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main
| Author | SHA1 | Date | |
|---|---|---|---|
| 3e6fcfeb72 | |||
| 2474283e07 | |||
| d58c0303e9 | |||
| 5f0b4355e4 | |||
| 40ac657f74 | |||
| 6a12294a36 | |||
| 1f5b1ad1ab | |||
| b1413bbf8a | |||
| eaf9d87d6d | |||
| 60adfc8fbb |
@@ -382,6 +382,8 @@ if(CPPCHECK_EXE)
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--inline-suppr
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--suppress=missingIncludeSystem
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--suppress=toomanyconfigs
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--suppress=*:*/source/external/*
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--suppress=*:*/source/core/rendering/sdl3gpu/spv/*
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--quiet
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-I ${CMAKE_SOURCE_DIR}/source
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${CPPCHECK_SOURCES}
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74
Makefile
74
Makefile
@@ -186,12 +186,28 @@ _windows_release:
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_macos_release:
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@echo "Creando release para macOS - Version: $(VERSION)"
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# Verificar e instalar create-dmg si es necesario
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@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
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# Compila la versión para procesadores Intel con cmake (genera shaders y resources.pack)
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@cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH)
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@cmake --build build/intel
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# Verifica dependencias necesarias (create-dmg). Si falta, intenta instalarla
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# con brew; si brew tampoco está, indica el comando exacto al usuario.
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@command -v create-dmg >/dev/null 2>&1 || { \
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echo ""; \
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echo "============================================"; \
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echo " Falta la dependencia: create-dmg"; \
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echo "============================================"; \
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if command -v brew >/dev/null 2>&1; then \
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echo " Instalando con: brew install create-dmg"; \
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brew install create-dmg || { \
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echo ""; \
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echo " ERROR: 'brew install create-dmg' ha fallado."; \
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echo " Ejecuta el comando manualmente y vuelve a probar."; \
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exit 1; \
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}; \
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else \
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echo " Homebrew no está instalado."; \
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echo " Instálalo desde https://brew.sh y luego ejecuta:"; \
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echo " brew install create-dmg"; \
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exit 1; \
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fi; \
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}
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# Elimina datos de compilaciones anteriores
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$(RMDIR) "$(RELEASE_FOLDER)"
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@@ -205,12 +221,11 @@ _macos_release:
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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# Copia carpetas y ficheros
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cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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# Copia carpetas y ficheros del bundle (resources.pack se generará al compilar)
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cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
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cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
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cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp LICENSE "$(RELEASE_FOLDER)"
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cp README.md "$(RELEASE_FOLDER)"
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@@ -220,14 +235,21 @@ _macos_release:
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sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
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sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
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# Copia el ejecutable Intel al bundle
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cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
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# Firma la aplicación
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codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
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# Empaqueta el .dmg de la versión Intel con create-dmg
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@echo "Creando DMG Intel con iconos de 96x96..."
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# Compila y empaqueta la versión Intel (best-effort: si falla, se omite el
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# DMG Intel y continúa con la build de Apple Silicon).
