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13 Commits

Author SHA1 Message Date
8538a1047f corregit makefile per a macos 2026-04-03 21:48:04 +02:00
e150097edc actualitzat makefile 2026-04-03 21:27:00 +02:00
5f0d1f9577 afegit changelog,md 2026-04-03 21:08:46 +02:00
6d8d02f0e4 corregit el bug introduit en c35889a840 2026-04-03 21:01:44 +02:00
5f7fb8625d intro acabada 2026-04-03 20:40:54 +02:00
ce2fcefd71 almost ... 2026-04-03 18:50:50 +02:00
6f31751d42 aproximant-se 2026-04-03 18:24:58 +02:00
43de2c0b35 treballant en la visió original de la intro 2026-04-03 18:10:27 +02:00
1ca9d0c01b arreglos menors en intro 2026-04-03 17:46:03 +02:00
90d5e6c3cc afegit debug.yaml 2026-04-03 17:37:51 +02:00
a653dad7b0 - modificat el hud de info de fps
- ajustats els presets per defecte
- finestra a 2x i shader off per defecte
- versió en el fitxer de configuracio
2026-04-03 17:13:00 +02:00
cf1f97a84f Afegides les opcions a Service Menu 2026-04-03 16:30:38 +02:00
93fe17c3b2 migrat, amb ajuda de claude, a sdl3gpu (postfx i crtpi) igual que el JDD 2026-04-03 15:08:06 +02:00
53 changed files with 21977 additions and 3891 deletions

200
CHANGELOG.md Normal file
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@@ -0,0 +1,200 @@
# CHANGELOG
Historial de canvis i novetats de Coffee Crisis Arcade Edition.
---
## 2026-04-03
- **Nova intro cinematogràfica**: les tarjetes s'llancen des dels costats de la pantalla amb zoom, rotació i rebot, simulant tirar cartes sobre una mesa. Les anteriors ixen despedides girant quan arriba la següent. Sombra amb efecte de perspectiva 2D→3D.
- **Efectes sonors i visuals en la intro**: shake de pantalla i sons configurables a cada impacte de tarjeta.
- **Migració a SDL3 GPU API**: postfx i crtpi migrats a SDL3GPU (Vulkan/Metal/D3D12).
- **Migració de configuració a YAML**: eliminat el format antic, ara tot en YAML.
- **Afegides opcions al Service Menu**.
- **HUD de FPS retocat**, presets per defecte ajustats, finestra a 2x i shader off per defecte.
- **Corregit bug d'input**: revertit un canvi que causava bucle infinit en F3 (pantalla completa) i F12 (service menu) en totes les escenes excepte Game.
- Neteja de codi: eliminades referencies a OpenGL, fitxers GLSL sobrants, normalitzada la carpeta release i el caption de la finestra.
---
## 2025-10-25
- **Migració a delta_time pur** en credits, instructions i hiscore_table. Eliminat un bug que feia que els credits no acabaren mai si no passaves a mà.
- **Corregida deformació subpixel** de textures en instructions i hiscore_table.
- **Detecció de fitxers de puntuació corruptes**.
- **Efecte de pulsos** afegit al scoreboard.
- Al posar nom, el carrusel apareix directament en el caràcter d'acabar si ja havies posat nom abans.
- Integrat jail_audio en la càrrega de resources.pack.
- Pasaeta de linter en múltiples fitxers.
- Nou icon per al joc.
- Corregida la versió release de macOS per a funcionar correctament amb resources.pack.
---
## 2025-08-21
- **Integració amb resources.pack**: textures, animacions, textos, dades de la demo i jail_audio integrats amb ResourceHelper.
- Actualitzat Makefile per a Windows, Linux i macOS.
- Neteja de temporals al acabar.
---
## 2025-08-17
- **Afegit fade RANDOM_SQUARE2** amb timings canviats a mil·lisegons.
- **Outline parametritzat** per als textos dels items.
- **Colors de camiseta parametritzats** per defecte i quan pillen café.
- Creat `defaults.h` amb els valors per defecte de Param.
- Afegit `param_red.txt` amb guardes en setParams.
- Fix: items que es quedaven engantxats a la part de dalt.
- Fix: en el modo demo, assignava cafés al jugador que no jugava.
- Fix: bug en l'estat pre del fade.
- Fix: globos apareixien un frame mal situats al crear-se des d'un pare.
- Afegit suport per a mapejar botons tipus trigger.
---
## 2025-08-10
- **Service Menu complet**: animació d'apertura/tancament, callback per a posar pausa en el joc, refresc visual al canviar mandos.
- **Mandos en calent**: es poden connectar i desconnectar mandos durant el joc, amb notificació visual.
- **PauseManager** afegit al joc.
- **Càrrega de recursos on_demand**.
- Afegit `shutdown.h` i `system_utils.h`.
- Fix: el nom apareixia duplicat en la tabla de records.
- Fix: Game no es desregistrava de ServiceMenu al destruir-se.
- Precàrrega de textures del jugador amb variants de paleta.
- Actualitzats frameworks per a macOS.
---
## 2025-03-25
- **Nova secció Intro** amb escenes seqüencials, animacions de tarjetes i text narratiu.
- **Shaders respecten l'escalat sencer** i SDL_RenderSetLogicalSize en pantalla completa.
- **Tecla per canviar l'integer scale** (F-key).
- Afegit intro03.png i intro04.png.
- Renomenat InputType a InputActions.
- Actualitzat gamecontrollerdb.txt amb mappings de la recreativa.
- Fix: al fer reset des de Game, en Intro no sonava la música.
- Fix: al acabar la partida i vore els records, torna al títol.
- Fix: amb l'àudio mutat, el fade per al soroll de boles el tornava a deixar activat.
---
## 2025-02-07
- **EnterName millorat**: si has omplit tots els slots, apretar una volta mes fixa el nom.
- **Control de repetició per als eixos del joystick**.
- **La tabla de puntuació** mostra amb altre color la puntuació acabada d'afegir i les aconseguides amb 1CC.
- Nova font per a la intro.
- Afegit efecte d'eixida a les instruccions.
- Afegit disparador per a l'aparició de l'enemic nou.
- Duplicada la font 04b_25 per a versió gris i versió negra.
---
## 2025-01-05
- **Optimitzat el circuit de render** en pantalla.
- **Atenuat de pantalla restaurat**: Fade feia dos SDL_SetRenderDrawBlendMode sense restaurar.
- Fix: es podia polsar per a jugar mentre feia el fade cap a la demo.
- Fix: error en la seqüència final de retrocedir en el temps.
- Calibrats els polsos al gust.
- Afegida una lluna i un sol al fondo.
- La powerball ja no es pot destruir fins que no ha fet un rebot.
- Modificada la cadència de foc sense autofire.
- Afegit botó per a activar o desactivar el ratolí.
---
## 2024-12-31
- **Enemic nou** complet: gràfics, comportament, àudio i veus.
- **Fade out sincronitzat** de vídeo i àudio en el títol i el joc.
- **Roidets de col·lisió** per als globos en certs moments.
- La finestra ja es pot fer tan gran com permeta la pantalla (zoom dinàmic).
- Afegides veus al jugador i efectes de so al rebotar quan mor.
- Afegit delay opcional al flash de Screen.
- Afegit botó per activar o desactivar l'autofire.
- Fix: mode demo desactivava els sons permanentment.
- Actualitzat jail_audio.
---
## 2024-12-05
- **Secció Credits acabada** a 320x240 (i per extensió, a qualsevol resolució).
- **Zoom afegit a la classe Sprite** i al subtítol ARCADE EDITION.
- Duplicats fitxers de shaders per a resolucions verticals de 256 i 240.
- Afegit globalInputs::update() a totes les seccions.
- Fix: faltava corregir el flash de destroyAllBalloons().
- Fix: si saltes el logo, talla el so a meitat sonar.
- Canvi d'idioma amb una tecla (i reinicia).
---
## 2024-11-27
- **Secció Credits**: disseny, música, globos amb play_area definida, opció de canviar la paleta al text.
- Afegides traduccions dels credits.
---
## 2024-11-20
- **Nova animació de mort del personatge**: rebots, llengua fora, ulls en X, gràfics de caure derrotat per al segon jugador.
- **Powerball redissenyada**: nous gràfics, nou comportament, ja no mata directament.
- **Globos fills** ja no ixen centrats al pare (evita apilar-se).
- Arreglos en el nom al obtindre la màxima puntuació.
- Acabat BalloonManager.
- CMakeLists.txt crea l'executable en l'arrel del projecte.
- Nova font de text gran amb el doble de definició.
- Fix: paleta verda del primer jugador ajustada a l'original.
---
## 2024-11-03
- **Teclat com a control independent**: ja pot jugar un jugador amb teclat i altre amb mando, o assignar el teclat a qualsevol jugador.
- **Implementat el final del joc** i l'Attract Mode.
- **Nou motor per a textos en pantalla** (game_text amb textures precarregades).
- **Noves animacions** per a deixar de disparar.
- Al redefinir botons, ja no pots repetir botó.
- Fix: l'animació de morir s'actualitzava dos voltes per frame.
- Fix: l'efecte de flash tenia un valor massa xicotet.
---
## 2024-10-28
- **Classe PathSprite completada**: el game_text gasta PathSprites en lloc de SmartSprites.
- **Time stopper redissenyat**.
- La partida sempre comença igual (createTwoBigBalloons).
- Revisades les classes Balloon i Bullet.
- Millorada l'aparició dels game_text.
- Fix: la paleta dels jugadors no s'iniciava correctament.
---
## 2024-10-20
- **Classe Resource creada**: precàrrega de tots els recursos (textures, música, sons, animacions).
- **Paletes de color** per a textures GIF amb shared_ptr.
- Precàrrega i assignació de paletes.
- Implementat comptador per a posar el nom al acabar la partida.
- Classe Notifier independitzada de Screen amb codis identificadors.
- Afegit codi per a apagar el sistema al eixir del joc.
- Fix: globos verds tenien setters mal assignats i velocitat incorrecta.
- Fix: no guardar el fitxer de puntuacions en el mode demo.
---
## 2024-10-14
- **Versió inicial**: clon del repositori de Coffee Crisis, adaptat per a Arcade Edition.
- Pasaeta de include-what-you-use i cppcheck.
- Estandarització de noms segons convencions (CamelCase, camelBack, snake_case).
- Herències de les classes Sprite corregides.
- Canvi a C++ modern amb smart pointers per a la càrrega de surfaces des de GIF.
- Eliminats últims defines i passats a enum class.

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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
Coffee Crisis Arcade Edition is a 2-player cooperative arcade shooter built with C++20 and SDL3. Players defend coffee against giant balloons. The game targets Windows, Linux, macOS (Intel/Apple Silicon), Raspberry Pi, and Anbernic handhelds.
## Build Commands
The project uses both CMake and a top-level Makefile. The Makefile is the primary build interface.
### CMake (generates compile_commands.json for IDE/linter support)
```bash
cmake -B build -DCMAKE_BUILD_TYPE=Debug # configure
cmake --build build # build
```
### Makefile (delegates to CMake)
```bash
make # build Release via cmake
make debug # build Debug via cmake
make release # create release package (auto-detects OS)
make linux_release # release tar.gz with resources.pack
make windows_release # release zip for Windows
make macos_release # release dmg for macOS (Intel + Apple Silicon)
make raspi_release # release tar.gz for Raspberry Pi
```
### Tools & Resources
```bash
make pack_tool # compile resource packer
make resources.pack # pack data/ into resources.pack (required for release builds)
make spirv # compile GLSL shaders to SPIR-V headers
```
### Code Quality
```bash
make format # run clang-format on all sources (or: cmake --build build --target format)
make format-check # check formatting without modifying
make tidy # run clang-tidy static analysis (cmake --build build --target tidy)
make tidy-fix # run clang-tidy with auto-fix
```
## Architecture
### Singletons (core systems)
- **Director** (`source/director.hpp`) — Application state machine, orchestrates scene transitions (Logo → Intro → Title → Game → Credits/HiScore → Title)
- **Screen** (`source/screen.hpp`) — Window management, SDL3 GPU rendering pipeline, post-processing effects
- **Resource** (`source/resource.hpp`) — Asset loading/caching with PRELOAD and LAZY_LOAD modes, reads from `resources.pack`
- **Audio** (`source/audio.hpp`) — Music and SFX management
- **Input** (`source/input.hpp`) — Keyboard and gamepad input handling
### Scenes (source/sections/)
Each scene is a self-contained class with update/render lifecycle. Scene flow is managed by Director.
### Entity Managers
- `BalloonManager` / `BulletManager` — Object pool-based entity management
- `Player` — Two-player support (player 1: keyboard, player 2: gamepad)
### Rendering Pipeline
- SDL3 GPU API (Vulkan/Metal/D3D12 backends)
- SPIR-V shaders compiled offline from GLSL (`data/shaders/`) via `glslc`
- Compiled shader headers embedded in `source/rendering/sdl3gpu/postfx_*_spv.h`
- macOS uses Metal (no SPIR-V compilation needed)
### Configuration
- Game parameters: `config/param_320x240.txt`, `config/param_320x256.txt`
- Asset manifest: `config/assets.txt`
- Balloon formations: `config/formations.txt`
- Level definitions: `config/stages.txt`
- Gamepad mappings: `config/gamecontrollerdb.txt`
### External Libraries (header-only/vendored in source/external/)
- nlohmann/json, fkyaml (YAML), stb_image, stb_vorbis, jail_audio
## Code Style
Enforced via `.clang-format` (Google-based) and `.clang-tidy`:
- **Naming conventions**: Classes/structs `CamelCase`, methods/functions `camelBack`, variables/params `snake_case`, private/protected members `snake_case_` (trailing underscore), constants/constexpr `UPPER_CASE`, namespaces `CamelCase`, enum values `UPPER_CASE`
- 4-space indentation, no column limit, braces attach to statement
- clang-tidy treats all warnings as errors
## Conditional Compilation Defines
| Define | Purpose |
|--------|---------|
| `WINDOWS_BUILD` / `LINUX_BUILD` / `MACOS_BUILD` | Platform selection |
| `DEBUG` / `VERBOSE` | Debug output |
| `RELEASE_BUILD` | Release-specific code paths |
| `RECORDING` | Demo recording mode |
| `NO_SHADERS` | Disable shader pipeline (Anbernic) |
| `NO_AUDIO` | Build without audio |
| `ARCADE` | Arcade-specific mode |
| `MACOS_BUNDLE` | macOS .app bundle paths |
| `ANBERNIC` | Anbernic handheld build |
## Language
Code comments are in Spanish/Catalan. Game UI supports multiple languages via JSON files in `data/lang/`.

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@@ -81,6 +81,7 @@ set(APP_SOURCES
# --- Sprites y Gráficos ---
source/animated_sprite.cpp
source/background.cpp
source/card_sprite.cpp
source/fade.cpp
source/moving_sprite.cpp
source/path_sprite.cpp
@@ -123,32 +124,43 @@ message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
if(NOT APPLE)
find_program(GLSLC_EXE NAMES glslc)
set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_vert_spv.h")
set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_frag_spv.h")
set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
set(SHADER_CRTPI_SRC "${CMAKE_SOURCE_DIR}/data/shaders/crtpi_frag.glsl")
set(SHADER_UPSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/upscale.frag")
set(SHADER_DOWNSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/downscale.frag")
set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_vert_spv.h")
set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_frag_spv.h")
set(SHADER_CRTPI_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/crtpi_frag_spv.h")
set(SHADER_UPSCALE_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/upscale_frag_spv.h")
set(SHADER_DOWNSCALE_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/downscale_frag_spv.h")
set(ALL_SHADER_SOURCES "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}" "${SHADER_CRTPI_SRC}" "${SHADER_UPSCALE_SRC}" "${SHADER_DOWNSCALE_SRC}")
set(ALL_SHADER_HEADERS "${SHADER_VERT_H}" "${SHADER_FRAG_H}" "${SHADER_CRTPI_H}" "${SHADER_UPSCALE_H}" "${SHADER_DOWNSCALE_H}")
if(GLSLC_EXE)
add_custom_command(
OUTPUT "${SHADER_VERT_H}" "${SHADER_FRAG_H}"
OUTPUT ${ALL_SHADER_HEADERS}
COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
DEPENDS "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}"
DEPENDS ${ALL_SHADER_SOURCES}
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Compilando shaders SPIR-V..."
)
add_custom_target(shaders DEPENDS "${SHADER_VERT_H}" "${SHADER_FRAG_H}")
add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS})
message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
else()
if(NOT EXISTS "${SHADER_VERT_H}" OR NOT EXISTS "${SHADER_FRAG_H}")
message(FATAL_ERROR
"glslc no encontrado y headers SPIR-V no existen.\n"
" Instala glslc: sudo apt install glslang-tools (Linux)\n"
" choco install vulkan-sdk (Windows)\n"
" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
)
else()
message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
endif()
foreach(_h IN LISTS ALL_SHADER_HEADERS)
if(NOT EXISTS "${_h}")
message(FATAL_ERROR
"glslc no encontrado y header SPIR-V no existe: ${_h}\n"
" Instala glslc: sudo apt install glslang-tools (Linux)\n"
" choco install vulkan-sdk (Windows)\n"
" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
)
endif()
endforeach()
message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
endif()
else()
message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
@@ -192,7 +204,17 @@ if(WIN32)
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32)
elseif(APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
set(CMAKE_OSX_ARCHITECTURES "arm64")
if(NOT CMAKE_OSX_ARCHITECTURES)
set(CMAKE_OSX_ARCHITECTURES "arm64")
endif()
if(MACOS_BUNDLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE)
target_link_options(${PROJECT_NAME} PRIVATE
-framework SDL3
-F ${CMAKE_SOURCE_DIR}/release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64
-rpath @executable_path/../Frameworks/
)
endif()
elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
endif()

