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471 lines
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C++

#include "screen.h"
#include <SDL3/SDL.h> // 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 <algorithm> // Para min, max
#include <fstream> // Para basic_ifstream, ifstream
#include <iterator> // Para istreambuf_iterator, operator==
#include <memory> // Para allocator, shared_ptr, make_shared, __shared_ptr_access
#include <string> // Para operator+, char_traits, to_string, string
#include "asset.h" // Para Asset
#include "mouse.h" // Para updateCursorVisibility
#include "rendering/opengl/opengl_shader.h" // Para OpenGLShader
#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 (solo en plataformas no-macOS por ahora)
#ifndef __APPLE__
loadShaders();
shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
shader_backend_->init(window_, game_canvas_, vertex_shader_source_, fragment_shader_source_);
#endif
}
// 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_backend_) {
shader_backend_->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 de los archivos GLSL
void Screen::loadShaders() {
if (vertex_shader_source_.empty()) {
const std::string VERTEX_FILE = "crtpi_vertex.glsl";
auto data = Asset::get()->loadData(VERTEX_FILE);
if (!data.empty()) {
vertex_shader_source_ = std::string(data.begin(), data.end());
}
}
if (fragment_shader_source_.empty()) {
const std::string FRAGMENT_FILE = "crtpi_fragment.glsl";
auto data = Asset::get()->loadData(FRAGMENT_FILE);
if (!data.empty()) {
fragment_shader_source_ = std::string(data.begin(), data.end());
}
}
}
// Inicializa los shaders
void Screen::initShaders() {
#ifndef __APPLE__
if (Options::video.shaders) {
loadShaders();
if (!shader_backend_) {
shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
}
shader_backend_->init(window_, game_canvas_, vertex_shader_source_, fragment_shader_source_);
}
#else
// En macOS, OpenGL está deprecated y rinde mal
// TODO: Implementar backend de Metal para shaders en macOS
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Shaders no disponibles en macOS (OpenGL deprecated). Usa Metal backend.");
#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!");
}
#else
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl")) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Warning: Failed to set OpenGL hint!");
}
// Configurar contexto OpenGL 3.3 Core Profile
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#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<int>(dm->w);
display_monitor_.height = static_cast<int>(dm->h);
display_monitor_.refresh_rate = static_cast<int>(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<int>(dm->w), static_cast<int>(dm->h), static_cast<int>(dm->refresh_rate));
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Window resolution: %dx%d x%d", static_cast<int>(param.game.width), static_cast<int>(param.game.height), Options::window.zoom);
Options::video.info = std::to_string(static_cast<int>(dm->w)) + "x" +
std::to_string(static_cast<int>(dm->h)) + " @ " +
std::to_string(static_cast<int>(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<Texture>(getRenderer(), Asset::get()->get("aseprite.png"));
text_ = std::make_shared<Text>(texture, Asset::get()->get("aseprite.txt"));
}