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@echo ""
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@echo "============================================"
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@echo " Compilando version Intel (x86_64)"
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@echo "============================================"
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@if cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release \
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-DCMAKE_OSX_ARCHITECTURES=x86_64 \
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-DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 \
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-DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH) \
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&& cmake --build build/intel; then \
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cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"; \
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cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"; \
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codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"; \
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echo "Creando DMG Intel con iconos de 96x96..."; \
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create-dmg \
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--volname "$(APP_NAME)" \
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--window-pos 200 120 \
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@@ -240,12 +262,26 @@ _macos_release:
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--app-drop-link 115 102 \
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--hide-extension "$(APP_NAME).app" \
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"$(MACOS_INTEL_RELEASE)" \
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"$(RELEASE_FOLDER)" || true
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@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
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"$(RELEASE_FOLDER)" || true; \
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echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"; \
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else \
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echo ""; \
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echo "============================================"; \
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echo " WARNING: la build Intel ha fallado."; \
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echo " Se omite el DMG Intel y se continúa con"; \
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echo " la build de Apple Silicon."; \
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echo "============================================"; \
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echo ""; \
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fi
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# Compila la versión para procesadores Apple Silicon con cmake
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@echo ""
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@echo "============================================"
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@echo " Compilando version Apple Silicon (arm64)"
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@echo "============================================"
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@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH)
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@cmake --build build/arm
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cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
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# Firma la aplicación
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@@ -219,7 +219,7 @@ AnimatedSprite::AnimatedSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
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: MovingSprite(std::move(surface), pos) {
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// animations_ queda buit (protegit per el guard de animate())
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if (surface_) {
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clip_ = {.x = 0, .y = 0, .w = surface_->getWidth(), .h = surface_->getHeight()};
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clip_ = {.x = 0, .y = 0, .w = static_cast<float>(surface_->getWidth()), .h = static_cast<float>(surface_->getHeight())};
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}
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}
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@@ -35,8 +35,8 @@ auto DissolveSprite::computePixelRank(int col, int row, int frame_h, DissolveDir
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DissolveSprite::DissolveSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
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: AnimatedSprite(std::move(surface), pos) {
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if (surface_) {
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const int W = static_cast<int>(surface_->getWidth());
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const int H = static_cast<int>(surface_->getHeight());
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const int W = surface_->getWidth();
