afegit el namespace Logger
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@@ -15,6 +15,7 @@
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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 "texture.hpp" // Para Texture
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#include "ui/logger.hpp" // Para Logger
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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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@@ -279,8 +280,7 @@ void Screen::initShaders() {
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#else
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// En macOS, OpenGL está deprecated y rinde mal
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// TODO: Implementar backend de Metal para shaders en macOS
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Shaders no disponibles en macOS (OpenGL deprecated). Usa Metal backend.");
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Logger::info("WARNING: Shaders no disponibles en macOS (OpenGL deprecated). Usa Metal backend.", Logger::YELLOW);
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#endif
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}
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@@ -407,7 +407,7 @@ auto Screen::initSDLVideo() -> bool {
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
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SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Video system initialized successfully");
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Logger::info("Video system initialized successfully");
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return true;
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}
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@@ -421,7 +421,8 @@ void Screen::getDisplayInfo() {
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SDL_DisplayID instance_id = displays[i];
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const char* name = SDL_GetDisplayName(instance_id);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Display %" SDL_PRIu32 ": %s", instance_id, (name != nullptr) ? name : "Unknown");
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// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Display %" SDL_PRIu32 ": %s", instance_id, (name != nullptr) ? name : "Unknown");
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Logger::info(std::string("Display ") + std::to_string(instance_id) + ": " + (name != nullptr ? name : "Unknown"));
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}
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const auto* dm = SDL_GetCurrentDisplayMode(displays[0]);
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@@ -437,15 +438,20 @@ void Screen::getDisplayInfo() {
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Options::window.max_zoom = std::min(dm->w / param.game.width, dm->h / param.game.height);
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Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom);
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// Muestra información sobre el tamaño de la pantalla y de la ventana de juego
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Current display mode: %dx%d @ %dHz", static_cast<int>(dm->w), static_cast<int>(dm->h), static_cast<int>(dm->refresh_rate));
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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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Options::video.info = std::to_string(static_cast<int>(dm->w)) + "x" +
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std::to_string(static_cast<int>(dm->h)) + " @ " +
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// Obtiene la cadena con la información sobre la resolución y el refresco
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Options::video.info = std::to_string(dm->w) + "x" +
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std::to_string(dm->h) + " @ " +
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std::to_string(static_cast<int>(dm->refresh_rate)) + " Hz";
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// Muestra información sobre el tamaño de la pantalla y de la ventana de juego
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// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Current display mode: %dx%d @ %dHz", static_cast<int>(dm->w), static_cast<int>(dm->h), static_cast<int>(dm->refresh_rate));
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Logger::info("Current display mode: " + Options::video.info);
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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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