- Creados shaders GLSL ES 3.1 (crtpi_*_es.glsl) - Detección automática: intenta cargar ES primero, fallback a Desktop - Windows: pide OpenGL 3.3 Core Profile explícitamente - Linux/RPi: deja que SDL elija (usará OpenGL ES si está disponible) - assets.txt actualizado con shaders ES como opcionales Resuelve problema en RPi 5 donde OpenGL 3.3 Core no está soportado pero OpenGL ES 3.1 sí lo está mediante drivers Mesa/VideoCore.
502 lines
19 KiB
C++
502 lines
19 KiB
C++
#include "screen.h"
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#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
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#include <algorithm> // Para min, max
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#include <fstream> // Para basic_ifstream, ifstream
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#include <iterator> // Para istreambuf_iterator, operator==
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#include <memory> // Para allocator, shared_ptr, make_shared, __shared_ptr_access
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#include <string> // Para operator+, char_traits, to_string, string
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#include "asset.h" // Para Asset
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#include "mouse.h" // Para updateCursorVisibility
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#include "rendering/opengl/opengl_shader.h" // Para OpenGLShader
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#include "options.h" // Para VideoOptions, video, WindowOptions, window
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#include "param.h" // Para Param, param, ParamGame, ParamDebug
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#include "text.h" // Para Text, Text::COLOR, Text::STROKE
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#include "texture.h" // Para Texture
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#include "ui/notifier.h" // Para Notifier
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#include "ui/service_menu.h" // Para ServiceMenu
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#include "utils.h" // Para Zone
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// Singleton
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Screen *Screen::instance = nullptr;
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// Inicializa la instancia única del singleton
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void Screen::init() { Screen::instance = new Screen(); }
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// Libera la instancia
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void Screen::destroy() { delete Screen::instance; }
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// Obtiene la instancia
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auto Screen::get() -> Screen * { return Screen::instance; }
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// Constructor
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Screen::Screen()
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: window_(nullptr),
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renderer_(nullptr),
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game_canvas_(nullptr),
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service_menu_(nullptr),
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notifier_(nullptr),
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src_rect_(SDL_FRect{0, 0, param.game.width, param.game.height}),
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dst_rect_(SDL_FRect{0, 0, param.game.width, param.game.height}) {
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// Arranca SDL VIDEO, crea la ventana y el renderizador
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initSDLVideo();
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// Crea la textura de destino
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game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
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SDL_SetTextureScaleMode(game_canvas_, SDL_SCALEMODE_NEAREST);
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// Crea el objeto de texto
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createText();
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#ifdef _DEBUG
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debug_info_.text = text_;
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setDebugInfoEnabled(true);
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#endif
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// Inicializa los shaders (solo en plataformas no-macOS por ahora)
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#ifndef __APPLE__
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loadShaders();
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shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
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shader_backend_->init(window_, game_canvas_, vertex_shader_source_, fragment_shader_source_);
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#endif
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}
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// Destructor
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Screen::~Screen() {
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SDL_DestroyTexture(game_canvas_);
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SDL_DestroyRenderer(renderer_);
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SDL_DestroyWindow(window_);
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}
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// Limpia la pantalla
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void Screen::clean(Color color) {
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SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer_);
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}
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// Prepara para empezar a dibujar en la textura de juego
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void Screen::start() { SDL_SetRenderTarget(renderer_, game_canvas_); }
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// Vuelca el contenido del renderizador en pantalla
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void Screen::render() {
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fps_.increment();
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renderOverlays(); // Renderiza todos los overlays y efectos
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renderPresent(); // Renderiza el contenido del game_canvas_
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}
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// Vuelca el contenido del renderizador en pantalla exceptuando ciertas partes
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void Screen::coreRender() {
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/*fps_.increment();
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#ifdef _DEBUG
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renderInfo();
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#endif*/
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renderPresent(); // Renderiza el contenido del game_canvas_
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}
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// Renderiza el contenido del game_canvas_
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void Screen::renderPresent() {
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SDL_SetRenderTarget(renderer_, nullptr);
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clean();
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if (Options::video.shaders && shader_backend_) {
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shader_backend_->render();
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} else {
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SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr);
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SDL_RenderPresent(renderer_);
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}
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}
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// Establece el modo de video
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void Screen::setFullscreenMode() {
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SDL_SetWindowFullscreen(window_, Options::video.fullscreen);
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}
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// Camibia entre pantalla completa y ventana
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void Screen::toggleFullscreen() {
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Options::video.fullscreen = !Options::video.fullscreen;
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setFullscreenMode();
