Compare commits

..

4 Commits

Author SHA1 Message Date
f5da35bfb2 sdl_callbacks 2026-04-14 12:21:00 +02:00
c0accd25e2 streaming de audio 2026-04-14 08:32:49 +02:00
ad8ad7e756 pasaeta de granera 2026-04-14 08:18:17 +02:00
673587230e corregit make release de windows 2026-04-05 18:39:23 +02:00
54 changed files with 1134 additions and 1603 deletions

View File

@@ -1,28 +1,25 @@
Checks: >
readability-*,
modernize-*,
performance-*,
bugprone-unchecked-optional-access,
bugprone-sizeof-expression,
bugprone-suspicious-missing-comma,
bugprone-suspicious-index,
bugprone-undefined-memory-manipulation,
bugprone-use-after-move,
bugprone-out-of-bound-access,
-readability-identifier-length,
-readability-magic-numbers,
-bugprone-narrowing-conversions,
-performance-enum-size,
-performance-inefficient-string-concatenation,
-bugprone-integer-division,
-bugprone-easily-swappable-parameters,
Checks:
- readability-*
- modernize-*
- performance-*
- bugprone-*
- -readability-identifier-length
- -readability-magic-numbers
- -bugprone-integer-division
- -bugprone-easily-swappable-parameters
- -bugprone-narrowing-conversions
- -modernize-avoid-c-arrays,-warnings-as-errors
WarningsAsErrors: '*'
# Solo incluir archivos de tu código fuente
HeaderFilterRegex: '^source/(sections|ui)/.*'
# Solo incluir archivos de tu código fuente (external tiene su propio .clang-tidy)
# Excluye los headers SPIR-V generados en rendering/sdl3gpu/
HeaderFilterRegex: 'source/(?!external/|rendering/sdl3gpu/.*_spv\.h).*'
FormatStyle: file
CheckOptions:
# bugprone-empty-catch: aceptar catches vacíos marcados con @INTENTIONAL en un comentario
- { key: bugprone-empty-catch.IgnoreCatchWithKeywords, value: '@INTENTIONAL' }
# Variables locales en snake_case
- { key: readability-identifier-naming.VariableCase, value: lower_case }
@@ -43,7 +40,7 @@ CheckOptions:
# Variables estáticas privadas como miembros privados
- { key: readability-identifier-naming.StaticVariableCase, value: lower_case }
- { key: readability-identifier-naming.StaticVariableSuffix, value: _ }
# Constantes estáticas sin sufijo
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
@@ -80,4 +77,4 @@ CheckOptions:
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
# Parámetros en lower_case
- { key: readability-identifier-naming.ParameterCase, value: lower_case }
- { key: readability-identifier-naming.ParameterCase, value: lower_case }

1
.gitignore vendored
View File

@@ -1,4 +1,3 @@
.vscode/
.claude/
.cache/
build/

3
.vscode/settings.json vendored Normal file
View File

@@ -0,0 +1,3 @@
{
"C_Cpp.default.compileCommands": "${workspaceFolder}/build/compile_commands.json"
}

View File

@@ -106,7 +106,6 @@ set(APP_SOURCES
# Fuentes de librerías de terceros
set(EXTERNAL_SOURCES
source/external/jail_audio.cpp
source/external/json.hpp
source/external/gif.cpp
)
@@ -140,13 +139,30 @@ if(NOT APPLE)
set(ALL_SHADER_HEADERS "${SHADER_VERT_H}" "${SHADER_FRAG_H}" "${SHADER_CRTPI_H}" "${SHADER_UPSCALE_H}" "${SHADER_DOWNSCALE_H}")
if(GLSLC_EXE)
add_custom_command(
OUTPUT ${ALL_SHADER_HEADERS}
COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
DEPENDS ${ALL_SHADER_SOURCES}
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Compilando shaders SPIR-V..."
)
set(COMPILE_SHADER_SCRIPT "${CMAKE_SOURCE_DIR}/tools/shaders/compile_shader.cmake")
macro(add_shader SRC_FILE OUT_H VAR_NAME)
cmake_parse_arguments(S "" "STAGE" "" ${ARGN})
add_custom_command(
OUTPUT "${OUT_H}"
COMMAND ${CMAKE_COMMAND}
"-DGLSLC=${GLSLC_EXE}"
"-DSRC=${SRC_FILE}"
"-DOUT_H=${OUT_H}"
"-DVAR=${VAR_NAME}"
"-DSTAGE=${S_STAGE}"
-P "${COMPILE_SHADER_SCRIPT}"
DEPENDS "${SRC_FILE}" "${COMPILE_SHADER_SCRIPT}"
COMMENT "Compilando shader: ${VAR_NAME}"
)
endmacro()
add_shader("${SHADER_VERT_SRC}" "${SHADER_VERT_H}" "postfx_vert_spv")
add_shader("${SHADER_FRAG_SRC}" "${SHADER_FRAG_H}" "postfx_frag_spv")
add_shader("${SHADER_CRTPI_SRC}" "${SHADER_CRTPI_H}" "crtpi_frag_spv" STAGE fragment)
add_shader("${SHADER_UPSCALE_SRC}" "${SHADER_UPSCALE_H}" "upscale_frag_spv")
add_shader("${SHADER_DOWNSCALE_SRC}" "${SHADER_DOWNSCALE_H}" "downscale_frag_spv")
add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS})
message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
else()
@@ -226,6 +242,7 @@ set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAK
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
find_program(CLANG_FORMAT_EXE NAMES clang-format)
find_program(CPPCHECK_EXE NAMES cppcheck)
# Recopilar todos los archivos fuente, excluyendo external/
file(GLOB_RECURSE ALL_SOURCE_FILES
@@ -235,6 +252,14 @@ file(GLOB_RECURSE ALL_SOURCE_FILES
)
list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
# Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente).
# Si pasamos .hpp como TUs independientes, cppcheck reporta falsos positivos de
# 'unusedStructMember' porque no hace análisis cross-TU y ve miembros de clase
# cuyo uso vive en un .cpp distinto.
set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
list(FILTER CPPCHECK_SOURCES EXCLUDE REGEX ".*_spv\\.h$")
# Targets de clang-tidy
if(CLANG_TIDY_EXE)
# En macOS con clang-tidy de Homebrew LLVM, es necesario pasar el sysroot
@@ -291,3 +316,28 @@ if(CLANG_FORMAT_EXE)
else()
message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
endif()
# Targets de cppcheck
if(CPPCHECK_EXE)
add_custom_target(cppcheck
COMMAND ${CPPCHECK_EXE}
--enable=warning,style,performance,portability
--std=c++20
--language=c++
--inline-suppr
--suppress=missingIncludeSystem
--suppress=toomanyconfigs
-D_DEBUG
-DLINUX_BUILD
--quiet
-I ${CMAKE_SOURCE_DIR}/source
-I ${CMAKE_SOURCE_DIR}/source/external
-I ${CMAKE_SOURCE_DIR}/source/rendering
-I ${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu
${CPPCHECK_SOURCES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Running cppcheck..."
)
else()
message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
endif()

View File

@@ -8,7 +8,11 @@ DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
# TARGET NAMES
# ==============================================================================
TARGET_NAME := coffee_crisis_arcade_edition
TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME)
ifeq ($(OS),Windows_NT)
TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME).exe
else
TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME)
endif
APP_NAME := Coffee Crisis Arcade Edition
DIST_DIR := dist
RELEASE_FOLDER := dist/_tmp
@@ -138,7 +142,7 @@ windows_release:
@powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '\"$(WIN_RELEASE_FILE).exe\"'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '$(WIN_RELEASE_FILE).exe'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip

View File

Before

Width:  |  Height:  |  Size: 3.1 KiB

After

Width:  |  Height:  |  Size: 3.1 KiB

View File

@@ -4,7 +4,21 @@
#include <algorithm> // Para clamp
#include "external/jail_audio.h" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp).
// clang-format off
#undef STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h"
// stb_vorbis.h filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
// perquè xocarien amb noms de paràmetres de plantilla en json.hpp i altres.
#undef L
#undef C
#undef R
#undef PLAYBACK_MONO
#undef PLAYBACK_LEFT
#undef PLAYBACK_RIGHT
// clang-format on
#include "external/jail_audio.hpp" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
#include "options.hpp" // Para AudioOptions, audio, MusicOptions
#include "resource.hpp" // Para Resource
#include "ui/logger.hpp" // Para logger

View File

@@ -16,6 +16,7 @@
#include "asset.hpp" // Para Asset
#include "audio.hpp" // Para Audio
#include "external/fkyaml_node.hpp" // Para fkyaml::node
#include "global_events.hpp" // Para GlobalEvents::handle
#include "input.hpp" // Para Input
#include "lang.hpp" // Para setLanguage
#include "manage_hiscore_table.hpp" // Para ManageHiScoreTable
@@ -75,6 +76,9 @@ Director::Director(int argc, std::span<char*> argv) {
}
Director::~Director() {
// Libera las secciones primero: sus destructores pueden tocar Audio/Resource/Screen,
// que close() destruye a continuación.
resetActiveSection();
close();
Logger::put("\nBye!");
}
@@ -335,75 +339,96 @@ void Director::createSystemFolder(const std::string& folder) {
}
}
// Ejecuta la sección con el logo
void Director::runLogo() {
auto logo = std::make_unique<Logo>();
logo->run();
// Libera todos los unique_ptr de sección (solo uno tiene propiedad a la vez)
void Director::resetActiveSection() {
logo_.reset();
intro_.reset();
title_.reset();
game_.reset();
instructions_.reset();
hi_score_table_.reset();
credits_.reset();
}
// Ejecuta la sección con la secuencia de introducción
void Director::runIntro() {
auto intro = std::make_unique<Intro>();
intro->run();
}
// Destruye la sección anterior y construye la nueva cuando Section::name cambia
void Director::handleSectionTransition() {
// RESET: recarga recursos y vuelve a LOGO (el propio reset() cambia Section::name)
if (Section::name == Section::Name::RESET) {
resetActiveSection(); // libera recursos actuales antes del reload
reset();
}
// Ejecuta la sección con el título del juego
void Director::runTitle() {
auto title = std::make_unique<Title>();
title->run();
}
if (Section::name == last_built_section_name_) {
return; // ya tenemos la sección correcta viva
}
// Ejecuta la sección donde se juega al juego
void Director::runGame() {
Player::Id player_id = Player::Id::PLAYER1;
// Destruye la sección anterior
resetActiveSection();
switch (Section::options) {
case Section::Options::GAME_PLAY_1P:
player_id = Player::Id::PLAYER1;
// Construye la nueva
switch (Section::name) {
case Section::Name::LOGO:
logo_ = std::make_unique<Logo>();
break;
case Section::Options::GAME_PLAY_2P:
player_id = Player::Id::PLAYER2;
case Section::Name::INTRO:
intro_ = std::make_unique<Intro>();
break;
case Section::Options::GAME_PLAY_BOTH:
player_id = Player::Id::BOTH_PLAYERS;
case Section::Name::TITLE:
title_ = std::make_unique<Title>();
break;
case Section::Name::GAME: {
Player::Id player_id = Player::Id::PLAYER1;
switch (Section::options) {
case Section::Options::GAME_PLAY_1P:
player_id = Player::Id::PLAYER1;
break;
case Section::Options::GAME_PLAY_2P:
player_id = Player::Id::PLAYER2;
break;
case Section::Options::GAME_PLAY_BOTH:
player_id = Player::Id::BOTH_PLAYERS;
break;
default:
break;
}
#ifdef _DEBUG
const int CURRENT_STAGE = debug_config.initial_stage;
#else
constexpr int CURRENT_STAGE = 0;
#endif
game_ = std::make_unique<Game>(player_id, CURRENT_STAGE, Game::DEMO_OFF);
break;
}
case Section::Name::GAME_DEMO: {
const auto PLAYER_ID = static_cast<Player::Id>((rand() % 2) + 1);
constexpr auto CURRENT_STAGE = 0;
game_ = std::make_unique<Game>(PLAYER_ID, CURRENT_STAGE, Game::DEMO_ON);
break;
}
case Section::Name::INSTRUCTIONS:
instructions_ = std::make_unique<Instructions>();
break;
case Section::Name::CREDITS:
credits_ = std::make_unique<Credits>();
break;
case Section::Name::HI_SCORE_TABLE:
hi_score_table_ = std::make_unique<HiScoreTable>();
break;
case Section::Name::RESET:
case Section::Name::QUIT:
default:
break;
}
#ifdef _DEBUG
const int CURRENT_STAGE = debug_config.initial_stage;
#else
constexpr int CURRENT_STAGE = 0;
#endif
auto game = std::make_unique<Game>(player_id, CURRENT_STAGE, Game::DEMO_OFF);
game->run();
}
// Ejecuta la sección donde se muestran las instrucciones
void Director::runInstructions() {
auto instructions = std::make_unique<Instructions>();
instructions->run();
}
// Ejecuta la sección donde se muestran los creditos del programa
void Director::runCredits() {
auto credits = std::make_unique<Credits>();
credits->run();
}
// Ejecuta la sección donde se muestra la tabla de puntuaciones
void Director::runHiScoreTable() {
auto hi_score_table = std::make_unique<HiScoreTable>();
hi_score_table->run();
}
// Ejecuta el juego en modo demo
void Director::runDemoGame() {
const auto PLAYER_ID = static_cast<Player::Id>((rand() % 2) + 1);
constexpr auto CURRENT_STAGE = 0;
auto game = std::make_unique<Game>(PLAYER_ID, CURRENT_STAGE, Game::DEMO_ON);
game->run();
last_built_section_name_ = Section::name;
}
// Reinicia objetos y vuelve a la sección inicial
@@ -418,43 +443,58 @@ void Director::reset() {
Section::name = Section::Name::LOGO;
}
auto Director::run() -> int {
// Bucle principal
while (Section::name != Section::Name::QUIT) {
switch (Section::name) {
case Section::Name::RESET:
reset();
break;
case Section::Name::LOGO:
runLogo();
break;
case Section::Name::INTRO:
runIntro();
break;
case Section::Name::TITLE:
runTitle();
break;
case Section::Name::GAME:
runGame();
break;
case Section::Name::HI_SCORE_TABLE:
runHiScoreTable();
break;
case Section::Name::GAME_DEMO:
runDemoGame();
break;
case Section::Name::INSTRUCTIONS:
runInstructions();
break;
case Section::Name::CREDITS:
runCredits();
break;
default:
break;
}
// Avanza un frame de la sección activa (llamado desde SDL_AppIterate)
auto Director::iterate() -> SDL_AppResult {
if (Section::name == Section::Name::QUIT) {
return SDL_APP_SUCCESS;
}
return 0;
// Gestiona las transiciones entre secciones (destruye la anterior y construye la nueva)
handleSectionTransition();
// Ejecuta un frame de la sección activa
if (logo_) {
logo_->iterate();
} else if (intro_) {
intro_->iterate();
} else if (title_) {
title_->iterate();
} else if (game_) {
game_->iterate();
} else if (instructions_) {
instructions_->iterate();
} else if (hi_score_table_) {
hi_score_table_->iterate();
} else if (credits_) {
credits_->iterate();
}
return (Section::name == Section::Name::QUIT) ? SDL_APP_SUCCESS : SDL_APP_CONTINUE;
}
// Procesa un evento SDL (llamado desde SDL_AppEvent)
auto Director::handleEvent(SDL_Event& event) -> SDL_AppResult {
// Eventos globales (SDL_EVENT_QUIT, resize, render target reset, hotplug, service menu, ratón)
GlobalEvents::handle(event);
// Reenvía a la sección activa
if (logo_) {
logo_->handleEvent(event);
} else if (intro_) {
intro_->handleEvent(event);
} else if (title_) {
title_->handleEvent(event);
} else if (game_) {
game_->handleEvent(event);
} else if (instructions_) {
instructions_->handleEvent(event);
} else if (hi_score_table_) {
hi_score_table_->handleEvent(event);
} else if (credits_) {
credits_->handleEvent(event);
}
return (Section::name == Section::Name::QUIT) ? SDL_APP_SUCCESS : SDL_APP_CONTINUE;
}
// Apaga el sistema de forma segura

