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40 changed files with 9015 additions and 6250 deletions

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@@ -11,9 +11,8 @@ Checks:
- -modernize-avoid-c-arrays,-warnings-as-errors
WarningsAsErrors: '*'
# Solo incluir archivos de tu código fuente (external tiene su propio .clang-tidy)
# Excluye los headers SPIR-V generados en rendering/sdl3gpu/
HeaderFilterRegex: 'source/(?!external/|rendering/sdl3gpu/.*_spv\.h).*'
# Solo headers del propio código fuente (external/ y spv/ tienen su propio .clang-tidy dummy)
HeaderFilterRegex: 'source/.*'
FormatStyle: file
CheckOptions:

51
.vscode/c_cpp_properties.json vendored Normal file
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@@ -0,0 +1,51 @@
{
"configurations": [
{
"name": "Mac",
"includePath": [
"${workspaceFolder}/source/**",
"${workspaceFolder}/build"
],
"defines": [
"_DEBUG",
"_NO_AUDIO",
"MACOS_BUILD"
],
"cStandard": "c17",
"cppStandard": "c++20",
"intelliSenseMode": "macos-clang-arm64"
},
{
"name": "Linux",
"includePath": [
"${workspaceFolder}/source/**",
"${workspaceFolder}/build"
],
"defines": [
"_DEBUG",
"_NO_AUDIO",
"LINUX_BUILD"
],
"cStandard": "c17",
"cppStandard": "c++20",
"intelliSenseMode": "linux-gcc-x64"
},
{
"name": "Win32",
"includePath": [
"${workspaceFolder}/source/**",
"${workspaceFolder}/build"
],
"defines": [
"_DEBUG",
"_NO_AUDIO",
"WINDOWS_BUILD",
"_WIN32"
],
"cStandard": "c17",
"cppStandard": "c++20",
"intelliSenseMode": "windows-msvc-x64"
}
],
"version": 4
}

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@@ -3,6 +3,11 @@
cmake_minimum_required(VERSION 3.10)
project(coffee_crisis_arcade_edition VERSION 2.00)
# Tipus de build per defecte (Debug) si no se n'ha especificat cap
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif()
# Establecer estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)
@@ -10,6 +15,11 @@ set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
# Si GIT_HASH se ha pasado desde fuera (p.ej. desde el Makefile via -DGIT_HASH=xxx),
# lo usamos tal cual. Esto evita problemas con Docker/emscripten, donde git aborta por
# "dubious ownership" en el volumen montado. En builds locales sin -DGIT_HASH, se
# resuelve aquí ejecutando git directamente.
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
find_package(Git QUIET)
if(GIT_FOUND)
execute_process(
@@ -19,9 +29,11 @@ if(GIT_FOUND)
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
else()
endif()
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
set(GIT_HASH "unknown")
endif()
endif()
# Configurar archivo de versión
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
@@ -32,6 +44,7 @@ set(APP_SOURCES
# --- core/audio ---
source/core/audio/audio.cpp
source/core/audio/audio_adapter.cpp
# --- core/input ---
source/core/input/define_buttons.cpp
@@ -128,7 +141,7 @@ if(EMSCRIPTEN)
FetchContent_Declare(
SDL3
GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
GIT_TAG release-3.2.12
GIT_TAG release-3.4.4
GIT_SHALLOW TRUE
)
set(SDL_SHARED OFF CACHE BOOL "" FORCE)
@@ -151,11 +164,11 @@ if(NOT APPLE AND NOT EMSCRIPTEN)
set(SHADER_UPSCALE_SRC "${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/core/rendering/sdl3gpu/postfx_vert_spv.h")
set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/postfx_frag_spv.h")
set(SHADER_CRTPI_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/crtpi_frag_spv.h")
set(SHADER_UPSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/upscale_frag_spv.h")
set(SHADER_DOWNSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/downscale_frag_spv.h")
set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/postfx_vert_spv.h")
set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/postfx_frag_spv.h")
set(SHADER_CRTPI_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/crtpi_frag_spv.h")
set(SHADER_UPSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/upscale_frag_spv.h")
set(SHADER_DOWNSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/downscale_frag_spv.h")
set(ALL_SHADER_SOURCES "${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}")
@@ -309,7 +322,6 @@ list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
# cuyo uso vive en un .cpp distinto.
set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
list(FILTER CPPCHECK_SOURCES EXCLUDE REGEX ".*_spv\\.h$")
# Targets de clang-tidy
if(CLANG_TIDY_EXE)
@@ -389,3 +401,35 @@ if(CPPCHECK_EXE)
else()
message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
endif()
# --- EINA STANDALONE: pack_resources ---
# Executable auxiliar que empaqueta `data/` a `resources.pack`.
# No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
# cmake --build build --target pack_resources
# Després executar: ./build/pack_resources data resources.pack
if(NOT EMSCRIPTEN)
add_executable(pack_resources EXCLUDE_FROM_ALL
tools/pack_resources/pack_resources.cpp
source/core/resources/resource_pack.cpp
)
target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
target_compile_options(pack_resources PRIVATE -Wall)
# Regeneració automàtica de resources.pack en cada build si canvia data/.
file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
set(RESOURCE_PACK "${CMAKE_SOURCE_DIR}/resources.pack")
add_custom_command(
OUTPUT ${RESOURCE_PACK}
COMMAND $<TARGET_FILE:pack_resources>
"${CMAKE_SOURCE_DIR}/data"
"${RESOURCE_PACK}"
DEPENDS pack_resources ${DATA_FILES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Empaquetant data/ → resources.pack"
VERBATIM
)
add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
add_dependencies(${PROJECT_NAME} resource_pack)
endif()