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const int H = surface_->getHeight();
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surface_display_ = std::make_shared<Surface>(W, H);
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surface_display_->setTransparentColor(surface_->getTransparentColor());
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surface_display_->clear(surface_->getTransparentColor());
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@@ -47,8 +47,8 @@ DissolveSprite::DissolveSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
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DissolveSprite::DissolveSprite(const AnimationResource& data)
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: AnimatedSprite(data) {
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if (surface_) {
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const int W = static_cast<int>(surface_->getWidth());
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const int H = static_cast<int>(surface_->getHeight());
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const int W = surface_->getWidth();
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const int H = surface_->getHeight();
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surface_display_ = std::make_shared<Surface>(W, H);
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surface_display_->setTransparentColor(surface_->getTransparentColor());
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// Inicialitza tots els píxels com a transparents
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@@ -75,8 +75,8 @@ void DissolveSprite::rebuildDisplaySurface() {
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auto src_data = surface_->getSurfaceData();
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auto dst_data = surface_display_->getSurfaceData();
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const int SRC_W = static_cast<int>(src_data->width);
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const int DST_W = static_cast<int>(dst_data->width);
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const int SRC_W = src_data->width;
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const int DST_W = dst_data->width;
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const Uint8 TRANSPARENT = surface_->getTransparentColor();
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// Esborra frame anterior si ha canviat
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@@ -19,7 +19,7 @@ Sprite::Sprite() = default;
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Sprite::Sprite(std::shared_ptr<Surface> surface)
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: surface_(std::move(surface)),
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pos_{0.0F, 0.0F, surface_->getWidth(), surface_->getHeight()},
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pos_{0.0F, 0.0F, static_cast<float>(surface_->getWidth()), static_cast<float>(surface_->getHeight())},
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clip_(pos_) {}
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// Muestra el sprite por pantalla
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@@ -104,7 +104,7 @@ Surface::Surface(const std::string& file_path)
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}
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// Carga una superficie desde un archivo
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auto Surface::loadSurface(const std::string& file_path) -> SurfaceData { // NOLINT(readability-convert-member-functions-to-static)
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auto Surface::loadSurface(const std::string& file_path) -> SurfaceData {
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// Load file using ResourceHelper (supports both filesystem and pack)
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std::vector<Uint8> buffer = Resource::Helper::loadFile(file_path);
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if (buffer.empty()) {
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@@ -129,7 +129,7 @@ auto Surface::loadSurface(const std::string& file_path) -> SurfaceData { // NOL
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// Crear y devolver directamente el objeto SurfaceData
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printWithDots("Surface : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
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return {static_cast<float>(w), static_cast<float>(h), pixels};
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return {static_cast<int>(w), static_cast<int>(h), pixels};
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}
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// Carga una paleta desde un archivo
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@@ -149,7 +149,7 @@ void Surface::setColor(int index, Uint32 color) {
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// Rellena la superficie con un color
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void Surface::clear(Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
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const size_t TOTAL_PIXELS = surface_data_->width * surface_data_->height;
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const size_t TOTAL_PIXELS = static_cast<size_t>(surface_data_->width) * static_cast<size_t>(surface_data_->height);
