18 Commits

Author SHA1 Message Date
8d213e7b3e afinant els shaders 2026-03-26 07:46:11 +01:00
c6d409c303 corregides scanlines per a treballar amb subpixels per proporció 2026-03-25 22:31:34 +01:00
6914f7df93 supersampling ara aplica al tamany de la finestra, no a la textura base 2026-03-25 22:00:10 +01:00
1dbfff2c17 fix: el supersampling es feia per cpu en lloc de per gpu 2026-03-25 21:33:06 +01:00
3493636954 correccions en les traduccions 2026-03-25 20:51:52 +01:00
8ff1073e4a corregides les scanlines per a paletes amb fondo blanc 2026-03-25 18:31:36 +01:00
6497e26202 reordenades i renombrades les classes sprite 2026-03-25 18:01:33 +01:00
e0e37204d7 eliminada la classe Texture 2026-03-25 17:54:23 +01:00
6595b28790 clang-format
clang-tidy (macos)
2026-03-23 07:26:21 +01:00
0ddb6c85e1 afegit un poc de chroma al preset crt 2026-03-22 23:00:39 +01:00
f84007902e afegit flicker a postfx 2026-03-22 22:38:18 +01:00
49ae2ae41f per defecte el joc eixirà ara en valencià 2026-03-22 22:07:12 +01:00
c701421a8f corregits offsets en smb2.fnt 2026-03-22 22:04:23 +01:00
1ecb427106 supersampling implementat 2026-03-22 21:55:18 +01:00
c87779cc09 imlementant supersampling 2026-03-22 21:24:20 +01:00
24594fa89a deixant postfx al gust 2026-03-22 20:54:02 +01:00
030779794e F12 toggle de showFPS en mode debug 2026-03-22 19:59:48 +01:00
495c23a3d2 fix: en la migracio de la marquesina a la nova versio de Text s'havia posat per error un kerning superior al que havia
opt: millores en la getió de la marquesina per optimitzar rendiment
2026-03-22 19:43:35 +01:00
116 changed files with 5156 additions and 3414 deletions

View File

@@ -43,12 +43,11 @@ set(APP_SOURCES
source/core/rendering/pixel_reveal.cpp
source/core/rendering/screen.cpp
source/core/rendering/surface.cpp
source/core/rendering/surface_animated_sprite.cpp
source/core/rendering/surface_dissolve_sprite.cpp
source/core/rendering/surface_moving_sprite.cpp
source/core/rendering/surface_sprite.cpp
source/core/rendering/sprite/animated_sprite.cpp
source/core/rendering/sprite/dissolve_sprite.cpp
source/core/rendering/sprite/moving_sprite.cpp
source/core/rendering/sprite/sprite.cpp
source/core/rendering/text.cpp
source/core/rendering/texture.cpp
# Core - Locale
source/core/locale/locale.cpp
@@ -132,7 +131,11 @@ if(NOT APPLE)
if(GLSLC_EXE)
add_custom_command(
OUTPUT "${SHADER_VERT_H}" "${SHADER_FRAG_H}"
COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
COMMAND ${CMAKE_COMMAND}
-D GLSLC=${GLSLC_EXE}
-D SHADERS_DIR=${CMAKE_SOURCE_DIR}/data/shaders
-D HEADERS_DIR=${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu
-P ${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.cmake
DEPENDS "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}"
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Compilando shaders SPIR-V..."

View File

@@ -6,24 +6,24 @@ box_height 8
columns 15
# codepoint_decimal ancho_visual
32 8 # U+0020
33 5 # !
34 6 # "
32 7 # U+0020
33 7 # !
34 7 # "
35 7 # #
36 7 # $
37 7 # %
38 7 # &
39 4 # '
40 6 # (
41 5 # )
39 7 # '
40 7 # (
41 7 # )
42 7 # *
43 7 # +
44 4 # ,
44 7 # ,
45 7 # -
46 4 # .
46 7 # .
47 7 # /
48 7 # 0
49 6 # 1
49 7 # 1
50 7 # 2
51 7 # 3
52 7 # 4
@@ -32,11 +32,11 @@ columns 15
55 7 # 7
56 7 # 8
57 7 # 9
58 4 # :
59 4 # ;
60 6 # <
61 6 # =
62 6 # >
58 7 # :
59 7 # ;
60 7 # <
61 7 # =
62 7 # >
63 7 # ?
64 7 # @
65 7 # A
@@ -47,7 +47,7 @@ columns 15
70 7 # F
71 7 # G
72 7 # H
73 6 # I
73 7 # I
74 7 # J
75 7 # K
76 7 # L
@@ -65,12 +65,12 @@ columns 15
88 7 # X
89 7 # Y
90 7 # Z
91 6 # [
91 7 # [
92 7 # \
93 5 # ]
94 6 # ^
93 7 # ]
94 7 # ^
95 7 # _
96 4 # `
96 7 # `
97 7 # a
98 7 # b
99 7 # c
@@ -79,7 +79,7 @@ columns 15
102 7 # f
103 7 # g
104 7 # h
105 6 # i
105 7 # i
106 7 # j
107 7 # k
108 7 # l
@@ -97,16 +97,16 @@ columns 15
120 7 # x
121 7 # y
122 7 # z
123 6 # {
124 5 # |
125 5 # }
123 7 # {
124 7 # |
125 7 # }
126 7 # ~
192 7 # À
193 7 # Á
200 7 # È
201 7 # É
205 6 # Í
207 6 # Ï
205 7 # Í
207 7 # Ï
210 7 # Ò
211 7 # Ó
218 7 # Ú
@@ -117,16 +117,16 @@ columns 15
225 7 # á
232 7 # è
233 7 # é
237 6 # í
239 6 # ï
237 7 # í
239 7 # ï
242 7 # ò
243 7 # ó
250 7 # ú
252 7 # ü
241 7 # ñ
231 7 # ç
161 5 # ¡
161 7 # ¡
191 7 # ¿
171 7 # «
187 7 # »
183 4 # ·
183 7 # ·

View File

@@ -2,10 +2,10 @@
# lang: ca
title:
marquee: "EH JAILEROS!! ESTEM EN 2022 I ENCARA HO PETEM COM EN 1998!! QUE, HO HEU SENTIT O NO? ELS JAILGAMES HAN TORNAT!! SÍ, COLLONS, HAN TORNAT!! MÉS DE 10 TÍTOLS QUE EL JAILDOC TÉ A FOC LENT!! AIXÒ ÉS UNA BARBARITAT, PERÒ... QUIN EIXIRÀ PRIMER? I ATENCIÓ, QUE HI HA UN APARELLET NOU QUE VOS FARÀ VOLAR EL CAP: EL P.A.C.O.! PERÒ UN MOMENT... QUÈ ÉS AQUELL ENCANTET QUE VE ALLÀ? OOOH, AQUELLA MINIASCII ÉS AMOR DEL BO!! LI PEGARIA UNA MOSSEGADA A CADA BYTE! OSTRES! I NO VOS OBLIDEU DE PUJAR AQUELLS JAILGAMES VELLS I PANXUTS DE MS-DOS A GITHUB, QUE SI NO ES PERDRAN!! QUIN SERÀ EL PROPER PROJECTE DEL JAILDOC? QUÈ PRENDRA VIDA? AI MARE... NI IDEA, PERÒ ACÍ PODEU SABER-HO SI RESOLGUEU EL DILEMA DEL JAILDOCTOR... VOS ATREVIU O QUÈ?"
marquee: "EI JAILERS!! ESTEM EN 2022 I ENCARA HO PETEM COM EN 1998!! QUÉ, HO HEU SENTIT O NO? ELS JAILGAMES HAN TORNAT!! SÍ, COLLONS, HAN TORNAT!! MÉS DE 10 TÍTOLS QUE EL JAILDOC TÉ A FOC LENT!! AIXÒ ÉS UNA BARBARITAT, PERÒ... QUIN EIXIRÀ PRIMER? I ATENCIÓ, QUE HI HA UN APARELLET NOU QUE VOS FARÀ VOLAR EL CAP: EL P.A.C.O.! PERÒ UN MOMENT... QUÈ ÉS AQUELLA COSETA QUE VE PER ALLÀ? OOOH, AQUELLA MINIASCII ÉS AMOR DEL BO!! LI PEGARIA UNA LLEPAETA A CADA BYTE! OSTRES! I NO VOS OBLIDEU DE PUJAR AQUELLS JAILGAMES VELLS I PANXUTS DE MS-DOS A GITHUB, QUE SI NO ES PERDRAN!! QUIN SERÀ EL PRÒXIM PROJECTE DE JAILDOC? SERÀ UN PROJECTE DE MERDA? AI MARE... NI IDEA, PERÒ ACÍ PODEU SABER-HO SI RESOLEU EL DILEMA DEL JAILDOCTOR... VOS ATREVIU O QUÈ? VAAAAA!!!"
menu:
play: "1. JUGAR"
keyboard: "2. REDEFINIR TECLAT"
keyboard: "2. REDEFINIR TECLES"
joystick: "3. REDEFINIR MANDO"
projects: "4. PROJECTES"
keys:
@@ -42,11 +42,11 @@ ending:
t6: "FOREN ALLIBERATS"
t7: "HI HAVIA FINS I TOT BARRULLS"
t8: "I BEGGINERS ENTRE LA GENT"
t9: "BRY ESTAVA FENT LLAGRIMETA..."
t9: "BRY ESTAVA PLORANT..."
t10: "PERÒ DE SOBTE ALGUNA COSA"
t11: "LI VA CRIDAR L'ATENCIÓ"
t12: "UN MUNT DE FERRALLA!"
t13: "PLE D'ANDROMINES QUE NI ANAVEN!!"
t13: "PLE DE TRASTOS QUE NI ANAVEN!!"
t14: "I ALESHORES,"
t15: "QUARANTA PROJECTES NOUS"
t16: "VAN NÀIXER..."
@@ -71,7 +71,7 @@ credits:
f9: "F9 VORA DE LA PANTALLA"
author: "UN JOC DE JAILDESIGNER"
date: "FET A L'ESTIU/TARDOR DEL 2022"
love: "M'ENCANTEN ELS JAILGAMES!"
love: "I LOVE JAILGAMES!"
achievements:
header: "ASSOLIMENT DESBLOQUEJAT!"
@@ -111,6 +111,8 @@ ui:
postfx_enabled: "POSTFX ACTIVAT"
postfx_disabled: "POSTFX DESACTIVAT"
postfx: "POSTFX"
supersampling_enabled: "SUPERMOSTREIG ACTIVAT"
supersampling_disabled: "SUPERMOSTREIG DESACTIVAT"
palette: "PALETA"
integer_scale_enabled: "ESCALAT SENCER ACTIVAT"
integer_scale_disabled: "ESCALAT SENCER DESACTIVAT"

View File

@@ -111,6 +111,8 @@ ui:
postfx_enabled: "POSTFX ENABLED"
postfx_disabled: "POSTFX DISABLED"
postfx: "POSTFX"
supersampling_enabled: "SUPERSAMPLING ON"
supersampling_disabled: "SUPERSAMPLING OFF"
palette: "PALETTE"
integer_scale_enabled: "INTEGER SCALE ENABLED"
integer_scale_disabled: "INTEGER SCALE DISABLED"

View File

@@ -1,7 +1,7 @@
# ROAD TO THE JAIL
room:
name_en: "ROAD TO THE JAIL"
name_ca: "CAMI A LA JAIL"
name_ca: "CAMÍ A LA JAIL"
bgColor: black
border: blue
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# JUMP THROUGH
room:
name_en: "JUMP THROUGH"
name_ca: "SALTA A TRAVES"
name_ca: "SALTA A TRAVÉS"
bgColor: black
border: cyan
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# BIG JUMP
room:
name_en: "BIG JUMP"
name_ca: "GRAN SALT"
name_ca: "EL GRAN BOT"
bgColor: black
border: red
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# WELCOME TO MY ABBEY
room:
name_en: "WELCOME TO MY ABBEY"
name_ca: "BENVINGUT A LA MEVA ABADIA"
name_ca: "BENVINGUT A LA MEUA ABADIA"
bgColor: blue
border: yellow
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# THE GARDEN
room:
name_en: "THE GARDEN"
name_ca: "EL JARDI"
name_ca: "EL JARDÍ"
bgColor: black
border: cyan
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# TREE TOP
room:
name_en: "TREE TOP"
name_ca: "AMUNT DE L'ARBRE"
name_ca: "DALT DE L'ARBRE"
bgColor: bright_black
border: blue
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# LAZY ROOM
room:
name_en: "LAZY ROOM"
name_ca: "SALA DE LA PEREA"
name_ca: "LA SALA GOSSA"
bgColor: black
border: blue
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# KILLING SPREE
room:
name_en: "KILLING SPREE"
name_ca: "MATANCA INDISCRIMINADA"
name_ca: "MATANÇA INDISCRIMINADA"
bgColor: black
border: blue
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# NOW THIS IS THE BATCAVE!
room:
name_en: "NOW THIS IS THE BATCAVE!"
name_ca: "AQUESTA SI QUE ES LA BATCOVA!"
name_ca: "ESTA SI QUE ES LA BATCOVA!"
bgColor: black
border: black
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# THE FRIDGE
room:
name_en: "THE FRIDGE"
name_ca: "LA NEVERA"
name_ca: "EL FRIGO"
bgColor: blue
border: blue
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# I DID NOT COPY THIS ONE
room:
name_en: "I DID NOT COPY THIS ONE"
name_ca: "ESTA NO LA HE COPIADA, NO"
name_ca: "ESTA NO LA HE COPIADA"
bgColor: black
border: magenta
tileSetFile: standard.gif