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}
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// Cambia el tamaño de la ventana
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void Screen::setWindowZoom(int zoom) {
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Options::window.zoom = zoom;
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adjustWindowSize();
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}
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// Reduce el tamaño de la ventana
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auto Screen::decWindowSize() -> bool {
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if (!Options::video.fullscreen) {
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const int PREVIOUS_ZOOM = Options::window.zoom;
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--Options::window.zoom;
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Options::window.zoom = std::max(Options::window.zoom, 1);
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if (Options::window.zoom != PREVIOUS_ZOOM) {
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adjustWindowSize();
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return true;
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}
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}
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return false;
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}
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// Aumenta el tamaño de la ventana
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auto Screen::incWindowSize() -> bool {
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if (!Options::video.fullscreen) {
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const int PREVIOUS_ZOOM = Options::window.zoom;
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++Options::window.zoom;
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Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom);
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if (Options::window.zoom != PREVIOUS_ZOOM) {
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adjustWindowSize();
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return true;
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}
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}
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return false;
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}
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// Recibe deltaTime de las secciones y actualiza la lógica
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void Screen::update(float delta_time) {
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fps_.calculate(SDL_GetTicks());
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shake_effect_.update(src_rect_, dst_rect_, delta_time);
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flash_effect_.update(delta_time);
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if (service_menu_ != nullptr) {
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service_menu_->update(delta_time);
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}
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if (notifier_ != nullptr) {
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notifier_->update(delta_time);
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}
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Mouse::updateCursorVisibility();
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}
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// Actualiza los elementos mínimos
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void Screen::coreUpdate() {
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fps_.calculate(SDL_GetTicks());
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Mouse::updateCursorVisibility();
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}
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// Actualiza y dibuja el efecto de flash en la pantalla
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void Screen::renderFlash() {
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if (flash_effect_.isRendarable()) {
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SDL_SetRenderDrawColor(renderer_, flash_effect_.color.r, flash_effect_.color.g, flash_effect_.color.b, 0xFF);
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SDL_RenderClear(renderer_);
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}
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}
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// Aplica el efecto de agitar la pantalla
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void Screen::renderShake() {
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if (shake_effect_.enabled) {
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// Guarda el renderizador actual para dejarlo despues como estaba
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auto *current_target = SDL_GetRenderTarget(renderer_);
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// Crea una textura temporal
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auto *temp_texture = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
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// Vuelca game_canvas_ a la textura temporal
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SDL_SetRenderTarget(renderer_, temp_texture);
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SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr);
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// Vuelca textura temporal a game_canvas_
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SDL_SetRenderTarget(renderer_, game_canvas_);
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SDL_RenderTexture(renderer_, temp_texture, &src_rect_, &dst_rect_);
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// Elimina la textura temporal
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SDL_DestroyTexture(temp_texture);
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// Restaura el renderizador de destino original
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SDL_SetRenderTarget(renderer_, current_target);
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}
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}
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#ifdef _DEBUG
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// Muestra información por pantalla
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void Screen::renderInfo() {
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if (debug_info_.show) {
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// Resolution
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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));
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// FPS
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const std::string FPS_TEXT = std::to_string(fps_.last_value) + " FPS";
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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));
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#ifdef RECORDING
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// RECORDING
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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));
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#endif
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}
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}
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#endif
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// Carga el contenido de los archivos GLSL
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void Screen::loadShaders() {
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if (vertex_shader_source_.empty()) {
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// Detectar si necesitamos OpenGL ES (Raspberry Pi)
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// Intentar cargar versión ES primero si existe
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std::string VERTEX_FILE = "crtpi_vertex_es.glsl";
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auto data = Asset::get()->loadData(VERTEX_FILE);
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if (data.empty()) {
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// Si no existe versión ES, usar versión Desktop
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VERTEX_FILE = "crtpi_vertex.glsl";
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data = Asset::get()->loadData(VERTEX_FILE);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Usando shaders OpenGL Desktop 3.3");
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} else {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Usando shaders OpenGL ES 3.1 (Raspberry Pi)");
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}
