linter
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@@ -1,24 +1,23 @@
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#include "screen.hpp"
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#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_LogCategory, SDL_LogInfo, SDL_RenderTexture, SDL_SetRenderDrawColor, SDL_SetRenderVSync, SDL_GetError, SDL_LogError, SDL_RendererLogicalPresentation, SDL_SetRenderLogicalPresentation, SDL_CreateTexture, SDL_DestroyTexture, SDL_DestroyWindow, SDL_GetTicks, SDL_Quit, SDL_RENDERER_VSYNC_DISABLED, SDL_RenderClear, SDL_CreateRenderer, SDL_CreateWindow, SDL_DestroyRenderer, SDL_DisplayID, SDL_FRect, SDL_GetCurrentDisplayMode, SDL_GetDisplayName, SDL_GetDisplays, SDL_GetRenderTarget, SDL_GetWindowPosition, SDL_GetWindowSize, SDL_Init, SDL_LogWarn, SDL_PixelFormat, SDL_RenderFillRect, SDL_RenderPresent, SDL_SetHint, SDL_SetRenderDrawBlendMode, SDL_SetTextureScaleMode, SDL_SetWindowFullscreen, SDL_SetWindowPosition, SDL_SetWindowSize, SDL_TextureAccess, SDL_free, SDL_BLENDMODE_BLEND, SDL_HINT_RENDER_DRIVER, SDL_INIT_VIDEO, SDL_PRIu32, SDL_ScaleMode, SDL_WINDOW_FULLSCREEN, SDL_WINDOW_OPENGL, SDL_WindowFlags
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#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_RenderTexture, SDL_SetRenderDrawColor, SDL_SetRenderVSync, SDL_LogCategory, SDL_GetError, SDL_LogError, SDL_LogInfo, SDL_RendererLogicalPresentation, SDL_SetRenderLogicalPresentation, SDL_CreateTexture, SDL_DestroyTexture, SDL_DestroyWindow, SDL_GetDisplayName, SDL_GetTicks, SDL_Quit, SDL_RENDERER_VSYNC_DISABLED, SDL_RenderClear, SDL_CreateRenderer, SDL_CreateWindow, SDL_DestroyRenderer, SDL_DisplayID, SDL_FRect, SDL_GetCurrentDisplayMode, SDL_GetDisplays, SDL_GetRenderTarget, SDL_GetWindowPosition, SDL_GetWindowSize, SDL_Init, SDL_LogWarn, SDL_PixelFormat, SDL_RenderFillRect, SDL_RenderPresent, SDL_SetHint, SDL_SetRenderDrawBlendMode, SDL_SetTextureScaleMode, SDL_SetWindowFullscreen, SDL_SetWindowPosition, SDL_SetWindowSize, SDL_TextureAccess, SDL_free, SDL_BLENDMODE_BLEND, SDL_HINT_RENDER_DRIVER, SDL_INIT_VIDEO, SDL_ScaleMode, SDL_WINDOW_FULLSCREEN, SDL_WINDOW_OPENGL, SDL_WindowFlags
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#include <algorithm> // Para min, max
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#include <fstream> // Para basic_ifstream, ifstream
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#include <iterator> // Para istreambuf_iterator, operator==
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#include <memory> // Para allocator, shared_ptr, make_shared, __shared_ptr_access
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#include <string> // Para operator+, char_traits, to_string, string
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#include <memory> // Para allocator, shared_ptr, unique_ptr, __shared_ptr_access, make_shared, make_unique
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#include <string> // Para basic_string, operator+, char_traits, to_string, string
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#include <vector> // Para vector
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#include "asset.hpp" // Para Asset
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#include "mouse.hpp" // Para updateCursorVisibility
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#include "options.hpp" // Para VideoOptions, video, WindowOptions, window
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#include "options.hpp" // Para Video, video, Window, window
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#include "param.hpp" // Para Param, param, ParamGame, ParamDebug
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#include "rendering/opengl/opengl_shader.hpp" // Para OpenGLShader
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#include "text.hpp" // Para Text, Text::COLOR, Text::STROKE
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#include "shader_backend.hpp" // Para ShaderBackend
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#include "text.hpp" // Para Text
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#include "texture.hpp" // Para Texture
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#include "ui/logger.hpp" // Para Logger
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#include "ui/logger.hpp" // Para info
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#include "ui/notifier.hpp" // Para Notifier
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#include "ui/service_menu.hpp" // Para ServiceMenu
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#include "utils.hpp" // Para Zone
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// Singleton
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Screen* Screen::instance = nullptr;
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@@ -232,13 +231,13 @@ void Screen::loadShaders() {
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if (vertex_shader_source_.empty()) {
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// Detectar si necesitamos OpenGL ES (Raspberry Pi)
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// Intentar cargar versión ES primero si existe
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std::string VERTEX_FILE = "crtpi_vertex_es.glsl";
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auto data = Asset::get()->loadData(VERTEX_FILE);
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std::string vertex_file = "crtpi_vertex_es.glsl";
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auto data = Asset::get()->loadData(vertex_file);
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if (data.empty()) {
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// Si no existe versión ES, usar versión Desktop
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VERTEX_FILE = "crtpi_vertex.glsl";
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data = Asset::get()->loadData(VERTEX_FILE);
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vertex_file = "crtpi_vertex.glsl";
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data = Asset::get()->loadData(vertex_file);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Usando shaders OpenGL Desktop 3.3");
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} else {
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@@ -252,13 +251,13 @@ void Screen::loadShaders() {
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}
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if (fragment_shader_source_.empty()) {
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// Intentar cargar versión ES primero si existe
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std::string FRAGMENT_FILE = "crtpi_fragment_es.glsl";
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auto data = Asset::get()->loadData(FRAGMENT_FILE);
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std::string fragment_file = "crtpi_fragment_es.glsl";
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auto data = Asset::get()->loadData(fragment_file);
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if (data.empty()) {
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// Si no existe versión ES, usar versión Desktop
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FRAGMENT_FILE = "crtpi_fragment.glsl";
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data = Asset::get()->loadData(FRAGMENT_FILE);
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fragment_file = "crtpi_fragment.glsl";
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data = Asset::get()->loadData(fragment_file);
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}
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if (!data.empty()) {
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@@ -450,8 +449,6 @@ void Screen::getDisplayInfo() {
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// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Window resolution: %dx%d x%d", static_cast<int>(param.game.width), static_cast<int>(param.game.height), Options::window.zoom);
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Logger::info("Window resolution: " + std::to_string(static_cast<int>(param.game.width)) + "x" + std::to_string(static_cast<int>(param.game.height)) + "x" + std::to_string(Options::window.zoom));
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// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
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const int MAX_ZOOM = std::min(dm->w / param.game.width, (dm->h - WINDOWS_DECORATIONS) / param.game.height);
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