View File

@@ -1,7 +1,7 @@
# THIS CAN'T BE THE BATCAVE
room:
name_en: "THIS CAN'T BE THE BATCAVE"
name_ca: "AQUESTA NO POT SER LA BATCOVA"
name_ca: "ESTA NO POT SER LA BATCOVA"
bgColor: black
border: cyan
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# ENTER PAKU SIMBEL
room:
name_en: "ENTER PAKU SIMBEL"
name_ca: "ENTRANT A PAKU SIMBEL"
name_ca: "ACCEDINT A PAKU SIMBEL"
bgColor: bright_black
border: yellow
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# YOU SHALL NOT PASS
room:
name_en: "YOU SHALL NOT PASS"
name_ca: "NO PASSARAS"
name_ca: "NO PASSARÀS"
bgColor: bright_black
border: black
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# QVOID IS A JAILGAME!
room:
name_en: "QVOID IS A JAILGAME!"
name_ca: "QVOID ES UN JAILGAME!"
name_ca: "QVOID ÉS UN JAILGAME!"
bgColor: blue
border: bright_black
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# YOU'LL BELIEVE AROUNDER CAN FLY
room:
name_en: "YOU'LL BELIEVE AROUNDER CAN FLY"
name_ca: "CREURAS QUE ELS AROUNDERS VOLEN"
name_ca: "CREURÀS QUE ELS AROUNDERS VOLEN"
bgColor: black
border: cyan
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# PREVENT THE CRISIS
room:
name_en: "PREVENT THE CRISIS"
name_ca: "PREVEU LA CRISI"
name_ca: "PREVÉ LA CRISI"
bgColor: black
border: bright_magenta
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# AROUND WITH ME
room:
name_en: "AROUND WITH ME"
name_ca: "VOLTA AMB MI"
name_ca: "AROUNDA AMB MI"
bgColor: black
border: blue
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# FEEL THE PRESSURE
room:
name_en: "FEEL THE PRESSURE"
name_ca: "NOTA LA PRESSIO"
name_ca: "NOTA LA PRESSIÓ"
bgColor: bright_black
border: bright_yellow
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# FEEL THE HEAT
room:
name_en: "FEEL THE HEAT"
name_ca: "NOTA LA CALOR"
name_ca: "NOTA EL CALORET"
bgColor: bright_black
border: bright_yellow
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# WE NEED A ROBOT
room:
name_en: "WE NEED A ROBOT"
name_ca: "NECESSITEM UN ROBOT"
name_en: "WE NEED A JAILROBOT"
name_ca: "NECESSITEM UN JAILROBOT"
bgColor: black
border: red
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# STORED JAILGAMES
room:
name_en: "STORED JAILGAMES"
name_ca: "JAILGAMES EMMAGATZEMATS"
name_ca: "EL MAGATZEM DE JAILGAMES"
bgColor: black
border: blue
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# THAT'S A GUITAR
room:
name_en: "THAT'S A GUITAR"
name_ca: "AIXO ES UNA GUITARRA"
name_ca: "AIXÒ ÉS UNA GUITARRA"
bgColor: black
border: black
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# CHIRPING
room:
name_en: "CHIRPING DEVELOPMENT"
name_ca: "DESENVOLUPANT CHIRPING"
name_en: "CHIRPING"
name_ca: "CHIRPING"
bgColor: black
border: magenta
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# STATIC
room:
name_en: "STATIC"
name_ca: "ESTATICA"
name_ca: "ESTÀTICA"
bgColor: black
border: bright_magenta
tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# MAGNETIC FIELDS
room:
name_en: "MAGNETIC FIELDS"
name_ca: "CAMPS MAGNETICS"
name_ca: "CAMPS MAGNÈTICS"
bgColor: black
border: bright_red
tileSetFile: standard.gif

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@@ -22,6 +22,10 @@ layout(set = 3, binding = 0) uniform PostFXUniforms {
float gamma_strength;
float curvature;
float bleeding;
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
float time; // seconds since SDL init
float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — 48 bytes total (3 × 16)
} u;
// YCbCr helpers for NTSC bleeding
@@ -64,23 +68,25 @@ void main() {
// Muestra base
vec3 base = texture(scene, uv).rgb;
// Sangrado NTSC — difuminado horizontal de crominancia
// Sangrado NTSC — difuminado horizontal de crominancia.
// step = 1 pixel lógico de juego en UV (corrige SS: textureSize.x = game_w * oversample).
vec3 colour;
if (u.bleeding > 0.0) {
float tw = float(textureSize(scene, 0).x);
float tw = float(textureSize(scene, 0).x);
float step = u.oversample / tw; // 1 pixel lógico en UV
vec3 ycc = rgb_to_ycc(base);
vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0/tw, 0.0)).rgb);
vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0/tw, 0.0)).rgb);
vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0/tw, 0.0)).rgb);
vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0/tw, 0.0)).rgb);
vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0*step, 0.0)).rgb);
vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0*step, 0.0)).rgb);
vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0*step, 0.0)).rgb);
vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0*step, 0.0)).rgb);
ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0 + ycc.yz*2.0 + ycc_r1.yz*2.0 + ycc_r2.yz) / 8.0;
colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
} else {
colour = base;
}
// Aberración cromática
float ca = u.chroma_strength * 0.005;
// Aberración cromática (drift animado con time para efecto NTSC real)
float ca = u.chroma_strength * 0.005 * (1.0 + 0.15 * sin(u.time * 7.3));
colour.r = texture(scene, uv + vec2(ca, 0.0)).r;
colour.b = texture(scene, uv - vec2(ca, 0.0)).b;
@@ -90,14 +96,24 @@ void main() {
colour = mix(colour, lin, u.gamma_strength);
}
// Scanlines
float texHeight = float(textureSize(scene, 0).y);
float scaleY = u.screen_height / texHeight;
float screenY = uv.y * u.screen_height;
float posInRow = mod(screenY, scaleY);
float scanLineDY = posInRow / scaleY - 0.5;
float scan = max(1.0 - scanLineDY * scanLineDY * 6.0, 0.12) * 3.5;
colour *= mix(1.0, scan, u.scanline_strength);
// Scanlines — proporción 2/3 brillantes + 1/3 oscuras por fila lógica.
// Casos especiales: 1 subfila → sin efecto; 2 subfilas → 1+1 (50/50).
// Constantes ajustables:
const float SCAN_DARK_RATIO = 0.333; // fracción de subfilas oscuras (ps >= 3)
const float SCAN_DARK_FLOOR = 0.42; // multiplicador de brillo de subfilas oscuras
if (u.scanline_strength > 0.0) {
float ps = max(1.0, round(u.pixel_scale));
float frac_in_row = fract(uv.y * u.screen_height);
float row_pos = floor(frac_in_row * ps);
// bright_rows: cuántas subfilas son brillantes
// ps==1 → ps (todo brillante → is_dark nunca se activa)
// ps==2 → 1 brillante + 1 oscura
// ps>=3 → floor(ps * (1 - DARK_RATIO)) brillantes
float bright_rows = (ps < 2.0) ? ps : ((ps < 3.0) ? 1.0 : floor(ps * (1.0 - SCAN_DARK_RATIO)));
float is_dark = step(bright_rows, row_pos);
float scan = mix(1.0, SCAN_DARK_FLOOR, is_dark);
colour *= mix(1.0, scan, u.scanline_strength);
}
if (u.gamma_strength > 0.0) {
vec3 enc = pow(colour, vec3(1.0 / 2.2));
@@ -109,7 +125,8 @@ void main() {
float vignette = 1.0 - dot(d, d) * u.vignette_strength;
colour *= clamp(vignette, 0.0, 1.0);
// Máscara de fósforo RGB
// Máscara de fósforo RGB — después de scanlines (orden original):
// filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible.
if (u.mask_strength > 0.0) {
float whichMask = fract(gl_FragCoord.x * 0.3333333);
vec3 mask = vec3(0.80);
@@ -122,5 +139,11 @@ void main() {
colour = mix(colour, colour * mask, u.mask_strength);
}
// Parpadeo de fósforo CRT (~50 Hz)
if (u.flicker > 0.0) {
float flicker_wave = sin(u.time * 100.0) * 0.5 + 0.5;
colour *= 1.0 - u.flicker * 0.04 * flicker_wave;
}
out_color = vec4(colour, 1.0);
}

Binary file not shown.

15
data/shaders/upscale.frag Normal file
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@@ -0,0 +1,15 @@
#version 450
// Vulkan GLSL fragment shader — Nearest-neighbour upscale pass
// Used as the first render pass when supersampling is active.
// Compile: glslc upscale.frag -o upscale.frag.spv
// xxd -i upscale.frag.spv > ../../source/core/rendering/sdl3gpu/upscale_frag_spv.h
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D scene;
void main() {
out_color = texture(scene, v_uv);
}

Binary file not shown.

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@@ -41,7 +41,7 @@ void Audio::update() {
}
// Reproduce la música
void Audio::playMusic(const std::string& name, const int loop) {
void Audio::playMusic(const std::string& name, const int loop) { // NOLINT(readability-convert-member-functions-to-static)
bool new_loop = (loop != 0);
// Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada
@@ -71,7 +71,7 @@ void Audio::playMusic(const std::string& name, const int loop) {
}
// Pausa la música
void Audio::pauseMusic() {
void Audio::pauseMusic() { // NOLINT(readability-convert-member-functions-to-static)
if (music_enabled_ && music_.state == MusicState::PLAYING) {
JA_PauseMusic();
music_.state = MusicState::PAUSED;
@@ -79,7 +79,7 @@ void Audio::pauseMusic() {
}
// Continua la música pausada
void Audio::resumeMusic() {
void Audio::resumeMusic() { // NOLINT(readability-convert-member-functions-to-static)
if (music_enabled_ && music_.state == MusicState::PAUSED) {
JA_ResumeMusic();
music_.state = MusicState::PLAYING;
@@ -87,7 +87,7 @@ void Audio::resumeMusic() {
}
// Detiene la música
void Audio::stopMusic() {
void Audio::stopMusic() { // NOLINT(readability-make-member-function-const)
if (music_enabled_) {
JA_StopMusic();
music_.state = MusicState::STOPPED;