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if (!data.empty()) {
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vertex_shader_source_ = std::string(data.begin(), data.end());
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}
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}
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if (fragment_shader_source_.empty()) {
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// Intentar cargar versión ES primero si existe
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std::string FRAGMENT_FILE = "crtpi_fragment_es.glsl";
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auto data = Asset::get()->loadData(FRAGMENT_FILE);
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if (data.empty()) {
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// Si no existe versión ES, usar versión Desktop
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FRAGMENT_FILE = "crtpi_fragment.glsl";
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data = Asset::get()->loadData(FRAGMENT_FILE);
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}
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if (!data.empty()) {
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fragment_shader_source_ = std::string(data.begin(), data.end());
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}
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}
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}
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// Inicializa los shaders
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void Screen::initShaders() {
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#ifndef __APPLE__
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if (Options::video.shaders) {
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loadShaders();
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if (!shader_backend_) {
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shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
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}
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shader_backend_->init(window_, game_canvas_, vertex_shader_source_, fragment_shader_source_);
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}
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#else
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// En macOS, OpenGL está deprecated y rinde mal
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// TODO: Implementar backend de Metal para shaders en macOS
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Shaders no disponibles en macOS (OpenGL deprecated). Usa Metal backend.");
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#endif
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}
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// Calcula el tamaño de la ventana
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void Screen::adjustWindowSize() {
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if (!Options::video.fullscreen) {
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// Establece el nuevo tamaño
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const int WIDTH = param.game.width * Options::window.zoom;
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const int HEIGHT = param.game.height * Options::window.zoom;
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int old_width;
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int old_height;
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SDL_GetWindowSize(window_, &old_width, &old_height);
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int old_pos_x;
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int old_pos_y;
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SDL_GetWindowPosition(window_, &old_pos_x, &old_pos_y);
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const int NEW_POS_X = old_pos_x + ((old_width - WIDTH) / 2);
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const int NEW_POS_Y = old_pos_y + ((old_height - HEIGHT) / 2);
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SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS), std::max(NEW_POS_Y, 0));
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SDL_SetWindowSize(window_, WIDTH, HEIGHT);
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}
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}
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// Renderiza todos los overlays y efectos
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void Screen::renderOverlays() {
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// Dibuja efectos y elementos sobre el game_canvas_
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renderShake();
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renderFlash();
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renderAttenuate();
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service_menu_->render();
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notifier_->render();
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#ifdef _DEBUG
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renderInfo();
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#endif
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}
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// Atenua la pantalla
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void Screen::renderAttenuate() {
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if (attenuate_effect_) {
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 64);
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SDL_RenderFillRect(renderer_, nullptr);
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}
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}
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// Arranca SDL VIDEO y crea la ventana
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auto Screen::initSDLVideo() -> bool {
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// Inicializar SDL
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"FATAL: Failed to initialize SDL_VIDEO! SDL Error: %s",
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SDL_GetError());
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return false;
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}
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// Obtener información de la pantalla
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getDisplayInfo();
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// Configurar hint para renderizado
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#ifdef __APPLE__
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if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal")) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Warning: Failed to set Metal hint!");
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}
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#else
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if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl")) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Warning: Failed to set OpenGL hint!");
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}
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// Configurar contexto OpenGL
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// En Raspberry Pi, NO pedir Core Profile porque solo soporta OpenGL ES
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// SDL elegirá automáticamente OpenGL ES 3.1 si está disponible
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#ifdef _WIN32
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// Solo en Windows pedimos explícitamente OpenGL 3.3 Core Profile
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Solicitando OpenGL 3.3 Core Profile");
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#else
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// Linux/RPi: dejar que SDL elija (probablemente OpenGL ES)
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Usando OpenGL por defecto del sistema");
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#endif
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#endif
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// Crear ventana
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#ifdef __APPLE__
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SDL_WindowFlags window_flags = SDL_WINDOW_METAL;
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#else
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SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL;
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#endif
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if (Options::video.fullscreen) {
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window_flags |= SDL_WINDOW_FULLSCREEN;
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}