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@@ -1,233 +1,168 @@
# Directorios
# ==============================================================================
# DIRECTORIES
# ==============================================================================
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
# Variables
# ==============================================================================
# TARGET NAMES
# ==============================================================================
TARGET_NAME := coffee_crisis_arcade_edition
TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME)
APP_NAME := Coffee Crisis Arcade Edition
DIST_DIR := dist
RELEASE_FOLDER := dist/_tmp
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
RESOURCE_FILE := release/windows/coffee.res
# Variables para herramienta de empaquetado
ifeq ($(OS),Windows_NT)
PACK_TOOL := $(DIR_TOOLS)pack_resources/pack_resources.exe
PACK_CXX := $(CXX)
else
PACK_TOOL := $(DIR_TOOLS)pack_resources/pack_resources
PACK_CXX := $(CXX)
endif
PACK_SOURCES := $(DIR_TOOLS)pack_resources/pack_resources.cpp $(DIR_SOURCES)resource_pack.cpp
PACK_INCLUDES := -I$(DIR_ROOT) -I$(DIR_BUILD)
# ==============================================================================
# TOOLS
# ==============================================================================
DIR_PACK_TOOL := $(DIR_TOOLS)pack_resources
SHADER_SCRIPT := $(DIR_ROOT)tools/shaders/compile_spirv.sh
# Versión automática basada en la fecha actual (específica por SO)
# ==============================================================================
# VERSION (fecha actual)
# ==============================================================================
ifeq ($(OS),Windows_NT)
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'")
else
VERSION := $(shell date +%Y-%m-%d)
endif
# Variables específicas para Windows (usando APP_NAME)
# ==============================================================================
# SHELL (Windows usa cmd.exe)
# ==============================================================================
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
SHELL := cmd.exe
endif
# ==============================================================================
# WINDOWS-SPECIFIC VARIABLES
# ==============================================================================
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(DIR_ROOT)$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
else
WIN_TARGET_FILE := $(TARGET_FILE)
WIN_RELEASE_FILE := $(RELEASE_FILE)
endif
# Nombres para los ficheros de lanzamiento
# ==============================================================================
# RELEASE NAMES
# ==============================================================================
WINDOWS_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-win32-x64.zip
MACOS_INTEL_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-intel.dmg
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg
LINUX_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux.tar.gz
RASPI_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-raspberry.tar.gz
# Lista completa de archivos fuente (basada en CMakeLists.txt)
APP_SOURCES := \
source/asset.cpp \
source/audio.cpp \
source/director.cpp \
source/global_events.cpp \
source/global_inputs.cpp \
source/input.cpp \
source/lang.cpp \
source/main.cpp \
source/param.cpp \
source/resource.cpp \
source/resource_helper.cpp \
source/resource_loader.cpp \
source/resource_pack.cpp \
source/screen.cpp \
source/text.cpp \
source/writer.cpp \
source/ui/menu_option.cpp \
source/ui/menu_renderer.cpp \
source/ui/notifier.cpp \
source/ui/service_menu.cpp \
source/ui/ui_message.cpp \
source/ui/window_message.cpp \
source/balloon_formations.cpp \
source/balloon_manager.cpp \
source/balloon.cpp \
source/bullet.cpp \
source/bullet_manager.cpp \
source/enter_name.cpp \
source/explosions.cpp \
source/game_logo.cpp \
source/item.cpp \
source/manage_hiscore_table.cpp \
source/player.cpp \
source/scoreboard.cpp \
source/tabe.cpp \
source/sections/credits.cpp \
source/sections/game.cpp \
source/sections/hiscore_table.cpp \
source/sections/instructions.cpp \
source/sections/intro.cpp \
source/sections/logo.cpp \
source/sections/title.cpp \
source/animated_sprite.cpp \
source/background.cpp \
source/fade.cpp \
source/moving_sprite.cpp \
source/path_sprite.cpp \
source/smart_sprite.cpp \
source/sprite.cpp \
source/texture.cpp \
source/tiled_bg.cpp \
source/color.cpp \
source/demo.cpp \
source/define_buttons.cpp \
source/difficulty.cpp \
source/input_types.cpp \
source/mouse.cpp \
source/options.cpp \
source/shutdown.cpp \
source/stage.cpp \
source/system_utils.cpp \
source/utils.cpp \
source/external/jail_audio.cpp \
source/external/gif.cpp \
source/rendering/sdl3gpu/sdl3gpu_shader.cpp
# Includes
INCLUDES := -Isource -Isource/external -Isource/rendering -Isource/rendering/sdl3gpu -I$(DIR_BUILD)
# Variables según el sistema operativo
# ==============================================================================
# PLATAFORMA
# ==============================================================================
ifeq ($(OS),Windows_NT)
FixPath = $(subst /,\\,$1)
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -static-libgcc -Wl,-Bstatic -lpthread -Wl,-Bdynamic -Wl,-subsystem,windows -DWINDOWS_BUILD
CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG -DWINDOWS_BUILD
LDFLAGS := -lmingw32 -lws2_32 -lSDL3
RM := del /Q
MKDIR := mkdir
else
FixPath = $1
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections
CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG
LDFLAGS := -lSDL3
RMFILE := rm -f
RMDIR := rm -rdf
MKDIR := mkdir -p
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S),Linux)
CXXFLAGS += -DLINUX_BUILD
endif
ifeq ($(UNAME_S),Darwin)
CXXFLAGS += -DMACOS_BUILD
CXXFLAGS_DEBUG += -DMACOS_BUILD
# Configurar arquitectura (por defecto arm64, como en CMake)
CXXFLAGS += -arch arm64
CXXFLAGS_DEBUG += -arch arm64
endif
endif
# Reglas para herramienta de empaquetado y resources.pack
$(PACK_TOOL): FORCE
@echo "Compilando herramienta de empaquetado..."
$(PACK_CXX) -std=c++20 -Wall -Os $(PACK_INCLUDES) $(PACK_SOURCES) -o $(PACK_TOOL)
@echo "✓ Herramienta de empaquetado lista: $(PACK_TOOL)"
# ==============================================================================
# COMPILACIÓN CON CMAKE
# ==============================================================================
all:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
pack_tool: $(PACK_TOOL)
debug:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
@cmake --build build
resources.pack: $(PACK_TOOL)
@echo "Generando resources.pack desde directorio data/..."
$(PACK_TOOL) data resources.pack
@echo "✓ resources.pack generado exitosamente"
# ==============================================================================
# RELEASE AUTOMÁTICO (detecta SO)
# ==============================================================================
release:
ifeq ($(OS),Windows_NT)
@"$(MAKE)" windows_release
else
ifeq ($(UNAME_S),Darwin)
@$(MAKE) macos_release
else
@$(MAKE) linux_release
endif
endif
# Reglas para compilación
windows:
@echo off
@echo Compilando para Windows con nombre: "$(APP_NAME).exe"
windres release/windows/coffee.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe"
strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded
# ==============================================================================
# REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK
# ==============================================================================
pack_tool:
@$(MAKE) -C $(DIR_PACK_TOOL)
windows_rec:
@echo off
@echo Compilando version de grabacion para Windows: "$(APP_NAME)_rec.exe"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRECORDING $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_rec.exe"
resources.pack:
@$(MAKE) -C $(DIR_PACK_TOOL) pack
windows_debug:
@echo off
@echo Compilando version debug para Windows: "$(APP_NAME)_debug.exe"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
# ==============================================================================
# COMPILACIÓN DE SHADERS
# ==============================================================================
spirv:
@echo "Compilando shaders SPIR-V..."
$(SHADER_SCRIPT)
# ==============================================================================
# COMPILACIÓN PARA WINDOWS (RELEASE)
# ==============================================================================
windows_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo off
@echo Creando release para Windows - Version: $(VERSION)
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
powershell if (-not (Test-Path "$(DIST_DIR)")) {New-Item "$(DIST_DIR)" -ItemType Directory}
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
@powershell -Command "if (-not (Test-Path '$(DIST_DIR)')) {New-Item '$(DIST_DIR)' -ItemType Directory}"
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
@powershell -Command "if (-not (Test-Path '$(RELEASE_FOLDER)')) {New-Item '$(RELEASE_FOLDER)' -ItemType Directory}"
# Copia la carpeta 'config' y el archivo 'resources.pack'
powershell Copy-Item -Path "config" -Destination "$(RELEASE_FOLDER)" -recurse -Force
powershell Copy-Item -Path "resources.pack" -Destination "$(RELEASE_FOLDER)"
@powershell -Command "Copy-Item -Path 'config' -Destination '$(RELEASE_FOLDER)' -recurse -Force"
@powershell -Command "Copy-Item -Path 'resources.pack' -Destination '$(RELEASE_FOLDER)'"
# Copia los ficheros que estan en la raíz del proyecto
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)"
powershell Copy-Item "release\windows\dll\*.dll" -Destination "$(RELEASE_FOLDER)"
# Compila
windres release/windows/coffee.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
@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 '\"$(WIN_RELEASE_FILE).exe\"'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip
powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"}
powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)"
@powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}"
@powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'"
@echo Release creado: $(WINDOWS_RELEASE)
# Elimina la carpeta temporal 'RELEASE_FOLDER'
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
macos:
@echo "Compilando para macOS: $(TARGET_NAME)"
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
macos_debug:
@echo "Compilando version debug para macOS: $(TARGET_NAME)_debug"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
# ==============================================================================
# COMPILACIÓN PARA MACOS (RELEASE)
# ==============================================================================
macos_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Creando release para macOS - Version: $(VERSION)"
# Verificar e instalar create-dmg si es necesario
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
# Compila la versión para procesadores Intel con cmake
@cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON
@cmake --build build/intel
# Elimina datos de compilaciones anteriores
$(RMDIR) "$(RELEASE_FOLDER)"
$(RMFILE) tmp.dmg
@@ -250,9 +185,8 @@ macos_release:
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Compila la versión para procesadores Intel
ifdef ENABLE_MACOS_X86_64
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DMACOS_BUILD -DRELEASE_BUILD -std=c++20 -Wall -Os -Wno-deprecated -framework SDL3 -F release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64 -ffunction-sections -fdata-sections -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
# Copia el ejecutable Intel al bundle
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
# Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
@@ -273,10 +207,11 @@ ifdef ENABLE_MACOS_X86_64
"$(MACOS_INTEL_RELEASE)" \
"$(RELEASE_FOLDER)" || true
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
endif
# Compila la versión para procesadores Apple Silicon
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DMACOS_BUILD -DRELEASE_BUILD -DSDL_DISABLE_IMMINTRIN_H -std=c++20 -Wall -Os -Wno-deprecated -framework SDL3 -F release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64 -ffunction-sections -fdata-sections -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# Compila la versión para procesadores Apple Silicon con cmake
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON
@cmake --build build/arm
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
# Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
@@ -300,22 +235,22 @@ endif
# Elimina las carpetas temporales
$(RMDIR) "$(RELEASE_FOLDER)"
$(RMDIR) build/intel
$(RMDIR) build/arm
$(RMFILE) "$(DIST_DIR)"/rw.*
linux:
@echo "Compilando para Linux: $(TARGET_NAME)"
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded
linux_debug:
@echo "Compilando version debug para Linux: $(TARGET_NAME)_debug"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
# ==============================================================================
# COMPILACIÓN PARA LINUX (RELEASE)
# ==============================================================================
linux_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Creando release para Linux - Version: $(VERSION)"
# Elimina carpetas previas y recrea (crea dist/ si no existe)
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
$(RMDIR) "$(RELEASE_FOLDER)"
$(MKDIR) "$(RELEASE_FOLDER)"
@@ -324,9 +259,7 @@ linux_release:
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Compila
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
@@ -337,10 +270,17 @@ linux_release:
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# COMPILACIÓN PARA LINUX (RELEASE CON INTEGRACIÓN DESKTOP)
# ==============================================================================
linux_release_desktop:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# Elimina carpetas previas y recrea (crea dist/ si no existe)
$(RMDIR) "$(RELEASE_FOLDER)"
@@ -357,8 +297,8 @@ linux_release_desktop:
cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
# Compila el ejecutable
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
# Copia el ejecutable
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded
# Crea el archivo .desktop
@@ -432,19 +372,17 @@ linux_release_desktop:
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
raspi:
@echo "Compilando para Raspberry Pi: $(TARGET_NAME)"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(TARGET_FILE)
strip -s -R .comment -R .gnu.version $(TARGET_FILE) --strip-unneeded
raspi_debug:
@echo "Compilando version debug para Raspberry Pi: $(TARGET_NAME)_debug"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
# ==============================================================================
# COMPILACIÓN PARA RASPBERRY PI (RELEASE)
# ==============================================================================
raspi_release:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Creando release para Raspberry Pi - Version: $(VERSION)"
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# Elimina carpetas previas y recrea (crea dist/ si no existe)
$(RMDIR) "$(RELEASE_FOLDER)"
$(MKDIR) "$(RELEASE_FOLDER)"
@@ -454,9 +392,7 @@ raspi_release:
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Compila
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
@@ -467,59 +403,60 @@ raspi_release:
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
anbernic:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Compilando para Anbernic: $(TARGET_NAME)"
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"_anbernic
# ==============================================================================
# CODE QUALITY (delegados a cmake)
# ==============================================================================
format:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target format
# Crea la carpeta temporal para realizar el lanzamiento
$(MKDIR) "$(RELEASE_FOLDER)"_anbernic
format-check:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target format-check
# Copia ficheros
cp -R config "$(RELEASE_FOLDER)"_anbernic
cp resources.pack "$(RELEASE_FOLDER)"_anbernic
tidy:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target tidy
# Compila
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
tidy-fix:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target tidy-fix
# Opción para deshabilitar audio (equivalente a la opción DISABLE_AUDIO de CMake)
no_audio:
@echo "Compilando sin audio: $(TARGET_NAME)_no_audio"
$(CXX) $(filter-out source/external/jail_audio.cpp,$(APP_SOURCES)) $(INCLUDES) -DNO_AUDIO $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)_no_audio"
# Regla para mostrar la versión actual
# ==============================================================================
# REGLAS ESPECIALES
# ==============================================================================
show_version:
@echo "Version actual: $(VERSION)"
# Regla de ayuda
help:
@echo "Makefile para Coffee Crisis Arcade Edition"
@echo "Comandos disponibles:"
@echo " windows - Compilar para Windows"
@echo " windows_debug - Compilar debug para Windows"
@echo " windows_release - Crear release completo para Windows"
@echo " linux - Compilar para Linux"
@echo " linux_debug - Compilar debug para Linux"
@echo " linux_release - Crear release basico para Linux"
@echo " linux_release_desktop - Crear release con integracion desktop para Linux"
@echo " macos - Compilar para macOS"
@echo " macos_debug - Compilar debug para macOS"
@echo " macos_release - Crear release completo para macOS"
@echo " raspi - Compilar para Raspberry Pi"
@echo " raspi_release - Crear release completo para Raspberry Pi"
@echo " anbernic - Compilar para Anbernic"
@echo " no_audio - Compilar sin sistema de audio"
@echo " pack_tool - Compilar herramienta de empaquetado"
@echo " resources.pack - Generar pack de recursos desde data/"
@echo " show_version - Mostrar version actual ($(VERSION))"
@echo " help - Mostrar esta ayuda"
@echo ""
@echo " Compilacion:"
@echo " make - Compilar con cmake (Release)"
@echo " make debug - Compilar con cmake (Debug)"
@echo ""
@echo " Release:"
@echo " make release - Crear release (detecta SO automaticamente)"
@echo " make windows_release - Crear release para Windows"
@echo " make linux_release - Crear release basico para Linux"
@echo " make linux_release_desktop - Crear release con integracion desktop para Linux"
@echo " make macos_release - Crear release para macOS"
@echo " make raspi_release - Crear release para Raspberry Pi"
@echo ""
@echo " Herramientas:"
@echo " make spirv - Compilar shaders SPIR-V"
@echo " make pack_tool - Compilar herramienta de empaquetado"
@echo " make resources.pack - Generar pack de recursos desde data/"
@echo ""
@echo " Calidad de codigo:"
@echo " make format - Formatear codigo con clang-format"
@echo " make format-check - Verificar formato sin modificar"
@echo " make tidy - Analisis estatico con clang-tidy"
@echo " make tidy-fix - Analisis estatico con auto-fix"
@echo ""
@echo " Otros:"
@echo " make show_version - Mostrar version actual ($(VERSION))"
@echo " make help - Mostrar esta ayuda"
spirv:
@echo "Compilando shaders SPIR-V..."
tools/shaders/compile_spirv.sh
.PHONY: windows windows_rec windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release linux_release_desktop raspi raspi_debug raspi_release anbernic no_audio show_version help pack_tool resources.pack spirv
FORCE:
.PHONY: all debug release windows_release macos_release linux_release linux_release_desktop raspi_release pack_tool resources.pack spirv format format-check tidy tidy-fix show_version help

View File

@@ -7,6 +7,7 @@
DATA|${SYSTEM_FOLDER}/config.yaml|optional,absolute
DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
DATA|${SYSTEM_FOLDER}/postfx.yaml|optional,absolute
DATA|${SYSTEM_FOLDER}/crtpi.yaml|optional,absolute
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
# Archivos de configuración del juego

View File

@@ -90,7 +90,7 @@ service_menu.window_message.text_safety_margin 15.0f # Margen de segu
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
# --- INTRO ---
intro.bg_color 4664BD # Color de fondo de la intro
intro.bg_color 41526F # Color de fondo de la intro
intro.card_color CBDBFC # Color de las tarjetas en la intro
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
intro.text_distance_from_bottom 48 # Posicion del texto

View File

@@ -90,7 +90,7 @@ service_menu.window_message.text_safety_margin 15.0f # Margen de segu
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
# --- INTRO ---
intro.bg_color 4664BD # Color de fondo de la intro
intro.bg_color 41526F # Color de fondo de la intro
intro.card_color CBDBFC # Color de las tarjetas en la intro
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
intro.text_distance_from_bottom 48 # Posición del texto desde la parte inferior

View File

@@ -79,8 +79,9 @@
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
"[SERVICE_MENU] WINDOW_SIZE": "Tamany de la finestra",
"[SERVICE_MENU] POSTFX": "PostFX",
"[SERVICE_MENU] POSTFX_PRESET": "Preset PostFX",
"[SERVICE_MENU] SHADER": "Shader",
"[SERVICE_MENU] SHADER_DISABLED": "Desactivat",
"[SERVICE_MENU] SHADER_PRESET": "Preset",
"[SERVICE_MENU] SUPERSAMPLING": "Supermostreig",
"[SERVICE_MENU] VSYNC": "Sincronisme vertical",
"[SERVICE_MENU] INTEGER_SCALE": "Escalat sencer",

View File

@@ -78,8 +78,9 @@
"[SERVICE_MENU] SHUTDOWN": "Shutdown System",
"[SERVICE_MENU] FULLSCREEN": "Fullscreen",
"[SERVICE_MENU] WINDOW_SIZE": "Window Zoom",
"[SERVICE_MENU] POSTFX": "PostFX",
"[SERVICE_MENU] POSTFX_PRESET": "PostFX Preset",
"[SERVICE_MENU] SHADER": "Shader",
"[SERVICE_MENU] SHADER_DISABLED": "Disabled",
"[SERVICE_MENU] SHADER_PRESET": "Preset",
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
"[SERVICE_MENU] VSYNC": "V-Sync",
"[SERVICE_MENU] INTEGER_SCALE": "Integer Scale",

View File

@@ -78,8 +78,9 @@
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
"[SERVICE_MENU] WINDOW_SIZE": "Zoom de ventana",
"[SERVICE_MENU] POSTFX": "PostFX",
"[SERVICE_MENU] POSTFX_PRESET": "Preset PostFX",
"[SERVICE_MENU] SHADER": "Shader",
"[SERVICE_MENU] SHADER_DISABLED": "Desactivado",
"[SERVICE_MENU] SHADER_PRESET": "Preset",
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
"[SERVICE_MENU] VSYNC": "Sincronismo vertical",
"[SERVICE_MENU] INTEGER_SCALE": "Escalado proporcional",

View File

@@ -0,0 +1,152 @@
#version 450
// Vulkan GLSL fragment shader — CRT-Pi PostFX
// Algoritmo de scanlines continuas con pesos gaussianos, bloom y máscara de fósforo.
// Basado en el shader CRT-Pi original (GLSL 3.3), portado a GLSL 4.50 con parámetros uniformes.
//
// Compile: glslc -fshader-stage=frag --target-env=vulkan1.0 crtpi_frag.glsl -o crtpi_frag.spv
// xxd -i crtpi_frag.spv > ../../source/core/rendering/sdl3gpu/crtpi_frag_spv.h
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D Texture;
layout(set = 3, binding = 0) uniform CrtPiBlock {
// vec4 #0
float scanline_weight; // Ajuste gaussiano de scanlines (default 6.0)
float scanline_gap_brightness; // Brillo mínimo entre scanlines (default 0.12)
float bloom_factor; // Factor de brillo en zonas iluminadas (default 3.5)
float input_gamma; // Gamma de entrada — linealización (default 2.4)
// vec4 #1
float output_gamma; // Gamma de salida — codificación (default 2.2)
float mask_brightness; // Brillo sub-píxeles de la máscara (default 0.80)
float curvature_x; // Distorsión barrel eje X (default 0.05)
float curvature_y; // Distorsión barrel eje Y (default 0.10)
// vec4 #2
int mask_type; // 0=ninguna, 1=verde/magenta, 2=RGB fósforo
int enable_scanlines; // 0 = off, 1 = on
int enable_multisample; // 0 = off, 1 = on (antialiasing analítico de scanlines)
int enable_gamma; // 0 = off, 1 = on
// vec4 #3
int enable_curvature; // 0 = off, 1 = on
int enable_sharper; // 0 = off, 1 = on
float texture_width; // Ancho del canvas lógico en píxeles
float texture_height; // Alto del canvas lógico en píxeles
} u;
// Distorsión barrel CRT
vec2 distort(vec2 coord, vec2 screen_scale) {
vec2 curvature = vec2(u.curvature_x, u.curvature_y);
vec2 barrel_scale = 1.0 - (0.23 * curvature);
coord *= screen_scale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (curvature * rsq);
coord *= barrel_scale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5) {
return vec2(-1.0); // fuera de pantalla
}
coord += vec2(0.5);
coord /= screen_scale;
return coord;
}
float calcScanLineWeight(float dist) {
return max(1.0 - dist * dist * u.scanline_weight, u.scanline_gap_brightness);
}
float calcScanLine(float dy, float filter_width) {
float weight = calcScanLineWeight(dy);
if (u.enable_multisample != 0) {
weight += calcScanLineWeight(dy - filter_width);
weight += calcScanLineWeight(dy + filter_width);
weight *= 0.3333333;
}
return weight;
}
void main() {
vec2 tex_size = vec2(u.texture_width, u.texture_height);
// filterWidth: equivalente al original (768.0 / TextureSize.y) / 3.0
float filter_width = (768.0 / u.texture_height) / 3.0;
vec2 texcoord = v_uv;
// Curvatura barrel opcional
if (u.enable_curvature != 0) {
texcoord = distort(texcoord, vec2(1.0, 1.0));
if (texcoord.x < 0.0) {
out_color = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
}
vec2 texcoord_in_pixels = texcoord * tex_size;
vec2 tc;
float scan_line_weight;
if (u.enable_sharper != 0) {
// Modo SHARPER: filtrado bicúbico-like con subpixel sharpen
vec2 temp_coord = floor(texcoord_in_pixels) + 0.5;
tc = temp_coord / tex_size;
vec2 deltas = texcoord_in_pixels - temp_coord;
scan_line_weight = calcScanLine(deltas.y, filter_width);
vec2 signs = sign(deltas);
deltas.x *= 2.0;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5;
deltas.y *= 8.0;
deltas /= tex_size;
deltas *= signs;
tc = tc + deltas;
} else {
// Modo estándar
float temp_y = floor(texcoord_in_pixels.y) + 0.5;
float y_coord = temp_y / tex_size.y;
float dy = texcoord_in_pixels.y - temp_y;
scan_line_weight = calcScanLine(dy, filter_width);
float sign_y = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= tex_size.y;
dy *= sign_y;
tc = vec2(texcoord.x, y_coord + dy);
}
vec3 colour = texture(Texture, tc).rgb;
if (u.enable_scanlines != 0) {
if (u.enable_gamma != 0) {
colour = pow(colour, vec3(u.input_gamma));
}
colour *= scan_line_weight * u.bloom_factor;
if (u.enable_gamma != 0) {
colour = pow(colour, vec3(1.0 / u.output_gamma));
}
}
// Máscara de fósforo
if (u.mask_type == 1) {
float which_mask = fract(gl_FragCoord.x * 0.5);
vec3 mask = (which_mask < 0.5)
? vec3(u.mask_brightness, 1.0, u.mask_brightness)
: vec3(1.0, u.mask_brightness, 1.0);
colour *= mask;
} else if (u.mask_type == 2) {
float which_mask = fract(gl_FragCoord.x * 0.3333333);
vec3 mask = vec3(u.mask_brightness);
if (which_mask < 0.3333333)
mask.x = 1.0;
else if (which_mask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
colour *= mask;
}
out_color = vec4(colour, 1.0);
}

View File

@@ -0,0 +1,48 @@
#version 450
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D source;
layout(set = 3, binding = 0) uniform DownscaleUniforms {
int algorithm; // 0 = Lanczos2 (ventana 2, ±2 taps), 1 = Lanczos3 (ventana 3, ±3 taps)
float pad0;
float pad1;
float pad2;
} u;
// Kernel Lanczos normalizado: sinc(t) * sinc(t/a) para |t| < a, 0 fuera.
float lanczos(float t, float a) {
t = abs(t);
if (t < 0.0001) { return 1.0; }
if (t >= a) { return 0.0; }
const float PI = 3.14159265358979;
float pt = PI * t;
return (a * sin(pt) * sin(pt / a)) / (pt * pt);
}
void main() {
vec2 src_size = vec2(textureSize(source, 0));
// Posición en coordenadas de texel (centros de texel en N+0.5)
vec2 p = v_uv * src_size;
vec2 p_floor = floor(p);
float a = (u.algorithm == 0) ? 2.0 : 3.0;
int win = int(a);
vec4 color = vec4(0.0);
float weight_sum = 0.0;
for (int j = -win; j <= win; j++) {
for (int i = -win; i <= win; i++) {
// Centro del texel (i,j) relativo a p_floor
vec2 tap_center = p_floor + vec2(float(i), float(j)) + 0.5;
vec2 offset = tap_center - p;
float w = lanczos(offset.x, a) * lanczos(offset.y, a);
color += texture(source, tap_center / src_size) * w;
weight_sum += w;
}
}
out_color = (weight_sum > 0.0) ? (color / weight_sum) : vec4(0.0, 0.0, 0.0, 1.0);
}

15
data/shaders/upscale.frag Normal file
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@@ -0,0 +1,15 @@
#version 450
// Vulkan GLSL fragment shader — Nearest-neighbour upscale pass
// Used as the first render pass when supersampling is active.
// Compile: glslc upscale.frag -o upscale.frag.spv
// xxd -i upscale.frag.spv > ../../source/core/rendering/sdl3gpu/upscale_frag_spv.h
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D scene;
void main() {
out_color = texture(scene, v_uv);
}

View File

@@ -57,13 +57,13 @@ class AnimatedSprite : public MovingSprite {
void update(float delta_time) override; // Actualiza la animación (time-based)
// --- Control de animaciones ---
void setCurrentAnimation(const std::string& name = "default", bool reset = true); // Establece la animación por nombre
void setCurrentAnimation(int index = 0, bool reset = true); // Establece la animación por índice
void resetAnimation(); // Reinicia la animación actual
void setAnimationSpeed(float value); // Establece la velocidad de la animación
void setCurrentAnimation(const std::string& name = "default", bool reset = true); // Establece la animación por nombre
void setCurrentAnimation(int index = 0, bool reset = true); // Establece la animación por índice
void resetAnimation(); // Reinicia la animación actual
void setAnimationSpeed(float value); // Establece la velocidad de la animación
[[nodiscard]] auto getAnimationSpeed() const -> float { return animations_[current_animation_].speed; } // Obtiene la velocidad de la animación actual
void animtionPause() { animations_[current_animation_].paused = true; } // Detiene la animación
void animationResume() { animations_[current_animation_].paused = false; } // Reanuda la animación
void animtionPause() { animations_[current_animation_].paused = true; } // Detiene la animación
void animationResume() { animations_[current_animation_].paused = false; } // Reanuda la animación
[[nodiscard]] auto getCurrentAnimationFrame() const -> size_t { return animations_[current_animation_].current_frame; } // Obtiene el numero de frame de la animación actual
// --- Consultas ---

View File

@@ -34,7 +34,7 @@ class Asset {
void add(const std::string& file_path, Type type, bool required = true, bool absolute = false);
void loadFromFile(const std::string& config_file_path, const std::string& prefix = "", const std::string& system_folder = ""); // Con soporte para variables
[[nodiscard]] auto getPath(const std::string& filename) const -> std::string;
[[nodiscard]] auto loadData(const std::string& filename) const -> std::vector<uint8_t>; // Carga datos del archivo
[[nodiscard]] auto loadData(const std::string& filename) const -> std::vector<uint8_t>; // Carga datos del archivo
[[nodiscard]] auto check() const -> bool;
[[nodiscard]] auto getListByType(Type type) const -> std::vector<std::string>;
[[nodiscard]] auto exists(const std::string& filename) const -> bool; // Nueva función para verificar existencia

View File

@@ -1,7 +1,6 @@
#include "balloon_formations.hpp"
#include <algorithm> // Para max, min, copy
#include <utility> // Para std::cmp_less
#include <array> // Para array
#include <cctype> // Para isdigit
#include <cstddef> // Para size_t
@@ -11,6 +10,7 @@
#include <map> // Para map, operator==, _Rb_tree_iterator
#include <sstream> // Para basic_istringstream
#include <string> // Para string, char_traits, allocator, operator==, stoi, getline, operator<=>, basic_string
#include <utility> // Para std::cmp_less
#include "asset.hpp" // Para Asset
#include "balloon.hpp" // Para Balloon

