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| 023bbb224b |
20
.clang-tidy
20
.clang-tidy
@@ -2,29 +2,23 @@ Checks:
|
||||
- readability-*
|
||||
- modernize-*
|
||||
- performance-*
|
||||
- bugprone-unchecked-optional-access
|
||||
- bugprone-sizeof-expression
|
||||
- bugprone-suspicious-missing-comma
|
||||
- bugprone-suspicious-index
|
||||
- bugprone-undefined-memory-manipulation
|
||||
- bugprone-use-after-move
|
||||
- bugprone-out-of-bound-access
|
||||
- bugprone-*
|
||||
- -readability-identifier-length
|
||||
- -readability-magic-numbers
|
||||
- -bugprone-narrowing-conversions
|
||||
- -performance-enum-size
|
||||
- -performance-inefficient-string-concatenation
|
||||
- -bugprone-integer-division
|
||||
- -bugprone-easily-swappable-parameters
|
||||
- -bugprone-narrowing-conversions
|
||||
- -modernize-avoid-c-arrays,-warnings-as-errors
|
||||
|
||||
WarningsAsErrors: '*'
|
||||
# Solo incluir archivos de tu código fuente (external tiene su propio .clang-tidy)
|
||||
# Excluye jail_audio.hpp del análisis
|
||||
HeaderFilterRegex: 'source/(?!core/audio/jail_audio\.hpp|core/rendering/sdl3gpu/.*_spv\.h).*'
|
||||
# Solo headers del propio código fuente (external/ y spv/ tienen su propio .clang-tidy dummy)
|
||||
HeaderFilterRegex: 'source/.*'
|
||||
FormatStyle: file
|
||||
|
||||
CheckOptions:
|
||||
# bugprone-empty-catch: aceptar catches vacíos marcados con @INTENTIONAL en un comentario
|
||||
- { key: bugprone-empty-catch.IgnoreCatchWithKeywords, value: '@INTENTIONAL' }
|
||||
|
||||
# Variables locales en snake_case
|
||||
- { key: readability-identifier-naming.VariableCase, value: lower_case }
|
||||
|
||||
|
||||
@@ -3,6 +3,11 @@
|
||||
cmake_minimum_required(VERSION 3.10)
|
||||
project(jaildoctors_dilemma VERSION 1.00)
|
||||
|
||||
# Tipus de build per defecte (Debug) si no se n'ha especificat cap
|
||||
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
# Establecer estándar de C++
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED True)
|
||||
@@ -11,6 +16,11 @@ set(CMAKE_CXX_STANDARD_REQUIRED True)
|
||||
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
||||
|
||||
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
|
||||
# Si GIT_HASH se ha pasado desde fuera (p.ej. desde el Makefile via -DGIT_HASH=xxx),
|
||||
# lo usamos tal cual. Esto evita problemas con Docker/emscripten, donde git aborta por
|
||||
# "dubious ownership" en el volumen montado. En builds locales sin -DGIT_HASH, se
|
||||
# resuelve aquí ejecutando git directamente.
|
||||
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
|
||||
find_package(Git QUIET)
|
||||
if(GIT_FOUND)
|
||||
execute_process(
|
||||
@@ -20,9 +30,11 @@ if(GIT_FOUND)
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
ERROR_QUIET
|
||||
)
|
||||
else()
|
||||
endif()
|
||||
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
|
||||
set(GIT_HASH "unknown")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Configurar archivo de versión
|
||||
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
|
||||
@@ -31,6 +43,7 @@ configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/versi
|
||||
set(APP_SOURCES
|
||||
# Core - Audio
|
||||
source/core/audio/audio.cpp
|
||||
source/core/audio/audio_adapter.cpp
|
||||
|
||||
# Core - Input
|
||||
source/core/input/global_inputs.cpp
|
||||
@@ -87,6 +100,7 @@ set(APP_SOURCES
|
||||
source/game/gameplay/tilemap_renderer.cpp
|
||||
|
||||
# Game - Scenes
|
||||
source/game/scenes/boot_loader.cpp
|
||||
source/game/scenes/credits.cpp
|
||||
source/game/scenes/ending.cpp
|
||||
source/game/scenes/ending2.cpp
|
||||
@@ -133,7 +147,7 @@ if(EMSCRIPTEN)
|
||||
FetchContent_Declare(
|
||||
SDL3
|
||||
GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
|
||||
GIT_TAG release-3.2.12
|
||||
GIT_TAG release-3.4.4
|
||||
GIT_SHALLOW TRUE
|
||||
)
|
||||
set(SDL_SHARED OFF CACHE BOOL "" FORCE)
|
||||
@@ -151,7 +165,7 @@ if(NOT APPLE AND NOT EMSCRIPTEN)
|
||||
find_program(GLSLC_EXE NAMES glslc)
|
||||
|
||||
set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders")
|
||||
set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu")
|
||||
set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv")
|
||||
|
||||
set(SHADER_POSTFX_VERT_SRC "${SHADERS_DIR}/postfx.vert")
|
||||
set(SHADER_POSTFX_FRAG_SRC "${SHADERS_DIR}/postfx.frag")
|
||||
@@ -266,13 +280,20 @@ elseif(APPLE)
|
||||
endif()
|
||||
elseif(EMSCRIPTEN)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD)
|
||||
# -fexceptions: habilita excepcions C++ (fkyaml, std::runtime_error...) — sense això qualsevol throw crida abort()
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE -fexceptions)
|
||||
target_link_options(${PROJECT_NAME} PRIVATE
|
||||
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data"
|
||||
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/config@/config"
|
||||
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt@/gamecontrollerdb.txt"
|
||||
-fexceptions
|
||||
-sALLOW_MEMORY_GROWTH=1
|
||||
-sMAX_WEBGL_VERSION=2
|
||||
-sINITIAL_MEMORY=67108864
|
||||
-sASSERTIONS=1
|
||||
# ASYNCIFY només per permetre emscripten_sleep(0) durant la precàrrega de recursos
|
||||
# (el bucle principal del joc ja usa SDL3 Callback API, no depèn d'ASYNCIFY).
|
||||
-sASYNCIFY=1
|
||||
)
|
||||
set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
|
||||
elseif(UNIX AND NOT APPLE)
|
||||
@@ -289,6 +310,7 @@ endif()
|
||||
# Buscar herramientas de análisis estático
|
||||
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
|
||||
find_program(CLANG_FORMAT_EXE NAMES clang-format)
|
||||
find_program(CPPCHECK_EXE NAMES cppcheck)
|
||||
|
||||
# Recopilar todos los archivos fuente para formateo
|
||||
file(GLOB_RECURSE ALL_SOURCE_FILES
|
||||
@@ -300,10 +322,11 @@ file(GLOB_RECURSE ALL_SOURCE_FILES
|
||||
# Excluir directorio external del análisis
|
||||
list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
|
||||
|
||||
# Para clang-tidy, también excluir jail_audio.hpp
|
||||
set(CLANG_TIDY_SOURCES ${ALL_SOURCE_FILES})
|
||||
list(FILTER CLANG_TIDY_SOURCES EXCLUDE REGEX ".*jail_audio\\.hpp$")
|
||||
list(FILTER CLANG_TIDY_SOURCES EXCLUDE REGEX ".*_spv\\.h$")
|
||||
|
||||
# Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente).
|
||||
set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
|
||||
list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
|
||||
|
||||
# Targets de clang-tidy
|
||||
if(CLANG_TIDY_EXE)
|
||||
@@ -349,31 +372,55 @@ else()
|
||||
message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
|
||||
endif()
|
||||
|
||||
# --- 6. PACK RESOURCES TARGETS (no en Emscripten: s'utilitza --preload-file) ---
|
||||
# Target de cppcheck
|
||||
if(CPPCHECK_EXE)
|
||||
add_custom_target(cppcheck
|
||||
COMMAND ${CPPCHECK_EXE}
|
||||
--enable=warning,style,performance,portability
|
||||
--std=c++20
|
||||
--language=c++
|
||||
--inline-suppr
|
||||
--suppress=missingIncludeSystem
|
||||
--suppress=toomanyconfigs
|
||||
--suppress=*:*/source/external/*
|
||||
--suppress=*:*/source/core/rendering/sdl3gpu/spv/*
|
||||
--quiet
|
||||
-I ${CMAKE_SOURCE_DIR}/source
|
||||
${CPPCHECK_SOURCES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Running cppcheck..."
|
||||
)
|
||||
else()
|
||||
message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
|
||||
endif()
|
||||
|
||||
# --- 6. EINA STANDALONE: pack_resources (no en Emscripten: s'utilitza --preload-file) ---
|
||||
# Executable auxiliar que empaqueta `data/` a `resources.pack`.
|
||||
# No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
|
||||
# cmake --build build --target pack_resources
|
||||
if(NOT EMSCRIPTEN)
|
||||
set(PACK_TOOL_SOURCES
|
||||
${CMAKE_SOURCE_DIR}/tools/pack_resources/pack_resources.cpp
|
||||
${CMAKE_SOURCE_DIR}/source/core/resources/resource_pack.cpp
|
||||
add_executable(pack_resources EXCLUDE_FROM_ALL
|
||||
tools/pack_resources/pack_resources.cpp
|
||||
source/core/resources/resource_pack.cpp
|
||||
)
|
||||
target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
|
||||
target_compile_options(pack_resources PRIVATE -Wall)
|
||||
|
||||
add_executable(pack_tool ${PACK_TOOL_SOURCES})
|
||||
target_include_directories(pack_tool PRIVATE ${CMAKE_SOURCE_DIR}/source)
|
||||
set_target_properties(pack_tool PROPERTIES
|
||||
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}/tools/pack_resources
|
||||
)
|
||||
|
||||
file(GLOB_RECURSE DATA_FILES "${CMAKE_SOURCE_DIR}/data/*")
|
||||
# Regeneració automàtica de resources.pack en cada build si canvia data/.
|
||||
file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
|
||||
set(RESOURCE_PACK "${CMAKE_SOURCE_DIR}/resources.pack")
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${CMAKE_SOURCE_DIR}/resources.pack"
|
||||
COMMAND $<TARGET_FILE:pack_tool>
|
||||
OUTPUT ${RESOURCE_PACK}
|
||||
COMMAND $<TARGET_FILE:pack_resources>
|
||||
"${CMAKE_SOURCE_DIR}/data"
|
||||
"${CMAKE_SOURCE_DIR}/resources.pack"
|
||||
DEPENDS pack_tool ${DATA_FILES}
|
||||
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
|
||||
COMMENT "Generando resources.pack desde data/..."
|
||||
"${RESOURCE_PACK}"
|
||||
DEPENDS pack_resources ${DATA_FILES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Empaquetant data/ → resources.pack"
|
||||
VERBATIM
|
||||
)
|
||||
|
||||
add_custom_target(pack DEPENDS "${CMAKE_SOURCE_DIR}/resources.pack")
|
||||
add_dependencies(${PROJECT_NAME} pack)
|
||||
add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
|
||||
add_dependencies(${PROJECT_NAME} resource_pack)
|
||||
endif()
|
||||
|
||||
209
Makefile
209
Makefile
@@ -4,7 +4,6 @@
|
||||
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
|
||||
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
|
||||
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
|
||||
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
|
||||
|
||||
# ==============================================================================
|
||||
# TARGET NAMES
|
||||
@@ -20,8 +19,6 @@ RESOURCE_FILE := release/windows/jdd.res
|
||||
# ==============================================================================
|
||||
# TOOLS
|
||||
# ==============================================================================
|
||||
DIR_PACK_TOOL := $(DIR_TOOLS)pack_resources
|
||||
SHADER_SCRIPT := $(DIR_ROOT)tools/shaders/compile_spirv.sh
|
||||
SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
|
||||
SHADERS_DIR := $(DIR_ROOT)data/shaders
|
||||
HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu
|
||||
@@ -35,9 +32,23 @@ endif
|
||||
# VERSION (extracted from defines.hpp)
|
||||
# ==============================================================================
|
||||
ifeq ($(OS),Windows_NT)
|
||||
VERSION := v$(shell powershell -Command "(Select-String -Path 'source/utils/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value")
|
||||
VERSION := $(shell powershell -Command "(Select-String -Path 'source/utils/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value")
|
||||
else
|
||||
VERSION := v$(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
|
||||
VERSION := $(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# GIT HASH (computat al host, passat a CMake via -DGIT_HASH)
|
||||
# Evita que CMake haja de cridar git des de Docker/emscripten on falla per
|
||||
# "dubious ownership" del volum muntat.
|
||||
# ==============================================================================
|
||||
ifeq ($(OS),Windows_NT)
|
||||
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>NUL)
|
||||
else
|
||||
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>/dev/null)
|
||||
endif
|
||||
ifeq ($(GIT_HASH),)
|
||||
GIT_HASH := unknown
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
@@ -84,15 +95,24 @@ else
|
||||
UNAME_S := $(shell uname -s)
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# CMAKE GENERATOR (Windows needs explicit MinGW Makefiles generator)
|
||||
# ==============================================================================
|
||||
ifeq ($(OS),Windows_NT)
|
||||
CMAKE_GEN := -G "MinGW Makefiles"
|
||||
else
|
||||
CMAKE_GEN :=
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN CON CMAKE
|
||||
# ==============================================================================
|
||||
all:
|
||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build
|
||||
|
||||
debug:
|
||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build
|
||||
|
||||
# ==============================================================================
|
||||
@@ -100,12 +120,12 @@ debug:
|
||||
# ==============================================================================
|
||||
release:
|
||||
ifeq ($(OS),Windows_NT)
|
||||
@"$(MAKE)" windows_release
|
||||
@"$(MAKE)" _windows_release
|
||||
else
|
||||
ifeq ($(UNAME_S),Darwin)
|
||||
@$(MAKE) macos_release
|
||||
@$(MAKE) _macos_release
|
||||
else
|
||||
@$(MAKE) linux_release
|
||||
@$(MAKE) _linux_release
|
||||
endif
|
||||
endif
|
||||
|
||||
@@ -120,23 +140,22 @@ else
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK
|
||||
# EMPAQUETADO DE RECURSOS (build previ de l'eina + execució)
|
||||
# ==============================================================================
|
||||
pack_tool:
|
||||
@$(MAKE) -C $(DIR_PACK_TOOL)
|
||||
|
||||
resources.pack: pack_tool
|
||||
@$(MAKE) -C $(DIR_PACK_TOOL) pack
|
||||
pack:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target pack_resources
|
||||
@./build/pack_resources data resources.pack
|
||||
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA WINDOWS (RELEASE)
|
||||
# ==============================================================================
|
||||
windows_release:
|
||||
_windows_release:
|
||||
@echo off
|
||||
@echo Creando release para Windows - Version: $(VERSION)
|
||||
|
||||
# Compila con cmake (genera shaders, resources.pack y ejecutable)
|
||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build
|
||||
|
||||
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
|
||||
@@ -164,15 +183,31 @@ windows_release:
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA MACOS (RELEASE)
|
||||
# ==============================================================================
|
||||
macos_release:
|
||||
_macos_release:
|
||||
@echo "Creando release para macOS - Version: $(VERSION)"
|
||||
|
||||
# Verificar e instalar create-dmg si es necesario
|
||||
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
|
||||
|
||||
# Compila la versión para procesadores Intel con cmake (genera shaders y resources.pack)
|
||||
@cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON
|
||||
@cmake --build build/intel
|
||||
# Verifica dependencias necesarias (create-dmg). Si falta, intenta instalarla
|
||||
# con brew; si brew tampoco está, indica el comando exacto al usuario.
|
||||
@command -v create-dmg >/dev/null 2>&1 || { \
|
||||
echo ""; \
|
||||
echo "============================================"; \
|
||||
echo " Falta la dependencia: create-dmg"; \
|
||||
echo "============================================"; \
|
||||
if command -v brew >/dev/null 2>&1; then \
|
||||
echo " Instalando con: brew install create-dmg"; \
|
||||
brew install create-dmg || { \
|
||||
echo ""; \
|
||||
echo " ERROR: 'brew install create-dmg' ha fallado."; \
|
||||
echo " Ejecuta el comando manualmente y vuelve a probar."; \
|
||||
exit 1; \
|
||||
}; \
|
||||
else \
|
||||
echo " Homebrew no está instalado."; \
|
||||
echo " Instálalo desde https://brew.sh y luego ejecuta:"; \
|
||||
echo " brew install create-dmg"; \
|
||||
exit 1; \
|
||||
fi; \
|
||||
}
|
||||
|
||||
# Elimina datos de compilaciones anteriores
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
@@ -186,12 +221,11 @@ macos_release:
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
|
||||
# Copia carpetas y ficheros
|
||||
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
# Copia carpetas y ficheros del bundle (resources.pack se generará al compilar)
|
||||
cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||
cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
|
||||
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp LICENSE "$(RELEASE_FOLDER)"
|
||||
cp README.md "$(RELEASE_FOLDER)"
|
||||
|
||||
@@ -201,14 +235,21 @@ macos_release:
|
||||
sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
|
||||
sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
|
||||
|
||||
# Copia el ejecutable Intel al bundle
|
||||
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
|
||||
|
||||
# Firma la aplicación
|
||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
||||
|
||||
# Empaqueta el .dmg de la versión Intel con create-dmg
|
||||
@echo "Creando DMG Intel con iconos de 96x96..."
|
||||
# Compila y empaqueta la versión Intel (best-effort: si falla, se omite el
|
||||
# DMG Intel y continúa con la build de Apple Silicon).
|
||||
@echo ""
|
||||
@echo "============================================"
|
||||
@echo " Compilando version Intel (x86_64)"
|
||||
@echo "============================================"
|
||||
@if 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=$(GIT_HASH) \
|
||||
&& cmake --build build/intel; then \
|
||||
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"; \
|
||||
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"; \
|
||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"; \
|
||||
echo "Creando DMG Intel con iconos de 96x96..."; \
|
||||
create-dmg \
|
||||
--volname "$(APP_NAME)" \
|
||||
--window-pos 200 120 \
|
||||
@@ -221,12 +262,26 @@ macos_release:
|
||||
--app-drop-link 115 102 \
|
||||
--hide-extension "$(APP_NAME).app" \
|
||||
"$(MACOS_INTEL_RELEASE)" \
|
||||
"$(RELEASE_FOLDER)" || true
|
||||
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
|
||||
"$(RELEASE_FOLDER)" || true; \
|
||||
echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"; \
|
||||
else \
|
||||
echo ""; \
|
||||
echo "============================================"; \
|
||||
echo " WARNING: la build Intel ha fallado."; \
|
||||
echo " Se omite el DMG Intel y se continúa con"; \
|
||||
echo " la build de Apple Silicon."; \
|
||||
echo "============================================"; \
|
||||
echo ""; \
|
||||
fi
|
||||
|
||||
# Compila la versión para procesadores Apple Silicon con cmake
|
||||
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON
|
||||
@echo ""
|
||||
@echo "============================================"
|
||||
@echo " Compilando version Apple Silicon (arm64)"
|
||||
@echo "============================================"
|
||||
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build/arm
|
||||
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
|
||||
|
||||
# Firma la aplicación
|
||||
@@ -258,11 +313,11 @@ macos_release:
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA LINUX (RELEASE)
|
||||
# ==============================================================================
|
||||
linux_release:
|
||||
_linux_release:
|
||||
@echo "Creando release para Linux - Version: $(VERSION)"
|
||||
|
||||
# Compila con cmake (genera shaders, resources.pack y ejecutable)
|
||||
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build
|
||||
|
||||
# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
|
||||
@@ -291,16 +346,69 @@ linux_release:
|
||||
wasm:
|
||||
@echo "Compilando para WebAssembly - Version: $(VERSION)"
|
||||
docker run --rm \
|
||||
--user $(shell id -u):$(shell id -g) \
|
||||
-v $(DIR_ROOT):/src \
|
||||
-w /src \
|
||||
emscripten/emsdk:latest \
|
||||
bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release && cmake --build build/wasm"
|
||||
bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm"
|
||||
$(MKDIR) "$(DIST_DIR)/wasm"
|
||||
cp build/wasm/$(TARGET_NAME).html $(DIST_DIR)/wasm/
|
||||
cp build/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/
|
||||
cp build/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/
|
||||
cp build/wasm/$(TARGET_NAME).data $(DIST_DIR)/wasm/
|
||||
@echo "Output: $(DIST_DIR)/wasm/"
|
||||
scp $(DIST_DIR)/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/$(TARGET_NAME).data \
|
||||
maverick:/home/sergio/gitea/web_jailgames/static/games/jaildoctors-dilemma/wasm/
|
||||
ssh maverick 'cd /home/sergio/gitea/web_jailgames && ./deploy.sh'
|
||||
@echo "Deployed to maverick"
|
||||
|
||||
# Versió Debug del build wasm: arrenca directament a la GAME (sense logo/loading/title)
|
||||
# i activa l'editor i la consola. Sortida a dist/wasm_debug/.
|
||||
wasm_debug:
|
||||
@echo "Compilando WebAssembly Debug - Version: $(VERSION)"
|
||||
docker run --rm \
|
||||
-v $(DIR_ROOT):/src \
|
||||
-w /src \
|
||||
emscripten/emsdk:latest \
|
||||
bash -c "emcmake cmake -S . -B build/wasm_debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm_debug"
|
||||
$(MKDIR) "$(DIST_DIR)/wasm_debug"
|
||||
cp build/wasm_debug/$(TARGET_NAME).html $(DIST_DIR)/wasm_debug/
|
||||
cp build/wasm_debug/$(TARGET_NAME).js $(DIST_DIR)/wasm_debug/
|
||||
cp build/wasm_debug/$(TARGET_NAME).wasm $(DIST_DIR)/wasm_debug/
|
||||
cp build/wasm_debug/$(TARGET_NAME).data $(DIST_DIR)/wasm_debug/
|
||||
@echo "Output: $(DIST_DIR)/wasm_debug/"
|
||||
|
||||
# ==============================================================================
|
||||
# ==============================================================================
|
||||
# CODE QUALITY (delegados a cmake)
|
||||
# ==============================================================================
|
||||
format:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target format
|
||||
|
||||
format-check:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target format-check
|
||||
|
||||
tidy:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target tidy
|
||||
|
||||
tidy-fix:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target tidy-fix
|
||||
|
||||
cppcheck:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target cppcheck
|
||||
|
||||
# DESCARGA DE GAMECONTROLLERDB
|
||||
# ==============================================================================
|
||||
controllerdb:
|
||||
@echo "Descargando gamecontrollerdb.txt..."
