- modificat el hud de info de fps
- ajustats els presets per defecte - finestra a 2x i shader off per defecte - versió en el fitxer de configuracio
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@@ -13,11 +13,13 @@
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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/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
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#include "resource.hpp" // Para Resource
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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 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 toLower
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// Singleton
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Screen* Screen::instance = nullptr;
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@@ -240,15 +242,44 @@ void Screen::renderShake() {
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// Muestra información por pantalla
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void Screen::renderInfo() const {
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if (debug_info_.show) {
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// Resolution
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debug_info_.text->writeDX(Text::COLOR | Text::STROKE, param.game.width - debug_info_.text->length(Options::video.info) - 2, 1, Options::video.info, 1, param.debug.color, 1, param.debug.color.DARKEN(150));
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const Color GOLD(0xFF, 0xD7, 0x00);
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const Color GOLD_SHADOW = GOLD.DARKEN(150);
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// Construir texto: fps - driver - preset
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std::string info_text = std::to_string(fps_.last_value) + " fps";
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// Driver GPU
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if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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const std::string DRIVER = shader_backend_->getDriverName();
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if (!DRIVER.empty()) {
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info_text += " - " + toLower(DRIVER);
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}
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} else {
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info_text += " - sdl";
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}
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// Shader + preset
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if (Options::video.shader.enabled) {
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if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
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const std::string PRESET_NAME = Options::crtpi_presets.empty() ? "" : Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
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info_text += " - crtpi " + toLower(PRESET_NAME);
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} else {
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const std::string PRESET_NAME = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
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info_text += " - postfx " + toLower(PRESET_NAME);
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if (Options::video.supersampling.enabled) { info_text += " (ss)"; }
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}
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}
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// Centrado arriba
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const int TEXT_WIDTH = debug_info_.text->length(info_text);
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const int X_POS = (static_cast<int>(param.game.width) - TEXT_WIDTH) / 2;
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debug_info_.text->writeDX(Text::COLOR | Text::STROKE, X_POS, 1, info_text, 1, GOLD, 1, GOLD_SHADOW);
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// FPS
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const std::string FPS_TEXT = std::to_string(fps_.last_value) + " FPS";
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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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const std::string REC_TEXT = "recording";
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const int REC_WIDTH = debug_info_.text->length(REC_TEXT);
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const int REC_X = (static_cast<int>(param.game.width) - REC_WIDTH) / 2;
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debug_info_.text->writeDX(Text::COLOR | Text::STROKE, REC_X, 1 + debug_info_.text->getCharacterSize(), REC_TEXT, 1, GOLD, 1, GOLD_SHADOW);
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#endif
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}
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}
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@@ -594,6 +625,15 @@ void Screen::setVSync(bool enabled) {
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void Screen::getSingletons() {
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service_menu_ = ServiceMenu::get();
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notifier_ = Notifier::get();
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#ifdef _DEBUG
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// Actualizar la fuente de debug a 8bithud (ahora Resource está disponible)
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if (Resource::get() != nullptr) {
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auto hud_text = Resource::get()->getText("8bithud");
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if (hud_text) {
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debug_info_.text = hud_text;
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}
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}
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#endif
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}
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// Aplica los valores de las opciones
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