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Uint8* data_ptr = surface_data_->data.get();
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std::fill(data_ptr, data_ptr + TOTAL_PIXELS, color);
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}
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@@ -165,19 +165,19 @@ void Surface::putPixel(int x, int y, Uint8 color) { // NOLINT(readability-conve
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}
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// Obtiene el color de un pixel de la surface_data
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auto Surface::getPixel(int x, int y) -> Uint8 { return surface_data_->data.get()[x + (y * static_cast<int>(surface_data_->width))]; }
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auto Surface::getPixel(int x, int y) -> Uint8 { return surface_data_->data.get()[x + (y * surface_data_->width)]; }
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// Dibuja un rectangulo relleno
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void Surface::fillRect(const SDL_FRect* rect, Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
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// Limitar los valores del rectángulo al tamaño de la superficie
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float x_start = std::max(0.0F, rect->x);
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float y_start = std::max(0.0F, rect->y);
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float x_end = std::min(rect->x + rect->w, surface_data_->width);
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float y_end = std::min(rect->y + rect->h, surface_data_->height);
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float x_end = std::min(rect->x + rect->w, static_cast<float>(surface_data_->width));
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float y_end = std::min(rect->y + rect->h, static_cast<float>(surface_data_->height));
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// Rellenar fila a fila con memset (memoria contigua por fila)
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Uint8* data_ptr = surface_data_->data.get();
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const int SURF_WIDTH = static_cast<int>(surface_data_->width);
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const int SURF_WIDTH = surface_data_->width;
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const int ROW_WIDTH = static_cast<int>(x_end) - static_cast<int>(x_start);
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for (int y = static_cast<int>(y_start); y < static_cast<int>(y_end); ++y) {
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std::memset(data_ptr + (y * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
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@@ -189,12 +189,12 @@ void Surface::drawRectBorder(const SDL_FRect* rect, Uint8 color) { // NOLINT(re
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// Limitar los valores del rectángulo al tamaño de la superficie
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float x_start = std::max(0.0F, rect->x);
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float y_start = std::max(0.0F, rect->y);
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float x_end = std::min(rect->x + rect->w, surface_data_->width);
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float y_end = std::min(rect->y + rect->h, surface_data_->height);
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float x_end = std::min(rect->x + rect->w, static_cast<float>(surface_data_->width));
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float y_end = std::min(rect->y + rect->h, static_cast<float>(surface_data_->height));
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// Dibujar bordes horizontales con memset (líneas contiguas en memoria)
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Uint8* data_ptr = surface_data_->data.get();
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const int SURF_WIDTH = static_cast<int>(surface_data_->width);
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const int SURF_WIDTH = surface_data_->width;
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const int ROW_WIDTH = static_cast<int>(x_end) - static_cast<int>(x_start);
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std::memset(data_ptr + (static_cast<int>(y_start) * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
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std::memset(data_ptr + ((static_cast<int>(y_end) - 1) * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
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@@ -211,68 +211,38 @@ void Surface::drawRectBorder(const SDL_FRect* rect, Uint8 color) { // NOLINT(re
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}
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}
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// Dibuja una linea
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// Dibuja una linea (Bresenham en enteros)
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void Surface::drawLine(float x1, float y1, float x2, float y2, Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
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// Calcula las diferencias
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float dx = std::abs(x2 - x1);
