Corregits mil warnings de int a float

Corregit getDisplayInfo per al calcul del zoomMax
This commit is contained in:
2025-10-16 10:12:03 +02:00
parent e811cf0a1d
commit 9a4b3b04a5
13 changed files with 95 additions and 55 deletions

View File

@@ -42,8 +42,7 @@ Screen::Screen(SDL_Window* window, SDL_Renderer* renderer)
renderer_(renderer),
palettes_(Asset::get()->getListByType(AssetType::PALETTE)) {
// Inicializa variables
auto display_mode = SDL_GetCurrentDisplayMode(0);
info_resolution_ = std::to_string(display_mode->w) + " X " + std::to_string(display_mode->h) + " AT " + std::to_string(display_mode->refresh_rate) + " HZ";
getDisplayInfo();
// Ajusta los tamaños
game_surface_dstrect_ = {options.video.border.width, options.video.border.height, options.game.width, options.game.height};
@@ -225,7 +224,6 @@ void Screen::adjustWindowSize() {
window_width_ = options.game.width + (options.video.border.enabled ? options.video.border.width * 2 : 0);
window_height_ = options.game.height + (options.video.border.enabled ? options.video.border.height * 2 : 0);
options.window.max_zoom = getMaxZoom();
// Establece el nuevo tamaño
if (options.video.fullscreen == 0) {
@@ -239,7 +237,7 @@ void Screen::adjustWindowSize() {
const int NEW_POS_Y = old_pos_y + (old_height - (window_height_ * options.window.zoom)) / 2;
SDL_SetWindowSize(window_, window_width_ * options.window.zoom, window_height_ * options.window.zoom);
SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS_), std::max(NEW_POS_Y, 0));
SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS), std::max(NEW_POS_Y, 0));
}
}
@@ -248,20 +246,6 @@ void Screen::adjustRenderLogicalSize() {
SDL_SetRenderLogicalPresentation(renderer_, window_width_, window_height_, options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
}
// Obtiene el tamaño máximo de zoom posible para la ventana
int Screen::getMaxZoom() {
// Obtiene información sobre la pantalla
auto display_mode = SDL_GetCurrentDisplayMode(0);
// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
const int MAX_ZOOM = std::min(display_mode->w / window_width_, (display_mode->h - WINDOWS_DECORATIONS_) / window_height_);
// Normaliza los valores de zoom
options.window.zoom = std::min(options.window.zoom, MAX_ZOOM);
return MAX_ZOOM;
}
// Establece el renderizador para las surfaces
void Screen::setRendererSurface(std::shared_ptr<Surface> surface) {
(surface) ? renderer_surface_ = std::make_shared<std::shared_ptr<Surface>>(surface) : renderer_surface_ = std::make_shared<std::shared_ptr<Surface>>(game_surface_);
@@ -457,10 +441,10 @@ void Screen::loadShaders() {
VERTEX_FILE = "crtpi_vertex.glsl";
data = loadData(Asset::get()->get(VERTEX_FILE));
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Usando shaders OpenGL Desktop 3.3");
"Usando shaders OpenGL Desktop 3.3");
} else {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Usando shaders OpenGL ES 3.0 (Raspberry Pi)");
"Usando shaders OpenGL ES 3.0 (Raspberry Pi)");
}
if (!data.empty()) {
@@ -498,6 +482,51 @@ void Screen::initShaders() {
// 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.");
"Shaders no disponibles en macOS (OpenGL deprecated). Usa Metal backend.");
#endif
}
// 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 / options.game.width, dm->h / options.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>(options.game.width), static_cast<int>(options.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 / options.game.width, (dm->h - WINDOWS_DECORATIONS) / options.game.height);
// Normaliza los valores de zoom
options.window.zoom = std::min(options.window.zoom, MAX_ZOOM);
SDL_free(displays);
}
}