View File

@@ -1,12 +1,26 @@
#pragma once
#include <SDL3/SDL.h> // Para SDL_AppResult, SDL_Event
#include <memory> // Para unique_ptr
#include <span> // Para Span
#include <string> // Para string
#include "section.hpp" // Para Section::Name
namespace Lang {
enum class Code : int;
}
// Declaraciones adelantadas de las secciones
class Logo;
class Intro;
class Title;
class Game;
class Instructions;
class HiScoreTable;
class Credits;
// --- Clase Director: gestor principal de la aplicación ---
class Director {
public:
@@ -14,8 +28,9 @@ class Director {
Director(int argc, std::span<char*> argv);
~Director();
// --- Bucle principal ---
static auto run() -> int;
// --- Callbacks para SDL_MAIN_USE_CALLBACKS ---
auto iterate() -> SDL_AppResult; // Avanza un frame de la sección activa
auto handleEvent(SDL_Event& event) -> SDL_AppResult; // Procesa un evento SDL
// --- Debug config (accesible desde otras clases) ---
struct DebugConfig {
@@ -37,6 +52,16 @@ class Director {
std::string executable_path_; // Ruta del ejecutable
std::string system_folder_; // Carpeta del sistema para almacenar datos
// --- Sección activa (una y sólo una viva en cada momento) ---
std::unique_ptr<Logo> logo_;
std::unique_ptr<Intro> intro_;
std::unique_ptr<Title> title_;
std::unique_ptr<Game> game_;
std::unique_ptr<Instructions> instructions_;
std::unique_ptr<HiScoreTable> hi_score_table_;
std::unique_ptr<Credits> credits_;
Section::Name last_built_section_name_ = Section::Name::RESET;
// --- Inicialización y cierre del sistema ---
void init(); // Inicializa la aplicación
static void close(); // Cierra y libera recursos
@@ -51,16 +76,10 @@ class Director {
void loadAssets(); // Crea el índice de archivos disponibles
void checkProgramArguments(int argc, std::span<char*> argv); // Verifica los parámetros del programa // NOLINT(modernize-avoid-c-arrays)
// --- Secciones del programa ---
static void runLogo(); // Ejecuta la pantalla con el logo
static void runIntro(); // Ejecuta la introducción del juego
static void runTitle(); // Ejecuta la pantalla de título
static void runGame(); // Inicia el juego
static void runInstructions(); // Muestra las instrucciones
static void runCredits(); // Muestra los créditos del juego
static void runHiScoreTable(); // Muestra la tabla de puntuaciones
static void runDemoGame(); // Ejecuta el modo demo
static void reset(); // Reinicia objetos y vuelve a la sección inicial
// --- Gestión de secciones ---
void handleSectionTransition(); // Destruye la sección anterior y construye la nueva si Section::name ha cambiado
void resetActiveSection(); // Libera todos los unique_ptr de sección
static void reset(); // Reinicia objetos y vuelve a la sección inicial
// --- Gestión de archivos de idioma ---
auto getLangFile(Lang::Code code) -> std::string; // Obtiene un fichero de idioma según el código

View File

@@ -1,477 +0,0 @@
#ifndef JA_USESDLMIXER
#include "jail_audio.h"
#include <SDL3/SDL.h> // Para SDL_AudioFormat, SDL_BindAudioStream, SDL_SetAudioStreamGain, SDL_PutAudioStreamData, SDL_DestroyAudioStream, SDL_GetAudioStreamAvailable, Uint8, SDL_CreateAudioStream, SDL_UnbindAudioStream, Uint32, SDL_CloseAudioDevice, SDL_GetTicks, SDL_Log, SDL_free, SDL_AudioSpec, SDL_AudioStream, SDL_IOFromMem, SDL_LoadWAV, SDL_LoadWAV_IO, SDL_OpenAudioDevice, SDL_clamp, SDL_malloc, SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, SDL_AudioDeviceID, SDL_memcpy
#include <stdint.h> // Para uint32_t, uint8_t
#include <stdio.h> // Para NULL, fseek, printf, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> // Para free, malloc
#include <string.h> // Para strcpy, strlen
#include "stb_vorbis.h" // Para stb_vorbis_decode_memory
#define JA_MAX_SIMULTANEOUS_CHANNELS 20
#define JA_MAX_GROUPS 2
struct JA_Sound_t
{
SDL_AudioSpec spec { SDL_AUDIO_S16, 2, 48000 };
Uint32 length { 0 };
Uint8 *buffer { NULL };
};
struct JA_Channel_t
{
JA_Sound_t *sound { nullptr };
int pos { 0 };
int times { 0 };
int group { 0 };
SDL_AudioStream *stream { nullptr };
JA_Channel_state state { JA_CHANNEL_FREE };
};
struct JA_Music_t
{
SDL_AudioSpec spec { SDL_AUDIO_S16, 2, 48000 };
Uint32 length { 0 };
Uint8 *buffer { nullptr };
char *filename { nullptr };
int pos { 0 };
int times { 0 };
SDL_AudioStream *stream { nullptr };
JA_Music_state state { JA_MUSIC_INVALID };
};
JA_Music_t *current_music { nullptr };
JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
SDL_AudioSpec JA_audioSpec { SDL_AUDIO_S16, 2, 48000 };
float JA_musicVolume { 1.0f };
float JA_soundVolume[JA_MAX_GROUPS];
bool JA_musicEnabled { true };
bool JA_soundEnabled { true };
SDL_AudioDeviceID sdlAudioDevice { 0 };
//SDL_TimerID JA_timerID { 0 };
bool fading = false;
int fade_start_time;
int fade_duration;
int fade_initial_volume;
void JA_Update()
{
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING)
{
if (fading) {
int time = SDL_GetTicks();
if (time > (fade_start_time+fade_duration)) {
fading = false;
JA_StopMusic();
return;
} else {
const int time_passed = time - fade_start_time;
const float percent = (float)time_passed / (float)fade_duration;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume*(1.0 - percent));
}
}
if (current_music->times != 0)
{
if ((Uint32)SDL_GetAudioStreamAvailable(current_music->stream) < (current_music->length/2)) {
SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length);
}
if (current_music->times>0) current_music->times--;
}
else
{
if (SDL_GetAudioStreamAvailable(current_music->stream) == 0) JA_StopMusic();
}
}
if (JA_soundEnabled)
{
for (int i=0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
if (channels[i].state == JA_CHANNEL_PLAYING)
{
if (channels[i].times != 0)
{
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length/2)) {
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer, channels[i].sound->length);
if (channels[i].times>0) channels[i].times--;
}
}
else
{
if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0) JA_StopChannel(i);
}
}
}
return;
}
void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels)
{
#ifdef DEBUG
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
#endif
JA_audioSpec = {format, num_channels, freq };
if (!sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
if (sdlAudioDevice==0) SDL_Log("Failed to initialize SDL audio!");
for (int i=0; i<JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
for (int i=0; i<JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
}
void JA_Quit()
{
if (!sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = 0;
}
JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
{
JA_Music_t *music = new JA_Music_t();
int chan, samplerate;
short *output;
music->length = stb_vorbis_decode_memory(buffer, length, &chan, &samplerate, &output) * chan * 2;
music->spec.channels = chan;
music->spec.freq = samplerate;
music->spec.format = SDL_AUDIO_S16;
music->buffer = (Uint8*)SDL_malloc(music->length);
SDL_memcpy(music->buffer, output, music->length);
free(output);
music->pos = 0;
music->state = JA_MUSIC_STOPPED;
return music;
}
JA_Music_t *JA_LoadMusic(const char* filename)
{
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE *f = fopen(filename, "rb");
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8*)malloc(fsize + 1);
if (fread(buffer, fsize, 1, f)!=1) return NULL;
fclose(f);
JA_Music_t *music = JA_LoadMusic(buffer, fsize);
music->filename = (char*)malloc(strlen(filename)+1);
strcpy(music->filename, filename);
free(buffer);
return music;
}
void JA_PlayMusic(JA_Music_t *music, const int loop)
{
if (!JA_musicEnabled) return;
JA_StopMusic();
current_music = music;
current_music->pos = 0;
current_music->state = JA_MUSIC_PLAYING;
current_music->times = loop;
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length)) printf("[ERROR] SDL_PutAudioStreamData failed!\n");
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
//SDL_ResumeAudioStreamDevice(current_music->stream);
}
char *JA_GetMusicFilename(JA_Music_t *music)
{
if (!music) music = current_music;
return music->filename;
}
void JA_PauseMusic()
{
if (!JA_musicEnabled) return;
if (!current_music || current_music->state == JA_MUSIC_INVALID) return;
current_music->state = JA_MUSIC_PAUSED;
//SDL_PauseAudioStreamDevice(current_music->stream);
SDL_UnbindAudioStream(current_music->stream);
}
void JA_ResumeMusic()
{
if (!JA_musicEnabled) return;
if (!current_music || current_music->state == JA_MUSIC_INVALID) return;
current_music->state = JA_MUSIC_PLAYING;
//SDL_ResumeAudioStreamDevice(current_music->stream);
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
}
void JA_StopMusic()
{
if (!JA_musicEnabled) return;
if (!current_music || current_music->state == JA_MUSIC_INVALID) return;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
//SDL_PauseAudioStreamDevice(current_music->stream);
SDL_DestroyAudioStream(current_music->stream);
current_music->stream = nullptr;
free(current_music->filename);
current_music->filename = nullptr;
}
void JA_FadeOutMusic(const int milliseconds)
{
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
fading = true;
fade_start_time = SDL_GetTicks();
fade_duration = milliseconds;
fade_initial_volume = JA_musicVolume;
}
JA_Music_state JA_GetMusicState()
{
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
if (!current_music) return JA_MUSIC_INVALID;
return current_music->state;
}
void JA_DeleteMusic(JA_Music_t *music)
{
if (current_music == music) current_music = nullptr;
SDL_free(music->buffer);
if (music->stream) SDL_DestroyAudioStream(music->stream);
delete music;
}
float JA_SetMusicVolume(float volume)
{
JA_musicVolume = SDL_clamp( volume, 0.0f, 1.0f );
if (current_music) SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
return JA_musicVolume;
}
void JA_SetMusicPosition(float value)
{
if (!current_music) return;
current_music->pos = value * current_music->spec.freq;
}
float JA_GetMusicPosition()
{
if (!current_music) return 0;
return float(current_music->pos)/float(current_music->spec.freq);
}
void JA_EnableMusic(const bool value)
{
if ( !value && current_music && (current_music->state==JA_MUSIC_PLAYING) ) JA_StopMusic();
JA_musicEnabled = value;
}
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length)
{
JA_Sound_t *sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
return sound;
}
JA_Sound_t *JA_LoadSound(uint8_t* buffer, uint32_t size)
{
JA_Sound_t *sound = new JA_Sound_t();
SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size),1, &sound->spec, &sound->buffer, &sound->length);
return sound;
}
JA_Sound_t *JA_LoadSound(const char* filename)
{
JA_Sound_t *sound = new JA_Sound_t();
SDL_LoadWAV(filename, &sound->spec, &sound->buffer, &sound->length);
return sound;
}
int JA_PlaySound(JA_Sound_t *sound, const int loop, const int group)
{
if (!JA_soundEnabled) return -1;
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
JA_StopChannel(channel);
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].state = JA_CHANNEL_PLAYING;
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer, channels[channel].sound->length);
SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]);
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
return channel;
}
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop, const int group)
{
if (!JA_soundEnabled) return -1;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
JA_StopChannel(channel);
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].state = JA_CHANNEL_PLAYING;
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer, channels[channel].sound->length);
SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]);
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
return channel;
}
void JA_DeleteSound(JA_Sound_t *sound)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
}
SDL_free(sound->buffer);
delete sound;
}
void JA_PauseChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (channel == -1)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
if (channels[i].state == JA_CHANNEL_PLAYING)
{
channels[i].state = JA_CHANNEL_PAUSED;
//SDL_PauseAudioStreamDevice(channels[i].stream);
SDL_UnbindAudioStream(channels[i].stream);
}
}
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
{
if (channels[channel].state == JA_CHANNEL_PLAYING)
{
channels[channel].state = JA_CHANNEL_PAUSED;
//SDL_PauseAudioStreamDevice(channels[channel].stream);
SDL_UnbindAudioStream(channels[channel].stream);
}
}
}
void JA_ResumeChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (channel == -1)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
if (channels[i].state == JA_CHANNEL_PAUSED)
{
channels[i].state = JA_CHANNEL_PLAYING;
//SDL_ResumeAudioStreamDevice(channels[i].stream);
SDL_BindAudioStream(sdlAudioDevice, channels[i].stream);
}
}
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
{
if (channels[channel].state == JA_CHANNEL_PAUSED)
{
channels[channel].state = JA_CHANNEL_PLAYING;
//SDL_ResumeAudioStreamDevice(channels[channel].stream);
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
}
}
}
void JA_StopChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (channel == -1)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state != JA_CHANNEL_FREE) SDL_DestroyAudioStream(channels[i].stream);
channels[i].stream = nullptr;
channels[i].state = JA_CHANNEL_FREE;
channels[i].pos = 0;
channels[i].sound = NULL;
}
}
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
{
if (channels[channel].state != JA_CHANNEL_FREE) SDL_DestroyAudioStream(channels[channel].stream);
channels[channel].stream = nullptr;
channels[channel].state = JA_CHANNEL_FREE;
channels[channel].pos = 0;
channels[channel].sound = NULL;
}
}
JA_Channel_state JA_GetChannelState(const int channel)
{
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
return channels[channel].state;
}
float JA_SetSoundVolume(float volume, const int group)
{
const float v = SDL_clamp( volume, 0.0f, 1.0f );
for (int i = 0; i < JA_MAX_GROUPS; ++i) {
if (group==-1 || group==i) JA_soundVolume[i]=v;
}
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
if ( ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) &&
((group==-1) || (channels[i].group==group)) )
SDL_SetAudioStreamGain(channels[i].stream, JA_soundVolume[i]);
return v;
}
void JA_EnableSound(const bool value)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
if (channels[i].state == JA_CHANNEL_PLAYING) JA_StopChannel(i);
}
JA_soundEnabled = value;
}
float JA_SetVolume(float volume)
{
JA_SetSoundVolume(JA_SetMusicVolume(volume) / 2.0f);
return JA_musicVolume;
}
#endif