350
Makefile
View File

@@ -2,7 +2,6 @@
# DIRECTORIES
# ==============================================================================
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
# ==============================================================================
# TARGET NAMES
@@ -22,8 +21,14 @@ RESOURCE_FILE := release/windows/coffee.res
# ==============================================================================
# TOOLS
# ==============================================================================
DIR_PACK_TOOL := $(DIR_TOOLS)pack_resources
SHADER_SCRIPT := $(DIR_ROOT)tools/shaders/compile_spirv.sh
SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
SHADERS_DIR := $(DIR_ROOT)data/shaders
HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu
ifeq ($(OS),Windows_NT)
GLSLC := $(shell where glslc 2>NUL)
else
GLSLC := $(shell command -v glslc 2>/dev/null)
endif
# ==============================================================================
# VERSION (extraída de defines.hpp)
@@ -34,6 +39,17 @@ else
VERSION := $(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
endif
# Hash del commit actual, computado en el host. Se pasa a CMake via -DGIT_HASH
# para que el build en docker/emscripten no falle por "dubious ownership" de Git.
ifeq ($(OS),Windows_NT)
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>NUL)
else
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>/dev/null)
endif
ifeq ($(GIT_HASH),)
GIT_HASH := unknown
endif
# ==============================================================================
# SHELL (Windows usa cmd.exe)
# ==============================================================================
@@ -47,9 +63,13 @@ endif
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(DIR_ROOT)$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
# Escapa apòstrofs per a PowerShell (duplica ' → ''). Sense això, APP_NAMEs
# com "JailDoctor's Dilemma" trencarien el parsing de -Destination '...'.
WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
else
WIN_TARGET_FILE := $(TARGET_FILE)
WIN_RELEASE_FILE := $(RELEASE_FILE)
WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE)
endif
# ==============================================================================
@@ -59,7 +79,6 @@ WINDOWS_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-win32-x64.z
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
# ==============================================================================
# PLATAFORMA
@@ -76,15 +95,24 @@ else
UNAME_S := $(shell uname -s)
endif
# ==============================================================================
# CMAKE GENERATOR (Windows needs explicit MinGW Makefiles generator)
# ==============================================================================
ifeq ($(OS),Windows_NT)
CMAKE_GEN := -G "MinGW Makefiles"
else
CMAKE_GEN :=
endif
# ==============================================================================
# COMPILACIÓN CON CMAKE
# ==============================================================================
all:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
debug:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Debug
@cmake --build build
# ==============================================================================
@@ -92,41 +120,43 @@ debug:
# ==============================================================================
release:
ifeq ($(OS),Windows_NT)
@"$(MAKE)" windows_release
@"$(MAKE)" _windows_release
else
ifeq ($(UNAME_S),Darwin)
@$(MAKE) macos_release
@$(MAKE) _macos_release
else
@$(MAKE) linux_release
@$(MAKE) _linux_release
endif
endif
# ==============================================================================
# REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK
# EMPAQUETADO DE RECURSOS (build previ de l'eina + execució)
# ==============================================================================
pack_tool:
@$(MAKE) -C $(DIR_PACK_TOOL)
resources.pack:
@$(MAKE) -C $(DIR_PACK_TOOL) pack
pack:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target pack_resources
@./build/pack_resources data resources.pack
# ==============================================================================
# COMPILACIÓN DE SHADERS
# REGLAS PARA COMPILACIÓN DE SHADERS (multiplataforma via cmake)
# ==============================================================================
spirv:
@echo "Compilando shaders SPIR-V..."
$(SHADER_SCRIPT)
compile_shaders:
ifdef GLSLC
@cmake -D GLSLC=$(GLSLC) -D SHADERS_DIR=$(SHADERS_DIR) -D HEADERS_DIR=$(HEADERS_DIR) -P $(SHADER_CMAKE)
else
@echo "glslc no encontrado - asegurate de que los headers SPIR-V precompilados existen"
endif
# ==============================================================================
# COMPILACIÓN PARA WINDOWS (RELEASE)
# ==============================================================================
windows_release:
@$(MAKE) resources.pack
_windows_release:
@$(MAKE) pack
@echo off
@echo Creando release para Windows - Version: $(VERSION)
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
@@ -142,7 +172,7 @@ windows_release:
@powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '$(WIN_RELEASE_FILE).exe'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip
@@ -156,16 +186,32 @@ windows_release:
# ==============================================================================
# COMPILACIÓN PARA MACOS (RELEASE)
# ==============================================================================
macos_release:
@$(MAKE) resources.pack
_macos_release:
@$(MAKE) 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
# Verifica dependencias necesarias (create-dmg). Si falta, intenta instalarla
# con brew; si brew tampoco está, indica el comando exacto al usuario.
@command -v create-dmg >/dev/null 2>&1 || { \
echo ""; \
echo "============================================"; \
echo " Falta la dependencia: create-dmg"; \
echo "============================================"; \
if command -v brew >/dev/null 2>&1; then \
echo " Instalando con: brew install create-dmg"; \
brew install create-dmg || { \
echo ""; \
echo " ERROR: 'brew install create-dmg' ha fallado."; \
echo " Ejecuta el comando manualmente y vuelve a probar."; \
exit 1; \
}; \
else \
echo " Homebrew no está instalado."; \
echo " Instálalo desde https://brew.sh y luego ejecuta:"; \
echo " brew install create-dmg"; \
exit 1; \
fi; \
}
# Elimina datos de compilaciones anteriores
$(RMDIR) "$(RELEASE_FOLDER)"
@@ -189,14 +235,26 @@ macos_release:
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Copia el ejecutable Intel al bundle
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
# Actualiza versión en Info.plist
@echo "Actualizando Info.plist con versión $(VERSION)..."
@RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \
sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
# Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
# Empaqueta el .dmg de la versión Intel con create-dmg
@echo "Creando DMG Intel con iconos de 96x96..."
# Compila y empaqueta la versión Intel (best-effort: si falla, se omite el
# DMG Intel y continúa con la build de Apple Silicon).
@echo ""
@echo "============================================"
@echo " Compilando version Intel (x86_64)"
@echo "============================================"
@if 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; then \
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"; \
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"; \
echo "Creando DMG Intel con iconos de 96x96..."; \
create-dmg \
--volname "$(APP_NAME)" \
--window-pos 200 120 \
@@ -209,10 +267,23 @@ macos_release:
--app-drop-link 115 102 \
--hide-extension "$(APP_NAME).app" \
"$(MACOS_INTEL_RELEASE)" \
"$(RELEASE_FOLDER)" || true
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
"$(RELEASE_FOLDER)" || true; \
echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"; \
else \
echo ""; \
echo "============================================"; \
echo " WARNING: la build Intel ha fallado."; \
echo " Se omite el DMG Intel y se continúa con"; \
echo " la build de Apple Silicon."; \
echo "============================================"; \
echo ""; \
fi
# Compila la versión para procesadores Apple Silicon con cmake
@echo ""
@echo "============================================"
@echo " Compilando version Apple Silicon (arm64)"
@echo "============================================"
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON
@cmake --build build/arm
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
@@ -246,12 +317,12 @@ macos_release:
# ==============================================================================
# COMPILACIÓN PARA LINUX (RELEASE)
# ==============================================================================
linux_release:
@$(MAKE) resources.pack
_linux_release:
@$(MAKE) pack
@echo "Creando release para Linux - Version: $(VERSION)"
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
@@ -274,175 +345,76 @@ linux_release:
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# COMPILACIÓN PARA LINUX (RELEASE CON INTEGRACIÓN DESKTOP)
# ==============================================================================
linux_release_desktop:
@$(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)"
# Crea la estructura de directorios estándar para Linux
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)"
# Copia ficheros del juego
cp -R config "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
cp resources.pack "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
cp README.md "$(RELEASE_FOLDER)/$(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/$(TARGET_NAME)" --strip-unneeded
# Crea el archivo .desktop
@echo '[Desktop Entry]' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Version=1.0' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Type=Application' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Name=$(APP_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Comment=Arcade action game - defend Earth from alien invasion!' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Exec=/opt/$(TARGET_NAME)/bin/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Icon=$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Path=/opt/$(TARGET_NAME)/share/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Terminal=false' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'StartupNotify=true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Categories=Game;ArcadeGame;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Keywords=arcade;action;shooter;retro;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
# Copia el icono (si existe) y lo redimensiona si es necesario
@if [ -f "release/icons/icon.png" ]; then \
if command -v magick >/dev/null 2>&1; then \
magick "release/icons/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono redimensionado de release/icons/icon.png (usando ImageMagick)"; \
elif command -v convert >/dev/null 2>&1; then \
convert "release/icons/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono redimensionado de release/icons/icon.png (usando ImageMagick legacy)"; \
elif command -v ffmpeg >/dev/null 2>&1; then \
ffmpeg -i "release/icons/icon.png" -vf scale=256:256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png" -y -loglevel quiet; \
echo "Icono redimensionado de release/icons/icon.png (usando ffmpeg)"; \
else \
cp "release/icons/icon.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono copiado sin redimensionar (instalar ImageMagick o ffmpeg para redimensionado automatico)"; \
fi; \
else \
echo "Advertencia: No se encontró release/icons/icon.png - crear icono manualmente"; \
fi
# Crea script de instalación
@echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'echo "Instalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo mkdir -p /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp -R bin /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp -R share /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp LICENSE /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp README.md /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo mkdir -p /usr/share/applications' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo mkdir -p /usr/share/icons/hicolor/256x256/apps' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp /opt/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop /usr/share/applications/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp /opt/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png /usr/share/icons/hicolor/256x256/apps/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'echo "$(APP_NAME) instalado correctamente!"' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'echo "Ya puedes encontrarlo en el menu de aplicaciones en la categoria Juegos."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
# Crea script de desinstalación
@echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'echo "Desinstalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo rm -rf /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo rm -f /usr/share/applications/$(TARGET_NAME).desktop' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo rm -f /usr/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'echo "$(APP_NAME) desinstalado correctamente."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
# Empaqueta ficheros
$(RMFILE) "$(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
tar -czvf "$(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" -C "$(RELEASE_FOLDER)" .
@echo "Release con integracion desktop creado: $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
@echo "Para instalar: extraer y ejecutar ./$(TARGET_NAME)/install.sh"
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# COMPILACIÓN PARA RASPBERRY PI (RELEASE)
# ==============================================================================
raspi_release:
@$(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)"
# Copia ficheros
cp -R config "$(RELEASE_FOLDER)"
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
$(RMFILE) "$(RASPI_RELEASE)"
tar -czvf "$(RASPI_RELEASE)" -C "$(RELEASE_FOLDER)" .
@echo "Release creado: $(RASPI_RELEASE)"
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# COMPILACIÓN PARA WEBASSEMBLY (requiere Docker)
# ==============================================================================
wasm:
@echo "Compilando para WebAssembly - Version: $(VERSION)"
@echo "Compilando para WebAssembly - Version: $(VERSION) ($(GIT_HASH))"
docker run --rm \
--user $(shell id -u):$(shell id -g) \
-v $(DIR_ROOT):/src \
-w /src \
emscripten/emsdk:latest \
bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release && cmake --build build/wasm"
bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm"
$(MKDIR) "$(DIST_DIR)/wasm"
cp build/wasm/$(TARGET_NAME).html $(DIST_DIR)/wasm/
cp build/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/
cp build/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/
cp build/wasm/$(TARGET_NAME).data $(DIST_DIR)/wasm/
@echo "Output: $(DIST_DIR)/wasm/"
scp $(DIST_DIR)/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/$(TARGET_NAME).data \
maverick:/home/sergio/gitea/web_jailgames/static/games/coffee-crisis-arcade-edition/wasm/
ssh maverick 'cd /home/sergio/gitea/web_jailgames && ./deploy.sh'
@echo "Deployed to maverick"
# Versió Debug del build wasm: build local sense deploy. Sortida a dist/wasm_debug/.
wasm_debug:
@echo "Compilando WebAssembly Debug - Version: $(VERSION) ($(GIT_HASH))"
docker run --rm \
--user $(shell id -u):$(shell id -g) \
-v $(DIR_ROOT):/src \
-w /src \
emscripten/emsdk:latest \
bash -c "emcmake cmake -S . -B build/wasm_debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm_debug"
$(MKDIR) "$(DIST_DIR)/wasm_debug"
cp build/wasm_debug/$(TARGET_NAME).html $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).js $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).wasm $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).data $(DIST_DIR)/wasm_debug/
@echo "Output: $(DIST_DIR)/wasm_debug/"
# ==============================================================================
# CODE QUALITY (delegados a cmake)
# ==============================================================================
format:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target format
format-check:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target format-check
tidy:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target tidy
tidy-fix:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target tidy-fix
cppcheck:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target cppcheck
# ==============================================================================
# DESCARGA DE GAMECONTROLLERDB
# ==============================================================================
controllerdb:
@echo "Descargando gamecontrollerdb.txt..."
curl -fsSL https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt \
-o gamecontrollerdb.txt
@echo "gamecontrollerdb.txt actualizado"
# ==============================================================================
# REGLAS ESPECIALES
# ==============================================================================
@@ -459,26 +431,22 @@ help:
@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 " make wasm - Crear build WebAssembly (requiere Docker) en dist/wasm"
@echo " make wasm_debug - Build WebAssembly Debug local (sin deploy)"
@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 " make compile_shaders - Compilar shaders SPIR-V"
@echo " make pack - Empaquetar recursos a resources.pack"
@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 " make cppcheck - Analisis estatico con cppcheck"
@echo ""
@echo " Otros:"
@echo " make show_version - Mostrar version actual ($(VERSION))"
@echo " make help - Mostrar esta ayuda"
.PHONY: all debug release windows_release macos_release linux_release linux_release_desktop raspi_release wasm pack_tool resources.pack spirv format format-check tidy tidy-fix show_version help
.PHONY: all debug release _windows_release _macos_release _linux_release wasm wasm_debug pack compile_shaders format format-check tidy tidy-fix cppcheck controllerdb show_version help

View File

@@ -86,6 +86,7 @@
"[SERVICE_MENU] SUPERSAMPLING": "Supermostreig",
"[SERVICE_MENU] VSYNC": "Sincronisme vertical",
"[SERVICE_MENU] INTEGER_SCALE": "Escalat sencer",
"[SERVICE_MENU] FILTER": "Filtre",
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
"[SERVICE_MENU] MUSIC_VOLUME": "Volumen de la musica",
"[SERVICE_MENU] SFX_VOLUME": "Volumen dels sons",

View File

@@ -85,6 +85,7 @@
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
"[SERVICE_MENU] VSYNC": "V-Sync",
"[SERVICE_MENU] INTEGER_SCALE": "Integer Scale",
"[SERVICE_MENU] FILTER": "Filter",
"[SERVICE_MENU] MAIN_VOLUME": "Main Volume",
"[SERVICE_MENU] MUSIC_VOLUME": "Music Volume",
"[SERVICE_MENU] SFX_VOLUME": "Sound Volume",

View File

@@ -85,6 +85,7 @@
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
"[SERVICE_MENU] VSYNC": "Sincronismo vertical",
"[SERVICE_MENU] INTEGER_SCALE": "Escalado proporcional",
"[SERVICE_MENU] FILTER": "Filtro",
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
"[SERVICE_MENU] MUSIC_VOLUME": "Volumen de la musica",
"[SERVICE_MENU] SFX_VOLUME": "Volumen de los efectos",

2232
gamecontrollerdb.txt Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +1,6 @@
#include "core/audio/audio.hpp"
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_G...
#include <SDL3/SDL.h> // Para SDL_GetError, SDL_Init
#include <algorithm> // Para clamp
#include <iostream> // Para std::cout
@@ -8,9 +8,9 @@
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp).
// clang-format off
#undef STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h"
// stb_vorbis.h filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
// perquè xocarien amb noms de paràmetres de plantilla en json.hpp i altres.
#include "external/stb_vorbis.c"
// stb_vorbis.c filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
// perquè xocarien amb noms de paràmetres de plantilla en altres headers.
#undef L
#undef C
#undef R
@@ -19,9 +19,9 @@
#undef PLAYBACK_RIGHT
// clang-format on
#include "core/audio/jail_audio.hpp" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
#include "core/resources/resource.hpp" // Para Resource
#include "game/options.hpp" // Para AudioOptions, audio, MusicOptions
#include "core/audio/audio_adapter.hpp" // Para AudioResource::getMusic/getSound
#include "core/audio/jail_audio.hpp" // Para JA_*
#include "game/options.hpp" // Para Options::audio
// Singleton
Audio* Audio::instance = nullptr;
@@ -30,7 +30,10 @@ Audio* Audio::instance = nullptr;
void Audio::init() { Audio::instance = new Audio(); }
// Libera la instancia
void Audio::destroy() { delete Audio::instance; }
void Audio::destroy() {
delete Audio::instance;
Audio::instance = nullptr;
}
// Obtiene la instancia
auto Audio::get() -> Audio* { return Audio::instance; }
@@ -46,17 +49,57 @@ Audio::~Audio() {
// Método principal
void Audio::update() {
JA_Update();
// Sincronizar estado: detectar cuando la música se para (ej. fade-out completado)
if (instance && instance->music_.state == MusicState::PLAYING && JA_GetMusicState() != JA_MUSIC_PLAYING) {
instance->music_.state = MusicState::STOPPED;
}
}
// Reproduce la música
void Audio::playMusic(const std::string& name, const int loop) {
music_.name = name;
music_.loop = (loop != 0);
// Reproduce la música por nombre (con crossfade opcional)
void Audio::playMusic(const std::string& name, const int loop, const int crossfade_ms) {
bool new_loop = (loop != 0);
if (music_enabled_ && music_.state != MusicState::PLAYING) {
JA_PlayMusic(Resource::get()->getMusic(name), loop);
// Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada
if (music_.state == MusicState::PLAYING && music_.name == name && music_.loop == new_loop) {
return;
}
if (!music_enabled_) return;
auto* resource = AudioResource::getMusic(name);
if (resource == nullptr) return;
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(resource, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
}
JA_PlayMusic(resource, loop);
}
music_.name = name;
music_.loop = new_loop;
music_.state = MusicState::PLAYING;
}
// Reproduce la música por puntero (con crossfade opcional)
void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms) {
if (!music_enabled_ || music == nullptr) return;
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(music, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
}
JA_PlayMusic(music, loop);
}
music_.name.clear(); // nom desconegut quan es passa per punter
music_.loop = (loop != 0);
music_.state = MusicState::PLAYING;
}
// Pausa la música
@@ -83,10 +126,17 @@ void Audio::stopMusic() {
}
}
// Reproduce un sonido
// Reproduce un sonido por nombre
void Audio::playSound(const std::string& name, Group group) const {
if (sound_enabled_) {
JA_PlaySound(Resource::get()->getSound(name), 0, static_cast<int>(group));
JA_PlaySound(AudioResource::getSound(name), 0, static_cast<int>(group));
}
}
// Reproduce un sonido por puntero directo
void Audio::playSound(JA_Sound_t* sound, Group group) const {
if (sound_enabled_ && sound != nullptr) {
JA_PlaySound(sound, 0, static_cast<int>(group));
}
}
@@ -120,20 +170,20 @@ auto Audio::getRealMusicState() -> MusicState {
}
}
// Establece el volumen de los sonidos
void Audio::setSoundVolume(int sound_volume, Group group) const {
// Establece el volumen de los sonidos (float 0.0..1.0)
void Audio::setSoundVolume(float sound_volume, Group group) const {
if (sound_enabled_) {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
const float CONVERTED_VOLUME = (sound_volume / 100.0F) * (Options::audio.volume / 100.0F);
const float CONVERTED_VOLUME = sound_volume * Options::audio.volume;
JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
}
}
// Establece el volumen de la música
void Audio::setMusicVolume(int music_volume) const {
// Establece el volumen de la música (float 0.0..1.0)
void Audio::setMusicVolume(float music_volume) const {
if (music_enabled_) {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
const float CONVERTED_VOLUME = (music_volume / 100.0F) * (Options::audio.volume / 100.0F);
const float CONVERTED_VOLUME = music_volume * Options::audio.volume;
JA_SetMusicVolume(CONVERTED_VOLUME);
}
}

