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