canvi de pc (treballant en Screen::applySettings())

This commit is contained in:
2025-06-21 22:31:19 +02:00
parent 4f81712e3c
commit 9b176a8cc0
7 changed files with 67 additions and 68 deletions

View File

@@ -1,25 +1,25 @@
#include "screen.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_error.h> // Para SDL_GetError
#include <SDL3/SDL_hints.h> // Para SDL_SetHint, SDL_HINT_RENDER_DRIVER
#include <SDL3/SDL_init.h> // Para SDL_Init, SDL_INIT_VIDEO
#include <SDL3/SDL_log.h> // Para SDL_LogCategory, SDL_LogError, SDL_L...
#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
#include <SDL3/SDL_surface.h> // Para SDL_ScaleMode
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <algorithm> // Para min, max
#include <fstream> // Para basic_ifstream, ifstream
#include <iterator> // Para istreambuf_iterator, operator==
#include <memory> // Para __shared_ptr_access, shared_ptr
#include <string> // Para allocator, char_traits, operator+
#include "asset.h" // Para Asset
#include "external/jail_shader.h" // Para init, render
#include "mouse.h" // Para updateCursorVisibility
#include "notifier.h" // Para Notifier
#include "options.h" // Para Options, options, WindowOptions, Vid...
#include "resource.h" // Para Resource
#include "ui/service_menu.h" // Para ServiceMenu
#include "text.h" // Para Text
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_error.h> // Para SDL_GetError
#include <SDL3/SDL_hints.h> // Para SDL_SetHint, SDL_HINT_RENDER_DRIVER
#include <SDL3/SDL_init.h> // Para SDL_Init, SDL_INIT_VIDEO
#include <SDL3/SDL_log.h> // Para SDL_LogCategory, SDL_LogError, SDL_L...
#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
#include <SDL3/SDL_surface.h> // Para SDL_ScaleMode
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <algorithm> // Para min, max
#include <fstream> // Para basic_ifstream, ifstream
#include <iterator> // Para istreambuf_iterator, operator==
#include <memory> // Para __shared_ptr_access, shared_ptr
#include <string> // Para allocator, char_traits, operator+
#include "asset.h" // Para Asset
#include "external/jail_shader.h" // Para init, render
#include "mouse.h" // Para updateCursorVisibility
#include "notifier.h" // Para Notifier
#include "options.h" // Para Options, options, WindowOptions, Vid...
#include "resource.h" // Para Resource
#include "ui/service_menu.h" // Para ServiceMenu
#include "text.h" // Para Text
// Singleton
Screen *Screen::instance_ = nullptr;
@@ -44,7 +44,7 @@ Screen::Screen()
dst_rect_(SDL_FRect{0, 0, static_cast<float>(param.game.width), static_cast<float>(param.game.height)})
{
// Arranca SDL VIDEO, crea la ventana y el renderizador
initSDL();
initSDLVideo();
// Crea la textura de destino
game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
@@ -53,9 +53,6 @@ Screen::Screen()
// Inicializa variables
adjustRenderLogicalSize();
// Inicializa los shaders
initShaders();
// Crea el objeto de texto
createText();
@@ -63,6 +60,10 @@ Screen::Screen()
debug_info_.text = text_;
setDebugInfoEnabled(true);
#endif
// Inicializa los shaders
show();
initShaders();
}
// Destructor
@@ -125,12 +126,8 @@ void Screen::renderScreen()
// Establece el modo de video
void Screen::setFullscreenMode(bool mode)
{
// Actualiza las opciones
Options::video.fullscreen = mode;
// Configura el modo de pantalla
SDL_SetWindowFullscreen(window_, Options::video.fullscreen);
initShaders();
}
@@ -271,7 +268,6 @@ void Screen::loadShaders()
// Inicializa los shaders
void Screen::initShaders()
{
show(); // Se ha de ejecutar con la ventana visible
loadShaders();
shader::init(window_, game_canvas_, shader_source_);
}
@@ -280,22 +276,22 @@ void Screen::initShaders()
void Screen::adjustWindowSize()
{
// Establece el nuevo tamaño
const int WIDTH = param.game.width * Options::window.size;
const int HEIGHT = param.game.height * Options::window.size;
const int WIDTH = param.game.width * Options::window.size;
const int HEIGHT = param.game.height * Options::window.size;
int old_width, old_height;
SDL_GetWindowSize(window_, &old_width, &old_height);
int old_width, old_height;
SDL_GetWindowSize(window_, &old_width, &old_height);
int old_pos_x, old_pos_y;
SDL_GetWindowPosition(window_, &old_pos_x, &old_pos_y);
int old_pos_x, old_pos_y;
SDL_GetWindowPosition(window_, &old_pos_x, &old_pos_y);
const int NEW_POS_X = old_pos_x + (old_width - WIDTH) / 2;
const int NEW_POS_Y = old_pos_y + (old_height - HEIGHT) / 2;
const int NEW_POS_X = old_pos_x + (old_width - WIDTH) / 2;
const int NEW_POS_Y = old_pos_y + (old_height - HEIGHT) / 2;
SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS_), std::max(NEW_POS_Y, 0));
SDL_SetWindowSize(window_, WIDTH, HEIGHT);
SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS_), std::max(NEW_POS_Y, 0));
SDL_SetWindowSize(window_, WIDTH, HEIGHT);
initShaders();
initShaders();
}
// Renderiza todos los overlays y efectos
@@ -323,7 +319,7 @@ void Screen::renderAttenuate()
}
// Arranca SDL VIDEO y crea la ventana
bool Screen::initSDL()
bool Screen::initSDLVideo()
{
// Indicador de éxito
auto success = true;
@@ -405,8 +401,8 @@ void Screen::getDisplayInfo()
static_cast<int>(param.game.width), static_cast<int>(param.game.height), Options::window.size);
Options::video.info = std::to_string(static_cast<int>(DM->w)) + "x" +
std::to_string(static_cast<int>(DM->h)) + " @ " +
std::to_string(static_cast<int>(DM->refresh_rate)) + " Hz";
std::to_string(static_cast<int>(DM->h)) + " @ " +
std::to_string(static_cast<int>(DM->refresh_rate)) + " Hz";
// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
const int MAX_ZOOM = std::min(DM->w / param.game.width, (DM->h - WINDOWS_DECORATIONS_) / param.game.height);
@@ -451,8 +447,8 @@ void Screen::applySettings()
{
SDL_SetRenderVSync(renderer_, Options::video.v_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
SDL_SetRenderLogicalPresentation(Screen::get()->getRenderer(), param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
adjustWindowSize();
setFullscreenMode();
adjustWindowSize();
}
// Crea el objeto de texto