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float dy = std::abs(y2 - y1);
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int ix1 = static_cast<int>(std::lround(x1));
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int iy1 = static_cast<int>(std::lround(y1));
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const int IX2 = static_cast<int>(std::lround(x2));
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const int IY2 = static_cast<int>(std::lround(y2));
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// Determina la dirección del incremento
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float sx = (x1 < x2) ? 1 : -1;
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float sy = (y1 < y2) ? 1 : -1;
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const int DX = std::abs(IX2 - ix1);
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const int DY = std::abs(IY2 - iy1);
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const int SX = (ix1 < IX2) ? 1 : -1;
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const int SY = (iy1 < IY2) ? 1 : -1;
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float err = dx - dy;
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const int SURF_W = surface_data_->width;
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const int SURF_H = surface_data_->height;
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Uint8* data_ptr = surface_data_->data.get();
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int err = DX - DY;
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while (true) {
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// Asegúrate de no dibujar fuera de los límites de la superficie
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if (x1 >= 0 && x1 < surface_data_->width && y1 >= 0 && y1 < surface_data_->height) {
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surface_data_->data.get()[static_cast<size_t>(x1 + (y1 * surface_data_->width))] = color;
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if (ix1 >= 0 && ix1 < SURF_W && iy1 >= 0 && iy1 < SURF_H) {
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data_ptr[ix1 + (iy1 * SURF_W)] = color;
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}
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// Si alcanzamos el punto final, salimos
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if (x1 == x2 && y1 == y2) {
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if (ix1 == IX2 && iy1 == IY2) {
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break;
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}
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int e2 = 2 * err;
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if (e2 > -dy) {
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err -= dy;
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x1 += sx;
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}
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if (e2 < dx) {
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err += dx;
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y1 += sy;
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}
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}
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||||
}
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||||
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void Surface::render(float dx, float dy, float sx, float sy, float w, float h) { // NOLINT(readability-make-member-function-const)
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auto surface_data = Screen::get()->getRendererSurface()->getSurfaceData();
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// Limitar la región para evitar accesos fuera de rango en origen
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w = std::min(w, surface_data_->width - sx);
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h = std::min(h, surface_data_->height - sy);
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// Limitar la región para evitar accesos fuera de rango en destino
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w = std::min(w, surface_data->width - dx);
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h = std::min(h, surface_data->height - dy);
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const Uint8* src_ptr = surface_data_->data.get();
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Uint8* dst_ptr = surface_data->data.get();
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for (int iy = 0; iy < h; ++iy) {
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for (int ix = 0; ix < w; ++ix) {
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// Verificar que las coordenadas de destino están dentro de los límites
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if (int dest_x = dx + ix; dest_x >= 0 && dest_x < surface_data->width) {
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if (int dest_y = dy + iy; dest_y >= 0 && dest_y < surface_data->height) {
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int src_x = sx + ix;
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int src_y = sy + iy;
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||||
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Uint8 color = src_ptr[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
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if (color != static_cast<Uint8>(transparent_color_)) {