View File

@@ -24,7 +24,7 @@ namespace GlobalInputs {
if (stringInVector(Notifier::get()->getCodes(), CODE)) {
SceneManager::current = SceneManager::Scene::TITLE;
} else {
Notifier::get()->show({Locale::get()->get("ui.press_again_menu")}, Notifier::Style::DEFAULT, -1, true, CODE);
Notifier::get()->show({Locale::get()->get("ui.press_again_menu")}, Notifier::Style::DEFAULT, -1, true, CODE); // NOLINT(readability-static-accessed-through-instance)
}
return;
}
@@ -44,7 +44,7 @@ namespace GlobalInputs {
if (stringInVector(Notifier::get()->getCodes(), CODE)) {
SceneManager::current = SceneManager::Scene::QUIT;
} else {
Notifier::get()->show({Locale::get()->get("ui.press_again_exit")}, Notifier::Style::DEFAULT, -1, true, CODE);
Notifier::get()->show({Locale::get()->get("ui.press_again_exit")}, Notifier::Style::DEFAULT, -1, true, CODE); // NOLINT(readability-static-accessed-through-instance)
}
}
@@ -68,61 +68,65 @@ namespace GlobalInputs {
void handleToggleBorder() {
Screen::get()->toggleBorder();
Notifier::get()->show({Locale::get()->get(Options::video.border.enabled ? "ui.border_enabled" : "ui.border_disabled")});
Notifier::get()->show({Locale::get()->get(Options::video.border.enabled ? "ui.border_enabled" : "ui.border_disabled")}); // NOLINT(readability-static-accessed-through-instance)
}
void handleToggleVideoMode() {
Screen::get()->toggleVideoMode();
Notifier::get()->show({Locale::get()->get(static_cast<int>(Options::video.fullscreen) == 0 ? "ui.fullscreen_disabled" : "ui.fullscreen_enabled")});
Notifier::get()->show({Locale::get()->get(static_cast<int>(Options::video.fullscreen) == 0 ? "ui.fullscreen_disabled" : "ui.fullscreen_enabled")}); // NOLINT(readability-static-accessed-through-instance)
}
void handleDecWindowZoom() {
if (Screen::get()->decWindowZoom()) {
Notifier::get()->show({Locale::get()->get("ui.window_zoom") + std::to_string(Options::window.zoom)});
Notifier::get()->show({Locale::get()->get("ui.window_zoom") + std::to_string(Options::window.zoom)}); // NOLINT(readability-static-accessed-through-instance)
}
}
void handleIncWindowZoom() {
if (Screen::get()->incWindowZoom()) {
Notifier::get()->show({Locale::get()->get("ui.window_zoom") + std::to_string(Options::window.zoom)});
Notifier::get()->show({Locale::get()->get("ui.window_zoom") + std::to_string(Options::window.zoom)}); // NOLINT(readability-static-accessed-through-instance)
}
}
void handleTogglePostFX() {
Screen::get()->togglePostFX();
Notifier::get()->show({Locale::get()->get(Options::video.postfx ? "ui.postfx_enabled" : "ui.postfx_disabled")});
Notifier::get()->show({Locale::get()->get(Options::video.postfx ? "ui.postfx_enabled" : "ui.postfx_disabled")}); // NOLINT(readability-static-accessed-through-instance)
}
void handleToggleSupersampling() {
Screen::get()->toggleSupersampling();
Notifier::get()->show({Locale::get()->get(Options::video.supersampling ? "ui.supersampling_enabled" : "ui.supersampling_disabled")}); // NOLINT(readability-static-accessed-through-instance)
}
void handleNextPostFXPreset() {
if (!Options::postfx_presets.empty()) {
Options::current_postfx_preset = (Options::current_postfx_preset + 1) % static_cast<int>(Options::postfx_presets.size());
Screen::get()->reloadPostFX();
Notifier::get()->show({Locale::get()->get("ui.postfx") + " " + Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)].name});
Notifier::get()->show({Locale::get()->get("ui.postfx") + " " + Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)].name}); // NOLINT(readability-static-accessed-through-instance)
}
}
void handleNextPalette() {
Screen::get()->nextPalette();
Notifier::get()->show({Locale::get()->get("ui.palette") + " " + Options::video.palette});
Notifier::get()->show({Locale::get()->get("ui.palette") + " " + Options::video.palette}); // NOLINT(readability-static-accessed-through-instance)
}
void handlePreviousPalette() {
Screen::get()->previousPalette();
Notifier::get()->show({Locale::get()->get("ui.palette") + " " + Options::video.palette});
Notifier::get()->show({Locale::get()->get("ui.palette") + " " + Options::video.palette}); // NOLINT(readability-static-accessed-through-instance)
}
void handleToggleIntegerScale() {
Screen::get()->toggleIntegerScale();
Screen::get()->setVideoMode(Options::video.fullscreen);
Notifier::get()->show({Locale::get()->get(Options::video.integer_scale ? "ui.integer_scale_enabled" : "ui.integer_scale_disabled")});
Notifier::get()->show({Locale::get()->get(Options::video.integer_scale ? "ui.integer_scale_enabled" : "ui.integer_scale_disabled")}); // NOLINT(readability-static-accessed-through-instance)
}
void handleToggleVSync() {
Screen::get()->toggleVSync();
Notifier::get()->show({Locale::get()->get(Options::video.vertical_sync ? "ui.vsync_enabled" : "ui.vsync_disabled")});
Notifier::get()->show({Locale::get()->get(Options::video.vertical_sync ? "ui.vsync_enabled" : "ui.vsync_disabled")}); // NOLINT(readability-static-accessed-through-instance)
}
// Detecta qué acción global ha sido presionada (si alguna)
auto getPressedAction() -> InputAction {
if (Input::get()->checkAction(InputAction::EXIT, Input::DO_NOT_ALLOW_REPEAT)) {
@@ -146,10 +150,13 @@ namespace GlobalInputs {
}
}
if (Input::get()->checkAction(InputAction::TOGGLE_POSTFX, Input::DO_NOT_ALLOW_REPEAT)) {
if (Options::video.postfx && ((SDL_GetModState() & SDL_KMOD_SHIFT) != 0U)) {
return InputAction::NEXT_POSTFX_PRESET;
if ((SDL_GetModState() & SDL_KMOD_CTRL) != 0U) {
return InputAction::TOGGLE_SUPERSAMPLING; // Ctrl+F4
}
return InputAction::TOGGLE_POSTFX;
if (Options::video.postfx && ((SDL_GetModState() & SDL_KMOD_SHIFT) != 0U)) {
return InputAction::NEXT_POSTFX_PRESET; // Shift+F4
}
return InputAction::TOGGLE_POSTFX; // F4
}
if (Input::get()->checkAction(InputAction::NEXT_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::NEXT_PALETTE;
@@ -225,6 +232,10 @@ namespace GlobalInputs {
handleNextPostFXPreset();
break;
case InputAction::TOGGLE_SUPERSAMPLING:
handleToggleSupersampling();
break;
case InputAction::NEXT_PALETTE:
handleNextPalette();
break;
@@ -241,6 +252,15 @@ namespace GlobalInputs {
handleToggleVSync();
break;
#ifdef _DEBUG
case InputAction::TOGGLE_DEBUG:
Screen::get()->toggleFPS();
break;
case InputAction::SHOW_DEBUG_INFO:
break;
#endif
case InputAction::NONE:
default:
// No se presionó ninguna acción global

View File

@@ -14,7 +14,7 @@
Input* Input::instance = nullptr;
// Inicializa la instancia única del singleton
void Input::init(const std::string& game_controller_db_path) {
void Input::init(const std::string& game_controller_db_path) { // NOLINT(readability-convert-member-functions-to-static)
Input::instance = new Input(game_controller_db_path);
}
@@ -69,7 +69,7 @@ void Input::applyKeyboardBindingsFromOptions() {
}
// Aplica configuración de botones del gamepad desde Options al primer gamepad conectado
void Input::applyGamepadBindingsFromOptions() {
void Input::applyGamepadBindingsFromOptions() { // NOLINT(readability-convert-member-functions-to-static)
// Si no hay gamepads conectados, no hay nada que hacer
if (gamepads_.empty()) {
return;
@@ -90,21 +90,21 @@ void Input::applyGamepadBindingsFromOptions() {
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button) {
void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button) { // NOLINT(readability-convert-member-functions-to-static)
if (gamepad != nullptr) {
gamepad->bindings[action].button = button;
}
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source) {
void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source) { // NOLINT(readability-convert-member-functions-to-static)
if (gamepad != nullptr) {
gamepad->bindings[action_target].button = gamepad->bindings[action_source].button;
}
}
// Comprueba si alguna acción está activa
auto Input::checkAction(Action action, bool repeat, bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool {
auto Input::checkAction(Action action, bool repeat, bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool { // NOLINT(readability-convert-member-functions-to-static)
bool success_keyboard = false;
bool success_controller = false;
@@ -142,7 +142,7 @@ auto Input::checkAction(Action action, bool repeat, bool check_keyboard, const s
}
// Comprueba si hay almenos una acción activa
auto Input::checkAnyInput(bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool {
auto Input::checkAnyInput(bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool { // NOLINT(readability-convert-member-functions-to-static)
// Obtenemos el número total de acciones posibles para iterar sobre ellas.
// --- Comprobación del Teclado ---
@@ -179,7 +179,7 @@ auto Input::checkAnyInput(bool check_keyboard, const std::shared_ptr<Gamepad>& g
}
// Comprueba si hay algún botón pulsado
auto Input::checkAnyButton(bool repeat) -> bool {
auto Input::checkAnyButton(bool repeat) -> bool { // NOLINT(readability-convert-member-functions-to-static)
// Solo comprueba los botones definidos previamente
for (auto bi : BUTTON_INPUTS) {
// Comprueba el teclado
@@ -219,7 +219,7 @@ auto Input::getControllerNames() const -> std::vector<std::string> {
auto Input::getNumGamepads() const -> int { return gamepads_.size(); }
// Obtiene el gamepad a partir de un event.id
auto Input::getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Input::Gamepad> {
auto Input::getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Input::Gamepad> { // NOLINT(readability-convert-member-functions-to-static)
for (const auto& gamepad : gamepads_) {
if (gamepad->instance_id == id) {
return gamepad;
@@ -228,7 +228,7 @@ auto Input::getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Input::Gamepa
return nullptr;
}
auto Input::getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad> {
auto Input::getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad> { // NOLINT(readability-convert-member-functions-to-static)
for (const auto& gamepad : gamepads_) {
if (gamepad && gamepad->name == name) {
return gamepad;
@@ -238,12 +238,12 @@ auto Input::getGamepadByName(const std::string& name) const -> std::shared_ptr<I
}
// Obtiene el SDL_GamepadButton asignado a un action
auto Input::getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton {
auto Input::getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton { // NOLINT(readability-convert-member-functions-to-static)
return static_cast<SDL_GamepadButton>(gamepad->bindings[action].button);
}
// Comprueba el eje del mando
auto Input::checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool {
auto Input::checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool { // NOLINT(readability-convert-member-functions-to-static)
// Obtener el binding configurado para esta acción
auto& binding = gamepad->bindings[action];
@@ -286,7 +286,7 @@ auto Input::checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepa
}
// Comprueba los triggers del mando como botones digitales
auto Input::checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool {
auto Input::checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool { // NOLINT(readability-convert-member-functions-to-static)
// Solo manejamos botones específicos que pueden ser triggers
if (gamepad->bindings[action].button != static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)) {
// Solo procesamos L2 y R2 como triggers
@@ -333,13 +333,13 @@ auto Input::checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gam
return false;
}
void Input::addGamepadMappingsFromFile() {
void Input::addGamepadMappingsFromFile() { // NOLINT(readability-convert-member-functions-to-static)
if (SDL_AddGamepadMappingsFromFile(gamepad_mappings_file_.c_str()) < 0) {
std::cout << "Error, could not load " << gamepad_mappings_file_.c_str() << " file: " << SDL_GetError() << '\n';
}
}
void Input::discoverGamepads() {
void Input::discoverGamepads() { // NOLINT(readability-convert-member-functions-to-static)
SDL_Event event;
while (SDL_PollEvent(&event)) {
handleEvent(event); // Comprueba mandos conectados
@@ -375,7 +375,7 @@ void Input::resetInputStates() {
}
}
void Input::update() {
void Input::update() { // NOLINT(readability-convert-member-functions-to-static)
// --- TECLADO ---
const bool* key_states = SDL_GetKeyboardState(nullptr);
@@ -399,7 +399,7 @@ void Input::update() {
}
}
auto Input::handleEvent(const SDL_Event& event) -> std::string {
auto Input::handleEvent(const SDL_Event& event) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
switch (event.type) {
case SDL_EVENT_GAMEPAD_ADDED:
return addGamepad(event.gdevice.which);
@@ -409,7 +409,7 @@ auto Input::handleEvent(const SDL_Event& event) -> std::string {
return {};
}
auto Input::addGamepad(int device_index) -> std::string {
auto Input::addGamepad(int device_index) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
SDL_Gamepad* pad = SDL_OpenGamepad(device_index);
if (pad == nullptr) {
std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << '\n';
@@ -423,8 +423,8 @@ auto Input::addGamepad(int device_index) -> std::string {
return name + " CONNECTED";
}
auto Input::removeGamepad(SDL_JoystickID id) -> std::string {
auto it = std::ranges::find_if(gamepads_, [id](const std::shared_ptr<Gamepad>& gamepad) {
auto Input::removeGamepad(SDL_JoystickID id) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
auto it = std::ranges::find_if(gamepads_, [id](const std::shared_ptr<Gamepad>& gamepad) -> bool {
return gamepad->instance_id == id;
});
@@ -438,7 +438,7 @@ auto Input::removeGamepad(SDL_JoystickID id) -> std::string {
return {};
}
void Input::printConnectedGamepads() const {
void Input::printConnectedGamepads() const { // NOLINT(readability-convert-member-functions-to-static)
if (gamepads_.empty()) {
std::cout << "No hay gamepads conectados." << '\n';
return;
@@ -452,7 +452,7 @@ void Input::printConnectedGamepads() const {
}
}
auto Input::findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Input::Gamepad> {
auto Input::findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Input::Gamepad> { // NOLINT(readability-convert-member-functions-to-static)
// Si no hay gamepads disponibles, devolver gamepad por defecto
if (gamepads_.empty()) {
return nullptr;

View File

@@ -101,12 +101,12 @@ class Input {
// --- Gestión de gamepads ---
[[nodiscard]] auto gameControllerFound() const -> bool;
[[nodiscard]] auto getNumGamepads() const -> int;
auto getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Gamepad>;
auto getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad>;
auto getGamepads() const -> const Gamepads& { return gamepads_; }
[[nodiscard]] auto getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Gamepad>;
[[nodiscard]] auto getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad>;
[[nodiscard]] auto getGamepads() const -> const Gamepads& { return gamepads_; }
auto findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Gamepad>;
static auto getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string;
auto getControllerNames() const -> std::vector<std::string>;
[[nodiscard]] auto getControllerNames() const -> std::vector<std::string>;
[[nodiscard]] static auto getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton;
void printConnectedGamepads() const;