View File

@@ -1,43 +0,0 @@
#pragma once
#include <SDL3/SDL.h>
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED, JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED, JA_MUSIC_DISABLED };
struct JA_Sound_t;
struct JA_Music_t;
void JA_Update();
void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels);
void JA_Quit();
JA_Music_t *JA_LoadMusic(const char* filename);
JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length);
void JA_PlayMusic(JA_Music_t *music, const int loop = -1);
char *JA_GetMusicFilename(JA_Music_t *music = nullptr);
void JA_PauseMusic();
void JA_ResumeMusic();
void JA_StopMusic();
void JA_FadeOutMusic(const int milliseconds);
JA_Music_state JA_GetMusicState();
void JA_DeleteMusic(JA_Music_t *music);
float JA_SetMusicVolume(float volume);
void JA_SetMusicPosition(float value);
float JA_GetMusicPosition();
void JA_EnableMusic(const bool value);
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound_t *sound, const int loop = 0, const int group=0);
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop = 0, const int group=0);
void JA_PauseChannel(const int channel);
void JA_ResumeChannel(const int channel);
void JA_StopChannel(const int channel);
JA_Channel_state JA_GetChannelState(const int channel);
void JA_DeleteSound(JA_Sound_t *sound);
float JA_SetSoundVolume(float volume, const int group=0);
void JA_EnableSound(const bool value);
float JA_SetVolume(float volume);

