renombrades extensions .h a .hpp
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@@ -1,4 +1,4 @@
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#include "screen.h"
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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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@@ -8,19 +8,19 @@
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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 "asset.h" // Para Asset
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#include "mouse.h" // Para updateCursorVisibility
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#include "rendering/opengl/opengl_shader.h" // Para OpenGLShader
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#include "options.h" // Para VideoOptions, video, WindowOptions, window
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#include "param.h" // Para Param, param, ParamGame, ParamDebug
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#include "text.h" // Para Text, Text::COLOR, Text::STROKE
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#include "texture.h" // Para Texture
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#include "ui/notifier.h" // Para Notifier
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#include "ui/service_menu.h" // Para ServiceMenu
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#include "utils.h" // Para Zone
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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 "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 "texture.hpp" // Para Texture
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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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Screen* Screen::instance = nullptr;
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// Inicializa la instancia única del singleton
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void Screen::init() { Screen::instance = new Screen(); }
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@@ -29,7 +29,7 @@ void Screen::init() { Screen::instance = new Screen(); }
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void Screen::destroy() { delete Screen::instance; }
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// Obtiene la instancia
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auto Screen::get() -> Screen * { return Screen::instance; }
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auto Screen::get() -> Screen* { return Screen::instance; }
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// Constructor
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Screen::Screen()
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@@ -189,10 +189,10 @@ void Screen::renderFlash() {
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void Screen::renderShake() {
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if (shake_effect_.enabled) {
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// Guarda el renderizador actual para dejarlo despues como estaba
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auto *current_target = SDL_GetRenderTarget(renderer_);
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auto* current_target = SDL_GetRenderTarget(renderer_);
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// Crea una textura temporal
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auto *temp_texture = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
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auto* temp_texture = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
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// Vuelca game_canvas_ a la textura temporal
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SDL_SetRenderTarget(renderer_, temp_texture);
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@@ -221,7 +221,7 @@ void Screen::renderInfo() {
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debug_info_.text->writeDX(Text::COLOR | Text::STROKE, param.game.width - debug_info_.text->length(FPS_TEXT) - 2, 1 + debug_info_.text->getCharacterSize(), FPS_TEXT, 1, param.debug.color, 1, param.debug.color.DARKEN(150));
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#ifdef RECORDING
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// RECORDING
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debug_info_.text->writeDX(Text::COLOR | Text::STROKE, param.game.width - debug_info_.text->length("RECORDING"), 2*(1 + debug_info_.text->getCharacterSize()), "RECORDING", 1, param.debug.color, 1, param.debug.color.DARKEN(150));
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debug_info_.text->writeDX(Text::COLOR | Text::STROKE, param.game.width - debug_info_.text->length("RECORDING"), 2 * (1 + debug_info_.text->getCharacterSize()), "RECORDING", 1, param.debug.color, 1, param.debug.color.DARKEN(150));
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#endif
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}
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}
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@@ -239,10 +239,10 @@ void Screen::loadShaders() {
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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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"Usando shaders OpenGL Desktop 3.3");
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} else {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Usando shaders OpenGL ES 3.0 (Raspberry Pi)");
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"Usando shaders OpenGL ES 3.0 (Raspberry Pi)");
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}
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if (!data.empty()) {
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@@ -280,7 +280,7 @@ void Screen::initShaders() {
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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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"Shaders no disponibles en macOS (OpenGL deprecated). Usa Metal backend.");
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#endif
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}
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@@ -415,19 +415,19 @@ auto Screen::initSDLVideo() -> bool {
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void Screen::getDisplayInfo() {
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int i;
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int num_displays = 0;
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SDL_DisplayID *displays = SDL_GetDisplays(&num_displays);
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SDL_DisplayID* displays = SDL_GetDisplays(&num_displays);
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if (displays != nullptr) {
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for (i = 0; i < num_displays; ++i) {
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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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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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}
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const auto *dm = SDL_GetCurrentDisplayMode(displays[0]);
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const auto* dm = SDL_GetCurrentDisplayMode(displays[0]);
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// Guarda información del monitor en display_monitor_
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const char *first_display_name = SDL_GetDisplayName(displays[0]);
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const char* first_display_name = SDL_GetDisplayName(displays[0]);
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display_monitor_.name = (first_display_name != nullptr) ? first_display_name : "Unknown";
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display_monitor_.width = static_cast<int>(dm->w);
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display_monitor_.height = static_cast<int>(dm->h);
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