|
||||
curl -fsSL https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt \
|
||||
-o gamecontrollerdb.txt
|
||||
@echo "gamecontrollerdb.txt actualizado"
|
||||
|
||||
# ==============================================================================
|
||||
# REGLAS ESPECIALES
|
||||
@@ -320,18 +428,23 @@ help:
|
||||
@echo ""
|
||||
@echo " Release:"
|
||||
@echo " make release - Crear release (detecta SO automaticamente)"
|
||||
@echo " make windows_release - Crear release para Windows"
|
||||
@echo " make linux_release - Crear release para Linux"
|
||||
@echo " make macos_release - Crear release para macOS"
|
||||
@echo " make wasm - Crear release per a WebAssembly (requereix Docker)"
|
||||
@echo " make wasm_debug - Crear build Debug per a WebAssembly (entra directe a la GAME)"
|
||||
@echo ""
|
||||
@echo " Herramientas:"
|
||||
@echo " make compile_shaders - Compilar shaders SPIR-V"
|
||||
@echo " make pack_tool - Compilar herramienta de empaquetado"
|
||||
@echo " make resources.pack - Generar pack de recursos desde data/"
|
||||
@echo " make pack - Empaquetar recursos a resources.pack"
|
||||
@echo " make controllerdb - Descargar gamecontrollerdb.txt actualizado"
|
||||
@echo ""
|
||||
@echo " Calidad de codigo:"
|
||||
@echo " make format - Formatear codigo con clang-format"
|
||||
@echo " make format-check - Verificar formato sin modificar"
|
||||
@echo " make tidy - Analisis estatico con clang-tidy"
|
||||
@echo " make tidy-fix - Analisis estatico con auto-fix"
|
||||
@echo " make cppcheck - Analisis estatico con cppcheck"
|
||||
@echo ""
|
||||
@echo " Otros:"
|
||||
@echo " make show_version - Mostrar version actual ($(VERSION))"
|
||||
@echo " make help - Mostrar esta ayuda"
|
||||
|
||||
.PHONY: all debug release windows_release macos_release linux_release wasm compile_shaders pack_tool resources.pack show_version help
|
||||
.PHONY: all debug release _windows_release _macos_release _linux_release wasm wasm_debug compile_shaders pack controllerdb format format-check tidy tidy-fix cppcheck show_version help
|
||||
|
||||
@@ -201,7 +201,7 @@ categories:
|
||||
DEBUG: [MODE, START]
|
||||
DEBUG MODE: [ON, OFF]
|
||||
DEBUG START: [HERE, ROOM, POS, SCENE]
|
||||
DEBUG START SCENE: [LOGO, LOADING, TITLE, CREDITS, GAME, ENDING, ENDING2]
|
||||
DEBUG START SCENE: [LOGO, LOADING, TITLE, CREDITS, GAME, DEMO, ENDING, ENDING2]
|
||||
|
||||
- keyword: ITEMS
|
||||
handler: cmd_items
|
||||
@@ -220,9 +220,9 @@ categories:
|
||||
- keyword: SCENE
|
||||
handler: cmd_scene
|
||||
description: Change scene
|
||||
usage: "SCENE [LOGO|LOADING|TITLE|CREDITS|GAME|ENDING|ENDING2|RESTART]"
|
||||
usage: "SCENE [LOGO|LOADING|TITLE|CREDITS|GAME|DEMO|ENDING|ENDING2|RESTART]"
|
||||
completions:
|
||||
SCENE: [LOGO, LOADING, TITLE, CREDITS, GAME, ENDING, ENDING2, RESTART]
|
||||
SCENE: [LOGO, LOADING, TITLE, CREDITS, GAME, DEMO, ENDING, ENDING2, RESTART]
|
||||
|
||||
- keyword: EDIT
|
||||
handler: cmd_edit
|
||||
|
||||
@@ -8,6 +8,7 @@ title:
|
||||
keyboard: "2. REDEFINIR TECLES"
|
||||
joystick: "3. REDEFINIR MANDO"
|
||||
projects: "4. PROJECTES"
|
||||
press_to_play: "PREM PER JUGAR"
|
||||
keys:
|
||||
prompt0: "PREM UNA TECLA PER A ESQUERRA"
|
||||
prompt1: "PREM UNA TECLA PER A DRETA"
|
||||
@@ -103,6 +104,8 @@ achievements:
|
||||
ui:
|
||||
press_again_menu: "PREM DE NOU PER TORNAR AL MENÚ"
|
||||
press_again_exit: "PREM DE NOU PER EIXIR"
|
||||
gamepad_connected: "CONNECTAT"
|
||||
gamepad_disconnected: "DESCONNECTAT"
|
||||
border_enabled: "VORA ACTIVADA"
|
||||
border_disabled: "VORA DESACTIVADA"
|
||||
fullscreen_enabled: "PANTALLA COMPLETA ACTIVADA"
|
||||
|
||||
@@ -8,6 +8,7 @@ title:
|
||||
keyboard: "2. REDEFINE KEYBOARD"
|
||||
joystick: "3. REDEFINE JOYSTICK"
|
||||
projects: "4. PROJECTS"
|
||||
press_to_play: "PRESS TO PLAY"
|
||||
keys:
|
||||
prompt0: "PRESS KEY FOR LEFT"
|
||||
prompt1: "PRESS KEY FOR RIGHT"
|
||||
@@ -103,6 +104,8 @@ achievements:
|
||||
ui:
|
||||
press_again_menu: "PRESS AGAIN TO RETURN TO MENU"
|
||||
press_again_exit: "PRESS AGAIN TO EXIT"
|
||||
gamepad_connected: "CONNECTED"
|
||||
gamepad_disconnected: "DISCONNECTED"
|
||||
border_enabled: "BORDER ENABLED"
|
||||
border_disabled: "BORDER DISABLED"
|
||||
fullscreen_enabled: "FULLSCREEN ENABLED"
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,19 +1,27 @@
|
||||
#include "audio.hpp"
|
||||
#include "core/audio/audio.hpp"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_G...
|
||||
#include <SDL3/SDL.h> // Para SDL_GetError, SDL_Init
|
||||
|
||||
#include <algorithm> // Para clamp
|
||||
#include <iostream> // Para std::cout
|
||||
|
||||
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp)
|
||||
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp).
|
||||
// clang-format off
|
||||
#undef STB_VORBIS_HEADER_ONLY
|
||||
#include "external/stb_vorbis.h"
|
||||
#include "external/stb_vorbis.c"
|
||||
// stb_vorbis.c filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
|
||||
// perquè xocarien amb noms de paràmetres de plantilla en altres headers.
|
||||
#undef L
|
||||
#undef C
|
||||
#undef R
|
||||
#undef PLAYBACK_MONO
|
||||
#undef PLAYBACK_LEFT
|
||||
#undef PLAYBACK_RIGHT
|
||||
// clang-format on
|
||||
|
||||
#include "core/audio/jail_audio.hpp" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
|
||||
#include "core/resources/resource_cache.hpp" // Para Resource
|
||||
#include "game/options.hpp" // Para AudioOptions, audio, MusicOptions
|
||||
#include "core/audio/audio_adapter.hpp" // Para AudioResource::getMusic/getSound
|
||||
#include "core/audio/jail_audio.hpp" // Para JA_*
|
||||
#include "game/options.hpp" // Para Options::audio
|
||||
|
||||
// Singleton
|
||||
Audio* Audio::instance = nullptr;
|
||||
@@ -22,7 +30,10 @@ Audio* Audio::instance = nullptr;
|
||||
void Audio::init() { Audio::instance = new Audio(); }
|
||||
|
||||
// Libera la instancia
|
||||
void Audio::destroy() { delete Audio::instance; }
|
||||
void Audio::destroy() {
|
||||
delete Audio::instance;
|
||||
Audio::instance = nullptr;
|
||||
}
|
||||
|
||||
// Obtiene la instancia
|
||||
auto Audio::get() -> Audio* { return Audio::instance; }
|
||||
@@ -38,10 +49,15 @@ Audio::~Audio() {
|
||||
// Método principal
|
||||
void Audio::update() {
|
||||
JA_Update();
|
||||
|
||||
// Sincronizar estado: detectar cuando la música se para (ej. fade-out completado)
|
||||
if (instance && instance->music_.state == MusicState::PLAYING && JA_GetMusicState() != JA_MUSIC_PLAYING) {
|
||||
instance->music_.state = MusicState::STOPPED;
|
||||
}
|
||||
}
|
||||
|
||||
// Reproduce la música
|
||||
void Audio::playMusic(const std::string& name, const int loop) { // NOLINT(readability-convert-member-functions-to-static)
|
||||
// Reproduce la música por nombre (con crossfade opcional)
|
||||
void Audio::playMusic(const std::string& name, const int loop, const int crossfade_ms) {
|
||||
bool new_loop = (loop != 0);
|
||||
|
||||
// Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada
|
||||
@@ -49,29 +65,45 @@ void Audio::playMusic(const std::string& name, const int loop) { // NOLINT(read
|
||||
return;
|
||||
}
|
||||
|
||||
// Intentar obtener recurso; si falla, no tocar estado
|
||||
auto* resource = Resource::Cache::get()->getMusic(name);
|
||||
if (resource == nullptr) {
|
||||
// manejo de error opcional
|
||||
return;
|
||||
}
|
||||
if (!music_enabled_) return;
|
||||
|
||||
// Si hay algo reproduciéndose, detenerlo primero (si el backend lo requiere)
|
||||
auto* resource = AudioResource::getMusic(name);
|
||||
if (resource == nullptr) return;
|
||||
|
||||
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
|
||||
JA_CrossfadeMusic(resource, crossfade_ms, loop);
|
||||
} else {
|
||||
if (music_.state == MusicState::PLAYING) {
|
||||
JA_StopMusic(); // sustituir por la función de stop real del API si tiene otro nombre
|
||||
JA_StopMusic();
|
||||
}
|
||||
JA_PlayMusic(resource, loop);
|
||||
}
|
||||
|
||||
// Llamada al motor para reproducir la nueva pista
|
||||
JA_PlayMusic(resource, loop);
|
||||
|
||||
// Actualizar estado y metadatos después de iniciar con éxito
|
||||
music_.name = name;
|
||||
music_.loop = new_loop;
|
||||
music_.state = MusicState::PLAYING;
|
||||
}
|
||||
|
||||
// Reproduce la música por puntero (con crossfade opcional)
|
||||
void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms) {
|
||||
if (!music_enabled_ || music == nullptr) return;
|
||||
|
||||
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
|
||||
JA_CrossfadeMusic(music, crossfade_ms, loop);
|
||||
} else {
|
||||
if (music_.state == MusicState::PLAYING) {
|
||||
JA_StopMusic();
|
||||
}
|
||||
JA_PlayMusic(music, loop);
|
||||
}
|
||||
|
||||
music_.name.clear(); // nom desconegut quan es passa per punter
|
||||
music_.loop = (loop != 0);
|
||||
music_.state = MusicState::PLAYING;
|
||||
}
|
||||
|
||||
// Pausa la música
|
||||
void Audio::pauseMusic() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
void Audio::pauseMusic() {
|
||||
if (music_enabled_ && music_.state == MusicState::PLAYING) {
|
||||
JA_PauseMusic();
|
||||
music_.state = MusicState::PAUSED;
|
||||
@@ -79,7 +111,7 @@ void Audio::pauseMusic() { // NOLINT(readability-convert-member-functions-to-st
|
||||
}
|
||||
|
||||
// Continua la música pausada
|
||||
void Audio::resumeMusic() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
void Audio::resumeMusic() {
|
||||
if (music_enabled_ && music_.state == MusicState::PAUSED) {
|
||||
JA_ResumeMusic();
|
||||
music_.state = MusicState::PLAYING;
|
||||
@@ -87,7 +119,7 @@ void Audio::resumeMusic() { // NOLINT(readability-convert-member-functions-to-s
|
||||
}
|
||||
|
||||
// Detiene la música
|
||||
void Audio::stopMusic() { // NOLINT(readability-make-member-function-const)
|
||||
void Audio::stopMusic() {
|
||||
if (music_enabled_) {
|
||||
JA_StopMusic();
|
||||
music_.state = MusicState::STOPPED;
|
||||
@@ -97,13 +129,13 @@ void Audio::stopMusic() { // NOLINT(readability-make-member-function-const)
|
||||
// Reproduce un sonido por nombre
|
||||
void Audio::playSound(const std::string& name, Group group) const {
|
||||
if (sound_enabled_) {
|
||||
JA_PlaySound(Resource::Cache::get()->getSound(name), 0, static_cast<int>(group));
|
||||
JA_PlaySound(AudioResource::getSound(name), 0, static_cast<int>(group));
|
||||
}
|
||||
}
|
||||
|
||||
// Reproduce un sonido por puntero directo
|
||||
void Audio::playSound(JA_Sound_t* sound, Group group) const {
|
||||
if (sound_enabled_) {
|
||||
if (sound_enabled_ && sound != nullptr) {
|
||||
JA_PlaySound(sound, 0, static_cast<int>(group));
|
||||
}
|
||||
}
|
||||
@@ -138,7 +170,7 @@ auto Audio::getRealMusicState() -> MusicState {
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el volumen de los sonidos
|
||||
// Establece el volumen de los sonidos (float 0.0..1.0)
|
||||
void Audio::setSoundVolume(float sound_volume, Group group) const {
|
||||
if (sound_enabled_) {
|
||||
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
|
||||
@@ -147,7 +179,7 @@ void Audio::setSoundVolume(float sound_volume, Group group) const {
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el volumen de la música
|
||||
// Establece el volumen de la música (float 0.0..1.0)
|
||||
void Audio::setMusicVolume(float music_volume) const {
|
||||
if (music_enabled_) {
|
||||
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
|
||||
@@ -172,24 +204,9 @@ void Audio::enable(bool value) {
|
||||
// Inicializa SDL Audio
|
||||
void Audio::initSDLAudio() {
|
||||
if (!SDL_Init(SDL_INIT_AUDIO)) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
|
||||
std::cout << "SDL_AUDIO could not initialize! SDL Error: " << SDL_GetError() << '\n';
|
||||
} else {
|
||||
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
|
||||
enable(Options::audio.enabled);
|
||||
|
||||
// Aplicar estado de música y sonido guardado en las opciones.
|
||||
// enable() ya aplica los volúmenes, pero no toca music_enabled_/sound_enabled_.
|
||||
// Si alguno está desactivado, hay que forzar el volumen a 0 en el backend.
|
||||
if (!Options::audio.music.enabled) {
|
||||
setMusicVolume(0.0F); // music_enabled_=true aún → llega a JA
|
||||
enableMusic(false);
|
||||
}
|
||||
if (!Options::audio.sound.enabled) {
|
||||
setSoundVolume(0.0F); // sound_enabled_=true aún → llega a JA
|
||||
enableSound(false);
|
||||
}
|
||||
|
||||
std::cout << "\n** AUDIO SYSTEM **\n";
|
||||
std::cout << "Audio system initialized successfully\n";
|
||||
}
|
||||
}
|
||||
@@ -1,28 +1,35 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint> // Para int8_t, uint8_t
|
||||
#include <string> // Para string
|
||||
#include <utility> // Para move
|
||||
|
||||
// --- Clase Audio: gestor de audio (singleton) ---
|
||||
// Implementació canònica, byte-idèntica entre projectes.
|
||||
// Els volums es manegen internament com a float 0.0–1.0; la capa de
|
||||
// presentació (menús, notificacions) usa les helpers toPercent/fromPercent
|
||||
// per mostrar 0–100 a l'usuari.
|
||||
class Audio {
|
||||
public:
|
||||
// --- Enums ---
|
||||
enum class Group : int {
|
||||
enum class Group : std::int8_t {
|
||||
ALL = -1, // Todos los grupos
|
||||
GAME = 0, // Sonidos del juego
|
||||
INTERFACE = 1 // Sonidos de la interfaz
|
||||
};
|
||||
|
||||
enum class MusicState {
|
||||
enum class MusicState : std::uint8_t {
|
||||
PLAYING, // Reproduciendo música
|
||||
PAUSED, // Música pausada
|
||||
STOPPED, // Música detenida
|
||||
};
|
||||
|
||||
// --- Constantes ---
|
||||
static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo
|
||||
static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo
|
||||
static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo (float 0..1)
|
||||
static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo (float 0..1)
|
||||
static constexpr float VOLUME_STEP = 0.05F; // Pas estàndard per a UI (5%)
|
||||
static constexpr int FREQUENCY = 48000; // Frecuencia de audio
|
||||
static constexpr int DEFAULT_CROSSFADE_MS = 1500; // Duració del crossfade per defecte (ms)
|
||||
|
||||
// --- Singleton ---
|
||||
static void init(); // Inicializa el objeto Audio
|
||||
@@ -34,7 +41,8 @@ class Audio {
|
||||
static void update(); // Actualización del sistema de audio
|
||||
|
||||
// --- Control de música ---
|
||||
void playMusic(const std::string& name, int loop = -1); // Reproducir música en bucle
|
||||
void playMusic(const std::string& name, int loop = -1, int crossfade_ms = 0); // Reproducir música por nombre (con crossfade opcional)
|
||||
void playMusic(struct JA_Music_t* music, int loop = -1, int crossfade_ms = 0); // Reproducir música por puntero (con crossfade opcional)
|
||||
void pauseMusic(); // Pausar reproducción de música
|
||||
void resumeMusic(); // Continua la música pausada
|
||||
void stopMusic(); // Detener completamente la música
|
||||
@@ -45,10 +53,19 @@ class Audio {
|
||||
void playSound(struct JA_Sound_t* sound, Group group = Group::GAME) const; // Reproducir sonido puntual por puntero
|
||||
void stopAllSounds() const; // Detener todos los sonidos
|
||||
|
||||
// --- Control de volumen ---
|
||||
// --- Control de volumen (API interna: float 0.0..1.0) ---
|
||||
void setSoundVolume(float volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
|
||||
void setMusicVolume(float volume) const; // Ajustar volumen de música
|
||||
|
||||
// --- Helpers de conversió per a la capa de presentació ---
|
||||
// UI (menús, notificacions) manega enters 0..100; internament viu float 0..1.
|
||||
static constexpr auto toPercent(float volume) -> int {
|
||||
return static_cast<int>(volume * 100.0F + 0.5F);
|
||||
}
|
||||
static constexpr auto fromPercent(int percent) -> float {
|
||||
return static_cast<float>(percent) / 100.0F;
|
||||
}
|
||||
|
||||
// --- Configuración general ---
|
||||
void enable(bool value); // Establecer estado general
|
||||
void toggleEnabled() { enabled_ = !enabled_; } // Alternar estado general
|
||||
|
||||
13
source/core/audio/audio_adapter.cpp
Normal file
13
source/core/audio/audio_adapter.cpp
Normal file
@@ -0,0 +1,13 @@
|
||||
#include "core/audio/audio_adapter.hpp"
|
||||
|
||||
#include "core/resources/resource_cache.hpp"
|
||||
|
||||
namespace AudioResource {
|
||||
JA_Music_t* getMusic(const std::string& name) {
|
||||
return Resource::Cache::get()->getMusic(name);
|
||||
}
|
||||
|
||||
JA_Sound_t* getSound(const std::string& name) {
|
||||
return Resource::Cache::get()->getSound(name);
|
||||
}
|
||||
} // namespace AudioResource
|
||||
17
source/core/audio/audio_adapter.hpp
Normal file
17
source/core/audio/audio_adapter.hpp
Normal file
@@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
// --- Audio Resource Adapter ---
|
||||
// Aquest fitxer exposa una interfície comuna a Audio per obtenir JA_Music_t* /
|
||||
// JA_Sound_t* per nom. Cada projecte la implementa en audio_adapter.cpp
|
||||
// delegant al seu singleton de recursos (Resource::get(), Resource::Cache::get(),
|
||||
// etc.). Això permet que audio.hpp/audio.cpp siguin idèntics entre projectes.
|
||||
|
||||
#include <string> // Para string
|
||||
|
||||
struct JA_Music_t;
|
||||
struct JA_Sound_t;
|
||||
|
||||
namespace AudioResource {
|
||||
JA_Music_t* getMusic(const std::string& name);
|
||||
JA_Sound_t* getSound(const std::string& name);
|
||||
} // namespace AudioResource
|
||||
@@ -3,24 +3,41 @@
|
||||
// --- Includes ---
|
||||
#include <SDL3/SDL.h>
|
||||
#include <stdint.h> // Para uint32_t, uint8_t
|
||||
#include <stdio.h> // Para NULL, fseek, printf, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
|
||||
#include <stdio.h> // Para NULL, fseek, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
|
||||
#include <stdlib.h> // Para free, malloc
|
||||
#include <string.h> // Para strcpy, strlen
|
||||
|
||||
#include <iostream> // Para std::cout
|
||||
#include <memory> // Para std::unique_ptr
|
||||
#include <string> // Para std::string
|
||||
#include <vector> // Para std::vector
|
||||
|
||||
#define STB_VORBIS_HEADER_ONLY
|
||||
#include "external/stb_vorbis.h" // Para stb_vorbis_decode_memory
|
||||
#include "external/stb_vorbis.c" // Para stb_vorbis_open_memory i streaming
|
||||
|
||||
// Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`.
|
||||
// Compatible amb `std::unique_ptr<Uint8[], SDLFreeDeleter>` — zero size
|
||||
// overhead gràcies a EBO, igual que un unique_ptr amb default_delete.
|
||||
struct SDLFreeDeleter {
|
||||
void operator()(Uint8* p) const noexcept {
|
||||
if (p) SDL_free(p);
|
||||
}
|
||||
};
|
||||
|
||||
// --- Public Enums ---
|
||||
enum JA_Channel_state { JA_CHANNEL_INVALID,
|
||||
enum JA_Channel_state {
|
||||
JA_CHANNEL_INVALID,
|
||||
JA_CHANNEL_FREE,
|
||||
JA_CHANNEL_PLAYING,
|
||||
JA_CHANNEL_PAUSED,
|
||||
JA_SOUND_DISABLED };
|
||||
enum JA_Music_state { JA_MUSIC_INVALID,
|
||||
JA_SOUND_DISABLED,
|
||||
};
|
||||
enum JA_Music_state {
|
||||
JA_MUSIC_INVALID,
|
||||
JA_MUSIC_PLAYING,
|
||||
JA_MUSIC_PAUSED,
|
||||
JA_MUSIC_STOPPED,
|
||||
JA_MUSIC_DISABLED };
|
||||
JA_MUSIC_DISABLED,
|
||||
};
|
||||
|
||||
// --- Struct Definitions ---
|
||||
#define JA_MAX_SIMULTANEOUS_CHANNELS 20
|
||||
@@ -29,7 +46,9 @@ enum JA_Music_state { JA_MUSIC_INVALID,
|
||||
struct JA_Sound_t {
|
||||
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
|
||||
Uint32 length{0};
|
||||
Uint8* buffer{NULL};
|
||||
// Buffer descomprimit (PCM) propietat del sound. Reservat per SDL_LoadWAV
|
||||
// via SDL_malloc; el deleter `SDLFreeDeleter` allibera amb SDL_free.
|
||||
std::unique_ptr<Uint8[], SDLFreeDeleter> buffer;
|
||||
};
|
||||
|
||||
struct JA_Channel_t {
|
||||
@@ -43,18 +62,23 @@ struct JA_Channel_t {
|
||||
|
||||
struct JA_Music_t {
|
||||
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
|
||||
Uint32 length{0};
|
||||
Uint8* buffer{nullptr};
|
||||
char* filename{nullptr};
|
||||
|
||||
int pos{0};
|
||||
int times{0};
|
||||
// OGG comprimit en memòria. Propietat nostra; es copia des del buffer
|
||||
// d'entrada una sola vegada en JA_LoadMusic i es descomprimix en chunks
|
||||
// per streaming. Com que stb_vorbis guarda un punter persistent al
|
||||
// `.data()` d'aquest vector, no el podem resize'jar un cop establert
|
||||
// (una reallocation invalidaria el punter que el decoder conserva).
|
||||
std::vector<Uint8> ogg_data;
|
||||
stb_vorbis* vorbis{nullptr}; // handle del decoder, viu tot el cicle del JA_Music_t
|
||||
|
||||
std::string filename;
|
||||
|
||||
int times{0}; // loops restants (-1 = infinit, 0 = un sol play)
|
||||
SDL_AudioStream* stream{nullptr};
|
||||
JA_Music_state state{JA_MUSIC_INVALID};
|
||||
};
|
||||
|
||||
// --- Internal Global State ---
|
||||
// Marcado 'inline' (C++17) para asegurar una única instancia.
|
||||
// --- Internal Global State (inline, C++17) ---
|
||||
|
||||
inline JA_Music_t* current_music{nullptr};
|
||||
inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
|
||||
@@ -66,49 +90,142 @@ inline bool JA_musicEnabled{true};
|
||||
inline bool JA_soundEnabled{true};
|
||||
inline SDL_AudioDeviceID sdlAudioDevice{0};
|
||||
|
||||
inline bool fading{false};
|
||||
inline int fade_start_time{0};
|
||||
inline int fade_duration{0};
|
||||
inline float fade_initial_volume{0.0f}; // Corregido de 'int' a 'float'
|
||||
// --- Crossfade / Fade State ---
|
||||
struct JA_FadeState {
|
||||
bool active{false};
|
||||
Uint64 start_time{0};
|
||||
int duration_ms{0};
|
||||
float initial_volume{0.0f};
|
||||
};
|
||||
|
||||
struct JA_OutgoingMusic {
|
||||
SDL_AudioStream* stream{nullptr};
|
||||
JA_FadeState fade;
|
||||
};
|
||||
|
||||
inline JA_OutgoingMusic outgoing_music;
|
||||
inline JA_FadeState incoming_fade;
|
||||
|
||||
// --- Forward Declarations ---
|
||||
inline void JA_StopMusic();
|
||||
inline void JA_StopChannel(const int channel);
|
||||
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
|
||||
inline void JA_CrossfadeMusic(JA_Music_t* music, int crossfade_ms, int loop = -1);
|
||||
|
||||
// --- Music streaming internals ---
|
||||
// Bytes-per-sample per canal (sempre s16)
|
||||
static constexpr int JA_MUSIC_BYTES_PER_SAMPLE = 2;
|
||||
// Quants shorts decodifiquem per crida a get_samples_short_interleaved.
|
||||
// 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz.
|
||||
static constexpr int JA_MUSIC_CHUNK_SHORTS = 8192;
|
||||
// Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a
|
||||
// l'SDL_AudioStream per absorbir jitter de frame i evitar underruns.
|
||||
static constexpr float JA_MUSIC_LOW_WATER_SECONDS = 0.5f;
|
||||
|
||||
// Decodifica un chunk del vorbis i el volca a l'stream. Retorna samples
|
||||
// decodificats per canal (0 = EOF de l'stream vorbis).
|
||||
inline int JA_FeedMusicChunk(JA_Music_t* music) {
|
||||
if (!music || !music->vorbis || !music->stream) return 0;
|
||||
|
||||
short chunk[JA_MUSIC_CHUNK_SHORTS];
|
||||
const int num_channels = music->spec.channels;
|
||||
const int samples_per_channel = stb_vorbis_get_samples_short_interleaved(
|
||||
music->vorbis,
|
||||
num_channels,
|
||||
chunk,
|
||||
JA_MUSIC_CHUNK_SHORTS);
|
||||
if (samples_per_channel <= 0) return 0;
|
||||
|
||||
const int bytes = samples_per_channel * num_channels * JA_MUSIC_BYTES_PER_SAMPLE;
|
||||
SDL_PutAudioStreamData(music->stream, chunk, bytes);
|
||||
return samples_per_channel;
|
||||
}
|
||||
|
||||
// Reompli l'stream fins que tinga ≥ JA_MUSIC_LOW_WATER_SECONDS bufferats.
|
||||
// En arribar a EOF del vorbis, aplica el loop (times) o deixa drenar.