255
source/card_sprite.cpp Normal file
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@@ -0,0 +1,255 @@
#include "card_sprite.hpp"
#include <algorithm> // Para std::clamp
#include <functional> // Para function
#include <utility> // Para move
#include "texture.hpp" // Para Texture
#include "utils.hpp" // Para easeOutBounce, easeOutCubic
// Constructor
CardSprite::CardSprite(std::shared_ptr<Texture> texture)
: MovingSprite(std::move(texture)),
entry_easing_(easeOutBounce) {}
// Inicia la animación de entrada (solo si está en IDLE)
auto CardSprite::enable() -> bool {
if (state_ != CardState::IDLE) {
return false;
}
state_ = CardState::ENTERING;
entry_elapsed_ = 0.0F;
first_touch_ = false;
// Posición inicial (borde de pantalla)
setPos(entry_start_x_, entry_start_y_);
// Zoom inicial grande (como si estuviera cerca de la cámara)
horizontal_zoom_ = start_zoom_;
vertical_zoom_ = start_zoom_;
// Ángulo inicial
rotate_.angle = start_angle_;
rotate_.center = {pos_.w / 2.0F, pos_.h / 2.0F};
shadow_visible_ = true;
return true;
}
// Inicia la animación de salida (solo si está en LANDED)
void CardSprite::startExit() {
if (state_ != CardState::LANDED) {
return;
}
state_ = CardState::EXITING;
shadow_visible_ = true;
// Velocidad y aceleración de salida
vx_ = exit_vx_;
vy_ = exit_vy_;
ax_ = exit_ax_;
ay_ = exit_ay_;
// Rotación continua
rotate_.enabled = true;
rotate_.amount = exit_rotate_amount_;
rotate_.center = {pos_.w / 2.0F, pos_.h / 2.0F};
}
// Actualiza según el estado
void CardSprite::update(float delta_time) {
switch (state_) {
case CardState::ENTERING:
updateEntering(delta_time);
break;
case CardState::EXITING:
updateExiting(delta_time);
break;
default:
break;
}
}
// Animación de entrada: interpola posición, zoom y ángulo
void CardSprite::updateEntering(float delta_time) {
entry_elapsed_ += delta_time;
float progress = std::clamp(entry_elapsed_ / entry_duration_s_, 0.0F, 1.0F);
double eased = entry_easing_(static_cast<double>(progress));
// Zoom: de start_zoom_ a 1.0 con rebote
auto current_zoom = static_cast<float>(start_zoom_ + (1.0 - start_zoom_) * eased);
horizontal_zoom_ = current_zoom;
vertical_zoom_ = current_zoom;
// Ángulo: de start_angle_ a 0 con rebote
rotate_.angle = start_angle_ * (1.0 - eased);
// Posición: de entry_start a landing con easing suave (sin rebote)
// Usamos easeOutCubic para que el desplazamiento sea fluido
double pos_eased = easeOutCubic(static_cast<double>(progress));
auto current_x = static_cast<float>(entry_start_x_ + (landing_x_ - entry_start_x_) * pos_eased);
auto current_y = static_cast<float>(entry_start_y_ + (landing_y_ - entry_start_y_) * pos_eased);
setPos(current_x, current_y);
// Detecta el primer toque (cuando el easing alcanza ~1.0 por primera vez)
if (!first_touch_ && eased >= FIRST_TOUCH_THRESHOLD) {
first_touch_ = true;
}
// Transición a LANDED cuando termina la animación completa
if (progress >= 1.0F) {
horizontal_zoom_ = 1.0F;
vertical_zoom_ = 1.0F;
rotate_.angle = 0.0;
setPos(landing_x_, landing_y_);
state_ = CardState::LANDED;
first_touch_ = true;
}
}
// Animación de salida: movimiento + rotación continua + zoom opcional
void CardSprite::updateExiting(float delta_time) {
move(delta_time);
rotate(delta_time);
// Ganar altura gradualmente (zoom hacia el objetivo)
if (exit_zoom_speed_ > 0.0F && horizontal_zoom_ < exit_target_zoom_) {
float new_zoom = horizontal_zoom_ + exit_zoom_speed_ * delta_time;
if (new_zoom > exit_target_zoom_) {
new_zoom = exit_target_zoom_;
}
horizontal_zoom_ = new_zoom;
vertical_zoom_ = new_zoom;
}
if (isOffScreen()) {
state_ = CardState::FINISHED;
}
}
// Renderiza el sprite y su sombra
void CardSprite::render() {
if (state_ == CardState::IDLE || state_ == CardState::FINISHED) {
return;
}
// Sombra primero (debajo de la tarjeta)
if (shadow_visible_ && shadow_texture_) {
renderShadow();
}
// Tarjeta
MovingSprite::render();
}
// Renderiza la sombra con efecto de perspectiva 2D→3D (efecto helicóptero)
//
// Fuente de luz en la esquina superior izquierda (0,0).
// La sombra se mueve con la tarjeta pero desplazada en dirección opuesta a la luz
// (abajo-derecha a 45°). Cuanto más alta la tarjeta (zoom > 1.0):
// - Más separada de la tarjeta (offset grande)
// - Más pequeña (proyección lejana)
// Cuando la tarjeta está en la mesa (zoom=1.0):
// - Sombra pegada con offset base
// - Tamaño real
void CardSprite::renderShadow() {
// Altura sobre la mesa: 0.0 = en la mesa, 0.8 = alta (zoom 1.8)
float height = horizontal_zoom_ - 1.0F;
// Escala: más pequeña cuanto más alta
float shadow_zoom = 1.0F / horizontal_zoom_;
// Offset respecto a la tarjeta: base + extra proporcional a la altura
// La sombra se aleja en diagonal abajo-derecha (opuesta a la luz en 0,0)
float offset_x = shadow_offset_x_ + height * SHADOW_HEIGHT_MULTIPLIER;
float offset_y = shadow_offset_y_ + height * SHADOW_HEIGHT_MULTIPLIER;
shadow_texture_->render(
pos_.x + offset_x,
pos_.y + offset_y,
&sprite_clip_,
shadow_zoom,
shadow_zoom,
rotate_.angle,
&rotate_.center,
flip_);
}
// Comprueba si el sprite está fuera de pantalla
auto CardSprite::isOffScreen() const -> bool {
float effective_width = pos_.w * horizontal_zoom_;
float effective_height = pos_.h * vertical_zoom_;
return (pos_.x + effective_width < -OFF_SCREEN_MARGIN ||
pos_.x > screen_width_ + OFF_SCREEN_MARGIN ||
pos_.y + effective_height < -OFF_SCREEN_MARGIN ||
pos_.y > screen_height_ + OFF_SCREEN_MARGIN);
}
// --- Consultas de estado ---
auto CardSprite::hasLanded() const -> bool {
return state_ == CardState::LANDED || state_ == CardState::EXITING || state_ == CardState::FINISHED;
}
auto CardSprite::hasFirstTouch() const -> bool {
return first_touch_;
}
auto CardSprite::hasFinished() const -> bool {
return state_ == CardState::FINISHED;
}
auto CardSprite::isExiting() const -> bool {
return state_ == CardState::EXITING;
}
auto CardSprite::getState() const -> CardState {
return state_;
}
// --- Configuración ---
void CardSprite::setEntryParams(float start_zoom, double start_angle, float duration_s, std::function<double(double)> easing) {
start_zoom_ = start_zoom;
start_angle_ = start_angle;
entry_duration_s_ = duration_s;
entry_easing_ = std::move(easing);
}
void CardSprite::setEntryPosition(float start_x, float start_y) {
entry_start_x_ = start_x;
entry_start_y_ = start_y;
}
void CardSprite::setLandingPosition(float x, float y) {
landing_x_ = x;
landing_y_ = y;
}
void CardSprite::setExitParams(float vx, float vy, float ax, float ay, double rotate_amount) {
exit_vx_ = vx;
exit_vy_ = vy;
exit_ax_ = ax;
exit_ay_ = ay;
exit_rotate_amount_ = rotate_amount;
}
void CardSprite::setExitLift(float target_zoom, float zoom_speed) {
exit_target_zoom_ = target_zoom;
exit_zoom_speed_ = zoom_speed;
}
void CardSprite::setShadowTexture(std::shared_ptr<Texture> texture) {
shadow_texture_ = std::move(texture);
}
void CardSprite::setShadowOffset(float offset_x, float offset_y) {
shadow_offset_x_ = offset_x;
shadow_offset_y_ = offset_y;
}
void CardSprite::setScreenBounds(float width, float height) {
screen_width_ = width;
screen_height_ = height;
}

109
source/card_sprite.hpp Normal file
View File

@@ -0,0 +1,109 @@
#pragma once
#include <SDL3/SDL.h> // Para SDL_FPoint
#include <functional> // Para function
#include <memory> // Para shared_ptr
#include "moving_sprite.hpp" // Para MovingSprite
class Texture;
// --- Estados de la tarjeta ---
enum class CardState {
IDLE, // No activada todavía
ENTERING, // Animación de entrada (zoom + rotación + desplazamiento con rebote)
LANDED, // En reposo sobre la mesa
EXITING, // Saliendo de pantalla girando
FINISHED, // Fuera de pantalla
};
// --- Clase CardSprite: tarjeta animada con zoom, rotación y sombra integrada ---
//
// Simula una tarjeta lanzada sobre una mesa desde un borde de la pantalla.
// Durante la entrada, interpola posición, zoom y rotación con easing (rebote).
// Durante la salida, se desplaza fuera de pantalla girando, sin sombra.
class CardSprite : public MovingSprite {
public:
explicit CardSprite(std::shared_ptr<Texture> texture);
~CardSprite() override = default;
// --- Ciclo principal ---
void update(float delta_time) override;
void render() override;
// --- Control de estado ---
auto enable() -> bool; // Inicia la animación de entrada (true si se activó)
void startExit(); // Inicia la animación de salida
// --- Consultas de estado ---
[[nodiscard]] auto hasLanded() const -> bool; // ¿Ha aterrizado definitivamente?
[[nodiscard]] auto hasFirstTouch() const -> bool; // ¿Ha tocado la mesa por primera vez? (primer rebote)
[[nodiscard]] auto hasFinished() const -> bool; // ¿Ha terminado completamente?
[[nodiscard]] auto isExiting() const -> bool; // ¿Está saliendo de pantalla?
[[nodiscard]] auto getState() const -> CardState; // Estado actual
// --- Configuración de entrada ---
void setEntryParams(float start_zoom, double start_angle, float duration_s, std::function<double(double)> easing);
void setEntryPosition(float start_x, float start_y); // Posición inicial (borde de pantalla)
void setLandingPosition(float x, float y); // Posición final centrada
// --- Configuración de salida ---
void setExitParams(float vx, float vy, float ax, float ay, double rotate_amount);
void setExitLift(float target_zoom, float zoom_speed); // Ganar altura al salir (zoom > 1.0)
// --- Sombra ---
void setShadowTexture(std::shared_ptr<Texture> texture);
void setShadowOffset(float offset_x, float offset_y);
// --- Limites de pantalla (para detectar salida) ---
void setScreenBounds(float width, float height);
private:
// --- Estado ---
CardState state_ = CardState::IDLE;
bool first_touch_ = false; // Primer contacto con la mesa (eased >= umbral)
// --- Umbral para detectar el primer toque ---
static constexpr double FIRST_TOUCH_THRESHOLD = 0.98;
// --- Parámetros de entrada ---
float start_zoom_ = 1.8F;
double start_angle_ = 15.0;
float entry_duration_s_ = 1.5F;
float entry_elapsed_ = 0.0F;
std::function<double(double)> entry_easing_;
float entry_start_x_ = 0.0F; // Posición inicial X (borde)
float entry_start_y_ = 0.0F; // Posición inicial Y (borde)
float landing_x_ = 0.0F;
float landing_y_ = 0.0F;
// --- Parámetros de salida ---
float exit_vx_ = 0.0F;
float exit_vy_ = 0.0F;
float exit_ax_ = 0.0F;
float exit_ay_ = 0.0F;
double exit_rotate_amount_ = 0.0;
float exit_target_zoom_ = 1.0F; // Zoom objetivo al salir (>1.0 = se eleva)
float exit_zoom_speed_ = 0.0F; // Velocidad de cambio de zoom por segundo
// --- Sombra ---
std::shared_ptr<Texture> shadow_texture_;
float shadow_offset_x_ = 8.0F;
float shadow_offset_y_ = 8.0F;
bool shadow_visible_ = true;
// --- Límites de pantalla ---
float screen_width_ = 320.0F;
float screen_height_ = 240.0F;
// --- Constantes ---
static constexpr float OFF_SCREEN_MARGIN = 50.0F; // Margen fuera de pantalla para considerar FINISHED
static constexpr float SHADOW_HEIGHT_MULTIPLIER = 400.0F; // Pixels de separación de sombra por unidad de altura
// --- Métodos internos ---
void updateEntering(float delta_time);
void updateExiting(float delta_time);
void renderShadow();
[[nodiscard]] auto isOffScreen() const -> bool;
};

View File

@@ -186,8 +186,11 @@ namespace Defaults::Video {
constexpr bool FULLSCREEN = false;
constexpr bool VSYNC = true;
constexpr bool INTEGER_SCALE = true;
constexpr bool POSTFX = false;
constexpr int SUPERSAMPLING = 1;
constexpr bool GPU_ACCELERATION = true;
constexpr bool SHADER_ENABLED = false;
constexpr bool SUPERSAMPLING = false;
constexpr bool LINEAR_UPSCALE = false;
constexpr int DOWNSCALE_ALGO = 1;
} // namespace Defaults::Video
namespace Defaults::Music {

View File

@@ -6,6 +6,7 @@
#include <cstdlib> // Para srand, exit, rand, EXIT_FAILURE
#include <ctime> // Para time
#include <filesystem> // Para path, absolute
#include <fstream> // Para ifstream, ofstream
#include <iostream> // Para basic_ostream, operator<<, cerr
#include <memory> // Para make_unique, unique_ptr
#include <span> // Para span
@@ -14,6 +15,7 @@
#include "asset.hpp" // Para Asset
#include "audio.hpp" // Para Audio
#include "external/fkyaml_node.hpp" // Para fkyaml::node
#include "input.hpp" // Para Input
#include "lang.hpp" // Para setLanguage
#include "manage_hiscore_table.hpp" // Para ManageHiScoreTable
@@ -40,16 +42,6 @@
// Constructor
Director::Director(int argc, std::span<char*> argv) {
#ifdef RECORDING
Section::name = Section::Name::GAME;
Section::options = Section::Options::GAME_PLAY_1P;
#elif _DEBUG
Section::name = Section::Name::GAME;
Section::options = Section::Options::GAME_PLAY_1P;
#else // NORMAL GAME
Section::name = Section::Name::LOGO;
Section::options = Section::Options::NONE;
#endif
Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
// Establece el nivel de prioridad de la categoría de registro
@@ -68,6 +60,17 @@ Director::Director(int argc, std::span<char*> argv) {
createSystemFolder("jailgames");
createSystemFolder("jailgames/coffee_crisis_arcade_edition");
// Establecer sección inicial según modo de compilación
#ifdef RECORDING
Section::name = Section::Name::GAME;
Section::options = Section::Options::GAME_PLAY_1P;
#elif _DEBUG
loadDebugConfig();
#else
Section::name = Section::Name::LOGO;
Section::options = Section::Options::NONE;
#endif
init();
}
@@ -103,13 +106,15 @@ void Director::init() {
Input::init(Asset::get()->getPath("gamecontrollerdb.txt"), Asset::get()->getPath("controllers.json")); // Carga configuración de controles
Logger::section("INIT CONFIG");
Options::setConfigFile(Asset::get()->getPath("config.yaml")); // Establece el fichero de configuración
Options::setConfigFile(Asset::get()->getPath("config.yaml")); // Establece el fichero de configuración
Options::setControllersFile(Asset::get()->getPath("controllers.json")); // Establece el fichero de configuración de mandos
Options::setPostFXFile(Asset::get()->getPath("postfx.yaml")); // Establece el fichero de presets PostFX
Options::loadFromFile(); // Carga el archivo de configuración
Options::loadPostFXFromFile(); // Carga los presets PostFX
loadParams(); // Carga los parámetros del programa
loadScoreFile(); // Carga el archivo de puntuaciones
Options::setCrtPiFile(Asset::get()->getPath("crtpi.yaml")); // Establece el fichero de presets CrtPi
Options::loadFromFile(); // Carga el archivo de configuración
Options::loadPostFXFromFile(); // Carga los presets PostFX
Options::loadCrtPiFromFile(); // Carga los presets CrtPi
loadParams(); // Carga los parámetros del programa
loadScoreFile(); // Carga el archivo de puntuaciones
// Inicialización de subsistemas principales
Lang::setLanguage(Options::settings.language); // Carga el archivo de idioma
@@ -122,9 +127,9 @@ void Director::init() {
Logger::section("INIT RESOURCES");
#ifdef _DEBUG
Resource::init(Resource::LoadingMode::PRELOAD); // Inicializa el sistema de gestión de recursos
Resource::init(debug_config.resource_loading == "lazy" ? Resource::LoadingMode::LAZY_LOAD : Resource::LoadingMode::PRELOAD);
#else
Resource::init(Resource::LoadingMode::PRELOAD); // Inicializa el sistema de gestión de recursos
Resource::init(Resource::LoadingMode::PRELOAD);
#endif
ServiceMenu::init(); // Inicializa el menú de servicio
Notifier::init(std::string(), Resource::get()->getText("8bithud")); // Inicialización del sistema de notificaciones
@@ -222,6 +227,103 @@ void Director::checkProgramArguments(int argc, std::span<char*> argv) {
}
}
// Carga debug.yaml desde la carpeta del sistema (solo en _DEBUG)
void Director::loadDebugConfig() {
const std::string DEBUG_FILE = system_folder_ + "/debug.yaml";
std::ifstream file(DEBUG_FILE);
if (!file.good()) {
// Crear fichero por defecto
std::ofstream out(DEBUG_FILE);
if (out.is_open()) {
out << "# Coffee Crisis Arcade Edition - Debug Configuration\n";
out << "# This file is only read in DEBUG builds.\n";
out << "#\n";
out << "# initial_section: logo, intro, title, game, credits, instructions, hiscore\n";
out << "# initial_options: none, 1p, 2p, both\n";
out << "# initial_stage: 0-based stage index (only when section is game)\n";
out << "# show_render_info: show FPS/driver/preset overlay\n";
out << "# resource_loading: preload, lazy\n";
out << "\n";
out << "initial_section: game\n";
out << "initial_options: 1p\n";
out << "initial_stage: 0\n";
out << "show_render_info: true\n";
out << "resource_loading: preload\n";
out.close();
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Debug config created: %s", DEBUG_FILE.c_str());
}
// Usar defaults de DebugConfig
} else {
std::string content((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
file.close();
try {
auto yaml = fkyaml::node::deserialize(content);
if (yaml.contains("initial_section")) {
try {
debug_config.initial_section = yaml["initial_section"].get_value<std::string>();
} catch (...) {}
}
if (yaml.contains("initial_options")) {
try {
debug_config.initial_options = yaml["initial_options"].get_value<std::string>();
} catch (...) {}
}
if (yaml.contains("initial_stage")) {
try {
debug_config.initial_stage = yaml["initial_stage"].get_value<int>();
} catch (...) {}
}
if (yaml.contains("show_render_info")) {
try {
debug_config.show_render_info = yaml["show_render_info"].get_value<bool>();
} catch (...) {}
}
if (yaml.contains("resource_loading")) {
try {
debug_config.resource_loading = yaml["resource_loading"].get_value<std::string>();
} catch (...) {}
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Debug config loaded: section=%s options=%s stage=%d", debug_config.initial_section.c_str(), debug_config.initial_options.c_str(), debug_config.initial_stage);
} catch (...) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Error parsing debug.yaml, using defaults");
}
}
// Mapear strings a enums
const auto& sec = debug_config.initial_section;
if (sec == "logo") {
Section::name = Section::Name::LOGO;
} else if (sec == "intro") {
Section::name = Section::Name::INTRO;
} else if (sec == "title") {
Section::name = Section::Name::TITLE;
} else if (sec == "game") {
Section::name = Section::Name::GAME;
} else if (sec == "credits") {
Section::name = Section::Name::CREDITS;
} else if (sec == "instructions") {
Section::name = Section::Name::INSTRUCTIONS;
} else if (sec == "hiscore") {
Section::name = Section::Name::HI_SCORE_TABLE;
} else {
Section::name = Section::Name::GAME;
}
const auto& opt = debug_config.initial_options;
if (opt == "none") {
Section::options = Section::Options::NONE;
} else if (opt == "1p") {
Section::options = Section::Options::GAME_PLAY_1P;
} else if (opt == "2p") {
Section::options = Section::Options::GAME_PLAY_2P;
} else if (opt == "both") {
Section::options = Section::Options::GAME_PLAY_BOTH;
} else {
Section::options = Section::Options::GAME_PLAY_1P;
}
}
// Crea la carpeta del sistema donde guardar datos
void Director::createSystemFolder(const std::string& folder) {
auto result = SystemUtils::createApplicationFolder(folder, system_folder_);
@@ -270,7 +372,7 @@ void Director::runGame() {
}
#ifdef _DEBUG
constexpr int CURRENT_STAGE = 0;
const int CURRENT_STAGE = debug_config.initial_stage;
#else
constexpr int CURRENT_STAGE = 0;
#endif

View File

@@ -17,6 +17,21 @@ class Director {
// --- Bucle principal ---
static auto run() -> int;
// --- Debug config (accesible desde otras clases) ---
struct DebugConfig {
std::string initial_section;
std::string initial_options;
int initial_stage = 0;
bool show_render_info = true;
std::string resource_loading;
DebugConfig()
: initial_section("game"),
initial_options("1p"),
resource_loading("preload") {}
};
static inline DebugConfig debug_config;
private:
// --- Variables internas ---
std::string executable_path_; // Ruta del ejecutable
@@ -30,6 +45,7 @@ class Director {
static void loadParams(); // Carga los parámetros del programa
static void loadScoreFile(); // Carga el fichero de puntuaciones
void createSystemFolder(const std::string& folder); // Crea la carpeta del sistema
void loadDebugConfig(); // Carga debug.yaml (solo en _DEBUG)
// --- Gestión de entrada y archivos ---
void loadAssets(); // Crea el índice de archivos disponibles

View File

@@ -33,8 +33,8 @@ class EnterName {
private:
// --- Variables de estado ---
std::string character_list_{"ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789{"}; // Lista de caracteres permitidos
std::string name_; // Nombre en proceso
size_t selected_index_ = 0; // Índice del carácter seleccionado en "character_list_"
std::string name_; // Nombre en proceso
size_t selected_index_ = 0; // Índice del carácter seleccionado en "character_list_"
[[nodiscard]] auto sanitizeName(const std::string& name) const -> std::string; // Valida y limpia el nombre
static auto getRandomName() -> std::string; // Devuelve un nombre al azar

View File

@@ -72,7 +72,7 @@ class Fade {
int num_squares_width_; // Cuadrados en horizontal
int num_squares_height_; // Cuadrados en vertical
int square_transition_duration_; // Duración de transición de cada cuadrado en ms
int fading_duration_{0}; // Duración del estado FADING en milisegundos
int fading_duration_{0}; // Duración del estado FADING en milisegundos
Uint32 fading_start_time_ = 0; // Tiempo de inicio del estado FADING
int post_duration_ = 0; // Duración posterior en milisegundos
Uint32 post_start_time_ = 0; // Tiempo de inicio del estado POST

View File

@@ -54,7 +54,7 @@ namespace GlobalEvents {
break;
case SDL_EVENT_WINDOW_RESIZED:
Screen::initPostFX();
Screen::initShaders();
break;
default:

View File

@@ -62,25 +62,36 @@ namespace GlobalInputs {
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 14") + " " + boolToOnOff(Options::video.vsync)});
}
// Activa o desactiva los efectos PostFX
void togglePostFX() {
Screen::togglePostFX();
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 13") + " " + boolToOnOff(Options::video.postfx)});
// Activa o desactiva los shaders
void toggleShaders() {
Screen::toggleShaders();
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 13") + " " + boolToOnOff(Options::video.shader.enabled)});
}
// Avanza al siguiente preset PostFX
void nextPostFXPreset() {
Screen::nextPostFXPreset();
const std::string name = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::current_postfx_preset)).name;
Notifier::get()->show({"PostFX: " + name});
// Cambia entre PostFX y CrtPi
void nextShader() {
Screen::nextShader();
const std::string SHADER_NAME = (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) ? "CrtPi" : "PostFX";
Notifier::get()->show({"Shader: " + SHADER_NAME});
}
// Activa o desactiva el supersampling 3x
// Avanza al siguiente preset PostFX o CrtPi según shader activo
void nextPreset() {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
Screen::nextCrtPiPreset();
const std::string name = Options::crtpi_presets.empty() ? "" : Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
Notifier::get()->show({"CrtPi: " + name});
} else {
Screen::nextPostFXPreset();
const std::string name = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
Notifier::get()->show({"PostFX: " + name});
}
}
// Activa o desactiva el supersampling
void toggleSupersampling() {
Screen::toggleSupersampling();
const int SS = Options::video.supersampling;
const std::string SS_LABEL = (SS <= 1) ? "OFF" : (std::to_string(SS) + "\xC3\x97");
Notifier::get()->show({"SS: " + SS_LABEL});
Notifier::get()->show({"SS: " + std::string(Options::video.supersampling.enabled ? "ON" : "OFF")});
}
// Cambia al siguiente idioma
@@ -202,11 +213,15 @@ namespace GlobalInputs {
}
if (Input::get()->checkAction(Input::Action::TOGGLE_VIDEO_POSTFX, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
togglePostFX();
toggleShaders();
return true;
}
if (Input::get()->checkAction(Input::Action::NEXT_SHADER, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
nextShader();
return true;
}
if (Input::get()->checkAction(Input::Action::NEXT_POSTFX_PRESET, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
nextPostFXPreset();
nextPreset();
return true;
}
if (Input::get()->checkAction(Input::Action::TOGGLE_SUPERSAMPLING, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {

View File

@@ -325,17 +325,6 @@ void Input::initSDLGamePad() {
}
}
void Input::resetJustPressed() {
for (auto& key : keyboard_.bindings) {
key.second.just_pressed = false;
}
for (auto& gamepad : gamepads_) {
for (auto& binding : gamepad->bindings) {
binding.second.just_pressed = false;
}
}
}
void Input::resetInputStates() {
// Resetear todos los KeyBindings.active a false
for (auto& key : keyboard_.bindings) {
@@ -360,7 +349,7 @@ void Input::update() {
bool key_is_down_now = key_states[binding.second.scancode];
// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
binding.second.just_pressed = binding.second.just_pressed || (key_is_down_now && !binding.second.is_held);
binding.second.just_pressed = key_is_down_now && !binding.second.is_held;
binding.second.is_held = key_is_down_now;
}
@@ -378,16 +367,6 @@ void Input::update() {
auto Input::handleEvent(const SDL_Event& event) -> std::string {
switch (event.type) {
case SDL_EVENT_KEY_DOWN:
if (!event.key.repeat) {
for (auto& [action, binding] : keyboard_.bindings) {
if (binding.scancode == event.key.scancode) {
binding.just_pressed = true;
break;
}
}
}
break;
case SDL_EVENT_GAMEPAD_ADDED:
return addGamepad(event.gdevice.which);
case SDL_EVENT_GAMEPAD_REMOVED:

View File

@@ -82,6 +82,7 @@ class Input {
{Action::WINDOW_INC_SIZE, KeyState(SDL_SCANCODE_F2)},
{Action::WINDOW_FULLSCREEN, KeyState(SDL_SCANCODE_F3)},
{Action::TOGGLE_VIDEO_POSTFX, KeyState(SDL_SCANCODE_F4)},
{Action::NEXT_SHADER, KeyState(SDL_SCANCODE_8)},
{Action::NEXT_POSTFX_PRESET, KeyState(SDL_SCANCODE_9)},
{Action::TOGGLE_SUPERSAMPLING, KeyState(SDL_SCANCODE_0)},
{Action::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)},
@@ -176,7 +177,6 @@ class Input {
// --- Métodos de reseteo de estado de entrada ---
void resetInputStates();
void resetJustPressed();
// --- Eventos ---
auto handleEvent(const SDL_Event& event) -> std::string;

View File

@@ -22,6 +22,7 @@ const std::unordered_map<InputAction, std::string> ACTION_TO_STRING = {
{InputAction::WINDOW_INC_SIZE, "WINDOW_INC_SIZE"},
{InputAction::WINDOW_DEC_SIZE, "WINDOW_DEC_SIZE"},
{InputAction::TOGGLE_VIDEO_POSTFX, "TOGGLE_VIDEO_POSTFX"},
{InputAction::NEXT_SHADER, "NEXT_SHADER"},
{InputAction::NEXT_POSTFX_PRESET, "NEXT_POSTFX_PRESET"},
{InputAction::TOGGLE_SUPERSAMPLING, "TOGGLE_SUPERSAMPLING"},
{InputAction::TOGGLE_VIDEO_INTEGER_SCALE, "TOGGLE_VIDEO_INTEGER_SCALE"},
@@ -54,6 +55,7 @@ const std::unordered_map<std::string, InputAction> STRING_TO_ACTION = {
{"WINDOW_INC_SIZE", InputAction::WINDOW_INC_SIZE},
{"WINDOW_DEC_SIZE", InputAction::WINDOW_DEC_SIZE},
{"TOGGLE_VIDEO_POSTFX", InputAction::TOGGLE_VIDEO_POSTFX},
{"NEXT_SHADER", InputAction::NEXT_SHADER},
{"NEXT_POSTFX_PRESET", InputAction::NEXT_POSTFX_PRESET},
{"TOGGLE_SUPERSAMPLING", InputAction::TOGGLE_SUPERSAMPLING},
{"TOGGLE_VIDEO_INTEGER_SCALE", InputAction::TOGGLE_VIDEO_INTEGER_SCALE},

View File

@@ -32,6 +32,7 @@ enum class InputAction : int { // Acciones de entrada posibles en el juego
WINDOW_INC_SIZE,
WINDOW_DEC_SIZE,
TOGGLE_VIDEO_POSTFX,
NEXT_SHADER,
NEXT_POSTFX_PRESET,
TOGGLE_SUPERSAMPLING,
TOGGLE_VIDEO_INTEGER_SCALE,

View File

@@ -8,7 +8,7 @@
#include <string> // Para string
#include <vector> // Para vector
#include "difficulty.hpp" // Para Code, init
#include "difficulty.hpp" // Para Code, init
#include "external/fkyaml_node.hpp" // Para fkyaml::node
#include "input.hpp" // Para Input
#include "lang.hpp" // Para getText, Code
@@ -24,16 +24,17 @@ namespace Options {
GamepadManager gamepad_manager; // Opciones de mando para cada jugador
Keyboard keyboard; // Opciones para el teclado
PendingChanges pending_changes; // Opciones que se aplican al cerrar
std::vector<PostFXPreset> postfx_presets = { // Lista de presets de PostFX
{"CRT", 0.6F, 0.7F, 0.15F, 0.5F, 0.5F, 0.0F, 0.0F, 0.0F},
{"NTSC", 0.4F, 0.5F, 0.2F, 0.3F, 0.3F, 0.0F, 0.6F, 0.0F},
{"CURVED", 0.5F, 0.6F, 0.1F, 0.4F, 0.4F, 0.8F, 0.0F, 0.0F},
{"SCANLINES", 0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F},
{"SUBTLE", 0.3F, 0.4F, 0.05F, 0.0F, 0.2F, 0.0F, 0.0F, 0.0F},
{"CRT LIVE", 0.5F, 0.6F, 0.3F, 0.3F, 0.4F, 0.3F, 0.4F, 0.8F},
std::vector<PostFXPreset> postfx_presets = {
{"CRT", 0.15F, 0.7F, 0.2F, 0.5F, 0.1F, 0.0F, 0.0F, 0.0F},
{"NTSC", 0.4F, 0.5F, 0.2F, 0.3F, 0.3F, 0.0F, 0.6F, 0.0F},
{"Curved", 0.5F, 0.6F, 0.1F, 0.4F, 0.4F, 0.8F, 0.0F, 0.0F},
{"Scanlines", 0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F},
{"Subtle", 0.3F, 0.4F, 0.05F, 0.0F, 0.2F, 0.0F, 0.0F, 0.0F},
{"CRT Live", 0.15F, 0.6F, 0.3F, 0.3F, 0.1F, 0.0F, 0.4F, 0.8F},
};
int current_postfx_preset = 0; // Índice del preset PostFX activo
std::string postfx_file_path; // Ruta al fichero de presets PostFX
std::string postfx_file_path;
std::vector<CrtPiPreset> crtpi_presets;
std::string crtpi_file_path;
// Establece el fichero de configuración
void setConfigFile(const std::string& file_path) { settings.config_file = file_path; }
@@ -44,6 +45,9 @@ namespace Options {
// Establece la ruta del fichero de PostFX
void setPostFXFile(const std::string& path) { postfx_file_path = path; }
// Establece la ruta del fichero de CrtPi
void setCrtPiFile(const std::string& path) { crtpi_file_path = path; }
// Helper: extrae un campo float de un nodo YAML si existe, ignorando errores de conversión
static void parseFloatField(const fkyaml::node& node, const std::string& key, float& target) {
if (node.contains(key)) {
@@ -89,11 +93,21 @@ namespace Options {
}
if (!postfx_presets.empty()) {
current_postfx_preset = std::clamp(
current_postfx_preset, 0,
// Resolver nombre → índice
if (!video.shader.current_postfx_preset_name.empty()) {
for (int i = 0; i < static_cast<int>(postfx_presets.size()); ++i) {
if (postfx_presets[static_cast<size_t>(i)].name == video.shader.current_postfx_preset_name) {
video.shader.current_postfx_preset = i;
break;
}
}
}
video.shader.current_postfx_preset = std::clamp(
video.shader.current_postfx_preset,
0,
static_cast<int>(postfx_presets.size()) - 1);
} else {
current_postfx_preset = 0;
video.shader.current_postfx_preset = 0;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "PostFX file loaded: %zu preset(s)", postfx_presets.size());
@@ -130,11 +144,11 @@ namespace Options {
file << "\n";
file << "presets:\n";
file << " - name: \"CRT\"\n";
file << " vignette: 0.6\n";
file << " vignette: 0.15\n";
file << " scanlines: 0.7\n";
file << " chroma: 0.15\n";
file << " chroma: 0.2\n";
file << " mask: 0.5\n";
file << " gamma: 0.5\n";
file << " gamma: 0.1\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
@@ -147,7 +161,7 @@ namespace Options {
file << " curvature: 0.0\n";
file << " bleeding: 0.6\n";
file << " flicker: 0.0\n";
file << " - name: \"CURVED\"\n";
file << " - name: \"Curved\"\n";
file << " vignette: 0.5\n";
file << " scanlines: 0.6\n";
file << " chroma: 0.1\n";
@@ -156,7 +170,7 @@ namespace Options {
file << " curvature: 0.8\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"SCANLINES\"\n";
file << " - name: \"Scanlines\"\n";
file << " vignette: 0.0\n";
file << " scanlines: 0.8\n";
file << " chroma: 0.0\n";
@@ -165,7 +179,7 @@ namespace Options {
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"SUBTLE\"\n";
file << " - name: \"Subtle\"\n";
file << " vignette: 0.3\n";
file << " scanlines: 0.4\n";
file << " chroma: 0.05\n";
@@ -174,13 +188,13 @@ namespace Options {
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"CRT LIVE\"\n";
file << " vignette: 0.5\n";
file << " - name: \"CRT Live\"\n";
file << " vignette: 0.15\n";
file << " scanlines: 0.6\n";
file << " chroma: 0.3\n";
file << " mask: 0.3\n";
file << " gamma: 0.4\n";
file << " curvature: 0.3\n";
file << " gamma: 0.1\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.4\n";
file << " flicker: 0.8\n";
@@ -190,17 +204,141 @@ namespace Options {
// Cargar los presets recién escritos
postfx_presets.clear();
postfx_presets.push_back({"CRT", 0.6F, 0.7F, 0.15F, 0.5F, 0.5F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"NTSC", 0.4F, 0.5F, 0.2F, 0.3F, 0.3F, 0.0F, 0.6F, 0.0F});
postfx_presets.push_back({"CURVED", 0.5F, 0.6F, 0.1F, 0.4F, 0.4F, 0.8F, 0.0F, 0.0F});
postfx_presets.push_back({"SCANLINES", 0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"SUBTLE", 0.3F, 0.4F, 0.05F, 0.0F, 0.2F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"CRT LIVE", 0.5F, 0.6F, 0.3F, 0.3F, 0.4F, 0.3F, 0.4F, 0.8F});
current_postfx_preset = 0;
postfx_presets.push_back({"CRT", 0.15F, 0.7F, 0.2F, 0.5F, 0.1F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"NTSC", 0.4F, 0.5F, 0.2F, 0.3F, 0.3F, 0.0F, 0.6F, 0.0F});
postfx_presets.push_back({"Curved", 0.5F, 0.6F, 0.1F, 0.4F, 0.4F, 0.8F, 0.0F, 0.0F});
postfx_presets.push_back({"Scanlines", 0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"Subtle", 0.3F, 0.4F, 0.05F, 0.0F, 0.2F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"CRT Live", 0.15F, 0.6F, 0.3F, 0.3F, 0.1F, 0.0F, 0.4F, 0.8F});
video.shader.current_postfx_preset = 0;
return true;
}
// Helper: extrae un campo bool de un nodo YAML si existe, ignorando errores
static void parseBoolField(const fkyaml::node& node, const std::string& key, bool& target) {
if (node.contains(key)) {
try {
target = node[key].get_value<bool>();
} catch (...) {}
}
}
// Helper: extrae un campo int de un nodo YAML si existe, ignorando errores
static void parseIntField(const fkyaml::node& node, const std::string& key, int& target) {
if (node.contains(key)) {
try {
target = node[key].get_value<int>();
} catch (...) {}
}
}
// Rellena los presets CrtPi por defecto
static void populateDefaultCrtPiPresets() {
crtpi_presets.clear();
crtpi_presets.push_back({"Default", 6.0F, 0.12F, 3.5F, 2.4F, 2.2F, 0.80F, 0.05F, 0.10F, 2, true, true, true, false, false});
crtpi_presets.push_back({"Curved", 6.0F, 0.12F, 3.5F, 2.4F, 2.2F, 0.80F, 0.05F, 0.10F, 2, true, true, true, true, false});
crtpi_presets.push_back({"Sharp", 6.0F, 0.12F, 3.5F, 2.4F, 2.2F, 0.80F, 0.05F, 0.10F, 2, true, false, true, false, true});
crtpi_presets.push_back({"Minimal", 8.0F, 0.05F, 2.0F, 2.4F, 2.2F, 1.00F, 0.0F, 0.0F, 0, true, false, false, false, false});
}
// Escribe los presets CrtPi por defecto al fichero
static auto saveCrtPiDefaults() -> bool {
if (crtpi_file_path.empty()) { return false; }
std::ofstream file(crtpi_file_path);
if (!file.is_open()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: %s can't be opened for writing", crtpi_file_path.c_str());
return false;
}
file << "# Coffee Crisis Arcade Edition - CrtPi Shader Presets\n";
file << "# scanline_weight: gaussian adjustment (higher = narrower scanlines, default 6.0)\n";
file << "# scanline_gap_brightness: min brightness between scanlines (0.0-1.0, default 0.12)\n";
file << "# bloom_factor: brightness for bright areas (default 3.5)\n";
file << "# input_gamma: input gamma - linearization (default 2.4)\n";
file << "# output_gamma: output gamma - encoding (default 2.2)\n";
file << "# mask_brightness: sub-pixel brightness (default 0.80)\n";
file << "# curvature_x/y: barrel CRT distortion (0.0 = flat)\n";
file << "# mask_type: 0=none, 1=green/magenta, 2=RGB phosphor\n";
file << "# enable_scanlines/multisample/gamma/curvature/sharper: true/false\n";
file << "\npresets:\n";
file << " - name: \"Default\"\n scanline_weight: 6.0\n scanline_gap_brightness: 0.12\n bloom_factor: 3.5\n input_gamma: 2.4\n output_gamma: 2.2\n mask_brightness: 0.80\n curvature_x: 0.05\n curvature_y: 0.10\n mask_type: 2\n enable_scanlines: true\n enable_multisample: true\n enable_gamma: true\n enable_curvature: false\n enable_sharper: false\n";
file << " - name: \"Curved\"\n scanline_weight: 6.0\n scanline_gap_brightness: 0.12\n bloom_factor: 3.5\n input_gamma: 2.4\n output_gamma: 2.2\n mask_brightness: 0.80\n curvature_x: 0.05\n curvature_y: 0.10\n mask_type: 2\n enable_scanlines: true\n enable_multisample: true\n enable_gamma: true\n enable_curvature: true\n enable_sharper: false\n";
file << " - name: \"Sharp\"\n scanline_weight: 6.0\n scanline_gap_brightness: 0.12\n bloom_factor: 3.5\n input_gamma: 2.4\n output_gamma: 2.2\n mask_brightness: 0.80\n curvature_x: 0.05\n curvature_y: 0.10\n mask_type: 2\n enable_scanlines: true\n enable_multisample: false\n enable_gamma: true\n enable_curvature: false\n enable_sharper: true\n";
file << " - name: \"Minimal\"\n scanline_weight: 8.0\n scanline_gap_brightness: 0.05\n bloom_factor: 2.0\n input_gamma: 2.4\n output_gamma: 2.2\n mask_brightness: 1.00\n curvature_x: 0.0\n curvature_y: 0.0\n mask_type: 0\n enable_scanlines: true\n enable_multisample: false\n enable_gamma: false\n enable_curvature: false\n enable_sharper: false\n";
file.close();
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "CrtPi file created with defaults: %s", crtpi_file_path.c_str());
populateDefaultCrtPiPresets();
return true;
}
// Carga los presets de CrtPi desde el fichero
auto loadCrtPiFromFile() -> bool {
crtpi_presets.clear();
std::ifstream file(crtpi_file_path);
if (!file.good()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "CrtPi file not found, creating default: %s", crtpi_file_path.c_str());
return saveCrtPiDefaults();
}
std::string content((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
file.close();
try {
auto yaml = fkyaml::node::deserialize(content);
if (yaml.contains("presets")) {
const auto& presets = yaml["presets"];
for (const auto& p : presets) {
CrtPiPreset preset;
if (p.contains("name")) {
preset.name = p["name"].get_value<std::string>();
}
parseFloatField(p, "scanline_weight", preset.scanline_weight);
parseFloatField(p, "scanline_gap_brightness", preset.scanline_gap_brightness);
parseFloatField(p, "bloom_factor", preset.bloom_factor);
parseFloatField(p, "input_gamma", preset.input_gamma);
parseFloatField(p, "output_gamma", preset.output_gamma);
parseFloatField(p, "mask_brightness", preset.mask_brightness);
parseFloatField(p, "curvature_x", preset.curvature_x);
parseFloatField(p, "curvature_y", preset.curvature_y);
parseIntField(p, "mask_type", preset.mask_type);
parseBoolField(p, "enable_scanlines", preset.enable_scanlines);
parseBoolField(p, "enable_multisample", preset.enable_multisample);
parseBoolField(p, "enable_gamma", preset.enable_gamma);
parseBoolField(p, "enable_curvature", preset.enable_curvature);
parseBoolField(p, "enable_sharper", preset.enable_sharper);
crtpi_presets.push_back(preset);
}
}
if (!crtpi_presets.empty()) {
// Resolver nombre → índice
if (!video.shader.current_crtpi_preset_name.empty()) {
for (int i = 0; i < static_cast<int>(crtpi_presets.size()); ++i) {
if (crtpi_presets[static_cast<size_t>(i)].name == video.shader.current_crtpi_preset_name) {
video.shader.current_crtpi_preset = i;
break;
}
}
}
video.shader.current_crtpi_preset = std::clamp(
video.shader.current_crtpi_preset,
0,
static_cast<int>(crtpi_presets.size()) - 1);
} else {
video.shader.current_crtpi_preset = 0;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "CrtPi file loaded: %zu preset(s)", crtpi_presets.size());
return true;
} catch (const fkyaml::exception& e) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Error parsing CrtPi YAML: %s. Recreating defaults.", e.what());
return saveCrtPiDefaults();
}
}
// Inicializa las opciones del programa
void init() {
// Dificultades
@@ -234,56 +372,86 @@ namespace Options {
const auto& vid = yaml["video"];
if (vid.contains("fullscreen")) {
try { video.fullscreen = vid["fullscreen"].get_value<bool>(); } catch (...) {}
try {
video.fullscreen = vid["fullscreen"].get_value<bool>();
} catch (...) {}
}
if (vid.contains("scale_mode")) {
try { video.scale_mode = static_cast<SDL_ScaleMode>(vid["scale_mode"].get_value<int>()); } catch (...) {}
try {
video.scale_mode = static_cast<SDL_ScaleMode>(vid["scale_mode"].get_value<int>());
} catch (...) {}
}
if (vid.contains("vsync")) {
try { video.vsync = vid["vsync"].get_value<bool>(); } catch (...) {}
try {
video.vsync = vid["vsync"].get_value<bool>();
} catch (...) {}
}
if (vid.contains("integer_scale")) {
try { video.integer_scale = vid["integer_scale"].get_value<bool>(); } catch (...) {}
}
if (vid.contains("postfx")) {
try { video.postfx = vid["postfx"].get_value<bool>(); } catch (...) {}
}
// Nuevo formato: supersampling (bool) + supersampling_amount (int)
// Backward compat: si solo existe supersampling como int, también funciona
{
bool ss_enabled = false;
int ss_amount = 3;
if (vid.contains("supersampling")) {
try {
const auto& node = vid["supersampling"];
if (node.is_boolean()) {
ss_enabled = node.get_value<bool>();
} else {
// Formato antiguo: int directamente
int factor = node.get_value<int>();
ss_enabled = factor >= 2;
ss_amount = (factor >= 2) ? factor : 3;
}
} catch (...) {}
}
if (vid.contains("supersampling_amount")) {
try {
int amount = vid["supersampling_amount"].get_value<int>();
if (amount >= 2) { ss_amount = amount; }
} catch (...) {}
}
video.supersampling = ss_enabled ? ss_amount : 1;
}
if (vid.contains("postfx_preset")) {
try {
int preset = vid["postfx_preset"].get_value<int>();
// No validamos contra postfx_presets.size() aquí porque postfx.yaml
// aún no se ha cargado. El clamp se hace en loadPostFXFromFile().
if (preset >= 0) {
current_postfx_preset = preset;
}
video.integer_scale = vid["integer_scale"].get_value<bool>();
} catch (...) {}
}
// --- GPU ---
if (vid.contains("gpu")) {
const auto& gpu_node = vid["gpu"];
if (gpu_node.contains("acceleration")) {
try {
video.gpu.acceleration = gpu_node["acceleration"].get_value<bool>();
} catch (...) {}
}
if (gpu_node.contains("preferred_driver")) {
try {
video.gpu.preferred_driver = gpu_node["preferred_driver"].get_value<std::string>();
} catch (...) {}
}
}
// --- Shader config ---
if (vid.contains("shader")) {
const auto& sh = vid["shader"];
if (sh.contains("enabled")) {
try {
video.shader.enabled = sh["enabled"].get_value<bool>();
} catch (...) {}
}
if (sh.contains("current_shader")) {
try {
auto s = sh["current_shader"].get_value<std::string>();
video.shader.current_shader = (s == "crtpi") ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX;
} catch (...) {}
}
if (sh.contains("postfx_preset")) {
try {
video.shader.current_postfx_preset_name = sh["postfx_preset"].get_value<std::string>();
} catch (...) {}
}
if (sh.contains("crtpi_preset")) {
try {
video.shader.current_crtpi_preset_name = sh["crtpi_preset"].get_value<std::string>();
} catch (...) {}
}
}
// --- Supersampling ---
if (vid.contains("supersampling")) {
const auto& ss_node = vid["supersampling"];
if (ss_node.contains("enabled")) {
try {
video.supersampling.enabled = ss_node["enabled"].get_value<bool>();
} catch (...) {}
}
if (ss_node.contains("linear_upscale")) {
try {
video.supersampling.linear_upscale = ss_node["linear_upscale"].get_value<bool>();
} catch (...) {}
}
if (ss_node.contains("downscale_algo")) {
try {
video.supersampling.downscale_algo = ss_node["downscale_algo"].get_value<int>();
} catch (...) {}
}
}
}
void loadAudioFromYaml(const fkyaml::node& yaml) {
@@ -291,27 +459,39 @@ namespace Options {
const auto& aud = yaml["audio"];
if (aud.contains("enabled")) {
try { audio.enabled = aud["enabled"].get_value<bool>(); } catch (...) {}
try {
audio.enabled = aud["enabled"].get_value<bool>();
} catch (...) {}
}
if (aud.contains("volume")) {
try { audio.volume = std::clamp(aud["volume"].get_value<int>(), 0, 100); } catch (...) {}
try {
audio.volume = std::clamp(aud["volume"].get_value<int>(), 0, 100);
} catch (...) {}
}
if (aud.contains("music")) {
const auto& mus = aud["music"];
if (mus.contains("enabled")) {
try { audio.music.enabled = mus["enabled"].get_value<bool>(); } catch (...) {}
try {
audio.music.enabled = mus["enabled"].get_value<bool>();
} catch (...) {}
}
if (mus.contains("volume")) {
try { audio.music.volume = std::clamp(mus["volume"].get_value<int>(), 0, 100); } catch (...) {}
try {
audio.music.volume = std::clamp(mus["volume"].get_value<int>(), 0, 100);
} catch (...) {}
}
}
if (aud.contains("sound")) {
const auto& snd = aud["sound"];
if (snd.contains("enabled")) {
try { audio.sound.enabled = snd["enabled"].get_value<bool>(); } catch (...) {}
try {
audio.sound.enabled = snd["enabled"].get_value<bool>();
} catch (...) {}
}
if (snd.contains("volume")) {
try { audio.sound.volume = std::clamp(snd["volume"].get_value<int>(), 0, 100); } catch (...) {}
try {
audio.sound.volume = std::clamp(snd["volume"].get_value<int>(), 0, 100);
} catch (...) {}
}
}
}
@@ -338,13 +518,19 @@ namespace Options {
} catch (...) {}
}
if (game.contains("autofire")) {
try { settings.autofire = game["autofire"].get_value<bool>(); } catch (...) {}
try {
settings.autofire = game["autofire"].get_value<bool>();
} catch (...) {}
}
if (game.contains("shutdown_enabled")) {
try { settings.shutdown_enabled = game["shutdown_enabled"].get_value<bool>(); } catch (...) {}
try {
settings.shutdown_enabled = game["shutdown_enabled"].get_value<bool>();
} catch (...) {}
}
if (game.contains("params_file")) {
try { settings.params_file = game["params_file"].get_value<std::string>(); } catch (...) {}
try {
settings.params_file = game["params_file"].get_value<std::string>();
} catch (...) {}
}
}
@@ -356,10 +542,14 @@ namespace Options {
for (const auto& ctrl : controllers) {
if (i >= GamepadManager::size()) { break; }
if (ctrl.contains("name")) {
try { gamepad_manager[i].name = ctrl["name"].get_value<std::string>(); } catch (...) {}
try {
gamepad_manager[i].name = ctrl["name"].get_value<std::string>();
} catch (...) {}
}
if (ctrl.contains("path")) {
try { gamepad_manager[i].path = ctrl["path"].get_value<std::string>(); } catch (...) {}
try {
gamepad_manager[i].path = ctrl["path"].get_value<std::string>();
} catch (...) {}
}
if (ctrl.contains("player")) {
try {
@@ -379,7 +569,9 @@ namespace Options {
if (!yaml.contains("keyboard")) { return; }
const auto& kb = yaml["keyboard"];
if (kb.contains("player")) {
try { keyboard.player_id = static_cast<Player::Id>(kb["player"].get_value<int>()); } catch (...) {}
try {
keyboard.player_id = static_cast<Player::Id>(kb["player"].get_value<int>());
} catch (...) {}
}
}
@@ -401,6 +593,20 @@ namespace Options {
try {
auto yaml = fkyaml::node::deserialize(content);
// Comprobar versión: si no coincide, regenerar config por defecto
int file_version = 0;
if (yaml.contains("version")) {
try {
file_version = yaml["version"].get_value<int>();
} catch (...) {}
}
if (file_version != Settings::CURRENT_CONFIG_VERSION) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Config version %d != expected %d. Recreating defaults.", file_version, Settings::CURRENT_CONFIG_VERSION);
init();
saveToFile();
return true;
}
loadWindowFromYaml(yaml);
loadVideoFromYaml(yaml);
loadAudioFromYaml(yaml);
@@ -452,10 +658,26 @@ namespace Options {
file << " scale_mode: " << static_cast<int>(video.scale_mode) << " # " << static_cast<int>(SDL_ScaleMode::SDL_SCALEMODE_NEAREST) << ": nearest, " << static_cast<int>(SDL_ScaleMode::SDL_SCALEMODE_LINEAR) << ": linear\n";
file << " vsync: " << boolToString(video.vsync) << "\n";
file << " integer_scale: " << boolToString(video.integer_scale) << "\n";
file << " postfx: " << boolToString(video.postfx) << "\n";
file << " postfx_preset: " << current_postfx_preset << "\n";
file << " supersampling: " << boolToString(video.supersampling > 1) << "\n";
file << " supersampling_amount: " << std::max(2, video.supersampling) << "\n";
file << " gpu:\n";
file << " acceleration: " << boolToString(video.gpu.acceleration) << "\n";
file << " preferred_driver: \"" << video.gpu.preferred_driver << "\"\n";
file << " shader:\n";
file << " enabled: " << boolToString(video.shader.enabled) << "\n";
file << " current_shader: " << (video.shader.current_shader == Rendering::ShaderType::CRTPI ? "crtpi" : "postfx") << "\n";
{
std::string postfx_name = (!postfx_presets.empty() && video.shader.current_postfx_preset < static_cast<int>(postfx_presets.size()))
? postfx_presets[static_cast<size_t>(video.shader.current_postfx_preset)].name
: "";
std::string crtpi_name = (!crtpi_presets.empty() && video.shader.current_crtpi_preset < static_cast<int>(crtpi_presets.size()))
? crtpi_presets[static_cast<size_t>(video.shader.current_crtpi_preset)].name
: "";
file << " postfx_preset: \"" << postfx_name << "\"\n";
file << " crtpi_preset: \"" << crtpi_name << "\"\n";
}
file << " supersampling:\n";
file << " enabled: " << boolToString(video.supersampling.enabled) << "\n";
file << " linear_upscale: " << boolToString(video.supersampling.linear_upscale) << "\n";
file << " downscale_algo: " << video.supersampling.downscale_algo << "\n";
file << "\n";
// AUDIO