555
source/external/jail_audio.hpp vendored Normal file
View File

@@ -0,0 +1,555 @@
#pragma once
// --- Includes ---
#include <SDL3/SDL.h>
#include <stdint.h> // Para uint32_t, uint8_t
#include <stdio.h> // Para NULL, fseek, printf, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> // Para free, malloc
#include <string.h> // Para strcpy, strlen
#define STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h" // Para stb_vorbis_decode_memory
// --- Public Enums ---
enum JA_Channel_state { JA_CHANNEL_INVALID,
JA_CHANNEL_FREE,
JA_CHANNEL_PLAYING,
JA_CHANNEL_PAUSED,
JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID,
JA_MUSIC_PLAYING,
JA_MUSIC_PAUSED,
JA_MUSIC_STOPPED,
JA_MUSIC_DISABLED };
// --- Struct Definitions ---
#define JA_MAX_SIMULTANEOUS_CHANNELS 20
#define JA_MAX_GROUPS 2
struct JA_Sound_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8* buffer{NULL};
};
struct JA_Channel_t {
JA_Sound_t* sound{nullptr};
int pos{0};
int times{0};
int group{0};
SDL_AudioStream* stream{nullptr};
JA_Channel_state state{JA_CHANNEL_FREE};
};
struct JA_Music_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
// OGG comprimit en memòria. Propietat nostra; es copia des del fitxer una
// sola vegada en JA_LoadMusic i es descomprimix en chunks per streaming.
Uint8* ogg_data{nullptr};
Uint32 ogg_length{0};
stb_vorbis* vorbis{nullptr}; // Handle del decoder, viu tot el cicle del JA_Music_t
char* filename{nullptr};
int times{0}; // Loops restants (-1 = infinit, 0 = un sol play)
SDL_AudioStream* stream{nullptr};
JA_Music_state state{JA_MUSIC_INVALID};
};
// --- Internal Global State ---
// Marcado 'inline' (C++17) para asegurar una única instancia.
inline JA_Music_t* current_music{nullptr};
inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
inline SDL_AudioSpec JA_audioSpec{SDL_AUDIO_S16, 2, 48000};
inline float JA_musicVolume{1.0f};
inline float JA_soundVolume[JA_MAX_GROUPS];
inline bool JA_musicEnabled{true};
inline bool JA_soundEnabled{true};
inline SDL_AudioDeviceID sdlAudioDevice{0};
inline bool fading{false};
inline int fade_start_time{0};
inline int fade_duration{0};
inline float fade_initial_volume{0.0f}; // Corregido de 'int' a 'float'
// --- Forward Declarations ---
inline void JA_StopMusic();
inline void JA_StopChannel(const int channel);
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
// --- Music streaming internals ---
// Bytes-per-sample per canal (sempre s16)
static constexpr int JA_MUSIC_BYTES_PER_SAMPLE = 2;
// Quants shorts decodifiquem per crida a get_samples_short_interleaved.
// 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz.
static constexpr int JA_MUSIC_CHUNK_SHORTS = 8192;
// Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a
// l'SDL_AudioStream per absorbir jitter de frame i evitar underruns.
static constexpr float JA_MUSIC_LOW_WATER_SECONDS = 0.5f;
// Decodifica un chunk del vorbis i el volca a l'stream. Retorna samples
// decodificats per canal (0 = EOF de l'stream vorbis).
inline int JA_FeedMusicChunk(JA_Music_t* music) {
if (!music || !music->vorbis || !music->stream) return 0;
short chunk[JA_MUSIC_CHUNK_SHORTS];
const int channels = music->spec.channels;
const int samples_per_channel = stb_vorbis_get_samples_short_interleaved(
music->vorbis,
channels,
chunk,
JA_MUSIC_CHUNK_SHORTS);
if (samples_per_channel <= 0) return 0;
const int bytes = samples_per_channel * channels * JA_MUSIC_BYTES_PER_SAMPLE;
SDL_PutAudioStreamData(music->stream, chunk, bytes);
return samples_per_channel;
}
// Reompli l'stream fins que tinga ≥ JA_MUSIC_LOW_WATER_SECONDS bufferats.
// En arribar a EOF del vorbis, aplica el loop (times) o deixa drenar.
inline void JA_PumpMusic(JA_Music_t* music) {
if (!music || !music->vorbis || !music->stream) return;
const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE;
const int low_water_bytes = static_cast<int>(JA_MUSIC_LOW_WATER_SECONDS * static_cast<float>(bytes_per_second));
while (SDL_GetAudioStreamAvailable(music->stream) < low_water_bytes) {
const int decoded = JA_FeedMusicChunk(music);
if (decoded > 0) continue;
// EOF: si queden loops, rebobinar; si no, tallar i deixar drenar.
if (music->times != 0) {
stb_vorbis_seek_start(music->vorbis);
if (music->times > 0) music->times--;
} else {
break;
}
}
}
// --- Core Functions ---
inline void JA_Update() {
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
if (fading) {
int time = SDL_GetTicks();
if (time > (fade_start_time + fade_duration)) {
fading = false;
JA_StopMusic();
return;
} else {
const int time_passed = time - fade_start_time;
const float percent = (float)time_passed / (float)fade_duration;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * (1.0 - percent));
}
}
// Streaming: rellenem l'stream fins al low-water-mark i parem si el
// vorbis s'ha esgotat i no queden loops.
JA_PumpMusic(current_music);
if (current_music->times == 0 && SDL_GetAudioStreamAvailable(current_music->stream) == 0) {
JA_StopMusic();
}
}
if (JA_soundEnabled) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
if (channels[i].state == JA_CHANNEL_PLAYING) {
if (channels[i].times != 0) {
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2)) {
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer, channels[i].sound->length);
if (channels[i].times > 0) channels[i].times--;
}
} else {
if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0) JA_StopChannel(i);
}
}
}
}
inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) {
#ifdef _DEBUG
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
#endif
JA_audioSpec = {format, num_channels, freq};
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
if (sdlAudioDevice == 0) SDL_Log("Failed to initialize SDL audio!");
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
}
inline void JA_Quit() {
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
sdlAudioDevice = 0;
}
// --- Music Functions ---
inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
if (!buffer || length == 0) return nullptr;
// Còpia del OGG comprimit: stb_vorbis llig de forma persistent aquesta
// memòria mentre el handle estiga viu, així que hem de posseir-la nosaltres.
Uint8* ogg_copy = static_cast<Uint8*>(SDL_malloc(length));
if (!ogg_copy) return nullptr;
SDL_memcpy(ogg_copy, buffer, length);
int error = 0;
stb_vorbis* vorbis = stb_vorbis_open_memory(ogg_copy, static_cast<int>(length), &error, nullptr);
if (!vorbis) {
SDL_free(ogg_copy);
SDL_Log("JA_LoadMusic: stb_vorbis_open_memory failed (error %d)", error);
return nullptr;
}
auto* music = new JA_Music_t();
music->ogg_data = ogg_copy;
music->ogg_length = length;
music->vorbis = vorbis;
const stb_vorbis_info info = stb_vorbis_get_info(vorbis);
music->spec.channels = info.channels;
music->spec.freq = static_cast<int>(info.sample_rate);
music->spec.format = SDL_AUDIO_S16;
music->state = JA_MUSIC_STOPPED;
return music;
}
inline JA_Music_t* JA_LoadMusic(const char* filename) {
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE* f = fopen(filename, "rb");
if (!f) return NULL; // Añadida comprobación de apertura
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
auto* buffer = static_cast<Uint8*>(malloc(fsize + 1));
if (!buffer) { // Añadida comprobación de malloc
fclose(f);
return NULL;
}
if (fread(buffer, fsize, 1, f) != 1) {
fclose(f);
free(buffer);
return NULL;
}
fclose(f);
JA_Music_t* music = JA_LoadMusic(buffer, fsize);
if (music) { // Comprobar que JA_LoadMusic tuvo éxito
music->filename = static_cast<char*>(malloc(strlen(filename) + 1));
if (music->filename) {
strcpy(music->filename, filename);
}
}
free(buffer);
return music;
}
inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
if (!JA_musicEnabled || !music || !music->vorbis) return;
JA_StopMusic();
current_music = music;
current_music->state = JA_MUSIC_PLAYING;
current_music->times = loop;
// Rebobinem l'stream de vorbis al principi. Cobreix tant play-per-primera-
// vegada com replays/canvis de track que tornen a la mateixa pista.
stb_vorbis_seek_start(current_music->vorbis);
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) {
SDL_Log("Failed to create audio stream!");
current_music->state = JA_MUSIC_STOPPED;
return;
}
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
JA_PumpMusic(current_music);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
}
inline char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
if (!music) music = current_music;
if (!music) return nullptr; // Añadida comprobación
return music->filename;
}
inline void JA_PauseMusic() {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return; // Comprobación mejorada
current_music->state = JA_MUSIC_PAUSED;
SDL_UnbindAudioStream(current_music->stream);
}
inline void JA_ResumeMusic() {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PAUSED) return; // Comprobación mejorada
current_music->state = JA_MUSIC_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
}
inline void JA_StopMusic() {
if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
current_music->state = JA_MUSIC_STOPPED;
if (current_music->stream) {
SDL_DestroyAudioStream(current_music->stream);
current_music->stream = nullptr;
}
// Deixem el handle de vorbis viu — es tanca en JA_DeleteMusic.
// Rebobinem perquè un futur JA_PlayMusic comence des del principi.
if (current_music->vorbis) {
stb_vorbis_seek_start(current_music->vorbis);
}
// No liberem filename aquí; es fa en JA_DeleteMusic.
}
inline void JA_FadeOutMusic(const int milliseconds) {
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
fading = true;
fade_start_time = SDL_GetTicks();
fade_duration = milliseconds;
fade_initial_volume = JA_musicVolume;
}
inline JA_Music_state JA_GetMusicState() {
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
if (!current_music) return JA_MUSIC_INVALID;
return current_music->state;
}
inline void JA_DeleteMusic(JA_Music_t* music) {
if (!music) return;
if (current_music == music) {
JA_StopMusic();
current_music = nullptr;
}
if (music->stream) SDL_DestroyAudioStream(music->stream);
if (music->vorbis) stb_vorbis_close(music->vorbis);
SDL_free(music->ogg_data);
free(music->filename); // filename es libera aquí
delete music;
}
inline float JA_SetMusicVolume(float volume) {
JA_musicVolume = SDL_clamp(volume, 0.0f, 1.0f);
if (current_music && current_music->stream) {
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
}
return JA_musicVolume;
}
inline void JA_SetMusicPosition(float /*value*/) {
// No implementat amb el backend de streaming. Mai va arribar a usar-se
// en el codi existent, així que es manté com a stub.
}
inline float JA_GetMusicPosition() {
// Veure nota a JA_SetMusicPosition.
return 0.0f;
}
inline void JA_EnableMusic(const bool value) {
if (!value && current_music && (current_music->state == JA_MUSIC_PLAYING)) JA_StopMusic();
JA_musicEnabled = value;
}
// --- Sound Functions ---
inline JA_Sound_t* JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t* sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
// Nota: spec se queda con los valores por defecto.
return sound;
}
inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
JA_Sound_t* sound = new JA_Sound_t();
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &sound->buffer, &sound->length)) {
SDL_Log("Failed to load WAV from memory: %s", SDL_GetError());
delete sound;
return nullptr;
}
return sound;
}
inline JA_Sound_t* JA_LoadSound(const char* filename) {
JA_Sound_t* sound = new JA_Sound_t();
if (!SDL_LoadWAV(filename, &sound->spec, &sound->buffer, &sound->length)) {
SDL_Log("Failed to load WAV file: %s", SDL_GetError());
delete sound;
return nullptr;
}
return sound;
}
inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) {
if (!JA_soundEnabled || !sound) return -1;
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) {
// No hay canal libre, reemplazamos el primero
channel = 0;
}
return JA_PlaySoundOnChannel(sound, channel, loop, group);
}
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop, const int group) {
if (!JA_soundEnabled || !sound) return -1;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
JA_StopChannel(channel); // Detiene y limpia el canal si estaba en uso
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].group = group; // Asignar grupo
channels[channel].state = JA_CHANNEL_PLAYING;
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
if (!channels[channel].stream) {
SDL_Log("Failed to create audio stream for sound!");
channels[channel].state = JA_CHANNEL_FREE;
return -1;
}
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer, channels[channel].sound->length);
SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]);
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
return channel;
}
inline void JA_DeleteSound(JA_Sound_t* sound) {
if (!sound) return;
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
}
SDL_free(sound->buffer);
delete sound;
}
inline void JA_PauseChannel(const int channel) {
if (!JA_soundEnabled) return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
if (channels[i].state == JA_CHANNEL_PLAYING) {
channels[i].state = JA_CHANNEL_PAUSED;
SDL_UnbindAudioStream(channels[i].stream);
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state == JA_CHANNEL_PLAYING) {
channels[channel].state = JA_CHANNEL_PAUSED;
SDL_UnbindAudioStream(channels[channel].stream);
}
}
}
inline void JA_ResumeChannel(const int channel) {
if (!JA_soundEnabled) return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
if (channels[i].state == JA_CHANNEL_PAUSED) {
channels[i].state = JA_CHANNEL_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, channels[i].stream);
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state == JA_CHANNEL_PAUSED) {
channels[channel].state = JA_CHANNEL_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
}
}
}
inline void JA_StopChannel(const int channel) {
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state != JA_CHANNEL_FREE) {
if (channels[i].stream) SDL_DestroyAudioStream(channels[i].stream);
channels[i].stream = nullptr;
channels[i].state = JA_CHANNEL_FREE;
channels[i].pos = 0;
channels[i].sound = NULL;
}
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state != JA_CHANNEL_FREE) {
if (channels[channel].stream) SDL_DestroyAudioStream(channels[channel].stream);
channels[channel].stream = nullptr;
channels[channel].state = JA_CHANNEL_FREE;
channels[channel].pos = 0;
channels[channel].sound = NULL;
}
}
}
inline JA_Channel_state JA_GetChannelState(const int channel) {
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
return channels[channel].state;
}
inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para todos los grupos
{
const float v = SDL_clamp(volume, 0.0f, 1.0f);
if (group == -1) {
for (int i = 0; i < JA_MAX_GROUPS; ++i) {
JA_soundVolume[i] = v;
}
} else if (group >= 0 && group < JA_MAX_GROUPS) {
JA_soundVolume[group] = v;
} else {
return v; // Grupo inválido
}
// Aplicar volumen a canales activos
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) {
if (group == -1 || channels[i].group == group) {
if (channels[i].stream) {
SDL_SetAudioStreamGain(channels[i].stream, JA_soundVolume[channels[i].group]);
}
}
}
}
return v;
}
inline void JA_EnableSound(const bool value) {
if (!value) {
JA_StopChannel(-1); // Detener todos los canales
}
JA_soundEnabled = value;
}
inline float JA_SetVolume(float volume) {
float v = JA_SetMusicVolume(volume);
JA_SetSoundVolume(v, -1); // Aplicar a todos los grupos de sonido
return v;
}

View File

@@ -306,10 +306,17 @@ void Input::addGamepadMappingsFromFile() {
}
void Input::discoverGamepads() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
handleEvent(event); // Comprueba mandos conectados
// Enumera los gamepads ya conectados sin drenar la cola de eventos de SDL
// (necesario con SDL_MAIN_USE_CALLBACKS, que entrega los eventos por SDL_AppEvent).
int count = 0;
SDL_JoystickID* joysticks = SDL_GetGamepads(&count);
if (joysticks == nullptr) {
return;
}
for (int i = 0; i < count; ++i) {
addGamepad(joysticks[i]);
}
SDL_free(joysticks);
}
void Input::initSDLGamePad() {

View File

@@ -7,15 +7,26 @@ Actualizando a la versión "Arcade Edition" en 08/05/2024
*/
#include <memory> // Para make_unique, unique_ptr
#include <span> // Para span
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL_main.h>
#include <span> // Para span
#include "director.hpp" // Para Director
auto main(int argc, char* argv[]) -> int {
// Crea el objeto Director
auto director = std::make_unique<Director>(argc, std::span<char*>(argv, argc));
// Bucle principal
return Director::run();
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
*appstate = new Director(argc, std::span<char*>(argv, argc));
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void* appstate) {
return static_cast<Director*>(appstate)->iterate();
}
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) {
return static_cast<Director*>(appstate)->handleEvent(*event);
}
void SDL_AppQuit(void* appstate, SDL_AppResult /*result*/) {
delete static_cast<Director*>(appstate);
}