View File

@@ -26,6 +26,7 @@ enum class InputAction : int { // Acciones de entrada posibles en el juego
TOGGLE_INTEGER_SCALE,
TOGGLE_POSTFX,
NEXT_POSTFX_PRESET,
TOGGLE_SUPERSAMPLING,
TOGGLE_BORDER,
TOGGLE_MUSIC,
NEXT_PALETTE,

View File

@@ -11,7 +11,7 @@
Locale* Locale::instance = nullptr;
// [SINGLETON] Crea el objeto con esta función estática
void Locale::init(const std::string& file_path) {
void Locale::init(const std::string& file_path) { // NOLINT(readability-convert-member-functions-to-static)
Locale::instance = new Locale();
Locale::instance->loadFromFile(file_path);
}
@@ -28,7 +28,7 @@ auto Locale::get() -> Locale* {
}
// Devuelve la traducción de la clave o la clave como fallback
auto Locale::get(const std::string& key) const -> std::string {
auto Locale::get(const std::string& key) const -> std::string { // NOLINT(readability-convert-member-functions-to-static)
auto it = strings_.find(key);
if (it != strings_.end()) {
return it->second;
@@ -41,7 +41,7 @@ auto Locale::get(const std::string& key) const -> std::string {
}
// Aplana un nodo YAML de forma recursiva: {a: {b: "val"}} -> {"a.b" -> "val"}
void Locale::flatten(const void* node_ptr, const std::string& prefix) {
void Locale::flatten(const void* node_ptr, const std::string& prefix) { // NOLINT(readability-convert-member-functions-to-static)
const auto& node = *static_cast<const fkyaml::node*>(node_ptr);
for (auto itr = node.begin(); itr != node.end(); ++itr) {
@@ -59,7 +59,7 @@ void Locale::flatten(const void* node_ptr, const std::string& prefix) {
}
// Carga las traducciones desde el fichero YAML indicado
void Locale::loadFromFile(const std::string& file_path) {
void Locale::loadFromFile(const std::string& file_path) { // NOLINT(readability-convert-member-functions-to-static)
if (file_path.empty()) {
if (Options::console) {
std::cerr << "Locale: ruta de fichero vacía, sin traducciones cargadas\n";

View File

@@ -15,7 +15,7 @@ namespace GIF {
}
// Inicializa el diccionario LZW con los valores iniciales
inline void initializeDictionary(std::vector<DictionaryEntry>& dictionary, int code_length, int& dictionary_ind) {
inline void initializeDictionary(std::vector<DictionaryEntry>& dictionary, int code_length, int& dictionary_ind) { // NOLINT(readability-identifier-naming)
int size = 1 << code_length;
dictionary.resize(1 << (code_length + 1));
for (dictionary_ind = 0; dictionary_ind < size; dictionary_ind++) {
@@ -55,7 +55,7 @@ namespace GIF {
}
// Agrega una nueva entrada al diccionario
inline void addDictionaryEntry(std::vector<DictionaryEntry>& dictionary, int& dictionary_ind, int& code_length, int prev, int code) {
inline void addDictionaryEntry(std::vector<DictionaryEntry>& dictionary, int& dictionary_ind, int& code_length, int prev, int code) { // NOLINT(readability-identifier-naming)
uint8_t first_byte;
if (code == dictionary_ind) {
first_byte = findFirstByte(dictionary, prev);
@@ -90,7 +90,7 @@ namespace GIF {
return match_len;
}
void Gif::decompress(int code_length, const uint8_t* input, int input_length, uint8_t* out) {
void Gif::decompress(int code_length, const uint8_t* input, int input_length, uint8_t* out) { // NOLINT(readability-convert-member-functions-to-static)
// Verifica que el code_length tenga un rango razonable.
if (code_length < 2 || code_length > 12) {
throw std::runtime_error("Invalid LZW code length");
@@ -146,7 +146,7 @@ namespace GIF {
}
}
auto Gif::readSubBlocks(const uint8_t*& buffer) -> std::vector<uint8_t> {
auto Gif::readSubBlocks(const uint8_t*& buffer) -> std::vector<uint8_t> { // NOLINT(readability-convert-member-functions-to-static)
std::vector<uint8_t> data;
uint8_t block_size = *buffer;
buffer++;
@@ -159,7 +159,7 @@ namespace GIF {
return data;
}
auto Gif::processImageDescriptor(const uint8_t*& buffer, const std::vector<RGB>& gct, int resolution_bits) -> std::vector<uint8_t> {
auto Gif::processImageDescriptor(const uint8_t*& buffer, const std::vector<RGB>& gct, int resolution_bits) -> std::vector<uint8_t> { // NOLINT(readability-convert-member-functions-to-static)
ImageDescriptor image_descriptor;
// Lee 9 bytes para el image descriptor.
readBytes(buffer, &image_descriptor, sizeof(ImageDescriptor));
@@ -175,7 +175,7 @@ namespace GIF {
return uncompressed_data;
}
auto Gif::loadPalette(const uint8_t* buffer) -> std::vector<uint32_t> {
auto Gif::loadPalette(const uint8_t* buffer) -> std::vector<uint32_t> { // NOLINT(readability-convert-member-functions-to-static)
uint8_t header[6];
std::memcpy(header, buffer, 6);
buffer += 6;
@@ -186,7 +186,7 @@ namespace GIF {
std::vector<uint32_t> global_color_table;
if ((screen_descriptor.fields & 0x80) != 0) {
int global_color_table_size = 1 << (((screen_descriptor.fields & 0x07) + 1));
int global_color_table_size = 1 << ((screen_descriptor.fields & 0x07) + 1);
global_color_table.resize(global_color_table_size);
for (int i = 0; i < global_color_table_size; ++i) {
uint8_t r = buffer[0];
@@ -199,7 +199,7 @@ namespace GIF {
return global_color_table;
}
auto Gif::processGifStream(const uint8_t* buffer, uint16_t& w, uint16_t& h) -> std::vector<uint8_t> {
auto Gif::processGifStream(const uint8_t* buffer, uint16_t& w, uint16_t& h) -> std::vector<uint8_t> { // NOLINT(readability-convert-member-functions-to-static)
// Leer la cabecera de 6 bytes ("GIF87a" o "GIF89a")
uint8_t header[6];
std::memcpy(header, buffer, 6);
@@ -222,7 +222,7 @@ namespace GIF {
int color_resolution_bits = ((screen_descriptor.fields & 0x70) >> 4) + 1;
std::vector<RGB> global_color_table;
if ((screen_descriptor.fields & 0x80) != 0) {
int global_color_table_size = 1 << (((screen_descriptor.fields & 0x07) + 1));
int global_color_table_size = 1 << ((screen_descriptor.fields & 0x07) + 1);
global_color_table.resize(global_color_table_size);
std::memcpy(global_color_table.data(), buffer, 3 * global_color_table_size);
buffer += 3 * global_color_table_size;

View File

@@ -65,11 +65,8 @@ PixelReveal::PixelReveal(int width, int height, float pixels_per_second, float s
}
}
// Destructor
PixelReveal::~PixelReveal() = default;
// Actualiza el estado del revelado
void PixelReveal::update(float time_active) {
void PixelReveal::update(float time_active) { // NOLINT(readability-make-member-function-const)
// En modo normal revela (pone transparente); en modo inverso cubre (pone negro)
const auto PIXEL_COLOR = reverse_ ? static_cast<Uint8>(PaletteColor::BLACK) : static_cast<Uint8>(PaletteColor::TRANSPARENT);
@@ -106,5 +103,5 @@ void PixelReveal::render(int dst_x, int dst_y) const {
// Indica si el revelado ha completado todas las filas
auto PixelReveal::isComplete() const -> bool {
return std::ranges::all_of(row_step_, [this](int s) { return s >= num_steps_; });
return std::ranges::all_of(row_step_, [this](int s) -> bool { return s >= num_steps_; });
}

View File

@@ -16,8 +16,7 @@ class PixelReveal {
// Constructor
PixelReveal(int width, int height, float pixels_per_second, float step_duration, int num_steps = 4, bool reverse = false, RevealMode mode = RevealMode::RANDOM);
// Destructor definido en el .cpp para que unique_ptr<Surface> funcione con forward declaration
~PixelReveal();
~PixelReveal() = default;
// Actualiza el estado del revelado según el tiempo transcurrido
void update(float time_active);

View File

@@ -294,7 +294,7 @@ void Screen::previousPalette() {
}
// Establece la paleta
void Screen::setPalete() {
void Screen::setPalete() { // NOLINT(readability-convert-member-functions-to-static)
game_surface_->loadPalette(Resource::Cache::get()->getPalette(palettes_.at(current_palette_)));
border_surface_->loadPalette(Resource::Cache::get()->getPalette(palettes_.at(current_palette_)));
@@ -318,7 +318,7 @@ void Screen::processPaletteList() {
}
// Copia la surface a la textura
void Screen::surfaceToTexture() {
void Screen::surfaceToTexture() { // NOLINT(readability-convert-member-functions-to-static)
if (Options::video.border.enabled) {
border_surface_->copyToTexture(renderer_, border_texture_);
game_surface_->copyToTexture(renderer_, border_texture_, nullptr, &game_surface_dstrect_);
@@ -380,7 +380,7 @@ void Screen::renderOverlays() {
}
// Localiza la paleta dentro del vector de paletas
auto Screen::findPalette(const std::string& name) -> size_t {
auto Screen::findPalette(const std::string& name) -> size_t { // NOLINT(readability-convert-member-functions-to-static)
std::string upper_name = toUpper(name + ".pal");
for (size_t i = 0; i < palettes_.size(); ++i) {
@@ -459,11 +459,23 @@ auto loadData(const std::string& filepath) -> std::vector<uint8_t> {
return Resource::Helper::loadFile(filepath);
}
// Activa/desactiva el supersampling global (Ctrl+F4)
void Screen::toggleSupersampling() {
Options::video.supersampling = !Options::video.supersampling;
if (Options::video.postfx && shader_backend_ && shader_backend_->isHardwareAccelerated()) {
applyCurrentPostFXPreset();
}
}
// Aplica los parámetros del preset actual al backend de shaders
void Screen::applyCurrentPostFXPreset() {
void Screen::applyCurrentPostFXPreset() { // NOLINT(readability-convert-member-functions-to-static)
if (shader_backend_ && !Options::postfx_presets.empty()) {
const auto& p = Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)];
Rendering::PostFXParams params{.vignette = p.vignette, .scanlines = p.scanlines, .chroma = p.chroma, .mask = p.mask, .gamma = p.gamma, .curvature = p.curvature, .bleeding = p.bleeding};
// Supersampling es un toggle global (Options::video.supersampling), no por preset.
// setOversample primero: puede recrear texturas antes de que setPostFXParams
// decida si hornear scanlines en CPU o aplicarlas en GPU.
shader_backend_->setOversample(Options::video.supersampling ? 3 : 1);
Rendering::PostFXParams params{.vignette = p.vignette, .scanlines = p.scanlines, .chroma = p.chroma, .mask = p.mask, .gamma = p.gamma, .curvature = p.curvature, .bleeding = p.bleeding, .flicker = p.flicker};
shader_backend_->setPostFXParams(params);
}
}
@@ -492,7 +504,7 @@ void Screen::initShaders() {
}
// Obtiene información sobre la pantalla
void Screen::getDisplayInfo() {
void Screen::getDisplayInfo() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n** VIDEO SYSTEM **\n";
int num_displays = 0;
@@ -597,7 +609,7 @@ auto Screen::initSDLVideo() -> bool {
}
// Crea el objeto de texto
void Screen::createText() {
void Screen::createText() { // NOLINT(readability-convert-member-functions-to-static)
// Carga la surface de la fuente directamente del archivo
auto surface = std::make_shared<Surface>(Resource::List::get()->get("aseprite.gif"));

View File

@@ -53,11 +53,12 @@ class Screen {
void toggleBorder(); // Cambia entre borde visible y no visible
// Paletas y PostFX
void nextPalette(); // Cambia a la siguiente paleta
void previousPalette(); // Cambia a la paleta anterior
void setPalete(); // Establece la paleta actual
void togglePostFX(); // Cambia el estado del PostFX
void reloadPostFX(); // Recarga el shader del preset actual sin toggle
void nextPalette(); // Cambia a la siguiente paleta
void previousPalette(); // Cambia a la paleta anterior
void setPalete(); // Establece la paleta actual
void togglePostFX(); // Cambia el estado del PostFX
void toggleSupersampling(); // Activa/desactiva el supersampling global
void reloadPostFX(); // Recarga el shader del preset actual sin toggle
// Surfaces y notificaciones
void setRendererSurface(const std::shared_ptr<Surface>& surface = nullptr); // Establece el renderizador para las surfaces
@@ -158,7 +159,7 @@ class Screen {
std::vector<Uint32> pixel_buffer_; // Buffer intermedio para SDL3GPU path (surface → ARGB)
#ifdef _DEBUG
bool show_fps_{true}; // Indica si ha de mostrar el contador de FPS
bool show_fps_{true}; // Indica si ha de mostrar el contador de FPS
#else
bool show_fps_{false}; // Indica si ha de mostrar el contador de FPS
#endif