View File

@@ -14,11 +14,12 @@
#include <vector> // Para vector
#include "defaults.hpp"
#include "difficulty.hpp" // for Code
#include "input.hpp" // for Input
#include "lang.hpp" // for Code
#include "manage_hiscore_table.hpp" // for ManageHiScoreTable, Table
#include "player.hpp" // for Player
#include "difficulty.hpp" // for Code
#include "input.hpp" // for Input
#include "lang.hpp" // for Code
#include "manage_hiscore_table.hpp" // for ManageHiScoreTable, Table
#include "player.hpp" // for Player
#include "rendering/shader_backend.hpp" // for Rendering::ShaderType
// --- Namespace Options: gestión de configuración y opciones del juego ---
namespace Options {
@@ -36,20 +37,59 @@ namespace Options {
float flicker{0.0F};
};
struct CrtPiPreset {
std::string name;
float scanline_weight{6.0F};
float scanline_gap_brightness{0.12F};
float bloom_factor{3.5F};
float input_gamma{2.4F};
float output_gamma{2.2F};
float mask_brightness{0.80F};
float curvature_x{0.05F};
float curvature_y{0.10F};
int mask_type{2};
bool enable_scanlines{true};
bool enable_multisample{true};
bool enable_gamma{true};
bool enable_curvature{false};
bool enable_sharper{false};
};
struct Window {
std::string caption = Defaults::Window::CAPTION; // Texto que aparece en la barra de título de la ventana
int zoom = Defaults::Window::ZOOM; // Valor por el que se multiplica el tamaño de la ventana
int max_zoom = Defaults::Window::MAX_ZOOM; // Tamaño máximo para que la ventana no sea mayor que la pantalla
std::string caption = Defaults::Window::CAPTION;
int zoom = Defaults::Window::ZOOM;
int max_zoom = Defaults::Window::MAX_ZOOM;
};
struct GPU {
bool acceleration{Defaults::Video::GPU_ACCELERATION};
std::string preferred_driver;
};
struct Supersampling {
bool enabled{Defaults::Video::SUPERSAMPLING};
bool linear_upscale{Defaults::Video::LINEAR_UPSCALE};
int downscale_algo{Defaults::Video::DOWNSCALE_ALGO};
};
struct ShaderConfig {
bool enabled{Defaults::Video::SHADER_ENABLED};
Rendering::ShaderType current_shader{Rendering::ShaderType::POSTFX};
std::string current_postfx_preset_name;
std::string current_crtpi_preset_name;
int current_postfx_preset{0};
int current_crtpi_preset{0};
};
struct Video {
SDL_ScaleMode scale_mode = Defaults::Video::SCALE_MODE; // Filtro usado para el escalado de la imagen
bool fullscreen = Defaults::Video::FULLSCREEN; // Indica si se usa pantalla completa
bool vsync = Defaults::Video::VSYNC; // Indica si se usa vsync
bool integer_scale = Defaults::Video::INTEGER_SCALE; // Indica si se usa escalado entero
bool postfx = Defaults::Video::POSTFX; // Indica si se usan efectos PostFX
int supersampling = Defaults::Video::SUPERSAMPLING; // Factor de supersampling: 1=off, 2=2×, 3=3×
std::string info; // Información sobre el modo de vídeo
SDL_ScaleMode scale_mode = Defaults::Video::SCALE_MODE;
bool fullscreen = Defaults::Video::FULLSCREEN;
bool vsync = Defaults::Video::VSYNC;
bool integer_scale = Defaults::Video::INTEGER_SCALE;
std::string info;
GPU gpu{};
Supersampling supersampling{};
ShaderConfig shader{};
};
struct Music {
@@ -63,14 +103,15 @@ namespace Options {
};
struct Audio {
Music music; // Opciones para la música
Sound sound; // Opciones para los efectos de sonido
Music music; // Opciones para la música
Sound sound; // Opciones para los efectos de sonido
bool enabled = Defaults::Audio::ENABLED; // Indica si el audio está activo o no
int volume = Defaults::Audio::VOLUME; // Volumen general del audio
};
struct Settings {
int config_version = 2; // Versión del archivo de configuración
static constexpr int CURRENT_CONFIG_VERSION = 3; // Versión esperada del fichero
int config_version = CURRENT_CONFIG_VERSION; // Versión del archivo de configuración
Difficulty::Code difficulty = Difficulty::Code::NORMAL; // Dificultad del juego
Lang::Code language = Lang::Code::VALENCIAN; // Idioma usado en el juego
bool autofire = Defaults::Settings::AUTOFIRE; // Indicador de autofire
@@ -292,16 +333,19 @@ namespace Options {
extern Keyboard keyboard; // Opciones para el teclado
extern PendingChanges pending_changes; // Opciones que se aplican al cerrar
extern std::vector<PostFXPreset> postfx_presets; // Lista de presets de PostFX
extern int current_postfx_preset; // Índice del preset PostFX activo
extern std::string postfx_file_path; // Ruta al fichero de presets PostFX
extern std::vector<CrtPiPreset> crtpi_presets; // Lista de presets de CrtPi
extern std::string crtpi_file_path; // Ruta al fichero de presets CrtPi
// --- Funciones ---
void init(); // Inicializa las opciones del programa
void setConfigFile(const std::string& file_path); // Establece el fichero de configuración
void setControllersFile(const std::string& file_path); // Establece el fichero de configuración de mandos
void setPostFXFile(const std::string& path); // Establece el fichero de presets PostFX
void setCrtPiFile(const std::string& path); // Establece el fichero de presets CrtPi
auto loadPostFXFromFile() -> bool; // Carga los presets PostFX desde fichero
auto savePostFXToFile() -> bool; // Guarda los presets PostFX por defecto al fichero
auto loadCrtPiFromFile() -> bool; // Carga los presets CrtPi desde fichero
auto loadFromFile() -> bool; // Carga el fichero de configuración
auto saveToFile() -> bool; // Guarda el fichero de configuración
void setKeyboardToPlayer(Player::Id player_id); // Asigna el teclado al jugador

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@@ -3,24 +3,56 @@
#include <SDL3/SDL.h>
#include <SDL3/SDL_gpu.h>
#include <string>
#include <utility>
#include "rendering/shader_backend.hpp"
// PostFX uniforms pushed to fragment stage each frame.
// Must match the MSL struct and GLSL uniform block layout.
// 12 floats = 48 bytes — meets Metal/Vulkan 16-byte alignment requirement.
struct PostFXUniforms {
float vignette_strength; // 0 = none, ~0.8 = subtle
float chroma_strength; // 0 = off, ~0.2 = subtle chromatic aberration
float scanline_strength; // 0 = off, 1 = full
float screen_height; // logical height in pixels (used by bleeding effect)
float mask_strength; // 0 = off, 1 = full phosphor dot mask
float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
float curvature; // 0 = flat, 1 = max barrel distortion
float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
float time; // seconds since SDL init (SDL_GetTicks() / 1000.0f)
float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — keep struct at 48 bytes (3 × 16)
float vignette_strength;
float chroma_strength;
float scanline_strength;
float screen_height;
float mask_strength;
float gamma_strength;
float curvature;
float bleeding;
float pixel_scale;
float time;
float oversample;
float flicker;
};
// CrtPi uniforms pushed to fragment stage each frame.
// 16 fields = 64 bytes — 4 × 16-byte alignment.
struct CrtPiUniforms {
float scanline_weight;
float scanline_gap_brightness;
float bloom_factor;
float input_gamma;
float output_gamma;
float mask_brightness;
float curvature_x;
float curvature_y;
int mask_type;
int enable_scanlines;
int enable_multisample;
int enable_gamma;
int enable_curvature;
int enable_sharper;
float texture_width;
float texture_height;
};
// Downscale uniforms for Lanczos downscale fragment stage.
// 1 int + 3 floats = 16 bytes.
struct DownscaleUniforms {
int algorithm;
float pad0;
float pad1;
float pad2;
};
namespace Rendering {
@@ -28,9 +60,8 @@ namespace Rendering {
/**
* @brief Backend de shaders usando SDL3 GPU API (Metal en macOS, Vulkan/SPIR-V en Win/Linux)
*
* Backend de shaders PostFX para macOS (Metal) y Win/Linux (Vulkan/SPIR-V).
* Pipeline: Surface pixels (CPU) → SDL_GPUTransferBuffer → SDL_GPUTexture (scene)
* → PostFX render pass → swapchain → present
* → [Upscale →] PostFX/CrtPi render pass → [Lanczos downscale →] swapchain → present
*/
class SDL3GPUShader : public ShaderBackend {
public:
@@ -44,25 +75,28 @@ namespace Rendering {
void render() override;
void setTextureSize(float width, float height) override {}
void cleanup() final; // Libera pipeline/texturas pero mantiene el device vivo
void destroy(); // Limpieza completa (device + swapchain); llamar solo al cerrar
void cleanup() final;
void destroy();
[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
[[nodiscard]] auto getDriverName() const -> std::string override { return driver_name_; }
// Sube píxeles ARGB8888 desde CPU; llamado antes de render()
void setPreferredDriver(const std::string& driver) override { preferred_driver_ = driver; }
void uploadPixels(const Uint32* pixels, int width, int height) override;
// Actualiza los parámetros de intensidad de los efectos PostFX
void setPostFXParams(const PostFXParams& p) override;
// Activa/desactiva VSync en el swapchain
void setVSync(bool vsync) override;
// Activa/desactiva escalado entero (integer scale)
void setScaleMode(bool integer_scale) override;
// Establece factor de supersampling (1 = off, 3 = 3×SS)
void setOversample(int factor) override;
void setLinearUpscale(bool linear) override;
[[nodiscard]] auto isLinearUpscale() const -> bool override { return linear_upscale_; }
void setDownscaleAlgo(int algo) override;
[[nodiscard]] auto getDownscaleAlgo() const -> int override { return downscale_algo_; }
[[nodiscard]] auto getSsTextureSize() const -> std::pair<int, int> override;
void setActiveShader(ShaderType type) override;
void setCrtPiParams(const CrtPiParams& p) override;
[[nodiscard]] auto getActiveShader() const -> ShaderType override { return active_shader_; }
private:
static auto createShaderMSL(SDL_GPUDevice* device,
const char* msl_source,
@@ -80,27 +114,41 @@ namespace Rendering {
Uint32 num_uniform_buffers) -> SDL_GPUShader*;
auto createPipeline() -> bool;
auto reinitTexturesAndBuffer() -> bool; // Recrea textura y buffer con oversample actual
auto createCrtPiPipeline() -> bool;
auto reinitTexturesAndBuffer() -> bool;
auto recreateScaledTexture(int factor) -> bool;
static auto calcSsFactor(float zoom) -> int;
[[nodiscard]] auto bestPresentMode(bool vsync) const -> SDL_GPUPresentMode;
SDL_Window* window_ = nullptr;
SDL_GPUDevice* device_ = nullptr;
SDL_GPUGraphicsPipeline* pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* postfx_offscreen_pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* downscale_pipeline_ = nullptr;
SDL_GPUTexture* scene_texture_ = nullptr;
SDL_GPUTexture* scaled_texture_ = nullptr;
SDL_GPUTexture* postfx_texture_ = nullptr;
SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
SDL_GPUSampler* sampler_ = nullptr; // NEAREST — para path sin supersampling
SDL_GPUSampler* linear_sampler_ = nullptr; // LINEAR — para path con supersampling
SDL_GPUSampler* sampler_ = nullptr;
SDL_GPUSampler* linear_sampler_ = nullptr;
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .oversample = 1.0F};
CrtPiUniforms crtpi_uniforms_{.scanline_weight = 6.0F, .scanline_gap_brightness = 0.12F, .bloom_factor = 3.5F, .input_gamma = 2.4F, .output_gamma = 2.2F, .mask_brightness = 0.80F, .curvature_x = 0.05F, .curvature_y = 0.10F, .mask_type = 2, .enable_scanlines = 1, .enable_multisample = 1, .enable_gamma = 1};
ShaderType active_shader_ = ShaderType::POSTFX;
int game_width_ = 0; // Dimensiones originales del canvas (sin SS)
int game_width_ = 0;
int game_height_ = 0;
int tex_width_ = 0; // Dimensiones de la textura GPU (game × oversample_)
int tex_height_ = 0;
int oversample_ = 1; // Factor SS actual (1 o 3)
float baked_scanline_strength_ = 0.0F; // Guardado para hornear en CPU
int ss_factor_ = 0;
int oversample_ = 1;
int downscale_algo_ = 1;
std::string driver_name_;
std::string preferred_driver_;
bool is_initialized_ = false;
bool vsync_ = true;
bool integer_scale_ = false;
bool linear_upscale_ = false;
};
} // namespace Rendering

View File

@@ -0,0 +1,633 @@
#pragma once
#include <cstddef>
#include <cstdint>
static const uint8_t kupscale_frag_spv[] = {
0x03,
0x02,
0x23,
0x07,
0x00,
0x00,
0x01,
0x00,
0x0b,
0x00,
0x0d,
0x00,
0x14,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x11,
0x00,
0x02,
0x00,
0x01,
0x00,
0x00,
0x00,
0x0b,
0x00,
0x06,
0x00,
0x01,
0x00,
0x00,
0x00,
0x47,
0x4c,
0x53,
0x4c,
0x2e,
0x73,
0x74,
0x64,
0x2e,
0x34,
0x35,
0x30,
0x00,
0x00,
0x00,
0x00,
0x0e,
0x00,
0x03,
0x00,
0x00,
0x00,
0x00,
0x00,
0x01,
0x00,
0x00,
0x00,
0x0f,
0x00,
0x07,
0x00,
0x04,
0x00,
0x00,
0x00,
0x04,
0x00,
0x00,
0x00,
0x6d,
0x61,
0x69,
0x6e,
0x00,
0x00,
0x00,
0x00,
0x09,
0x00,
0x00,
0x00,
0x11,
0x00,
0x00,
0x00,
0x10,
0x00,
0x03,
0x00,
0x04,
0x00,
0x00,
0x00,
0x07,
0x00,
0x00,
0x00,
0x03,
0x00,
0x03,
0x00,
0x02,
0x00,
0x00,
0x00,
0xc2,
0x01,
0x00,
0x00,
0x04,
0x00,
0x0a,
0x00,
0x47,
0x4c,
0x5f,
0x47,
0x4f,
0x4f,
0x47,
0x4c,
0x45,
0x5f,
0x63,
0x70,
0x70,
0x5f,
0x73,
0x74,
0x79,
0x6c,
0x65,
0x5f,
0x6c,
0x69,
0x6e,
0x65,
0x5f,
0x64,
0x69,
0x72,
0x65,
0x63,
0x74,
0x69,
0x76,
0x65,
0x00,
0x00,
0x04,
0x00,
0x08,
0x00,
0x47,
0x4c,
0x5f,
0x47,
0x4f,
0x4f,
0x47,
0x4c,
0x45,
0x5f,
0x69,
0x6e,
0x63,
0x6c,
0x75,
0x64,
0x65,
0x5f,
0x64,
0x69,
0x72,
0x65,
0x63,
0x74,
0x69,
0x76,
0x65,
0x00,
0x05,
0x00,
0x04,
0x00,
0x04,
0x00,
0x00,
0x00,
0x6d,
0x61,
0x69,
0x6e,
0x00,
0x00,
0x00,
0x00,
0x05,
0x00,
0x05,
0x00,
0x09,
0x00,
0x00,
0x00,
0x6f,
0x75,
0x74,
0x5f,
0x63,
0x6f,
0x6c,
0x6f,
0x72,
0x00,
0x00,
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0x05,
0x00,
0x04,
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0x63,
0x65,
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0x65,
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0x00,
0x05,
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0x04,
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0x11,
0x00,
0x00,
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0x76,
0x5f,
0x75,
0x76,
0x00,
0x00,
0x00,
0x00,
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0x00,
0x04,
0x00,
0x09,
0x00,
0x00,
0x00,
0x1e,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x47,
0x00,
0x04,
0x00,
0x0d,
0x00,
0x00,
0x00,
0x21,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x47,
0x00,
0x04,
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0x0d,
0x00,
0x00,
0x00,
0x22,
0x00,
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0x00,
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0x00,
0x04,
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0x11,
0x00,
0x00,
0x00,
0x1e,
0x00,
0x00,
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0x03,
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0x02,
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0x16,
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0x17,
0x00,
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0x07,
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0x00,
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0x06,
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0x20,
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0x07,
0x00,
0x00,
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0x3b,
0x00,
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0x08,
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0x00,
0x09,
0x00,
0x00,
0x00,
0x03,
0x00,
0x00,
0x00,
0x19,
0x00,
0x09,
0x00,
0x0a,
0x00,
0x00,
0x00,
0x06,
0x00,
0x00,
0x00,
0x01,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
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0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x01,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x1b,
0x00,
0x03,
0x00,
0x0b,
0x00,
0x00,
0x00,
0x0a,
0x00,
0x00,
0x00,
0x20,
0x00,
0x04,
0x00,
0x0c,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x0b,
0x00,
0x00,
0x00,
0x3b,
0x00,
0x04,
0x00,
0x0c,
0x00,
0x00,
0x00,
0x0d,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x17,
0x00,
0x04,
0x00,
0x0f,
0x00,
0x00,
0x00,
0x06,
0x00,
0x00,
0x00,
0x02,
0x00,
0x00,
0x00,
0x20,
0x00,
0x04,
0x00,
0x10,
0x00,
0x00,
0x00,
0x01,
0x00,
0x00,
0x00,
0x0f,
0x00,
0x00,
0x00,
0x3b,
0x00,
0x04,
0x00,
0x10,
0x00,
0x00,
0x00,
0x11,
0x00,
0x00,
0x00,
0x01,
0x00,
0x00,
0x00,
0x36,
0x00,
0x05,
0x00,
0x02,
0x00,
0x00,
0x00,
0x04,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x03,
0x00,
0x00,
0x00,
0xf8,
0x00,
0x02,
0x00,
0x05,
0x00,
0x00,
0x00,
0x3d,
0x00,
0x04,
0x00,
0x0b,
0x00,
0x00,
0x00,
0x0e,
0x00,
0x00,
0x00,
0x0d,
0x00,
0x00,
0x00,
0x3d,
0x00,
0x04,
0x00,
0x0f,
0x00,
0x00,
0x00,
0x12,
0x00,
0x00,
0x00,
0x11,
0x00,
0x00,
0x00,
0x57,
0x00,
0x05,
0x00,
0x07,
0x00,
0x00,
0x00,
0x13,
0x00,
0x00,
0x00,
0x0e,
0x00,
0x00,
0x00,
0x12,
0x00,
0x00,
0x00,
0x3e,
0x00,
0x03,
0x00,
0x09,
0x00,
0x00,
0x00,
0x13,
0x00,
0x00,
0x00,
0xfd,
0x00,
0x01,
0x00,
0x38,
0x00,
0x01,
0x00};
static const size_t kupscale_frag_spv_size = 628;