View File

@@ -13,7 +13,7 @@
#include "asset.hpp" // Para Asset
#include "color.hpp" // Para Color, NO_COLOR_MOD
#include "external/jail_audio.h" // Para JA_LoadMusic, JA_LoadSound, JA_DeleteMusic, JA_DeleteSound
#include "external/jail_audio.hpp" // Para JA_LoadMusic, JA_LoadSound, JA_DeleteMusic, JA_DeleteSound
#include "lang.hpp" // Para getText
#include "param.hpp" // Para Param, param, ParamPlayer, ParamResource, ParamGame
#include "resource_helper.hpp" // Para loadFile
@@ -467,10 +467,10 @@ void Resource::reload() {
// Carga los sonidos del juego
void Resource::loadSounds() {
Logger::info("SOUND FILES");
auto list = Asset::get()->getListByType(Asset::Type::SOUND);
sounds_.clear();
int failed = 0;
for (const auto& l : list) {
auto name = getFileName(l);
updateLoadingProgress(name);
@@ -479,21 +479,23 @@ void Resource::loadSounds() {
if (!audio_data.data.empty()) {
sound = JA_LoadSound(audio_data.data.data(), audio_data.data.size());
} else {
// Fallback a cargar desde disco si no está en pack
sound = JA_LoadSound(l.c_str());
}
if (sound == nullptr) {
Logger::error(" Sound load failed: " + name);
++failed;
}
sounds_.emplace_back(name, sound);
Logger::dots("Sound : ", name, "[ LOADED ]");
}
Logger::info("Sounds loaded: " + std::to_string(list.size() - failed) + "/" + std::to_string(list.size()));
}
// Carga las músicas del juego
void Resource::loadMusics() {
Logger::cr();
Logger::info("MUSIC FILES");
auto list = Asset::get()->getListByType(Asset::Type::MUSIC);
musics_.clear();
int failed = 0;
for (const auto& l : list) {
auto name = getFileName(l);
updateLoadingProgress(name);
@@ -502,18 +504,19 @@ void Resource::loadMusics() {
if (!audio_data.data.empty()) {
music = JA_LoadMusic(audio_data.data.data(), audio_data.data.size());
} else {
// Fallback a cargar desde disco si no está en pack
music = JA_LoadMusic(l.c_str());
}
if (music == nullptr) {
Logger::error(" Music load failed: " + name);
++failed;
}
musics_.emplace_back(name, music);
Logger::dots("Music : ", name, "[ LOADED ]");
}
Logger::info("Musics loaded: " + std::to_string(list.size() - failed) + "/" + std::to_string(list.size()));
}
// Carga las texturas del juego
void Resource::loadTextures() {
Logger::cr();
Logger::info("TEXTURES");
auto list = Asset::get()->getListByType(Asset::Type::BITMAP);
textures_.clear();
@@ -522,12 +525,11 @@ void Resource::loadTextures() {
updateLoadingProgress(name);
textures_.emplace_back(name, std::make_shared<Texture>(Screen::get()->getRenderer(), l));
}
Logger::info("Textures loaded: " + std::to_string(list.size()));
}
// Carga los ficheros de texto del juego
void Resource::loadTextFiles() {
Logger::cr();
Logger::info("TEXT FILES");
auto list = Asset::get()->getListByType(Asset::Type::FONT);
text_files_.clear();
@@ -536,12 +538,11 @@ void Resource::loadTextFiles() {
updateLoadingProgress(name);
text_files_.emplace_back(name, Text::loadFile(l));
}
Logger::info("Text files loaded: " + std::to_string(list.size()));
}
// Carga las animaciones del juego
void Resource::loadAnimations() {
Logger::cr();
Logger::info("ANIMATIONS");
auto list = Asset::get()->getListByType(Asset::Type::ANIMATION);
animations_.clear();
@@ -550,12 +551,11 @@ void Resource::loadAnimations() {
updateLoadingProgress(name);
animations_.emplace_back(name, loadAnimationsFromFile(l));
}
Logger::info("Animations loaded: " + std::to_string(list.size()));
}
// Carga los datos para el modo demostración
void Resource::loadDemoData() {
Logger::cr();
Logger::info("DEMO FILES");
auto list = Asset::get()->getListByType(Asset::Type::DEMODATA);
demos_.clear();
@@ -564,13 +564,11 @@ void Resource::loadDemoData() {
updateLoadingProgress(name);
demos_.emplace_back(loadDemoDataFromFile(l));
}
Logger::info("Demo files loaded: " + std::to_string(list.size()));
}
// Crea las texturas de jugadores con todas sus variantes de paleta
void Resource::createPlayerTextures() {
Logger::cr();
Logger::info("CREATING PLAYER TEXTURES");
// Configuración de jugadores y sus paletas
struct PlayerConfig {
std::string base_texture;
@@ -641,9 +639,9 @@ void Resource::createPlayerTextures() {
// Guardar con nombre específico
std::string texture_name = player.name_prefix + "_pal" + std::to_string(palette_idx);
textures_.emplace_back(texture_name, texture);
Logger::dots("Player Texture : ", texture_name, "[ DONE ]");
}
}
Logger::info("Player textures created: " + std::to_string(players.size() * 4));
}
// Crea texturas a partir de textos para mostrar puntuaciones y mensajes
@@ -657,9 +655,6 @@ void Resource::createTextTextures() {
text(std::move(text_init)) {}
};
Logger::cr();
Logger::info("CREATING TEXTURES");
// Texturas de tamaño normal con outline
std::vector<NameAndText> strings1 = {
{"game_text_1000_points", "1.000"},
@@ -673,7 +668,6 @@ void Resource::createTextTextures() {
auto text1 = getText("04b_25_enhanced");
for (const auto& s : strings1) {
textures_.emplace_back(s.name, text1->writeDXToTexture(Text::STROKE, s.text, -2, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
Logger::dots("Texture : ", s.name, "[ DONE ]");
}
// Texturas de tamaño doble
@@ -688,8 +682,9 @@ void Resource::createTextTextures() {
auto text2 = getText("04b_25_2x_enhanced");
for (const auto& s : strings2) {
textures_.emplace_back(s.name, text2->writeDXToTexture(Text::STROKE, s.text, -4, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
Logger::dots("Texture : ", s.name, "[ DONE ]");
}
Logger::info("Text textures created: " + std::to_string(strings1.size() + strings2.size()));
}
// Crea los objetos de texto a partir de los archivos de textura y texto
@@ -707,9 +702,6 @@ void Resource::createText() {
white_texture_file(std::move(w_file)) {}
};
Logger::cr();
Logger::info("CREATING TEXT OBJECTS");
std::vector<ResourceInfo> resources = {
{"04b_25", "04b_25.png", "04b_25.txt"},
{"04b_25_enhanced", "04b_25.png", "04b_25.txt", "04b_25_white.png"}, // Nueva fuente con textura blanca
@@ -735,8 +727,8 @@ void Resource::createText() {
// Crear texto normal
texts_.emplace_back(resource.key, std::make_shared<Text>(getTexture(resource.texture_file), getTextFile(resource.text_file)));
}
Logger::dots("Text : ", resource.key, "[ DONE ]");
}
Logger::info("Text objects created: " + std::to_string(resources.size()));
}
// Vacía el vector de sonidos y libera la memoria asociada
@@ -853,23 +845,6 @@ void Resource::renderProgress() {
screen->coreRender();
}
// Comprueba los eventos durante la carga (permite salir con ESC o cerrar ventana)
void Resource::checkEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT:
exit(0);
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.key == SDLK_ESCAPE) {
exit(0);
}
break;
}
}
}
// Carga los datos para el modo demostración (sin mostrar progreso)
void Resource::loadDemoDataQuiet() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> DEMO FILES (quiet load)");
@@ -892,13 +867,12 @@ void Resource::initProgressBar() {
loading_full_rect_ = {.x = X_PADDING, .y = BAR_Y_POSITION, .w = FULL_BAR_WIDTH, .h = BAR_HEIGHT};
}
// Actualiza el progreso de carga, muestra la barra y procesa eventos
// Actualiza el progreso de carga y muestra la barra
void Resource::updateLoadingProgress(std::string name) {
loading_resource_name_ = std::move(name);
loading_count_.increase();
updateProgressBar();
renderProgress();
checkEvents();
}
// Actualiza la barra de estado

View File

@@ -174,7 +174,6 @@ class Resource {
// --- Métodos internos para gestionar el progreso ---
void calculateTotalResources(); // Calcula el número de recursos para cargar
void renderProgress(); // Muestra el progreso de carga
static void checkEvents(); // Comprueba los eventos durante la carga
void updateLoadingProgress(std::string name); // Actualiza el progreso de carga
void initProgressBar(); // Inicializa los rectangulos que definen la barra de progreso
void updateProgressBar(); // Actualiza la barra de estado

View File

@@ -28,6 +28,7 @@
#include "text.hpp" // Para Text
#include "texture.hpp" // Para Texture
#include "tiled_bg.hpp" // Para TiledBG, TiledBGMode
#include "ui/logger.hpp" // Para section
#include "ui/service_menu.hpp" // Para ServiceMenu
#include "utils.hpp" // Para Zone
@@ -47,6 +48,11 @@ Credits::Credits()
}
initVars();
startCredits();
Logger::section("CREDITS");
// Inicializa el timer de delta time para el primer frame del callback
last_time_ = SDL_GetTicks();
}
// Destructor
@@ -69,7 +75,20 @@ auto Credits::calculateDeltaTime() -> float {
return DELTA_TIME;
}
// Bucle principal
// Avanza un frame (llamado desde Director::iterate)
void Credits::iterate() {
checkInput();
const float DELTA_TIME = calculateDeltaTime();
update(DELTA_TIME);
render();
}
// Procesa un evento (llamado desde Director::handleEvent)
void Credits::handleEvent(const SDL_Event& /*event*/) {
// Eventos globales ya gestionados por Director::handleEvent
}
// Bucle principal legacy (fallback)
void Credits::run() {
last_time_ = SDL_GetTicks();

View File

@@ -22,7 +22,11 @@ class Credits {
Credits();
~Credits();
// --- Bucle principal ---
// --- Callbacks para el bucle SDL_MAIN_USE_CALLBACKS ---
void iterate(); // Ejecuta un frame
void handleEvent(const SDL_Event& event); // Procesa un evento
// --- Bucle principal legacy (fallback) ---
void run();
private:

View File

@@ -41,6 +41,7 @@
#include "smart_sprite.hpp" // Para SmartSprite
#include "stage.hpp" // Para StageManager, StageData
#include "tabe.hpp" // Para Tabe
#include "ui/logger.hpp" // Para section
#include "text.hpp" // Para Text
#include "texture.hpp" // Para Texture
#include "ui/service_menu.hpp" // Para ServiceMenu
@@ -131,6 +132,11 @@ Game::Game(Player::Id player_id, int current_stage, bool demo_enabled)
#ifdef RECORDING
setState(State::PLAYING);
#endif
Logger::section(demo_.enabled ? "GAME (DEMO)" : "GAME");
// Inicializa el timer de delta time para el primer frame del callback
last_time_ = SDL_GetTicks();
}
Game::~Game() {
@@ -978,7 +984,33 @@ auto Game::calculateDeltaTime() -> float {
return DELTA_TIME_MS / 1000.0F; // Convertir de milisegundos a segundos
}
// Bucle para el juego
// Avanza un frame del juego (llamado desde Director::iterate)
void Game::iterate() {
const float DELTA_TIME = calculateDeltaTime();
checkInput();
update(DELTA_TIME);
render();
}
// Procesa un evento del juego (llamado desde Director::handleEvent)
void Game::handleEvent(const SDL_Event& event) {
switch (event.type) {
case SDL_EVENT_WINDOW_FOCUS_LOST:
pause_manager_->setFocusLossPause(!demo_.enabled);
break;
case SDL_EVENT_WINDOW_FOCUS_GAINED:
pause_manager_->setFocusLossPause(false);
break;
default:
break;
}
#ifdef _DEBUG
handleDebugEvents(event);
#endif
}
// Bucle para el juego (fallback legacy)
void Game::run() {
last_time_ = SDL_GetTicks();

View File

@@ -60,7 +60,11 @@ class Game {
Game(Player::Id player_id, int current_stage, bool demo_enabled); // Constructor principal
~Game(); // Destructor
// --- Bucle principal ---
// --- Callbacks para el bucle SDL_MAIN_USE_CALLBACKS ---
void iterate(); // Ejecuta un frame
void handleEvent(const SDL_Event& event); // Procesa un evento
// --- Bucle principal legacy (fallback) ---
void run(); // Ejecuta el bucle principal del juego
private:

View File

@@ -23,6 +23,7 @@
#include "resource.hpp" // Para Resource
#include "screen.hpp" // Para Screen
#include "section.hpp" // Para Name, name, Options, options
#include "ui/logger.hpp" // Para section
#include "sprite.hpp" // Para Sprite
#include "text.hpp" // Para Text, Text::SHADOW, Text::COLOR
#include "texture.hpp" // Para Texture
@@ -45,6 +46,12 @@ HiScoreTable::HiScoreTable()
initBackground();
iniEntryColors();
createSprites();
Logger::section("HI-SCORE TABLE");
// Inicializa el timer de delta time y arranca la música
last_time_ = SDL_GetTicks();
Audio::get()->playMusic("title.ogg");
}
// Destructor
@@ -126,7 +133,20 @@ auto HiScoreTable::calculateDeltaTime() -> float {
return DELTA_TIME;
}
// Bucle para la pantalla de instrucciones
// Avanza un frame (llamado desde Director::iterate)
void HiScoreTable::iterate() {
const float DELTA_TIME = calculateDeltaTime();
checkInput();
update(DELTA_TIME);
render();
}
// Procesa un evento (llamado desde Director::handleEvent)
void HiScoreTable::handleEvent(const SDL_Event& /*event*/) {
// Eventos globales ya gestionados por Director::handleEvent
}
// Bucle para la pantalla de puntuaciones (fallback legacy)
void HiScoreTable::run() {
last_time_ = SDL_GetTicks();
Audio::get()->playMusic("title.ogg");

View File

@@ -27,7 +27,11 @@ class HiScoreTable {
HiScoreTable();
~HiScoreTable();
// --- Bucle principal ---
// --- Callbacks para el bucle SDL_MAIN_USE_CALLBACKS ---
void iterate(); // Ejecuta un frame
void handleEvent(const SDL_Event& event); // Procesa un evento
// --- Bucle principal legacy (fallback) ---
void run();
private:

View File

@@ -23,6 +23,7 @@
#include "sprite.hpp" // Para Sprite
#include "text.hpp" // Para Text, Text::CENTER, Text::COLOR, Text::SHADOW
#include "tiled_bg.hpp" // Para TiledBG, TiledBGMode
#include "ui/logger.hpp" // Para section
#include "utils.hpp"
// Constructor
@@ -57,6 +58,12 @@ Instructions::Instructions()
// Inicializa los sprites de los items
iniSprites();
Logger::section("INSTRUCTIONS");
// Inicializa el timer de delta time y arranca la música
last_time_ = SDL_GetTicks();
Audio::get()->playMusic("title.ogg");
}
// Destructor
@@ -262,7 +269,20 @@ auto Instructions::calculateDeltaTime() -> float {
return DELTA_TIME;
}
// Bucle para la pantalla de instrucciones
// Avanza un frame (llamado desde Director::iterate)
void Instructions::iterate() {
const float DELTA_TIME = calculateDeltaTime();
checkInput();
update(DELTA_TIME);
render();
}
// Procesa un evento (llamado desde Director::handleEvent)
void Instructions::handleEvent(const SDL_Event& /*event*/) {
// Eventos globales ya gestionados por Director::handleEvent
}
// Bucle para la pantalla de instrucciones (fallback legacy)
void Instructions::run() {
last_time_ = SDL_GetTicks();
Audio::get()->playMusic("title.ogg");

View File

@@ -48,7 +48,11 @@ class Instructions {
Instructions();
~Instructions();
// --- Bucle principal ---
// --- Callbacks para el bucle SDL_MAIN_USE_CALLBACKS ---
void iterate(); // Ejecuta un frame
void handleEvent(const SDL_Event& event); // Procesa un evento
// --- Bucle principal legacy (fallback) ---
void run();
private:

View File

@@ -20,6 +20,7 @@
#include "text.hpp" // Para Text
#include "texture.hpp" // Para Texture
#include "tiled_bg.hpp" // Para TiledBG, TiledBGMode
#include "ui/logger.hpp" // Para section
#include "utils.hpp" // Para easeOutBounce
#include "writer.hpp" // Para Writer
@@ -39,6 +40,12 @@ Intro::Intro()
// Configura el fondo
tiled_bg_->setSpeed(TILED_BG_SPEED);
tiled_bg_->setColor(bg_color_);
Logger::section("INTRO");
// Inicializa el timer de delta time y arranca la música
last_time_ = SDL_GetTicks();
Audio::get()->playMusic("intro.ogg", 0);
}
// Comprueba los eventos
@@ -265,7 +272,20 @@ auto Intro::calculateDeltaTime() -> float {
return DELTA_TIME;
}
// Bucle principal
// Avanza un frame (llamado desde Director::iterate)
void Intro::iterate() {
const float DELTA_TIME = calculateDeltaTime();
checkInput();
update(DELTA_TIME);
render();
}
// Procesa un evento (llamado desde Director::handleEvent)
void Intro::handleEvent(const SDL_Event& /*event*/) {
// Eventos globales ya gestionados por Director::handleEvent
}
// Bucle principal legacy (fallback)
void Intro::run() {
last_time_ = SDL_GetTicks();
Audio::get()->playMusic("intro.ogg", 0);

View File

@@ -30,7 +30,11 @@ class Intro {
Intro();
~Intro() = default;
// --- Bucle principal ---
// --- Callbacks para el bucle SDL_MAIN_USE_CALLBACKS ---
void iterate(); // Ejecuta un frame
void handleEvent(const SDL_Event& event); // Procesa un evento
// --- Bucle principal legacy (fallback) ---
void run();
private:

View File

@@ -9,6 +9,7 @@
#include "audio.hpp" // Para Audio
#include "color.hpp" // Para Color
#include "global_events.hpp" // Para handle
#include "ui/logger.hpp" // Para section
#include "global_inputs.hpp" // Para check
#include "input.hpp" // Para Input
#include "param.hpp" // Para Param, ParamGame, param
@@ -47,6 +48,11 @@ Logo::Logo()
jail_sprite_.push_back(std::move(temp));
}
Logger::section("LOGO");
// Inicializa el timer de delta time para el primer frame del callback
last_time_ = SDL_GetTicks();
// Inicializa el vector de colores con la paleta ZX Spectrum
color_.emplace_back(SPECTRUM_BLACK);
color_.emplace_back(SPECTRUM_BLUE);
@@ -169,7 +175,20 @@ auto Logo::calculateDeltaTime() -> float {
return DELTA_TIME;
}
// Bucle para el logo del juego
// Avanza un frame del logo (llamado desde Director::iterate)
void Logo::iterate() {
const float DELTA_TIME = calculateDeltaTime();
checkInput();
update(DELTA_TIME);
render();
}
// Procesa un evento (llamado desde Director::handleEvent)
void Logo::handleEvent(const SDL_Event& /*event*/) {
// Eventos globales (QUIT, resize, hotplug) ya gestionados por Director::handleEvent
}
// Bucle para el logo del juego (fallback legacy)
void Logo::run() {
last_time_ = SDL_GetTicks();

View File

@@ -31,7 +31,11 @@ class Logo {
Logo();
~Logo();
// --- Bucle principal ---
// --- Callbacks para el bucle SDL_MAIN_USE_CALLBACKS ---
void iterate(); // Ejecuta un frame
void handleEvent(const SDL_Event& event); // Procesa un evento
// --- Bucle principal legacy (fallback) ---
void run();
private:

View File

@@ -24,6 +24,7 @@
#include "sprite.hpp" // Para Sprite
#include "text.hpp" // Para Text
#include "tiled_bg.hpp" // Para TiledBG, TiledBGMode
#include "ui/logger.hpp" // Para section
#include "ui/notifier.hpp" // Para Notifier
#include "ui/service_menu.hpp" // Para ServiceMenu
#include "utils.hpp" // Para Zone, BLOCK
@@ -59,6 +60,11 @@ Title::Title()
anchor_.mini_logo = (param.game.height / MINI_LOGO_Y_DIVISOR * MINI_LOGO_Y_FACTOR) + BLOCK;
mini_logo_sprite_->setY(anchor_.mini_logo);
anchor_.copyright_text = anchor_.mini_logo + mini_logo_sprite_->getHeight() + COPYRIGHT_TEXT_SPACING;
Logger::section("TITLE");
// Inicializa el timer de delta time para el primer frame del callback
last_time_ = SDL_GetTicks();
}
// Destructor
@@ -213,7 +219,22 @@ void Title::activatePlayerAndSetState(Player::Id player_id) {
counter_time_ = 0.0F;
}
// Bucle para el titulo del juego
// Avanza un frame (llamado desde Director::iterate)
void Title::iterate() {
const float DELTA_TIME = calculateDeltaTime();
checkInput();
update(DELTA_TIME);
render();
}
// Procesa un evento (llamado desde Director::handleEvent)
void Title::handleEvent(const SDL_Event& event) {
if (event.type == SDL_EVENT_KEY_DOWN) {
handleKeyDownEvent(event);
}
}
// Bucle para el titulo del juego (fallback legacy)
void Title::run() {
last_time_ = SDL_GetTicks();

View File

@@ -40,7 +40,11 @@ class Title {
Title();
~Title();
// --- Bucle principal ---
// --- Callbacks para el bucle SDL_MAIN_USE_CALLBACKS ---
void iterate(); // Ejecuta un frame
void handleEvent(const SDL_Event& event); // Procesa un evento
// --- Bucle principal legacy (fallback) ---
void run();
private:

View File

@@ -365,14 +365,15 @@ void ServiceMenu::initializeOptions() {
// Shader: Desactivat / PostFX / CrtPi
{
const std::string DISABLED_TEXT = Lang::getText("[SERVICE_MENU] SHADER_DISABLED");
std::vector<std::string> shader_values = {DISABLED_TEXT, "PostFX", "CrtPi"};
auto shader_getter = [DISABLED_TEXT]() -> std::string {
if (!Options::video.shader.enabled) { return DISABLED_TEXT; }
std::string disabled_text = Lang::getText("[SERVICE_MENU] SHADER_DISABLED");
std::vector<std::string> shader_values = {disabled_text, "PostFX", "CrtPi"};
auto shader_getter = [disabled_text]() -> std::string {
// NOLINTNEXTLINE(performance-no-automatic-move) -- captura por valor en lambda const, no se puede mover
if (!Options::video.shader.enabled) { return disabled_text; }
return (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) ? "CrtPi" : "PostFX";
};
auto shader_setter = [DISABLED_TEXT](const std::string& val) {
if (val == DISABLED_TEXT) {
auto shader_setter = [disabled_text](const std::string& val) {
if (val == disabled_text) {
Options::video.shader.enabled = false;
} else {
Options::video.shader.enabled = true;

View File

@@ -3,6 +3,7 @@
#include <SDL3/SDL.h> // Para SDL_Event
#include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <functional> // Para function
#include <iterator> // Para pair
#include <memory> // Para unique_ptr
@@ -19,7 +20,7 @@ class MenuRenderer;
class ServiceMenu {
public:
// --- Enums y constantes ---
enum class SettingsGroup {
enum class SettingsGroup : std::uint8_t {
CONTROLS,
VIDEO,
AUDIO,
@@ -27,7 +28,7 @@ class ServiceMenu {
SYSTEM,
MAIN
};
enum class GroupAlignment {
enum class GroupAlignment : std::uint8_t {
CENTERED,
LEFT
};

View File

@@ -3,6 +3,7 @@
#include <SDL3/SDL.h> // Para SDL_FPoint, SDL_FRect
#include <algorithm> // Para min
#include <cstdint> // Para std::uint8_t
#include <memory> // Para allocator, shared_ptr
#include <string> // Para string
#include <vector> // Para vector
@@ -13,7 +14,7 @@
class WindowMessage {
public:
enum class PositionMode {
enum class PositionMode : std::uint8_t {
CENTERED, // La ventana se centra en el punto especificado
FIXED // La esquina superior izquierda coincide con el punto
};
@@ -176,7 +177,7 @@ class WindowMessage {
// Animación de mostrar/ocultar
struct ShowHideAnimation {
enum class Type { NONE,
enum class Type : std::uint8_t { NONE,
SHOWING,
HIDING };

View File

@@ -1,3 +1,4 @@
// NOLINTNEXTLINE(bugprone-reserved-identifier) -- requerido por <cmath> para exponer M_PI en MSVC
#define _USE_MATH_DEFINES
#include "utils.hpp"

View File

@@ -1,6 +0,0 @@
#!/usr/bin/env bash
SECONDS=0
make linux_debug
duration=$SECONDS
echo "$((duration / 60)) minutes and $((duration % 60)) seconds elapsed."