View File

@@ -1,111 +1,114 @@
#pragma once
#include <cstdint> // Para int8_t, uint8_t
#include <string> // Para string
#include <utility> // Para move
// --- Clase Audio: gestor de audio (singleton) ---
// Implementació canònica, byte-idèntica entre projectes.
// Els volums es manegen internament com a float 0.01.0; la capa de
// presentació (menús, notificacions) usa les helpers toPercent/fromPercent
// per mostrar 0100 a l'usuari.
class Audio {
public:
// --- Enums ---
enum class Group : int {
enum class Group : std::int8_t {
ALL = -1, // Todos los grupos
GAME = 0, // Sonidos del juego
INTERFACE = 1 // Sonidos de la interfaz
};
enum class MusicState {
enum class MusicState : std::uint8_t {
PLAYING, // Reproduciendo música
PAUSED, // Música pausada
STOPPED, // Música detenida
};
// --- Constantes ---
static constexpr int MAX_VOLUME = 100; // Volumen máximo
static constexpr int MIN_VOLUME = 0; // Volumen mínimo
static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo (float 0..1)
static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo (float 0..1)
static constexpr float VOLUME_STEP = 0.05F; // Pas estàndard per a UI (5%)
static constexpr int FREQUENCY = 48000; // Frecuencia de audio
static constexpr int DEFAULT_CROSSFADE_MS = 1500; // Duració del crossfade per defecte (ms)
// --- Métodos de singleton ---
// --- Singleton ---
static void init(); // Inicializa el objeto Audio
static void destroy(); // Libera el objeto Audio
static auto get() -> Audio*; // Obtiene el puntero al objeto Audio
Audio(const Audio&) = delete; // Evitar copia
auto operator=(const Audio&) -> Audio& = delete; // Evitar asignación
// --- Método principal ---
static void update();
static void update(); // Actualización del sistema de audio
// --- Control de Música ---
void playMusic(const std::string& name, int loop = -1); // Reproducir música en bucle
// --- Control de música ---
void playMusic(const std::string& name, int loop = -1, int crossfade_ms = 0); // Reproducir música por nombre (con crossfade opcional)
void playMusic(struct JA_Music_t* music, int loop = -1, int crossfade_ms = 0); // Reproducir música por puntero (con crossfade opcional)
void pauseMusic(); // Pausar reproducción de música
void resumeMusic(); // Continua la música pausada
void stopMusic(); // Detener completamente la música
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
// --- Control de Sonidos ---
void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual
// --- Control de sonidos ---
void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual por nombre
void playSound(struct JA_Sound_t* sound, Group group = Group::GAME) const; // Reproducir sonido puntual por puntero
void stopAllSounds() const; // Detener todos los sonidos
// --- Configuración General ---
// --- Control de volumen (API interna: float 0.0..1.0) ---
void setSoundVolume(float volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
void setMusicVolume(float volume) const; // Ajustar volumen de música
// --- Helpers de conversió per a la capa de presentació ---
// UI (menús, notificacions) manega enters 0..100; internament viu float 0..1.
static constexpr auto toPercent(float volume) -> int {
return static_cast<int>(volume * 100.0F + 0.5F);
}
static constexpr auto fromPercent(int percent) -> float {
return static_cast<float>(percent) / 100.0F;
}
// --- Configuración general ---
void enable(bool value); // Establecer estado general
void toggleEnabled() { enabled_ = !enabled_; } // Alternar estado general
void applySettings(); // Aplica la configuración
// --- Configuración de Sonidos ---
// --- Configuración de sonidos ---
void enableSound() { sound_enabled_ = true; } // Habilitar sonidos
void disableSound() { sound_enabled_ = false; } // Deshabilitar sonidos
void enableSound(bool value) { sound_enabled_ = value; } // Establecer estado de sonidos
void toggleSound() { sound_enabled_ = !sound_enabled_; } // Alternar estado de sonidos
// --- Configuración de Música ---
// --- Configuración de música ---
void enableMusic() { music_enabled_ = true; } // Habilitar música
void disableMusic() { music_enabled_ = false; } // Deshabilitar música
void enableMusic(bool value) { music_enabled_ = value; } // Establecer estado de música
void toggleMusic() { music_enabled_ = !music_enabled_; } // Alternar estado de música
// --- Control de Volumen ---
void setSoundVolume(int volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
void setMusicVolume(int volume) const; // Ajustar volumen de música
// --- Getters para debug ---
// --- Consultas de estado ---
[[nodiscard]] auto isEnabled() const -> bool { return enabled_; }
[[nodiscard]] auto isSoundEnabled() const -> bool { return sound_enabled_; }
[[nodiscard]] auto isMusicEnabled() const -> bool { return music_enabled_; }
[[nodiscard]] auto getMusicState() const -> MusicState { return music_.state; }
[[nodiscard]] static auto getRealMusicState() -> MusicState; // Consulta directamente a jailaudio
[[nodiscard]] static auto getRealMusicState() -> MusicState;
[[nodiscard]] auto getCurrentMusicName() const -> const std::string& { return music_.name; }
private:
// --- Estructuras privadas ---
// --- Tipos anidados ---
struct Music {
MusicState state; // Estado actual de la música (reproduciendo, detenido, en pausa)
MusicState state{MusicState::STOPPED}; // Estado actual de la música
std::string name; // Última pista de música reproducida
bool loop; // Indica si la última pista de música se debe reproducir en bucle
// Constructor para inicializar la música con valores predeterminados
Music()
: state(MusicState::STOPPED),
loop(false) {}
// Constructor para inicializar con valores específicos
Music(MusicState init_state, std::string init_name, bool init_loop)
: state(init_state),
name(std::move(init_name)),
loop(init_loop) {}
bool loop{false}; // Indica si se reproduce en bucle
};
// --- Variables de estado ---
Music music_; // Estado de la música
bool enabled_ = true; // Estado general del audio
bool sound_enabled_ = true; // Estado de los efectos de sonido
bool music_enabled_ = true; // Estado de la música
// --- Métodos internos ---
void initSDLAudio(); // Inicializa SDL Audio
// --- Constructores y destructor privados (singleton) ---
// --- Métodos ---
Audio(); // Constructor privado
~Audio(); // Destructor privado
void initSDLAudio(); // Inicializa SDL Audio
// --- Instancia singleton ---
// --- Variables miembro ---
static Audio* instance; // Instancia única de Audio
Music music_; // Estado de la música
bool enabled_{true}; // Estado general del audio
bool sound_enabled_{true}; // Estado de los efectos de sonido
bool music_enabled_{true}; // Estado de la música
};

View File

@@ -0,0 +1,13 @@
#include "core/audio/audio_adapter.hpp"
#include "core/resources/resource.hpp"
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name) {
return Resource::get()->getMusic(name);
}
JA_Sound_t* getSound(const std::string& name) {
return Resource::get()->getSound(name);
}
} // namespace AudioResource

View File

@@ -0,0 +1,17 @@
#pragma once
// --- Audio Resource Adapter ---
// Aquest fitxer exposa una interfície comuna a Audio per obtenir JA_Music_t* /
// JA_Sound_t* per nom. Cada projecte la implementa en audio_adapter.cpp
// delegant al seu singleton de recursos (Resource::get(), Resource::Cache::get(),
// etc.). Això permet que audio.hpp/audio.cpp siguin idèntics entre projectes.
#include <string> // Para string
struct JA_Music_t;
struct JA_Sound_t;
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name);
JA_Sound_t* getSound(const std::string& name);
} // namespace AudioResource