View File

@@ -3,9 +3,14 @@
#include <SDL3/SDL.h>
#include <string>
#include <utility>
namespace Rendering {
/** @brief Identificador del shader de post-procesado activo */
enum class ShaderType { POSTFX,
CRTPI };
/**
* @brief Parámetros de intensidad de los efectos PostFX
*/
@@ -20,57 +25,64 @@ namespace Rendering {
float flicker = 0.0F;
};
/**
* @brief Parámetros del shader CRT-Pi (algoritmo de scanlines continuas)
*/
struct CrtPiParams {
float scanline_weight{6.0F};
float scanline_gap_brightness{0.12F};
float bloom_factor{3.5F};
float input_gamma{2.4F};
float output_gamma{2.2F};
float mask_brightness{0.80F};
float curvature_x{0.05F};
float curvature_y{0.10F};
int mask_type{2};
bool enable_scanlines{true};
bool enable_multisample{true};
bool enable_gamma{true};
bool enable_curvature{false};
bool enable_sharper{false};
};
/**
* @brief Interfaz abstracta para backends de renderizado con shaders
*
* Esta interfaz define el contrato que todos los backends de shaders
* deben cumplir (Metal, Vulkan, etc.)
*/
class ShaderBackend {
public:
virtual ~ShaderBackend() = default;
/**
* @brief Inicializa el backend de shaders
* @param window Ventana SDL
* @param texture Textura de backbuffer a la que aplicar shaders
* @param vertex_source Código fuente del vertex shader
* @param fragment_source Código fuente del fragment shader
* @return true si la inicialización fue exitosa
*/
virtual auto init(SDL_Window* window,
SDL_Texture* texture,
const std::string& vertex_source,
const std::string& fragment_source) -> bool = 0;
/**
* @brief Renderiza la textura con los shaders aplicados
*/
virtual void render() = 0;
/**
* @brief Establece el tamaño de la textura como parámetro del shader
* @param width Ancho de la textura
* @param height Alto de la textura
*/
virtual void setTextureSize(float width, float height) = 0;
/**
* @brief Limpia y libera recursos del backend
*/
virtual void cleanup() = 0;
/**
* @brief Verifica si el backend está usando aceleración por hardware
* @return true si usa aceleración por hardware
*/
[[nodiscard]] virtual auto isHardwareAccelerated() const -> bool = 0;
virtual void uploadPixels(const Uint32* /*pixels*/, int /*width*/, int /*height*/) {}
virtual void setPostFXParams(const PostFXParams& /*p*/) {}
virtual void setVSync(bool /*vsync*/) {}
virtual void setScaleMode(bool /*integer_scale*/) {}
virtual void setOversample(int /*factor*/) {}
virtual void setLinearUpscale(bool /*linear*/) {}
[[nodiscard]] virtual auto isLinearUpscale() const -> bool { return false; }
virtual void setDownscaleAlgo(int /*algo*/) {}
[[nodiscard]] virtual auto getDownscaleAlgo() const -> int { return 0; }
[[nodiscard]] virtual auto getSsTextureSize() const -> std::pair<int, int> { return {0, 0}; }
[[nodiscard]] virtual auto isHardwareAccelerated() const -> bool = 0;
[[nodiscard]] virtual auto getDriverName() const -> std::string { return {}; }
virtual void setPreferredDriver(const std::string& /*driver*/) {}
virtual void setActiveShader(ShaderType /*type*/) {}
virtual void setCrtPiParams(const CrtPiParams& /*p*/) {}
[[nodiscard]] virtual auto getActiveShader() const -> ShaderType { return ShaderType::POSTFX; }
};
} // namespace Rendering

View File

@@ -8,16 +8,19 @@
#include <string> // Para basic_string, operator+, char_traits, to_string, string
#include <vector> // Para vector
#include "asset.hpp" // Para Asset
#include "mouse.hpp" // Para updateCursorVisibility
#include "options.hpp" // Para Video, video, Window, window
#include "param.hpp" // Para Param, param, ParamGame, ParamDebug
#include "asset.hpp" // Para Asset
#include "director.hpp" // Para Director::debug_config
#include "mouse.hpp" // Para updateCursorVisibility
#include "options.hpp" // Para Video, video, Window, window
#include "param.hpp" // Para Param, param, ParamGame, ParamDebug
#include "rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
#include "text.hpp" // Para Text
#include "texture.hpp" // Para Texture
#include "ui/logger.hpp" // Para info
#include "ui/notifier.hpp" // Para Notifier
#include "ui/service_menu.hpp" // Para ServiceMenu
#include "resource.hpp" // Para Resource
#include "text.hpp" // Para Text
#include "texture.hpp" // Para Texture
#include "ui/logger.hpp" // Para info
#include "ui/notifier.hpp" // Para Notifier
#include "ui/service_menu.hpp" // Para ServiceMenu
#include "utils.hpp" // Para toLower
// Singleton
Screen* Screen::instance = nullptr;
@@ -25,7 +28,7 @@ Screen* Screen::instance = nullptr;
// Inicializa la instancia única del singleton
void Screen::init() {
Screen::instance = new Screen();
Screen::initPostFX(); // Llamar aquí para que Screen::get() ya devuelva la instancia
Screen::initShaders(); // Llamar aquí para que Screen::get() ya devuelva la instancia
}
// Libera la instancia
@@ -58,7 +61,7 @@ Screen::Screen()
#ifdef _DEBUG
debug_info_.text = text_;
setDebugInfoEnabled(true);
setDebugInfoEnabled(Director::debug_config.show_render_info);
#endif
// Renderizar una vez la textura vacía para que tenga contenido válido antes de inicializar los shaders (evita pantalla negra)
@@ -68,7 +71,6 @@ Screen::Screen()
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
SDL_RenderClear(renderer_);
SDL_RenderPresent(renderer_);
}
// Destructor
@@ -112,13 +114,11 @@ void Screen::renderPresent() {
SDL_Surface* surface = SDL_RenderReadPixels(renderer_, nullptr);
if (surface != nullptr) {
if (surface->format == SDL_PIXELFORMAT_ARGB8888) {
std::memcpy(pixel_buffer_.data(), surface->pixels,
pixel_buffer_.size() * sizeof(Uint32));
std::memcpy(pixel_buffer_.data(), surface->pixels, pixel_buffer_.size() * sizeof(Uint32));
} else {
SDL_Surface* converted = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ARGB8888);
if (converted != nullptr) {
std::memcpy(pixel_buffer_.data(), converted->pixels,
pixel_buffer_.size() * sizeof(Uint32));
std::memcpy(pixel_buffer_.data(), converted->pixels, pixel_buffer_.size() * sizeof(Uint32));
SDL_DestroySurface(converted);
}
}
@@ -243,39 +243,83 @@ void Screen::renderShake() {
// Muestra información por pantalla
void Screen::renderInfo() const {
if (debug_info_.show) {
// Resolution
debug_info_.text->writeDX(Text::COLOR | Text::STROKE, param.game.width - debug_info_.text->length(Options::video.info) - 2, 1, Options::video.info, 1, param.debug.color, 1, param.debug.color.DARKEN(150));
const Color GOLD(0xFF, 0xD7, 0x00);
const Color GOLD_SHADOW = GOLD.DARKEN(150);
// Construir texto: fps - driver - preset
std::string info_text = std::to_string(fps_.last_value) + " fps";
// Driver GPU
if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
const std::string DRIVER = shader_backend_->getDriverName();
if (!DRIVER.empty()) {
info_text += " - " + toLower(DRIVER);
}
} else {
info_text += " - sdl";
}
// Shader + preset
if (Options::video.shader.enabled) {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
const std::string PRESET_NAME = Options::crtpi_presets.empty() ? "" : Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
info_text += " - crtpi " + toLower(PRESET_NAME);
} else {
const std::string PRESET_NAME = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
info_text += " - postfx " + toLower(PRESET_NAME);
if (Options::video.supersampling.enabled) { info_text += " (ss)"; }
}
}
// Centrado arriba
const int TEXT_WIDTH = debug_info_.text->length(info_text);
const int X_POS = (static_cast<int>(param.game.width) - TEXT_WIDTH) / 2;
debug_info_.text->writeDX(Text::COLOR | Text::STROKE, X_POS, 1, info_text, 1, GOLD, 1, GOLD_SHADOW);
// FPS
const std::string FPS_TEXT = std::to_string(fps_.last_value) + " FPS";
debug_info_.text->writeDX(Text::COLOR | Text::STROKE, param.game.width - debug_info_.text->length(FPS_TEXT) - 2, 1 + debug_info_.text->getCharacterSize(), FPS_TEXT, 1, param.debug.color, 1, param.debug.color.DARKEN(150));
#ifdef RECORDING
// RECORDING
debug_info_.text->writeDX(Text::COLOR | Text::STROKE, param.game.width - debug_info_.text->length("RECORDING"), 2 * (1 + debug_info_.text->getCharacterSize()), "RECORDING", 1, param.debug.color, 1, param.debug.color.DARKEN(150));
const std::string REC_TEXT = "recording";
const int REC_WIDTH = debug_info_.text->length(REC_TEXT);
const int REC_X = (static_cast<int>(param.game.width) - REC_WIDTH) / 2;
debug_info_.text->writeDX(Text::COLOR | Text::STROKE, REC_X, 1 + debug_info_.text->getCharacterSize(), REC_TEXT, 1, GOLD, 1, GOLD_SHADOW);
#endif
}
}
#endif
// Inicializa PostFX (SDL3GPU)
void Screen::initPostFX() {
// Inicializa shaders (SDL3GPU)
void Screen::initShaders() {
#ifndef NO_SHADERS
auto* self = Screen::get();
if (self == nullptr) {
SDL_Log("Screen::initPostFX: instance is null, skipping");
SDL_Log("Screen::initShaders: instance is null, skipping");
return;
}
if (!self->shader_backend_) {
self->shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
const std::string FALLBACK_DRIVER = "none";
self->shader_backend_->setPreferredDriver(
Options::video.gpu.acceleration ? Options::video.gpu.preferred_driver : FALLBACK_DRIVER);
}
if (!self->shader_backend_->isHardwareAccelerated()) {
const bool ok = self->shader_backend_->init(self->window_, self->game_canvas_, "", "");
SDL_Log("Screen::initPostFX: SDL3GPUShader::init() = %s", ok ? "OK" : "FAILED");
SDL_Log("Screen::initShaders: SDL3GPUShader::init() = %s", ok ? "OK" : "FAILED");
}
if (self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) {
self->shader_backend_->setLinearUpscale(Options::video.supersampling.linear_upscale);
self->shader_backend_->setDownscaleAlgo(Options::video.supersampling.downscale_algo);
self->shader_backend_->setOversample(Options::video.supersampling.enabled ? 3 : 1);
if (!Options::video.shader.enabled) {
// Passthrough: POSTFX con parámetros a cero
self->shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX);
self->shader_backend_->setPostFXParams(Rendering::PostFXParams{});
} else if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
self->shader_backend_->setActiveShader(Rendering::ShaderType::CRTPI);
self->applyCurrentCrtPiPreset();
} else {
self->shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX);
self->applyCurrentPostFXPreset();
}
}
SDL_Log("Screen::initPostFX: presets=%d current=%d postfx=%s",
static_cast<int>(Options::postfx_presets.size()),
Options::current_postfx_preset,
Options::video.postfx ? "ON" : "OFF");
self->applyCurrentPostFXPreset();
#endif
}
@@ -438,11 +482,34 @@ void Screen::getDisplayInfo() {
}
}
// Alterna entre activar y desactivar los efectos PostFX
void Screen::togglePostFX() {
Options::video.postfx = !Options::video.postfx;
// Alterna activar/desactivar shaders
void Screen::toggleShaders() {
Options::video.shader.enabled = !Options::video.shader.enabled;
auto* self = Screen::get();
if (self != nullptr) {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
self->applyCurrentCrtPiPreset();
} else {
self->applyCurrentPostFXPreset();
}
}
}
// Cambia entre PostFX y CrtPi
void Screen::nextShader() {
auto* self = Screen::get();
if (self == nullptr || !self->shader_backend_ || !self->shader_backend_->isHardwareAccelerated()) { return; }
const auto NEXT = (Options::video.shader.current_shader == Rendering::ShaderType::POSTFX)
? Rendering::ShaderType::CRTPI
: Rendering::ShaderType::POSTFX;
Options::video.shader.current_shader = NEXT;
self->shader_backend_->setActiveShader(NEXT);
if (NEXT == Rendering::ShaderType::CRTPI) {
self->applyCurrentCrtPiPreset();
} else {
self->applyCurrentPostFXPreset();
}
}
@@ -450,49 +517,87 @@ void Screen::togglePostFX() {
// Avanza al siguiente preset PostFX
void Screen::nextPostFXPreset() {
if (Options::postfx_presets.empty()) { return; }
Options::current_postfx_preset = (Options::current_postfx_preset + 1) % static_cast<int>(Options::postfx_presets.size());
Options::video.shader.current_postfx_preset = (Options::video.shader.current_postfx_preset + 1) % static_cast<int>(Options::postfx_presets.size());
auto* self = Screen::get();
if (self != nullptr) {
self->applyCurrentPostFXPreset();
}
}
// Alterna entre activar y desactivar el supersampling 3x
// Avanza al siguiente preset CrtPi
void Screen::nextCrtPiPreset() {
if (Options::crtpi_presets.empty()) { return; }
Options::video.shader.current_crtpi_preset = (Options::video.shader.current_crtpi_preset + 1) % static_cast<int>(Options::crtpi_presets.size());
auto* self = Screen::get();
if (self != nullptr) {
self->applyCurrentCrtPiPreset();
}
}
// Alterna supersampling
void Screen::toggleSupersampling() {
Options::video.supersampling = (Options::video.supersampling % 3) + 1;
Options::video.supersampling.enabled = !Options::video.supersampling.enabled;
auto* self = Screen::get();
if (self != nullptr && self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) {
self->applyCurrentPostFXPreset();
self->shader_backend_->setOversample(Options::video.supersampling.enabled ? 3 : 1);
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
self->applyCurrentCrtPiPreset();
} else {
self->applyCurrentPostFXPreset();
}
}
}
// Aplica el preset PostFX activo al backend
void Screen::applyCurrentPostFXPreset() {
if (!shader_backend_) { return; }
// setOversample PRIMERO: puede recrear texturas antes de que setPostFXParams
// decida si hornear scanlines en CPU o aplicarlas en GPU.
shader_backend_->setOversample(Options::video.supersampling);
shader_backend_->setOversample(Options::video.supersampling.enabled ? 3 : 1);
Rendering::PostFXParams p{};
if (Options::video.postfx && !Options::postfx_presets.empty()) {
const auto& preset = Options::postfx_presets.at(static_cast<size_t>(Options::current_postfx_preset));
p.vignette = preset.vignette;
if (Options::video.shader.enabled && !Options::postfx_presets.empty()) {
const auto& preset = Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset));
p.vignette = preset.vignette;
p.scanlines = preset.scanlines;
p.chroma = preset.chroma;
p.mask = preset.mask;
p.gamma = preset.gamma;
p.chroma = preset.chroma;
p.mask = preset.mask;
p.gamma = preset.gamma;
p.curvature = preset.curvature;
p.bleeding = preset.bleeding;
p.flicker = preset.flicker;
SDL_Log("Screen::applyCurrentPostFXPreset: preset='%s' scan=%.2f vign=%.2f chroma=%.2f ss=%d×",
preset.name.c_str(), p.scanlines, p.vignette, p.chroma, Options::video.supersampling);
} else {
SDL_Log("Screen::applyCurrentPostFXPreset: PostFX=%s presets=%d → passthrough",
Options::video.postfx ? "ON" : "OFF",
static_cast<int>(Options::postfx_presets.size()));
p.bleeding = preset.bleeding;
p.flicker = preset.flicker;
SDL_Log("Screen::applyCurrentPostFXPreset: preset='%s' scan=%.2f vign=%.2f chroma=%.2f",
preset.name.c_str(),
p.scanlines,
p.vignette,
p.chroma);
}
shader_backend_->setPostFXParams(p);
}
// Aplica el preset CrtPi activo al backend
void Screen::applyCurrentCrtPiPreset() {
if (!shader_backend_) { return; }
if (Options::video.shader.enabled && !Options::crtpi_presets.empty()) {
const auto& preset = Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset));
Rendering::CrtPiParams p{
.scanline_weight = preset.scanline_weight,
.scanline_gap_brightness = preset.scanline_gap_brightness,
.bloom_factor = preset.bloom_factor,
.input_gamma = preset.input_gamma,
.output_gamma = preset.output_gamma,
.mask_brightness = preset.mask_brightness,
.curvature_x = preset.curvature_x,
.curvature_y = preset.curvature_y,
.mask_type = preset.mask_type,
.enable_scanlines = preset.enable_scanlines,
.enable_multisample = preset.enable_multisample,
.enable_gamma = preset.enable_gamma,
.enable_curvature = preset.enable_curvature,
.enable_sharper = preset.enable_sharper,
};
shader_backend_->setCrtPiParams(p);
SDL_Log("Screen::applyCurrentCrtPiPreset: preset='%s'", preset.name.c_str());
}
}
// Alterna entre activar y desactivar el escalado entero
void Screen::toggleIntegerScale() {
Options::video.integer_scale = !Options::video.integer_scale;
@@ -521,6 +626,15 @@ void Screen::setVSync(bool enabled) {
void Screen::getSingletons() {
service_menu_ = ServiceMenu::get();
notifier_ = Notifier::get();
#ifdef _DEBUG
// Actualizar la fuente de debug a 8bithud (ahora Resource está disponible)
if (Resource::get() != nullptr) {
auto hud_text = Resource::get()->getText("8bithud");
if (hud_text) {
debug_info_.text = hud_text;
}
}
#endif
}
// Aplica los valores de las opciones

View File

@@ -6,18 +6,15 @@
#include <string> // Para string
#include <vector> // Para vector
#include "color.hpp" // Para Color
#include "options.hpp" // Para VideoOptions, video
#include "color.hpp" // Para Color
#include "options.hpp" // Para VideoOptions, video
#include "rendering/shader_backend.hpp" // Para Rendering::ShaderType
// Forward declarations
class Notifier;
class ServiceMenu;
class Text;
namespace Rendering {
class ShaderBackend;
}
// --- Clase Screen: gestiona la ventana, el renderizador y los efectos visuales globales (singleton) ---
class Screen {
public:
@@ -41,18 +38,20 @@ class Screen {
auto decWindowSize() -> bool; // Reduce el tamaño de la ventana
auto incWindowSize() -> bool; // Aumenta el tamaño de la ventana
void applySettings(); // Aplica los valores de las opciones
static void initPostFX(); // Inicializa PostFX (SDL3GPU)
static void initShaders(); // Inicializa shaders (SDL3GPU)
// --- Efectos visuales ---
void shake(int desp = 2, float delay_s = 0.05F, float duration_s = 0.133F) { shake_effect_.enable(src_rect_, dst_rect_, desp, delay_s, duration_s); } // Agita la pantalla (tiempo en segundos)
void flash(Color color, float duration_s = 0.167F, float delay_s = 0.0F) { flash_effect_ = FlashEffect(true, duration_s, delay_s, color); } // Pone la pantalla de color (tiempo en segundos)
static void togglePostFX(); // Alterna entre activar y desactivar los efectos PostFX
static void nextPostFXPreset(); // Avanza al siguiente preset PostFX
static void toggleSupersampling(); // Alterna entre activar y desactivar el supersampling 3x
void toggleIntegerScale(); // Alterna entre activar y desactivar el escalado entero
void toggleVSync(); // Alterna entre activar y desactivar el V-Sync
void setVSync(bool enabled); // Establece el estado del V-Sync
void attenuate(bool value) { attenuate_effect_ = value; } // Atenúa la pantalla
void shake(int desp = 2, float delay_s = 0.05F, float duration_s = 0.133F) { shake_effect_.enable(src_rect_, dst_rect_, desp, delay_s, duration_s); }
void flash(Color color, float duration_s = 0.167F, float delay_s = 0.0F) { flash_effect_ = FlashEffect(true, duration_s, delay_s, color); }
static void toggleShaders(); // Alterna activar/desactivar shaders
static void nextShader(); // Cambia entre PostFX y CrtPi
static void nextPostFXPreset(); // Avanza al siguiente preset PostFX
static void nextCrtPiPreset(); // Avanza al siguiente preset CrtPi
static void toggleSupersampling(); // Alterna supersampling
void toggleIntegerScale();
void toggleVSync(); // Alterna entre activar y desactivar el V-Sync
void setVSync(bool enabled); // Establece el estado del V-Sync
void attenuate(bool value) { attenuate_effect_ = value; } // Atenúa la pantalla
// --- Getters ---
auto getRenderer() -> SDL_Renderer* { return renderer_; } // Obtiene el renderizador
@@ -220,30 +219,31 @@ class Screen {
std::unique_ptr<Rendering::ShaderBackend> shader_backend_; // Backend de shaders (SDL3GPU)
// --- Variables de estado ---
SDL_FRect src_rect_; // Coordenadas de origen para dibujar la textura del juego
SDL_FRect dst_rect_; // Coordenadas destino para dibujar la textura del juego
SDL_FRect src_rect_; // Coordenadas de origen para dibujar la textura del juego
SDL_FRect dst_rect_; // Coordenadas destino para dibujar la textura del juego
std::vector<Uint32> pixel_buffer_; // Buffer de píxeles para SDL_RenderReadPixels
FPS fps_; // Gestión de frames por segundo
FlashEffect flash_effect_; // Efecto de flash en pantalla
ShakeEffect shake_effect_; // Efecto de agitar la pantalla
bool attenuate_effect_ = false; // Indica si la pantalla ha de estar atenuada
DisplayMonitor display_monitor_; // Información del monitor actual
FPS fps_; // Gestión de frames por segundo
FlashEffect flash_effect_; // Efecto de flash en pantalla
ShakeEffect shake_effect_; // Efecto de agitar la pantalla
bool attenuate_effect_ = false; // Indica si la pantalla ha de estar atenuada
DisplayMonitor display_monitor_; // Información del monitor actual
#ifdef _DEBUG
Debug debug_info_; // Información de debug
#endif
// --- Métodos internos ---
auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana
void renderFlash(); // Dibuja el efecto de flash en la pantalla
void renderShake(); // Aplica el efecto de agitar la pantalla
void renderInfo() const; // Muestra información por pantalla
void renderPresent(); // Selecciona y ejecuta el método de renderizado adecuado
void applyCurrentPostFXPreset(); // Aplica el preset PostFX activo al backend
void adjustWindowSize(); // Calcula el tamaño de la ventana
void getDisplayInfo(); // Obtiene información sobre la pantalla
void renderOverlays(); // Renderiza todos los overlays y efectos
void renderAttenuate(); // Atenúa la pantalla
void createText(); // Crea el objeto de texto
auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana
void renderFlash(); // Dibuja el efecto de flash en la pantalla
void renderShake(); // Aplica el efecto de agitar la pantalla
void renderInfo() const; // Muestra información por pantalla
void renderPresent(); // Selecciona y ejecuta el método de renderizado adecuado
void applyCurrentPostFXPreset(); // Aplica el preset PostFX activo al backend
void applyCurrentCrtPiPreset(); // Aplica el preset CrtPi activo al backend
void adjustWindowSize(); // Calcula el tamaño de la ventana
void getDisplayInfo(); // Obtiene información sobre la pantalla
void renderOverlays(); // Renderiza todos los overlays y efectos
void renderAttenuate(); // Atenúa la pantalla
void createText(); // Crea el objeto de texto
// --- Constructores y destructor privados (singleton) ---
Screen(); // Constructor privado

View File

@@ -1128,7 +1128,6 @@ auto Game::allPlayersAreNotPlaying() -> bool {
// Comprueba los eventos que hay en cola
void Game::handleEvents() {
input_->resetJustPressed();
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {

View File

@@ -93,15 +93,15 @@ class Game {
// --- Estructuras ---
struct Helper {
bool need_coffee{false}; // Indica si se necesitan cafes
bool need_coffee_machine{false}; // Indica si se necesita PowerUp
bool need_power_ball{false}; // Indica si se necesita una PowerBall
float counter{HELP_COUNTER_S * 1000}; // Contador para no dar ayudas consecutivas
int item_disk_odds{ITEM_POINTS_1_DISK_ODDS}; // Probabilidad de aparición del objeto
int item_gavina_odds{ITEM_POINTS_2_GAVINA_ODDS}; // Probabilidad de aparición del objeto
int item_pacmar_odds{ITEM_POINTS_3_PACMAR_ODDS}; // Probabilidad de aparición del objeto
int item_clock_odds{ITEM_CLOCK_ODDS}; // Probabilidad de aparición del objeto
int item_coffee_odds{ITEM_COFFEE_ODDS}; // Probabilidad de aparición del objeto
bool need_coffee{false}; // Indica si se necesitan cafes
bool need_coffee_machine{false}; // Indica si se necesita PowerUp
bool need_power_ball{false}; // Indica si se necesita una PowerBall
float counter{HELP_COUNTER_S * 1000}; // Contador para no dar ayudas consecutivas
int item_disk_odds{ITEM_POINTS_1_DISK_ODDS}; // Probabilidad de aparición del objeto
int item_gavina_odds{ITEM_POINTS_2_GAVINA_ODDS}; // Probabilidad de aparición del objeto
int item_pacmar_odds{ITEM_POINTS_3_PACMAR_ODDS}; // Probabilidad de aparición del objeto
int item_clock_odds{ITEM_CLOCK_ODDS}; // Probabilidad de aparición del objeto
int item_coffee_odds{ITEM_COFFEE_ODDS}; // Probabilidad de aparición del objeto
int item_coffee_machine_odds{ITEM_COFFEE_MACHINE_ODDS}; // Probabilidad de aparición del objeto
};