File diff suppressed because it is too large Load Diff

View File

@@ -1445,5 +1445,6 @@ static const uint8_t kpostfx_vert_spv[] = {
0x38,
0x00,
0x01,
0x00};
0x00,
};
static const size_t kpostfx_vert_spv_size = 1444;

View File

@@ -9,6 +9,7 @@
#ifndef __APPLE__
#include "core/rendering/sdl3gpu/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/postfx_vert_spv.h"
#include "core/rendering/sdl3gpu/upscale_frag_spv.h"
#endif
#ifdef __APPLE__
@@ -54,6 +55,10 @@ struct PostFXUniforms {
float gamma_strength;
float curvature;
float bleeding;
float pixel_scale;
float time;
float oversample; // 1.0 = sin SS, 3.0 = 3× supersampling
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz
};
// YCbCr helpers for NTSC bleeding
@@ -98,23 +103,25 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
// Muestra base
float3 base = scene.sample(samp, uv).rgb;
// Sangrado NTSC — difuminado horizontal de crominancia
// Sangrado NTSC — difuminado horizontal de crominancia.
// step = 1 pixel de juego en espacio UV (corrige SS: scene.get_width() = game_w * oversample).
float3 colour;
if (u.bleeding > 0.0f) {
float tw = float(scene.get_width());
float3 ycc = rgb_to_ycc(base);
float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f/tw, 0.0f)).rgb);
float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f/tw, 0.0f)).rgb);
float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f/tw, 0.0f)).rgb);
float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f/tw, 0.0f)).rgb);
float tw = float(scene.get_width());
float step = u.oversample / tw; // 1 pixel lógico en UV
float3 ycc = rgb_to_ycc(base);
float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f*step, 0.0f)).rgb);
float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f*step, 0.0f)).rgb);
float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f*step, 0.0f)).rgb);
float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f*step, 0.0f)).rgb);
ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f;
colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
} else {
colour = base;
}
// Aberración cromática
float ca = u.chroma_strength * 0.005f;
// Aberración cromática (drift animado con time para efecto NTSC real)
float ca = u.chroma_strength * 0.005f * (1.0f + 0.15f * sin(u.time * 7.3f));
colour.r = scene.sample(samp, uv + float2(ca, 0.0f)).r;
colour.b = scene.sample(samp, uv - float2(ca, 0.0f)).b;
@@ -124,14 +131,20 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
colour = mix(colour, lin, u.gamma_strength);
}
// Scanlines
float texHeight = float(scene.get_height());
float scaleY = u.screen_height / texHeight;
float screenY = uv.y * u.screen_height;
float posInRow = fmod(screenY, scaleY);
float scanLineDY = posInRow / scaleY - 0.5f;
float scan = max(1.0f - scanLineDY * scanLineDY * 6.0f, 0.12f) * 3.5f;
colour *= mix(1.0f, scan, u.scanline_strength);
// Scanlines — proporción 2/3 brillantes + 1/3 oscuras por fila lógica.
// Casos especiales: 1 subfila → sin efecto; 2 subfilas → 1+1 (50/50).
// Constantes ajustables:
const float SCAN_DARK_RATIO = 0.333f; // fracción de subfilas oscuras (ps >= 3)
const float SCAN_DARK_FLOOR = 0.42f; // multiplicador de brillo de subfilas oscuras
if (u.scanline_strength > 0.0f) {
float ps = max(1.0f, round(u.pixel_scale));
float frac_in_row = fract(uv.y * u.screen_height);
float row_pos = floor(frac_in_row * ps);
float bright_rows = (ps < 2.0f) ? ps : ((ps < 3.0f) ? 1.0f : floor(ps * (1.0f - SCAN_DARK_RATIO)));
float is_dark = step(bright_rows, row_pos);
float scan = mix(1.0f, SCAN_DARK_FLOOR, is_dark);
colour *= mix(1.0f, scan, u.scanline_strength);
}
if (u.gamma_strength > 0.0f) {
float3 enc = pow(colour, float3(1.0f/2.2f));
@@ -143,7 +156,8 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
float vignette = 1.0f - dot(d, d) * u.vignette_strength;
colour *= clamp(vignette, 0.0f, 1.0f);
// Máscara de fósforo RGB
// Máscara de fósforo RGB — después de scanlines (orden original):
// filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible.
if (u.mask_strength > 0.0f) {
float whichMask = fract(in.pos.x * 0.3333333f);
float3 mask = float3(0.80f);
@@ -153,9 +167,26 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
colour = mix(colour, colour * mask, u.mask_strength);
}
// Parpadeo de fósforo CRT (~50 Hz)
if (u.flicker > 0.0f) {
float flicker_wave = sin(u.time * 100.0f) * 0.5f + 0.5f;
colour *= 1.0f - u.flicker * 0.04f * flicker_wave;
}
return float4(colour, 1.0f);
}
)";
static const char* UPSCALE_FRAG_MSL = R"(
#include <metal_stdlib>
using namespace metal;
struct VertOut { float4 pos [[position]]; float2 uv; };
fragment float4 upscale_fs(VertOut in [[stage_in]],
texture2d<float> scene [[texture(0)]],
sampler smp [[sampler(0)]])
{
return scene.sample(smp, in.uv);
}
)";
// NOLINTEND(readability-identifier-naming)
#endif // __APPLE__
@@ -189,9 +220,10 @@ namespace Rendering {
float fw = 0.0F;
float fh = 0.0F;
SDL_GetTextureSize(texture, &fw, &fh);
tex_width_ = static_cast<int>(fw);
tex_height_ = static_cast<int>(fh);
uniforms_.screen_height = fh; // Altura lógica del juego (no el swapchain físico)
game_width_ = static_cast<int>(fw);
game_height_ = static_cast<int>(fh);
uniforms_.screen_height = static_cast<float>(game_height_);
uniforms_.oversample = static_cast<float>(oversample_);
// ----------------------------------------------------------------
// 1. Create GPU device (solo si no existe ya)
@@ -222,15 +254,15 @@ namespace Rendering {
}
// ----------------------------------------------------------------
// 3. Create scene texture (upload target + sampler source)
// 3. Create scene texture (upload target, always game resolution)
// Format: B8G8R8A8_UNORM matches SDL ARGB8888 byte layout on LE
// ----------------------------------------------------------------
SDL_GPUTextureCreateInfo tex_info = {};
tex_info.type = SDL_GPU_TEXTURETYPE_2D;
tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
tex_info.width = static_cast<Uint32>(tex_width_);
tex_info.height = static_cast<Uint32>(tex_height_);
tex_info.width = static_cast<Uint32>(game_width_);
tex_info.height = static_cast<Uint32>(game_height_);
tex_info.layer_count_or_depth = 1;
tex_info.num_levels = 1;
scene_texture_ = SDL_CreateGPUTexture(device_, &tex_info);
@@ -240,12 +272,15 @@ namespace Rendering {
return false;
}
// scaled_texture_ se creará en el primer render() una vez conocido el zoom de ventana
ss_factor_ = 0;
// ----------------------------------------------------------------
// 4. Create upload transfer buffer (CPU → GPU, size = w*h*4 bytes)
// 4. Create upload transfer buffer (CPU → GPU, always game resolution)
// ----------------------------------------------------------------
SDL_GPUTransferBufferCreateInfo tb_info = {};
tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
tb_info.size = static_cast<Uint32>(tex_width_ * tex_height_ * 4);
tb_info.size = static_cast<Uint32>(game_width_ * game_height_ * 4);
upload_buffer_ = SDL_CreateGPUTransferBuffer(device_, &tb_info);
if (upload_buffer_ == nullptr) {
SDL_Log("SDL3GPUShader: failed to create upload buffer: %s", SDL_GetError());
@@ -254,7 +289,7 @@ namespace Rendering {
}
// ----------------------------------------------------------------
// 5. Create nearest-neighbour sampler (retro pixel art)
// 5. Create samplers: NEAREST (pixel art) + LINEAR (supersampling)
// ----------------------------------------------------------------
SDL_GPUSamplerCreateInfo samp_info = {};
samp_info.min_filter = SDL_GPU_FILTER_NEAREST;
@@ -270,6 +305,20 @@ namespace Rendering {
return false;
}
SDL_GPUSamplerCreateInfo lsamp_info = {};
lsamp_info.min_filter = SDL_GPU_FILTER_LINEAR;
lsamp_info.mag_filter = SDL_GPU_FILTER_LINEAR;
lsamp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
lsamp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
lsamp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
lsamp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
linear_sampler_ = SDL_CreateGPUSampler(device_, &lsamp_info);
if (linear_sampler_ == nullptr) {
SDL_Log("SDL3GPUShader: failed to create linear sampler: %s", SDL_GetError());
cleanup();
return false;
}
// ----------------------------------------------------------------
// 6. Create PostFX graphics pipeline
// ----------------------------------------------------------------
@@ -279,7 +328,7 @@ namespace Rendering {
}
is_initialized_ = true;
SDL_Log("SDL3GPUShader: initialized OK (%dx%d)", tex_width_, tex_height_);
SDL_Log("SDL3GPUShader: initialized OK — game %dx%d, oversample %d", game_width_, game_height_, oversample_);
return true;
}
@@ -289,6 +338,7 @@ namespace Rendering {
auto SDL3GPUShader::createPipeline() -> bool {
const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
// ---- PostFX pipeline (scene/scaled → swapchain) ----
#ifdef __APPLE__
SDL_GPUShader* vert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* frag = createShaderMSL(device_, POSTFX_FRAG_MSL, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
@@ -328,14 +378,55 @@ namespace Rendering {
SDL_ReleaseGPUShader(device_, frag);
if (pipeline_ == nullptr) {
SDL_Log("SDL3GPUShader: pipeline creation failed: %s", SDL_GetError());
SDL_Log("SDL3GPUShader: PostFX pipeline creation failed: %s", SDL_GetError());
return false;
}
// ---- Upscale pipeline (scene → scaled_texture_, nearest) ----
#ifdef __APPLE__
SDL_GPUShader* uvert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* ufrag = createShaderMSL(device_, UPSCALE_FRAG_MSL, "upscale_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#else
SDL_GPUShader* uvert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* ufrag = createShaderSPIRV(device_, kupscale_frag_spv, kupscale_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#endif
if ((uvert == nullptr) || (ufrag == nullptr)) {
SDL_Log("SDL3GPUShader: failed to compile upscale shaders");
if (uvert != nullptr) { SDL_ReleaseGPUShader(device_, uvert); }
if (ufrag != nullptr) { SDL_ReleaseGPUShader(device_, ufrag); }
return false;
}
SDL_GPUColorTargetDescription upscale_color_target = {};
upscale_color_target.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
upscale_color_target.blend_state = no_blend;
SDL_GPUGraphicsPipelineCreateInfo upscale_pipe_info = {};
upscale_pipe_info.vertex_shader = uvert;
upscale_pipe_info.fragment_shader = ufrag;
upscale_pipe_info.vertex_input_state = no_input;
upscale_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
upscale_pipe_info.target_info.num_color_targets = 1;
upscale_pipe_info.target_info.color_target_descriptions = &upscale_color_target;
upscale_pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &upscale_pipe_info);
SDL_ReleaseGPUShader(device_, uvert);
SDL_ReleaseGPUShader(device_, ufrag);
if (upscale_pipeline_ == nullptr) {
SDL_Log("SDL3GPUShader: upscale pipeline creation failed: %s", SDL_GetError());
return false;
}
return true;
}
// ---------------------------------------------------------------------------
// uploadPixels — copies ARGB8888 CPU pixels into the GPU transfer buffer
// uploadPixels — copies ARGB8888 CPU pixels into the GPU transfer buffer.
// Con supersampling (oversample_ > 1) expande cada pixel del juego a un bloque
// oversample × oversample y hornea la scanline oscura en la última fila del bloque.
// ---------------------------------------------------------------------------
void SDL3GPUShader::uploadPixels(const Uint32* pixels, int width, int height) {
if (!is_initialized_ || (upload_buffer_ == nullptr)) { return; }
@@ -345,7 +436,10 @@ namespace Rendering {
SDL_Log("SDL3GPUShader: SDL_MapGPUTransferBuffer failed: %s", SDL_GetError());
return;
}
// Copia directa — el upscale lo hace la GPU en el primer render pass
std::memcpy(mapped, pixels, static_cast<size_t>(width * height * 4));