|
||||
inline void JA_PumpMusic(JA_Music_t* music) {
|
||||
if (!music || !music->vorbis || !music->stream) return;
|
||||
|
||||
const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE;
|
||||
const int low_water_bytes = static_cast<int>(JA_MUSIC_LOW_WATER_SECONDS * static_cast<float>(bytes_per_second));
|
||||
|
||||
while (SDL_GetAudioStreamAvailable(music->stream) < low_water_bytes) {
|
||||
const int decoded = JA_FeedMusicChunk(music);
|
||||
if (decoded > 0) continue;
|
||||
|
||||
// EOF: si queden loops, rebobinar; si no, tallar i deixar drenar.
|
||||
if (music->times != 0) {
|
||||
stb_vorbis_seek_start(music->vorbis);
|
||||
if (music->times > 0) music->times--;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Pre-carrega `duration_ms` de so dins l'stream actual abans que l'stream
|
||||
// siga robat per outgoing_music (crossfade o fade-out). Imprescindible amb
|
||||
// streaming: l'stream robat no es pot re-alimentar perquè perd la referència
|
||||
// al seu vorbis decoder. No aplica loop — si el vorbis s'esgota abans, parem.
|
||||
inline void JA_PreFillOutgoing(JA_Music_t* music, int duration_ms) {
|
||||
if (!music || !music->vorbis || !music->stream) return;
|
||||
|
||||
const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE;
|
||||
const int needed_bytes = static_cast<int>((static_cast<int64_t>(duration_ms) * bytes_per_second) / 1000);
|
||||
|
||||
while (SDL_GetAudioStreamAvailable(music->stream) < needed_bytes) {
|
||||
const int decoded = JA_FeedMusicChunk(music);
|
||||
if (decoded <= 0) break; // EOF: deixem drenar el que hi haja
|
||||
}
|
||||
}
|
||||
|
||||
// --- Core Functions ---
|
||||
|
||||
inline void JA_Update() {
|
||||
// --- Outgoing music fade-out (crossfade o fade-out a silencio) ---
|
||||
if (outgoing_music.stream && outgoing_music.fade.active) {
|
||||
Uint64 now = SDL_GetTicks();
|
||||
Uint64 elapsed = now - outgoing_music.fade.start_time;
|
||||
if (elapsed >= (Uint64)outgoing_music.fade.duration_ms) {
|
||||
SDL_DestroyAudioStream(outgoing_music.stream);
|
||||
outgoing_music.stream = nullptr;
|
||||
outgoing_music.fade.active = false;
|
||||
} else {
|
||||
float percent = (float)elapsed / (float)outgoing_music.fade.duration_ms;
|
||||
SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0f - percent));
|
||||
}
|
||||
}
|
||||
|
||||
// --- Current music ---
|
||||
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
|
||||
if (fading) {
|
||||
int time = SDL_GetTicks();
|
||||
if (time > (fade_start_time + fade_duration)) {
|
||||
fading = false;
|
||||
// Fade-in (parte de un crossfade)
|
||||
if (incoming_fade.active) {
|
||||
Uint64 now = SDL_GetTicks();
|
||||
Uint64 elapsed = now - incoming_fade.start_time;
|
||||
if (elapsed >= (Uint64)incoming_fade.duration_ms) {
|
||||
incoming_fade.active = false;
|
||||
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
|
||||
} else {
|
||||
float percent = (float)elapsed / (float)incoming_fade.duration_ms;
|
||||
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * percent);
|
||||
}
|
||||
}
|
||||
|
||||
// Streaming: rellenem l'stream fins al low-water-mark i parem si el
|
||||
// vorbis s'ha esgotat i no queden loops.
|
||||
JA_PumpMusic(current_music);
|
||||
if (current_music->times == 0 && SDL_GetAudioStreamAvailable(current_music->stream) == 0) {
|
||||
JA_StopMusic();
|
||||
return;
|
||||
} else {
|
||||
const int time_passed = time - fade_start_time;
|
||||
const float percent = (float)time_passed / (float)fade_duration;
|
||||
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * (1.0 - percent));
|
||||
}
|
||||
}
|
||||
|
||||
if (current_music->times != 0) {
|
||||
if ((Uint32)SDL_GetAudioStreamAvailable(current_music->stream) < (current_music->length / 2)) {
|
||||
SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length);
|
||||
}
|
||||
if (current_music->times > 0) current_music->times--;
|
||||
} else {
|
||||
if (SDL_GetAudioStreamAvailable(current_music->stream) == 0) JA_StopMusic();
|
||||
}
|
||||
}
|
||||
|
||||
// --- Sound channels ---
|
||||
if (JA_soundEnabled) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
|
||||
if (channels[i].state == JA_CHANNEL_PLAYING) {
|
||||
if (channels[i].times != 0) {
|
||||
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2)) {
|
||||
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer, channels[i].sound->length);
|
||||
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer.get(), channels[i].sound->length);
|
||||
if (channels[i].times > 0) channels[i].times--;
|
||||
}
|
||||
} else {
|
||||
@@ -119,69 +236,85 @@ inline void JA_Update() {
|
||||
}
|
||||
|
||||
inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) {
|
||||
#ifdef _DEBUG
|
||||
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
|
||||
#endif
|
||||
|
||||
JA_audioSpec = {format, num_channels, freq};
|
||||
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
|
||||
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
|
||||
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
|
||||
if (sdlAudioDevice == 0) SDL_Log("Failed to initialize SDL audio!");
|
||||
if (sdlAudioDevice == 0) std::cout << "Failed to initialize SDL audio!" << '\n';
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
|
||||
for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
|
||||
}
|
||||
|
||||
inline void JA_Quit() {
|
||||
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
|
||||
if (outgoing_music.stream) {
|
||||
SDL_DestroyAudioStream(outgoing_music.stream);
|
||||
outgoing_music.stream = nullptr;
|
||||
}
|
||||
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
|
||||
sdlAudioDevice = 0;
|
||||
}
|
||||
|
||||
// --- Music Functions ---
|
||||
|
||||
inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
|
||||
JA_Music_t* music = new JA_Music_t();
|
||||
if (!buffer || length == 0) return nullptr;
|
||||
|
||||
int chan, samplerate;
|
||||
short* output;
|
||||
music->length = stb_vorbis_decode_memory(buffer, length, &chan, &samplerate, &output) * chan * 2;
|
||||
// Allocem el JA_Music_t primer per aprofitar el seu `std::vector<Uint8>`
|
||||
// com a propietari del OGG comprimit. stb_vorbis guarda un punter
|
||||
// persistent al buffer; com que ací no el resize'jem, el .data() és
|
||||
// estable durant tot el cicle de vida del music.
|
||||
auto* music = new JA_Music_t();
|
||||
music->ogg_data.assign(buffer, buffer + length);
|
||||
|
||||
music->spec.channels = chan;
|
||||
music->spec.freq = samplerate;
|
||||
int error = 0;
|
||||
music->vorbis = stb_vorbis_open_memory(music->ogg_data.data(),
|
||||
static_cast<int>(length),
|
||||
&error,
|
||||
nullptr);
|
||||
if (!music->vorbis) {
|
||||
std::cout << "JA_LoadMusic: stb_vorbis_open_memory failed (error " << error << ")" << '\n';
|
||||
delete music;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const stb_vorbis_info info = stb_vorbis_get_info(music->vorbis);
|
||||
music->spec.channels = info.channels;
|
||||
music->spec.freq = static_cast<int>(info.sample_rate);
|
||||
music->spec.format = SDL_AUDIO_S16;
|
||||
music->buffer = static_cast<Uint8*>(SDL_malloc(music->length));
|
||||
SDL_memcpy(music->buffer, output, music->length);
|
||||
free(output);
|
||||
music->pos = 0;
|
||||
music->state = JA_MUSIC_STOPPED;
|
||||
|
||||
return music;
|
||||
}
|
||||
|
||||
// Overload amb filename — els callers l'usen per poder comparar la música
|
||||
// en curs amb JA_GetMusicFilename() i no rearrancar-la si ja és la mateixa.
|
||||
inline JA_Music_t* JA_LoadMusic(Uint8* buffer, Uint32 length, const char* filename) {
|
||||
JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), length);
|
||||
if (music && filename) music->filename = filename;
|
||||
return music;
|
||||
}
|
||||
|
||||
inline JA_Music_t* JA_LoadMusic(const char* filename) {
|
||||
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
|
||||
// Carreguem primer el arxiu en memòria i després el descomprimim.
|
||||
FILE* f = fopen(filename, "rb");
|
||||
if (!f) return NULL; // Añadida comprobación de apertura
|
||||
if (!f) return nullptr;
|
||||
fseek(f, 0, SEEK_END);
|
||||
long fsize = ftell(f);
|
||||
fseek(f, 0, SEEK_SET);
|
||||
auto* buffer = static_cast<Uint8*>(malloc(fsize + 1));
|
||||
if (!buffer) { // Añadida comprobación de malloc
|
||||
if (!buffer) {
|
||||
fclose(f);
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
if (fread(buffer, fsize, 1, f) != 1) {
|
||||
fclose(f);
|
||||
free(buffer);
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
fclose(f);
|
||||
|
||||
JA_Music_t* music = JA_LoadMusic(buffer, fsize);
|
||||
if (music) { // Comprobar que JA_LoadMusic tuvo éxito
|
||||
music->filename = static_cast<char*>(malloc(strlen(filename) + 1));
|
||||
if (music->filename) {
|
||||
strcpy(music->filename, filename);
|
||||
}
|
||||
JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), static_cast<Uint32>(fsize));
|
||||
if (music) {
|
||||
music->filename = filename;
|
||||
}
|
||||
|
||||
free(buffer);
|
||||
@@ -190,35 +323,43 @@ inline JA_Music_t* JA_LoadMusic(const char* filename) {
|
||||
}
|
||||
|
||||
inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
|
||||
if (!JA_musicEnabled || !music) return; // Añadida comprobación de music
|
||||
if (!JA_musicEnabled || !music || !music->vorbis) return;
|
||||
|
||||
JA_StopMusic();
|
||||
|
||||
current_music = music;
|
||||
current_music->pos = 0;
|
||||
current_music->state = JA_MUSIC_PLAYING;
|
||||
current_music->times = loop;
|
||||
|
||||
// Rebobinem l'stream de vorbis al principi. Cobreix tant play-per-primera-
|
||||
// vegada com replays/canvis de track que tornen a la mateixa pista.
|
||||
stb_vorbis_seek_start(current_music->vorbis);
|
||||
|
||||
current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &JA_audioSpec);
|
||||
if (!current_music->stream) { // Comprobar creación de stream
|
||||
SDL_Log("Failed to create audio stream!");
|
||||
if (!current_music->stream) {
|
||||
std::cout << "Failed to create audio stream!" << '\n';
|
||||
current_music->state = JA_MUSIC_STOPPED;
|
||||
return;
|
||||
}
|
||||
if (!SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length)) printf("[ERROR] SDL_PutAudioStreamData failed!\n");
|
||||
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
|
||||
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
|
||||
|
||||
// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
|
||||
JA_PumpMusic(current_music);
|
||||
|
||||
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) {
|
||||
std::cout << "[ERROR] SDL_BindAudioStream failed!" << '\n';
|
||||
}
|
||||
}
|
||||
|
||||
inline char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
|
||||
inline const char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
|
||||
if (!music) music = current_music;
|
||||
if (!music) return nullptr; // Añadida comprobación
|
||||
return music->filename;
|
||||
if (!music || music->filename.empty()) return nullptr;
|
||||
return music->filename.c_str();
|
||||
}
|
||||
|
||||
inline void JA_PauseMusic() {
|
||||
if (!JA_musicEnabled) return;
|
||||
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return; // Comprobación mejorada
|
||||
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
|
||||
|
||||
current_music->state = JA_MUSIC_PAUSED;
|
||||
SDL_UnbindAudioStream(current_music->stream);
|
||||
@@ -226,32 +367,100 @@ inline void JA_PauseMusic() {
|
||||
|
||||
inline void JA_ResumeMusic() {
|
||||
if (!JA_musicEnabled) return;
|
||||
if (!current_music || current_music->state != JA_MUSIC_PAUSED) return; // Comprobación mejorada
|
||||
if (!current_music || current_music->state != JA_MUSIC_PAUSED) return;
|
||||
|
||||
current_music->state = JA_MUSIC_PLAYING;
|
||||
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
|
||||
}
|
||||
|
||||
inline void JA_StopMusic() {
|
||||
// Limpiar outgoing crossfade si existe
|
||||
if (outgoing_music.stream) {
|
||||
SDL_DestroyAudioStream(outgoing_music.stream);
|
||||
outgoing_music.stream = nullptr;
|
||||
outgoing_music.fade.active = false;
|
||||
}
|
||||
incoming_fade.active = false;
|
||||
|
||||
if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
|
||||
|
||||
current_music->pos = 0;
|
||||
current_music->state = JA_MUSIC_STOPPED;
|
||||
if (current_music->stream) {
|
||||
SDL_DestroyAudioStream(current_music->stream);
|
||||
current_music->stream = nullptr;
|
||||
}
|
||||
// No liberamos filename aquí, se debería liberar en JA_DeleteMusic
|
||||
// Deixem el handle de vorbis viu — es tanca en JA_DeleteMusic.
|
||||
// Rebobinem perquè un futur JA_PlayMusic comence des del principi.
|
||||
if (current_music->vorbis) {
|
||||
stb_vorbis_seek_start(current_music->vorbis);
|
||||
}
|
||||
}
|
||||
|
||||
inline void JA_FadeOutMusic(const int milliseconds) {
|
||||
if (!JA_musicEnabled) return;
|
||||
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
|
||||
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
|
||||
|
||||
fading = true;
|
||||
fade_start_time = SDL_GetTicks();
|
||||
fade_duration = milliseconds;
|
||||
fade_initial_volume = JA_musicVolume;
|
||||
// Destruir outgoing anterior si existe
|
||||
if (outgoing_music.stream) {
|
||||
SDL_DestroyAudioStream(outgoing_music.stream);
|
||||
outgoing_music.stream = nullptr;
|
||||
}
|
||||
|
||||
// Pre-omplim l'stream amb `milliseconds` de so: un cop robat, ja no
|
||||
// tindrà accés al vorbis decoder i només podrà drenar el que tinga.
|
||||
JA_PreFillOutgoing(current_music, milliseconds);
|
||||
|
||||
// Robar el stream del current_music al outgoing
|
||||
outgoing_music.stream = current_music->stream;
|
||||
outgoing_music.fade = {true, SDL_GetTicks(), milliseconds, JA_musicVolume};
|
||||
|
||||
// Dejar current_music sin stream (ya lo tiene outgoing)
|
||||
current_music->stream = nullptr;
|
||||
current_music->state = JA_MUSIC_STOPPED;
|
||||
if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis);
|
||||
incoming_fade.active = false;
|
||||
}
|
||||
|
||||
inline void JA_CrossfadeMusic(JA_Music_t* music, const int crossfade_ms, const int loop) {
|
||||
if (!JA_musicEnabled || !music || !music->vorbis) return;
|
||||
|
||||
// Destruir outgoing anterior si existe (crossfade durante crossfade)
|
||||
if (outgoing_music.stream) {
|
||||
SDL_DestroyAudioStream(outgoing_music.stream);
|
||||
outgoing_music.stream = nullptr;
|
||||
outgoing_music.fade.active = false;
|
||||
}
|
||||
|
||||
// Robar el stream de la musica actual al outgoing para el fade-out.
|
||||
// Pre-omplim amb `crossfade_ms` de so perquè no es quede en silenci
|
||||
// abans d'acabar el fade (l'stream robat ja no pot alimentar-se).
|
||||
if (current_music && current_music->state == JA_MUSIC_PLAYING && current_music->stream) {
|
||||
JA_PreFillOutgoing(current_music, crossfade_ms);
|
||||
outgoing_music.stream = current_music->stream;
|
||||
outgoing_music.fade = {true, SDL_GetTicks(), crossfade_ms, JA_musicVolume};
|
||||
current_music->stream = nullptr;
|
||||
current_music->state = JA_MUSIC_STOPPED;
|
||||
if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis);
|
||||
}
|
||||
|
||||
// Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente)
|
||||
current_music = music;
|
||||
current_music->state = JA_MUSIC_PLAYING;
|
||||
current_music->times = loop;
|
||||
|
||||
stb_vorbis_seek_start(current_music->vorbis);
|
||||
current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &JA_audioSpec);
|
||||
if (!current_music->stream) {
|
||||
std::cout << "Failed to create audio stream for crossfade!" << '\n';
|
||||
current_music->state = JA_MUSIC_STOPPED;
|
||||
return;
|
||||
}
|
||||
SDL_SetAudioStreamGain(current_music->stream, 0.0f);
|
||||
JA_PumpMusic(current_music); // pre-carrega abans de bindejar
|
||||
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
|
||||
|
||||
// Configurar fade-in
|
||||
incoming_fade = {true, SDL_GetTicks(), crossfade_ms, 0.0f};
|
||||
}
|
||||
|
||||
inline JA_Music_state JA_GetMusicState() {
|
||||
@@ -267,9 +476,10 @@ inline void JA_DeleteMusic(JA_Music_t* music) {
|
||||
JA_StopMusic();
|
||||
current_music = nullptr;
|
||||
}
|
||||
SDL_free(music->buffer);
|
||||
if (music->stream) SDL_DestroyAudioStream(music->stream);
|
||||
free(music->filename); // filename se libera aquí
|
||||
if (music->vorbis) stb_vorbis_close(music->vorbis);
|
||||
// ogg_data (std::vector) i filename (std::string) s'alliberen sols
|
||||
// al destructor de JA_Music_t.
|
||||
delete music;
|
||||
}
|
||||
|
||||
@@ -281,53 +491,41 @@ inline float JA_SetMusicVolume(float volume) {
|
||||
return JA_musicVolume;
|
||||
}
|
||||
|
||||
inline void JA_SetMusicPosition(float value) {
|
||||
if (!current_music) return;
|
||||
current_music->pos = value * current_music->spec.freq;
|
||||
// Nota: Esta implementación de 'pos' no parece usarse en JA_Update para
|
||||
// el streaming. El streaming siempre parece empezar desde el principio.
|
||||
inline void JA_SetMusicPosition(float /*value*/) {
|
||||
// No implementat amb el backend de streaming.
|
||||
}
|
||||
|
||||
inline float JA_GetMusicPosition() {
|
||||
if (!current_music) return 0;
|
||||
return float(current_music->pos) / float(current_music->spec.freq);
|
||||
// Nota: Ver `JA_SetMusicPosition`
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
inline void JA_EnableMusic(const bool value) {
|
||||
if (!value && current_music && (current_music->state == JA_MUSIC_PLAYING)) JA_StopMusic();
|
||||
|
||||
JA_musicEnabled = value;
|
||||
}
|
||||
|
||||
// --- Sound Functions ---
|
||||
|
||||
inline JA_Sound_t* JA_NewSound(Uint8* buffer, Uint32 length) {
|
||||
JA_Sound_t* sound = new JA_Sound_t();
|
||||
sound->buffer = buffer;
|
||||
sound->length = length;
|
||||
// Nota: spec se queda con los valores por defecto.
|
||||
return sound;
|
||||
}
|
||||
|
||||
inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
|
||||
JA_Sound_t* sound = new JA_Sound_t();
|
||||
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &sound->buffer, &sound->length)) {
|
||||
SDL_Log("Failed to load WAV from memory: %s", SDL_GetError());
|
||||
delete sound;
|
||||
auto sound = std::make_unique<JA_Sound_t>();
|
||||
Uint8* raw = nullptr;
|
||||
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &raw, &sound->length)) {
|
||||
std::cout << "Failed to load WAV from memory: " << SDL_GetError() << '\n';
|
||||
return nullptr;
|
||||
}
|
||||
return sound;
|
||||
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
|
||||
return sound.release();
|
||||
}
|
||||
|
||||
inline JA_Sound_t* JA_LoadSound(const char* filename) {
|
||||
JA_Sound_t* sound = new JA_Sound_t();
|
||||
if (!SDL_LoadWAV(filename, &sound->spec, &sound->buffer, &sound->length)) {
|
||||
SDL_Log("Failed to load WAV file: %s", SDL_GetError());
|
||||
delete sound;
|
||||
auto sound = std::make_unique<JA_Sound_t>();
|
||||
Uint8* raw = nullptr;
|
||||
if (!SDL_LoadWAV(filename, &sound->spec, &raw, &sound->length)) {
|
||||
std::cout << "Failed to load WAV file: " << SDL_GetError() << '\n';
|
||||
return nullptr;
|
||||
}
|
||||
return sound;
|
||||
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
|
||||
return sound.release();
|
||||
}
|
||||
|
||||
inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) {
|
||||
@@ -347,22 +545,22 @@ inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int
|
||||
if (!JA_soundEnabled || !sound) return -1;
|
||||
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
|
||||
|
||||
JA_StopChannel(channel); // Detiene y limpia el canal si estaba en uso
|
||||
JA_StopChannel(channel);
|
||||
|
||||
channels[channel].sound = sound;
|
||||
channels[channel].times = loop;
|
||||
channels[channel].pos = 0;
|
||||
channels[channel].group = group; // Asignar grupo
|
||||
channels[channel].group = group;
|
||||
channels[channel].state = JA_CHANNEL_PLAYING;
|
||||
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
|
||||
|
||||
if (!channels[channel].stream) {
|
||||
SDL_Log("Failed to create audio stream for sound!");
|
||||
std::cout << "Failed to create audio stream for sound!" << '\n';
|
||||
channels[channel].state = JA_CHANNEL_FREE;
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer, channels[channel].sound->length);
|
||||
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer.get(), channels[channel].sound->length);
|
||||
SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]);
|
||||
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
|
||||
|
||||
@@ -374,7 +572,7 @@ inline void JA_DeleteSound(JA_Sound_t* sound) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if (channels[i].sound == sound) JA_StopChannel(i);
|
||||
}
|
||||
SDL_free(sound->buffer);
|
||||
// buffer es destrueix automàticament via RAII (SDLFreeDeleter).
|
||||
delete sound;
|
||||
}
|
||||
|
||||
@@ -420,7 +618,7 @@ inline void JA_StopChannel(const int channel) {
|
||||
channels[i].stream = nullptr;
|
||||
channels[i].state = JA_CHANNEL_FREE;
|
||||
channels[i].pos = 0;
|
||||
channels[i].sound = NULL;
|
||||
channels[i].sound = nullptr;
|
||||
}
|
||||
}
|
||||
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
|
||||
@@ -429,7 +627,7 @@ inline void JA_StopChannel(const int channel) {
|
||||
channels[channel].stream = nullptr;
|
||||
channels[channel].state = JA_CHANNEL_FREE;
|
||||
channels[channel].pos = 0;
|
||||
channels[channel].sound = NULL;
|
||||
channels[channel].sound = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -441,8 +639,7 @@ inline JA_Channel_state JA_GetChannelState(const int channel) {
|
||||
return channels[channel].state;
|
||||
}
|
||||
|
||||
inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para todos los grupos
|
||||
{
|
||||
inline float JA_SetSoundVolume(float volume, const int group = -1) {
|
||||
const float v = SDL_clamp(volume, 0.0f, 1.0f);
|
||||
|
||||
if (group == -1) {
|
||||
@@ -452,10 +649,10 @@ inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para t
|
||||
} else if (group >= 0 && group < JA_MAX_GROUPS) {
|
||||
JA_soundVolume[group] = v;
|
||||
} else {
|
||||
return v; // Grupo inválido
|
||||
return v;
|
||||
}
|
||||
|
||||
// Aplicar volumen a canales activos
|
||||
// Aplicar volum als canals actius.