View File

@@ -3,26 +3,41 @@
// --- Includes ---
#include <SDL3/SDL.h>
#include <stdint.h> // Para uint32_t, uint8_t
#include <stdio.h> // Para NULL, fseek, printf, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdio.h> // Para NULL, fseek, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> // Para free, malloc
#include <string.h> // Para strcpy, strlen
#include <iostream> // Para std::cout
#include <memory> // Para std::unique_ptr
#include <string> // Para std::string
#include <vector> // Para std::vector
#define STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h" // Para stb_vorbis_decode_memory
#include "external/stb_vorbis.c" // Para stb_vorbis_open_memory i streaming
// Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`.
// Compatible amb `std::unique_ptr<Uint8[], SDLFreeDeleter>` — zero size
// overhead gràcies a EBO, igual que un unique_ptr amb default_delete.
struct SDLFreeDeleter {
void operator()(Uint8* p) const noexcept {
if (p) SDL_free(p);
}
};
// --- Public Enums ---
enum JA_Channel_state { JA_CHANNEL_INVALID,
enum JA_Channel_state {
JA_CHANNEL_INVALID,
JA_CHANNEL_FREE,
JA_CHANNEL_PLAYING,
JA_CHANNEL_PAUSED,
JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID,
JA_SOUND_DISABLED,
};
enum JA_Music_state {
JA_MUSIC_INVALID,
JA_MUSIC_PLAYING,
JA_MUSIC_PAUSED,
JA_MUSIC_STOPPED,
JA_MUSIC_DISABLED };
JA_MUSIC_DISABLED,
};
// --- Struct Definitions ---
#define JA_MAX_SIMULTANEOUS_CHANNELS 20
@@ -31,7 +46,9 @@ enum JA_Music_state { JA_MUSIC_INVALID,
struct JA_Sound_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8* buffer{NULL};
// Buffer descomprimit (PCM) propietat del sound. Reservat per SDL_LoadWAV
// via SDL_malloc; el deleter `SDLFreeDeleter` allibera amb SDL_free.
std::unique_ptr<Uint8[], SDLFreeDeleter> buffer;
};
struct JA_Channel_t {
@@ -46,21 +63,22 @@ struct JA_Channel_t {
struct JA_Music_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
// OGG comprimit en memòria. Propietat nostra; es copia des del fitxer una
// sola vegada en JA_LoadMusic i es descomprimix en chunks per streaming.
Uint8* ogg_data{nullptr};
Uint32 ogg_length{0};
stb_vorbis* vorbis{nullptr}; // Handle del decoder, viu tot el cicle del JA_Music_t
// OGG comprimit en memòria. Propietat nostra; es copia des del buffer
// d'entrada una sola vegada en JA_LoadMusic i es descomprimix en chunks
// per streaming. Com que stb_vorbis guarda un punter persistent al
// `.data()` d'aquest vector, no el podem resize'jar un cop establert
// (una reallocation invalidaria el punter que el decoder conserva).
std::vector<Uint8> ogg_data;
stb_vorbis* vorbis{nullptr}; // handle del decoder, viu tot el cicle del JA_Music_t
char* filename{nullptr};
std::string filename;
int times{0}; // Loops restants (-1 = infinit, 0 = un sol play)
int times{0}; // loops restants (-1 = infinit, 0 = un sol play)
SDL_AudioStream* stream{nullptr};
JA_Music_state state{JA_MUSIC_INVALID};
};
// --- Internal Global State ---
// Marcado 'inline' (C++17) para asegurar una única instancia.
// --- Internal Global State (inline, C++17) ---
inline JA_Music_t* current_music{nullptr};
inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
@@ -72,15 +90,27 @@ inline bool JA_musicEnabled{true};
inline bool JA_soundEnabled{true};
inline SDL_AudioDeviceID sdlAudioDevice{0};
inline bool fading{false};
inline int fade_start_time{0};
inline int fade_duration{0};
inline float fade_initial_volume{0.0f}; // Corregido de 'int' a 'float'
// --- Crossfade / Fade State ---
struct JA_FadeState {
bool active{false};
Uint64 start_time{0};
int duration_ms{0};
float initial_volume{0.0f};
};
struct JA_OutgoingMusic {
SDL_AudioStream* stream{nullptr};
JA_FadeState fade;
};
inline JA_OutgoingMusic outgoing_music;
inline JA_FadeState incoming_fade;
// --- Forward Declarations ---
inline void JA_StopMusic();
inline void JA_StopChannel(const int channel);
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
inline void JA_CrossfadeMusic(JA_Music_t* music, int crossfade_ms, int loop = -1);
// --- Music streaming internals ---
// Bytes-per-sample per canal (sempre s16)
@@ -98,15 +128,15 @@ inline int JA_FeedMusicChunk(JA_Music_t* music) {
if (!music || !music->vorbis || !music->stream) return 0;
short chunk[JA_MUSIC_CHUNK_SHORTS];
const int channels = music->spec.channels;
const int num_channels = music->spec.channels;
const int samples_per_channel = stb_vorbis_get_samples_short_interleaved(
music->vorbis,
channels,
num_channels,
chunk,
JA_MUSIC_CHUNK_SHORTS);
if (samples_per_channel <= 0) return 0;
const int bytes = samples_per_channel * channels * JA_MUSIC_BYTES_PER_SAMPLE;
const int bytes = samples_per_channel * num_channels * JA_MUSIC_BYTES_PER_SAMPLE;
SDL_PutAudioStreamData(music->stream, chunk, bytes);
return samples_per_channel;
}
@@ -133,20 +163,51 @@ inline void JA_PumpMusic(JA_Music_t* music) {
}
}
// Pre-carrega `duration_ms` de so dins l'stream actual abans que l'stream
// siga robat per outgoing_music (crossfade o fade-out). Imprescindible amb
// streaming: l'stream robat no es pot re-alimentar perquè perd la referència
// al seu vorbis decoder. No aplica loop — si el vorbis s'esgota abans, parem.
inline void JA_PreFillOutgoing(JA_Music_t* music, int duration_ms) {
if (!music || !music->vorbis || !music->stream) return;
const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE;
const int needed_bytes = static_cast<int>((static_cast<int64_t>(duration_ms) * bytes_per_second) / 1000);
while (SDL_GetAudioStreamAvailable(music->stream) < needed_bytes) {
const int decoded = JA_FeedMusicChunk(music);
if (decoded <= 0) break; // EOF: deixem drenar el que hi haja
}
}
// --- Core Functions ---
inline void JA_Update() {
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
if (fading) {
int time = SDL_GetTicks();
if (time > (fade_start_time + fade_duration)) {
fading = false;
JA_StopMusic();
return;
// --- Outgoing music fade-out (crossfade o fade-out a silencio) ---
if (outgoing_music.stream && outgoing_music.fade.active) {
Uint64 now = SDL_GetTicks();
Uint64 elapsed = now - outgoing_music.fade.start_time;
if (elapsed >= (Uint64)outgoing_music.fade.duration_ms) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
} else {
const int time_passed = time - fade_start_time;
const float percent = (float)time_passed / (float)fade_duration;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * (1.0 - percent));
float percent = (float)elapsed / (float)outgoing_music.fade.duration_ms;
SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0f - percent));
}
}
// --- Current music ---
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
// Fade-in (parte de un crossfade)
if (incoming_fade.active) {
Uint64 now = SDL_GetTicks();
Uint64 elapsed = now - incoming_fade.start_time;
if (elapsed >= (Uint64)incoming_fade.duration_ms) {
incoming_fade.active = false;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
} else {
float percent = (float)elapsed / (float)incoming_fade.duration_ms;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * percent);
}
}
@@ -158,12 +219,13 @@ inline void JA_Update() {
}
}
// --- Sound channels ---
if (JA_soundEnabled) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
if (channels[i].state == JA_CHANNEL_PLAYING) {
if (channels[i].times != 0) {
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2)) {
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer, channels[i].sound->length);
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer.get(), channels[i].sound->length);
if (channels[i].times > 0) channels[i].times--;
}
} else {
@@ -174,12 +236,8 @@ inline void JA_Update() {
}
inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) {
#ifdef _DEBUG
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
#endif
JA_audioSpec = {format, num_channels, freq};
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
if (sdlAudioDevice == 0) std::cout << "Failed to initialize SDL audio!" << '\n';
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
@@ -187,7 +245,11 @@ inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_
}
inline void JA_Quit() {
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
}
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = 0;
}
@@ -196,26 +258,25 @@ inline void JA_Quit() {
inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
if (!buffer || length == 0) return nullptr;
// Còpia del OGG comprimit: stb_vorbis llig de forma persistent aquesta
// memòria mentre el handle estiga viu, així que hem de posseir-la nosaltres.
Uint8* ogg_copy = static_cast<Uint8*>(SDL_malloc(length));
if (!ogg_copy) return nullptr;
SDL_memcpy(ogg_copy, buffer, length);
// Allocem el JA_Music_t primer per aprofitar el seu `std::vector<Uint8>`
// com a propietari del OGG comprimit. stb_vorbis guarda un punter
// persistent al buffer; com que ací no el resize'jem, el .data() és
// estable durant tot el cicle de vida del music.
auto* music = new JA_Music_t();
music->ogg_data.assign(buffer, buffer + length);
int error = 0;
stb_vorbis* vorbis = stb_vorbis_open_memory(ogg_copy, static_cast<int>(length), &error, nullptr);
if (!vorbis) {
SDL_free(ogg_copy);
music->vorbis = stb_vorbis_open_memory(music->ogg_data.data(),
static_cast<int>(length),
&error,
nullptr);
if (!music->vorbis) {
std::cout << "JA_LoadMusic: stb_vorbis_open_memory failed (error " << error << ")" << '\n';
delete music;
return nullptr;
}
auto* music = new JA_Music_t();
music->ogg_data = ogg_copy;
music->ogg_length = length;
music->vorbis = vorbis;
const stb_vorbis_info info = stb_vorbis_get_info(vorbis);
const stb_vorbis_info info = stb_vorbis_get_info(music->vorbis);
music->spec.channels = info.channels;
music->spec.freq = static_cast<int>(info.sample_rate);
music->spec.format = SDL_AUDIO_S16;
@@ -224,31 +285,36 @@ inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
return music;
}
// Overload amb filename — els callers l'usen per poder comparar la música
// en curs amb JA_GetMusicFilename() i no rearrancar-la si ja és la mateixa.
inline JA_Music_t* JA_LoadMusic(Uint8* buffer, Uint32 length, const char* filename) {
JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), length);
if (music && filename) music->filename = filename;
return music;
}
inline JA_Music_t* JA_LoadMusic(const char* filename) {
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
// Carreguem primer el arxiu en memòria i després el descomprimim.
FILE* f = fopen(filename, "rb");
if (!f) return NULL; // Añadida comprobación de apertura
if (!f) return nullptr;
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
auto* buffer = static_cast<Uint8*>(malloc(fsize + 1));
if (!buffer) { // Añadida comprobación de malloc
if (!buffer) {
fclose(f);
return NULL;
return nullptr;
}
if (fread(buffer, fsize, 1, f) != 1) {
fclose(f);
free(buffer);
return NULL;
return nullptr;
}
fclose(f);
JA_Music_t* music = JA_LoadMusic(buffer, fsize);
if (music) { // Comprobar que JA_LoadMusic tuvo éxito
music->filename = static_cast<char*>(malloc(strlen(filename) + 1));
if (music->filename) {
strcpy(music->filename, filename);
}
JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), static_cast<Uint32>(fsize));
if (music) {
music->filename = filename;
}
free(buffer);
@@ -280,18 +346,20 @@ inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
JA_PumpMusic(current_music);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) {
std::cout << "[ERROR] SDL_BindAudioStream failed!" << '\n';
}
}
inline char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
inline const char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
if (!music) music = current_music;
if (!music) return nullptr; // Añadida comprobación
return music->filename;
if (!music || music->filename.empty()) return nullptr;
return music->filename.c_str();
}
inline void JA_PauseMusic() {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return; // Comprobación mejorada
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
current_music->state = JA_MUSIC_PAUSED;
SDL_UnbindAudioStream(current_music->stream);
@@ -299,13 +367,21 @@ inline void JA_PauseMusic() {
inline void JA_ResumeMusic() {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PAUSED) return; // Comprobación mejorada
if (!current_music || current_music->state != JA_MUSIC_PAUSED) return;
current_music->state = JA_MUSIC_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
}
inline void JA_StopMusic() {
// Limpiar outgoing crossfade si existe
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
}
incoming_fade.active = false;
if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
current_music->state = JA_MUSIC_STOPPED;
@@ -318,17 +394,73 @@ inline void JA_StopMusic() {
if (current_music->vorbis) {
stb_vorbis_seek_start(current_music->vorbis);
}
// No liberem filename aquí; es fa en JA_DeleteMusic.
}
inline void JA_FadeOutMusic(const int milliseconds) {
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
fading = true;
fade_start_time = SDL_GetTicks();
fade_duration = milliseconds;
fade_initial_volume = JA_musicVolume;
// Destruir outgoing anterior si existe
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
}
// Pre-omplim l'stream amb `milliseconds` de so: un cop robat, ja no
// tindrà accés al vorbis decoder i només podrà drenar el que tinga.
JA_PreFillOutgoing(current_music, milliseconds);
// Robar el stream del current_music al outgoing
outgoing_music.stream = current_music->stream;
outgoing_music.fade = {true, SDL_GetTicks(), milliseconds, JA_musicVolume};
// Dejar current_music sin stream (ya lo tiene outgoing)
current_music->stream = nullptr;
current_music->state = JA_MUSIC_STOPPED;
if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis);
incoming_fade.active = false;
}
inline void JA_CrossfadeMusic(JA_Music_t* music, const int crossfade_ms, const int loop) {
if (!JA_musicEnabled || !music || !music->vorbis) return;
// Destruir outgoing anterior si existe (crossfade durante crossfade)
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
}
// Robar el stream de la musica actual al outgoing para el fade-out.
// Pre-omplim amb `crossfade_ms` de so perquè no es quede en silenci
// abans d'acabar el fade (l'stream robat ja no pot alimentar-se).
if (current_music && current_music->state == JA_MUSIC_PLAYING && current_music->stream) {
JA_PreFillOutgoing(current_music, crossfade_ms);
outgoing_music.stream = current_music->stream;
outgoing_music.fade = {true, SDL_GetTicks(), crossfade_ms, JA_musicVolume};
current_music->stream = nullptr;
current_music->state = JA_MUSIC_STOPPED;
if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis);
}
// Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente)
current_music = music;
current_music->state = JA_MUSIC_PLAYING;
current_music->times = loop;
stb_vorbis_seek_start(current_music->vorbis);
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) {
std::cout << "Failed to create audio stream for crossfade!" << '\n';
current_music->state = JA_MUSIC_STOPPED;
return;
}
SDL_SetAudioStreamGain(current_music->stream, 0.0f);
JA_PumpMusic(current_music); // pre-carrega abans de bindejar
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
// Configurar fade-in
incoming_fade = {true, SDL_GetTicks(), crossfade_ms, 0.0f};
}
inline JA_Music_state JA_GetMusicState() {
@@ -346,8 +478,8 @@ inline void JA_DeleteMusic(JA_Music_t* music) {
}
if (music->stream) SDL_DestroyAudioStream(music->stream);
if (music->vorbis) stb_vorbis_close(music->vorbis);
SDL_free(music->ogg_data);
free(music->filename); // filename es libera aquí
// ogg_data (std::vector) i filename (std::string) s'alliberen sols
// al destructor de JA_Music_t.
delete music;
}
@@ -360,49 +492,40 @@ inline float JA_SetMusicVolume(float volume) {
}
inline void JA_SetMusicPosition(float /*value*/) {
// No implementat amb el backend de streaming. Mai va arribar a usar-se
// en el codi existent, així que es manté com a stub.
// No implementat amb el backend de streaming.
}
inline float JA_GetMusicPosition() {
// Veure nota a JA_SetMusicPosition.
return 0.0f;
}
inline void JA_EnableMusic(const bool value) {
if (!value && current_music && (current_music->state == JA_MUSIC_PLAYING)) JA_StopMusic();
JA_musicEnabled = value;
}
// --- Sound Functions ---
inline JA_Sound_t* JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t* sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
// Nota: spec se queda con los valores por defecto.
return sound;
}
inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
JA_Sound_t* sound = new JA_Sound_t();
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &sound->buffer, &sound->length)) {
auto sound = std::make_unique<JA_Sound_t>();
Uint8* raw = nullptr;
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &raw, &sound->length)) {
std::cout << "Failed to load WAV from memory: " << SDL_GetError() << '\n';
delete sound;
return nullptr;
}
return sound;
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
return sound.release();
}
inline JA_Sound_t* JA_LoadSound(const char* filename) {
JA_Sound_t* sound = new JA_Sound_t();
if (!SDL_LoadWAV(filename, &sound->spec, &sound->buffer, &sound->length)) {
auto sound = std::make_unique<JA_Sound_t>();
Uint8* raw = nullptr;
if (!SDL_LoadWAV(filename, &sound->spec, &raw, &sound->length)) {
std::cout << "Failed to load WAV file: " << SDL_GetError() << '\n';
delete sound;
return nullptr;
}
return sound;
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
return sound.release();
}
inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) {
@@ -422,12 +545,12 @@ inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int
if (!JA_soundEnabled || !sound) return -1;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
JA_StopChannel(channel); // Detiene y limpia el canal si estaba en uso
JA_StopChannel(channel);
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].group = group; // Asignar grupo
channels[channel].group = group;
channels[channel].state = JA_CHANNEL_PLAYING;
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
@@ -437,7 +560,7 @@ inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int
return -1;
}
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer, channels[channel].sound->length);
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer.get(), channels[channel].sound->length);
SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]);
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
@@ -449,7 +572,7 @@ inline void JA_DeleteSound(JA_Sound_t* sound) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
}
SDL_free(sound->buffer);
// buffer es destrueix automàticament via RAII (SDLFreeDeleter).
delete sound;
}
@@ -495,7 +618,7 @@ inline void JA_StopChannel(const int channel) {
channels[i].stream = nullptr;
channels[i].state = JA_CHANNEL_FREE;
channels[i].pos = 0;
channels[i].sound = NULL;
channels[i].sound = nullptr;
}
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
@@ -504,7 +627,7 @@ inline void JA_StopChannel(const int channel) {
channels[channel].stream = nullptr;
channels[channel].state = JA_CHANNEL_FREE;
channels[channel].pos = 0;
channels[channel].sound = NULL;
channels[channel].sound = nullptr;
}
}
}
@@ -516,8 +639,7 @@ inline JA_Channel_state JA_GetChannelState(const int channel) {
return channels[channel].state;
}
inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para todos los grupos
{
inline float JA_SetSoundVolume(float volume, const int group = -1) {
const float v = SDL_clamp(volume, 0.0f, 1.0f);
if (group == -1) {
@@ -527,10 +649,10 @@ inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para t
} else if (group >= 0 && group < JA_MAX_GROUPS) {
JA_soundVolume[group] = v;
} else {
return v; // Grupo inválido
return v;
}
// Aplicar volumen a canales activos
// Aplicar volum als canals actius.
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) {
if (group == -1 || channels[i].group == group) {
@@ -545,13 +667,13 @@ inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para t
inline void JA_EnableSound(const bool value) {
if (!value) {
JA_StopChannel(-1); // Detener todos los canales
JA_StopChannel(-1);
}
JA_soundEnabled = value;
}
inline float JA_SetVolume(float volume) {
float v = JA_SetMusicVolume(volume);
JA_SetSoundVolume(v, -1); // Aplicar a todos los grupos de sonido
JA_SetSoundVolume(v, -1);
return v;
}