View File

@@ -71,15 +71,15 @@ class Instructions {
std::unique_ptr<Fade> fade_; // Objeto para renderizar fades
// --- Variables ---
float elapsed_time_ = 0.0F; // Tiempo transcurrido (segundos)
Uint64 last_time_ = 0; // Último timestamp para calcular delta-time
SDL_FRect view_; // Vista del backbuffer que se va a mostrar por pantalla
float elapsed_time_ = 0.0F; // Tiempo transcurrido (segundos)
Uint64 last_time_ = 0; // Último timestamp para calcular delta-time
SDL_FRect view_; // Vista del backbuffer que se va a mostrar por pantalla
SDL_FPoint sprite_pos_ = {.x = 0, .y = 0}; // Posición del primer sprite en la lista
float item_space_ = 2.0; // Espacio entre los items en pantalla
std::vector<Line> lines_; // Vector que contiene las líneas animadas en la pantalla
bool all_lines_off_screen_ = false; // Indica si todas las líneas han salido de la pantalla
float start_delay_timer_ = 0.0F; // Timer para retraso antes de mover líneas (segundos)
bool start_delay_triggered_ = false; // Bandera para determinar si el retraso ha comenzado
float item_space_ = 2.0; // Espacio entre los items en pantalla
std::vector<Line> lines_; // Vector que contiene las líneas animadas en la pantalla
bool all_lines_off_screen_ = false; // Indica si todas las líneas han salido de la pantalla
float start_delay_timer_ = 0.0F; // Timer para retraso antes de mover líneas (segundos)
bool start_delay_triggered_ = false; // Bandera para determinar si el retraso ha comenzado
// --- Métodos internos ---
void update(float delta_time); // Actualiza las variables

View File

@@ -2,26 +2,25 @@
#include <SDL3/SDL.h> // Para SDL_GetTicks, SDL_SetRenderDrawColor, SDL_FRect, SDL_RenderFillRect, SDL_GetRenderTarget, SDL_RenderClear, SDL_RenderRect, SDL_SetRenderTarget, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_PollEvent, SDL_RenderTexture, SDL_TextureAccess, SDL_Event, Uint64
#include <array> // Para array
#include <functional> // Para function
#include <string> // Para basic_string, string
#include <utility> // Para move
#include <array> // Para array
#include <string> // Para basic_string, string
#include <utility> // Para move
#include "audio.hpp" // Para Audio
#include "card_sprite.hpp" // Para CardSprite
#include "color.hpp" // Para Color
#include "global_events.hpp" // Para handle
#include "global_inputs.hpp" // Para check
#include "input.hpp" // Para Input
#include "lang.hpp" // Para getText
#include "param.hpp" // Para Param, param, ParamGame, ParamIntro, ParamTitle
#include "path_sprite.hpp" // Para PathSprite, PathType
#include "resource.hpp" // Para Resource
#include "screen.hpp" // Para Screen
#include "section.hpp" // Para Name, name, Options, options
#include "text.hpp" // Para Text
#include "texture.hpp" // Para Texture
#include "tiled_bg.hpp" // Para TiledBG, TiledBGMode
#include "utils.hpp" // Para Zone, easeInOutExpo, easeInElastic, easeOutBounce, easeOutElastic, easeOutQuad, easeOutQuint
#include "utils.hpp" // Para easeOutBounce
#include "writer.hpp" // Para Writer
// Constructor
@@ -31,7 +30,7 @@ Intro::Intro()
Section::name = Section::Name::INTRO;
Section::options = Section::Options::NONE;
// Inicializa las imagens
// Inicializa las tarjetas
initSprites();
// Inicializa los textos
@@ -58,6 +57,22 @@ void Intro::checkInput() {
// Actualiza las escenas de la intro
void Intro::updateScenes() {
// Sonido al lanzar la tarjeta (enable() devuelve true solo la primera vez)
if (card_sprites_.at(scene_)->enable()) {
Audio::get()->playSound(SFX_CARD_THROW);
}
// Cuando la tarjeta actual toca la mesa por primera vez: shake + sonido + la anterior sale despedida
if (!shake_done_ && card_sprites_.at(scene_)->hasFirstTouch()) {
Screen::get()->shake();
Audio::get()->playSound(SFX_CARD_IMPACT);
shake_done_ = true;
if (scene_ > 0) {
card_sprites_.at(scene_ - 1)->startExit();
}
}
switch (scene_) {
case 0:
updateScene0();
@@ -83,37 +98,32 @@ void Intro::updateScenes() {
}
void Intro::updateScene0() {
// Primera imagen - UPV
enableCardAndShadow(0);
// Primer texto de la primera imagen
if (card_sprites_.at(0)->hasFinished() && !texts_.at(0)->hasFinished()) {
// Primer texto cuando aterriza
if (card_sprites_.at(0)->hasLanded() && !texts_.at(0)->hasFinished()) {
texts_.at(0)->setEnabled(true);
}
// Segundo texto de la primera imagen
// Segundo texto
if (texts_.at(0)->hasFinished() && !texts_.at(1)->hasFinished()) {
switchText(0, 1);
}
// Tercer texto de la primera imagen
// Tercer texto
if (texts_.at(1)->hasFinished() && !texts_.at(2)->hasFinished()) {
switchText(1, 2);
}
// Fin de la primera escena
// Fin de la primera escena: la tarjeta sale despedida
if (texts_.at(2)->hasFinished()) {
texts_.at(2)->setEnabled(false);
scene_++;
shake_done_ = false;
}
}
void Intro::updateScene1() {
// Segunda imagen - Máquina
enableCardAndShadow(1);
// Primer texto de la segunda imagen
if (card_sprites_.at(1)->hasFinished() && !texts_.at(3)->hasFinished()) {
// Texto cuando aterriza
if (card_sprites_.at(1)->hasLanded() && !texts_.at(3)->hasFinished()) {
texts_.at(3)->setEnabled(true);
}
@@ -121,63 +131,59 @@ void Intro::updateScene1() {
if (texts_.at(3)->hasFinished()) {
texts_.at(3)->setEnabled(false);
scene_++;
shake_done_ = false;
}
}
void Intro::updateScene2() {
// Tercera imagen junto con primer texto - GRITO
// Tercera imagen - GRITO: tarjeta y texto a la vez
if (!texts_.at(4)->hasFinished()) {
enableCardAndShadow(2);
texts_.at(4)->setEnabled(true);
}
// Fin de la tercera escena
if (card_sprites_.at(2)->hasFinished() && texts_.at(4)->hasFinished()) {
if (card_sprites_.at(2)->hasLanded() && texts_.at(4)->hasFinished()) {
texts_.at(4)->setEnabled(false);
scene_++;
shake_done_ = false;
}
}
void Intro::updateScene3() {
// Cuarta imagen junto con primer texto - Reflexión
enableCardAndShadow(3);
// Cuarta imagen - Reflexión
if (!texts_.at(5)->hasFinished()) {
texts_.at(5)->setEnabled(true);
}
// Segundo texto de la cuarta imagen
// Segundo texto
if (texts_.at(5)->hasFinished() && !texts_.at(6)->hasFinished()) {
switchText(5, 6);
}
// Fin de la cuarta escena
if (card_sprites_.at(3)->hasFinished() && texts_.at(6)->hasFinished()) {
if (card_sprites_.at(3)->hasLanded() && texts_.at(6)->hasFinished()) {
texts_.at(6)->setEnabled(false);
scene_++;
shake_done_ = false;
}
}
void Intro::updateScene4() {
// Quinta imagen - Patada
enableCardAndShadow(4);
// Primer texto de la quinta imagen
if (!texts_.at(7)->hasFinished()) {
texts_.at(7)->setEnabled(true);
}
// Fin de la quinta escena
if (card_sprites_.at(4)->hasFinished() && texts_.at(7)->hasFinished()) {
if (card_sprites_.at(4)->hasLanded() && texts_.at(7)->hasFinished()) {
texts_.at(7)->setEnabled(false);
scene_++;
shake_done_ = false;
}
}
void Intro::updateScene5() {
// Sexta imagen junto con texto - Globos de café
enableCardAndShadow(5);
// Sexta imagen - Globos de café
if (!texts_.at(8)->hasFinished()) {
texts_.at(8)->setEnabled(true);
}
@@ -187,19 +193,14 @@ void Intro::updateScene5() {
texts_.at(8)->setEnabled(false);
}
// Acaba la ultima imagen
if (card_sprites_.at(5)->hasFinished() && texts_.at(8)->hasFinished()) {
// Última tarjeta: sale "como si se la llevara el viento" y transición a POST
if (card_sprites_.at(5)->hasLanded() && texts_.at(8)->hasFinished()) {
card_sprites_.at(5)->startExit();
state_ = State::POST;
state_start_time_ = SDL_GetTicks() / 1000.0F;
}
}
// Helper methods to reduce code duplication
void Intro::enableCardAndShadow(int index) {
card_sprites_.at(index)->enable();
shadow_sprites_.at(index)->enable();
}
void Intro::switchText(int from_index, int to_index) {
texts_.at(from_index)->setEnabled(false);
texts_.at(to_index)->setEnabled(true);
@@ -215,12 +216,18 @@ void Intro::update(float delta_time) {
switch (state_) {
case State::SCENES:
// Pausa inicial antes de empezar
if (initial_elapsed_ < INITIAL_DELAY_S) {
initial_elapsed_ += delta_time;
break;
}
updateSprites(delta_time);
updateTexts(delta_time);
updateScenes();
break;
case State::POST:
updateSprites(delta_time); // La última tarjeta puede estar saliendo durante POST
updatePostState();
break;
}
@@ -243,6 +250,7 @@ void Intro::render() {
break;
}
case State::POST:
renderSprites(); // La última tarjeta puede estar saliendo
break;
}
@@ -272,7 +280,7 @@ void Intro::run() {
}
}
// Inicializa las imagens
// Inicializa las tarjetas
void Intro::initSprites() {
// Listado de imagenes a usar
const std::array<std::string, 6> TEXTURE_LIST = {
@@ -291,24 +299,21 @@ void Intro::initSprites() {
const float CARD_WIDTH = texture->getWidth() + (BORDER * 2);
const float CARD_HEIGHT = texture->getHeight() + (BORDER * 2);
// Crea las texturas para las tarjetas
// Crea las texturas para las tarjetas (imagen con marco)
std::vector<std::shared_ptr<Texture>> card_textures;
for (int i = 0; i < TOTAL_SPRITES; ++i) {
// Crea la textura
auto card_texture = std::make_unique<Texture>(Screen::get()->getRenderer());
card_texture->createBlank(CARD_WIDTH, CARD_HEIGHT, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
card_texture->setBlendMode(SDL_BLENDMODE_BLEND);
// Apuntamos el renderizador a la textura
auto* temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
card_texture->setAsRenderTarget(Screen::get()->getRenderer());
// Limpia la textura
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
SDL_RenderClear(Screen::get()->getRenderer());
// Pone color en el marco de la textura
// Marco de la tarjeta
auto color = param.intro.card_color;
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, color.a);
SDL_FRect rect1 = {.x = 1, .y = 0, .w = CARD_WIDTH - 2, .h = CARD_HEIGHT};
@@ -316,85 +321,108 @@ void Intro::initSprites() {
SDL_RenderRect(Screen::get()->getRenderer(), &rect1);
SDL_RenderRect(Screen::get()->getRenderer(), &rect2);
// Copia la textura con la imagen dentro del marco
// Imagen dentro del marco
SDL_FRect dest = {.x = BORDER, .y = BORDER, .w = CARD_WIDTH - (BORDER * 2), .h = CARD_HEIGHT - (BORDER * 2)};
SDL_RenderTexture(Screen::get()->getRenderer(), Resource::get()->getTexture(TEXTURE_LIST.at(i))->getSDLTexture(), nullptr, &dest);
// Deja el renderizador como estaba y añade la textura a la lista
SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
card_textures.push_back(std::move(card_texture));
}
// Inicializa los sprites para las tarjetas
for (int i = 0; i < TOTAL_SPRITES; ++i) {
auto sprite = std::make_unique<PathSprite>(card_textures.at(i));
sprite->setWidth(CARD_WIDTH);
sprite->setHeight(CARD_HEIGHT);
sprite->setSpriteClip(0, 0, CARD_WIDTH, CARD_HEIGHT);
card_sprites_.push_back(std::move(sprite));
}
const float X_DEST = param.game.game_area.center_x - (CARD_WIDTH / 2);
const float Y_DEST = param.game.game_area.first_quarter_y - (CARD_HEIGHT / 4);
card_sprites_.at(0)->addPath(-CARD_WIDTH - CARD_OFFSET_MARGIN, X_DEST, PathType::HORIZONTAL, Y_DEST, CARD_ANIM_DURATION_NORMAL, easeInOutExpo, 0.0F);
card_sprites_.at(1)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, CARD_ANIM_DURATION_NORMAL, easeOutBounce, 0.0F);
card_sprites_.at(2)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_FAST, easeOutQuint, 0.0F);
card_sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_VERY_SLOW, easeInOutExpo, 0.0F);
card_sprites_.at(4)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_MEDIUM, easeOutElastic, 0.0F);
card_sprites_.at(5)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, CARD_ANIM_DURATION_SLOW, easeOutQuad, CARD_ANIM_DELAY_LONG_S);
card_sprites_.at(5)->addPath(X_DEST, -CARD_WIDTH, PathType::HORIZONTAL, Y_DEST, CARD_ANIM_DURATION_SHORT, easeInElastic, 0.0F);
// Constantes
const float DESP = SHADOW_OFFSET;
const float SHADOW_SPRITE_WIDTH = CARD_WIDTH;
const float SHADOW_SPRITE_HEIGHT = CARD_HEIGHT;
// Crea la textura para las sombras de las tarjetas
// Crea la textura de sombra (compartida entre todas las tarjetas)
auto shadow_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
shadow_texture->createBlank(SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
shadow_texture->createBlank(CARD_WIDTH, CARD_HEIGHT, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
shadow_texture->setBlendMode(SDL_BLENDMODE_BLEND);
// Apuntamos el renderizador a la textura
auto* temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
shadow_texture->setAsRenderTarget(Screen::get()->getRenderer());
// Limpia la textura
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
SDL_RenderClear(Screen::get()->getRenderer());
// Dibuja la sombra sobre la textura
auto shadow_color = param.intro.shadow_color;
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), shadow_color.r, shadow_color.g, shadow_color.b, Color::MAX_ALPHA_VALUE);
SDL_FRect rect1 = {.x = 1, .y = 0, .w = SHADOW_SPRITE_WIDTH - 2, .h = SHADOW_SPRITE_HEIGHT};
SDL_FRect rect2 = {.x = 0, .y = 1, .w = SHADOW_SPRITE_WIDTH, .h = SHADOW_SPRITE_HEIGHT - 2};
SDL_RenderFillRect(Screen::get()->getRenderer(), &rect1);
SDL_RenderFillRect(Screen::get()->getRenderer(), &rect2);
SDL_FRect shadow_rect1 = {.x = 1, .y = 0, .w = CARD_WIDTH - 2, .h = CARD_HEIGHT};
SDL_FRect shadow_rect2 = {.x = 0, .y = 1, .w = CARD_WIDTH, .h = CARD_HEIGHT - 2};
SDL_RenderFillRect(Screen::get()->getRenderer(), &shadow_rect1);
SDL_RenderFillRect(Screen::get()->getRenderer(), &shadow_rect2);
// Deja el renderizador como estaba y añade la textura a la lista
SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
shadow_texture->setAlpha(shadow_color.a);
// Inicializa los sprites para la sombras usando la texturas con la sombra
// Posición de aterrizaje (centro de la zona de juego)
const float X_DEST = param.game.game_area.center_x - (CARD_WIDTH / 2);
const float Y_DEST = param.game.game_area.first_quarter_y - (CARD_HEIGHT / 4);
// Configuración por tarjeta: posición de entrada, ángulo, salida
// Cada tarjeta viene de un borde diferente (gente alrededor de una mesa lanzando cartas al centro)
struct CardConfig {
float entry_x; // Posición inicial X
float entry_y; // Posición inicial Y
double entry_angle; // Ángulo de entrada
float exit_vx; // Velocidad de salida X
float exit_vy; // Velocidad de salida Y
float exit_ax; // Aceleración de salida X
float exit_ay; // Aceleración de salida Y
double exit_rotation; // Velocidad de rotación de salida
};
const float W = param.game.width;
const float H = param.game.height;
const float S = CARD_EXIT_SPEED;
const float A = CARD_EXIT_ACCEL;
const double R = CARD_EXIT_ROTATION;
const CardConfig CARD_CONFIGS[] = {
// 0: Entra desde la izquierda. La 1 entra desde la derecha → sale empujada hacia la izquierda
{-CARD_WIDTH, Y_DEST - 20.0F, CARD_ANGLE_0, -S, S * 0.1F, -A, 0.0F, -R},
// 1: Entra desde la derecha. La 2 entra desde arriba → sale empujada hacia abajo
{W + CARD_WIDTH, Y_DEST + 15.0F, CARD_ANGLE_1, S * 0.15F, S, 0.0F, A, R * 1.1},
// 2: Entra desde arriba. La 3 entra desde abajo → sale empujada hacia arriba
{X_DEST + 30.0F, -CARD_HEIGHT, CARD_ANGLE_2, -S * 0.15F, -S, 0.0F, -A, -R * 0.9},
// 3: Entra desde abajo. La 4 entra desde arriba-izquierda → sale empujada hacia abajo-derecha
{X_DEST - 25.0F, H + CARD_HEIGHT, CARD_ANGLE_3, S * 0.8F, S * 0.6F, A * 0.5F, A * 0.4F, R},
// 4: Entra desde arriba-izquierda. La 5 entra desde derecha-abajo → sale empujada hacia arriba-izquierda
{-CARD_WIDTH * 0.5F, -CARD_HEIGHT, CARD_ANGLE_4, -S * 0.7F, -S * 0.5F, -A * 0.5F, -A * 0.3F, -R * 1.2},
// 5: Entra desde la derecha-abajo. Última: sale hacia la izquierda suave (viento)
{W + CARD_WIDTH, H * 0.6F, CARD_ANGLE_5, -S * 0.6F, -S * 0.1F, -A * 0.5F, 0.0F, -R * 0.7},
};
// Inicializa los CardSprites
for (int i = 0; i < TOTAL_SPRITES; ++i) {
auto shadow_color = param.intro.shadow_color;
auto sprite = std::make_unique<PathSprite>(shadow_texture);
sprite->setWidth(SHADOW_SPRITE_WIDTH);
sprite->setHeight(SHADOW_SPRITE_HEIGHT);
sprite->setSpriteClip(0, 0, SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT);
sprite->getTexture()->setAlpha(shadow_color.a);
shadow_sprites_.push_back(std::move(sprite));
auto card = std::make_unique<CardSprite>(card_textures.at(i));
card->setWidth(CARD_WIDTH);
card->setHeight(CARD_HEIGHT);
card->setSpriteClip(0, 0, CARD_WIDTH, CARD_HEIGHT);
const auto& cfg = CARD_CONFIGS[i];
// Posición de aterrizaje (centro)
card->setLandingPosition(X_DEST, Y_DEST);
// Posición de entrada (borde de pantalla)
card->setEntryPosition(cfg.entry_x, cfg.entry_y);
// Parámetros de entrada: zoom, ángulo, duración, easing
card->setEntryParams(CARD_START_ZOOM, cfg.entry_angle, CARD_ENTRY_DURATION_S, easeOutBounce);
// Parámetros de salida
card->setExitParams(cfg.exit_vx, cfg.exit_vy, cfg.exit_ax, cfg.exit_ay, cfg.exit_rotation);
// Sombra
card->setShadowTexture(shadow_texture);
card->setShadowOffset(SHADOW_OFFSET, SHADOW_OFFSET);
// Límites de pantalla
card->setScreenBounds(param.game.width, param.game.height);
// Última tarjeta: gana algo de altura al salir (se la lleva el viento)
if (i == TOTAL_SPRITES - 1) {
card->setExitLift(1.2F, 0.15F); // Hasta zoom 1.2, a 0.15/s
}
card_sprites_.push_back(std::move(card));
}
const float S_X_DEST = X_DEST + DESP;
const float S_Y_DEST = Y_DEST + DESP;
shadow_sprites_.at(0)->addPath(param.game.height + CARD_OFFSET_MARGIN, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_NORMAL, easeInOutExpo, 0.0F);
shadow_sprites_.at(1)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_NORMAL, easeOutBounce, 0.0F);
shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_FAST, easeOutQuint, 0.0F);
shadow_sprites_.at(3)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_VERY_SLOW, easeInOutExpo, 0.0F);
shadow_sprites_.at(4)->addPath(param.game.height, S_Y_DEST, PathType::VERTICAL, S_X_DEST, CARD_ANIM_DURATION_MEDIUM, easeOutElastic, 0.0F);
shadow_sprites_.at(5)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_SLOW, easeOutQuad, CARD_ANIM_DELAY_LONG_S);
shadow_sprites_.at(5)->addPath(S_X_DEST, param.game.width, PathType::HORIZONTAL, S_Y_DEST, CARD_ANIM_DURATION_SHORT, easeInElastic, 0.0F);
}
// Inicializa los textos
@@ -420,7 +448,7 @@ void Intro::initTexts() {
// Fins que un desaprensiu...
texts_.at(2)->setCaption(Lang::getText("[INTRO] 3"));
texts_.at(2)->setSpeedS(TEXT_SPEED_FAST);
texts_.at(2)->setSpeedS(TEXT_SPEED_SLOW);
// HEY! ME ANE A FERME UN CORTAET...
texts_.at(3)->setCaption(Lang::getText("[INTRO] 4"));
@@ -428,23 +456,23 @@ void Intro::initTexts() {
// UAAAAAAAAAAAAA!!!
texts_.at(4)->setCaption(Lang::getText("[INTRO] 5"));
texts_.at(4)->setSpeedS(TEXT_SPEED_VERY_SLOW);
texts_.at(4)->setSpeedS(TEXT_SPEED_ULTRA_FAST);
// Espera un moment...
texts_.at(5)->setCaption(Lang::getText("[INTRO] 6"));
texts_.at(5)->setSpeedS(TEXT_SPEED_VERY_FAST);
texts_.at(5)->setSpeedS(TEXT_SPEED_VERY_SLOW);
// Si resulta que no tinc solt!
texts_.at(6)->setCaption(Lang::getText("[INTRO] 7"));
texts_.at(6)->setSpeedS(TEXT_SPEED_SLOW);
texts_.at(6)->setSpeedS(TEXT_SPEED_VERY_FAST);
// MERDA DE MAQUINA!
texts_.at(7)->setCaption(Lang::getText("[INTRO] 8"));
texts_.at(7)->setSpeedS(TEXT_SPEED_MEDIUM_SLOW);
texts_.at(7)->setSpeedS(TEXT_SPEED_FAST);
// Blop... blop... blop...
texts_.at(8)->setCaption(Lang::getText("[INTRO] 9"));
texts_.at(8)->setSpeedS(TEXT_SPEED_ULTRA_FAST);
texts_.at(8)->setSpeedS(TEXT_SPEED_ULTRA_SLOW);
for (auto& text : texts_) {
text->center(param.game.game_area.center_x);
@@ -456,10 +484,6 @@ void Intro::updateSprites(float delta_time) {
for (auto& sprite : card_sprites_) {
sprite->update(delta_time);
}
for (auto& sprite : shadow_sprites_) {
sprite->update(delta_time);
}
}
// Actualiza los textos
@@ -469,10 +493,11 @@ void Intro::updateTexts(float delta_time) {
}
}
// Dibuja los sprites
// Dibuja los sprites (todas las tarjetas activas, para que convivan la saliente y la entrante)
void Intro::renderSprites() {
shadow_sprites_.at(scene_)->render();
card_sprites_.at(scene_)->render();
for (auto& card : card_sprites_) {
card->render();
}
}
// Dibuja los textos

