#include "screen.hpp" #include // 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 // Para min, max #include // Para memcpy #include // Para allocator, shared_ptr, unique_ptr, __shared_ptr_access, make_shared, make_unique #include // Para basic_string, operator+, char_traits, to_string, string #include // Para vector #include "asset.hpp" // Para Asset #include "director.hpp" // Para Director::debug_config #include "mouse.hpp" // Para updateCursorVisibility #include "options.hpp" // Para Video, video, Window, window #include "param.hpp" // Para Param, param, ParamGame, ParamDebug #include "rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader #include "resource.hpp" // Para Resource #include "text.hpp" // Para Text #include "texture.hpp" // Para Texture #include "ui/logger.hpp" // Para info #include "ui/notifier.hpp" // Para Notifier #include "ui/service_menu.hpp" // Para ServiceMenu #include "utils.hpp" // Para toLower // Singleton Screen* Screen::instance = nullptr; // Inicializa la instancia única del singleton void Screen::init() { Screen::instance = new Screen(); Screen::initShaders(); // Llamar aquí para que Screen::get() ya devuelva la instancia } // 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{.x = 0, .y = 0, .w = param.game.width, .h = param.game.height}), dst_rect_(SDL_FRect{.x = 0, .y = 0, .w = param.game.width, .h = 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_ARGB8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height); SDL_SetTextureScaleMode(game_canvas_, SDL_SCALEMODE_NEAREST); // Inicializar buffer de píxeles para SDL3GPU pixel_buffer_.resize(static_cast(param.game.width) * static_cast(param.game.height)); // Crea el objeto de texto createText(); #ifdef _DEBUG debug_info_.text = text_; setDebugInfoEnabled(Director::debug_config.show_render_info); #endif // Renderizar una vez la textura vacía para que tenga contenido válido antes de inicializar los shaders (evita pantalla negra) SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr); // Limpiar renderer SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255); SDL_RenderClear(renderer_); SDL_RenderPresent(renderer_); } // 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() { #ifndef NO_SHADERS if (shader_backend_ && shader_backend_->isHardwareAccelerated()) { // Leer píxeles de game_canvas_ con la API SDL3 (devuelve SDL_Surface*) SDL_SetRenderTarget(renderer_, game_canvas_); SDL_Surface* surface = SDL_RenderReadPixels(renderer_, nullptr); if (surface != nullptr) { if (surface->format == SDL_PIXELFORMAT_ARGB8888) { std::memcpy(pixel_buffer_.data(), surface->pixels, pixel_buffer_.size() * sizeof(Uint32)); } else { SDL_Surface* converted = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ARGB8888); if (converted != nullptr) { std::memcpy(pixel_buffer_.data(), converted->pixels, pixel_buffer_.size() * sizeof(Uint32)); SDL_DestroySurface(converted); } } SDL_DestroySurface(surface); } SDL_SetRenderTarget(renderer_, nullptr); // Subir a GPU y presentar con PostFX shader_backend_->uploadPixels(pixel_buffer_.data(), param.game.width, param.game.height); shader_backend_->render(); return; } #endif // Fallback: SDL_Renderer SDL_SetRenderTarget(renderer_, nullptr); clean(); 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() const { if (debug_info_.show) { const Color GOLD(0xFF, 0xD7, 0x00); const Color GOLD_SHADOW = GOLD.DARKEN(150); // Construir texto: fps - driver - preset std::string info_text = std::to_string(fps_.last_value) + " fps"; // Driver GPU if (shader_backend_ && shader_backend_->isHardwareAccelerated()) { const std::string DRIVER = shader_backend_->getDriverName(); if (!DRIVER.empty()) { info_text += " - " + toLower(DRIVER); } } else { info_text += " - sdl"; } // Shader + preset if (Options::video.shader.enabled) { if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) { const std::string PRESET_NAME = Options::crtpi_presets.empty() ? "" : Options::crtpi_presets.at(static_cast(Options::video.shader.current_crtpi_preset)).name; info_text += " - crtpi " + toLower(PRESET_NAME); } else { const std::string PRESET_NAME = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast(Options::video.shader.current_postfx_preset)).name; info_text += " - postfx " + toLower(PRESET_NAME); if (Options::video.supersampling.enabled) { info_text += " (ss)"; } } } // Centrado arriba const int TEXT_WIDTH = debug_info_.text->length(info_text); const int X_POS = (static_cast(param.game.width) - TEXT_WIDTH) / 2; debug_info_.text->writeDX(Text::COLOR | Text::STROKE, X_POS, 1, info_text, 1, GOLD, 1, GOLD_SHADOW); #ifdef RECORDING const std::string REC_TEXT = "recording"; const int REC_WIDTH = debug_info_.text->length(REC_TEXT); const int REC_X = (static_cast(param.game.width) - REC_WIDTH) / 2; debug_info_.text->writeDX(Text::COLOR | Text::STROKE, REC_X, 1 + debug_info_.text->getCharacterSize(), REC_TEXT, 1, GOLD, 1, GOLD_SHADOW); #endif } } #endif // Inicializa shaders (SDL3GPU) void Screen::initShaders() { #ifndef NO_SHADERS auto* self = Screen::get(); if (self == nullptr) { SDL_Log("Screen::initShaders: instance is null, skipping"); return; } if (!self->shader_backend_) { self->shader_backend_ = std::make_unique(); const std::string FALLBACK_DRIVER = "none"; self->shader_backend_->setPreferredDriver( Options::video.gpu.acceleration ? Options::video.gpu.preferred_driver : FALLBACK_DRIVER); } if (!self->shader_backend_->isHardwareAccelerated()) { const bool ok = self->shader_backend_->init(self->window_, self->game_canvas_, "", ""); SDL_Log("Screen::initShaders: SDL3GPUShader::init() = %s", ok ? "OK" : "FAILED"); } if (self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) { self->shader_backend_->setLinearUpscale(Options::video.supersampling.linear_upscale); self->shader_backend_->setDownscaleAlgo(Options::video.supersampling.downscale_algo); self->shader_backend_->setOversample(Options::video.supersampling.enabled ? 3 : 1); if (!Options::video.shader.enabled) { // Passthrough: POSTFX con parámetros a cero self->shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX); self->shader_backend_->setPostFXParams(Rendering::PostFXParams{}); } else if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) { self->shader_backend_->setActiveShader(Rendering::ShaderType::CRTPI); self->applyCurrentCrtPiPreset(); } else { self->shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX); self->applyCurrentPostFXPreset(); } } #endif } // 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!"); } #endif // Crear ventana #ifdef __APPLE__ SDL_WindowFlags window_flags = SDL_WINDOW_METAL; #else SDL_WindowFlags window_flags = 0; #endif if (Options::video.fullscreen) { window_flags |= SDL_WINDOW_FULLSCREEN; } window_flags |= SDL_WINDOW_HIDDEN; 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_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); Logger::info("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"); Logger::info(std::string("Display ") + std::to_string(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); // Obtiene la cadena con la información sobre la resolución y el refresco Options::video.info = std::to_string(dm->w) + "x" + std::to_string(dm->h) + " @ " + std::to_string(static_cast(dm->refresh_rate)) + " Hz"; // 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)); Logger::info("Current display mode: " + Options::video.info); // 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); Logger::info("Window resolution: " + std::to_string(static_cast(param.game.width)) + "x" + std::to_string(static_cast(param.game.height)) + "x" + std::to_string(Options::window.zoom)); // 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 activar/desactivar shaders void Screen::toggleShaders() { Options::video.shader.enabled = !Options::video.shader.enabled; auto* self = Screen::get(); if (self != nullptr) { if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) { self->applyCurrentCrtPiPreset(); } else { self->applyCurrentPostFXPreset(); } } } // Cambia entre PostFX y CrtPi void Screen::nextShader() { auto* self = Screen::get(); if (self == nullptr || !self->shader_backend_ || !self->shader_backend_->isHardwareAccelerated()) { return; } const auto NEXT = (Options::video.shader.current_shader == Rendering::ShaderType::POSTFX) ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX; Options::video.shader.current_shader = NEXT; self->shader_backend_->setActiveShader(NEXT); if (NEXT == Rendering::ShaderType::CRTPI) { self->applyCurrentCrtPiPreset(); } else { self->applyCurrentPostFXPreset(); } } // Avanza al siguiente preset PostFX void Screen::nextPostFXPreset() { if (Options::postfx_presets.empty()) { return; } Options::video.shader.current_postfx_preset = (Options::video.shader.current_postfx_preset + 1) % static_cast(Options::postfx_presets.size()); auto* self = Screen::get(); if (self != nullptr) { self->applyCurrentPostFXPreset(); } } // Avanza al siguiente preset CrtPi void Screen::nextCrtPiPreset() { if (Options::crtpi_presets.empty()) { return; } Options::video.shader.current_crtpi_preset = (Options::video.shader.current_crtpi_preset + 1) % static_cast(Options::crtpi_presets.size()); auto* self = Screen::get(); if (self != nullptr) { self->applyCurrentCrtPiPreset(); } } // Alterna supersampling void Screen::toggleSupersampling() { Options::video.supersampling.enabled = !Options::video.supersampling.enabled; auto* self = Screen::get(); if (self != nullptr && self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) { self->shader_backend_->setOversample(Options::video.supersampling.enabled ? 3 : 1); if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) { self->applyCurrentCrtPiPreset(); } else { self->applyCurrentPostFXPreset(); } } } // Aplica el preset PostFX activo al backend void Screen::applyCurrentPostFXPreset() { if (!shader_backend_) { return; } shader_backend_->setOversample(Options::video.supersampling.enabled ? 3 : 1); Rendering::PostFXParams p{}; if (Options::video.shader.enabled && !Options::postfx_presets.empty()) { const auto& preset = Options::postfx_presets.at(static_cast(Options::video.shader.current_postfx_preset)); p.vignette = preset.vignette; p.scanlines = preset.scanlines; p.chroma = preset.chroma; p.mask = preset.mask; p.gamma = preset.gamma; p.curvature = preset.curvature; p.bleeding = preset.bleeding; p.flicker = preset.flicker; SDL_Log("Screen::applyCurrentPostFXPreset: preset='%s' scan=%.2f vign=%.2f chroma=%.2f", preset.name.c_str(), p.scanlines, p.vignette, p.chroma); } shader_backend_->setPostFXParams(p); } // Aplica el preset CrtPi activo al backend void Screen::applyCurrentCrtPiPreset() { if (!shader_backend_) { return; } if (Options::video.shader.enabled && !Options::crtpi_presets.empty()) { const auto& preset = Options::crtpi_presets.at(static_cast(Options::video.shader.current_crtpi_preset)); Rendering::CrtPiParams p{ .scanline_weight = preset.scanline_weight, .scanline_gap_brightness = preset.scanline_gap_brightness, .bloom_factor = preset.bloom_factor, .input_gamma = preset.input_gamma, .output_gamma = preset.output_gamma, .mask_brightness = preset.mask_brightness, .curvature_x = preset.curvature_x, .curvature_y = preset.curvature_y, .mask_type = preset.mask_type, .enable_scanlines = preset.enable_scanlines, .enable_multisample = preset.enable_multisample, .enable_gamma = preset.enable_gamma, .enable_curvature = preset.enable_curvature, .enable_sharper = preset.enable_sharper, }; shader_backend_->setCrtPiParams(p); SDL_Log("Screen::applyCurrentCrtPiPreset: preset='%s'", preset.name.c_str()); } } // Alterna entre activar y desactivar el escalado entero void Screen::toggleIntegerScale() { Options::video.integer_scale = !Options::video.integer_scale; SDL_SetRenderLogicalPresentation(renderer_, param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX); if (shader_backend_) { shader_backend_->setScaleMode(Options::video.integer_scale); } } // 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); if (shader_backend_) { shader_backend_->setVSync(Options::video.vsync); } } // 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(); #ifdef _DEBUG // Actualizar la fuente de debug a 8bithud (ahora Resource está disponible) if (Resource::get() != nullptr) { auto hud_text = Resource::get()->getText("8bithud"); if (hud_text) { debug_info_.text = hud_text; } } #endif } // Aplica los valores de las opciones 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()->getPath("aseprite.png")); text_ = std::make_shared(texture, Asset::get()->getPath("aseprite.txt")); }