SDL_UnmapGPUTransferBuffer(device_, upload_buffer_);
}
@@ -355,31 +449,64 @@ namespace Rendering {
void SDL3GPUShader::render() {
if (!is_initialized_) { return; }
// Paso 0: si SS activo, calcular el factor necesario según el zoom actual y recrear si cambió.
// Factor = primer múltiplo de 3 >= zoom (mín 3). Se recrea solo en saltos de factor.
if (oversample_ > 1 && game_height_ > 0) {
int win_w = 0;
int win_h = 0;
SDL_GetWindowSizeInPixels(window_, &win_w, &win_h);
const float ZOOM = static_cast<float>(win_h) / static_cast<float>(game_height_);
const int NEED_FACTOR = calcSsFactor(ZOOM);
if (NEED_FACTOR != ss_factor_) {
SDL_WaitForGPUIdle(device_);
recreateScaledTexture(NEED_FACTOR);
}
}
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_);
if (cmd == nullptr) {
SDL_Log("SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError());
return;
}
// ---- Copy pass: transfer buffer → scene texture ----
// ---- Copy pass: transfer buffer → scene texture (siempre a resolución del juego) ----
SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd);
if (copy != nullptr) {
SDL_GPUTextureTransferInfo src = {};
src.transfer_buffer = upload_buffer_;
src.offset = 0;
src.pixels_per_row = static_cast<Uint32>(tex_width_);
src.rows_per_layer = static_cast<Uint32>(tex_height_);
src.pixels_per_row = static_cast<Uint32>(game_width_);
src.rows_per_layer = static_cast<Uint32>(game_height_);
SDL_GPUTextureRegion dst = {};
dst.texture = scene_texture_;
dst.w = static_cast<Uint32>(tex_width_);
dst.h = static_cast<Uint32>(tex_height_);
dst.w = static_cast<Uint32>(game_width_);
dst.h = static_cast<Uint32>(game_height_);
dst.d = 1;
SDL_UploadToGPUTexture(copy, &src, &dst, false);
SDL_EndGPUCopyPass(copy);
}
// ---- Upscale pass: scene_texture_ (game res) → scaled_texture_ (game × OS) ----
if (oversample_ > 1 && scaled_texture_ != nullptr && upscale_pipeline_ != nullptr) {
SDL_GPUColorTargetInfo upscale_target = {};
upscale_target.texture = scaled_texture_;
upscale_target.load_op = SDL_GPU_LOADOP_DONT_CARE;
upscale_target.store_op = SDL_GPU_STOREOP_STORE;
SDL_GPURenderPass* upass = SDL_BeginGPURenderPass(cmd, &upscale_target, 1, nullptr);
if (upass != nullptr) {
SDL_BindGPUGraphicsPipeline(upass, upscale_pipeline_);
SDL_GPUTextureSamplerBinding ubinding = {};
ubinding.texture = scene_texture_;
ubinding.sampler = sampler_; // NEAREST
SDL_BindGPUFragmentSamplers(upass, 0, &ubinding, 1);
SDL_DrawGPUPrimitives(upass, 3, 1, 0, 0);
SDL_EndGPURenderPass(upass);
}
}
// ---- Acquire swapchain texture ----
SDL_GPUTexture* swapchain = nullptr;
Uint32 sw = 0;
@@ -406,30 +533,54 @@ namespace Rendering {
if (pass != nullptr) {
SDL_BindGPUGraphicsPipeline(pass, pipeline_);
// Calcular viewport para mantener relación de aspecto (letterbox o integer scale)
// Calcular viewport usando las dimensiones lógicas del canvas (game_width_/height_),
// no las de la textura GPU (que pueden ser game×3 con supersampling).
// El GPU escala la textura para cubrir el viewport independientemente de su resolución.
float vx = 0.0F;
float vy = 0.0F;
float vw = 0.0F;
float vh = 0.0F;
if (integer_scale_) {
const int SCALE = std::max(1, std::min(static_cast<int>(sw) / tex_width_, static_cast<int>(sh) / tex_height_));
vw = static_cast<float>(tex_width_ * SCALE);
vh = static_cast<float>(tex_height_ * SCALE);
const int SCALE = std::max(1, std::min(static_cast<int>(sw) / game_width_, static_cast<int>(sh) / game_height_));
vw = static_cast<float>(game_width_ * SCALE);
vh = static_cast<float>(game_height_ * SCALE);
} else {
const float SCALE = std::min(
static_cast<float>(sw) / static_cast<float>(tex_width_),
static_cast<float>(sh) / static_cast<float>(tex_height_));
vw = static_cast<float>(tex_width_) * SCALE;
vh = static_cast<float>(tex_height_) * SCALE;
static_cast<float>(sw) / static_cast<float>(game_width_),
static_cast<float>(sh) / static_cast<float>(game_height_));
vw = static_cast<float>(game_width_) * SCALE;
vh = static_cast<float>(game_height_) * SCALE;
}
vx = std::floor((static_cast<float>(sw) - vw) * 0.5F);
vy = std::floor((static_cast<float>(sh) - vh) * 0.5F);
SDL_GPUViewport vp = {vx, vy, vw, vh, 0.0F, 1.0F};
SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
SDL_SetGPUViewport(pass, &vp);
// pixel_scale: subpíxeles de textura por pixel lógico de juego.
// Sin SS: vh/game_height (zoom de ventana).
// Con SS: ss_factor_ exacto (3, 6, 9...) — la textura scaled tiene exactamente
// ss_factor_ subfilas por fila lógica, múltiplo de 3 garantizado.
uniforms_.pixel_scale = (oversample_ > 1 && ss_factor_ > 0)
? static_cast<float>(ss_factor_)
: ((game_height_ > 0) ? (vh / static_cast<float>(game_height_)) : 1.0F);
uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
uniforms_.oversample = (oversample_ > 1 && ss_factor_ > 0)
? static_cast<float>(ss_factor_)
: 1.0F;
// Con SS: leer de scaled_texture_ (ya ampliada); con LINEAR para suavizar
// el escalado final a zooms no-múltiplo-de-OS.
// Sin SS: leer de scene_texture_ con NEAREST.
SDL_GPUTexture* input_texture = (oversample_ > 1 && scaled_texture_ != nullptr)
? scaled_texture_
: scene_texture_;
SDL_GPUSampler* active_sampler = (oversample_ > 1 && linear_sampler_ != nullptr)
? linear_sampler_
: sampler_;
SDL_GPUTextureSamplerBinding binding = {};
binding.texture = scene_texture_;
binding.sampler = sampler_;
binding.texture = input_texture;
binding.sampler = active_sampler;
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms));
@@ -454,10 +605,19 @@ namespace Rendering {
SDL_ReleaseGPUGraphicsPipeline(device_, pipeline_);
pipeline_ = nullptr;
}
if (upscale_pipeline_ != nullptr) {
SDL_ReleaseGPUGraphicsPipeline(device_, upscale_pipeline_);
upscale_pipeline_ = nullptr;
}
if (scene_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scene_texture_);
scene_texture_ = nullptr;
}
if (scaled_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scaled_texture_);
scaled_texture_ = nullptr;
}
ss_factor_ = 0;
if (upload_buffer_ != nullptr) {
SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
upload_buffer_ = nullptr;
@@ -466,6 +626,10 @@ namespace Rendering {
SDL_ReleaseGPUSampler(device_, sampler_);
sampler_ = nullptr;
}
if (linear_sampler_ != nullptr) {
SDL_ReleaseGPUSampler(device_, linear_sampler_);
linear_sampler_ = nullptr;
}
// device_ y el claim de la ventana se mantienen vivos
}
}
@@ -510,7 +674,7 @@ namespace Rendering {
return shader;
}
auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device,
auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device, // NOLINT(readability-convert-member-functions-to-static)
const uint8_t* spv_code,
size_t spv_size,
const char* entrypoint,
@@ -534,12 +698,15 @@ namespace Rendering {
void SDL3GPUShader::setPostFXParams(const PostFXParams& p) {
uniforms_.vignette_strength = p.vignette;
uniforms_.scanline_strength = p.scanlines;
uniforms_.chroma_strength = p.chroma;
uniforms_.mask_strength = p.mask;
uniforms_.gamma_strength = p.gamma;
uniforms_.curvature = p.curvature;
uniforms_.bleeding = p.bleeding;
uniforms_.flicker = p.flicker;
// Las scanlines siempre las aplica el shader PostFX en GPU.
uniforms_.scanline_strength = p.scanlines;
}
void SDL3GPUShader::setVSync(bool vsync) {
@@ -553,4 +720,119 @@ namespace Rendering {
integer_scale_ = integer_scale;
}
// ---------------------------------------------------------------------------
// setOversample — cambia el factor SS; recrea texturas si ya está inicializado
// ---------------------------------------------------------------------------
void SDL3GPUShader::setOversample(int factor) {
const int NEW_FACTOR = std::max(1, factor);
if (NEW_FACTOR == oversample_) { return; }
oversample_ = NEW_FACTOR;
if (is_initialized_) {
reinitTexturesAndBuffer();
// scanline_strength se actualizará en el próximo setPostFXParams
}
}
// ---------------------------------------------------------------------------
// reinitTexturesAndBuffer — recrea scene_texture_, scaled_texture_ y
// upload_buffer_ con el factor oversample_ actual. No toca pipelines ni samplers.
// ---------------------------------------------------------------------------
auto SDL3GPUShader::reinitTexturesAndBuffer() -> bool {
if (device_ == nullptr) { return false; }
SDL_WaitForGPUIdle(device_);
if (scene_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scene_texture_);
scene_texture_ = nullptr;
}
// scaled_texture_ se libera aquí; se recreará en el primer render() con el factor correcto
if (scaled_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scaled_texture_);
scaled_texture_ = nullptr;
}
ss_factor_ = 0;
if (upload_buffer_ != nullptr) {
SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
upload_buffer_ = nullptr;
}
uniforms_.screen_height = static_cast<float>(game_height_);
uniforms_.oversample = static_cast<float>(oversample_);
// scene_texture_: siempre a resolución del juego
SDL_GPUTextureCreateInfo tex_info = {};
tex_info.type = SDL_GPU_TEXTURETYPE_2D;
tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
tex_info.width = static_cast<Uint32>(game_width_);
tex_info.height = static_cast<Uint32>(game_height_);
tex_info.layer_count_or_depth = 1;
tex_info.num_levels = 1;
scene_texture_ = SDL_CreateGPUTexture(device_, &tex_info);
if (scene_texture_ == nullptr) {
SDL_Log("SDL3GPUShader: reinit — failed to create scene texture: %s", SDL_GetError());
return false;
}
// upload_buffer_: siempre a resolución del juego
SDL_GPUTransferBufferCreateInfo tb_info = {};
tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
tb_info.size = static_cast<Uint32>(game_width_ * game_height_ * 4);
upload_buffer_ = SDL_CreateGPUTransferBuffer(device_, &tb_info);
if (upload_buffer_ == nullptr) {
SDL_Log("SDL3GPUShader: reinit — failed to create upload buffer: %s", SDL_GetError());
SDL_ReleaseGPUTexture(device_, scene_texture_);
scene_texture_ = nullptr;
return false;
}
SDL_Log("SDL3GPUShader: reinit — scene %dx%d, SS %s (scaled se creará en render)",
game_width_, game_height_, oversample_ > 1 ? "on" : "off");
return true;
}
// ---------------------------------------------------------------------------
// calcSsFactor — primer múltiplo de 3 >= zoom, mínimo 3.
// Ejemplos: zoom 1,2,3 → 3; zoom 4,5,6 → 6; zoom 4.4 → 6; zoom 7,8,9 → 9.
// ---------------------------------------------------------------------------
auto SDL3GPUShader::calcSsFactor(float zoom) -> int {
const int MULTIPLE = 3;
const int n = static_cast<int>(std::ceil(zoom / static_cast<float>(MULTIPLE)));
return std::max(1, n) * MULTIPLE;
}
// ---------------------------------------------------------------------------
// recreateScaledTexture — libera y recrea scaled_texture_ para el factor dado.
// Llamar solo cuando device_ no esté ejecutando comandos (SDL_WaitForGPUIdle previo).
// ---------------------------------------------------------------------------
auto SDL3GPUShader::recreateScaledTexture(int factor) -> bool {
if (scaled_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scaled_texture_);
scaled_texture_ = nullptr;
}
ss_factor_ = 0;
const int W = game_width_ * factor;
const int H = game_height_ * factor;
SDL_GPUTextureCreateInfo info = {};
info.type = SDL_GPU_TEXTURETYPE_2D;
info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
info.width = static_cast<Uint32>(W);
info.height = static_cast<Uint32>(H);
info.layer_count_or_depth = 1;
info.num_levels = 1;
scaled_texture_ = SDL_CreateGPUTexture(device_, &info);
if (scaled_texture_ == nullptr) {
SDL_Log("SDL3GPUShader: failed to create scaled texture %dx%d (factor %d): %s",
W, H, factor, SDL_GetError());
return false;
}
ss_factor_ = factor;
SDL_Log("SDL3GPUShader: scaled texture %dx%d (factor %d×)", W, H, factor);
return true;
}
} // namespace Rendering