View File

@@ -1,8 +0,0 @@
#!/bin/bash
SOURCEPATH=../source/
for i in "$SOURCEPATH"/*.cpp
do
include-what-you-use -D _DEBUG -std=c++20 -Wall "$i"
done

View File

@@ -1,10 +0,0 @@
#!/bin/bash
SOURCEPATH=../source/
for i in "$SOURCEPATH"/*.cpp
do
include-what-you-use -D DEBUG -std=c++20 -Wall "$i"
read -r -p "Presiona cualquier tecla para continuar..."
clear
done

View File

@@ -1,15 +0,0 @@
#!/bin/bash
# Verifica que se haya proporcionado un archivo como argumento
if [ $# -eq 0 ]; then
echo "Uso: $0 <archivo.cpp>"
exit 1
fi
FILE="$1"
include-what-you-use -D _DEBUG -std=c++20 -Wall "$FILE" \
-I../source \
-Xiwyu --mapping_file=sdl3_mapping.imp \
-Xiwyu --update_comments \
-Xiwyu --verbose=3

View File

@@ -1,8 +0,0 @@
# Per a un fitxer, desde l'arrel del projecte executar:
clang-tidy source/fitxer.cpp -p build/ --fix
# Per a varios fitxers, desde l'arrel:
find source/ \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) | \
xargs -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p build/ --fix'

View File

@@ -1,8 +0,0 @@
*:/home/sergio/gitea/coffee_crisis_arcade_edition/source/stb*
*:/home/sergio/gitea/coffee_crisis_arcade_edition/source/gif.c
*:/home/sergio/gitea/coffee_crisis_arcade_edition/source/jail*
*:/usr/include/*
*:../source/stb*
*:../source/gif.c
*:../source/jail*
*:/usr/include/*

View File

@@ -1,15 +0,0 @@
#!/bin/bash
# 🏁 Ruta base del proyecto
BASE_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition"
# 📁 Ruta al build
BUILD_DIR="$BASE_DIR/build"
# 📄 Archivo de mapping personalizado
MAPPING_FILE="$BASE_DIR/linux_utils/sdl3_mapping.imp"
# 📦 Generar compile_commands.json
echo "🔧 Generando compile_commands.json..."
cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"

View File

@@ -1,553 +0,0 @@
#!/usr/bin/env python3
##===--- iwyu_tool.py -----------------------------------------------------===##
#
# The LLVM Compiler Infrastructure
#
# This file is distributed under the University of Illinois Open Source
# License. See LICENSE.TXT for details.
#
##===----------------------------------------------------------------------===##
""" Driver to consume a Clang compilation database and invoke IWYU.
Example usage with CMake:
# Unix systems
$ mkdir build && cd build
$ CC="clang" CXX="clang++" cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON ...
$ iwyu_tool.py -p .
# Windows systems
$ mkdir build && cd build
$ cmake -DCMAKE_CXX_COMPILER="%VCINSTALLDIR%/bin/cl.exe" \
-DCMAKE_C_COMPILER="%VCINSTALLDIR%/VC/bin/cl.exe" \
-DCMAKE_EXPORT_COMPILE_COMMANDS=ON \
-G Ninja ...
$ python3 iwyu_tool.py -p .
See iwyu_tool.py -h for more details on command-line arguments.
"""
from __future__ import print_function
import os
import re
import sys
import json
import time
import shlex
import shutil
import argparse
import tempfile
import subprocess
CORRECT_RE = re.compile(r'^\((.*?) has correct #includes/fwd-decls\)$')
SHOULD_ADD_RE = re.compile(r'^(.*?) should add these lines:$')
ADD_RE = re.compile('^(.*?) +// (.*)$')
SHOULD_REMOVE_RE = re.compile(r'^(.*?) should remove these lines:$')
FULL_LIST_RE = re.compile(r'The full include-list for (.*?):$')
END_RE = re.compile(r'^---$')
LINES_RE = re.compile(r'^- (.*?) // lines ([0-9]+)-[0-9]+$')
GENERAL, ADD, REMOVE, LIST = range(4)
def clang_formatter(output, style):
""" Process iwyu's output into something clang-like. """
formatted = []
state = (GENERAL, None)
for line in output.splitlines():
match = CORRECT_RE.match(line)
if match:
# See PR#1806 for more info
continue
match = SHOULD_ADD_RE.match(line)
if match:
state = (ADD, match.group(1))
continue
match = SHOULD_REMOVE_RE.match(line)
if match:
state = (REMOVE, match.group(1))
continue
match = FULL_LIST_RE.match(line)
if match:
state = (LIST, match.group(1))
elif END_RE.match(line):
state = (GENERAL, None)
elif not line.strip():
continue
elif state[0] == GENERAL:
formatted.append(line)
elif state[0] == ADD:
match = ADD_RE.match(line)
if match:
formatted.append("%s:1:1: %s: add '%s' (%s)" %
(state[1],
style,
match.group(1),
match.group(2)))
else:
formatted.append("%s:1:1: %s: add '%s'" %
(state[1], style, line))
elif state[0] == REMOVE:
match = LINES_RE.match(line)
line_no = match.group(2) if match else '1'
formatted.append("%s:%s:1: %s: superfluous '%s'" %
(state[1], line_no, style, match.group(1)))
return os.linesep.join(formatted)
DEFAULT_FORMAT = 'iwyu'
FORMATTERS = {
'iwyu': lambda output: output,
'clang': lambda output: clang_formatter(output, style="error"),
'clang-warning': lambda output: clang_formatter(output, style="warning"),
}
if sys.platform.startswith('win'):
# Case-insensitive match on Windows
def normcase(s):
return s.lower()
else:
def normcase(s):
return s
def is_subpath_of(path, parent):
""" Return True if path is equal to or fully contained within parent.
Assumes both paths are canonicalized with os.path.realpath.
"""
parent = normcase(parent)
path = normcase(path)
if path == parent:
return True
if not path.startswith(parent):
return False
# Now we know parent is a prefix of path, but they only share lineage if the
# difference between them starts with a path separator, e.g. /a/b/c/file
# is not a parent of /a/b/c/file.cpp, but /a/b/c and /a/b/c/ are.
parent = parent.rstrip(os.path.sep)
suffix = path[len(parent):]
return suffix.startswith(os.path.sep)
def is_msvc_driver(compile_command):
""" Return True if compile_command matches an MSVC CL-style driver. """
compile_command = normcase(compile_command)
if compile_command.endswith('cl.exe'):
# Native MSVC compiler or clang-cl.exe
return True
if compile_command.endswith('clang-cl'):
# Cross clang-cl on non-Windows
return True
return False
def win_split(cmdline):
""" Minimal implementation of shlex.split for Windows following
https://msdn.microsoft.com/en-us/library/windows/desktop/17w5ykft.aspx.
"""
def split_iter(cmdline):
in_quotes = False
backslashes = 0
arg = ''
for c in cmdline:
if c == '\\':
# MSDN: Backslashes are interpreted literally, unless they
# immediately precede a double quotation mark.
# Buffer them until we know what comes next.
backslashes += 1
elif c == '"':
# Quotes can either be an escaped quote or the start of a quoted
# string. Paraphrasing MSDN:
# Before quotes, place one backslash in the arg for every pair
# of leading backslashes. If the number of backslashes is odd,
# retain the double quotation mark, otherwise interpret it as a
# string delimiter and switch state.
arg += '\\' * (backslashes // 2)
if backslashes % 2 == 1:
arg += c
else:
in_quotes = not in_quotes
backslashes = 0
elif c in (' ', '\t') and not in_quotes:
# MSDN: Arguments are delimited by white space, which is either
# a space or a tab [but only outside of a string].
# Flush any buffered backslashes and yield arg, unless empty.
arg += '\\' * backslashes
if arg:
yield arg
arg = ''
backslashes = 0
else:
# Flush buffered backslashes and append.
arg += '\\' * backslashes
arg += c
backslashes = 0
if arg:
arg += '\\' * backslashes
yield arg
return list(split_iter(cmdline))
def split_command(cmdstr):
""" Split a command string into a list, respecting shell quoting. """
if sys.platform.startswith('win'):
# shlex.split does not work for Windows command-lines, so special-case
# to our own implementation.
cmd = win_split(cmdstr)
else:
cmd = shlex.split(cmdstr)
return cmd
def find_include_what_you_use():
""" Find IWYU executable and return its full pathname. """
env_iwyu_path = os.environ.get('IWYU_BINARY')
if env_iwyu_path:
return os.path.realpath(env_iwyu_path)
# Search in same dir as this script.
iwyu_path = shutil.which('include-what-you-use',
path=os.path.dirname(__file__))
if iwyu_path:
return os.path.realpath(iwyu_path)
# Search the system PATH.
iwyu_path = shutil.which('include-what-you-use')
if iwyu_path:
return os.path.realpath(iwyu_path)
return None
IWYU_EXECUTABLE = find_include_what_you_use()
class Process(object):
""" Manages an IWYU process in flight """
def __init__(self, proc, outfile):
self.proc = proc
self.outfile = outfile
self.output = None
def poll(self):
""" Return the exit code if the process has completed, None otherwise.
"""
return self.proc.poll()
@property
def returncode(self):
return self.proc.returncode
def get_output(self):
""" Return stdout+stderr output of the process.
This call blocks until the process is complete, then returns the output.
"""
if not self.output:
self.proc.wait()
self.outfile.seek(0)
self.output = self.outfile.read().decode("utf-8")
self.outfile.close()
return self.output
@classmethod
def start(cls, invocation):
""" Start a Process for the invocation and capture stdout+stderr. """
outfile = tempfile.TemporaryFile(prefix='iwyu')
process = subprocess.Popen(
invocation.command,
cwd=invocation.cwd,
stdout=outfile,
stderr=subprocess.STDOUT)
return cls(process, outfile)
KNOWN_COMPILER_WRAPPERS=frozenset([
"ccache"
])
class Invocation(object):
""" Holds arguments of an IWYU invocation. """
def __init__(self, command, cwd):
self.command = command
self.cwd = cwd
def __str__(self):
return ' '.join(self.command)
@classmethod
def from_compile_command(cls, entry, extra_args):
""" Parse a JSON compilation database entry into new Invocation. """
if 'arguments' in entry:
# arguments is a command-line in list form.
command = entry['arguments']
elif 'command' in entry:
# command is a command-line in string form, split to list.
command = split_command(entry['command'])
else:
raise ValueError('Invalid compilation database entry: %s' % entry)
if command[0] in KNOWN_COMPILER_WRAPPERS:
# Remove the compiler wrapper from the command.
command = command[1:]
# Rewrite the compile command for IWYU
compile_command, compile_args = command[0], command[1:]
if is_msvc_driver(compile_command):
# If the compiler is cl-compatible, let IWYU be cl-compatible.
extra_args = ['--driver-mode=cl'] + extra_args
command = [IWYU_EXECUTABLE] + extra_args + compile_args
return cls(command, entry['directory'])
def start(self, verbose):
""" Run invocation and collect output. """
if verbose:
print('# %s' % self, file=sys.stderr)
return Process.start(self)
def fixup_compilation_db(compilation_db):
""" Canonicalize paths in JSON compilation database. """
for entry in compilation_db:
# Convert relative paths to absolute ones if possible, based on the entry's directory.
if 'directory' in entry and not os.path.isabs(entry['file']):
entry['file'] = os.path.join(entry['directory'], entry['file'])
# Expand relative paths and symlinks
entry['file'] = os.path.realpath(entry['file'])
return compilation_db
def select_compilation_db(compilation_db, selection):
""" Return a new compilation database reduced to the paths in selection. """
if not selection:
return compilation_db
# Canonicalize selection paths to match compilation database.
selection = [os.path.realpath(p) for p in selection]
new_db = []
for path in selection:
if not os.path.exists(path):
print('warning: \'%s\' not found on disk.' % path, file=sys.stderr)
continue
found = [e for e in compilation_db if is_subpath_of(e['file'], path)]
if not found:
print('warning: \'%s\' not found in compilation database.' % path,
file=sys.stderr)
continue
new_db.extend(found)
return new_db
def slice_compilation_db(compilation_db, selection, exclude):
""" Return a new compilation database with filtered entries. """
new_db = select_compilation_db(compilation_db, selection)
# Canonicalize selection paths to match compilation database.
exclude = [os.path.realpath(p) for p in exclude]
for path in exclude:
if not os.path.exists(path):
print('warning: excluded path \'%s\' not found on disk.' % path,
file=sys.stderr)
continue
new_db = [e for e in new_db if not is_subpath_of(e['file'], path)]
return new_db
def worst_exit_code(worst, cur):
"""Return the most extreme exit code of two.
Negative exit codes occur if the program exits due to a signal (Unix) or
structured exception (Windows). If we've seen a negative one before, keep
it, as it usually indicates a critical error.
Otherwise return the biggest positive exit code.
"""
if cur < 0:
# Negative results take precedence, return the minimum
return min(worst, cur)
elif worst < 0:
# We know cur is non-negative, negative worst must be minimum
return worst
else:
# We know neither are negative, return the maximum
return max(worst, cur)
def execute(invocations, verbose, formatter, jobs, max_load_average=0):
""" Launch processes described by invocations. """
exit_code = 0
if jobs == 1:
for invocation in invocations:
proc = invocation.start(verbose)
print(formatter(proc.get_output()))
exit_code = worst_exit_code(exit_code, proc.returncode)
return exit_code
pending = []
while invocations or pending:
# Collect completed IWYU processes and print results.
complete = [proc for proc in pending if proc.poll() is not None]
for proc in complete:
pending.remove(proc)
print(formatter(proc.get_output()))
exit_code = worst_exit_code(exit_code, proc.returncode)
# Schedule new processes if there's room.
capacity = jobs - len(pending)
if max_load_average > 0:
one_min_load_average, _, _ = os.getloadavg()
load_capacity = max_load_average - one_min_load_average
if load_capacity < 0:
load_capacity = 0
if load_capacity < capacity:
capacity = int(load_capacity)
if not capacity and not pending:
# Ensure there is at least one job running.
capacity = 1
pending.extend(i.start(verbose) for i in invocations[:capacity])
invocations = invocations[capacity:]
# Yield CPU.
time.sleep(0.0001)
return exit_code
def main(compilation_db_path, source_files, exclude, verbose, formatter, jobs,
max_load_average, extra_args):
""" Entry point. """
if not IWYU_EXECUTABLE:
print('error: include-what-you-use executable not found',
file=sys.stderr)
return 1
try:
if os.path.isdir(compilation_db_path):
compilation_db_path = os.path.join(compilation_db_path,
'compile_commands.json')
# Read compilation db from disk.
compilation_db_path = os.path.realpath(compilation_db_path)
with open(compilation_db_path, 'r') as fileobj:
compilation_db = json.load(fileobj)
except IOError as why:
print('error: failed to parse compilation database: %s' % why,
file=sys.stderr)
return 1
compilation_db = fixup_compilation_db(compilation_db)
compilation_db = slice_compilation_db(compilation_db, source_files, exclude)
# Transform compilation db entries into a list of IWYU invocations.
invocations = [
Invocation.from_compile_command(e, extra_args) for e in compilation_db
]
return execute(invocations, verbose, formatter, jobs, max_load_average)
def _bootstrap(sys_argv):
""" Parse arguments and dispatch to main(). """
# This hackery is necessary to add the forwarded IWYU args to the
# usage and help strings.
def customize_usage(parser):
""" Rewrite the parser's format_usage. """
original_format_usage = parser.format_usage
parser.format_usage = lambda: original_format_usage().rstrip() + \
' -- [<IWYU args>]' + os.linesep
def customize_help(parser):
""" Rewrite the parser's format_help. """
original_format_help = parser.format_help
def custom_help():
""" Customized help string, calls the adjusted format_usage. """
helpmsg = original_format_help()
helplines = helpmsg.splitlines()
helplines[0] = parser.format_usage().rstrip()
return os.linesep.join(helplines) + os.linesep
parser.format_help = custom_help
# Parse arguments.
parser = argparse.ArgumentParser(
description='Include-what-you-use compilation database driver.',
epilog='Assumes include-what-you-use is available on the PATH.')
customize_usage(parser)
customize_help(parser)
parser.add_argument('-v', '--verbose', action='store_true',
help='Print IWYU commands')
parser.add_argument('-o', '--output-format', type=str,
choices=FORMATTERS.keys(), default=DEFAULT_FORMAT,
help='Output format (default: %s)' % DEFAULT_FORMAT)
parser.add_argument('-j', '--jobs', type=int, default=1,
nargs='?', const=0,
help=('Number of concurrent subprocesses. If zero, '
'will try to match the logical cores of the '
'system.'))
parser.add_argument('-l', '--load', type=float, default=0,
help=('Do not start new jobs if the 1min load average '
'is greater than the provided value'))
parser.add_argument('-p', metavar='<build-path>', required=True,
help='Compilation database path', dest='dbpath')
parser.add_argument('-e', '--exclude', action='append', default=[],
help=('Do not run IWYU on source files (or directories) '
'below this path.'))
parser.add_argument('source', nargs='*',
help=('Zero or more source files (or directories) to '
'run IWYU on. Defaults to all in compilation '
'database.'))
def partition_args(argv):
""" Split around '--' into driver args and IWYU args. """
try:
double_dash = argv.index('--')
return argv[:double_dash], argv[double_dash+1:]
except ValueError:
return argv, []
argv, extra_args = partition_args(sys_argv[1:])
args = parser.parse_args(argv)
jobs = args.jobs
if jobs == 0:
jobs = os.cpu_count() or 1
return main(args.dbpath, args.source, args.exclude, args.verbose,
FORMATTERS[args.output_format], jobs, args.load, extra_args)
if __name__ == '__main__':
sys.exit(_bootstrap(sys.argv))