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) {
|
||||
if (group == -1 || channels[i].group == group) {
|
||||
@@ -470,13 +667,13 @@ inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para t
|
||||
|
||||
inline void JA_EnableSound(const bool value) {
|
||||
if (!value) {
|
||||
JA_StopChannel(-1); // Detener todos los canales
|
||||
JA_StopChannel(-1);
|
||||
}
|
||||
JA_soundEnabled = value;
|
||||
}
|
||||
|
||||
inline float JA_SetVolume(float volume) {
|
||||
float v = JA_SetMusicVolume(volume);
|
||||
JA_SetSoundVolume(v, -1); // Aplicar a todos los grupos de sonido
|
||||
JA_SetSoundVolume(v, -1);
|
||||
return v;
|
||||
}
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "core/locale/locale.hpp" // Para Locale
|
||||
#include "core/rendering/render_info.hpp" // Para RenderInfo
|
||||
#include "core/rendering/screen.hpp" // Para Screen
|
||||
#include "core/system/global_events.hpp" // Para GlobalEvents::consumeGamepadButtonPressed
|
||||
#include "game/options.hpp" // Para Options, options, OptionsVideo, Section
|
||||
#include "game/scene_manager.hpp" // Para SceneManager
|
||||
#include "game/ui/console.hpp" // Para Console
|
||||
@@ -20,11 +21,8 @@ namespace GlobalInputs {
|
||||
// Funciones internas
|
||||
namespace {
|
||||
void handleQuit() {
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// A la versió web no es pot eixir del joc
|
||||
return;
|
||||
#else
|
||||
// En la escena GAME el comportamiento es siempre el mismo (con o sin modo kiosko)
|
||||
// En la escena GAME el comportamiento es siempre el mismo (con o sin modo kiosko):
|
||||
// Escape torna al menu principal. Això també és vàlid en la versió web.
|
||||
if (SceneManager::current == SceneManager::Scene::GAME) {
|
||||
const std::string CODE = "PRESS AGAIN TO RETURN TO MENU";
|
||||
if (stringInVector(Notifier::get()->getCodes(), CODE)) {
|
||||
@@ -45,6 +43,11 @@ namespace GlobalInputs {
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// A la versió web no es pot eixir del joc des de fora de l'escena GAME
|
||||
// (el navegador gestiona la pestanya; Escape no tanca res).
|
||||
return;
|
||||
#else
|
||||
// Comportamiento normal fuera del modo kiosko
|
||||
const std::string CODE = "PRESS AGAIN TO EXIT";
|
||||
if (stringInVector(Notifier::get()->getCodes(), CODE)) {
|
||||
@@ -150,6 +153,13 @@ namespace GlobalInputs {
|
||||
|
||||
// Detecta qué acción global ha sido presionada (si alguna)
|
||||
auto getPressedAction() -> InputAction { // NOLINT(readability-function-cognitive-complexity)
|
||||
// Qualsevol botó del comandament actua com a ACCEPT (saltar escenes
|
||||
// d'attract mode: logo, loading, credits, demo, ending...). El botó
|
||||
// BACK queda filtrat prèviament a GlobalEvents per no colidir amb EXIT
|
||||
// (excepte en emscripten, on BACK no pot sortir i sí pot saltar).
|
||||
if (GlobalEvents::consumeGamepadButtonPressed()) {
|
||||
return InputAction::ACCEPT;
|
||||
}
|
||||
if (Input::get()->checkAction(InputAction::EXIT, Input::DO_NOT_ALLOW_REPEAT)) {
|
||||
return InputAction::EXIT;
|
||||
}
|
||||
|
||||
@@ -10,6 +10,41 @@
|
||||
|
||||
#include "game/options.hpp" // Para Options::controls
|
||||
|
||||
// Emscripten-only: SDL 3.4+ ja no casa el GUID dels mandos de Chrome Android
|
||||
// amb gamecontrollerdb (el gamepad.id d'Android no porta Vendor/Product, el
|
||||
// parser extreu valors escombraries, el GUID resultant no està a la db i el
|
||||
// gamepad queda obert amb un mapping incorrecte). Com el W3C Gamepad API
|
||||
// garanteix el layout estàndard quan el navegador reporta mapping=="standard",
|
||||
// injectem un mapping SDL amb eixe layout per al GUID del joystick abans
|
||||
// d'obrir-lo com gamepad. Fora d'Emscripten és un no-op.
|
||||
static void installWebStandardMapping(SDL_JoystickID jid) {
|
||||
#ifdef __EMSCRIPTEN__
|
||||
SDL_GUID guid = SDL_GetJoystickGUIDForID(jid);
|
||||
char guidStr[33];
|
||||
SDL_GUIDToString(guid, guidStr, sizeof(guidStr));
|
||||
const char* name = SDL_GetJoystickNameForID(jid);
|
||||
if (!name || !*name) name = "Standard Gamepad";
|
||||
|
||||
char mapping[512];
|
||||
SDL_snprintf(mapping, sizeof(mapping),
|
||||
"%s,%s,"
|
||||
"a:b0,b:b1,x:b2,y:b3,"
|
||||
"leftshoulder:b4,rightshoulder:b5,"
|
||||
"lefttrigger:b6,righttrigger:b7,"
|
||||
"back:b8,start:b9,"
|
||||
"leftstick:b10,rightstick:b11,"
|
||||
"dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,"
|
||||
"guide:b16,"
|
||||
"leftx:a0,lefty:a1,rightx:a2,righty:a3,"
|
||||
"platform:Emscripten",
|
||||
guidStr,
|
||||
name);
|
||||
SDL_AddGamepadMapping(mapping);
|
||||
#else
|
||||
(void)jid;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Singleton
|
||||
Input* Input::instance = nullptr;
|
||||
|
||||
@@ -390,12 +425,21 @@ void Input::update() { // NOLINT(readability-convert-member-functions-to-static
|
||||
|
||||
// --- MANDOS ---
|
||||
for (const auto& gamepad : gamepads_) {
|
||||
for (auto& binding : gamepad->bindings) {
|
||||
bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(gamepad->pad, static_cast<SDL_GamepadButton>(binding.second.button))) != 0;
|
||||
for (auto& [action, state] : gamepad->bindings) {
|
||||
bool is_down_now = static_cast<int>(SDL_GetGamepadButton(gamepad->pad, static_cast<SDL_GamepadButton>(state.button))) != 0;
|
||||
|
||||
// JUMP accepta qualsevol dels 4 botons frontals (South/East/North/West)
|
||||
if (action == Action::JUMP) {
|
||||
is_down_now = is_down_now ||
|
||||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_SOUTH) != 0) ||
|
||||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_EAST) != 0) ||
|
||||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_NORTH) != 0) ||
|
||||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_WEST) != 0);
|
||||
}
|
||||
|
||||
// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
|
||||
binding.second.just_pressed = button_is_down_now && !binding.second.is_held;
|
||||
binding.second.is_held = button_is_down_now;
|
||||
state.just_pressed = is_down_now && !state.is_held;
|
||||
state.is_held = is_down_now;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -411,6 +455,7 @@ auto Input::handleEvent(const SDL_Event& event) -> std::string { // NOLINT(read
|
||||
}
|
||||
|
||||
auto Input::addGamepad(int device_index) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
|
||||
installWebStandardMapping(device_index);
|
||||
SDL_Gamepad* pad = SDL_OpenGamepad(device_index);
|
||||
if (pad == nullptr) {
|
||||
std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << '\n';
|
||||
@@ -421,7 +466,13 @@ auto Input::addGamepad(int device_index) -> std::string { // NOLINT(readability
|
||||
auto name = gamepad->name;
|
||||
std::cout << "Gamepad connected (" << name << ")" << '\n';
|
||||
gamepads_.push_back(std::move(gamepad));
|
||||
return name + " CONNECTED";
|
||||
|
||||
// Aplica els bindings d'Options al nou gamepad (en hot-plug/wasm el ctor
|
||||
// ja ha cridat applyGamepadBindingsFromOptions però llavors gamepads_
|
||||
// estava buit i no s'ha fet res).
|
||||
applyGamepadBindingsFromOptions();
|
||||
|
||||
return name;
|
||||
}
|
||||
|
||||
auto Input::removeGamepad(SDL_JoystickID id) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
|
||||
@@ -433,7 +484,7 @@ auto Input::removeGamepad(SDL_JoystickID id) -> std::string { // NOLINT(readabi
|
||||
std::string name = (*it)->name;
|
||||
std::cout << "Gamepad disconnected (" << name << ")" << '\n';
|
||||
gamepads_.erase(it);
|
||||
return name + " DISCONNECTED";
|
||||
return name;
|
||||
}
|
||||
std::cerr << "No se encontró el gamepad con ID " << id << '\n';
|
||||
return {};
|
||||
|
||||
@@ -51,16 +51,34 @@ class Input {
|
||||
std::string path; // Ruta del dispositivo
|
||||
std::unordered_map<Action, ButtonState> bindings; // Mapa de acciones a estados de botón
|
||||
|
||||
// Recorta el nombre del mando hasta el primer '(' o '[' y elimina espacios finales.
|
||||
// Evita nombres como "Retroid Controller (vendor: 1001) ..." en las notificaciones.
|
||||
static auto trimName(const char* raw) -> std::string {
|
||||
std::string s(raw != nullptr ? raw : "");
|
||||
const auto pos = s.find_first_of("([");
|
||||
if (pos != std::string::npos) { s.erase(pos); }
|
||||
while (!s.empty() && s.back() == ' ') { s.pop_back(); }
|
||||
return s;
|
||||
}
|
||||
|
||||
explicit Gamepad(SDL_Gamepad* gamepad)
|
||||
: pad(gamepad),
|
||||
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
|
||||
name(std::string(SDL_GetGamepadName(gamepad))),
|
||||
name(trimName(SDL_GetGamepadName(gamepad))),
|
||||
path(std::string(SDL_GetGamepadPath(pad))),
|
||||
bindings{
|
||||
// Movimiento del jugador
|
||||
{Action::LEFT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}},
|
||||
{Action::RIGHT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}},
|
||||
{Action::JUMP, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}}} {}
|
||||
{Action::JUMP, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}},
|
||||
// Botó BACK del mando → sortir escena / tancar joc
|
||||
{Action::EXIT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_BACK)}},
|
||||
{Action::CANCEL, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_BACK)}},
|
||||
// Botó START del mando → pausa
|
||||
{Action::PAUSE, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_START)}},
|
||||
// Shoulders → paleta següent / mode d'ordenació de paleta següent
|
||||
{Action::NEXT_PALETTE, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_LEFT_SHOULDER)}},
|
||||
{Action::NEXT_PALETTE_SORT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER)}}} {}
|
||||
|
||||
~Gamepad() {
|
||||
if (pad != nullptr) {
|
||||
|
||||
@@ -119,9 +119,10 @@ void RenderInfo::render() const {
|
||||
// Fuente: preferir la de la consola si está disponible
|
||||
auto text_obj = (Console::get() != nullptr) ? Console::get()->getText() : Screen::get()->getText();
|
||||
|
||||
// Posición Y: debajo de la consola + offset animado propio
|
||||
// Posición Y: debajo de la consola + altura animada de la pila de notificaciones + offset animado propio
|
||||
const int CONSOLE_Y = (Console::get() != nullptr) ? Console::get()->getVisibleHeight() : 0;
|
||||
const int Y = CONSOLE_Y + static_cast<int>(y_);
|
||||
const int NOTIFIER_Y = (Notifier::get() != nullptr) ? Notifier::get()->getVisibleHeight() : 0;
|
||||
const int Y = CONSOLE_Y + NOTIFIER_Y + static_cast<int>(y_);
|
||||
|
||||
// Rectángulo de fondo: ancho completo, alto ajustado al texto
|
||||
const SDL_FRect RECT = {
|
||||
@@ -141,17 +142,15 @@ void RenderInfo::render() const {
|
||||
MSG_COLOR);
|
||||
}
|
||||
|
||||
// Activa o desactiva el overlay y notifica a Notifier del cambio de offset
|
||||
// Activa o desactiva el overlay (la posición Y se calcula pull-side en render())
|
||||
void RenderInfo::toggle() {
|
||||
switch (status_) {
|
||||
case Status::HIDDEN:
|
||||
status_ = Status::RISING;
|
||||
Screen::get()->updateZoomFactor();
|
||||
if (Notifier::get() != nullptr) { Notifier::get()->addYOffset(HEIGHT); }
|
||||
break;
|
||||
case Status::ACTIVE:
|
||||
status_ = Status::VANISHING;
|
||||
if (Notifier::get() != nullptr) { Notifier::get()->removeYOffset(HEIGHT); }
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
#include "core/rendering/screen.hpp"
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#endif
|
||||
|
||||
#include <algorithm> // Para max, min, transform
|
||||
#include <cctype> // Para toupper
|
||||
@@ -28,6 +32,63 @@
|
||||
// [SINGLETON]
|
||||
Screen* Screen::screen = nullptr;
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// ============================================================================
|
||||
// Restauració del canvas en wasm/Emscripten
|
||||
// ============================================================================
|
||||
//
|
||||
// Problema: SDL3 + Emscripten no notifica de manera fiable els canvis de mida
|
||||
// del canvas HTML. En concret:
|
||||
// - SDL_EVENT_WINDOW_LEAVE_FULLSCREEN no s'emet quan l'usuari surt de
|
||||
// fullscreen amb Esc/F11 (libsdl-org/SDL#13300).
|
||||
// - SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED i SDL_EVENT_DISPLAY_ORIENTATION
|
||||
// tampoc es disparen de manera fiable (libsdl-org/SDL#11389).
|
||||
// - Resultat: en sortir de fullscreen el canvas queda a la mida correcta
|
||||
// però SDL encara creu que està en fullscreen amb la resolució anterior,
|
||||
// i el joc es veu minúscul fins que l'usuari força un refresh manual
|
||||
// (p. ex., canviant el mode d'escalat amb F7).
|
||||
//
|
||||
// Solució: registrem callbacks natius d'Emscripten (fullscreenchange,
|
||||
// orientationchange) que re-sincronitzen SDL amb l'estat real del navegador.
|
||||
// NO registrem resize callback: en mòbil el scroll fa que el navegador oculti/
|
||||
// mostri la barra d'URL, disparant un resize del DOM per cada scroll.
|
||||
// Tots delegen en Screen::handleCanvasResized(), que crida setVideoMode()
|
||||
// amb l'estat de fullscreen actualitzat — això és el que realment restaura
|
||||
// la finestra SDL perquè dins setVideoMode es crida SDL_SetWindowFullscreen,
|
||||
// que és imprescindible per treure SDL del seu estat intern de fullscreen.
|
||||
//
|
||||
// Els callbacks diferixen la feina amb emscripten_async_call(0ms) perquè
|
||||
// quan l'event es dispara el navegador encara no ha acabat de redimensionar
|
||||
// el canvas: llegir la mida en aquest instant donaria un valor obsolet.
|
||||
// Posposar al següent tick del event loop garanteix que el canvas ja està
|
||||
// estable quan actuem.
|
||||
//
|
||||
// Referències:
|
||||
// - https://github.com/libsdl-org/SDL/issues/13300
|
||||
// - https://github.com/libsdl-org/SDL/issues/11389
|
||||
// - https://discourse.libsdl.org/t/sdl-emscripten-allow-resize-events-on-fullscreen-windows/66279
|
||||
// ============================================================================
|
||||
namespace {
|
||||
void deferredCanvasResize(void* /*user_data*/) {
|
||||
if (Screen::get() != nullptr) { Screen::get()->handleCanvasResized(); }
|
||||
}
|
||||
|
||||
auto onEmFullscreenChange(int /*event_type*/, const EmscriptenFullscreenChangeEvent* event, void* /*user_data*/) -> EM_BOOL {
|
||||
// Actualitzem Options::video.fullscreen amb l'estat real del navegador
|
||||
// abans de diferir la restauració: quan l'usuari surt amb Esc no passem
|
||||
// per setVideoMode() i l'estat intern quedaria desincronitzat.
|
||||
Options::video.fullscreen = (event != nullptr && event->isFullscreen != 0);
|
||||
emscripten_async_call(deferredCanvasResize, nullptr, 0);
|
||||
return EM_FALSE;
|
||||
}
|
||||
|
||||
auto onEmOrientationChange(int /*event_type*/, const EmscriptenOrientationChangeEvent* /*event*/, void* /*user_data*/) -> EM_BOOL {
|
||||
emscripten_async_call(deferredCanvasResize, nullptr, 0);
|
||||
return EM_FALSE;
|
||||
}
|
||||
} // namespace
|
||||
#endif
|
||||
|
||||
// [SINGLETON] Crearemos el objeto con esta función estática
|
||||
void Screen::init() {
|
||||
Screen::screen = new Screen();
|
||||
@@ -168,6 +229,20 @@ void Screen::toggleVideoMode() {
|
||||
setVideoMode(Options::video.fullscreen);
|
||||
}
|
||||
|
||||
// Re-sincronitza SDL amb l'estat real del canvas del navegador. L'invoquen els
|
||||
// callbacks natius d'Emscripten definits a dalt (vegeu el bloc de documentació
|
||||
// just després dels includes) quan es detecta un fullscreenchange, resize o
|
||||
// orientationchange. Delegar a setVideoMode() és el que realment restaura la
|
||||
// finestra: per sota crida SDL_SetWindowFullscreen, imprescindible perquè
|
||||
// SDL tregui el seu estat intern de fullscreen quan l'usuari ha sortit amb
|
||||
// Esc sense passar pel nostre toggleVideoMode(). No fem res fora d'emscripten
|
||||
// perquè en desktop SDL ja emet SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED correctament.
|
||||
void Screen::handleCanvasResized() {
|
||||
#ifdef __EMSCRIPTEN__
|
||||
setVideoMode(Options::video.fullscreen);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Reduce el tamaño de la ventana
|
||||
auto Screen::decWindowZoom() -> bool {
|
||||
if (static_cast<int>(Options::video.fullscreen) == 0) {
|
||||
@@ -295,16 +370,16 @@ 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);
|
||||
|
||||
// Reservamos memoria una sola vez.
|
||||
// Si el buffer es más pequeño que la superficie, crash asegurado.
|
||||
border_pixel_buffer_.resize(static_cast<size_t>(window_width_ * window_height_));
|
||||
// border_surface_ sempre té el tamany complet del borde (game + 2*border_w/h),
|
||||
// independentment de si el borde està visible o no. El buffer ARGB que l'ombra
|
||||
// ha de ser ALMENYS tan gran com la surface; si no, toARGBBuffer() escriu fora
|
||||
// de bounds i corromp el heap (bug latent a desktop fins a disparar-lo un toggleBorder).
|
||||
const size_t FULL_BORDER_BUFFER_SIZE =
|
||||
static_cast<size_t>(Options::game.width + (Options::video.border.width * 2)) *
|
||||
static_cast<size_t>(Options::game.height + (Options::video.border.height * 2));
|
||||
border_pixel_buffer_.resize(FULL_BORDER_BUFFER_SIZE);
|
||||
game_pixel_buffer_.resize(static_cast<size_t>(Options::game.width * Options::game.height));
|
||||
|
||||
// border_pixel_buffer_ es el buffer que se sube a la GPU (tamaño total ventana).
|
||||
if (Options::video.border.enabled) {
|
||||
border_pixel_buffer_.resize(static_cast<size_t>(window_width_ * window_height_));
|
||||
}
|
||||
|
||||
// Lógica de centrado y redimensionado de ventana SDL
|
||||
if (static_cast<int>(Options::video.fullscreen) == 0) {
|
||||
int old_w;
|
||||
@@ -743,10 +818,25 @@ auto Screen::initSDLVideo() -> bool {
|
||||
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderVSync(renderer_, Options::video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
|
||||
|
||||
registerEmscriptenEventCallbacks();
|
||||
|
||||
std::cout << "Video system initialized successfully\n";
|
||||
return true;
|
||||
}
|
||||
|
||||
// Registra els callbacks natius d'Emscripten que restauren el canvas quan
|
||||
// SDL3 no emet els events equivalents. Fora d'Emscripten és un no-op.
|
||||
// Vegeu el bloc de documentació a dalt del fitxer per al context complet.
|
||||
void Screen::registerEmscriptenEventCallbacks() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// NO registrem resize callback. En mòbil, fer scroll fa que el navegador
|
||||
// oculti/mostri la barra d'URL disparant un resize del DOM per cada scroll,
|
||||
// i això portaria a cridar setVideoMode innecessàriament. Alineat amb CC i CCAE.