View File

@@ -7,16 +7,20 @@
// PostFX uniforms pushed to fragment stage each frame.
// Must match the MSL struct and GLSL uniform block layout.
// 8 floats = 32 bytes — meets Metal/Vulkan 16-byte alignment requirement.
// 12 floats = 48 bytes — meets Metal/Vulkan 16-byte alignment requirement.
struct PostFXUniforms {
float vignette_strength; // 0 = none, ~0.8 = subtle
float chroma_strength; // 0 = off, ~0.2 = subtle chromatic aberration
float scanline_strength; // 0 = off, 1 = full
float screen_height; // logical height in pixels (for resolution-independent scanlines)
float screen_height; // logical height in pixels (used by bleeding effect)
float mask_strength; // 0 = off, 1 = full phosphor dot mask
float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
float curvature; // 0 = flat, 1 = max barrel distortion
float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
float time; // seconds since SDL init (SDL_GetTicks() / 1000.0f)
float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — keep struct at 48 bytes (3 × 16)
};
namespace Rendering {
@@ -56,6 +60,9 @@ namespace Rendering {
// Activa/desactiva escalado entero (integer scale)
void setScaleMode(bool integer_scale) override;
// Establece factor de supersampling (1 = off, 3 = 3×SS)
void setOversample(int factor) override;
private:
static auto createShaderMSL(SDL_GPUDevice* device,
const char* msl_source,
@@ -73,18 +80,26 @@ namespace Rendering {
Uint32 num_uniform_buffers) -> SDL_GPUShader*;
auto createPipeline() -> bool;
auto reinitTexturesAndBuffer() -> bool; // Recrea scene_texture_ y upload_buffer_
auto recreateScaledTexture(int factor) -> bool; // Recrea scaled_texture_ para factor dado
static auto calcSsFactor(float zoom) -> int; // Primer múltiplo de 3 >= zoom (mín 3)
SDL_Window* window_ = nullptr;
SDL_GPUDevice* device_ = nullptr;
SDL_GPUGraphicsPipeline* pipeline_ = nullptr;
SDL_GPUTexture* scene_texture_ = nullptr;
SDL_GPUGraphicsPipeline* pipeline_ = nullptr; // PostFX pass
SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr; // Upscale nearest pass (solo con SS)
SDL_GPUTexture* scene_texture_ = nullptr; // Canvas del juego (game_width_ × game_height_)
SDL_GPUTexture* scaled_texture_ = nullptr; // Render target intermedio (win*SS × win*SS), solo con SS
SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
SDL_GPUSampler* sampler_ = nullptr;
SDL_GPUSampler* sampler_ = nullptr; // NEAREST
SDL_GPUSampler* linear_sampler_ = nullptr; // LINEAR
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F};
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .oversample = 1.0F};
int tex_width_ = 0;
int tex_height_ = 0;
int game_width_ = 0; // Dimensiones originales del canvas
int game_height_ = 0;
int ss_factor_ = 0; // Factor SS activo (3, 6, 9...) o 0 si SS desactivado
int oversample_ = 1; // SS on/off (1 = off, >1 = on)
bool is_initialized_ = false;
bool vsync_ = true;
bool integer_scale_ = false;

View File

@@ -0,0 +1,59 @@
#pragma once
#include <cstddef>
#include <cstdint>
static const uint8_t kupscale_frag_spv[] = {
0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0b, 0x00, 0x0d, 0x00,
0x14, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00,
0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, 0x00, 0x01, 0x00, 0x00, 0x00,
0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, 0x30,
0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x07, 0x00, 0x04, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00,
0x09, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x10, 0x00, 0x03, 0x00,
0x04, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x03, 0x00,
0x02, 0x00, 0x00, 0x00, 0xc2, 0x01, 0x00, 0x00, 0x04, 0x00, 0x0a, 0x00,
0x47, 0x4c, 0x5f, 0x47, 0x4f, 0x4f, 0x47, 0x4c, 0x45, 0x5f, 0x63, 0x70,
0x70, 0x5f, 0x73, 0x74, 0x79, 0x6c, 0x65, 0x5f, 0x6c, 0x69, 0x6e, 0x65,
0x5f, 0x64, 0x69, 0x72, 0x65, 0x63, 0x74, 0x69, 0x76, 0x65, 0x00, 0x00,
0x04, 0x00, 0x08, 0x00, 0x47, 0x4c, 0x5f, 0x47, 0x4f, 0x4f, 0x47, 0x4c,
0x45, 0x5f, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x5f, 0x64, 0x69,
0x72, 0x65, 0x63, 0x74, 0x69, 0x76, 0x65, 0x00, 0x05, 0x00, 0x04, 0x00,
0x04, 0x00, 0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00,
0x05, 0x00, 0x05, 0x00, 0x09, 0x00, 0x00, 0x00, 0x6f, 0x75, 0x74, 0x5f,
0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00,
0x0d, 0x00, 0x00, 0x00, 0x73, 0x63, 0x65, 0x6e, 0x65, 0x00, 0x00, 0x00,
0x05, 0x00, 0x04, 0x00, 0x11, 0x00, 0x00, 0x00, 0x76, 0x5f, 0x75, 0x76,
0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x09, 0x00, 0x00, 0x00,
0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00,
0x0d, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x47, 0x00, 0x04, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x11, 0x00, 0x00, 0x00,
0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x13, 0x00, 0x02, 0x00,
0x02, 0x00, 0x00, 0x00, 0x21, 0x00, 0x03, 0x00, 0x03, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x16, 0x00, 0x03, 0x00, 0x06, 0x00, 0x00, 0x00,
0x20, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00,
0x06, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00,
0x08, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00,
0x3b, 0x00, 0x04, 0x00, 0x08, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x19, 0x00, 0x09, 0x00, 0x0a, 0x00, 0x00, 0x00,
0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x1b, 0x00, 0x03, 0x00, 0x0b, 0x00, 0x00, 0x00,
0x0a, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x0c, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00,
0x0c, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x17, 0x00, 0x04, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x10, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00,
0x10, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x36, 0x00, 0x05, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0xf8, 0x00, 0x02, 0x00,
0x05, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x0b, 0x00, 0x00, 0x00,
0x0e, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00,
0x0f, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00,
0x57, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00,
0x0e, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x03, 0x00,
0x09, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0xfd, 0x00, 0x01, 0x00,
0x38, 0x00, 0x01, 0x00,
};
static const size_t kupscale_frag_spv_size = 628;

View File

@@ -18,6 +18,7 @@ namespace Rendering {
float gamma = 0.0F; // Corrección gamma (blend 0=off, 1=full)
float curvature = 0.0F; // Curvatura barrel CRT
float bleeding = 0.0F; // Sangrado de color NTSC
float flicker = 0.0F; // Parpadeo de fósforo CRT ~50 Hz
};
/**
@@ -82,6 +83,13 @@ namespace Rendering {
*/
virtual void setScaleMode(bool /*integer_scale*/) {}
/**
* @brief Establece el factor de supersampling (1 = off, 3 = 3× SS)
* Con factor > 1, la textura GPU se crea a game×factor resolución y
* las scanlines se hornean en CPU (uploadPixels). El sampler usa LINEAR.
*/
virtual void setOversample(int /*factor*/) {}
/**
* @brief Verifica si el backend está usando aceleración por hardware
* @return true si usa aceleración (OpenGL/Metal/Vulkan)

View File

@@ -1,4 +1,4 @@
#include "core/rendering/surface_animated_sprite.hpp"
#include "core/rendering/sprite/animated_sprite.hpp"
#include <cstddef> // Para size_t
#include <fstream> // Para basic_ostream, basic_istream, operator<<, basic...
@@ -16,7 +16,7 @@
// Helper: Convierte un nodo YAML de frames (array) a vector de SDL_FRect
auto convertYAMLFramesToRects(const fkyaml::node& frames_node, float frame_width, float frame_height, int frames_per_row, int max_tiles) -> std::vector<SDL_FRect> {
std::vector<SDL_FRect> frames;
SDL_FRect rect = {0.0F, 0.0F, frame_width, frame_height};
SDL_FRect rect = {.x = 0.0F, .y = 0.0F, .w = frame_width, .h = frame_height};
for (const auto& frame_index_node : frames_node) {
const int NUM_TILE = frame_index_node.get_value<int>();
@@ -31,7 +31,7 @@ auto convertYAMLFramesToRects(const fkyaml::node& frames_node, float frame_width
}
// Carga las animaciones desde un fichero YAML
auto SurfaceAnimatedSprite::loadAnimationsFromYAML(const std::string& file_path, std::shared_ptr<Surface>& surface, float& frame_width, float& frame_height) -> std::vector<AnimationData> {
auto AnimatedSprite::loadAnimationsFromYAML(const std::string& file_path, std::shared_ptr<Surface>& surface, float& frame_width, float& frame_height) -> std::vector<AnimationData> { // NOLINT(readability-convert-member-functions-to-static)
std::vector<AnimationData> animations;
// Extract filename for logging
@@ -124,7 +124,7 @@ auto SurfaceAnimatedSprite::loadAnimationsFromYAML(const std::string& file_path,
}
// Constructor con bytes YAML del cache (parsing lazy)
SurfaceAnimatedSprite::SurfaceAnimatedSprite(const AnimationResource& cached_data) {
AnimatedSprite::AnimatedSprite(const AnimationResource& cached_data) {
// Parsear YAML desde los bytes cargados en cache
std::string yaml_content(cached_data.yaml_data.begin(), cached_data.yaml_data.end());
@@ -215,8 +215,8 @@ SurfaceAnimatedSprite::SurfaceAnimatedSprite(const AnimationResource& cached_dat
}
// Constructor per a subclasses amb surface directa (sense YAML)
SurfaceAnimatedSprite::SurfaceAnimatedSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
: SurfaceMovingSprite(std::move(surface), pos) {
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()};
@@ -224,7 +224,7 @@ SurfaceAnimatedSprite::SurfaceAnimatedSprite(std::shared_ptr<Surface> surface, S
}
// Obtiene el indice de la animación a partir del nombre
auto SurfaceAnimatedSprite::getIndex(const std::string& name) -> int {
auto AnimatedSprite::getIndex(const std::string& name) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto index = -1;
for (const auto& a : animations_) {
@@ -238,7 +238,7 @@ auto SurfaceAnimatedSprite::getIndex(const std::string& name) -> int {
}
// Calcula el frame correspondiente a la animación (time-based)
void SurfaceAnimatedSprite::animate(float delta_time) {
void AnimatedSprite::animate(float delta_time) { // NOLINT(readability-convert-member-functions-to-static)
if (animations_.empty()) { return; }
if (animations_[current_animation_].speed <= 0.0F) {
return;
@@ -288,12 +288,12 @@ void SurfaceAnimatedSprite::animate(float delta_time) {
}
// Comprueba si ha terminado la animación
auto SurfaceAnimatedSprite::animationIsCompleted() -> bool {
auto AnimatedSprite::animationIsCompleted() -> bool {
return animations_[current_animation_].completed;
}
// Establece la animacion actual
void SurfaceAnimatedSprite::setCurrentAnimation(const std::string& name) {
void AnimatedSprite::setCurrentAnimation(const std::string& name) {
const auto NEW_ANIMATION = getIndex(name);
if (current_animation_ != NEW_ANIMATION) {
current_animation_ = NEW_ANIMATION;
@@ -305,7 +305,7 @@ void SurfaceAnimatedSprite::setCurrentAnimation(const std::string& name) {
}
// Establece la animacion actual
void SurfaceAnimatedSprite::setCurrentAnimation(int index) {
void AnimatedSprite::setCurrentAnimation(int index) {
const auto NEW_ANIMATION = index;
if (current_animation_ != NEW_ANIMATION) {
current_animation_ = NEW_ANIMATION;
@@ -317,20 +317,20 @@ void SurfaceAnimatedSprite::setCurrentAnimation(int index) {
}
// Actualiza las variables del objeto (time-based)
void SurfaceAnimatedSprite::update(float delta_time) {
void AnimatedSprite::update(float delta_time) {
animate(delta_time);
SurfaceMovingSprite::update(delta_time);
MovingSprite::update(delta_time);
}
// Reinicia la animación
void SurfaceAnimatedSprite::resetAnimation() {
void AnimatedSprite::resetAnimation() {
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].accumulated_time = 0.0F;
animations_[current_animation_].completed = false;
}
// Establece el frame actual de la animación
void SurfaceAnimatedSprite::setCurrentAnimationFrame(int num) {
void AnimatedSprite::setCurrentAnimationFrame(int num) {
// Descarta valores fuera de rango
if (num < 0 || num >= static_cast<int>(animations_[current_animation_].frames.size())) {
num = 0;

View File

@@ -7,12 +7,12 @@
#include <utility>
#include <vector> // Para vector
#include "core/rendering/surface_moving_sprite.hpp" // Para SMovingSprite
#include "core/resources/resource_types.hpp" // Para AnimationResource
#include "core/rendering/sprite/moving_sprite.hpp" // Para SMovingSprite
#include "core/resources/resource_types.hpp" // Para AnimationResource
class Surface;
class SurfaceAnimatedSprite : public SurfaceMovingSprite {
class AnimatedSprite : public MovingSprite {
public:
using Animations = std::vector<std::string>; // Tipo para lista de animaciones
@@ -31,9 +31,9 @@ class SurfaceAnimatedSprite : public SurfaceMovingSprite {
static auto loadAnimationsFromYAML(const std::string& file_path, std::shared_ptr<Surface>& surface, float& frame_width, float& frame_height) -> std::vector<AnimationData>; // Carga las animaciones desde fichero YAML
// Constructores
explicit SurfaceAnimatedSprite(const AnimationResource& cached_data); // Constructor con datos pre-cargados del cache
explicit AnimatedSprite(const AnimationResource& cached_data); // Constructor con datos pre-cargados del cache
~SurfaceAnimatedSprite() override = default; // Destructor
~AnimatedSprite() override = default; // Destructor
void update(float delta_time) override; // Actualiza las variables del objeto (time-based)
@@ -50,7 +50,7 @@ class SurfaceAnimatedSprite : public SurfaceMovingSprite {
protected:
// Constructor per a ús de subclasses que gestionen la surface directament (sense YAML)
SurfaceAnimatedSprite(std::shared_ptr<Surface> surface, SDL_FRect pos);
AnimatedSprite(std::shared_ptr<Surface> surface, SDL_FRect pos);
// Métodos protegidos
void animate(float delta_time); // Calcula el frame correspondiente a la animación actual (time-based)