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window_ = SDL_CreateWindow(
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Options::window.caption.c_str(),
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param.game.width * Options::window.zoom,
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param.game.height * Options::window.zoom,
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window_flags);
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if (window_ == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"FATAL: Failed to create window! SDL Error: %s",
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SDL_GetError());
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SDL_Quit();
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return false;
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}
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// Crear renderer
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renderer_ = SDL_CreateRenderer(window_, nullptr);
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if (renderer_ == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"FATAL: Failed to create renderer! SDL Error: %s",
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SDL_GetError());
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SDL_DestroyWindow(window_);
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window_ = nullptr;
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SDL_Quit();
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return false;
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}
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// Configurar renderer
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SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
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SDL_SetRenderLogicalPresentation(renderer_, param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
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SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Video system initialized successfully");
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return true;
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}
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// Obtiene información sobre la pantalla
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void Screen::getDisplayInfo() {
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int i;
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int num_displays = 0;
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SDL_DisplayID *displays = SDL_GetDisplays(&num_displays);
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if (displays != nullptr) {
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for (i = 0; i < num_displays; ++i) {
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SDL_DisplayID instance_id = displays[i];
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const char *name = SDL_GetDisplayName(instance_id);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Display %" SDL_PRIu32 ": %s", instance_id, (name != nullptr) ? name : "Unknown");
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}
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const auto *dm = SDL_GetCurrentDisplayMode(displays[0]);
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// Guarda información del monitor en display_monitor_
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const char *first_display_name = SDL_GetDisplayName(displays[0]);
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display_monitor_.name = (first_display_name != nullptr) ? first_display_name : "Unknown";
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display_monitor_.width = static_cast<int>(dm->w);
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display_monitor_.height = static_cast<int>(dm->h);
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display_monitor_.refresh_rate = static_cast<int>(dm->refresh_rate);
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// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
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Options::window.max_zoom = std::min(dm->w / param.game.width, dm->h / param.game.height);
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Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom);
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// Muestra información sobre el tamaño de la pantalla y de la ventana de juego
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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));
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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);
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|
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Options::video.info = std::to_string(static_cast<int>(dm->w)) + "x" +
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std::to_string(static_cast<int>(dm->h)) + " @ " +
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std::to_string(static_cast<int>(dm->refresh_rate)) + " Hz";
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|
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// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
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const int MAX_ZOOM = std::min(dm->w / param.game.width, (dm->h - WINDOWS_DECORATIONS) / param.game.height);
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|
|
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// Normaliza los valores de zoom
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Options::window.zoom = std::min(Options::window.zoom, MAX_ZOOM);
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|
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SDL_free(displays);
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}
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}
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// Alterna entre activar y desactivar los shaders
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void Screen::toggleShaders() {
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|
Options::video.shaders = !Options::video.shaders;
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initShaders();
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}
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|
|
|
// Alterna entre activar y desactivar el escalado entero
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|
void Screen::toggleIntegerScale() {
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|
Options::video.integer_scale = !Options::video.integer_scale;
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SDL_SetRenderLogicalPresentation(renderer_, param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
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|
}
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|
|
|
// Alterna entre activar y desactivar el V-Sync
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|
void Screen::toggleVSync() {
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|
Options::video.vsync = !Options::video.vsync;
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|
SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
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}
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|
|
|
// Establece el estado del V-Sync
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|
void Screen::setVSync(bool enabled) {
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|
Options::video.vsync = enabled;
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|
SDL_SetRenderVSync(renderer_, enabled ? 1 : SDL_RENDERER_VSYNC_DISABLED);
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|
}
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|
|
|
// Obtiene los punteros a los singletones
|
|
void Screen::getSingletons() {
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|
service_menu_ = ServiceMenu::get();
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|
notifier_ = Notifier::get();
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|
}
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|
|
|
// Aplica los valores de las opciones
|
|
void Screen::applySettings() {
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|
SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
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|
SDL_SetRenderLogicalPresentation(Screen::get()->getRenderer(), param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
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|
setFullscreenMode();
|
|
adjustWindowSize();
|
|
}
|
|
|
|
// Crea el objeto de texto
|
|
void Screen::createText() {
|
|
auto texture = std::make_shared<Texture>(getRenderer(), Asset::get()->get("aseprite.png"));
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|
text_ = std::make_shared<Text>(texture, Asset::get()->get("aseprite.txt"));
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|
} |