|
||||
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_TRUE, onEmFullscreenChange);
|
||||
emscripten_set_orientationchange_callback(nullptr, EM_TRUE, onEmOrientationChange);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Crea el objeto de texto
|
||||
void Screen::createText() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
// Carga la surface de la fuente directamente del archivo
|
||||
|
||||
@@ -38,6 +38,7 @@ class Screen {
|
||||
// Video y ventana
|
||||
void setVideoMode(bool mode); // Establece el modo de video
|
||||
void toggleVideoMode(); // Cambia entre pantalla completa y ventana
|
||||
void handleCanvasResized(); // Restaura el canvas quan SDL3 no reporta el canvi (emscripten only: sortida de fullscreen amb Esc, rotació, resize); no-op fora d'emscripten
|
||||
void toggleIntegerScale(); // Alterna entre activar y desactivar el escalado entero
|
||||
void toggleVSync(); // Alterna entre activar y desactivar el V-Sync
|
||||
auto decWindowZoom() -> bool; // Reduce el tamaño de la ventana
|
||||
@@ -136,6 +137,7 @@ class Screen {
|
||||
void applyCurrentCrtPiPreset(); // Aplica los parámetros del preset CrtPi actual al backend
|
||||
void getDisplayInfo(); // Obtiene información sobre la pantalla
|
||||
auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana
|
||||
void registerEmscriptenEventCallbacks(); // Registra els callbacks natius per restaurar el canvas en wasm (no-op fora d'emscripten)
|
||||
void createText(); // Crea el objeto de texto
|
||||
|
||||
// Constructor y destructor
|
||||
|
||||
@@ -8,11 +8,11 @@
|
||||
#include <iostream> // std::cout
|
||||
|
||||
#ifndef __APPLE__
|
||||
#include "core/rendering/sdl3gpu/crtpi_frag_spv.h"
|
||||
#include "core/rendering/sdl3gpu/downscale_frag_spv.h"
|
||||
#include "core/rendering/sdl3gpu/postfx_frag_spv.h"
|
||||
#include "core/rendering/sdl3gpu/postfx_vert_spv.h"
|
||||
#include "core/rendering/sdl3gpu/upscale_frag_spv.h"
|
||||
#include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
|
||||
#include "core/rendering/sdl3gpu/spv/downscale_frag_spv.h"
|
||||
#include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
|
||||
#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
|
||||
#include "core/rendering/sdl3gpu/spv/upscale_frag_spv.h"
|
||||
#endif
|
||||
|
||||
#ifdef __APPLE__
|
||||
|
||||
2
source/core/rendering/sdl3gpu/spv/.clang-format
Normal file
2
source/core/rendering/sdl3gpu/spv/.clang-format
Normal file
@@ -0,0 +1,2 @@
|
||||
DisableFormat: true
|
||||
SortIncludes: Never
|
||||
4
source/core/rendering/sdl3gpu/spv/.clang-tidy
Normal file
4
source/core/rendering/sdl3gpu/spv/.clang-tidy
Normal file
@@ -0,0 +1,4 @@
|
||||
# source/core/rendering/sdl3gpu/spv/.clang-tidy
|
||||
Checks: '-*'
|
||||
WarningsAsErrors: ''
|
||||
HeaderFilterRegex: ''
|
||||
@@ -219,7 +219,7 @@ AnimatedSprite::AnimatedSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
|
||||
: MovingSprite(std::move(surface), pos) {
|
||||
// animations_ queda buit (protegit per el guard de animate())
|
||||
if (surface_) {
|
||||
clip_ = {.x = 0, .y = 0, .w = surface_->getWidth(), .h = surface_->getHeight()};
|
||||
clip_ = {.x = 0, .y = 0, .w = static_cast<float>(surface_->getWidth()), .h = static_cast<float>(surface_->getHeight())};
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -35,8 +35,8 @@ auto DissolveSprite::computePixelRank(int col, int row, int frame_h, DissolveDir
|
||||
DissolveSprite::DissolveSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
|
||||
: AnimatedSprite(std::move(surface), pos) {
|
||||
if (surface_) {
|
||||
const int W = static_cast<int>(surface_->getWidth());
|
||||
const int H = static_cast<int>(surface_->getHeight());
|
||||
const int W = surface_->getWidth();
|
||||
const int H = surface_->getHeight();
|
||||
surface_display_ = std::make_shared<Surface>(W, H);
|
||||
surface_display_->setTransparentColor(surface_->getTransparentColor());
|
||||
surface_display_->clear(surface_->getTransparentColor());
|
||||
@@ -47,8 +47,8 @@ DissolveSprite::DissolveSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
|
||||
DissolveSprite::DissolveSprite(const AnimationResource& data)
|
||||
: AnimatedSprite(data) {
|
||||
if (surface_) {
|
||||
const int W = static_cast<int>(surface_->getWidth());
|
||||
const int H = static_cast<int>(surface_->getHeight());
|
||||
const int W = surface_->getWidth();
|
||||
const int H = surface_->getHeight();
|
||||
surface_display_ = std::make_shared<Surface>(W, H);
|
||||
surface_display_->setTransparentColor(surface_->getTransparentColor());
|
||||
// Inicialitza tots els píxels com a transparents
|
||||
@@ -75,8 +75,8 @@ void DissolveSprite::rebuildDisplaySurface() {
|
||||
auto src_data = surface_->getSurfaceData();
|
||||
auto dst_data = surface_display_->getSurfaceData();
|
||||
|
||||
const int SRC_W = static_cast<int>(src_data->width);
|
||||
const int DST_W = static_cast<int>(dst_data->width);
|
||||
const int SRC_W = src_data->width;
|
||||
const int DST_W = dst_data->width;
|
||||
const Uint8 TRANSPARENT = surface_->getTransparentColor();
|
||||
|
||||
// Esborra frame anterior si ha canviat
|
||||
|
||||
@@ -19,7 +19,7 @@ Sprite::Sprite() = default;
|
||||
|
||||
Sprite::Sprite(std::shared_ptr<Surface> surface)
|
||||
: surface_(std::move(surface)),
|
||||
pos_{0.0F, 0.0F, surface_->getWidth(), surface_->getHeight()},
|
||||
pos_{0.0F, 0.0F, static_cast<float>(surface_->getWidth()), static_cast<float>(surface_->getHeight())},
|
||||
clip_(pos_) {}
|
||||
|
||||
// Muestra el sprite por pantalla
|
||||
|
||||
@@ -104,7 +104,7 @@ Surface::Surface(const std::string& file_path)
|
||||
}
|
||||
|
||||
// Carga una superficie desde un archivo
|
||||
auto Surface::loadSurface(const std::string& file_path) -> SurfaceData { // NOLINT(readability-convert-member-functions-to-static)
|
||||
auto Surface::loadSurface(const std::string& file_path) -> SurfaceData {
|
||||
// Load file using ResourceHelper (supports both filesystem and pack)
|
||||
std::vector<Uint8> buffer = Resource::Helper::loadFile(file_path);
|
||||
if (buffer.empty()) {
|
||||
@@ -129,7 +129,7 @@ auto Surface::loadSurface(const std::string& file_path) -> SurfaceData { // NOL
|
||||
|
||||
// Crear y devolver directamente el objeto SurfaceData
|
||||
printWithDots("Surface : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
|
||||
return {static_cast<float>(w), static_cast<float>(h), pixels};
|
||||
return {static_cast<int>(w), static_cast<int>(h), pixels};
|
||||
}
|
||||
|
||||
// Carga una paleta desde un archivo
|
||||
@@ -149,7 +149,7 @@ void Surface::setColor(int index, Uint32 color) {
|
||||
|
||||
// Rellena la superficie con un color
|
||||
void Surface::clear(Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
|
||||
const size_t TOTAL_PIXELS = surface_data_->width * surface_data_->height;
|
||||
const size_t TOTAL_PIXELS = static_cast<size_t>(surface_data_->width) * static_cast<size_t>(surface_data_->height);
|
||||
Uint8* data_ptr = surface_data_->data.get();
|
||||
std::fill(data_ptr, data_ptr + TOTAL_PIXELS, color);
|
||||
}
|
||||
@@ -165,19 +165,19 @@ void Surface::putPixel(int x, int y, Uint8 color) { // NOLINT(readability-conve
|
||||
}
|
||||
|
||||
// Obtiene el color de un pixel de la surface_data
|
||||
auto Surface::getPixel(int x, int y) -> Uint8 { return surface_data_->data.get()[x + (y * static_cast<int>(surface_data_->width))]; }
|
||||
auto Surface::getPixel(int x, int y) -> Uint8 { return surface_data_->data.get()[x + (y * surface_data_->width)]; }
|
||||
|
||||
// Dibuja un rectangulo relleno
|
||||
void Surface::fillRect(const SDL_FRect* rect, Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
|
||||
// Limitar los valores del rectángulo al tamaño de la superficie
|
||||
float x_start = std::max(0.0F, rect->x);
|
||||
float y_start = std::max(0.0F, rect->y);
|
||||
float x_end = std::min(rect->x + rect->w, surface_data_->width);
|
||||
float y_end = std::min(rect->y + rect->h, surface_data_->height);
|
||||
float x_end = std::min(rect->x + rect->w, static_cast<float>(surface_data_->width));
|
||||
float y_end = std::min(rect->y + rect->h, static_cast<float>(surface_data_->height));
|
||||
|
||||
// Rellenar fila a fila con memset (memoria contigua por fila)
|
||||
Uint8* data_ptr = surface_data_->data.get();
|
||||
const int SURF_WIDTH = static_cast<int>(surface_data_->width);
|
||||
const int SURF_WIDTH = surface_data_->width;
|
||||
const int ROW_WIDTH = static_cast<int>(x_end) - static_cast<int>(x_start);
|
||||
for (int y = static_cast<int>(y_start); y < static_cast<int>(y_end); ++y) {
|
||||
std::memset(data_ptr + (y * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
|
||||
@@ -189,12 +189,12 @@ void Surface::drawRectBorder(const SDL_FRect* rect, Uint8 color) { // NOLINT(re
|
||||
// Limitar los valores del rectángulo al tamaño de la superficie
|
||||
float x_start = std::max(0.0F, rect->x);
|
||||
float y_start = std::max(0.0F, rect->y);
|
||||
float x_end = std::min(rect->x + rect->w, surface_data_->width);
|
||||
float y_end = std::min(rect->y + rect->h, surface_data_->height);
|
||||
float x_end = std::min(rect->x + rect->w, static_cast<float>(surface_data_->width));
|
||||
float y_end = std::min(rect->y + rect->h, static_cast<float>(surface_data_->height));
|
||||
|
||||
// Dibujar bordes horizontales con memset (líneas contiguas en memoria)
|
||||
Uint8* data_ptr = surface_data_->data.get();
|
||||
const int SURF_WIDTH = static_cast<int>(surface_data_->width);
|
||||
const int SURF_WIDTH = surface_data_->width;
|
||||
const int ROW_WIDTH = static_cast<int>(x_end) - static_cast<int>(x_start);
|
||||
std::memset(data_ptr + (static_cast<int>(y_start) * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
|
||||
std::memset(data_ptr + ((static_cast<int>(y_end) - 1) * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
|
||||
@@ -211,68 +211,38 @@ void Surface::drawRectBorder(const SDL_FRect* rect, Uint8 color) { // NOLINT(re
|
||||
}
|
||||
}
|
||||
|
||||
// Dibuja una linea
|
||||
// Dibuja una linea (Bresenham en enteros)
|
||||
void Surface::drawLine(float x1, float y1, float x2, float y2, Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
|
||||
// Calcula las diferencias
|
||||
float dx = std::abs(x2 - x1);
|
||||
float dy = std::abs(y2 - y1);
|
||||
int ix1 = static_cast<int>(std::lround(x1));
|
||||
int iy1 = static_cast<int>(std::lround(y1));
|
||||
const int IX2 = static_cast<int>(std::lround(x2));
|
||||
const int IY2 = static_cast<int>(std::lround(y2));
|
||||
|
||||
// Determina la dirección del incremento
|
||||
float sx = (x1 < x2) ? 1 : -1;
|
||||
float sy = (y1 < y2) ? 1 : -1;
|
||||
const int DX = std::abs(IX2 - ix1);
|
||||
const int DY = std::abs(IY2 - iy1);
|
||||
const int SX = (ix1 < IX2) ? 1 : -1;
|
||||
const int SY = (iy1 < IY2) ? 1 : -1;
|
||||
|
||||
float err = dx - dy;
|
||||
const int SURF_W = surface_data_->width;
|
||||
const int SURF_H = surface_data_->height;
|
||||
Uint8* data_ptr = surface_data_->data.get();
|
||||
|
||||
int err = DX - DY;
|
||||
while (true) {
|
||||
// Asegúrate de no dibujar fuera de los límites de la superficie
|
||||
if (x1 >= 0 && x1 < surface_data_->width && y1 >= 0 && y1 < surface_data_->height) {
|
||||
surface_data_->data.get()[static_cast<size_t>(x1 + (y1 * surface_data_->width))] = color;
|
||||
if (ix1 >= 0 && ix1 < SURF_W && iy1 >= 0 && iy1 < SURF_H) {
|
||||
data_ptr[ix1 + (iy1 * SURF_W)] = color;
|
||||
}
|
||||
|
||||
// Si alcanzamos el punto final, salimos
|
||||
if (x1 == x2 && y1 == y2) {
|
||||
if (ix1 == IX2 && iy1 == IY2) {
|
||||
break;
|
||||
}
|
||||
|
||||
int e2 = 2 * err;
|
||||
if (e2 > -dy) {
|
||||
err -= dy;
|
||||
x1 += sx;
|
||||
}
|
||||
if (e2 < dx) {
|
||||
err += dx;
|
||||
y1 += sy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Surface::render(float dx, float dy, float sx, float sy, float w, float h) { // NOLINT(readability-make-member-function-const)
|
||||
auto surface_data = Screen::get()->getRendererSurface()->getSurfaceData();
|
||||
|
||||
// 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);
|
||||
|
||||
// Limitar la región para evitar accesos fuera de rango en destino
|
||||
w = std::min(w, surface_data->width - dx);
|
||||
h = std::min(h, surface_data->height - dy);
|
||||
|
||||
const Uint8* src_ptr = surface_data_->data.get();
|
||||
Uint8* dst_ptr = surface_data->data.get();
|
||||
for (int iy = 0; iy < h; ++iy) {
|
||||
for (int ix = 0; ix < w; ++ix) {
|
||||
// Verificar que las coordenadas de destino están dentro de los límites
|
||||
if (int dest_x = dx + ix; dest_x >= 0 && dest_x < surface_data->width) {
|
||||
if (int dest_y = dy + iy; dest_y >= 0 && dest_y < surface_data->height) {
|
||||
int src_x = sx + ix;
|
||||
int src_y = sy + iy;
|
||||
|
||||
Uint8 color = src_ptr[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
|
||||
if (color != static_cast<Uint8>(transparent_color_)) {
|
||||
dst_ptr[static_cast<size_t>(dest_x + (dest_y * surface_data->width))] = sub_palette_[color];
|
||||
}
|
||||
}
|
||||
if (e2 > -DY) {
|
||||
err -= DY;
|
||||
ix1 += SX;
|
||||
}
|
||||
if (e2 < DX) {
|
||||
err += DX;
|
||||
iy1 += SY;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
|
||||
@@ -38,10 +38,10 @@ namespace Resource {
|
||||
// [SINGLETON] Con este método obtenemos el objeto cache y podemos trabajar con él
|
||||
auto Cache::get() -> Cache* { return Cache::cache; }
|
||||
|
||||
// Constructor
|
||||
// Constructor — no dispara la carga. Director llama a beginLoad() + loadStep()
|
||||
// desde iterate() para que el bucle SDL3 esté vivo durante la carga.
|
||||
Cache::Cache()
|
||||
: loading_text_(Screen::get()->getText()) {
|
||||
load();
|
||||
}
|
||||
|
||||
// Vacia todos los vectores de recursos
|
||||
@@ -53,12 +53,11 @@ namespace Resource {
|
||||
text_files_.clear();
|
||||
texts_.clear();
|
||||
animations_.clear();
|
||||
rooms_.clear();
|
||||
}
|
||||
|
||||
// Carga todos los recursos
|
||||
// Carga todos los recursos de golpe (usado solo por reload() en hot-reload de debug)
|
||||
void Cache::load() {
|
||||
// Nota: el overlay de debug (RenderInfo) se inicializa después de esta carga,
|
||||
// por lo que updateZoomFactor() se llamará correctamente en RenderInfo::init().
|
||||
calculateTotal();
|
||||
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
|
||||
std::cout << "\n** LOADING RESOURCES" << '\n';
|
||||
@@ -73,7 +72,162 @@ namespace Resource {
|
||||
std::cout << "\n** RESOURCES LOADED" << '\n';
|
||||
}
|
||||
|
||||
// Recarga todos los recursos
|
||||
// Prepara el loader incremental. Director lo llama una vez tras Cache::init().
|
||||
void Cache::beginLoad() {
|
||||
calculateTotal();
|
||||
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
|
||||
std::cout << "\n** LOADING RESOURCES (incremental)" << '\n';
|
||||
stage_ = LoadStage::SOUNDS;
|
||||
stage_index_ = 0;
|
||||
}
|
||||
|
||||
auto Cache::isLoadDone() const -> bool {
|
||||
return stage_ == LoadStage::DONE;
|
||||
}
|
||||
|
||||
// Carga assets hasta agotar el presupuesto de tiempo o completar todas las etapas.
|
||||
// Devuelve true cuando ya no queda nada por cargar.
|
||||
auto Cache::loadStep(int budget_ms) -> bool {
|
||||
if (stage_ == LoadStage::DONE) return true;
|
||||
|
||||
const Uint64 start_ns = SDL_GetTicksNS();
|
||||
const Uint64 budget_ns = static_cast<Uint64>(budget_ms) * 1'000'000ULL;
|
||||
|
||||
auto listOf = [](List::Type t) { return List::get()->getListByType(t); };
|
||||
|
||||
while (stage_ != LoadStage::DONE) {
|
||||
switch (stage_) {
|
||||
case LoadStage::SOUNDS: {
|
||||
auto list = listOf(List::Type::SOUND);
|
||||
if (stage_index_ == 0) {
|
||||
std::cout << "\n>> SOUND FILES" << '\n';
|
||||
sounds_.clear();
|
||||
}
|
||||
if (stage_index_ >= list.size()) {
|
||||
stage_ = LoadStage::MUSICS;
|
||||
stage_index_ = 0;
|
||||
break;
|
||||
}
|
||||
loadOneSound(stage_index_++);
|
||||
break;
|
||||
}
|
||||
case LoadStage::MUSICS: {
|
||||
auto list = listOf(List::Type::MUSIC);
|
||||
if (stage_index_ == 0) {
|
||||
std::cout << "\n>> MUSIC FILES" << '\n';
|
||||
musics_.clear();
|
||||
}
|
||||
if (stage_index_ >= list.size()) {
|
||||
stage_ = LoadStage::SURFACES;
|
||||
stage_index_ = 0;
|
||||
break;
|
||||
}
|
||||
loadOneMusic(stage_index_++);
|
||||
break;
|
||||
}
|
||||
case LoadStage::SURFACES: {
|
||||
auto list = listOf(List::Type::BITMAP);
|
||||
if (stage_index_ == 0) {
|
||||
std::cout << "\n>> SURFACES" << '\n';
|
||||
surfaces_.clear();
|
||||
}
|
||||
if (stage_index_ >= list.size()) {
|
||||
stage_ = LoadStage::SURFACES_POST;
|
||||
stage_index_ = 0;
|
||||
break;
|
||||
}
|
||||
loadOneSurface(stage_index_++);
|
||||
break;
|
||||
}
|
||||
case LoadStage::SURFACES_POST: {
|
||||
finalizeSurfaces();
|
||||
stage_ = LoadStage::PALETTES;
|
||||
stage_index_ = 0;
|
||||
break;
|
||||
}
|
||||
case LoadStage::PALETTES: {
|
||||
auto list = listOf(List::Type::PALETTE);
|
||||
if (stage_index_ == 0) {
|
||||
std::cout << "\n>> PALETTES" << '\n';
|
||||
palettes_.clear();
|
||||
}
|
||||
if (stage_index_ >= list.size()) {
|
||||
stage_ = LoadStage::TEXT_FILES;
|
||||
stage_index_ = 0;
|
||||
break;
|
||||
}
|
||||
loadOnePalette(stage_index_++);
|
||||
break;
|
||||
}
|
||||
case LoadStage::TEXT_FILES: {
|
||||
auto list = listOf(List::Type::FONT);
|
||||
if (stage_index_ == 0) {
|
||||
std::cout << "\n>> TEXT FILES" << '\n';
|
||||
text_files_.clear();
|
||||
}
|
||||
if (stage_index_ >= list.size()) {
|
||||
stage_ = LoadStage::ANIMATIONS;
|
||||
stage_index_ = 0;
|
||||
break;
|
||||
}
|
||||
loadOneTextFile(stage_index_++);
|
||||
break;
|
||||
}
|
||||
case LoadStage::ANIMATIONS: {
|
||||
auto list = listOf(List::Type::ANIMATION);
|
||||
if (stage_index_ == 0) {
|
||||
std::cout << "\n>> ANIMATIONS" << '\n';
|
||||
animations_.clear();
|
||||
}
|
||||
if (stage_index_ >= list.size()) {
|
||||
stage_ = LoadStage::ROOMS;
|
||||
stage_index_ = 0;
|
||||
break;
|
||||
}
|
||||
loadOneAnimation(stage_index_++);
|
||||
break;
|
||||
}
|
||||
case LoadStage::ROOMS: {
|
||||
auto list = listOf(List::Type::ROOM);
|
||||
if (stage_index_ == 0) {
|
||||
std::cout << "\n>> ROOMS" << '\n';
|
||||
rooms_.clear();
|
||||
}
|
||||
if (stage_index_ >= list.size()) {
|
||||
stage_ = LoadStage::TEXTS;
|
||||
stage_index_ = 0;
|
||||
break;
|
||||
}
|
||||
loadOneRoom(stage_index_++);
|
||||
break;
|
||||
}
|
||||
case LoadStage::TEXTS: {
|
||||
// createText itera sobre una lista fija de 5 fuentes
|
||||
constexpr size_t TEXT_COUNT = 5;
|
||||
if (stage_index_ == 0) {
|
||||
std::cout << "\n>> CREATING TEXT_OBJECTS" << '\n';
|
||||
texts_.clear();
|
||||
}
|
||||
if (stage_index_ >= TEXT_COUNT) {
|
||||
stage_ = LoadStage::DONE;
|
||||
stage_index_ = 0;
|
||||
std::cout << "\n** RESOURCES LOADED" << '\n';
|
||||
break;
|
||||
}
|
||||
createOneText(stage_index_++);
|
||||
break;
|
||||
}
|
||||
case LoadStage::DONE:
|
||||
break;
|
||||
}
|
||||
|
||||
if ((SDL_GetTicksNS() - start_ns) >= budget_ns) break;
|
||||
}
|
||||
|
||||
return stage_ == LoadStage::DONE;
|
||||
}
|
||||
|
||||
// Recarga todos los recursos (síncrono, solo para hot-reload de debug)
|
||||
void Cache::reload() {
|
||||
clear();
|
||||
load();
|
||||
@@ -217,28 +371,42 @@ namespace Resource {
|
||||
throw;
|
||||
}
|
||||
|
||||
// Carga los sonidos
|
||||
void Cache::loadSounds() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
std::cout << "\n>> SOUND FILES" << '\n';
|
||||
auto list = List::get()->getListByType(List::Type::SOUND);
|
||||
sounds_.clear();
|
||||
// Lista fija de text objects. Compartida entre createText() y createOneText(i).
|
||||
namespace {
|
||||
struct TextObjectInfo {
|
||||
std::string key; // Identificador del recurso
|
||||
std::string texture_file; // Nombre del archivo de textura
|
||||
std::string text_file; // Nombre del archivo de texto
|
||||
};
|
||||
|
||||
for (const auto& l : list) {
|
||||
const std::vector<TextObjectInfo>& getTextObjectInfos() {
|
||||
static const std::vector<TextObjectInfo> info = {
|
||||
{.key = "aseprite", .texture_file = "aseprite.gif", .text_file = "aseprite.fnt"},
|
||||
{.key = "gauntlet", .texture_file = "gauntlet.gif", .text_file = "gauntlet.fnt"},
|
||||
{.key = "smb2", .texture_file = "smb2.gif", .text_file = "smb2.fnt"},
|
||||
{.key = "subatomic", .texture_file = "subatomic.gif", .text_file = "subatomic.fnt"},
|
||||
{.key = "8bithud", .texture_file = "8bithud.gif", .text_file = "8bithud.fnt"}};
|
||||
return info;
|
||||
}
|
||||
} // namespace
|
||||
|
||||
// --- Helpers incrementales (un asset por llamada) ---
|
||||
|
||||
void Cache::loadOneSound(size_t index) {
|
||||
auto list = List::get()->getListByType(List::Type::SOUND);
|
||||
const auto& l = list[index];
|
||||
try {
|
||||
auto name = getFileName(l);
|
||||
setCurrentLoading(name);
|
||||
JA_Sound_t* sound = nullptr;
|
||||
|
||||
// Try loading from resource pack first
|
||||
auto audio_data = Helper::loadFile(l);
|
||||
if (!audio_data.empty()) {
|
||||
sound = JA_LoadSound(audio_data.data(), static_cast<Uint32>(audio_data.size()));
|
||||
}
|
||||
|
||||
// Fallback to file path if memory loading failed
|
||||
if (sound == nullptr) {
|
||||
sound = JA_LoadSound(l.c_str());
|
||||
}
|
||||
|
||||
if (sound == nullptr) {
|
||||
throw std::runtime_error("Failed to decode audio file");
|
||||
}
|
||||
@@ -250,52 +418,40 @@ namespace Resource {
|
||||
throwLoadError("SOUND", l, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Carga las musicas
|
||||
void Cache::loadMusics() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
std::cout << "\n>> MUSIC FILES" << '\n';
|
||||
void Cache::loadOneMusic(size_t index) {
|
||||
auto list = List::get()->getListByType(List::Type::MUSIC);
|
||||
musics_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
const auto& l = list[index];
|
||||
try {
|
||||
auto name = getFileName(l);
|
||||
setCurrentLoading(name);
|
||||
JA_Music_t* music = nullptr;
|
||||
|
||||
// Try loading from resource pack first
|
||||
auto audio_data = Helper::loadFile(l);
|
||||
if (!audio_data.empty()) {
|
||||
music = JA_LoadMusic(audio_data.data(), static_cast<Uint32>(audio_data.size()));
|
||||
}
|
||||
|
||||
// Fallback to file path if memory loading failed
|
||||
if (music == nullptr) {
|
||||
music = JA_LoadMusic(l.c_str());
|
||||
}
|
||||
|
||||
if (music == nullptr) {
|
||||
throw std::runtime_error("Failed to decode music file");
|
||||
}
|
||||
|
||||
musics_.emplace_back(MusicResource{.name = name, .music = music});
|
||||
printWithDots("Music : ", name, "[ LOADED ]");
|
||||
updateLoadingProgress(1);
|
||||
updateLoadingProgress();
|
||||
} catch (const std::exception& e) {
|
||||
throwLoadError("MUSIC", l, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Carga las texturas
|
||||
void Cache::loadSurfaces() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
std::cout << "\n>> SURFACES" << '\n';
|
||||
void Cache::loadOneSurface(size_t index) {
|
||||
auto list = List::get()->getListByType(List::Type::BITMAP);
|
||||
surfaces_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
const auto& l = list[index];
|
||||
try {
|
||||
auto name = getFileName(l);
|
||||
setCurrentLoading(name);
|
||||
surfaces_.emplace_back(SurfaceResource{.name = name, .surface = std::make_shared<Surface>(l)});
|
||||
surfaces_.back().surface->setTransparentColor(0);
|
||||
updateLoadingProgress();
|
||||
@@ -304,6 +460,7 @@ namespace Resource {
|
||||
}
|
||||
}
|
||||
|
||||
void Cache::finalizeSurfaces() {
|
||||
// Reconfigura el color transparente de algunas surfaces
|
||||
getSurface("loading_screen_color.gif")->setTransparentColor();
|
||||
getSurface("ending1.gif")->setTransparentColor();
|
||||
@@ -314,53 +471,40 @@ namespace Resource {
|
||||
getSurface("standard.gif")->setTransparentColor(16);
|
||||
}
|
||||
|
||||
// Carga las paletas
|
||||
void Cache::loadPalettes() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
std::cout << "\n>> PALETTES" << '\n';
|
||||
void Cache::loadOnePalette(size_t index) {
|
||||
auto list = List::get()->getListByType(List::Type::PALETTE);
|
||||
palettes_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
const auto& l = list[index];
|
||||
try {
|
||||
auto name = getFileName(l);
|
||||
setCurrentLoading(name);
|
||||
palettes_.emplace_back(ResourcePalette{.name = name, .palette = readPalFile(l)});
|
||||
updateLoadingProgress();
|
||||
} catch (const std::exception& e) {
|
||||
throwLoadError("PALETTE", l, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Carga los ficheros de texto
|
||||
void Cache::loadTextFiles() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
std::cout << "\n>> TEXT FILES" << '\n';
|
||||
void Cache::loadOneTextFile(size_t index) {
|
||||
auto list = List::get()->getListByType(List::Type::FONT);
|
||||
text_files_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
const auto& l = list[index];
|
||||
try {
|
||||
auto name = getFileName(l);
|
||||
setCurrentLoading(name);
|
||||
text_files_.emplace_back(TextFileResource{.name = name, .text_file = Text::loadTextFile(l)});
|
||||
updateLoadingProgress();
|
||||
} catch (const std::exception& e) {
|
||||
throwLoadError("FONT", l, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Carga las animaciones
|
||||
void Cache::loadAnimations() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
std::cout << "\n>> ANIMATIONS" << '\n';
|
||||
void Cache::loadOneAnimation(size_t index) {
|
||||
auto list = List::get()->getListByType(List::Type::ANIMATION);
|
||||
animations_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
const auto& l = list[index];
|
||||
try {
|
||||
auto name = getFileName(l);
|
||||
setCurrentLoading(name);
|
||||
|
||||
// Cargar bytes del archivo YAML sin parsear (carga lazy)
|
||||
auto yaml_bytes = Helper::loadFile(l);
|
||||
|
||||
if (yaml_bytes.empty()) {
|
||||
throw std::runtime_error("File is empty or could not be loaded");
|
||||
}
|
||||
@@ -372,17 +516,13 @@ namespace Resource {
|
||||
throwLoadError("ANIMATION", l, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Carga las habitaciones desde archivos YAML
|
||||
void Cache::loadRooms() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
std::cout << "\n>> ROOMS" << '\n';
|
||||
void Cache::loadOneRoom(size_t index) {
|
||||
auto list = List::get()->getListByType(List::Type::ROOM);
|
||||
rooms_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
const auto& l = list[index];
|
||||
try {
|
||||
auto name = getFileName(l);
|
||||
setCurrentLoading(name);
|
||||
rooms_.emplace_back(RoomResource{.name = name, .room = std::make_shared<Room::Data>(Room::loadYAML(l))});
|
||||
printWithDots("Room : ", name, "[ LOADED ]");
|
||||
updateLoadingProgress();
|
||||
@@ -390,28 +530,73 @@ namespace Resource {
|
||||
throwLoadError("ROOM", l, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Cache::createText() { // NOLINT(readability-convert-member-functions-to-static)
|
||||
struct ResourceInfo {
|
||||
std::string key; // Identificador del recurso
|
||||
std::string texture_file; // Nombre del archivo de textura
|
||||
std::string text_file; // Nombre del archivo de texto
|
||||
};
|
||||
|
||||
std::cout << "\n>> CREATING TEXT_OBJECTS" << '\n';
|
||||
|
||||
std::vector<ResourceInfo> resources = {
|
||||
{.key = "aseprite", .texture_file = "aseprite.gif", .text_file = "aseprite.fnt"},
|
||||
{.key = "gauntlet", .texture_file = "gauntlet.gif", .text_file = "gauntlet.fnt"},
|
||||
{.key = "smb2", .texture_file = "smb2.gif", .text_file = "smb2.fnt"},
|
||||
{.key = "subatomic", .texture_file = "subatomic.gif", .text_file = "subatomic.fnt"},
|
||||
{.key = "8bithud", .texture_file = "8bithud.gif", .text_file = "8bithud.fnt"}};
|
||||
|
||||
for (const auto& res_info : resources) {
|
||||
texts_.emplace_back(TextResource{.name = res_info.key, .text = std::make_shared<Text>(getSurface(res_info.texture_file), getTextFile(res_info.text_file))});
|
||||
void Cache::createOneText(size_t index) {
|
||||
const auto& infos = getTextObjectInfos();
|
||||
const auto& res_info = infos[index];
|
||||
texts_.emplace_back(TextResource{
|
||||
.name = res_info.key,
|
||||
.text = std::make_shared<Text>(getSurface(res_info.texture_file), getTextFile(res_info.text_file))});
|
||||
printWithDots("Text : ", res_info.key, "[ DONE ]");
|
||||
}
|
||||
|
||||
// --- Bucles completos (solo usados por reload() síncrono) ---
|
||||
|
||||
void Cache::loadSounds() {
|
||||
std::cout << "\n>> SOUND FILES" << '\n';
|
||||
auto list = List::get()->getListByType(List::Type::SOUND);
|
||||
sounds_.clear();
|
||||
for (size_t i = 0; i < list.size(); ++i) loadOneSound(i);
|
||||
}
|
||||
|
||||
void Cache::loadMusics() {
|
||||
std::cout << "\n>> MUSIC FILES" << '\n';
|
||||
auto list = List::get()->getListByType(List::Type::MUSIC);
|
||||
musics_.clear();
|
||||
for (size_t i = 0; i < list.size(); ++i) loadOneMusic(i);
|
||||
}
|
||||
|
||||
void Cache::loadSurfaces() {
|
||||
std::cout << "\n>> SURFACES" << '\n';
|
||||
auto list = List::get()->getListByType(List::Type::BITMAP);
|
||||
surfaces_.clear();
|
||||
for (size_t i = 0; i < list.size(); ++i) loadOneSurface(i);
|
||||
finalizeSurfaces();
|
||||
}
|
||||
|
||||
void Cache::loadPalettes() {
|
||||
std::cout << "\n>> PALETTES" << '\n';
|
||||
auto list = List::get()->getListByType(List::Type::PALETTE);
|
||||
palettes_.clear();
|
||||
for (size_t i = 0; i < list.size(); ++i) loadOnePalette(i);
|
||||
}
|
||||
|
||||
void Cache::loadTextFiles() {
|
||||
std::cout << "\n>> TEXT FILES" << '\n';
|
||||
auto list = List::get()->getListByType(List::Type::FONT);
|
||||
text_files_.clear();
|
||||
for (size_t i = 0; i < list.size(); ++i) loadOneTextFile(i);
|
||||
}
|
||||
|
||||
void Cache::loadAnimations() {
|
||||
std::cout << "\n>> ANIMATIONS" << '\n';
|
||||
auto list = List::get()->getListByType(List::Type::ANIMATION);
|
||||
animations_.clear();
|
||||
for (size_t i = 0; i < list.size(); ++i) loadOneAnimation(i);
|
||||
}
|
||||
|
||||
void Cache::loadRooms() {
|
||||
std::cout << "\n>> ROOMS" << '\n';
|
||||
auto list = List::get()->getListByType(List::Type::ROOM);
|
||||
rooms_.clear();
|
||||
for (size_t i = 0; i < list.size(); ++i) loadOneRoom(i);
|
||||
}
|
||||
|
||||
void Cache::createText() {
|
||||
std::cout << "\n>> CREATING TEXT_OBJECTS" << '\n';
|
||||
texts_.clear();
|
||||
const auto& infos = getTextObjectInfos();
|
||||
for (size_t i = 0; i < infos.size(); ++i) createOneText(i);
|
||||
}
|
||||
|
||||
// Vacía el vector de sonidos
|
||||
@@ -460,14 +645,20 @@ namespace Resource {
|
||||
|
||||
// Muestra el progreso de carga
|
||||
void Cache::renderProgress() {
|
||||
Screen::get()->start();
|
||||
Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
|
||||
|
||||
// Si show=false: pantalla negra y salir
|
||||
if (!Options::loading.show) {
|
||||
Screen::get()->render();
|
||||
return;
|
||||
}
|
||||
|
||||
constexpr float X_PADDING = 60.0F;
|
||||
constexpr float Y_PADDING = 10.0F;
|
||||
constexpr float BAR_HEIGHT = 5.0F;
|
||||
|
||||
const float BAR_POSITION = Options::game.height - BAR_HEIGHT - Y_PADDING;
|
||||
Screen::get()->start();
|
||||
Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
|
||||
|
||||
auto surface = Screen::get()->getRendererSurface();
|
||||
const auto LOADING_TEXT_COLOR = static_cast<Uint8>(PaletteColor::BRIGHT_WHITE);
|
||||
const auto BAR_COLOR = static_cast<Uint8>(PaletteColor::WHITE);
|
||||
@@ -501,33 +692,30 @@ namespace Resource {
|
||||
SDL_FRect rect_full = {.x = X_PADDING, .y = BAR_POSITION, .w = FULL_BAR_WIDTH, .h = BAR_HEIGHT};
|
||||
surface->fillRect(&rect_full, BAR_COLOR);
|
||||
|
||||
// Mostra el nom del recurs (o missatge d'espera si ja ha acabat i wait_for_input=true)
|
||||
const bool WAITING_FOR_INPUT = isLoadDone() && Options::loading.wait_for_input;
|
||||
const std::string OVER_BAR_TEXT = WAITING_FOR_INPUT ? "PRESS ANY KEY TO CONTINUE" : current_loading_name_;
|
||||
if ((Options::loading.show_resource_name || WAITING_FOR_INPUT) && !OVER_BAR_TEXT.empty()) {
|
||||
const float TEXT_Y = BAR_POSITION - static_cast<float>(TEXT_HEIGHT) - 2.0F;
|
||||
loading_text_->writeColored(
|
||||
CENTER_X - (loading_text_->length(OVER_BAR_TEXT) / 2),
|
||||
static_cast<int>(TEXT_Y),
|
||||
OVER_BAR_TEXT,
|
||||
LOADING_TEXT_COLOR);
|
||||
}
|
||||
|
||||
Screen::get()->render();
|
||||
}
|
||||
|
||||
// Comprueba los eventos de la pantalla de carga
|
||||
void Cache::checkEvents() {
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_EVENT_QUIT:
|
||||
exit(0);
|
||||
break;
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
if (event.key.key == SDLK_ESCAPE) {
|
||||
exit(0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Guarda el nombre del recurso que se está a punto de cargar. El repintado
|
||||
// lo hace el BootLoader (una vez por frame) — aquí solo se actualiza el estado.