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@@ -21,6 +21,10 @@
namespace GlobalInputs {
// Termina
void quit() {
#ifdef __EMSCRIPTEN__
// En la versión web no se permite salir: el navegador gestiona el cierre.
return;
#else
const std::string CODE = "QUIT";
if (Notifier::get()->checkCode(CODE)) {
// Si la notificación de salir está activa, cambia de sección
@@ -30,6 +34,7 @@ namespace GlobalInputs {
// Si la notificación de salir no está activa, muestra la notificación
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 01"), std::string()}, -1, CODE);
}
#endif
}
// Reinicia

View File

@@ -8,6 +8,41 @@
#include <unordered_map> // Para unordered_map, _Node_iterator, operator==, _Node_iterator_base, _Node_const_iterator
#include <utility> // Para pair, move
// Emscripten-only: SDL 3.4+ ja no casa el GUID dels mandos de Chrome Android
// amb gamecontrollerdb (el gamepad.id d'Android no porta Vendor/Product, el
// parser extreu valors escombraries, el GUID resultant no està a la db i el
// gamepad queda obert amb un mapping incorrecte). Com el W3C Gamepad API
// garanteix el layout estàndard quan el navegador reporta mapping=="standard",
// injectem un mapping SDL amb eixe layout per al GUID del joystick abans
// d'obrir-lo com gamepad. Fora d'Emscripten és un no-op.
static void installWebStandardMapping(SDL_JoystickID jid) {
#ifdef __EMSCRIPTEN__
SDL_GUID guid = SDL_GetJoystickGUIDForID(jid);
char guidStr[33];
SDL_GUIDToString(guid, guidStr, sizeof(guidStr));
const char* name = SDL_GetJoystickNameForID(jid);
if (!name || !*name) name = "Standard Gamepad";
char mapping[512];
SDL_snprintf(mapping, sizeof(mapping),
"%s,%s,"
"a:b0,b:b1,x:b2,y:b3,"
"leftshoulder:b4,rightshoulder:b5,"
"lefttrigger:b6,righttrigger:b7,"
"back:b8,start:b9,"
"leftstick:b10,rightstick:b11,"
"dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,"
"guide:b16,"
"leftx:a0,lefty:a1,rightx:a2,righty:a3,"
"platform:Emscripten",
guidStr,
name);
SDL_AddGamepadMapping(mapping);
#else
(void)jid;
#endif
}
// Singleton
Input* Input::instance = nullptr;
@@ -368,6 +403,7 @@ auto Input::handleEvent(const SDL_Event& event) -> std::string {
}
auto Input::addGamepad(int device_index) -> std::string {
installWebStandardMapping(device_index);
SDL_Gamepad* pad = SDL_OpenGamepad(device_index);
if (pad == nullptr) {
std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << '\n';

View File

@@ -105,10 +105,20 @@ class Input {
std::string path;
std::unordered_map<Action, ButtonState> bindings;
// Recorta el nombre del mando hasta el primer '(' o '[' y elimina espacios finales.
// Evita nombres como "Retroid Controller (vendor: 1001) ..." en las notificaciones.
static auto trimName(const char* raw) -> std::string {
std::string s(raw != nullptr ? raw : "");
const auto pos = s.find_first_of("([");
if (pos != std::string::npos) { s.erase(pos); }
while (!s.empty() && s.back() == ' ') { s.pop_back(); }
return s;
}
Gamepad(SDL_Gamepad* gamepad)
: pad(gamepad),
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
name(std::string(SDL_GetGamepadName(gamepad))),
name(trimName(SDL_GetGamepadName(gamepad))),
path(std::string(SDL_GetGamepadPath(pad))),
bindings{
// Movimiento del jugador

View File

@@ -1,6 +1,10 @@
#include "core/rendering/screen.hpp"
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_RenderTexture, SDL_SetRenderDrawColor, SDL_SetRenderVSync, SDL_LogCategory, SDL_GetError, SDL_LogError, SDL_LogInfo, SDL_RendererLogicalPresentation, SDL_SetRenderLogicalPresentation, SDL_CreateTexture, SDL_DestroyTexture, SDL_DestroyWindow, SDL_GetDisplayName, SDL_GetTicks, SDL_Quit, SDL_RENDERER_VSYNC_DISABLED, SDL_RenderClear, SDL_CreateRenderer, SDL_CreateWindow, SDL_DestroyRenderer, SDL_DisplayID, SDL_FRect, SDL_GetCurrentDisplayMode, SDL_GetDisplays, SDL_GetRenderTarget, SDL_GetWindowPosition, SDL_GetWindowSize, SDL_Init, SDL_LogWarn, SDL_PixelFormat, SDL_RenderFillRect, SDL_RenderPresent, SDL_SetHint, SDL_SetRenderDrawBlendMode, SDL_SetTextureScaleMode, SDL_SetWindowFullscreen, SDL_SetWindowPosition, SDL_SetWindowSize, SDL_TextureAccess, SDL_free, SDL_BLENDMODE_BLEND, SDL_HINT_RENDER_DRIVER, SDL_INIT_VIDEO, SDL_ScaleMode, SDL_WINDOW_FULLSCREEN, SDL_WindowFlags
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_RenderTexture, SDL_SetRenderDrawColor, SDL_SetRenderVSync, SDL_LogCategory, SDL_GetError, SDL_LogError, SDL_LogInfo, SDL_RendererLogicalPresentation, SDL_SetRenderLogicalPresentation, SDL_CreateTexture, SDL_DestroyTexture, SDL_DestroyWindow, SDL_GetDisplayName, SDL_GetTicks, SDL_Quit, SDL_RENDERER_VSYNC_DISABLED, SDL_RenderClear, SDL_CreateRenderer, SDL_CreateWindow, SDL_DestroyRenderer, SDL_DisplayID, SDL_FRect, SDL_GetCurrentDisplayMode, SDL_GetDisplays, SDL_GetRenderTarget, SDL_GetWindowPosition, SDL_GetWindowSize, SDL_Init, SDL_LogWarn, SDL_PixelFormat, SDL_RenderFillRect, SDL_RenderPresent, SDL_SetHint, SDL_SetRenderDrawBlendMode, SDL_SetTextureScaleMode, SDL_SetWindowFullscreen, SDL_SetWindowPosition, SDL_SetWindowSize, SDL_SyncWindow, SDL_TextureAccess, SDL_free, SDL_BLENDMODE_BLEND, SDL_HINT_RENDER_DRIVER, SDL_INIT_VIDEO, SDL_ScaleMode, SDL_WINDOW_FULLSCREEN, SDL_WindowFlags
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#endif
#include <algorithm> // Para min, max
#include <cstring> // Para memcpy
@@ -27,6 +31,43 @@
// Singleton
Screen* Screen::instance = nullptr;
#ifdef __EMSCRIPTEN__
// ============================================================================
// Restauración del canvas en wasm/Emscripten
// ============================================================================
// SDL3 + Emscripten no notifica de forma fiable los cambios de estado del
// canvas HTML (fullscreen exit vía Esc, rotación del dispositivo, etc.).
// Registramos callbacks nativos de Emscripten que delegan en
// Screen::handleCanvasResized(), el cual re-aplica el modo de fullscreen y
// reajusta la ventana para que SDL salga de su estado interno de fullscreen.
//
// Los callbacks difieren el trabajo con emscripten_async_call(0ms) porque el
// navegador todavía no ha acabado de redimensionar el canvas cuando el evento
// se dispara; posponer al siguiente tick garantiza valores estables.
//
// Referencias: libsdl-org/SDL#13300, libsdl-org/SDL#11389.
// ============================================================================
namespace {
void deferredCanvasResize(void* /*user_data*/) {
if (Screen::get() != nullptr) { Screen::get()->handleCanvasResized(); }
}
auto onEmFullscreenChange(int /*event_type*/, const EmscriptenFullscreenChangeEvent* event, void* /*user_data*/) -> EM_BOOL {
// Sincronizamos Options::video.fullscreen con el estado real del navegador
// antes de diferir la restauración: cuando el usuario sale con Esc no pasa
// por toggleFullscreen() y el estado interno quedaría desincronizado.
Options::video.fullscreen = (event != nullptr && event->isFullscreen != 0);
emscripten_async_call(deferredCanvasResize, nullptr, 0);
return EM_FALSE;
}
auto onEmOrientationChange(int /*event_type*/, const EmscriptenOrientationChangeEvent* /*event*/, void* /*user_data*/) -> EM_BOOL {
emscripten_async_call(deferredCanvasResize, nullptr, 0);
return EM_FALSE;
}
} // namespace
#endif
// Inicializa la instancia única del singleton
void Screen::init() {
Screen::instance = new Screen();
@@ -53,7 +94,7 @@ Screen::Screen()
// Crea la textura de destino
game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
SDL_SetTextureScaleMode(game_canvas_, SDL_SCALEMODE_NEAREST);
SDL_SetTextureScaleMode(game_canvas_, Options::video.scale_mode);
// Inicializar buffer de píxeles para SDL3GPU
pixel_buffer_.resize(static_cast<size_t>(param.game.width) * static_cast<size_t>(param.game.height));
@@ -69,6 +110,14 @@ Screen::Screen()
// Renderizar una vez la textura vacía para que tenga contenido válido antes de inicializar los shaders (evita pantalla negra)
SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr);
// Aplicar la configuración inicial completa (vsync + logical presentation +
// fullscreen + tamaño de ventana). En Emscripten es necesario porque el
// canvas HTML tiene un tamaño propio y SDL_CreateWindow solo no basta para
// que SDL sincronice su viewport interno con el canvas real: sin este
// applySettings el canvas inicial sale descolocado con barras negras a los
// lados y el juego pequeño en el centro hasta el primer toggle de fullscreen.
applySettings();
// Limpiar renderer
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
SDL_RenderClear(renderer_);
@@ -145,10 +194,39 @@ void Screen::setFullscreenMode() {
SDL_SetWindowFullscreen(window_, Options::video.fullscreen);
}
// Camibia entre pantalla completa y ventana
// Cambia entre pantalla completa y ventana. Usamos applySettings en vez de
// setFullscreenMode porque applySettings también re-aplica la logical
// presentation — sin eso, al entrar en fullscreen SDL no recalcula el viewport
// y el juego se ve pequeño (especialmente en Android).
void Screen::toggleFullscreen() {
Options::video.fullscreen = !Options::video.fullscreen;
setFullscreenMode();
applySettings();
}
// Re-sincroniza SDL con el estado real del canvas del navegador. Lo invocan los
// callbacks nativos de Emscripten (vegeu el bloc al principi del fitxer) cuando
// se detecta un fullscreenchange o un orientationchange. Re-aplica fullscreen y
// reajusta la ventana porque SDL no emite SDL_EVENT_WINDOW_LEAVE_FULLSCREEN en
// Emscripten y su estado interno queda desincronizado al salir con Esc.
// Fuera de Emscripten es un no-op (desktop sí emite los events correctamente).
void Screen::handleCanvasResized() {
#ifdef __EMSCRIPTEN__
// SDL_SetWindowFullscreen es imprescindible para sacar a SDL de su estado
// interno de fullscreen cuando el usuario ha salido sin pasar por
// toggleFullscreen (onEmFullscreenChange ya ha actualizado Options).
SDL_SetWindowFullscreen(window_, Options::video.fullscreen);
SDL_SyncWindow(window_);
adjustWindowSize();
#endif
}
// Registra los callbacks nativos de Emscripten que restauran el canvas cuando
// SDL3 no emite los events equivalentes. Fuera de Emscripten es un no-op.
void Screen::registerEmscriptenEventCallbacks() { // NOLINT(readability-convert-member-functions-to-static)
#ifdef __EMSCRIPTEN__
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_TRUE, onEmFullscreenChange);
emscripten_set_orientationchange_callback(nullptr, EM_TRUE, onEmOrientationChange);
#endif
}
// Cambia el tamaño de la ventana
@@ -424,6 +502,8 @@ auto Screen::initSDLVideo() -> bool {
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
registerEmscriptenEventCallbacks();
return true;
}
@@ -590,6 +670,25 @@ void Screen::toggleVSync() {
}
}
// Aplica Options::video.scale_mode a la textura del canvas de juego
void Screen::applyFilter() {
SDL_SetTextureScaleMode(game_canvas_, Options::video.scale_mode);
}
// Alterna el modo de filtrado entre nearest y linear
void Screen::toggleFilter() {
Options::video.scale_mode = (Options::video.scale_mode == SDL_SCALEMODE_NEAREST)
? SDL_SCALEMODE_LINEAR
: SDL_SCALEMODE_NEAREST;
applyFilter();
}
// Devuelve true si el backend SDL3GPU está activo y con aceleración hardware
auto Screen::isHardwareAccelerated() -> bool {
auto* self = Screen::get();
return self != nullptr && self->shader_backend_ && self->shader_backend_->isHardwareAccelerated();
}
// Establece el estado del V-Sync
void Screen::setVSync(bool enabled) {
Options::video.vsync = enabled;
@@ -611,12 +710,17 @@ void Screen::getSingletons() {
#endif
}
// Aplica los valores de las opciones
// Aplica los valores de las opciones.
// IMPORTANTE: el orden importa. SDL_SetRenderLogicalPresentation calcula el
// viewport en función del tamaño actual de la ventana SDL, así que DEBE llamarse
// DESPUÉS de setFullscreenMode/adjustWindowSize — si no, al entrar en fullscreen
// el viewport queda cacheado al tamaño de la ventana pequeña previa y el juego
// se ve pequeño y centrado con barras negras alrededor.
void Screen::applySettings() {
SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
SDL_SetRenderLogicalPresentation(Screen::get()->getRenderer(), param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
setFullscreenMode();
adjustWindowSize();
SDL_SetRenderLogicalPresentation(renderer_, param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
}
// Crea el objeto de texto

