eliminat molt de ruido de la consola de log
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@@ -4,6 +4,7 @@
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#include <algorithm> // Para min, max
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#include <cstring> // Para memcpy
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#include <iostream> // Para std::cout
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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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@@ -17,7 +18,6 @@
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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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@@ -290,7 +290,7 @@ void Screen::initShaders() {
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#ifndef NO_SHADERS
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auto* self = Screen::get();
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if (self == nullptr) {
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SDL_Log("Screen::initShaders: instance is null, skipping");
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std::cout << "Screen::initShaders: instance is null, skipping" << '\n';
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return;
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}
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if (!self->shader_backend_) {
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@@ -301,7 +301,7 @@ void Screen::initShaders() {
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}
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if (!self->shader_backend_->isHardwareAccelerated()) {
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const bool ok = self->shader_backend_->init(self->window_, self->game_canvas_, "", "");
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SDL_Log("Screen::initShaders: SDL3GPUShader::init() = %s", ok ? "OK" : "FAILED");
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std::cout << "Screen::initShaders: SDL3GPUShader::init() = " << (ok ? "OK" : "FAILED") << '\n';
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}
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if (self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) {
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self->shader_backend_->setLinearUpscale(Options::video.supersampling.linear_upscale);
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@@ -371,9 +371,7 @@ void Screen::renderAttenuate() {
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auto Screen::initSDLVideo() -> bool {
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// Inicializar SDL
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"FATAL: Failed to initialize SDL_VIDEO! SDL Error: %s",
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SDL_GetError());
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std::cout << "FATAL: Failed to initialize SDL_VIDEO! SDL Error: " << SDL_GetError() << '\n';
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return false;
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}
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@@ -383,8 +381,7 @@ auto Screen::initSDLVideo() -> bool {
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// Configurar hint para renderizado
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#ifdef __APPLE__
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if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal")) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Warning: Failed to set Metal hint!");
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std::cout << "Warning: Failed to set Metal hint!" << '\n';
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}
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#endif
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@@ -405,9 +402,7 @@ auto Screen::initSDLVideo() -> bool {
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window_flags);
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if (window_ == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"FATAL: Failed to create window! SDL Error: %s",
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SDL_GetError());
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std::cout << "FATAL: Failed to create window! SDL Error: " << SDL_GetError() << '\n';
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SDL_Quit();
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return false;
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}
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@@ -415,9 +410,7 @@ auto Screen::initSDLVideo() -> bool {
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// Crear renderer
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renderer_ = SDL_CreateRenderer(window_, nullptr);
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if (renderer_ == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"FATAL: Failed to create renderer! SDL Error: %s",
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SDL_GetError());
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std::cout << "FATAL: Failed to create renderer! SDL Error: " << SDL_GetError() << '\n';
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SDL_DestroyWindow(window_);
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window_ = nullptr;
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SDL_Quit();
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@@ -429,24 +422,14 @@ 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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Logger::info("Video system initialized successfully");
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return true;
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}
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// Obtiene información sobre la pantalla
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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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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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// 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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// Guarda información del monitor en display_monitor_
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@@ -465,13 +448,6 @@ void Screen::getDisplayInfo() {
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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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@@ -563,11 +539,7 @@ void Screen::applyCurrentPostFXPreset() {
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p.curvature = preset.curvature;
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p.bleeding = preset.bleeding;
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p.flicker = preset.flicker;
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SDL_Log("Screen::applyCurrentPostFXPreset: preset='%s' scan=%.2f vign=%.2f chroma=%.2f",
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preset.name.c_str(),
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p.scanlines,
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p.vignette,
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p.chroma);
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std::cout << "Screen::applyCurrentPostFXPreset: preset='" << preset.name << "' scan=" << p.scanlines << " vign=" << p.vignette << " chroma=" << p.chroma << '\n';
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}
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shader_backend_->setPostFXParams(p);
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}
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@@ -594,7 +566,7 @@ void Screen::applyCurrentCrtPiPreset() {
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.enable_sharper = preset.enable_sharper,
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};
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shader_backend_->setCrtPiParams(p);
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SDL_Log("Screen::applyCurrentCrtPiPreset: preset='%s'", preset.name.c_str());
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std::cout << "Screen::applyCurrentCrtPiPreset: preset='" << preset.name << "'" << '\n';
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}
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}
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