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dst_ptr[static_cast<size_t>(dest_x + (dest_y * surface_data->width))] = sub_palette_[color];
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}
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||||
}
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if (e2 > -DY) {
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err -= DY;
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ix1 += SX;
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}
|
||||
if (e2 < DX) {
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err += DX;
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iy1 += SY;
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||||
}
|
||||
}
|
||||
}
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||||
@@ -283,18 +253,14 @@ void Surface::render(int x, int y, SDL_FRect* src_rect, SDL_FlipMode flip) { //
|
||||
// Determina la región de origen (clip) a renderizar
|
||||
float sx = (src_rect != nullptr) ? src_rect->x : 0;
|
||||
float sy = (src_rect != nullptr) ? src_rect->y : 0;
|
||||
float w = (src_rect != nullptr) ? src_rect->w : surface_data_->width;
|
||||
float h = (src_rect != nullptr) ? src_rect->h : surface_data_->height;
|
||||
float w = (src_rect != nullptr) ? src_rect->w : static_cast<float>(surface_data_->width);
|
||||
float h = (src_rect != nullptr) ? src_rect->h : static_cast<float>(surface_data_->height);
|
||||
|
||||
// Limitar la región para evitar accesos fuera de rango en origen
|
||||
w = std::min(w, surface_data_->width - sx);
|
||||
h = std::min(h, surface_data_->height - sy);
|
||||
w = std::min(w, surface_data_dest->width - x);
|
||||
h = std::min(h, surface_data_dest->height - y);
|
||||
|
||||
// Limitar la región para evitar accesos fuera de rango en destino
|
||||
w = std::min(w, surface_data_dest->width - x);
|
||||
h = std::min(h, surface_data_dest->height - y);
|
||||
// Limitar la región para evitar accesos fuera de rango (origen y destino)
|
||||
w = std::min(w, static_cast<float>(surface_data_->width) - sx);
|
||||
h = std::min(h, static_cast<float>(surface_data_->height) - sy);
|
||||
w = std::min(w, static_cast<float>(surface_data_dest->width - x));
|
||||
h = std::min(h, static_cast<float>(surface_data_dest->height - y));
|
||||
|
||||
// Renderiza píxel por píxel aplicando el flip si es necesario
|
||||
const Uint8* src_ptr = surface_data_->data.get();
|
||||
@@ -322,7 +288,7 @@ void Surface::render(int x, int y, SDL_FRect* src_rect, SDL_FlipMode flip) { //
|
||||
}
|
||||
|
||||
// Helper para calcular coordenadas con flip
|
||||
void Surface::calculateFlippedCoords(int ix, int iy, float sx, float sy, float w, float h, SDL_FlipMode flip, int& src_x, int& src_y) {
|
||||
void Surface::calculateFlippedCoords(int ix, int iy, int sx, int sy, int w, int h, SDL_FlipMode flip, int& src_x, int& src_y) {
|
||||
src_x = (flip == SDL_FLIP_HORIZONTAL) ? (sx + w - 1 - ix) : (sx + ix);
|
||||
src_y = (flip == SDL_FLIP_VERTICAL) ? (sy + h - 1 - iy) : (sy + iy);
|
||||
}
|
||||
@@ -418,11 +384,11 @@ void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 tar
|
||||
continue; // Saltar píxeles fuera del rango del destino
|
||||
}
|
||||
|
||||
// Copia el píxel si no es transparente
|
||||
// Copia el píxel si no es transparente; aplica sub_palette_ como el resto de render*
|
||||
Uint8 color = surface_data_->data.get()[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
|
||||
if (color != static_cast<Uint8>(transparent_color_)) {
|
||||
surface_data->data[dest_x + (dest_y * surface_data->width)] =
|
||||
(color == source_color) ? target_color : color;
|
||||
(color == source_color) ? target_color : sub_palette_[color];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -452,14 +418,14 @@ static auto computeFadeDensity(int screen_y, int fade_h, int canvas_height) -> f
|
||||
void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect) const {
|
||||
const int SX = (src_rect != nullptr) ? static_cast<int>(src_rect->x) : 0;
|
||||
const int SY = (src_rect != nullptr) ? static_cast<int>(src_rect->y) : 0;
|
||||
const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
|
||||
const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
|
||||
const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : surface_data_->width;
|
||||
const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : surface_data_->height;
|
||||
|
||||
auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
|
||||
|
||||
for (int row = 0; row < SH; row++) {
|
||||
const int SCREEN_Y = y + row;
|
||||
if (SCREEN_Y < 0 || SCREEN_Y >= static_cast<int>(surface_data_dest->height)) {
|
||||
if (SCREEN_Y < 0 || SCREEN_Y >= surface_data_dest->height) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -467,11 +433,11 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
|
||||
|
||||
for (int col = 0; col < SW; col++) {
|
||||
const int SCREEN_X = x + col;
|
||||
if (SCREEN_X < 0 || SCREEN_X >= static_cast<int>(surface_data_dest->width)) {
|
||||
if (SCREEN_X < 0 || SCREEN_X >= surface_data_dest->width) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const Uint8 COLOR = surface_data_->data[((SY + row) * static_cast<int>(surface_data_->width)) + (SX + col)];
|
||||
const Uint8 COLOR = surface_data_->data[((SY + row) * surface_data_->width) + (SX + col)];
|
||||
if (COLOR == static_cast<Uint8>(transparent_color_)) {
|
||||
continue;
|
||||
}
|