View File

@@ -34,6 +34,7 @@ class Screen {
// --- Configuración de ventana y render ---
void setFullscreenMode(); // Establece el modo de pantalla completa
void toggleFullscreen(); // Cambia entre pantalla completa y ventana
void handleCanvasResized(); // Restaura el canvas cuando SDL3 no reporta el cambio (emscripten only: salida de fullscreen con Esc, rotación); no-op fuera de emscripten
void setWindowZoom(int zoom); // Cambia el tamaño de la ventana
auto decWindowSize() -> bool; // Reduce el tamaño de la ventana
auto incWindowSize() -> bool; // Aumenta el tamaño de la ventana
@@ -48,6 +49,8 @@ class Screen {
static void nextPostFXPreset(); // Avanza al siguiente preset PostFX
static void nextCrtPiPreset(); // Avanza al siguiente preset CrtPi
static void toggleSupersampling(); // Alterna supersampling
void toggleFilter(); // Alterna SDL_SCALEMODE_NEAREST ↔ SDL_SCALEMODE_LINEAR
void applyFilter(); // Aplica Options::video.scale_mode a game_canvas_
void toggleIntegerScale();
void toggleVSync(); // Alterna entre activar y desactivar el V-Sync
void setVSync(bool enabled); // Establece el estado del V-Sync
@@ -59,6 +62,7 @@ class Screen {
void hide() { SDL_HideWindow(window_); } // Oculta la ventana
void getSingletons(); // Obtiene los punteros a los singletones
[[nodiscard]] static auto getVSync() -> bool { return Options::video.vsync; } // Obtiene el valor de V-Sync
[[nodiscard]] static auto isHardwareAccelerated() -> bool; // True si SDL3GPU está activo
[[nodiscard]] auto getText() const -> std::shared_ptr<Text> { return text_; } // Obtiene el puntero al texto de Screen
// --- Display Monitor getters ---
@@ -233,6 +237,7 @@ class Screen {
// --- Métodos internos ---
auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana
void registerEmscriptenEventCallbacks(); // Registra callbacks nativos para restaurar el canvas en wasm (no-op fuera de emscripten)
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

View File

@@ -8,11 +8,11 @@
#include <iostream> // Para std::cout
#ifndef __APPLE__
#include "core/rendering/sdl3gpu/crtpi_frag_spv.h"
#include "core/rendering/sdl3gpu/downscale_frag_spv.h"
#include "core/rendering/sdl3gpu/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/postfx_vert_spv.h"
#include "core/rendering/sdl3gpu/upscale_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/downscale_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
#include "core/rendering/sdl3gpu/spv/upscale_frag_spv.h"
#endif
#ifdef __APPLE__

View File

@@ -0,0 +1,2 @@
DisableFormat: true
SortIncludes: Never

View File

@@ -0,0 +1,4 @@
# source/core/rendering/sdl3gpu/spv/.clang-tidy
Checks: '-*'
WarningsAsErrors: ''
HeaderFilterRegex: ''

View File

@@ -195,17 +195,17 @@ namespace Defaults::Video {
namespace Defaults::Music {
constexpr bool ENABLED = true;
constexpr int VOLUME = 100;
constexpr float VOLUME = 0.8F;
} // namespace Defaults::Music
namespace Defaults::Sound {
constexpr bool ENABLED = true;
constexpr int VOLUME = 100;
constexpr float VOLUME = 1.0F;
} // namespace Defaults::Sound
namespace Defaults::Audio {
constexpr bool ENABLED = true;
constexpr int VOLUME = 100;
constexpr float VOLUME = 1.0F;
} // namespace Defaults::Audio
namespace Defaults::Settings {

View File

@@ -120,11 +120,14 @@ void Director::init() {
Options::loadCrtPiFromFile(); // Carga los presets CrtPi
#ifdef __EMSCRIPTEN__
// En la versión web el navegador gestiona la ventana: forzamos zoom=1,
// fullscreen para ocupar el canvas, e integer scale para píxeles nítidos.
Options::window.zoom = 1;
Options::video.fullscreen = true;
// En la versión web el navegador gestiona la ventana: ventana (no
// fullscreen — el canvas ya marca el área), integer scale para píxeles nítidos.
Options::window.zoom = 3;
Options::video.fullscreen = false;
Options::video.integer_scale = true;
// Precarga silenciosa: pantalla negra mientras el .data termina de descargarse.
Options::loading.show = false;
Options::loading.wait_for_input = false;
#endif
loadParams(); // Carga los parámetros del programa
loadScoreFile(); // Carga el archivo de puntuaciones

5584
source/external/stb_vorbis.c vendored Normal file

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -459,7 +459,7 @@ namespace Options {
}
if (aud.contains("volume")) {
try {
audio.volume = std::clamp(aud["volume"].get_value<int>(), 0, 100);
audio.volume = std::clamp(aud["volume"].get_value<float>(), 0.0F, 1.0F);
} catch (...) {}
}
if (aud.contains("music")) {
@@ -471,7 +471,7 @@ namespace Options {
}
if (mus.contains("volume")) {
try {
audio.music.volume = std::clamp(mus["volume"].get_value<int>(), 0, 100);
audio.music.volume = std::clamp(mus["volume"].get_value<float>(), 0.0F, 1.0F);
} catch (...) {}
}
}
@@ -484,7 +484,7 @@ namespace Options {
}
if (snd.contains("volume")) {
try {
audio.sound.volume = std::clamp(snd["volume"].get_value<int>(), 0, 100);
audio.sound.volume = std::clamp(snd["volume"].get_value<float>(), 0.0F, 1.0F);
} catch (...) {}
}
}

View File

@@ -94,19 +94,19 @@ namespace Options {
struct Music {
bool enabled = Defaults::Music::ENABLED; // Indica si la música suena o no
int volume = Defaults::Music::VOLUME; // Volumen de la música
float volume = Defaults::Music::VOLUME; // Volumen de la música (0.0..1.0)
};
struct Sound {
bool enabled = Defaults::Sound::ENABLED; // Indica si los sonidos suenan o no
int volume = Defaults::Sound::VOLUME; // Volumen de los sonidos
float volume = Defaults::Sound::VOLUME; // Volumen de los sonidos (0.0..1.0)
};
struct Audio {
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
float volume = Defaults::Audio::VOLUME; // Volumen general del audio (0.0..1.0)
};
struct Loading {

View File

@@ -106,6 +106,40 @@ class IntOption : public MenuOption {
int min_value_, max_value_, step_value_;
};
// VolumeOption: emmagatzema un float 0.0..1.0 però es mostra/edita com a int 0..100.
// Pensat per als sliders de volum que l'usuari veu com percentatge però que
// internament viuen en float (API unificada del motor d'àudio).
class VolumeOption : public MenuOption {
public:
VolumeOption(const std::string& cap, ServiceMenu::SettingsGroup grp, float* var, int step_percent = 5)
: MenuOption(cap, grp),
linked_variable_(var),
step_value_(step_percent) {}
[[nodiscard]] auto getBehavior() const -> Behavior override { return Behavior::ADJUST; }
[[nodiscard]] auto getValueAsString() const -> std::string override {
int pct = static_cast<int>(*linked_variable_ * 100.0F + 0.5F);
return std::to_string(pct);
}
void adjustValue(bool adjust_up) override {
int current = static_cast<int>(*linked_variable_ * 100.0F + 0.5F);
int new_value = std::clamp(current + (adjust_up ? step_value_ : -step_value_), 0, 100);
*linked_variable_ = static_cast<float>(new_value) / 100.0F;
}
auto getMaxValueWidth(Text* text_renderer) const -> int override {
int max_width = 0;
for (int value = 0; value <= 100; value += step_value_) {
int width = text_renderer->length(std::to_string(value), -2);
max_width = std::max(max_width, width);
}
return max_width;
}
private:
float* linked_variable_;
int step_value_;
};
class ListOption : public MenuOption {
public:
ListOption(const std::string& cap, ServiceMenu::SettingsGroup grp, std::vector<std::string> values, std::function<std::string()> current_value_getter, std::function<void(const std::string&)> new_value_setter)