View File

@@ -1,57 +0,0 @@
#!/bin/bash
# Script para ejecutar clang-tidy en múltiples directorios
# Uso: ./run_clang-tidy.sh [--fix]
# --fix: Aplica las correcciones automáticamente (opcional)
# Detectar si se pasó el parámetro --fix
FIX_FLAG=""
if [[ "$1" == "--fix" ]]; then
FIX_FLAG="--fix"
echo "Modo: Aplicando correcciones automáticamente (--fix)"
else
echo "Modo: Solo análisis (sin --fix)"
fi
echo
# Lista de rutas donde ejecutar clang-tidy
PATHS=(
"/home/sergio/gitea/coffee_crisis_arcade_edition/source"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/rendering"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/rendering/opengl"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/sections"
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/ui"
)
# Ruta del directorio build (relativa desde donde se ejecuta el script)
BUILD_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition/build/"
# Función para procesar un directorio
process_directory() {
local dir="$1"
echo "=== Procesando directorio: $dir ==="
# Verificar que el directorio existe
if [[ ! -d "$dir" ]]; then
echo "Error: El directorio $dir no existe"
return 1
fi
# Cambiar al directorio y ejecutar find con -maxdepth 1 para un solo nivel
cd "$dir" || return 1
# Buscar archivos .cpp, .h, .hpp solo en el nivel actual (no subdirectorios)
find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) -print0 | \
xargs -0 -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' '"$FIX_FLAG"
echo "=== Completado: $dir ==="
echo
}
# Procesar cada directorio en la lista
for path in "${PATHS[@]}"; do
process_directory "$path"
done
echo "¡Proceso completado para todos los directorios!"

View File

@@ -1,54 +0,0 @@
#!/bin/bash
# Función para mostrar el uso del script
mostrar_uso() {
echo "Uso: $0 [-o opción]"
echo "Opciones:"
echo " w Ejecutar cppcheck con warning, style, performance"
echo " a Ejecutar cppcheck con todas las opciones habilitadas"
echo " u Ejecutar cppcheck para unusedFunction"
}
# Inicializar las variables
opcion=""
# Procesar las opciones
while getopts "o:" opt; do
case $opt in
o)
opcion=$OPTARG
;;
*)
mostrar_uso
exit 1
;;
esac
done
# Ejecutar según la opción seleccionada
case $opcion in
w)
cppcheck --force --enable=warning,style,performance --std=c++20 \
--check-level=exhaustive \
--suppressions-list=./cppcheck_suppressions \
../source/ \
2>./cppcheck-result-warning-style-performance.txt
;;
a)
cppcheck --force --enable=all -I /usr/include --std=c++20 \
--suppress=missingIncludeSystem \
--suppressions-list=./cppcheck_suppressions \
../source/ \
2>./cppcheck-result-all.txt
;;
u)
cppcheck --enable=style --std=c++20 \
--suppressions-list=./cppcheck_suppressions \
../source/ \
2>./cppcheck-result-unusedFunction.txt
;;
*)
mostrar_uso
exit 1
;;
esac

View File

@@ -1,26 +0,0 @@
#!/bin/bash
# 🏁 Ruta base del proyecto
BASE_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition"
# 📁 Ruta al build
BUILD_DIR="$BASE_DIR/build"
# 📄 Archivo de mapping personalizado
MAPPING_FILE="$BASE_DIR/linux_utils/sdl3_mapping.imp"
# 📦 Generar compile_commands.json
echo "🔧 Generando compile_commands.json..."
cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"
# 🛠️ Ejecutar IWYU con fix_includes.py
echo "🚀 Ejecutando IWYU..."
./iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
| fix_include --update_comments --reorder --nosafe_headers
# 🧹 Reemplazar // for por // Para en líneas de #include
echo "✍️ Corrigiendo comentarios en includes..."
find "$BASE_DIR" -type f \( -name "*.cpp" -o -name "*.h" \) -exec \
sed -i '/^#include .*\/\/ for/s/\/\/ for/\/\/ Para/' {} +
echo "✅ Script completado."

View File

@@ -1,26 +0,0 @@
#!/bin/bash
# 🏁 Ruta base del proyecto
BASE_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition"
# 📁 Ruta al build
BUILD_DIR="$BASE_DIR/build"
# 📄 Archivo de mapping personalizado
MAPPING_FILE="$BASE_DIR/linux_utils/sdl3_mapping.imp"
# 📦 Generar compile_commands.json
echo "🔧 Generando compile_commands.json..."
cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"
# 🛠️ Ejecutar IWYU con fix_includes.py
echo "🚀 Ejecutando IWYU..."
iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
| python3 /usr/bin/fix_includes.py --update_comments --reorder --nosafe_headers --dry_run
# 🧹 Reemplazar // for por // Para en líneas de #include
echo "✍️ Corrigiendo comentarios en includes..."
find "$BASE_DIR" -type f \( -name "*.cpp" -o -name "*.h" \) -exec \
sed -i '/^#include .*\/\/ for/s/\/\/ for/\/\/ Para/' {} +
echo "✅ Script completado."

View File

@@ -1,6 +0,0 @@
#!/bin/bash
valgrind --suppressions=valgrind_exceptions \
--leak-check=full \
~/gitea/coffee_crisis_arcade_edition/coffee_crisis_arcade_edition \
> ~/gitea/coffee_crisis_arcade_edition/linux_utils/valgrind_out.txt 2>&1

View File

@@ -1,57 +0,0 @@
[
{ "include": ["<SDL3/SDL_stdinc.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_assert.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_asyncio.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_atomic.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_audio.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_bits.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_blendmode.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_camera.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_clipboard.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_cpuinfo.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_dialog.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_endian.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_error.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_events.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_filesystem.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_gamepad.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_gpu.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_guid.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_haptic.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_hidapi.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_hints.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_init.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_iostream.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_joystick.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_keyboard.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_keycode.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_loadso.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_locale.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_log.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_messagebox.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_metal.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_misc.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_mouse.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_mutex.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_pen.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_pixels.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_platform.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_power.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_process.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_properties.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_rect.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_render.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_scancode.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_sensor.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_storage.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_surface.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_system.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_thread.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_time.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_timer.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_tray.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_touch.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_version.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_video.h>", "private", "<SDL3/SDL.h>", "public"] },
{ "include": ["<SDL3/SDL_oldnames.h>", "private", "<SDL3/SDL.h>", "public"] }
]

View File

@@ -1,12 +0,0 @@
{
ignore_unversioned_libs
Memcheck:Leak
...
obj:*/lib*/lib*.so
}
{
ignore_versioned_libs
Memcheck:Leak
...
obj:*/lib*/lib*.so.*
}

View File

@@ -0,0 +1,57 @@
# compile_shader.cmake
# Compila un shader GLSL a header C++ embebible con datos SPIR-V.
# Funciona en Windows, Linux y macOS sin bash ni herramientas Unix.
#
# Variables requeridas (pasar con -D al invocar cmake -P):
# GLSLC - ruta al ejecutable glslc
# SRC - archivo fuente GLSL
# OUT_H - archivo header de salida
# VAR - nombre base de la variable C++ (e.g. "postfx_vert_spv")
# STAGE - (opcional) stage explícito para glslc (e.g. "fragment")
cmake_minimum_required(VERSION 3.10)
get_filename_component(SRC_NAME "${SRC}" NAME_WE)
get_filename_component(OUT_DIR "${OUT_H}" DIRECTORY)
set(OUT_SPV "${OUT_DIR}/${SRC_NAME}.spv")
# Compilar GLSL → SPIR-V
if(DEFINED STAGE AND NOT STAGE STREQUAL "")
execute_process(
COMMAND "${GLSLC}" "-fshader-stage=${STAGE}" "${SRC}" -o "${OUT_SPV}"
RESULT_VARIABLE RESULT
ERROR_VARIABLE ERROR_MSG
)
else()
execute_process(
COMMAND "${GLSLC}" "${SRC}" -o "${OUT_SPV}"
RESULT_VARIABLE RESULT
ERROR_VARIABLE ERROR_MSG
)
endif()
if(NOT RESULT EQUAL 0)
message(FATAL_ERROR "glslc falló compilando ${SRC}:\n${ERROR_MSG}")
endif()
# Leer binario SPIR-V como cadena hexadecimal
file(READ "${OUT_SPV}" SPV_HEX HEX)
file(REMOVE "${OUT_SPV}")
string(LENGTH "${SPV_HEX}" HEX_LEN)
math(EXPR BYTE_COUNT "${HEX_LEN} / 2")
# Convertir a array C++ con formato " 0xXX,\n" por byte
string(REGEX REPLACE "([0-9a-f][0-9a-f])" " 0x\\1,\n" SPV_BYTES "${SPV_HEX}")
# Eliminar la última coma y sustituir por el "}" de cierre
string(REGEX REPLACE ",\n$" "}" SPV_BYTES "${SPV_BYTES}")
# Escribir el header
file(WRITE "${OUT_H}"
"#pragma once\n"
"#include <cstddef>\n"
"#include <cstdint>\n"
"static const uint8_t k${VAR}[] = {\n"
"${SPV_BYTES};\n"
"static const size_t k${VAR}_size = ${BYTE_COUNT};\n"
)