|
||||
void Cache::setCurrentLoading(const std::string& name) {
|
||||
current_loading_name_ = name;
|
||||
}
|
||||
|
||||
// Actualiza el progreso de carga
|
||||
void Cache::updateLoadingProgress(int steps) {
|
||||
// Incrementa el contador de recursos cargados
|
||||
void Cache::updateLoadingProgress() {
|
||||
count_.add(1);
|
||||
if (count_.loaded % steps == 0 || count_.loaded == count_.total) {
|
||||
renderProgress();
|
||||
}
|
||||
checkEvents();
|
||||
}
|
||||
|
||||
} // namespace Resource
|
||||
|
||||
@@ -25,7 +25,13 @@ namespace Resource {
|
||||
auto getRoom(const std::string& name) -> std::shared_ptr<Room::Data>;
|
||||
auto getRooms() -> std::vector<RoomResource>&;
|
||||
|
||||
void reload(); // Recarga todos los recursos
|
||||
// --- Incremental loading (Director drives this from iterate()) ---
|
||||
void beginLoad(); // Prepara el estado del loader incremental
|
||||
auto loadStep(int budget_ms) -> bool; // Carga assets durante budget_ms; devuelve true si ha terminado
|
||||
void renderProgress(); // Dibuja la barra de progreso (usada por BootLoader)
|
||||
[[nodiscard]] auto isLoadDone() const -> bool;
|
||||
|
||||
void reload(); // Recarga todos los recursos (síncrono, usado en hot-reload de debug)
|
||||
#ifdef _DEBUG
|
||||
void reloadRoom(const std::string& name); // Recarga una habitación desde disco
|
||||
#endif
|
||||
@@ -47,7 +53,21 @@ namespace Resource {
|
||||
}
|
||||
};
|
||||
|
||||
// Métodos de carga de recursos
|
||||
// Etapas del loader incremental
|
||||
enum class LoadStage {
|
||||
SOUNDS,
|
||||
MUSICS,
|
||||
SURFACES,
|
||||
SURFACES_POST, // Ajuste de transparent colors tras cargar todas las surfaces
|
||||
PALETTES,
|
||||
TEXT_FILES,
|
||||
ANIMATIONS,
|
||||
ROOMS,
|
||||
TEXTS,
|
||||
DONE
|
||||
};
|
||||
|
||||
// Métodos de carga de recursos (bucle completo, usados por reload() síncrono)
|
||||
void loadSounds();
|
||||
void loadMusics();
|
||||
void loadSurfaces();
|
||||
@@ -57,17 +77,27 @@ namespace Resource {
|
||||
void loadRooms();
|
||||
void createText();
|
||||
|
||||
// Helpers incrementales: cargan un único asset de la categoría correspondiente
|
||||
void loadOneSound(size_t index);
|
||||
void loadOneMusic(size_t index);
|
||||
void loadOneSurface(size_t index);
|
||||
void finalizeSurfaces(); // Ajuste de transparent colors tras cargar surfaces
|
||||
void loadOnePalette(size_t index);
|
||||
void loadOneTextFile(size_t index);
|
||||
void loadOneAnimation(size_t index);
|
||||
void loadOneRoom(size_t index);
|
||||
void createOneText(size_t index);
|
||||
|
||||
// Métodos de limpieza
|
||||
void clear();
|
||||
void clearSounds();
|
||||
void clearMusics();
|
||||
|
||||
// Métodos de gestión de carga
|
||||
void load();
|
||||
void load(); // Carga completa síncrona (usado solo por reload())
|
||||
void calculateTotal();
|
||||
void renderProgress();
|
||||
static void checkEvents();
|
||||
void updateLoadingProgress(int steps = 5);
|
||||
void updateLoadingProgress();
|
||||
void setCurrentLoading(const std::string& name); // Desa el nom del recurs en curs
|
||||
|
||||
// Helper para mensajes de error de carga
|
||||
[[noreturn]] static void throwLoadError(const std::string& asset_type, const std::string& file_path, const std::exception& e);
|
||||
@@ -91,6 +121,11 @@ namespace Resource {
|
||||
|
||||
ResourceCount count_{}; // Contador de recursos
|
||||
std::shared_ptr<Text> loading_text_; // Texto para la pantalla de carga
|
||||
std::string current_loading_name_; // Nom del recurs que s'està a punt de carregar
|
||||
|
||||
// Estado del loader incremental
|
||||
LoadStage stage_{LoadStage::DONE}; // Arranca en DONE hasta que beginLoad() lo cambie
|
||||
size_t stage_index_{0}; // Cursor dentro de la categoría actual
|
||||
};
|
||||
|
||||
} // namespace Resource
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#include "game/gameplay/cheevos.hpp" // Para Cheevos
|
||||
#include "game/options.hpp" // Para Options, options, OptionsVideo
|
||||
#include "game/scene_manager.hpp" // Para SceneManager
|
||||
#include "game/scenes/boot_loader.hpp" // Para BootLoader
|
||||
#include "game/scenes/credits.hpp" // Para Credits
|
||||
#include "game/scenes/ending.hpp" // Para Ending
|
||||
#include "game/scenes/ending2.hpp" // Para Ending2
|
||||
@@ -147,9 +148,15 @@ Director::Director() {
|
||||
Options::loadFromFile();
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// A la versió web el navegador gestiona la finestra: res de fullscreen ni zoom.
|
||||
// A la versió web el navegador gestiona la finestra: forcem zoom x3
|
||||
// perquè la textura 256x192 no es vegi minúscula al canvas HTML,
|
||||
// i desactivem el borde per aprofitar al màxim l'espai del canvas.
|
||||
Options::video.fullscreen = false;
|
||||
Options::window.zoom = 1;
|
||||
Options::video.integer_scale = true;
|
||||
Options::window.zoom = 4;
|
||||
Options::video.border.enabled = true;
|
||||
Options::video.border.height = 8;
|
||||
Options::video.border.width = 8;
|
||||
#endif
|
||||
|
||||
// Configura la ruta y carga los presets de PostFX
|
||||
@@ -171,12 +178,12 @@ Director::Director() {
|
||||
// Crea los objetos
|
||||
Screen::init();
|
||||
|
||||
// Initialize resources (works for both release and development)
|
||||
// Inicializa el singleton del cache sin disparar la carga. La carga real
|
||||
// la hace Director::iterate() llamando a Cache::loadStep() en cada frame,
|
||||
// de forma que la ventana, los eventos y la barra de progreso están vivos
|
||||
// desde el primer tick.
|
||||
Resource::Cache::init();
|
||||
Notifier::init("", "8bithud");
|
||||
RenderInfo::init();
|
||||
Console::init("8bithud");
|
||||
Screen::get()->setNotificationsEnabled(true);
|
||||
Resource::Cache::get()->beginLoad();
|
||||
|
||||
// Special handling for gamecontrollerdb.txt - SDL needs filesystem path
|
||||
#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
|
||||
@@ -192,15 +199,38 @@ Director::Director() {
|
||||
Input::get()->applyKeyboardBindingsFromOptions();
|
||||
Input::get()->applyGamepadBindingsFromOptions();
|
||||
|
||||
std::cout << "\n"; // Fin de inicialización mínima de sistemas
|
||||
|
||||
// Construeix l'escena inicial (BootLoader). finishBoot() la canviarà a
|
||||
// LOGO (o la que digui Debug) quan Cache::loadStep() complete la càrrega.
|
||||
SceneManager::current = SceneManager::Scene::BOOT_LOADER;
|
||||
switchToActiveScene();
|
||||
}
|
||||
|
||||
// Inicialitzacions que depenen del cache poblat. Es crida des d'iterate()
|
||||
// just quan Cache::loadStep() retorna true, amb la finestra i el bucle ja vius.
|
||||
void Director::finishBoot() {
|
||||
Notifier::init("", "8bithud");
|
||||
RenderInfo::init();
|
||||
Console::init("8bithud");
|
||||
Screen::get()->setNotificationsEnabled(true);
|
||||
|
||||
#ifdef _DEBUG
|
||||
Debug::init();
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// A wasm el debug.yaml viu a SYSTEM_FOLDER (MEMFS no persistent) i no està
|
||||
// disponible. Saltem el loadFromFile i entrem directament a la GAME.
|
||||
SceneManager::current = SceneManager::Scene::GAME;
|
||||
#else
|
||||
Debug::get()->setDebugFile(Resource::List::get()->get("debug.yaml"));
|
||||
Debug::get()->loadFromFile();
|
||||
SceneManager::current = Debug::get()->getInitialScene();
|
||||
MapEditor::init();
|
||||
#endif
|
||||
|
||||
std::cout << "\n"; // Fin de inicialización de sistemas
|
||||
MapEditor::init();
|
||||
#else
|
||||
// En release, pasamos a LOGO siempre tras la carga
|
||||
SceneManager::current = SceneManager::Scene::LOGO;
|
||||
#endif
|
||||
|
||||
// Inicializa el sistema de localización (antes de Cheevos que usa textos traducidos)
|
||||
#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
|
||||
@@ -222,15 +252,17 @@ Director::Director() {
|
||||
#else
|
||||
Cheevos::init(Resource::List::get()->get("cheevos.bin"));
|
||||
#endif
|
||||
|
||||
// Construeix la primera escena (LOGO per defecte, o la que digui Debug)
|
||||
switchToActiveScene();
|
||||
}
|
||||
|
||||
Director::~Director() {
|
||||
// Guarda las opciones a un fichero
|
||||
Options::saveToFile();
|
||||
|
||||
// Destruir l'escena activa ABANS dels singletons. Si no, el unique_ptr membre
|
||||
// destrueix l'escena al final del destructor — quan Audio, Screen, Resource...
|
||||
// ja són morts — i qualsevol accés en els seus destructors és un UAF.
|
||||
active_scene_.reset();
|
||||
|
||||
// Destruye los singletones
|
||||
Cheevos::destroy();
|
||||
Locale::destroy();
|
||||
@@ -344,6 +376,10 @@ void Director::switchToActiveScene() {
|
||||
active_scene_.reset();
|
||||
|
||||
switch (SceneManager::current) {
|
||||
case SceneManager::Scene::BOOT_LOADER:
|
||||
active_scene_ = std::make_unique<BootLoader>();
|
||||
break;
|
||||
|
||||
case SceneManager::Scene::LOGO:
|
||||
active_scene_ = std::make_unique<Logo>();
|
||||
break;
|
||||
@@ -394,6 +430,30 @@ auto Director::iterate() -> SDL_AppResult {
|
||||
return SDL_APP_SUCCESS;
|
||||
}
|
||||
|
||||
// Fase de boot: anem cridant loadStep() fins que el cache estiga ple.
|
||||
// Durant aquesta fase l'escena activa és BootLoader (una barra de progrés).
|
||||
if (boot_loading_) {
|
||||
try {
|
||||
// Budget de 50ms: durant el boot el joc va a ~15-20 FPS, suficient
|
||||
// per veure la barra avançar suau i processar events del WM/ESC,
|
||||
// i evita el 50% d'ineficiència que provocaria un budget < vsync.
|
||||
if (Resource::Cache::get()->loadStep(50 /*ms*/)) {
|
||||
if (Options::loading.show && Options::loading.wait_for_input) {
|
||||
boot_waiting_for_input_ = true; // Esperar tecla antes de continuar
|
||||
} else {
|
||||
finishBoot();
|
||||
}
|
||||
boot_loading_ = false;
|
||||
// finishBoot() ja ha fixat SceneManager::current a LOGO (o la que
|
||||
// digui Debug). El canvi d'escena es fa just a sota.
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
std::cerr << "Fatal error during resource load: " << e.what() << '\n';
|
||||
SceneManager::current = SceneManager::Scene::QUIT;
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
}
|
||||
|
||||
// Si l'escena ha canviat (o s'ha demanat RESTART_CURRENT), canviar-la abans del frame
|
||||
if (SceneManager::current != current_scene_ || SceneManager::current == SceneManager::Scene::RESTART_CURRENT) {
|
||||
switchToActiveScene();
|
||||
@@ -416,6 +476,17 @@ auto Director::handleEvent(const SDL_Event& event) -> SDL_AppResult {
|
||||
}
|
||||
#endif
|
||||
|
||||
// Si estamos esperando input tras la carga: consumir tecla/botón y arrancar
|
||||
if (boot_waiting_for_input_) {
|
||||
const bool IS_KEY = event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat;
|
||||
const bool IS_BUTTON = event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN;
|
||||
if (IS_KEY || IS_BUTTON) {
|
||||
boot_waiting_for_input_ = false;
|
||||
finishBoot();
|
||||
}
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
if (active_scene_) {
|
||||
active_scene_->handleEvent(event);
|
||||
}
|
||||
|
||||
@@ -23,10 +23,13 @@ class Director {
|
||||
std::string system_folder_; // Carpeta del sistema donde guardar datos
|
||||
|
||||
std::unique_ptr<Scene> active_scene_; // Escena activa
|
||||
SceneManager::Scene current_scene_{SceneManager::Scene::LOGO}; // Tipus d'escena activa
|
||||
SceneManager::Scene current_scene_{SceneManager::Scene::BOOT_LOADER}; // Tipus d'escena activa
|
||||
bool boot_loading_{true}; // True mientras Cache::loadStep() no haya acabado
|
||||
bool boot_waiting_for_input_{false}; // True si la carga acabó y Options::loading.wait_for_input está activo
|
||||
|
||||
// --- Funciones ---
|
||||
void createSystemFolder(const std::string& folder); // Crea la carpeta del sistema donde guardar datos
|
||||
void setFileList(); // Carga la configuración de assets desde assets.yaml
|
||||
void switchToActiveScene(); // Construeix l'escena segons SceneManager::current
|
||||
void finishBoot(); // Inits que dependen del cache, ejecutado tras loadStep==done
|
||||
};
|
||||
|
||||
@@ -1,10 +1,21 @@
|
||||
#include "core/system/global_events.hpp"
|
||||
|
||||
#include "core/input/input.hpp" // Para Input (gamepad add/remove)
|
||||
#include "core/input/mouse.hpp"
|
||||
#include "core/locale/locale.hpp" // Para Locale
|
||||
#include "game/options.hpp" // Para Options, options, OptionsGame, OptionsAudio
|
||||
#include "game/scene_manager.hpp" // Para SceneManager::current (filtrar BACK a GAME)
|
||||
#include "game/ui/console.hpp" // Para Console
|
||||
#include "game/ui/notifier.hpp" // Para Notifier
|
||||
|
||||
namespace GlobalEvents {
|
||||
|
||||
namespace {
|
||||
// Flag per saber si en aquest frame s'ha rebut un button down del gamepad.
|
||||
// El consumeix GlobalInputs perquè un botó del comandament salti escenes.
|
||||
bool gamepad_button_pressed_ = false;
|
||||
} // namespace
|
||||
|
||||
// Comprueba los eventos que se pueden producir en cualquier sección del juego.
|
||||
// Nota: SDL_EVENT_QUIT el gestiona Director::handleEvent() directament.
|
||||
void handle(const SDL_Event& event) {
|
||||
@@ -12,6 +23,43 @@ namespace GlobalEvents {
|
||||
// reLoadTextures();
|
||||
}
|
||||
|
||||
// Connexió/desconnexió de gamepads: cal enrutar-los a Input perquè
|
||||
// afegisca el dispositiu a gamepads_. Sense això, en wasm els gamepads
|
||||
// mai es detecten (la Gamepad API del navegador només els exposa
|
||||
// després que l'usuari els active, més tard que el discoverGamepads
|
||||
// inicial). En desktop també arregla la connexió en calent.
|
||||
if (event.type == SDL_EVENT_GAMEPAD_ADDED || event.type == SDL_EVENT_GAMEPAD_REMOVED) {
|
||||
if (Input::get() != nullptr) {
|
||||
std::string name = Input::get()->handleEvent(event);
|
||||
if (!name.empty() && Notifier::get() != nullptr && Locale::get() != nullptr) {
|
||||
const std::string KEY = (event.type == SDL_EVENT_GAMEPAD_ADDED)
|
||||
? "ui.gamepad_connected"
|
||||
: "ui.gamepad_disconnected";
|
||||
Notifier::get()->show({name + " " + Locale::get()->get(KEY)});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Marcar polsació de qualsevol botó del comandament (els consumirà GlobalInputs
|
||||
// per saltar escenes d'attract mode). Queden exclosos els botons reservats a
|
||||
// accions globals perquè el "any button → ACCEPT" no se'ls mengi abans que
|
||||
// checkAction() els pugui enrutar:
|
||||
// - BACK → EXIT (a emscripten només a l'escena GAME, ja que no pot tancar).
|
||||
// - LEFT_SHOULDER / RIGHT_SHOULDER → NEXT_PALETTE / NEXT_PALETTE_SORT.
|
||||
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
|
||||
const auto BUTTON = event.gbutton.button;
|
||||
const bool IS_BACK = (BUTTON == SDL_GAMEPAD_BUTTON_BACK);
|
||||
const bool IS_SHOULDER = (BUTTON == SDL_GAMEPAD_BUTTON_LEFT_SHOULDER || BUTTON == SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool RESERVE_BACK = IS_BACK && SceneManager::current == SceneManager::Scene::GAME;
|
||||
#else
|
||||
const bool RESERVE_BACK = IS_BACK;
|
||||
#endif
|
||||
if (!RESERVE_BACK && !IS_SHOULDER) {
|
||||
gamepad_button_pressed_ = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Enrutar eventos de texto a la consola cuando está activa
|
||||
if (Console::get() != nullptr && Console::get()->isActive()) {
|
||||
if (event.type == SDL_EVENT_TEXT_INPUT || event.type == SDL_EVENT_KEY_DOWN) {
|
||||
@@ -22,4 +70,10 @@ namespace GlobalEvents {
|
||||
|
||||
Mouse::handleEvent(event);
|
||||
}
|
||||
|
||||
auto consumeGamepadButtonPressed() -> bool {
|
||||
const bool RESULT = gamepad_button_pressed_;
|
||||
gamepad_button_pressed_ = false;
|
||||
return RESULT;
|
||||
}
|
||||
} // namespace GlobalEvents
|
||||
@@ -5,4 +5,9 @@
|
||||
namespace GlobalEvents {
|
||||
// Comprueba los eventos que se pueden producir en cualquier sección del juego
|
||||
void handle(const SDL_Event& event);
|
||||
|
||||
// True si en aquest frame s'ha rebut un SDL_EVENT_GAMEPAD_BUTTON_DOWN.