View File

@@ -7,8 +7,10 @@
#include "core/rendering/text.hpp"
#include "game/ui/menu_option.hpp"
#include "utils/color.hpp"
#include "utils/defines.hpp" // Para Texts::VERSION
#include "utils/param.hpp"
#include "utils/utils.hpp"
#include "version.h" // Para Version::GIT_HASH
// --- Implementación de las estructuras de animación ---
@@ -74,6 +76,17 @@ void MenuRenderer::render(const ServiceMenu* menu_state) {
// Solo renderizar contenido si la animación lo permite
if (shouldShowContent()) {
// Recorta todas las operaciones de texto y líneas al rect actual del panel
// para que durante el resize animation nada se pinte fuera del borde.
auto* renderer = Screen::get()->getRenderer();
const SDL_Rect CLIP_RECT = {
.x = static_cast<int>(rect_.x),
.y = static_cast<int>(rect_.y),
.w = static_cast<int>(rect_.w),
.h = static_cast<int>(rect_.h),
};
SDL_SetRenderClipRect(renderer, &CLIP_RECT);
// Dibuja el título
float y = rect_.y + title_padding_;
title_text_->writeDX(Text::COLOR | Text::CENTER, rect_.x + (rect_.w / 2.0F), y, menu_state->getTitle(), -4, param.service_menu.title_color);
@@ -83,27 +96,52 @@ void MenuRenderer::render(const ServiceMenu* menu_state) {
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), BORDER_COLOR.r, BORDER_COLOR.g, BORDER_COLOR.b, 255);
SDL_RenderLine(Screen::get()->getRenderer(), rect_.x + ServiceMenu::OPTIONS_HORIZONTAL_PADDING, y, rect_.x + rect_.w - ServiceMenu::OPTIONS_HORIZONTAL_PADDING, y);
// Dibuja el subtítulo del grupo (versión + hash en SYSTEM)
if (groupHasSubtitle(menu_state->getCurrentGroup())) {
const std::string SUBTITLE = "ver. " + std::string(Texts::VERSION) + " (" + std::string(Version::GIT_HASH) + ")";
element_text_->writeDX(
Text::CENTER | Text::COLOR,
rect_.x + (rect_.w / 2.0F),
y + options_padding_,
SUBTITLE,
-2,
param.service_menu.text_color);
}
// Dibuja las opciones
y = options_y_;
const auto& option_pairs = menu_state->getOptionPairs();
const float ROW_HEIGHT = static_cast<float>(options_height_ + options_padding_);
for (size_t i = 0; i < option_pairs.size(); ++i) {
const bool IS_SELECTED = (i == menu_state->getSelectedIndex());
const Color& current_color = IS_SELECTED ? param.service_menu.selected_color : param.service_menu.text_color;
// Offset Y del valor durante la animación de swap: va desde la fila
// origen (la otra implicada) hasta su fila natural con easeOut.
float value_y_offset = 0.0F;
if (swap_animation_.active && (i == swap_animation_.idx_a || i == swap_animation_.idx_b)) {
const size_t OTHER = (i == swap_animation_.idx_a) ? swap_animation_.idx_b : swap_animation_.idx_a;
const float PROGRESS = easeOut(swap_animation_.elapsed / swap_animation_.duration);
const float DELTA_ROWS = static_cast<float>(OTHER) - static_cast<float>(i);
value_y_offset = DELTA_ROWS * ROW_HEIGHT * (1.0F - PROGRESS);
}
if (menu_state->getCurrentGroupAlignment() == ServiceMenu::GroupAlignment::LEFT) {
const int AVAILABLE_WIDTH = rect_.w - (ServiceMenu::OPTIONS_HORIZONTAL_PADDING * 2) - element_text_->length(option_pairs.at(i).first, -2) - ServiceMenu::MIN_GAP_OPTION_VALUE;
std::string truncated_value = getTruncatedValue(option_pairs.at(i).second, AVAILABLE_WIDTH);
element_text_->writeColored(rect_.x + ServiceMenu::OPTIONS_HORIZONTAL_PADDING, y, option_pairs.at(i).first, current_color, -2);
const int X = rect_.x + rect_.w - ServiceMenu::OPTIONS_HORIZONTAL_PADDING - element_text_->length(truncated_value, -2);
element_text_->writeColored(X, y, truncated_value, current_color, -2);
element_text_->writeColored(X, static_cast<int>(y + value_y_offset), truncated_value, current_color, -2);
} else {
const int AVAILABLE_WIDTH = rect_.w - (ServiceMenu::OPTIONS_HORIZONTAL_PADDING * 2);
std::string truncated_caption = getTruncatedValue(option_pairs.at(i).first, AVAILABLE_WIDTH);
element_text_->writeDX(Text::CENTER | Text::COLOR, rect_.x + (rect_.w / 2.0F), y, truncated_caption, -2, current_color);
}
y += options_height_ + options_padding_;
y += ROW_HEIGHT;
}
SDL_SetRenderClipRect(renderer, nullptr);
}
}
@@ -201,7 +239,8 @@ auto MenuRenderer::calculateNewRect(const ServiceMenu* menu_state) -> SDL_FRect
width_ = std::min(static_cast<size_t>(getMenuWidthForGroup(menu_state->getCurrentGroup())), max_menu_width_);
const auto& display_options = menu_state->getDisplayOptions();
lower_height_ = ((!display_options.empty() ? display_options.size() - 1 : 0) * (options_height_ + options_padding_)) + options_height_ + (lower_padding_ * 2);
height_ = std::min(upper_height_ + lower_height_, max_menu_height_);
subtitle_offset_ = getGroupSubtitleHeight(menu_state);
height_ = std::min(upper_height_ + subtitle_offset_ + lower_height_, max_menu_height_);
SDL_FRect new_rect = {.x = 0, .y = 0, .w = static_cast<float>(width_), .h = static_cast<float>(height_)};
@@ -209,6 +248,18 @@ auto MenuRenderer::calculateNewRect(const ServiceMenu* menu_state) -> SDL_FRect
return new_rect;
}
// Grupos que muestran una línea de subtítulo bajo el título (antes de las opciones).
auto MenuRenderer::groupHasSubtitle(ServiceMenu::SettingsGroup group) -> bool {
return group == ServiceMenu::SettingsGroup::SYSTEM;
}
// Altura extra reservada para el subtítulo del grupo actual.
// Reservamos el alto de una línea de element_text_ más un pequeño padding.
auto MenuRenderer::getGroupSubtitleHeight(const ServiceMenu* menu_state) const -> size_t {
if (!groupHasSubtitle(menu_state->getCurrentGroup())) { return 0; }
return element_text_->getCharacterSize() + options_padding_;
}
void MenuRenderer::resize(const ServiceMenu* menu_state) {
SDL_FRect new_rect = calculateNewRect(menu_state);
@@ -219,7 +270,7 @@ void MenuRenderer::resize(const ServiceMenu* menu_state) {
// Si no hay cambio de tamaño, solo actualizamos la posición
updatePosition();
}
options_y_ = rect_.y + upper_height_ + lower_padding_;
options_y_ = rect_.y + upper_height_ + subtitle_offset_ + lower_padding_;
}
void MenuRenderer::setSize(const ServiceMenu* menu_state) {
@@ -231,16 +282,35 @@ void MenuRenderer::setSize(const ServiceMenu* menu_state) {
resize_animation_.stop();
updatePosition();
options_y_ = rect_.y + upper_height_ + lower_padding_;
options_y_ = rect_.y + upper_height_ + subtitle_offset_ + lower_padding_;
border_rect_ = {.x = rect_.x - 1, .y = rect_.y + 1, .w = rect_.w + 2, .h = rect_.h - 2};
}
// --- Métodos de animación y posición ---
void MenuRenderer::startSwapAnimation(size_t idx_a, size_t idx_b) {
if (idx_a == idx_b) { return; }
swap_animation_.active = true;
swap_animation_.idx_a = idx_a;
swap_animation_.idx_b = idx_b;
swap_animation_.elapsed = 0.0F;
}
void MenuRenderer::updateSwapAnimation(float delta_time) {
swap_animation_.elapsed += delta_time;
if (swap_animation_.elapsed >= swap_animation_.duration) {
swap_animation_.active = false;
swap_animation_.elapsed = 0.0F;
}
}
void MenuRenderer::updateAnimations(float delta_time) {
if (show_hide_animation_.active) {
updateShowHideAnimation(delta_time);
}
if (swap_animation_.active) {
updateSwapAnimation(delta_time);
}
if (resize_animation_.active) {
updateResizeAnimation(delta_time);
}
@@ -272,7 +342,7 @@ void MenuRenderer::updateShowHideAnimation(float delta_time) {
}
updatePosition();
}
options_y_ = rect_.y + upper_height_ + lower_padding_;
options_y_ = rect_.y + upper_height_ + subtitle_offset_ + lower_padding_;
}
void MenuRenderer::updateResizeAnimation(float delta_time) {
@@ -290,7 +360,7 @@ void MenuRenderer::updateResizeAnimation(float delta_time) {
rect_.h = resize_animation_.start_height + ((resize_animation_.target_height - resize_animation_.start_height) * progress);
updatePosition();
}
options_y_ = rect_.y + upper_height_ + lower_padding_;
options_y_ = rect_.y + upper_height_ + subtitle_offset_ + lower_padding_;
}
void MenuRenderer::updatePosition() {
@@ -341,6 +411,12 @@ void MenuRenderer::precalculateMenuWidths(const std::vector<std::unique_ptr<Menu
if (menu_state->getCurrentGroupAlignment() == ServiceMenu::GroupAlignment::LEFT) {
total_width += ServiceMenu::MIN_GAP_OPTION_VALUE + max_value_width;
}
// Si el grupo tiene subtítulo, ensanchamos lo necesario para que quepa
if (groupHasSubtitle(sg)) {
const std::string SUBTITLE = "ver. " + std::string(Texts::VERSION) + " (" + std::string(Version::GIT_HASH) + ")";
const size_t SUBTITLE_WIDTH = static_cast<size_t>(element_text_->length(SUBTITLE, -2)) + (ServiceMenu::OPTIONS_HORIZONTAL_PADDING * 2);
total_width = std::max(total_width, SUBTITLE_WIDTH);
}
group_menu_widths_[group] = std::min(std::max(static_cast<int>(ServiceMenu::MIN_WIDTH), static_cast<int>(total_width)), static_cast<int>(max_menu_width_));
}
}

View File

@@ -42,6 +42,9 @@ class MenuRenderer {
void onLayoutChanged(const ServiceMenu* menu_state);
void setLayout(const ServiceMenu* menu_state);
// Animación de intercambio de valores entre dos filas del menú actual
void startSwapAnimation(size_t idx_a, size_t idx_b);
// Getters
[[nodiscard]] auto getRect() const -> const SDL_FRect& { return rect_; }
@@ -63,6 +66,7 @@ class MenuRenderer {
size_t upper_height_ = 0;
size_t lower_height_ = 0;
size_t lower_padding_ = 0;
size_t subtitle_offset_ = 0; // Altura reservada para subtítulo del grupo actual
Uint32 color_counter_ = 0;
bool visible_ = false;
@@ -102,6 +106,16 @@ class MenuRenderer {
void stop();
} show_hide_animation_;
// Animación de intercambio: interpola la Y del VALOR de dos filas
// durante su intercambio. El caption se queda estático.
struct SwapAnimation {
bool active = false;
size_t idx_a = 0;
size_t idx_b = 0;
float elapsed = 0.0F;
float duration = 0.4F;
} swap_animation_;
// --- Anchos precalculados ---
std::array<int, ServiceMenu::SETTINGS_GROUP_SIZE> group_menu_widths_ = {};
@@ -112,9 +126,14 @@ class MenuRenderer {
void resize(const ServiceMenu* menu_state);
void setSize(const ServiceMenu* menu_state);
// Altura extra ocupada por el subtítulo del grupo actual (versión + hash en SYSTEM)
[[nodiscard]] auto getGroupSubtitleHeight(const ServiceMenu* menu_state) const -> size_t;
[[nodiscard]] static auto groupHasSubtitle(ServiceMenu::SettingsGroup group) -> bool;
void updateAnimations(float delta_time);
void updateResizeAnimation(float delta_time);
void updateShowHideAnimation(float delta_time);
void updateSwapAnimation(float delta_time);
void updatePosition();
void precalculateMenuWidths(const std::vector<std::unique_ptr<MenuOption>>& all_options, const ServiceMenu* menu_state); // NOLINT(readability-avoid-const-params-in-decls)