View File

@@ -5,9 +5,9 @@
#include <memory> // Para unique_ptr
#include <vector> // Para vector
#include "card_sprite.hpp" // Para CardSprite
#include "color.hpp" // Para Color
#include "param.hpp" // Para Param, ParamIntro, param
#include "path_sprite.hpp" // Para PathSprite
#include "tiled_bg.hpp" // Para TiledBG
#include "writer.hpp" // Para Writer
@@ -18,14 +18,11 @@
//
// Funcionalidades principales:
// • Sistema de escenas secuencial: 6 escenas con transiciones automáticas
// • Animaciones de tarjetas: efectos de entrada con diferentes tipos de easing
// • Animaciones de tarjetas: efecto de lanzamiento sobre mesa con zoom, rotación y rebote
// • Texto narrativo: velocidades de escritura configurables por escena
// • Efectos visuales: sombras, bordes y transiciones de color
// • Audio sincronizado: música de fondo durante toda la secuencia
// • Estado POST: transición suave hacia el menú principal
//
// Todas las duraciones y velocidades están configuradas mediante constantes
// para facilitar el ajuste fino de la experiencia cinematográfica.
class Intro {
public:
@@ -38,9 +35,14 @@ class Intro {
private:
// --- Constantes de tiempo (en segundos) ---
static constexpr float TEXT_DISPLAY_DURATION_S = 3.0F; // Duración de visualización de texto (180 frames a 60fps)
static constexpr float TEXT_DISPLAY_DURATION_S = 3.0F; // Duración de visualización de texto
static constexpr float POST_BG_STOP_DELAY_S = 1.0F; // Retraso antes de detener el fondo
static constexpr float POST_END_DELAY_S = 1.0F; // Retraso antes de finalizar intro
static constexpr float INITIAL_DELAY_S = 2.0F; // Pausa antes de empezar las escenas
// --- Constantes de sonido ---
static constexpr const char* SFX_CARD_THROW = "service_menu_select.wav"; // Sonido al lanzar una tarjeta
static constexpr const char* SFX_CARD_IMPACT = "player_collision.wav"; // Sonido al impactar en la mesa
// --- Constantes de layout ---
static constexpr float CARD_BORDER_SIZE = 2.0F; // Tamaño del borde de tarjetas
@@ -48,25 +50,29 @@ class Intro {
static constexpr float TILED_BG_SPEED = 18.0F; // Velocidad del fondo mosaico (pixels/segundo)
static constexpr int TEXT_KERNING = -2; // Espaciado entre caracteres
// --- Constantes de velocidades de texto (segundos entre caracteres) ---
static constexpr float TEXT_SPEED_NORMAL = 0.133F; // Velocidad normal (8 frames * 16.67ms = 133ms)
static constexpr float TEXT_SPEED_FAST = 0.2F; // Velocidad rápida (12 frames * 16.67ms = 200ms)
static constexpr float TEXT_SPEED_VERY_SLOW = 0.0167F; // Velocidad muy lenta (1 frame * 16.67ms = 16.7ms)
static constexpr float TEXT_SPEED_VERY_FAST = 0.267F; // Velocidad muy rápida (16 frames * 16.67ms = 267ms)
static constexpr float TEXT_SPEED_SLOW = 0.033F; // Velocidad lenta (2 frames * 16.67ms = 33ms)
static constexpr float TEXT_SPEED_MEDIUM_SLOW = 0.05F; // Velocidad medio-lenta (3 frames * 16.67ms = 50ms)
static constexpr float TEXT_SPEED_ULTRA_FAST = 0.333F; // Velocidad ultra rápida (20 frames * 16.67ms = 333ms)
// --- Constantes de velocidades de texto (segundos entre caracteres, menor = más rápido) ---
static constexpr float TEXT_SPEED_ULTRA_FAST = 0.0167F; // Ultra rápida (1 frame a 60fps)
static constexpr float TEXT_SPEED_VERY_FAST = 0.033F; // Muy rápida (2 frames a 60fps)
static constexpr float TEXT_SPEED_FAST = 0.05F; // Rápida (3 frames a 60fps)
static constexpr float TEXT_SPEED_NORMAL = 0.133F; // Normal (8 frames a 60fps)
static constexpr float TEXT_SPEED_SLOW = 0.2F; // Lenta (12 frames a 60fps)
static constexpr float TEXT_SPEED_VERY_SLOW = 0.267F; // Muy lenta (16 frames a 60fps)
static constexpr float TEXT_SPEED_ULTRA_SLOW = 0.333F; // Ultra lenta (20 frames a 60fps)
// --- Constantes de animaciones de tarjetas (duraciones en segundos) ---
static constexpr float CARD_ANIM_DURATION_NORMAL = 100.0F / 60.0F; // ≈ 1.6667 s
static constexpr float CARD_ANIM_DURATION_FAST = 40.0F / 60.0F; // ≈ 0.6667 s
static constexpr float CARD_ANIM_DURATION_MEDIUM = 70.0F / 60.0F; // ≈ 1.1667 s
static constexpr float CARD_ANIM_DURATION_SHORT = 80.0F / 60.0F; // ≈ 1.3333 s
static constexpr float CARD_ANIM_DURATION_SLOW = 250.0F / 60.0F; // ≈ 4.1667 s
static constexpr float CARD_ANIM_DURATION_VERY_SLOW = 300.0F / 60.0F; // ≈ 5.0000 s
// --- Constantes de animaciones de tarjetas ---
static constexpr float CARD_ENTRY_DURATION_S = 1.5F; // Duración de la animación de entrada
static constexpr float CARD_START_ZOOM = 1.8F; // Zoom inicial (como si estuviera cerca)
static constexpr float CARD_EXIT_SPEED = 400.0F; // Velocidad base de salida (pixels/s)
static constexpr float CARD_EXIT_ACCEL = 200.0F; // Aceleración de salida (pixels/s²)
static constexpr double CARD_EXIT_ROTATION = 450.0; // Velocidad de rotación en salida (grados/s)
static constexpr float CARD_ANIM_DELAY_LONG_S = 7.5F; // Retraso largo antes de animación
static constexpr float CARD_OFFSET_MARGIN = 10.0F; // Margen fuera de pantalla
// --- Ángulos iniciales de entrada por tarjeta (grados) ---
static constexpr double CARD_ANGLE_0 = 12.0;
static constexpr double CARD_ANGLE_1 = -15.0;
static constexpr double CARD_ANGLE_2 = 8.0;
static constexpr double CARD_ANGLE_3 = -10.0;
static constexpr double CARD_ANGLE_4 = 18.0;
static constexpr double CARD_ANGLE_5 = -7.0;
// --- Estados internos ---
enum class State {
@@ -80,18 +86,19 @@ class Intro {
};
// --- Objetos ---
std::vector<std::unique_ptr<PathSprite>> card_sprites_; // Vector con los sprites inteligentes para los dibujos de la intro
std::vector<std::unique_ptr<PathSprite>> shadow_sprites_; // Vector con los sprites inteligentes para las sombras
std::vector<std::unique_ptr<Writer>> texts_; // Textos de la intro
std::unique_ptr<TiledBG> tiled_bg_; // Fondo en mosaico
std::vector<std::unique_ptr<CardSprite>> card_sprites_; // Tarjetas animadas con sombra integrada
std::vector<std::unique_ptr<Writer>> texts_; // Textos de la intro
std::unique_ptr<TiledBG> tiled_bg_; // Fondo en mosaico
// --- Variables ---
Uint64 last_time_ = 0; // Último timestamp para calcular delta-time
int scene_ = 0; // Indica qué escena está activa
State state_ = State::SCENES; // Estado principal de la intro
PostState post_state_ = PostState::STOP_BG; // Estado POST
float state_start_time_; // Tiempo de inicio del estado actual (segundos)
float state_start_time_ = 0.0F; // Tiempo de inicio del estado actual (segundos)
Color bg_color_ = param.intro.bg_color; // Color de fondo
bool shake_done_ = false; // Evita shake repetido en la misma escena
float initial_elapsed_ = 0.0F; // Tiempo acumulado antes de empezar
// --- Métodos internos ---
void update(float delta_time); // Actualiza las variables del objeto
@@ -99,13 +106,13 @@ class Intro {
static void checkInput(); // Comprueba las entradas
static void checkEvents(); // Comprueba los eventos
void updateScenes(); // Actualiza las escenas de la intro
void initSprites(); // Inicializa las imágenes
void initSprites(); // Inicializa las tarjetas
void initTexts(); // Inicializa los textos
void updateSprites(float delta_time); // Actualiza los sprites
void updateTexts(float delta_time); // Actualiza los textos
void renderSprites(); // Dibuja los sprites
void renderTexts(); // Dibuja los textos
static void renderTextRect(); // Dibuja el rectangulo de fondo del texto;
static void renderTextRect(); // Dibuja el rectángulo de fondo del texto
void updatePostState(); // Actualiza el estado POST
auto calculateDeltaTime() -> float; // Calcula el tiempo transcurrido desde el último frame
@@ -117,7 +124,6 @@ class Intro {
void updateScene4();
void updateScene5();
// --- Métodos auxiliares para reducir duplicación de código ---
void enableCardAndShadow(int index);
// --- Métodos auxiliares ---
void switchText(int from_index, int to_index);
};

View File

@@ -30,11 +30,6 @@
class Texture;
#ifdef _DEBUG
#include <iomanip> // Para operator<<, setfill, setw
#include <iostream> // Para basic_ostream, basic_ostream::operator<<, operator<<, cout, hex
#endif
// Constructor
Title::Title()
: text_(Resource::get()->getText("smb2_grad")),
@@ -43,12 +38,7 @@ Title::Title()
game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)),
mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))),
state_(State::LOGO_ANIMATING),
num_controllers_(Input::get()->getNumGamepads())
#ifdef _DEBUG
,
debug_color_(param.title.bg_color)
#endif
{
num_controllers_(Input::get()->getNumGamepads()) {
// Configura objetos
tiled_bg_->setColor(param.title.bg_color);
tiled_bg_->setSpeed(0.0F);
@@ -132,88 +122,9 @@ void Title::checkEvents() {
}
}
void Title::handleKeyDownEvent(const SDL_Event& event) {
#ifdef _DEBUG
bool is_repeat = static_cast<int>(event.key.repeat) == 1;
if (is_repeat) {
handleDebugColorKeys(event.key.key);
}
#endif
void Title::handleKeyDownEvent(const SDL_Event& /*event*/) {
}
#ifdef _DEBUG
void Title::handleDebugColorKeys(SDL_Keycode key) {
adjustColorComponent(key, debug_color_);
counter_time_ = 0.0F;
tiled_bg_->setColor(debug_color_);
printColorValue(debug_color_);
}
void Title::adjustColorComponent(SDL_Keycode key, Color& color) {
switch (key) {
case SDLK_A:
incrementColorComponent(color.r);
break;
case SDLK_Z:
decrementColorComponent(color.r);
break;
case SDLK_S:
incrementColorComponent(color.g);
break;
case SDLK_X:
decrementColorComponent(color.g);
break;
case SDLK_D:
incrementColorComponent(color.b);
break;
case SDLK_C:
decrementColorComponent(color.b);
break;
case SDLK_F:
incrementAllComponents(color);
break;
case SDLK_V:
decrementAllComponents(color);
break;
default:
break;
}
}
void Title::incrementColorComponent(uint8_t& component) {
if (component < 255) {
++component;
}
}
void Title::decrementColorComponent(uint8_t& component) {
if (component > 0) {
--component;
}
}
void Title::incrementAllComponents(Color& color) {
incrementColorComponent(color.r);
incrementColorComponent(color.g);
incrementColorComponent(color.b);
}
void Title::decrementAllComponents(Color& color) {
decrementColorComponent(color.r);
decrementColorComponent(color.g);
decrementColorComponent(color.b);
}
void Title::printColorValue(const Color& color) {
std::cout << "#"
<< std::hex << std::setw(2) << std::setfill('0') << static_cast<int>(color.r)
<< std::setw(2) << std::setfill('0') << static_cast<int>(color.g)
<< std::setw(2) << std::setfill('0') << static_cast<int>(color.b)
<< '\n';
}
#endif
// Comprueba las entradas
void Title::checkInput() {
Input::get()->update();

View File

@@ -2,12 +2,10 @@
#include <SDL3/SDL.h> // Para SDL_Keycode, SDL_Event, Uint64
#include <cstdint> // Para uint8_t
#include <memory> // Para shared_ptr, unique_ptr
#include <string_view> // Para string_view
#include <vector> // Para vector
#include "color.hpp" // for Color
#include "player.hpp" // for Player
#include "section.hpp" // for Options, Name (ptr only)
@@ -33,7 +31,6 @@ namespace Options {
// • Efectos visuales: parpadeos, transiciones y efectos de fondo
// • Gestión de controles: soporte para teclado y múltiples gamepads
// • Timeouts automáticos: transición automática si no hay interacción
// • Debug de colores: herramientas de depuración para ajustes visuales
//
// La clase utiliza un sistema de tiempo basado en segundos para garantizar
// comportamiento consistente independientemente del framerate.
@@ -101,10 +98,6 @@ class Title {
bool player1_start_pressed_ = false; // Indica si se ha pulsado el botón de empezar para el jugador 1
bool player2_start_pressed_ = false; // Indica si se ha pulsado el botón de empezar para el jugador 2
#ifdef _DEBUG
Color debug_color_; // Color para depuración en modo debug
#endif
// --- Ciclo de vida del título ---
void update(float delta_time); // Actualiza las variables del objeto
auto calculateDeltaTime() -> float; // Calcula el tiempo transcurrido desde el último frame
@@ -142,15 +135,4 @@ class Title {
static void swapControllers(); // Intercambia la asignación de mandos a los jugadores
static void swapKeyboard(); // Intercambia el teclado de jugador
static void showControllers(); // Muestra información sobre los controles y los jugadores
// --- Depuración (solo en modo DEBUG) ---
#ifdef _DEBUG
void handleDebugColorKeys(SDL_Keycode key); // Maneja las teclas de depuración para colores
static void adjustColorComponent(SDL_Keycode key, Color& color); // Ajusta un componente del color según la tecla
static void incrementColorComponent(uint8_t& component); // Incrementa un componente de color
static void decrementColorComponent(uint8_t& component); // Decrementa un componente de color
static void incrementAllComponents(Color& color); // Incrementa todos los componentes del color
static void decrementAllComponents(Color& color); // Decrementa todos los componentes del color
static void printColorValue(const Color& color); // Imprime el valor actual del color en consola
#endif
};

View File

@@ -2,12 +2,12 @@
#include <SDL3/SDL.h> // Para SDL_FRect, Uint8, SDL_GetRenderTarget, SDL_RenderClear, SDL_SetRenderDrawColor, SDL_SetRenderTarget, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_TextureAccess, SDL_GetTextureAlphaMod
#include <fstream> // Para basic_ifstream, basic_istream, basic_ostream, operator<<, istream, ifstream, istringstream
#include <utility> // Para std::cmp_less_equal
#include <fstream> // Para basic_ifstream, basic_istream, basic_ostream, operator<<, istream, ifstream, istringstream
#include <iostream> // Para cerr
#include <sstream> // Para basic_istringstream
#include <stdexcept> // Para runtime_error
#include <string_view> // Para string_view
#include <utility> // Para std::cmp_less_equal
#include <vector> // Para vector
#include "color.hpp" // Para Color

View File

@@ -217,3 +217,25 @@ class ActionListOption : public MenuOption {
void updateCurrentIndex();
[[nodiscard]] auto findCurrentIndex() const -> size_t;
};
// Opción genérica con callbacks: getter para mostrar, adjuster(bool up) para cambiar valor
class CallbackOption : public MenuOption {
public:
CallbackOption(const std::string& cap, ServiceMenu::SettingsGroup grp, std::function<std::string()> getter, std::function<void(bool)> adjuster, std::function<int(Text*)> max_width_fn = nullptr)
: MenuOption(cap, grp),
getter_(std::move(getter)),
adjuster_(std::move(adjuster)),
max_width_fn_(std::move(max_width_fn)) {}
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::ADJUST; }
[[nodiscard]] auto getValueAsString() const -> std::string override { return getter_(); }
void adjustValue(bool adjust_up) override { adjuster_(adjust_up); }
auto getMaxValueWidth(Text* text_renderer) const -> int override {
return max_width_fn_ ? max_width_fn_(text_renderer) : 0;
}
private:
std::function<std::string()> getter_;
std::function<void(bool)> adjuster_;
std::function<int(Text*)> max_width_fn_;
};

View File

@@ -363,22 +363,81 @@ void ServiceMenu::initializeOptions() {
Options::window.max_zoom,
1));
// 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; }
return (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) ? "CrtPi" : "PostFX";
};
auto shader_setter = [DISABLED_TEXT](const std::string& val) {
if (val == DISABLED_TEXT) {
Options::video.shader.enabled = false;
} else {
Options::video.shader.enabled = true;
const auto TYPE = (val == "CrtPi") ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX;
Options::video.shader.current_shader = TYPE;
auto* screen = Screen::get();
if (screen != nullptr) {
screen->applySettings();
}
}
Screen::initShaders();
};
options_.push_back(std::make_unique<ListOption>(
Lang::getText("[SERVICE_MENU] SHADER"),
SettingsGroup::VIDEO,
shader_values,
shader_getter,
shader_setter));
}
// Preset: muestra nombre, cicla circularmente entre presets del shader activo
{
auto preset_getter = []() -> std::string {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
if (Options::crtpi_presets.empty()) { return ""; }
return Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
}
if (Options::postfx_presets.empty()) { return ""; }
return Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
};
auto preset_adjuster = [](bool up) {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
if (Options::crtpi_presets.empty()) { return; }
const int SIZE = static_cast<int>(Options::crtpi_presets.size());
Options::video.shader.current_crtpi_preset = up
? (Options::video.shader.current_crtpi_preset + 1) % SIZE
: (Options::video.shader.current_crtpi_preset + SIZE - 1) % SIZE;
} else {
if (Options::postfx_presets.empty()) { return; }
const int SIZE = static_cast<int>(Options::postfx_presets.size());
Options::video.shader.current_postfx_preset = up
? (Options::video.shader.current_postfx_preset + 1) % SIZE
: (Options::video.shader.current_postfx_preset + SIZE - 1) % SIZE;
}
Screen::initShaders();
};
auto preset_max_width = [](Text* text) -> int {
int max_w = 0;
for (const auto& p : Options::postfx_presets) { max_w = std::max(max_w, text->length(p.name, -2)); }
for (const auto& p : Options::crtpi_presets) { max_w = std::max(max_w, text->length(p.name, -2)); }
return max_w;
};
options_.push_back(std::make_unique<CallbackOption>(
Lang::getText("[SERVICE_MENU] SHADER_PRESET"),
SettingsGroup::VIDEO,
preset_getter,
preset_adjuster,
preset_max_width));
}
options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] POSTFX"),
SettingsGroup::VIDEO,
&Options::video.postfx));
options_.push_back(std::make_unique<IntOption>(
Lang::getText("[SERVICE_MENU] POSTFX_PRESET"),
SettingsGroup::VIDEO,
&Options::current_postfx_preset,
0, static_cast<int>(Options::postfx_presets.size()) - 1, 1));
options_.push_back(std::make_unique<IntOption>(
Lang::getText("[SERVICE_MENU] SUPERSAMPLING"),
SettingsGroup::VIDEO,
&Options::video.supersampling,
1, 3, 1));
&Options::video.supersampling.enabled));
options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] VSYNC"),
@@ -568,6 +627,20 @@ void ServiceMenu::setHiddenOptions() {
}
}
{
auto* option = getOptionByCaption(Lang::getText("[SERVICE_MENU] SHADER_PRESET"));
if (option != nullptr) {
option->setHidden(!Options::video.shader.enabled);
}
}
{
auto* option = getOptionByCaption(Lang::getText("[SERVICE_MENU] SUPERSAMPLING"));
if (option != nullptr) {
option->setHidden(!Options::video.shader.enabled || Options::video.shader.current_shader != Rendering::ShaderType::POSTFX);
}
}
updateMenu(); // El menú debe refrescarse si algo se oculta
}

View File

@@ -3,7 +3,7 @@
# Variables
CXX := g++
CXXFLAGS := -std=c++20 -Wall -Os -I../../
CXXFLAGS := -std=c++20 -Wall -Os
SOURCES := pack_resources.cpp ../../source/resource_pack.cpp
TARGET := pack_resources
CLEAN_FILES := pack_resources *.pack *.o
@@ -21,7 +21,7 @@ else
endif
# Reglas principales
.PHONY: all pack_tool clean help test_pack
.PHONY: all pack_tool pack clean help test_pack
# Compilar herramienta de empaquetado
all: pack_tool
@@ -37,6 +37,14 @@ clean:
$(CLEAN_CMD) $(call FixPath,$(CLEAN_FILES))
@echo "✓ Archivos limpiados"
# Crear pack de recursos final (invocado desde Makefile raíz)
pack: pack_tool
ifeq ($(OS),Windows_NT)
.\$(TARGET) ..\..\data ..\..\resources.pack
else
./$(TARGET) ../../data ../../resources.pack
endif
# Crear pack de recursos de prueba
test_pack: pack_tool
@echo "Creando pack de recursos de prueba..."

View File

@@ -1,5 +1,5 @@
#include "../source/resource_pack.hpp"
#include "../build/version.h" // Para Version::APP_NAME
#include "../../source/resource_pack.hpp"
#include "../../build/version.h" // Para Version::APP_NAME
#include <iostream>
#include <filesystem>

View File

@@ -20,6 +20,9 @@ echo "Compiling SPIR-V shaders..."
glslc "${SHADERS_DIR}/postfx.vert" -o /tmp/postfx.vert.spv
glslc "${SHADERS_DIR}/postfx.frag" -o /tmp/postfx.frag.spv
glslc -fshader-stage=fragment "${SHADERS_DIR}/crtpi_frag.glsl" -o /tmp/crtpi_frag.spv
glslc "${SHADERS_DIR}/upscale.frag" -o /tmp/upscale.frag.spv
glslc "${SHADERS_DIR}/downscale.frag" -o /tmp/downscale.frag.spv
echo "Generating C++ headers..."
@@ -33,12 +36,30 @@ xxd -i /tmp/postfx.frag.spv | \
sed 's/unsigned int .*postfx_frag_spv_len/static const size_t kpostfx_frag_spv_size/' \
> "${HEADERS_DIR}/postfx_frag_spv.h"
xxd -i /tmp/crtpi_frag.spv | \
sed 's/unsigned char .*crtpi_frag_spv\[\]/static const uint8_t kcrtpi_frag_spv[]/' | \
sed 's/unsigned int .*crtpi_frag_spv_len/static const size_t kcrtpi_frag_spv_size/' \
> "${HEADERS_DIR}/crtpi_frag_spv.h"
xxd -i /tmp/upscale.frag.spv | \
sed 's/unsigned char .*upscale_frag_spv\[\]/static const uint8_t kupscale_frag_spv[]/' | \
sed 's/unsigned int .*upscale_frag_spv_len/static const size_t kupscale_frag_spv_size/' \
> "${HEADERS_DIR}/upscale_frag_spv.h"
xxd -i /tmp/downscale.frag.spv | \
sed 's/unsigned char .*downscale_frag_spv\[\]/static const uint8_t kdownscale_frag_spv[]/' | \
sed 's/unsigned int .*downscale_frag_spv_len/static const size_t kdownscale_frag_spv_size/' \
> "${HEADERS_DIR}/downscale_frag_spv.h"
# Prepend required includes to the headers
for f in "${HEADERS_DIR}/postfx_vert_spv.h" "${HEADERS_DIR}/postfx_frag_spv.h"; do
for f in "${HEADERS_DIR}/postfx_vert_spv.h" "${HEADERS_DIR}/postfx_frag_spv.h" "${HEADERS_DIR}/crtpi_frag_spv.h" "${HEADERS_DIR}/upscale_frag_spv.h" "${HEADERS_DIR}/downscale_frag_spv.h"; do
echo -e "#pragma once\n#include <cstdint>\n#include <cstddef>\n$(cat "$f")" > "$f"
done
echo "Done. Headers updated in ${HEADERS_DIR}/"
echo " postfx_vert_spv.h"
echo " postfx_frag_spv.h"
echo " crtpi_frag_spv.h"
echo " upscale_frag_spv.h"
echo " downscale_frag_spv.h"
echo "Rebuild the project to use the new shaders."