|
||||
// Es consumeix (i es reseteja) per GlobalInputs::getPressedAction perquè
|
||||
// qualsevol botó del comandament actuï com a "ACCEPT" (saltar escena).
|
||||
auto consumeGamepadButtonPressed() -> bool;
|
||||
} // namespace GlobalEvents
|
||||
@@ -1,4 +1,4 @@
|
||||
// Ogg Vorbis audio decoder - v1.20 - public domain
|
||||
// Ogg Vorbis audio decoder - v1.22 - public domain
|
||||
// http://nothings.org/stb_vorbis/
|
||||
//
|
||||
// Original version written by Sean Barrett in 2007.
|
||||
@@ -29,12 +29,15 @@
|
||||
// Bernhard Wodo Evan Balster github:alxprd
|
||||
// Tom Beaumont Ingo Leitgeb Nicolas Guillemot
|
||||
// Phillip Bennefall Rohit Thiago Goulart
|
||||
// github:manxorist saga musix github:infatum
|
||||
// github:manxorist Saga Musix github:infatum
|
||||
// Timur Gagiev Maxwell Koo Peter Waller
|
||||
// github:audinowho Dougall Johnson David Reid
|
||||
// github:Clownacy Pedro J. Estebanez Remi Verschelde
|
||||
// AnthoFoxo github:morlat Gabriel Ravier
|
||||
//
|
||||
// Partial history:
|
||||
// 1.22 - 2021-07-11 - various small fixes
|
||||
// 1.21 - 2021-07-02 - fix bug for files with no comments
|
||||
// 1.20 - 2020-07-11 - several small fixes
|
||||
// 1.19 - 2020-02-05 - warnings
|
||||
// 1.18 - 2020-02-02 - fix seek bugs; parse header comments; misc warnings etc.
|
||||
@@ -220,6 +223,12 @@ extern int stb_vorbis_decode_frame_pushdata(
|
||||
// channel. In other words, (*output)[0][0] contains the first sample from
|
||||
// the first channel, and (*output)[1][0] contains the first sample from
|
||||
// the second channel.
|
||||
//
|
||||
// *output points into stb_vorbis's internal output buffer storage; these
|
||||
// buffers are owned by stb_vorbis and application code should not free
|
||||
// them or modify their contents. They are transient and will be overwritten
|
||||
// once you ask for more data to get decoded, so be sure to grab any data
|
||||
// you need before then.
|
||||
|
||||
extern void stb_vorbis_flush_pushdata(stb_vorbis *f);
|
||||
// inform stb_vorbis that your next datablock will not be contiguous with
|
||||
@@ -579,7 +588,7 @@ enum STBVorbisError
|
||||
#if defined(_MSC_VER) || defined(__MINGW32__)
|
||||
#include <malloc.h>
|
||||
#endif
|
||||
#if defined(__linux__) || defined(__linux) || defined(__EMSCRIPTEN__) || defined(__NEWLIB__)
|
||||
#if defined(__linux__) || defined(__linux) || defined(__sun__) || defined(__EMSCRIPTEN__) || defined(__NEWLIB__)
|
||||
#include <alloca.h>
|
||||
#endif
|
||||
#else // STB_VORBIS_NO_CRT
|
||||
@@ -646,6 +655,12 @@ typedef signed int int32;
|
||||
|
||||
typedef float codetype;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define STBV_NOTUSED(v) (void)(v)
|
||||
#else
|
||||
#define STBV_NOTUSED(v) (void)sizeof(v)
|
||||
#endif
|
||||
|
||||
// @NOTE
|
||||
//
|
||||
// Some arrays below are tagged "//varies", which means it's actually
|
||||
@@ -1046,7 +1061,7 @@ static float float32_unpack(uint32 x)
|
||||
uint32 sign = x & 0x80000000;
|
||||
uint32 exp = (x & 0x7fe00000) >> 21;
|
||||
double res = sign ? -(double)mantissa : (double)mantissa;
|
||||
return (float) ldexp((float)res, exp-788);
|
||||
return (float) ldexp((float)res, (int)exp-788);
|
||||
}
|
||||
|
||||
|
||||
@@ -1077,6 +1092,7 @@ static int compute_codewords(Codebook *c, uint8 *len, int n, uint32 *values)
|
||||
// find the first entry
|
||||
for (k=0; k < n; ++k) if (len[k] < NO_CODE) break;
|
||||
if (k == n) { assert(c->sorted_entries == 0); return TRUE; }
|
||||
assert(len[k] < 32); // no error return required, code reading lens checks this
|
||||
// add to the list
|
||||
add_entry(c, 0, k, m++, len[k], values);
|
||||
// add all available leaves
|
||||
@@ -1090,6 +1106,7 @@ static int compute_codewords(Codebook *c, uint8 *len, int n, uint32 *values)
|
||||
uint32 res;
|
||||
int z = len[i], y;
|
||||
if (z == NO_CODE) continue;
|
||||
assert(z < 32); // no error return required, code reading lens checks this
|
||||
// find lowest available leaf (should always be earliest,
|
||||
// which is what the specification calls for)
|
||||
// note that this property, and the fact we can never have
|
||||
@@ -1099,12 +1116,10 @@ static int compute_codewords(Codebook *c, uint8 *len, int n, uint32 *values)
|
||||
while (z > 0 && !available[z]) --z;
|
||||
if (z == 0) { return FALSE; }
|
||||
res = available[z];
|
||||
assert(z >= 0 && z < 32);
|
||||
available[z] = 0;
|
||||
add_entry(c, bit_reverse(res), i, m++, len[i], values);
|
||||
// propagate availability up the tree
|
||||
if (z != len[i]) {
|
||||
assert(len[i] >= 0 && len[i] < 32);
|
||||
for (y=len[i]; y > z; --y) {
|
||||
assert(available[y] == 0);
|
||||
available[y] = res + (1 << (32-y));
|
||||
@@ -2577,34 +2592,33 @@ static void imdct_step3_inner_s_loop_ld654(int n, float *e, int i_off, float *A,
|
||||
|
||||
while (z > base) {
|
||||
float k00,k11;
|
||||
float l00,l11;
|
||||
|
||||
k00 = z[-0] - z[ -8];
|
||||
k11 = z[-1] - z[ -9];
|
||||
l00 = z[-2] - z[-10];
|
||||
l11 = z[-3] - z[-11];
|
||||
z[ -0] = z[-0] + z[ -8];
|
||||
z[ -1] = z[-1] + z[ -9];
|
||||
z[-8] = k00;
|
||||
z[-9] = k11 ;
|
||||
|
||||
k00 = z[ -2] - z[-10];
|
||||
k11 = z[ -3] - z[-11];
|
||||
z[ -2] = z[-2] + z[-10];
|
||||
z[ -3] = z[-3] + z[-11];
|
||||
z[-10] = (k00+k11) * A2;
|
||||
z[-11] = (k11-k00) * A2;
|
||||
z[ -8] = k00;
|
||||
z[ -9] = k11;
|
||||
z[-10] = (l00+l11) * A2;
|
||||
z[-11] = (l11-l00) * A2;
|
||||
|
||||
k00 = z[-12] - z[ -4]; // reverse to avoid a unary negation
|
||||
k00 = z[ -4] - z[-12];
|
||||
k11 = z[ -5] - z[-13];
|
||||
l00 = z[ -6] - z[-14];
|
||||
l11 = z[ -7] - z[-15];
|
||||
z[ -4] = z[ -4] + z[-12];
|
||||
z[ -5] = z[ -5] + z[-13];
|
||||
z[-12] = k11;
|
||||
z[-13] = k00;
|
||||
|
||||
k00 = z[-14] - z[ -6]; // reverse to avoid a unary negation
|
||||
k11 = z[ -7] - z[-15];
|
||||
z[ -6] = z[ -6] + z[-14];
|
||||
z[ -7] = z[ -7] + z[-15];
|
||||
z[-14] = (k00+k11) * A2;
|
||||
z[-15] = (k00-k11) * A2;
|
||||
z[-12] = k11;
|
||||
z[-13] = -k00;
|
||||
z[-14] = (l11-l00) * A2;
|
||||
z[-15] = (l00+l11) * -A2;
|
||||
|
||||
iter_54(z);
|
||||
iter_54(z-8);
|
||||
@@ -3069,6 +3083,7 @@ static int do_floor(vorb *f, Mapping *map, int i, int n, float *target, YTYPE *f
|
||||
for (q=1; q < g->values; ++q) {
|
||||
j = g->sorted_order[q];
|
||||
#ifndef STB_VORBIS_NO_DEFER_FLOOR
|
||||
STBV_NOTUSED(step2_flag);
|
||||
if (finalY[j] >= 0)
|
||||
#else
|
||||
if (step2_flag[j])
|
||||
@@ -3171,6 +3186,7 @@ static int vorbis_decode_packet_rest(vorb *f, int *len, Mode *m, int left_start,
|
||||
|
||||
// WINDOWING
|
||||
|
||||
STBV_NOTUSED(left_end);
|
||||
n = f->blocksize[m->blockflag];
|
||||
map = &f->mapping[m->mapping];
|
||||
|
||||
@@ -3368,7 +3384,7 @@ static int vorbis_decode_packet_rest(vorb *f, int *len, Mode *m, int left_start,
|
||||
// this isn't to spec, but spec would require us to read ahead
|
||||
// and decode the size of all current frames--could be done,
|
||||
// but presumably it's not a commonly used feature
|
||||
f->current_loc = -n2; // start of first frame is positioned for discard
|
||||
f->current_loc = 0u - n2; // start of first frame is positioned for discard (NB this is an intentional unsigned overflow/wrap-around)
|
||||
// we might have to discard samples "from" the next frame too,
|
||||
// if we're lapping a large block then a small at the start?
|
||||
f->discard_samples_deferred = n - right_end;
|
||||
@@ -3642,7 +3658,9 @@ static int start_decoder(vorb *f)
|
||||
f->vendor[len] = (char)'\0';
|
||||
//user comments
|
||||
f->comment_list_length = get32_packet(f);
|
||||
if (f->comment_list_length > 0) {
|
||||
f->comment_list = NULL;
|
||||
if (f->comment_list_length > 0)
|
||||
{
|
||||
f->comment_list = (char**) setup_malloc(f, sizeof(char*) * (f->comment_list_length));
|
||||
if (f->comment_list == NULL) return error(f, VORBIS_outofmem);
|
||||
}
|
||||
@@ -3867,8 +3885,7 @@ static int start_decoder(vorb *f)
|
||||
unsigned int div=1;
|
||||
for (k=0; k < c->dimensions; ++k) {
|
||||
int off = (z / div) % c->lookup_values;
|
||||
float val = mults[off];
|
||||
val = mults[off]*c->delta_value + c->minimum_value + last;
|
||||
float val = mults[off]*c->delta_value + c->minimum_value + last;
|
||||
c->multiplicands[j*c->dimensions + k] = val;
|
||||
if (c->sequence_p)
|
||||
last = val;
|
||||
@@ -3951,7 +3968,7 @@ static int start_decoder(vorb *f)
|
||||
if (g->class_masterbooks[j] >= f->codebook_count) return error(f, VORBIS_invalid_setup);
|
||||
}
|
||||
for (k=0; k < 1 << g->class_subclasses[j]; ++k) {
|
||||
g->subclass_books[j][k] = get_bits(f,8)-1;
|
||||
g->subclass_books[j][k] = (int16)get_bits(f,8)-1;
|
||||
if (g->subclass_books[j][k] >= f->codebook_count) return error(f, VORBIS_invalid_setup);
|
||||
}
|
||||
}
|
||||
@@ -4509,6 +4526,7 @@ stb_vorbis *stb_vorbis_open_pushdata(
|
||||
*error = VORBIS_need_more_data;
|
||||
else
|
||||
*error = p.error;
|
||||
vorbis_deinit(&p);
|
||||
return NULL;
|
||||
}
|
||||
f = vorbis_alloc(&p);
|
||||
@@ -4566,7 +4584,7 @@ static uint32 vorbis_find_page(stb_vorbis *f, uint32 *end, uint32 *last)
|
||||
header[i] = get8(f);
|
||||
if (f->eof) return 0;
|
||||
if (header[4] != 0) goto invalid;
|
||||
goal = header[22] + (header[23] << 8) + (header[24]<<16) + (header[25]<<24);
|
||||
goal = header[22] + (header[23] << 8) + (header[24]<<16) + ((uint32)header[25]<<24);
|
||||
for (i=22; i < 26; ++i)
|
||||
header[i] = 0;
|
||||
crc = 0;
|
||||
@@ -4970,7 +4988,7 @@ unsigned int stb_vorbis_stream_length_in_samples(stb_vorbis *f)
|
||||
// set. whoops!
|
||||
break;
|
||||
}
|
||||
previous_safe = last_page_loc+1;
|
||||
//previous_safe = last_page_loc+1; // NOTE: not used after this point, but note for debugging
|
||||
last_page_loc = stb_vorbis_get_file_offset(f);
|
||||
}
|
||||
|
||||
@@ -5081,7 +5099,10 @@ stb_vorbis * stb_vorbis_open_filename(const char *filename, int *error, const st
|
||||
stb_vorbis * stb_vorbis_open_memory(const unsigned char *data, int len, int *error, const stb_vorbis_alloc *alloc)
|
||||
{
|
||||
stb_vorbis *f, p;
|
||||
if (data == NULL) return NULL;
|
||||
if (!data) {
|
||||
if (error) *error = VORBIS_unexpected_eof;
|
||||
return NULL;
|
||||
}
|
||||
vorbis_init(&p, alloc);
|
||||
p.stream = (uint8 *) data;
|
||||
p.stream_end = (uint8 *) data + len;
|
||||
@@ -5156,11 +5177,11 @@ static void copy_samples(short *dest, float *src, int len)
|
||||
|
||||
static void compute_samples(int mask, short *output, int num_c, float **data, int d_offset, int len)
|
||||
{
|
||||
#define BUFFER_SIZE 32
|
||||
float buffer[BUFFER_SIZE];
|
||||
int i,j,o,n = BUFFER_SIZE;
|
||||
#define STB_BUFFER_SIZE 32
|
||||
float buffer[STB_BUFFER_SIZE];
|
||||
int i,j,o,n = STB_BUFFER_SIZE;
|
||||
check_endianness();
|
||||
for (o = 0; o < len; o += BUFFER_SIZE) {
|
||||
for (o = 0; o < len; o += STB_BUFFER_SIZE) {
|
||||
memset(buffer, 0, sizeof(buffer));
|
||||
if (o + n > len) n = len - o;
|
||||
for (j=0; j < num_c; ++j) {
|
||||
@@ -5177,16 +5198,17 @@ static void compute_samples(int mask, short *output, int num_c, float **data, in
|
||||
output[o+i] = v;
|
||||
}
|
||||
}
|
||||
#undef STB_BUFFER_SIZE
|
||||
}
|
||||
|
||||
static void compute_stereo_samples(short *output, int num_c, float **data, int d_offset, int len)
|
||||
{
|
||||
#define BUFFER_SIZE 32
|
||||
float buffer[BUFFER_SIZE];
|
||||
int i,j,o,n = BUFFER_SIZE >> 1;
|
||||
#define STB_BUFFER_SIZE 32
|
||||
float buffer[STB_BUFFER_SIZE];
|
||||
int i,j,o,n = STB_BUFFER_SIZE >> 1;
|
||||
// o is the offset in the source data
|
||||
check_endianness();
|
||||
for (o = 0; o < len; o += BUFFER_SIZE >> 1) {
|
||||
for (o = 0; o < len; o += STB_BUFFER_SIZE >> 1) {
|
||||
// o2 is the offset in the output data
|
||||
int o2 = o << 1;
|
||||
memset(buffer, 0, sizeof(buffer));
|
||||
@@ -5216,6 +5238,7 @@ static void compute_stereo_samples(short *output, int num_c, float **data, int d
|
||||
output[o2+i] = v;
|
||||
}
|
||||
}
|
||||
#undef STB_BUFFER_SIZE
|
||||
}
|
||||
|
||||
static void convert_samples_short(int buf_c, short **buffer, int b_offset, int data_c, float **data, int d_offset, int samples)
|
||||
@@ -5288,8 +5311,6 @@ int stb_vorbis_get_samples_short_interleaved(stb_vorbis *f, int channels, short
|
||||
float **outputs;
|
||||
int len = num_shorts / channels;
|
||||
int n=0;
|
||||
int z = f->channels;
|
||||
if (z > channels) z = channels;
|
||||
while (n < len) {
|
||||
int k = f->channel_buffer_end - f->channel_buffer_start;
|
||||
if (n+k >= len) k = len - n;
|
||||
@@ -5308,8 +5329,6 @@ int stb_vorbis_get_samples_short(stb_vorbis *f, int channels, short **buffer, in
|
||||
{
|
||||
float **outputs;
|
||||
int n=0;
|
||||
int z = f->channels;
|
||||
if (z > channels) z = channels;
|
||||
while (n < len) {
|
||||
int k = f->channel_buffer_end - f->channel_buffer_start;
|
||||
if (n+k >= len) k = len - n;
|
||||
@@ -89,6 +89,12 @@ namespace Defaults::Localization {
|
||||
constexpr const char* LANGUAGE = "ca"; // Idioma por defecto (en = inglés, ca = catalán)
|
||||
} // namespace Defaults::Localization
|
||||
|
||||
namespace Defaults::Loading {
|
||||
constexpr bool SHOW = false; // No mostrar la pantalla de carga por defecto
|
||||
constexpr bool SHOW_RESOURCE_NAME = true; // Mostrar el nombre del recurso por defecto
|
||||
constexpr bool WAIT_FOR_INPUT = false; // No esperar tecla al terminar por defecto
|
||||
} // namespace Defaults::Loading
|
||||
|
||||
namespace Defaults::Game::Items {
|
||||
constexpr const float PERCENT_TO_OPEN_THE_JAIL = 0.9F; // Porcentaje de items necesarios para abrir la jail
|
||||
} // namespace Defaults::Game::Items
|
||||
|
||||
@@ -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; }
|
||||
|
||||
@@ -623,6 +623,27 @@ namespace Options {
|
||||
}
|
||||
}
|
||||
|
||||
// Carga opciones de la pantalla de carga desde YAML
|
||||
void loadLoadingFromYaml(const fkyaml::node& yaml) {
|
||||
if (!yaml.contains("loading")) { return; }
|
||||
const auto& ld = yaml["loading"];
|
||||
if (ld.contains("show")) {
|
||||
try {
|
||||
loading.show = ld["show"].get_value<bool>();
|
||||
} catch (...) { loading.show = Defaults::Loading::SHOW; }
|
||||
}
|
||||
if (ld.contains("show_resource_name")) {
|
||||
try {
|
||||
loading.show_resource_name = ld["show_resource_name"].get_value<bool>();
|
||||
} catch (...) { loading.show_resource_name = Defaults::Loading::SHOW_RESOURCE_NAME; }
|
||||
}
|
||||
if (ld.contains("wait_for_input")) {
|
||||
try {
|
||||
loading.wait_for_input = ld["wait_for_input"].get_value<bool>();
|
||||
} catch (...) { loading.wait_for_input = Defaults::Loading::WAIT_FOR_INPUT; }
|
||||
}
|
||||
}
|
||||
|
||||
// Establece la ruta del fichero de configuración
|
||||
void setConfigFile(const std::string& path) {
|
||||
config_file_path = path;
|
||||
@@ -673,6 +694,7 @@ namespace Options {
|
||||
loadPlayerConfigFromYaml(yaml);
|
||||
loadKioskConfigFromYaml(yaml);
|
||||
loadLocalizationFromYaml(yaml);
|
||||
loadLoadingFromYaml(yaml);
|
||||
|
||||
std::cout << "Config file loaded successfully\n\n";
|
||||
|
||||
@@ -810,6 +832,14 @@ namespace Options {
|
||||
file << "localization:\n";
|
||||
file << " language: \"" << language << "\"\n";
|
||||
|
||||
// LOADING SCREEN
|
||||
file << "\n";
|
||||
file << "# LOADING SCREEN\n";
|
||||
file << "loading:\n";
|
||||
file << " show: " << (loading.show ? "true" : "false") << "\n";
|
||||
file << " show_resource_name: " << (loading.show_resource_name ? "true" : "false") << "\n";
|
||||
file << " wait_for_input: " << (loading.wait_for_input ? "true" : "false") << " # solo si show=true\n";
|
||||
|
||||
file.close();
|
||||
|
||||
std::cout << "Config file saved successfully\n\n";
|
||||
|
||||
@@ -134,6 +134,13 @@ namespace Options {
|
||||
float volume{Defaults::Audio::VOLUME}; // Volumen al que suenan el audio (0-128 internamente)
|
||||
};
|
||||
|
||||
// Estructura para las opciones de la pantalla de carga
|
||||
struct Loading {
|
||||
bool show{Defaults::Loading::SHOW}; // Muestra la pantalla de carga (si no, pantalla en negro)
|
||||
bool show_resource_name{Defaults::Loading::SHOW_RESOURCE_NAME}; // Muestra el nombre del recurso sobre la barra de progreso
|
||||
bool wait_for_input{Defaults::Loading::WAIT_FOR_INPUT}; // Al terminar la carga, espera tecla antes de continuar (solo si show=true)
|
||||
};
|
||||
|
||||
// Estructura para las opciones de juego
|
||||
struct Game {
|
||||
float width{Defaults::Canvas::WIDTH}; // Ancho de la resolucion del juego
|
||||
@@ -182,6 +189,7 @@ namespace Options {
|
||||
inline Stats stats{}; // Datos con las estadisticas de juego
|
||||
inline Window window{}; // Opciones relativas a la ventana
|
||||
inline Audio audio{}; // Opciones relativas al audio
|
||||
inline Loading loading{}; // Opciones de la pantalla de carga
|
||||
inline KeyboardControls keyboard_controls{}; // Teclas usadas para jugar
|
||||
inline GamepadControls gamepad_controls{}; // Botones del gamepad usados para jugar
|
||||
inline Kiosk kiosk{}; // Opciones del modo kiosko
|
||||
|
||||
@@ -11,6 +11,7 @@ namespace SceneManager {
|
||||
|
||||
// --- Escenas del programa ---
|
||||
enum class Scene {
|
||||
BOOT_LOADER, // Carga inicial de recursos dirigida por iterate()
|
||||
LOGO, // Pantalla del logo
|
||||
LOADING_SCREEN, // Pantalla de carga
|
||||
TITLE, // Pantalla de título/menú principal
|
||||
@@ -34,7 +35,7 @@ namespace SceneManager {
|
||||
};
|
||||
|
||||
// --- Variables de estado globales ---
|
||||
inline Scene current = Scene::LOGO; // Escena actual (en _DEBUG sobrescrito por Director tras cargar debug.yaml)
|
||||
inline Scene current = Scene::BOOT_LOADER; // Arranca siempre cargando recursos; Director conmuta a LOGO al terminar
|
||||
inline Options options = Options::LOGO_TO_LOADING_SCREEN; // Opciones de la escena actual
|
||||
inline Scene scene_before_restart = Scene::LOGO; // escena a relanzar tras RESTART_CURRENT
|
||||
|
||||
|
||||
14
source/game/scenes/boot_loader.cpp
Normal file
14
source/game/scenes/boot_loader.cpp
Normal file
@@ -0,0 +1,14 @@
|
||||
#include "game/scenes/boot_loader.hpp"
|
||||
|
||||
#include "core/resources/resource_cache.hpp"
|
||||
#include "game/scene_manager.hpp"
|
||||
|
||||
void BootLoader::iterate() {
|
||||
Resource::Cache::get()->renderProgress();
|
||||
}
|
||||
|
||||
void BootLoader::handleEvent(const SDL_Event& event) {
|
||||
if (event.type == SDL_EVENT_QUIT) {
|
||||
SceneManager::current = SceneManager::Scene::QUIT;
|
||||
}
|
||||
}
|
||||
17
source/game/scenes/boot_loader.hpp
Normal file
17
source/game/scenes/boot_loader.hpp
Normal file
@@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include "game/scenes/scene.hpp"
|
||||
|
||||
// Escena mínima que Director usa mientras el cache se carga incrementalmente.
|
||||
// No avanza la carga — lo hace Director::iterate() llamando a Cache::loadStep()
|
||||
// antes de despachar la escena. Aquí solo se pinta la barra de progreso.
