; }
const int PREV = options->windowSize;
options->windowSize = std::max(options->windowSize - 1, WINDOW_ZOOM_MIN);
if (options->windowSize == PREV) { return false; }
setVideoMode(false);
return true;
}
// Aumenta el zoom de la ventana
auto Screen::incWindowZoom() -> bool {
if (options->videoMode != 0) { return false; }
const int PREV = options->windowSize;
options->windowSize = std::min(options->windowSize + 1, WINDOW_ZOOM_MAX);
if (options->windowSize == PREV) { return false; }
setVideoMode(false);
return true;
}
// Establece el zoom de la ventana directamente
auto Screen::setWindowZoom(int zoom) -> bool {
if (options->videoMode != 0) { return false; }
if (zoom < WINDOW_ZOOM_MIN || zoom > WINDOW_ZOOM_MAX) { return false; }
if (zoom == options->windowSize) { return false; }
options->windowSize = zoom;
setVideoMode(false);
return true;
}
// Establece el escalado entero
void Screen::setIntegerScale(bool enabled) {
if (options->integerScale == enabled) { return; }
options->integerScale = enabled;
setVideoMode(options->videoMode != 0);
}
// Alterna el escalado entero
void Screen::toggleIntegerScale() {
setIntegerScale(!options->integerScale);
}
// Establece el V-Sync
void Screen::setVSync(bool enabled) {
options->vSync = enabled;
SDL_SetRenderVSync(renderer, enabled ? 1 : SDL_RENDERER_VSYNC_DISABLED);
}
// Alterna el V-Sync
void Screen::toggleVSync() {
setVSync(!options->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() {
if (options->borderEnabled) {
windowWidth = gameCanvasWidth + borderWidth;
windowHeight = gameCanvasHeight + borderHeight;
dest = {0 + (borderWidth / 2), 0 + (borderHeight / 2), gameCanvasWidth, gameCanvasHeight};
} else {
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->windowSize, windowHeight * options->windowSize);
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: integerScale / keepAspect / stretched
void Screen::computeFullscreenGameRect() {
if (options->integerScale) {
// 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 if (options->keepAspect) {
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;
}
} else {
dest.w = windowWidth;
dest.h = windowHeight;
dest.x = dest.y = 0;
}
}
// Aplica la logical presentation y persiste el estado en options
void Screen::applyLogicalPresentation(bool fullscreen) {
SDL_SetRenderLogicalPresentation(renderer, windowWidth, windowHeight, SDL_LOGICAL_PRESENTATION_LETTERBOX);
// Actualiza las opciones
options->videoMode = fullscreen ? SDL_WINDOW_FULLSCREEN : 0;
options->screen.windowWidth = windowWidth;
options->screen.windowHeight = windowHeight;
}
// ============================================================================
// 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 (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->videoMode != 0);
#endif
}
void Screen::syncFullscreenFlagFromBrowser(bool isFullscreen) {
#ifdef __EMSCRIPTEN__
options->videoMode = isFullscreen ? SDL_WINDOW_FULLSCREEN : 0;
#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
}