||||
@@ -480,7 +446,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
|
||||
continue; // Pixel tapat per la zona de fade
|
||||
}
|
||||
|
||||
surface_data_dest->data[SCREEN_X + (SCREEN_Y * static_cast<int>(surface_data_dest->width))] = sub_palette_[COLOR];
|
||||
surface_data_dest->data[SCREEN_X + (SCREEN_Y * surface_data_dest->width)] = sub_palette_[COLOR];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -489,14 +455,14 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
|
||||
void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect) const {
|
||||
const int SX = (src_rect != nullptr) ? static_cast<int>(src_rect->x) : 0;
|
||||
const int SY = (src_rect != nullptr) ? static_cast<int>(src_rect->y) : 0;
|
||||
const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
|
||||
const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
|
||||
const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : surface_data_->width;
|
||||
const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : surface_data_->height;
|
||||
|
||||
auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
|
||||
|
||||
for (int row = 0; row < SH; row++) {
|
||||
const int SCREEN_Y = y + row;
|
||||
if (SCREEN_Y < 0 || SCREEN_Y >= static_cast<int>(surface_data_dest->height)) {
|
||||
if (SCREEN_Y < 0 || SCREEN_Y >= surface_data_dest->height) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -504,11 +470,11 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
|
||||
|
||||
for (int col = 0; col < SW; col++) {
|
||||
const int SCREEN_X = x + col;
|
||||
if (SCREEN_X < 0 || SCREEN_X >= static_cast<int>(surface_data_dest->width)) {
|
||||
if (SCREEN_X < 0 || SCREEN_X >= surface_data_dest->width) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const Uint8 COLOR = surface_data_->data[((SY + row) * static_cast<int>(surface_data_->width)) + (SX + col)];
|
||||
const Uint8 COLOR = surface_data_->data[((SY + row) * surface_data_->width) + (SX + col)];
|
||||
if (COLOR == static_cast<Uint8>(transparent_color_)) {
|
||||
continue;
|
||||
}
|
||||
@@ -518,7 +484,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
|
||||
}
|
||||
|
||||
const Uint8 OUT_COLOR = (COLOR == source_color) ? target_color : sub_palette_[COLOR];
|
||||
surface_data_dest->data[SCREEN_X + (SCREEN_Y * static_cast<int>(surface_data_dest->width))] = OUT_COLOR;
|
||||
surface_data_dest->data[SCREEN_X + (SCREEN_Y * surface_data_dest->width)] = OUT_COLOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -527,8 +493,8 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
|
||||
void Surface::toARGBBuffer(Uint32* buffer) const {
|
||||
if (!surface_data_ || !surface_data_->data || (buffer == nullptr)) { return; }
|
||||
|
||||
const int WIDTH = static_cast<int>(surface_data_->width);
|
||||
const int HEIGHT = static_cast<int>(surface_data_->height);
|
||||
const int WIDTH = surface_data_->width;
|
||||
const int HEIGHT = surface_data_->height;
|
||||
const Uint8* src = surface_data_->data.get();
|
||||
|
||||
// Obtenemos el tamaño de la paleta para evitar accesos fuera de rango
|
||||
@@ -639,11 +605,8 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FR
|
||||
|
||||
// Realiza un efecto de fundido en la paleta principal
|
||||
auto Surface::fadePalette() -> bool { // NOLINT(readability-convert-member-functions-to-static)
|
||||
// Verificar que el tamaño mínimo de palette_ sea adecuado
|
||||
static constexpr int PALETTE_SIZE = 19;
|
||||
if (sizeof(palette_) / sizeof(palette_[0]) < PALETTE_SIZE) {
|
||||
throw std::runtime_error("Palette size is insufficient for fadePalette operation.");
|
||||
}
|
||||
static_assert(std::tuple_size_v<Palette> >= PALETTE_SIZE, "Palette size is insufficient for fadePalette operation.");
|
||||
|
||||
// Desplazar colores (pares e impares)
|
||||
for (int i = 18; i > 1; --i) {
|
||||
@@ -673,11 +636,8 @@ auto Surface::fadeSubPalette(Uint32 delay) -> bool { // NOLINT(readability-conv
|
||||
// Actualizar el último tick
|
||||
last_tick_ = current_tick;
|
||||
|
||||
// Verificar que el tamaño mínimo de sub_palette_ sea adecuado
|
||||
static constexpr int SUB_PALETTE_SIZE = 19;
|
||||
if (sizeof(sub_palette_) / sizeof(sub_palette_[0]) < SUB_PALETTE_SIZE) {
|
||||
throw std::runtime_error("Palette size is insufficient for fadePalette operation.");
|
||||
}
|
||||
static_assert(std::tuple_size_v<SubPalette> >= SUB_PALETTE_SIZE, "Sub-palette size is insufficient for fadeSubPalette operation.");
|
||||
|
||||
// Desplazar colores (pares e impares)
|
||||
for (int i = 18; i > 1; --i) {
|
||||
|
||||
@@ -22,8 +22,8 @@ auto readPalFile(const std::string& file_path) -> Palette;
|
||||
|
||||
struct SurfaceData {
|
||||
std::shared_ptr<Uint8[]> data; // Usa std::shared_ptr para gestión automática
|
||||
float width; // Ancho de la imagen
|
||||
float height; // Alto de la imagen
|
||||
int width; // Ancho de la imagen
|
||||
int height; // Alto de la imagen
|
||||
|
||||
// Constructor por defecto
|
||||
SurfaceData()
|
||||
@@ -32,13 +32,13 @@ struct SurfaceData {
|
||||
height(0) {}
|
||||
|
||||
// Constructor que inicializa dimensiones y asigna memoria
|
||||
SurfaceData(float w, float h)
|
||||
: data(std::shared_ptr<Uint8[]>(new Uint8[static_cast<size_t>(w * h)](), std::default_delete<Uint8[]>())),
|
||||
SurfaceData(int w, int h)
|
||||
: data(std::shared_ptr<Uint8[]>(new Uint8[static_cast<size_t>(w) * static_cast<size_t>(h)](), std::default_delete<Uint8[]>())),
|
||||
width(w),
|
||||