|
||||
class BootLoader : public Scene {
|
||||
public:
|
||||
BootLoader() = default;
|
||||
~BootLoader() override = default;
|
||||
|
||||
void iterate() override;
|
||||
void handleEvent(const SDL_Event& event) override;
|
||||
};
|
||||
@@ -92,6 +92,21 @@ void Title::handleEvent(const SDL_Event& event) {
|
||||
return; // No procesar más este evento
|
||||
}
|
||||
|
||||
// Qualsevol botó del comandament al menú principal inicia partida directament
|
||||
// (els bindings ja estan definits, no cal "pulsar 1" amb el teclat). El botó
|
||||
// BACK queda exclòs perquè es reserva per a EXIT — excepte a emscripten, on
|
||||
// no es pot sortir del joc i BACK pot actuar com a botó genèric d'inici.
|
||||
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN &&
|
||||
state_ == State::MAIN_MENU &&
|
||||
!is_remapping_keyboard_ && !is_remapping_joystick_
|
||||
#ifndef __EMSCRIPTEN__
|
||||
&& event.gbutton.button != SDL_GAMEPAD_BUTTON_BACK
|
||||
#endif
|
||||
) {
|
||||
handleMainMenuKeyPress(SDLK_1); // PLAY
|
||||
return;
|
||||
}
|
||||
|
||||
if (event.type == SDL_EVENT_KEY_DOWN && !Console::get()->isActive()) {
|
||||
// Si estamos en modo remap de teclado, capturar tecla
|
||||
if (is_remapping_keyboard_ && !remap_completed_) {
|
||||
@@ -487,7 +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_);
|
||||
}
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
#include "core/rendering/text.hpp" // Para Text
|
||||
#include "core/resources/resource_cache.hpp" // Para Resource
|
||||
#include "game/options.hpp" // Para Options
|
||||
#include "game/ui/notifier.hpp" // Para Notifier
|
||||
#include "utils/easing_functions.hpp" // Para Easing::cubicInOut
|
||||
|
||||
// ── Helpers de texto ──────────────────────────────────────────────────────────
|
||||
|
||||
@@ -194,22 +194,16 @@ void Console::update(float delta_time) { // NOLINT(readability-function-cogniti
|
||||
|
||||
// Animación de altura (resize cuando msg_lines_ cambia); solo en ACTIVE
|
||||
if (status_ == Status::ACTIVE && height_ != target_height_) {
|
||||
const float PREV_HEIGHT = height_;
|
||||
if (height_ < target_height_) {
|
||||
height_ = std::min(height_ + (SLIDE_SPEED * delta_time), target_height_);
|
||||
} else {
|
||||
height_ = std::max(height_ - (SLIDE_SPEED * delta_time), target_height_);
|
||||
}
|
||||
// Actualizar el Notifier incrementalmente con el delta de altura
|
||||
if (Notifier::get() != nullptr) {
|
||||
const int DELTA_PX = static_cast<int>(height_) - static_cast<int>(PREV_HEIGHT);
|
||||
if (DELTA_PX > 0) {
|
||||
Notifier::get()->addYOffset(DELTA_PX);
|
||||
notifier_offset_applied_ += DELTA_PX;
|
||||
} else if (DELTA_PX < 0) {
|
||||
Notifier::get()->removeYOffset(-DELTA_PX);
|
||||
notifier_offset_applied_ += DELTA_PX;
|
||||
if (anim_progress_ == 0.0F) {
|
||||
// Iniciar animación de resize
|
||||
anim_start_ = height_;
|
||||
anim_end_ = target_height_;
|
||||
}
|
||||
anim_progress_ = std::min(anim_progress_ + (delta_time / ANIM_DURATION), 1.0F);
|
||||
height_ = anim_start_ + ((anim_end_ - anim_start_) * Easing::cubicInOut(anim_progress_));
|
||||
if (anim_progress_ >= 1.0F) {
|
||||
height_ = target_height_;
|
||||
anim_progress_ = 0.0F;
|
||||
}
|
||||
// Reconstruir la Surface al nuevo tamaño (pequeña: 256×~18-72px)
|
||||
const float WIDTH = Options::game.width;
|
||||
@@ -220,28 +214,23 @@ void Console::update(float delta_time) { // NOLINT(readability-function-cogniti
|
||||
// Redibujar texto cada frame
|
||||
redrawText();
|
||||
|
||||
switch (status_) {
|
||||
case Status::RISING: {
|
||||
y_ += SLIDE_SPEED * delta_time;
|
||||
if (y_ >= 0.0F) {
|
||||
y_ = 0.0F;
|
||||
// Animación de apertura/cierre (basada en tiempo con easing)
|
||||
if (status_ == Status::RISING || status_ == Status::VANISHING) {
|
||||
anim_progress_ = std::min(anim_progress_ + (delta_time / ANIM_DURATION), 1.0F);
|
||||
y_ = anim_start_ + ((anim_end_ - anim_start_) * Easing::cubicInOut(anim_progress_));
|
||||
|
||||
if (anim_progress_ >= 1.0F) {
|
||||
y_ = anim_end_;
|
||||
anim_progress_ = 0.0F;
|
||||
if (status_ == Status::RISING) {
|
||||
status_ = Status::ACTIVE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case Status::VANISHING: {
|
||||
y_ -= SLIDE_SPEED * delta_time;
|
||||
if (y_ <= -height_) {
|
||||
y_ = -height_;
|
||||
} else {
|
||||
status_ = Status::HIDDEN;
|
||||
// Resetear el mensaje una vez completamente oculta
|
||||
msg_lines_ = {std::string(CONSOLE_NAME) + " " + std::string(CONSOLE_VERSION)};
|
||||
target_height_ = calcTargetHeight(static_cast<int>(msg_lines_.size()));
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
SDL_FRect rect = {.x = 0, .y = y_, .w = Options::game.width, .h = height_};
|
||||
@@ -265,6 +254,9 @@ void Console::toggle() {
|
||||
target_height_ = calcTargetHeight(static_cast<int>(msg_lines_.size()));
|
||||
height_ = target_height_;
|
||||
y_ = -height_;
|
||||
anim_start_ = y_;
|
||||
anim_end_ = 0.0F;
|
||||
anim_progress_ = 0.0F;
|
||||
status_ = Status::RISING;
|
||||
input_line_.clear();
|
||||
cursor_timer_ = 0.0F;
|
||||
@@ -273,24 +265,18 @@ void Console::toggle() {
|
||||
typewriter_chars_ = static_cast<int>(msg_lines_[0].size());
|
||||
typewriter_timer_ = 0.0F;
|
||||
SDL_StartTextInput(SDL_GetKeyboardFocus());
|
||||
if (Notifier::get() != nullptr) {
|
||||
const int OFFSET = static_cast<int>(height_);
|
||||
Notifier::get()->addYOffset(OFFSET);
|
||||
notifier_offset_applied_ = OFFSET;
|
||||
}
|
||||
if (on_toggle) { on_toggle(true); }
|
||||
break;
|
||||
case Status::ACTIVE:
|
||||
// Al cerrar: mantener el texto visible hasta que esté completamente oculta
|
||||
anim_start_ = y_;
|
||||
anim_end_ = -height_;
|
||||
anim_progress_ = 0.0F;
|
||||
status_ = Status::VANISHING;
|
||||
target_height_ = height_; // No animar durante VANISHING
|
||||
target_height_ = height_; // No animar altura durante VANISHING
|
||||
history_index_ = -1;
|
||||
saved_input_.clear();
|
||||
SDL_StopTextInput(SDL_GetKeyboardFocus());
|
||||
if (Notifier::get() != nullptr) {
|
||||
Notifier::get()->removeYOffset(notifier_offset_applied_);
|
||||
notifier_offset_applied_ = 0;
|
||||
}
|
||||
if (on_toggle) { on_toggle(false); }
|
||||
break;
|
||||
default:
|
||||
|
||||
@@ -54,11 +54,11 @@ class Console {
|
||||
static constexpr Uint8 BG_COLOR = 0; // PaletteColor::BLACK
|
||||
static constexpr Uint8 BORDER_COLOR = 9; // PaletteColor::BRIGHT_GREEN
|
||||
static constexpr Uint8 MSG_COLOR = 8; // PaletteColor::GREEN
|
||||
static constexpr float SLIDE_SPEED = 180.0F;
|
||||
static constexpr float ANIM_DURATION = 0.3F; // Duración de cualquier animación (segundos)
|
||||
|
||||
// Constantes de consola
|
||||
static constexpr std::string_view CONSOLE_NAME = "JDD Console";
|
||||
static constexpr std::string_view CONSOLE_VERSION = "v2.2";
|
||||
static constexpr std::string_view CONSOLE_VERSION = "v2.3";
|
||||
static constexpr int MAX_LINE_CHARS = 32;
|
||||
static constexpr int MAX_HISTORY_SIZE = 20;
|
||||
static constexpr float CURSOR_ON_TIME = 0.5F;
|
||||
@@ -99,9 +99,13 @@ class Console {
|
||||
int typewriter_chars_{0}; // Caracteres de msg_lines_ actualmente visibles
|
||||
float typewriter_timer_{0.0F};
|
||||
|
||||
// Animación basada en tiempo (0→1 en ANIM_DURATION)
|
||||
float anim_progress_{0.0F}; // Progreso normalizado [0, 1]
|
||||
float anim_start_{0.0F}; // Valor inicial (y_ o height_)
|
||||
float anim_end_{0.0F}; // Valor final
|
||||
|
||||
// Animación de altura dinámica
|
||||
float target_height_{0.0F}; // Altura objetivo (según número de líneas de mensaje)
|
||||
int notifier_offset_applied_{0}; // Acumulador del offset enviado al Notifier
|
||||
|
||||
// Historial de comandos (navegable con flechas arriba/abajo)
|
||||
std::deque<std::string> history_;
|
||||
|
||||
@@ -491,6 +491,9 @@ static auto cmdDebug(const std::vector<std::string>& args) -> std::string { //
|
||||
if (args[2] == "GAME") {
|
||||
target = SceneManager::Scene::GAME;
|
||||
name = "game";
|
||||
} else if (args[2] == "DEMO") {
|
||||
target = SceneManager::Scene::DEMO;
|
||||
name = "demo";
|
||||
} else if (args[2] == "LOGO") {
|
||||
target = SceneManager::Scene::LOGO;
|
||||
name = "logo";
|
||||
@@ -651,10 +654,10 @@ static auto cmdItems(const std::vector<std::string>& args) -> std::string {
|
||||
return "Items: " + std::to_string(count);
|
||||
}
|
||||
|
||||
// SCENE [LOGO|LOADING|TITLE|CREDITS|GAME|ENDING|ENDING2|RESTART]
|
||||
// SCENE [LOGO|LOADING|TITLE|CREDITS|GAME|DEMO|ENDING|ENDING2|RESTART]
|
||||
static auto cmdScene(const std::vector<std::string>& args) -> std::string {
|
||||
if (Options::kiosk.enabled) { return "Not allowed in kiosk mode"; }
|
||||
if (args.empty()) { return "usage: scene [logo|loading|title|credits|game|ending|ending2|restart]"; }
|
||||
if (args.empty()) { return "usage: scene [logo|loading|title|credits|game|demo|ending|ending2|restart]"; }
|
||||
|
||||
if (args[0] == "RESTART") {
|
||||
SceneManager::scene_before_restart = SceneManager::current;
|
||||
@@ -677,6 +680,7 @@ static auto cmdScene(const std::vector<std::string>& args) -> std::string {
|
||||
if (args[0] == "TITLE") { return GO_TO(SceneManager::Scene::TITLE, "Title"); }
|
||||
if (args[0] == "CREDITS") { return GO_TO(SceneManager::Scene::CREDITS, "Credits"); }
|
||||
if (args[0] == "GAME") { return GO_TO(SceneManager::Scene::GAME, "Game"); }
|
||||
if (args[0] == "DEMO") { return GO_TO(SceneManager::Scene::DEMO, "Demo"); }
|
||||
if (args[0] == "ENDING") { return GO_TO(SceneManager::Scene::ENDING, "Ending"); }
|
||||
if (args[0] == "ENDING2") { return GO_TO(SceneManager::Scene::ENDING2, "Ending 2"); }
|
||||
return "Unknown scene: " + args[0];
|
||||
@@ -948,11 +952,16 @@ static auto cmdKiosk(const std::vector<std::string>& args) -> std::string {
|
||||
|
||||
// EXIT / QUIT
|
||||
static auto cmdExit(const std::vector<std::string>& args) -> std::string {
|
||||
#ifdef __EMSCRIPTEN__
|
||||
(void)args;
|
||||
return "Not allowed in web version";
|
||||
#else
|
||||
if (Options::kiosk.enabled && (args.empty() || args[0] != "PLEASE")) {
|
||||
return "Not allowed in kiosk mode";
|
||||
}
|
||||
SceneManager::current = SceneManager::Scene::QUIT;
|
||||
return "Quitting...";
|
||||
#endif
|
||||
}
|
||||
|
||||
// SIZE
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
#include "core/rendering/text.hpp" // Para Text, Text::CENTER_FLAG, Text::COLOR_FLAG
|
||||
#include "core/resources/resource_cache.hpp" // Para Resource
|
||||
#include "game/options.hpp" // Para Options, options, NotificationPosition
|
||||
#include "game/ui/console.hpp" // Para Console
|
||||
#include "utils/delta_timer.hpp" // Para DeltaTimer
|
||||
#include "utils/utils.hpp" // Para PaletteColor
|
||||
|
||||
@@ -73,8 +74,11 @@ void Notifier::render() {
|
||||
|
||||
// Actualiza el estado de las notificaiones
|
||||
void Notifier::update(float delta_time) {
|
||||
// Base Y leída cada frame: cada notificación se dibuja en rect.y (relativo a BASE) + BASE
|
||||
const float BASE = static_cast<float>(getStackBaseY());
|
||||
|
||||
for (auto& notification : notifications_) {
|
||||
// Si la notificación anterior está "saliendo", no hagas nada
|
||||
// Si la notificación anterior está "entrando", no hagas nada (stall del resto)
|
||||
if (!notifications_.empty() && ¬ification != ¬ifications_.front()) {
|
||||
const auto& previous_notification = *(std::prev(¬ification));
|
||||
if (previous_notification.state == Status::RISING) {
|
||||
@@ -84,17 +88,17 @@ void Notifier::update(float delta_time) {
|
||||
|
||||
switch (notification.state) {
|
||||
case Status::RISING: {
|
||||
const float DISPLACEMENT = SLIDE_SPEED * delta_time;
|
||||
notification.rect.y += DISPLACEMENT;
|
||||
|
||||
if (notification.rect.y >= notification.y) {
|
||||
notification.rect.y = notification.y;
|
||||
const float TARGET = static_cast<float>(notification.y);
|
||||
notification.rect.y += SLIDE_SPEED * delta_time;
|
||||
if (notification.rect.y >= TARGET) {
|
||||
notification.rect.y = TARGET;
|
||||
notification.state = Status::STAY;
|
||||
notification.elapsed_time = 0.0F;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case Status::STAY: {
|
||||
notification.rect.y = static_cast<float>(notification.y);
|
||||
notification.elapsed_time += delta_time;
|
||||
if (notification.elapsed_time >= notification.display_duration) {
|
||||
notification.state = Status::VANISHING;
|
||||
@@ -103,10 +107,8 @@ void Notifier::update(float delta_time) {
|
||||
}
|
||||
|
||||
case Status::VANISHING: {
|
||||
const float DISPLACEMENT = SLIDE_SPEED * delta_time;
|
||||
notification.rect.y -= DISPLACEMENT;
|
||||
|
||||
const float TARGET_Y = notification.y - notification.travel_dist;
|
||||
const float TARGET_Y = static_cast<float>(notification.y - notification.travel_dist);
|
||||
notification.rect.y -= SLIDE_SPEED * delta_time;
|
||||
if (notification.rect.y <= TARGET_Y) {
|
||||
notification.rect.y = TARGET_Y;
|
||||
notification.state = Status::FINISHED;
|
||||
@@ -120,8 +122,13 @@ void Notifier::update(float delta_time) {
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
notification.sprite->setPosition(notification.rect);
|
||||
// Refrescar posiciones de sprite cada frame (convierte rect.y relativo a absoluto)
|
||||
for (auto& notification : notifications_) {
|
||||
SDL_FRect sprite_rect = notification.rect;
|
||||
sprite_rect.y += BASE;
|
||||
notification.sprite->setPosition(sprite_rect);
|
||||
}
|
||||
|
||||
clearFinishedNotifications();
|
||||
@@ -170,15 +177,13 @@ void Notifier::show(std::vector<std::string> texts, const Style& style, int icon
|
||||
|
||||
// Posición horizontal
|
||||
float desp_h = ((Options::game.width / 2) - (WIDTH / 2));
|
||||
;
|
||||
|
||||
// Posición vertical
|
||||
const int DESP_V = y_offset_;
|
||||
|
||||
// Offset
|
||||
// Offset vertical (relativo a la base de la pila, que se consulta cada frame)
|
||||
const auto TRAVEL_DIST = HEIGHT + PADDING_OUT;
|
||||
const int TRAVEL_MOD = 1;
|
||||
const int OFFSET = !notifications_.empty() ? notifications_.back().y + (TRAVEL_MOD * notifications_.back().travel_dist) : DESP_V;
|
||||
const int OFFSET = !notifications_.empty()
|
||||
? notifications_.back().y + (TRAVEL_MOD * notifications_.back().travel_dist)
|
||||
: 0;
|
||||
|
||||
// Crea la notificacion
|
||||
Notification n;
|
||||
@@ -191,8 +196,9 @@ void Notifier::show(std::vector<std::string> texts, const Style& style, int icon
|
||||
n.texts = texts;
|
||||
n.shape = SHAPE;
|
||||
n.display_duration = style.duration;
|
||||
const float Y_POS = OFFSET + -TRAVEL_DIST;
|
||||
n.rect = {.x = desp_h, .y = Y_POS, .w = WIDTH, .h = HEIGHT};
|
||||
// Posición inicial relativa a la base: arranca "travel_dist" por encima del target (=OFFSET)
|
||||
const float Y_POS_REL = static_cast<float>(OFFSET) - TRAVEL_DIST;
|
||||
n.rect = {.x = desp_h, .y = Y_POS_REL, .w = WIDTH, .h = HEIGHT};
|
||||
|
||||
// Crea la textura
|
||||
n.surface = std::make_shared<Surface>(WIDTH, HEIGHT);
|
||||
@@ -219,7 +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);
|
||||
}
|
||||
|
||||
@@ -252,8 +258,10 @@ void Notifier::show(std::vector<std::string> texts, const Style& style, int icon
|
||||
// Deja de dibujar en la textura
|
||||
Screen::get()->setRendererSurface(previuos_renderer);
|
||||
|
||||
// Crea el sprite de la notificación
|
||||
n.sprite = std::make_shared<Sprite>(n.surface, n.rect);
|
||||
// Crea el sprite de la notificación (rect absoluto a partir del relativo + BASE)
|
||||
SDL_FRect initial_sprite_rect = n.rect;
|
||||
initial_sprite_rect.y += static_cast<float>(getStackBaseY());
|
||||
n.sprite = std::make_shared<Sprite>(n.surface, initial_sprite_rect);
|
||||
|
||||
// Añade la notificación a la lista
|
||||
notifications_.emplace_back(n);
|
||||
@@ -278,9 +286,21 @@ void Notifier::clearNotifications() {
|
||||
clearFinishedNotifications();
|
||||
}
|
||||
|
||||
// Ajusta el offset vertical base
|
||||
void Notifier::addYOffset(int px) { y_offset_ += px; }
|
||||
void Notifier::removeYOffset(int px) { y_offset_ -= px; }
|
||||
// Y absoluta de la base de la pila (justo debajo de Console, o 0 si no hay Console)
|
||||
auto Notifier::getStackBaseY() const -> int {
|
||||
return Console::get() != nullptr ? Console::get()->getVisibleHeight() : 0;
|
||||
}
|
||||
|
||||
// Altura animada ocupada por la pila (usa rect.y animado, no el target — para transiciones suaves)
|
||||
auto Notifier::getVisibleHeight() const -> int {
|
||||
int bottom = 0;
|
||||
for (const auto& n : notifications_) {
|
||||
if (n.state == Status::FINISHED) { continue; }
|
||||
const int N_BOTTOM = static_cast<int>(n.rect.y + n.rect.h);
|
||||
if (N_BOTTOM > bottom) { bottom = N_BOTTOM; }
|
||||
}
|
||||
return bottom;
|
||||
}
|
||||
|
||||
// Obtiene los códigos de las notificaciones
|
||||
auto Notifier::getCodes() -> std::vector<std::string> {
|
||||
|
||||
@@ -59,9 +59,9 @@ class Notifier {
|
||||
auto isActive() -> bool; // Indica si hay notificaciones activas
|
||||
auto getCodes() -> std::vector<std::string>; // Obtiene códigos de notificaciones
|
||||
|
||||
// Offset vertical (para evitar solapamiento con Console y renderInfo)
|
||||
void addYOffset(int px); // Suma píxeles al offset base
|
||||
void removeYOffset(int px); // Resta píxeles al offset base
|
||||
// Altura animada ocupada por la pila de notificaciones, en píxeles (relativa a la base).
|
||||
// Crece/decrece suavemente con las animaciones de entrada/salida.
|
||||
[[nodiscard]] auto getVisibleHeight() const -> int;
|
||||
|
||||
private:
|
||||
// Tipos anidados
|
||||
@@ -78,8 +78,8 @@ class Notifier {
|
||||
std::vector<std::string> texts;
|
||||
Status state{Status::RISING};
|
||||
Shape shape{Shape::SQUARED};
|
||||
SDL_FRect rect{.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
|
||||
int y{0};
|
||||
SDL_FRect rect{.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F}; // rect.y es relativo a la base de la pila
|
||||
int y{0}; // Top objetivo de la notificación relativo a la base de la pila
|
||||
int travel_dist{0};
|
||||
std::string code;
|
||||
bool can_be_removed{true};
|
||||
@@ -99,6 +99,7 @@ class Notifier {
|
||||
// Métodos privados
|
||||
void clearFinishedNotifications(); // Elimina las notificaciones finalizadas
|
||||
void clearNotifications(); // Finaliza y elimina todas las notificaciones activas
|
||||
[[nodiscard]] auto getStackBaseY() const -> int; // Y absoluta de la base de la pila (leída de Console)
|
||||
|
||||
// Constructor y destructor privados [SINGLETON]
|
||||
Notifier(const std::string& icon_file, const std::string& text);
|
||||
@@ -111,5 +112,4 @@ class Notifier {
|
||||
std::vector<Notification> notifications_; // Lista de notificaciones activas
|
||||
bool stack_{false}; // Indica si las notificaciones se apilan
|
||||
bool has_icons_{false}; // Indica si el notificador tiene textura para iconos
|
||||
int y_offset_{0}; // Offset vertical base (ajustado por Console y renderInfo)
|
||||
};
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
namespace Texts {
|
||||
constexpr const char* WINDOW_CAPTION = "© 2022 JailDoctor's Dilemma — JailDesigner";
|
||||
constexpr const char* COPYRIGHT = "@2022 JailDesigner";
|
||||
constexpr const char* VERSION = "1.13"; // Versión por defecto
|
||||
constexpr const char* VERSION = "1.14"; // Versión por defecto
|
||||
} // namespace Texts
|
||||
|
||||
// Tamaño de bloque
|
||||
|
||||
@@ -1,53 +0,0 @@
|
||||
# Makefile for pack_resources tool
|
||||
|
||||
# Compiler
|
||||
CXX := g++
|
||||
CXXFLAGS := -std=c++20 -Wall -Wextra -O2
|
||||
|
||||
# Directories
|
||||
TOOL_DIR := .
|
||||
SOURCE_DIR := ../../source/core/resources
|
||||
|
||||
# Source files
|
||||
SOURCES := pack_resources.cpp \
|
||||
$(SOURCE_DIR)/resource_pack.cpp
|
||||
|
||||
# Output
|
||||
TARGET := pack_resources
|
||||
|
||||
# Platform-specific executable extension
|
||||
ifeq ($(OS),Windows_NT)
|
||||
TARGET := $(TARGET).exe
|
||||
endif
|
||||
|
||||
# Default target
|
||||
all: $(TARGET)
|
||||
|
||||
# Build the tool
|
||||
$(TARGET): $(SOURCES)
|
||||
@echo "Building pack_resources tool..."
|
||||
$(CXX) $(CXXFLAGS) $(SOURCES) -o $(TARGET)
|
||||
@echo "Build complete: $(TARGET)"
|
||||
|
||||
# Test: create a test pack
|
||||
test: $(TARGET)
|
||||
@echo "Creating test pack..."
|
||||
./$(TARGET) ../../data test_resources.pack
|
||||
|
||||
# Create the actual resources.pack
|
||||
pack: $(TARGET)
|
||||
@echo "Creating resources.pack..."
|
||||
./$(TARGET) ../../data ../../resources.pack
|
||||
|
||||
# List contents of a pack
|
||||
list: $(TARGET)
|
||||
@echo "Listing pack contents..."
|
||||
./$(TARGET) --list ../../resources.pack
|
||||
|
||||
# Clean
|
||||
clean:
|
||||
@echo "Cleaning..."
|
||||
rm -f $(TARGET) test_resources.pack
|
||||
@echo "Clean complete"
|
||||
|
||||
.PHONY: all test pack list clean
|
||||
Reference in New Issue
Block a user