View File

@@ -347,6 +347,22 @@ void ServiceMenu::initializeOptions() {
Options::gamepad_manager.swapPlayers();
adjustListValues(); // Sincroniza el valor de las opciones de lista (como MANDO1) con los datos reales
updateOptionPairs(); // Actualiza los pares de texto <opción, valor> que se van a dibujar
// Feedback visual: anima el intercambio de los valores entre
// las filas de MANDO 1 y MANDO 2, imprescindible cuando los dos
// mandos tienen el mismo nombre (el texto no cambia al swap).
const std::string CAPTION1 = Lang::getText("[SERVICE_MENU] CONTROLLER1");
const std::string CAPTION2 = Lang::getText("[SERVICE_MENU] CONTROLLER2");
size_t idx1 = display_options_.size();
size_t idx2 = display_options_.size();
for (size_t i = 0; i < display_options_.size(); ++i) {
const auto& caption = display_options_[i]->getCaption();
if (caption == CAPTION1) { idx1 = i; }
if (caption == CAPTION2) { idx2 = i; }
}
if (idx1 < display_options_.size() && idx2 < display_options_.size()) {
renderer_->startSwapAnimation(idx1, idx2);
}
}));
// VIDEO
@@ -450,34 +466,46 @@ void ServiceMenu::initializeOptions() {
SettingsGroup::VIDEO,
&Options::video.integer_scale));
// FILTER: Nearest / Linear (solo visible en el fallback SDL, sin GPU acelerada)
{
std::vector<std::string> filter_values = {"Nearest", "Linear"};
auto filter_getter = []() -> std::string {
return (Options::video.scale_mode == SDL_SCALEMODE_LINEAR) ? "Linear" : "Nearest";
};
auto filter_setter = [](const std::string& val) {
Options::video.scale_mode = (val == "Linear") ? SDL_SCALEMODE_LINEAR : SDL_SCALEMODE_NEAREST;
if (Screen::get() != nullptr) { Screen::get()->applyFilter(); }
};
options_.push_back(std::make_unique<ListOption>(
Lang::getText("[SERVICE_MENU] FILTER"),
SettingsGroup::VIDEO,
filter_values,
filter_getter,
filter_setter));
}
// AUDIO
options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] AUDIO"),
SettingsGroup::AUDIO,
&Options::audio.enabled));
options_.push_back(std::make_unique<IntOption>(
options_.push_back(std::make_unique<VolumeOption>(
Lang::getText("[SERVICE_MENU] MAIN_VOLUME"),
SettingsGroup::AUDIO,
&Options::audio.volume,
0,
100,
5));
options_.push_back(std::make_unique<IntOption>(
options_.push_back(std::make_unique<VolumeOption>(
Lang::getText("[SERVICE_MENU] MUSIC_VOLUME"),
SettingsGroup::AUDIO,
&Options::audio.music.volume,
0,
100,
5));
options_.push_back(std::make_unique<IntOption>(
options_.push_back(std::make_unique<VolumeOption>(
Lang::getText("[SERVICE_MENU] SFX_VOLUME"),
SettingsGroup::AUDIO,
&Options::audio.sound.volume,
0,
100,
5));
// SETTINGS
@@ -628,20 +656,53 @@ void ServiceMenu::setHiddenOptions() {
}
}
// Las opciones de shader solo tienen sentido cuando SDL3GPU está activo.
// Las opciones de filtro SDL solo tienen sentido en el fallback sin GPU.
// Ambos checks son runtime para cubrir tanto builds sin shaders como fallos de inicialización.
const bool HW_ACCEL = Screen::isHardwareAccelerated();
{
auto* option = getOptionByCaption(Lang::getText("[SERVICE_MENU] FILTER"));
if (option != nullptr) {
option->setHidden(HW_ACCEL);
}
}
{
auto* option = getOptionByCaption(Lang::getText("[SERVICE_MENU] SHADER"));
if (option != nullptr) {
option->setHidden(!HW_ACCEL);
}
}
{
auto* option = getOptionByCaption(Lang::getText("[SERVICE_MENU] SHADER_PRESET"));
if (option != nullptr) {
option->setHidden(!Options::video.shader.enabled);
option->setHidden(!HW_ACCEL || !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);
option->setHidden(!HW_ACCEL || !Options::video.shader.enabled || Options::video.shader.current_shader != Rendering::ShaderType::POSTFX);
}
}
#ifdef __EMSCRIPTEN__
// En la versión web no tiene sentido exponer: permitir apagar el sistema
// (no aplica al navegador) ni salir del juego (lo gestiona el navegador).
// SHADER ya queda oculto por el check de HW_ACCEL de arriba.
for (const auto& caption : {
Lang::getText("[SERVICE_MENU] ENABLE_SHUTDOWN"),
Lang::getText("[SERVICE_MENU] QUIT")}) {
auto* option = getOptionByCaption(caption);
if (option != nullptr) {
option->setHidden(true);
}
}
#endif
updateMenu(); // El menú debe refrescarse si algo se oculta
}

View File

@@ -1,5 +1,5 @@
#pragma once
namespace Texts {
constexpr const char* VERSION = "2026-04-14"; // Versión del juego (también usada por el Makefile)
constexpr const char* VERSION = "2026.04.14"; // Versión del juego (también usada por el Makefile)
} // namespace Texts

View File

@@ -1,85 +0,0 @@
# Makefile para herramientas de Coffee Crisis Arcade Edition
# =========================================================
# Variables
CXX := g++
CXXFLAGS := -std=c++20 -Wall -Os -I../../source
SOURCES := pack_resources.cpp ../../source/core/resources/resource_pack.cpp
TARGET := pack_resources
CLEAN_FILES := pack_resources *.pack *.o
# Detectar sistema operativo
ifeq ($(OS),Windows_NT)
DETECTED_OS := Windows
TARGET := $(TARGET).exe
CLEAN_CMD := del /Q
FixPath = $(subst /,\\,$1)
else
DETECTED_OS := $(shell uname -s)
CLEAN_CMD := rm -f
FixPath = $1
endif
# Reglas principales
.PHONY: all pack_tool pack clean help test_pack
# Compilar herramienta de empaquetado
all: pack_tool
pack_tool:
@echo "Compilando herramienta de empaquetado para $(DETECTED_OS)..."
$(CXX) $(CXXFLAGS) $(SOURCES) -o $(TARGET)
@echo "✓ Herramienta compilada: $(TARGET)"
# Limpiar archivos generados
clean:
@echo "Limpiando archivos generados..."
$(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..."
ifeq ($(OS),Windows_NT)
.\$(TARGET) ..\..\data test_resources.pack
else
./$(TARGET) ../../data test_resources.pack
endif
@echo "✓ Pack de prueba creado: test_resources.pack"
# Crear pack de recursos final
create_pack: pack_tool
@echo "Creando pack de recursos final..."
ifeq ($(OS),Windows_NT)
.\$(TARGET) ..\..\data ..\..\resources.pack
else
./$(TARGET) ../../data ../../resources.pack
endif
@echo "✓ Pack final creado: ../../resources.pack"
# Mostrar ayuda
help:
@echo "Makefile para herramientas de Coffee Crisis Arcade Edition"
@echo "========================================================="
@echo ""
@echo "Comandos disponibles:"
@echo " all - Compilar herramienta de empaquetado (por defecto)"
@echo " pack_tool - Compilar herramienta de empaquetado"
@echo " test_pack - Crear pack de recursos de prueba"
@echo " create_pack - Crear pack de recursos final"
@echo " clean - Limpiar archivos generados"
@echo " help - Mostrar esta ayuda"
@echo ""
@echo "Ejemplos de uso:"
@echo " make # Compilar herramienta"
@echo " make test_pack # Crear pack de prueba"
@echo " make create_pack # Crear pack final"
@echo " make clean # Limpiar archivos"

View File

@@ -0,0 +1,101 @@
# compile_spirv.cmake
# Compila shaders GLSL a SPIR-V y genera headers C++ embebibles.
# Multiplataforma: Windows, macOS, Linux (no requiere bash, xxd ni /tmp/).
#
# Invocado por CMakeLists.txt con:
# cmake -D GLSLC=<path> -D SHADERS_DIR=<path> -D HEADERS_DIR=<path> -P compile_spirv.cmake
#
# También puede ejecutarse manualmente desde la raíz del proyecto:
# cmake -D GLSLC=glslc -D SHADERS_DIR=data/shaders -D HEADERS_DIR=source/core/rendering/sdl3gpu -P tools/shaders/compile_spirv.cmake
cmake_minimum_required(VERSION 3.10)
cmake_policy(SET CMP0007 NEW)
# Lista de shaders: fuente relativa a SHADERS_DIR
set(SHADER_SOURCES
"postfx.vert"
"postfx.frag"
"upscale.frag"
"downscale.frag"
"crtpi_frag.glsl"
)
# Nombre de la variable C++ para cada shader (mismo orden)
set(SHADER_VARS
"kpostfx_vert_spv"
"kpostfx_frag_spv"
"kupscale_frag_spv"
"kdownscale_frag_spv"
"kcrtpi_frag_spv"
)
# Flags extra de glslc para cada shader (vacío si no hay)
set(SHADER_FLAGS
""
""
""
""
"-fshader-stage=frag"
)
list(LENGTH SHADER_SOURCES NUM_SHADERS)
math(EXPR LAST_IDX "${NUM_SHADERS} - 1")
foreach(IDX RANGE ${LAST_IDX})
list(GET SHADER_SOURCES ${IDX} SRC_NAME)
list(GET SHADER_VARS ${IDX} VAR)
list(GET SHADER_FLAGS ${IDX} EXTRA_FLAG)
# Derivar nombre del header desde la variable: kpostfx_vert_spv → postfx_vert_spv.h
string(REGEX REPLACE "^k" "" HDR_BASE "${VAR}")
set(SRC "${SHADERS_DIR}/${SRC_NAME}")
set(SPV "${HEADERS_DIR}/${HDR_BASE}.spv")
set(HDR "${HEADERS_DIR}/${HDR_BASE}.h")
message(STATUS "Compilando ${SRC} ...")
if(EXTRA_FLAG)
execute_process(
COMMAND "${GLSLC}" "${EXTRA_FLAG}" "${SRC}" -o "${SPV}"
RESULT_VARIABLE GLSLC_RESULT
ERROR_VARIABLE GLSLC_ERROR
)
else()
execute_process(
COMMAND "${GLSLC}" "${SRC}" -o "${SPV}"
RESULT_VARIABLE GLSLC_RESULT
ERROR_VARIABLE GLSLC_ERROR
)
endif()
if(NOT GLSLC_RESULT EQUAL 0)
message(FATAL_ERROR "glslc falló para ${SRC}:\n${GLSLC_ERROR}")
endif()
# Leer binario SPV como hex (sin separadores: "0302230700...")
file(READ "${SPV}" HEX_DATA HEX)
# Dividir en pares de caracteres hex → lista de bytes
string(REGEX MATCHALL ".." BYTES "${HEX_DATA}")
list(LENGTH BYTES NUM_BYTES)
# Construir el cuerpo del array C++ con un byte por línea
set(ARRAY_BODY "")
foreach(BYTE ${BYTES})
string(APPEND ARRAY_BODY " 0x${BYTE},\n")
endforeach()
file(WRITE "${HDR}"
"#pragma once\n"
"#include <cstddef>\n"
"#include <cstdint>\n"
"static const uint8_t ${VAR}[] = {\n"
"${ARRAY_BODY}"
"};\n"
"static const size_t ${VAR}_size = ${NUM_BYTES};\n"
)
file(REMOVE "${SPV}")
message(STATUS " -> ${HDR} (${NUM_BYTES} bytes)")
endforeach()
message(STATUS "Shaders SPIR-V compilados correctamente.")

View File

@@ -1,65 +0,0 @@
#!/usr/bin/env bash
# Compile Vulkan GLSL shaders to SPIR-V and update the C++ headers used by SDL3GPUShader.
# Required: glslc (from Vulkan SDK or: brew install glslang / apt install glslang-tools)
#
# Run from the project root: tools/shaders/compile_spirv.sh
set -e
SHADERS_DIR="data/shaders"
HEADERS_DIR="source/core/rendering/sdl3gpu"
if ! command -v glslc &> /dev/null; then
echo "ERROR: glslc not found. Install Vulkan SDK or run:"
echo " macOS: brew install glslang"
echo " Linux: sudo apt install glslang-tools"
exit 1
fi
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..."
xxd -i /tmp/postfx.vert.spv | \
sed 's/unsigned char .*postfx_vert_spv\[\]/static const uint8_t kpostfx_vert_spv[]/' | \
sed 's/unsigned int .*postfx_vert_spv_len/static const size_t kpostfx_vert_spv_size/' \
> "${HEADERS_DIR}/postfx_vert_spv.h"
xxd -i /tmp/postfx.frag.spv | \
sed 's/unsigned char .*postfx_frag_spv\[\]/static const uint8_t kpostfx_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" "${HEADERS_DIR}/postfx_frag_spv.h" "${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."