#include "screen.h" #include // Para SDL_SetRenderTarget, SDL_LogCategory, SDL_LogInfo, SDL_RenderTexture, SDL_SetRenderDrawColor, SDL_SetRenderVSync, SDL_GetError, SDL_LogError, SDL_RendererLogicalPresentation, SDL_SetRenderLogicalPresentation, SDL_CreateTexture, SDL_DestroyTexture, SDL_DestroyWindow, SDL_GetTicks, SDL_Quit, SDL_RENDERER_VSYNC_DISABLED, SDL_RenderClear, SDL_CreateRenderer, SDL_CreateWindow, SDL_DestroyRenderer, SDL_DisplayID, SDL_FRect, SDL_GetCurrentDisplayMode, SDL_GetDisplayName, 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_PRIu32, SDL_ScaleMode, SDL_WINDOW_FULLSCREEN, SDL_WINDOW_OPENGL, SDL_WindowFlags #include // Para min, max #include // Para basic_ifstream, ifstream #include // Para istreambuf_iterator, operator== #include // Para allocator, shared_ptr, make_shared, __shared_ptr_access #include // Para operator+, char_traits, to_string, string #include "asset.h" // Para Asset #include "external/jail_shader.h" // Para init, render #include "mouse.h" // Para updateCursorVisibility #include "options.h" // Para VideoOptions, video, WindowOptions, window #include "param.h" // Para Param, param, ParamGame, ParamDebug #include "text.h" // Para Text, Text::COLOR, Text::STROKE #include "texture.h" // Para Texture #include "ui/notifier.h" // Para Notifier #include "ui/service_menu.h" // Para ServiceMenu #include "utils.h" // Para Zone // Singleton Screen *Screen::instance = nullptr; // Inicializa la instancia única del singleton void Screen::init() { Screen::instance = new Screen(); } // Libera la instancia void Screen::destroy() { delete Screen::instance; } // Obtiene la instancia auto Screen::get() -> Screen * { return Screen::instance; } // Constructor Screen::Screen() : window_(nullptr), renderer_(nullptr), game_canvas_(nullptr), service_menu_(nullptr), notifier_(nullptr), src_rect_(SDL_FRect{0, 0, param.game.width, param.game.height}), dst_rect_(SDL_FRect{0, 0, param.game.width, param.game.height}) { // Arranca SDL VIDEO, crea la ventana y el renderizador initSDLVideo(); // Crea la textura de destino game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height); SDL_SetTextureScaleMode(game_canvas_, SDL_SCALEMODE_NEAREST); // Crea el objeto de texto createText(); #ifdef _DEBUG debug_info_.text = text_; setDebugInfoEnabled(true); #endif // Inicializa los shaders SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr); loadShaders(); shader::init(window_, game_canvas_, shader_source_); } // Destructor Screen::~Screen() { SDL_DestroyTexture(game_canvas_); SDL_DestroyRenderer(renderer_); SDL_DestroyWindow(window_); } // Limpia la pantalla void Screen::clean(Color color) { SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF); SDL_RenderClear(renderer_); } // Prepara para empezar a dibujar en la textura de juego void Screen::start() { SDL_SetRenderTarget(renderer_, game_canvas_); } // Vuelca el contenido del renderizador en pantalla void Screen::render() { fps_.increment(); renderOverlays(); // Renderiza todos los overlays y efectos renderPresent(); // Renderiza el contenido del game_canvas_ } // Vuelca el contenido del renderizador en pantalla exceptuando ciertas partes void Screen::coreRender() { /*fps_.increment(); #ifdef _DEBUG renderInfo(); #endif*/ renderPresent(); // Renderiza el contenido del game_canvas_ } // Renderiza el contenido del game_canvas_ void Screen::renderPresent() { SDL_SetRenderTarget(renderer_, nullptr); clean(); if (Options::video.shaders) { shader::render(); } else { SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr); SDL_RenderPresent(renderer_); } } // Establece el modo de video void Screen::setFullscreenMode() { SDL_SetWindowFullscreen(window_, Options::video.fullscreen); } // Camibia entre pantalla completa y ventana void Screen::toggleFullscreen() { Options::video.fullscreen = !Options::video.fullscreen; setFullscreenMode(); } // Cambia el tamaño de la ventana void Screen::setWindowZoom(int zoom) { Options::window.zoom = zoom; adjustWindowSize(); } // Reduce el tamaño de la ventana auto Screen::decWindowSize() -> bool { if (!Options::video.fullscreen) { const int PREVIOUS_ZOOM = Options::window.zoom; --Options::window.zoom; Options::window.zoom = std::max(Options::window.zoom, 1); if (Options::window.zoom != PREVIOUS_ZOOM) { adjustWindowSize(); return true; } } return false; } // Aumenta el tamaño de la ventana auto Screen::incWindowSize() -> bool { if (!Options::video.fullscreen) { const int PREVIOUS_ZOOM = Options::window.zoom; ++Options::window.zoom; Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom); if (Options::window.zoom != PREVIOUS_ZOOM) { adjustWindowSize(); return true; } } return false; } // Recibe deltaTime de las secciones y actualiza la lógica void Screen::update(float delta_time) { fps_.calculate(SDL_GetTicks()); shake_effect_.update(src_rect_, dst_rect_, delta_time); flash_effect_.update(delta_time); if (service_menu_ != nullptr) { service_menu_->update(delta_time); } if (notifier_ != nullptr) { notifier_->update(delta_time); } Mouse::updateCursorVisibility(); } // Actualiza los elementos mínimos void Screen::coreUpdate() { fps_.calculate(SDL_GetTicks()); Mouse::updateCursorVisibility(); } // Actualiza y dibuja el efecto de flash en la pantalla void Screen::renderFlash() { if (flash_effect_.isRendarable()) { SDL_SetRenderDrawColor(renderer_, flash_effect_.color.r, flash_effect_.color.g, flash_effect_.color.b, 0xFF); SDL_RenderClear(renderer_); } } // Aplica el efecto de agitar la pantalla void Screen::renderShake() { if (shake_effect_.enabled) { // Guarda el renderizador actual para dejarlo despues como estaba auto *current_target = SDL_GetRenderTarget(renderer_); // Crea una textura temporal auto *temp_texture = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height); // Vuelca game_canvas_ a la textura temporal SDL_SetRenderTarget(renderer_, temp_texture); SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr); // Vuelca textura temporal a game_canvas_ SDL_SetRenderTarget(renderer_, game_canvas_); SDL_RenderTexture(renderer_, temp_texture, &src_rect_, &dst_rect_); // Elimina la textura temporal SDL_DestroyTexture(temp_texture); // Restaura el renderizador de destino original SDL_SetRenderTarget(renderer_, current_target); } } #ifdef _DEBUG // Muestra información por pantalla void Screen::renderInfo() { if (debug_info_.show) { // Resolution debug_info_.text->writeDX(Text::COLOR | Text::STROKE, param.game.width - debug_info_.text->length(Options::video.info) - 2, 1, Options::video.info, 1, param.debug.color, 1, param.debug.color.DARKEN(150)); // FPS const std::string FPS_TEXT = std::to_string(fps_.last_value) + " FPS"; debug_info_.text->writeDX(Text::COLOR | Text::STROKE, param.game.width - debug_info_.text->length(FPS_TEXT) - 2, 1 + debug_info_.text->getCharacterSize(), FPS_TEXT, 1, param.debug.color, 1, param.debug.color.DARKEN(150)); #ifdef RECORDING // RECORDING debug_info_.text->writeDX(Text::COLOR | Text::STROKE, param.game.width - debug_info_.text->length("RECORDING"), 2*(1 + debug_info_.text->getCharacterSize()), "RECORDING", 1, param.debug.color, 1, param.debug.color.DARKEN(150)); #endif } } #endif // Carga el contenido del archivo GLSL void Screen::loadShaders() { if (shader_source_.empty()) { const std::string GLSL_FILE = param.game.game_area.rect.h == 256 ? "crtpi_256.glsl" : "crtpi_240.glsl"; auto data = Asset::get()->loadData(GLSL_FILE); if (!data.empty()) { shader_source_ = std::string(data.begin(), data.end()); } } } // Inicializa los shaders void Screen::initShaders() { if (Options::video.shaders) { loadShaders(); shader::init(window_, game_canvas_, shader_source_); } } // Calcula el tamaño de la ventana void Screen::adjustWindowSize() { if (!Options::video.fullscreen) { // Establece el nuevo tamaño const int WIDTH = param.game.width * Options::window.zoom; const int HEIGHT = param.game.height * Options::window.zoom; int old_width; int old_height; SDL_GetWindowSize(window_, &old_width, &old_height); int old_pos_x; int old_pos_y; SDL_GetWindowPosition(window_, &old_pos_x, &old_pos_y); const int NEW_POS_X = old_pos_x + ((old_width - WIDTH) / 2); const int NEW_POS_Y = old_pos_y + ((old_height - HEIGHT) / 2); SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS), std::max(NEW_POS_Y, 0)); SDL_SetWindowSize(window_, WIDTH, HEIGHT); } } // Renderiza todos los overlays y efectos void Screen::renderOverlays() { // Dibuja efectos y elementos sobre el game_canvas_ renderShake(); renderFlash(); renderAttenuate(); service_menu_->render(); notifier_->render(); #ifdef _DEBUG renderInfo(); #endif } // Atenua la pantalla void Screen::renderAttenuate() { if (attenuate_effect_) { SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 64); SDL_RenderFillRect(renderer_, nullptr); } } // Arranca SDL VIDEO y crea la ventana auto Screen::initSDLVideo() -> bool { // Inicializar SDL if (!SDL_Init(SDL_INIT_VIDEO)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "FATAL: Failed to initialize SDL_VIDEO! SDL Error: %s", SDL_GetError()); return false; } // Obtener información de la pantalla getDisplayInfo(); // Configurar hint para renderizado #ifdef __APPLE__ if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal")) { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Warning: Failed to set Metal hint!"); } #else if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl")) { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Warning: Failed to set OpenGL hint!"); } #endif // Crear ventana #ifdef __APPLE__ SDL_WindowFlags window_flags = SDL_WINDOW_METAL; #else SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL; #endif if (Options::video.fullscreen) { window_flags |= SDL_WINDOW_FULLSCREEN; } window_ = SDL_CreateWindow( Options::window.caption.c_str(), param.game.width * Options::window.zoom, param.game.height * Options::window.zoom, window_flags); if (window_ == nullptr) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "FATAL: Failed to create window! SDL Error: %s", SDL_GetError()); SDL_Quit(); return false; } // Crear renderer renderer_ = SDL_CreateRenderer(window_, nullptr); if (renderer_ == nullptr) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "FATAL: Failed to create renderer! SDL Error: %s", SDL_GetError()); SDL_DestroyWindow(window_); window_ = nullptr; SDL_Quit(); return false; } // Configurar renderer SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF); SDL_SetRenderLogicalPresentation(renderer_, param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX); SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Video system initialized successfully"); return true; } // Obtiene información sobre la pantalla void Screen::getDisplayInfo() { int i; int num_displays = 0; SDL_DisplayID *displays = SDL_GetDisplays(&num_displays); if (displays != nullptr) { for (i = 0; i < num_displays; ++i) { SDL_DisplayID instance_id = displays[i]; const char *name = SDL_GetDisplayName(instance_id); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Display %" SDL_PRIu32 ": %s", instance_id, (name != nullptr) ? name : "Unknown"); } const auto *dm = SDL_GetCurrentDisplayMode(displays[0]); // Guarda información del monitor en display_monitor_ const char *first_display_name = SDL_GetDisplayName(displays[0]); display_monitor_.name = (first_display_name != nullptr) ? first_display_name : "Unknown"; display_monitor_.width = static_cast(dm->w); display_monitor_.height = static_cast(dm->h); display_monitor_.refresh_rate = static_cast(dm->refresh_rate); // Calcula el máximo factor de zoom que se puede aplicar a la pantalla Options::window.max_zoom = std::min(dm->w / param.game.width, dm->h / param.game.height); Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom); // Muestra información sobre el tamaño de la pantalla y de la ventana de juego SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Current display mode: %dx%d @ %dHz", static_cast(dm->w), static_cast(dm->h), static_cast(dm->refresh_rate)); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Window resolution: %dx%d x%d", static_cast(param.game.width), static_cast(param.game.height), Options::window.zoom); Options::video.info = std::to_string(static_cast(dm->w)) + "x" + std::to_string(static_cast(dm->h)) + " @ " + std::to_string(static_cast(dm->refresh_rate)) + " Hz"; // Calcula el máximo factor de zoom que se puede aplicar a la pantalla const int MAX_ZOOM = std::min(dm->w / param.game.width, (dm->h - WINDOWS_DECORATIONS) / param.game.height); // Normaliza los valores de zoom Options::window.zoom = std::min(Options::window.zoom, MAX_ZOOM); SDL_free(displays); } } // Alterna entre activar y desactivar los shaders void Screen::toggleShaders() { Options::video.shaders = !Options::video.shaders; initShaders(); } // Alterna entre activar y desactivar el escalado entero void Screen::toggleIntegerScale() { Options::video.integer_scale = !Options::video.integer_scale; SDL_SetRenderLogicalPresentation(renderer_, param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX); } // Alterna entre activar y desactivar el V-Sync void Screen::toggleVSync() { Options::video.vsync = !Options::video.vsync; SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED); } // Establece el estado del V-Sync void Screen::setVSync(bool enabled) { Options::video.vsync = enabled; SDL_SetRenderVSync(renderer_, enabled ? 1 : SDL_RENDERER_VSYNC_DISABLED); } // Obtiene los punteros a los singletones void Screen::getSingletons() { service_menu_ = ServiceMenu::get(); notifier_ = Notifier::get(); } // Aplica los valores de las opciones 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(); } // Crea el objeto de texto void Screen::createText() { auto texture = std::make_shared(getRenderer(), Asset::get()->get("aseprite.png")); text_ = std::make_shared(texture, Asset::get()->get("aseprite.txt")); }