height(h) {}
|
||||
|
||||
// Constructor para inicializar directamente con datos
|
||||
SurfaceData(float w, float h, std::shared_ptr<Uint8[]> pixels)
|
||||
SurfaceData(int w, int h, std::shared_ptr<Uint8[]> pixels)
|
||||
: data(std::move(pixels)),
|
||||
width(w),
|
||||
height(h) {}
|
||||
@@ -56,6 +56,9 @@ struct SurfaceData {
|
||||
|
||||
class Surface {
|
||||
private:
|
||||
// shared_ptr porque render() accede al SurfaceData propio y al del renderer
|
||||
// surface (ver getRendererSurface()) de forma efímera; con self-blit ambos
|
||||
// pueden alias y el refcount evita free accidental durante el recorrido.
|
||||
std::shared_ptr<SurfaceData> surface_data_; // Datos a dibujar
|
||||
Palette palette_; // Paleta para volcar la SurfaceData a una Textura
|
||||
SubPalette sub_palette_; // Paleta para reindexar colores
|
||||
@@ -77,7 +80,6 @@ class Surface {
|
||||
void loadPalette(const Palette& palette);
|
||||
|
||||
// Copia una región de la SurfaceData de origen a la SurfaceData de destino
|
||||
void render(float dx, float dy, float sx, float sy, float w, float h);
|
||||
void render(int x, int y, SDL_FRect* src_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE);
|
||||
void render(SDL_FRect* src_rect = nullptr, SDL_FRect* dst_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE);
|
||||
|
||||
@@ -127,11 +129,10 @@ class Surface {
|
||||
|
||||
// Metodos para gestionar surface_data_
|
||||
[[nodiscard]] auto getSurfaceData() const -> std::shared_ptr<SurfaceData> { return surface_data_; }
|
||||
void setSurfaceData(std::shared_ptr<SurfaceData> new_data) { surface_data_ = std::move(new_data); }
|
||||
|
||||
// Obtien ancho y alto
|
||||
[[nodiscard]] auto getWidth() const -> float { return surface_data_->width; }
|
||||
[[nodiscard]] auto getHeight() const -> float { return surface_data_->height; }
|
||||
[[nodiscard]] auto getWidth() const -> int { return surface_data_->width; }
|
||||
[[nodiscard]] auto getHeight() const -> int { return surface_data_->height; }
|
||||
|
||||
// Color transparente
|
||||
[[nodiscard]] auto getTransparentColor() const -> Uint8 { return transparent_color_; }
|
||||
@@ -146,7 +147,7 @@ class Surface {
|
||||
|
||||
private:
|
||||
// Helper para calcular coordenadas con flip
|
||||
static void calculateFlippedCoords(int ix, int iy, float sx, float sy, float w, float h, SDL_FlipMode flip, int& src_x, int& src_y);
|
||||
static void calculateFlippedCoords(int ix, int iy, int sx, int sy, int w, int h, SDL_FlipMode flip, int& src_x, int& src_y);
|
||||
|
||||
// Helper para copiar un pixel si no es transparente
|
||||
void copyPixelIfNotTransparent(Uint8* dest_data, int dest_x, int dest_y, int dest_width, int src_x, int src_y) const;
|
||||
|
||||
@@ -39,9 +39,9 @@ void MiniMap::buildTileColorTable(const std::string& tileset_name) {
|
||||
auto tileset = Resource::Cache::get()->getSurface(tileset_name);
|
||||
if (!tileset) { return; }
|
||||
|
||||
tileset_width_ = static_cast<int>(tileset->getWidth()) / Tile::SIZE;
|
||||
tileset_width_ = tileset->getWidth() / Tile::SIZE;
|
||||
tileset_transparent_ = tileset->getTransparentColor();
|
||||
int tileset_height = static_cast<int>(tileset->getHeight()) / Tile::SIZE;
|
||||
int tileset_height = tileset->getHeight() / Tile::SIZE;
|
||||
int total_tiles = tileset_width_ * tileset_height;
|
||||
|
||||
tile_colors_.resize(total_tiles, 0);
|
||||
|
||||
@@ -26,8 +26,8 @@ void TilePicker::open(const std::string& tileset_name, int current_tile, int bg_
|
||||
|
||||
// Calcular dimensiones del tileset en tiles (teniendo en cuenta spacing de entrada)
|
||||
int src_cell = Tile::SIZE + spacing_in_;
|
||||
tileset_width_ = static_cast<int>(tileset_->getWidth()) / src_cell;
|
||||
tileset_height_ = static_cast<int>(tileset_->getHeight()) / src_cell;
|
||||
tileset_width_ = tileset_->getWidth() / src_cell;
|
||||
tileset_height_ = tileset_->getHeight() / src_cell;
|
||||
// Corregir si el último tile cabe sin spacing
|
||||
if (tileset_width_ == 0 && tileset_->getWidth() >= Tile::SIZE) { tileset_width_ = 1; }
|
||||
if (tileset_height_ == 0 && tileset_->getHeight() >= Tile::SIZE) { tileset_height_ = 1; }
|
||||
|
||||
@@ -502,7 +502,7 @@ void Title::createCheevosTexture() { // NOLINT(readability-convert-member-funct
|
||||
|
||||
// Crea el sprite para el listado de logros (usa la zona del menu)
|
||||
cheevos_sprite_ = std::make_unique<Sprite>(cheevos_surface_, (GameCanvas::WIDTH - cheevos_surface_->getWidth()) / 2, MENU_ZONE_Y, cheevos_surface_->getWidth(), cheevos_surface_->getHeight());
|
||||
cheevos_surface_view_ = {.x = 0, .y = 0, .w = cheevos_surface_->getWidth(), .h = CHEEVOS_TEXTURE_VIEW_HEIGHT};
|
||||
cheevos_surface_view_ = {.x = 0, .y = 0, .w = static_cast<float>(cheevos_surface_->getWidth()), .h = CHEEVOS_TEXTURE_VIEW_HEIGHT};
|
||||
cheevos_sprite_->setClip(cheevos_surface_view_);
|
||||
}
|
||||
|
||||
|
||||
@@ -225,7 +225,7 @@ void Notifier::show(std::vector<std::string> texts, const Style& style, int icon
|
||||
|
||||
else if (SHAPE == Shape::SQUARED) {
|
||||
n.surface->clear(style.bg_color);
|
||||
SDL_FRect squared_rect = {.x = 0, .y = 0, .w = n.surface->getWidth(), .h = n.surface->getHeight()};
|
||||
SDL_FRect squared_rect = {.x = 0, .y = 0, .w = static_cast<float>(n.surface->getWidth()), .h = static_cast<float>(n.surface->getHeight())};
|
||||
n.surface->drawRectBorder(&squared_rect, style.border_color);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user