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@@ -1,4 +1,4 @@
#include "core/rendering/surface_dissolve_sprite.hpp"
#include "core/rendering/sprite/dissolve_sprite.hpp"
#include <algorithm> // Para min
#include <cstdint> // Para uint32_t
@@ -15,7 +15,7 @@ static auto pixelRank(int col, int row) -> float {
}
// Rang per a un píxel tenint en compte direcció (70% direccional + 30% aleatori)
auto SurfaceDissolveSprite::computePixelRank(int col, int row, int frame_h, DissolveDirection dir) -> float {
auto DissolveSprite::computePixelRank(int col, int row, int frame_h, DissolveDirection dir) -> float {
const float RANDOM = pixelRank(col, row);
if (dir == DissolveDirection::NONE || frame_h <= 0) {
return RANDOM;
@@ -32,8 +32,8 @@ auto SurfaceDissolveSprite::computePixelRank(int col, int row, int frame_h, Diss
}
// Constructor per a surface directa (sense AnimationResource)
SurfaceDissolveSprite::SurfaceDissolveSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
: SurfaceAnimatedSprite(std::move(surface), pos) {
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());
@@ -44,8 +44,8 @@ SurfaceDissolveSprite::SurfaceDissolveSprite(std::shared_ptr<Surface> surface, S
}
// Constructor
SurfaceDissolveSprite::SurfaceDissolveSprite(const AnimationResource& data)
: SurfaceAnimatedSprite(data) {
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());
@@ -57,7 +57,7 @@ SurfaceDissolveSprite::SurfaceDissolveSprite(const AnimationResource& data)
}
// Reconstrueix la surface_display_ filtrant píxels per progress_
void SurfaceDissolveSprite::rebuildDisplaySurface() {
void DissolveSprite::rebuildDisplaySurface() {
if (!surface_ || !surface_display_) {
return;
}
@@ -109,9 +109,9 @@ void SurfaceDissolveSprite::rebuildDisplaySurface() {
}
// Actualitza animació, moviment i transició temporal
void SurfaceDissolveSprite::update(float delta_time) {
void DissolveSprite::update(float delta_time) {
const SDL_FRect OLD_CLIP = clip_;
SurfaceAnimatedSprite::update(delta_time);
AnimatedSprite::update(delta_time);
// Detecta canvi de frame d'animació
if (clip_.x != OLD_CLIP.x || clip_.y != OLD_CLIP.y ||
@@ -136,22 +136,22 @@ void SurfaceDissolveSprite::update(float delta_time) {
}
// Renderitza: usa surface_display_ (amb color replace) si disponible
void SurfaceDissolveSprite::render() {
void DissolveSprite::render() {
if (!surface_display_) {
SurfaceAnimatedSprite::render();
AnimatedSprite::render();
return;
}
surface_display_->render(static_cast<int>(pos_.x), static_cast<int>(pos_.y), &clip_, flip_);
}
// Estableix el progrés manualment
void SurfaceDissolveSprite::setProgress(float progress) {
void DissolveSprite::setProgress(float progress) {
progress_ = std::min(std::max(progress, 0.0F), 1.0F);
needs_rebuild_ = true;
}
// Inicia dissolució temporal (visible → invisible)
void SurfaceDissolveSprite::startDissolve(float duration_ms, DissolveDirection dir) {
void DissolveSprite::startDissolve(float duration_ms, DissolveDirection dir) {
direction_ = dir;
transition_mode_ = TransitionMode::DISSOLVING;
transition_duration_ = duration_ms;
@@ -161,7 +161,7 @@ void SurfaceDissolveSprite::startDissolve(float duration_ms, DissolveDirection d
}
// Inicia generació temporal (invisible → visible)
void SurfaceDissolveSprite::startGenerate(float duration_ms, DissolveDirection dir) {
void DissolveSprite::startGenerate(float duration_ms, DissolveDirection dir) {
direction_ = dir;
transition_mode_ = TransitionMode::GENERATING;
transition_duration_ = duration_ms;
@@ -171,17 +171,17 @@ void SurfaceDissolveSprite::startGenerate(float duration_ms, DissolveDirection d
}
// Atura la transició temporal
void SurfaceDissolveSprite::stopTransition() {
void DissolveSprite::stopTransition() {
transition_mode_ = TransitionMode::NONE;
}
// Retorna si la transició ha acabat
auto SurfaceDissolveSprite::isTransitionDone() const -> bool {
auto DissolveSprite::isTransitionDone() const -> bool {
return transition_mode_ == TransitionMode::NONE;
}
// Configura substitució de color per a la reconstrucció
void SurfaceDissolveSprite::setColorReplace(Uint8 source, Uint8 target) {
void DissolveSprite::setColorReplace(Uint8 source, Uint8 target) {
source_color_ = source;
target_color_ = target;
needs_rebuild_ = true;

View File

@@ -4,7 +4,7 @@
#include <memory> // Para shared_ptr
#include "core/rendering/surface_animated_sprite.hpp" // Para SurfaceAnimatedSprite
#include "core/rendering/sprite/animated_sprite.hpp" // Para SurfaceAnimatedSprite
class Surface;
@@ -15,11 +15,11 @@ enum class DissolveDirection { NONE,
// Sprite que pot dissoldre's o generar-se de forma aleatòria en X mil·lisegons.
// progress_ va de 0.0 (totalment visible) a 1.0 (totalment invisible).
class SurfaceDissolveSprite : public SurfaceAnimatedSprite {
class DissolveSprite : public AnimatedSprite {
public:
explicit SurfaceDissolveSprite(const AnimationResource& data);
SurfaceDissolveSprite(std::shared_ptr<Surface> surface, SDL_FRect pos);
~SurfaceDissolveSprite() override = default;
explicit DissolveSprite(const AnimationResource& data);
DissolveSprite(std::shared_ptr<Surface> surface, SDL_FRect pos);
~DissolveSprite() override = default;
void update(float delta_time) override;
void render() override;
@@ -52,7 +52,7 @@ class SurfaceDissolveSprite : public SurfaceAnimatedSprite {
TransitionMode transition_mode_{TransitionMode::NONE};
float transition_duration_{0.0F};
float transition_elapsed_{0.0F};
SDL_FRect prev_clip_{0, 0, 0, 0};
SDL_FRect prev_clip_{.x = 0, .y = 0, .w = 0, .h = 0};
bool needs_rebuild_{false};
Uint8 source_color_{255}; // 255 = transparent = sense replace per defecte
Uint8 target_color_{0};

View File

@@ -1,28 +1,28 @@
#include "core/rendering/surface_moving_sprite.hpp"
#include "core/rendering/sprite/moving_sprite.hpp"
#include <utility>
#include "core/rendering/surface.hpp" // Para Surface
// Constructor
SurfaceMovingSprite::SurfaceMovingSprite(std::shared_ptr<Surface> surface, SDL_FRect pos, SDL_FlipMode flip)
: SurfaceSprite(std::move(surface), pos),
MovingSprite::MovingSprite(std::shared_ptr<Surface> surface, SDL_FRect pos, SDL_FlipMode flip)
: Sprite(std::move(surface), pos),
x_(pos.x),
y_(pos.y),
flip_(flip) { SurfaceSprite::pos_ = pos; }
flip_(flip) { Sprite::pos_ = pos; }
SurfaceMovingSprite::SurfaceMovingSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
: SurfaceSprite(std::move(surface), pos),
MovingSprite::MovingSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
: Sprite(std::move(surface), pos),
x_(pos.x),
y_(pos.y) { SurfaceSprite::pos_ = pos; }
y_(pos.y) { Sprite::pos_ = pos; }
SurfaceMovingSprite::SurfaceMovingSprite() { SurfaceSprite::clear(); }
MovingSprite::MovingSprite() { Sprite::clear(); }
SurfaceMovingSprite::SurfaceMovingSprite(std::shared_ptr<Surface> surface)
: SurfaceSprite(std::move(surface)) { SurfaceSprite::clear(); }
MovingSprite::MovingSprite(std::shared_ptr<Surface> surface)
: Sprite(std::move(surface)) { Sprite::clear(); }
// Reinicia todas las variables
void SurfaceMovingSprite::clear() {
void MovingSprite::clear() {
// Resetea posición
x_ = 0.0F;
y_ = 0.0F;
@@ -38,13 +38,13 @@ void SurfaceMovingSprite::clear() {
// Resetea flip
flip_ = SDL_FLIP_NONE;
SurfaceSprite::clear();
Sprite::clear();
}
// Mueve el sprite (time-based)
// Nota: vx_, vy_ ahora se interpretan como pixels/segundo
// Nota: ax_, ay_ ahora se interpretan como pixels/segundo²
void SurfaceMovingSprite::move(float delta_time) {
void MovingSprite::move(float delta_time) {
// Aplica aceleración a velocidad (time-based)
vx_ += ax_ * delta_time;
vy_ += ay_ * delta_time;
@@ -59,22 +59,22 @@ void SurfaceMovingSprite::move(float delta_time) {
}
// Actualiza las variables internas del objeto (time-based)
void SurfaceMovingSprite::update(float delta_time) {
void MovingSprite::update(float delta_time) {
move(delta_time);
}
// Muestra el sprite por pantalla
void SurfaceMovingSprite::render() {
void MovingSprite::render() {
surface_->render(pos_.x, pos_.y, &clip_, flip_);
}
// Muestra el sprite por pantalla
void SurfaceMovingSprite::render(Uint8 source_color, Uint8 target_color) {
void MovingSprite::render(Uint8 source_color, Uint8 target_color) {
surface_->renderWithColorReplace(pos_.x, pos_.y, source_color, target_color, &clip_, flip_);
}
// Establece la posición y_ el tamaño del objeto
void SurfaceMovingSprite::setPos(SDL_FRect rect) {
void MovingSprite::setPos(SDL_FRect rect) {
x_ = rect.x;
y_ = rect.y;
@@ -82,7 +82,7 @@ void SurfaceMovingSprite::setPos(SDL_FRect rect) {
}
// Establece el valor de las variables
void SurfaceMovingSprite::setPos(float x, float y) {
void MovingSprite::setPos(float x, float y) {
x_ = x;
y_ = y;
@@ -91,13 +91,13 @@ void SurfaceMovingSprite::setPos(float x, float y) {
}
// Establece el valor de la variable
void SurfaceMovingSprite::setPosX(float value) {
void MovingSprite::setPosX(float value) {
x_ = value;
pos_.x = static_cast<int>(x_);
}
// Establece el valor de la variable
void SurfaceMovingSprite::setPosY(float value) {
void MovingSprite::setPosY(float value) {
y_ = value;
pos_.y = static_cast<int>(y_);
}

View File

@@ -4,18 +4,18 @@
#include <memory> // Para shared_ptr
#include "core/rendering/surface_sprite.hpp" // Para SSprite
class Surface; // lines 8-8
#include "core/rendering/sprite/sprite.hpp" // Para SSprite
class Surface; // lines 8-8
// Clase SMovingSprite. Añade movimiento y flip al sprite
class SurfaceMovingSprite : public SurfaceSprite {
class MovingSprite : public Sprite {
public:
// Constructores
SurfaceMovingSprite(std::shared_ptr<Surface> surface, SDL_FRect pos, SDL_FlipMode flip);
SurfaceMovingSprite(std::shared_ptr<Surface> surface, SDL_FRect pos);
explicit SurfaceMovingSprite();
explicit SurfaceMovingSprite(std::shared_ptr<Surface> surface);
~SurfaceMovingSprite() override = default;
MovingSprite(std::shared_ptr<Surface> surface, SDL_FRect pos, SDL_FlipMode flip);
MovingSprite(std::shared_ptr<Surface> surface, SDL_FRect pos);
explicit MovingSprite();
explicit MovingSprite(std::shared_ptr<Surface> surface);
~MovingSprite() override = default;
// Actualización y renderizado
void update(float delta_time) override; // Actualiza variables internas (time-based)

View File

@@ -1,37 +1,37 @@
#include "core/rendering/surface_sprite.hpp"
#include "core/rendering/sprite/sprite.hpp"
#include <utility>
#include "core/rendering/surface.hpp" // Para Surface
// Constructor
SurfaceSprite::SurfaceSprite(std::shared_ptr<Surface> surface, float x, float y, float w, float h)
Sprite::Sprite(std::shared_ptr<Surface> surface, float x, float y, float w, float h)
: surface_(std::move(surface)),
pos_{x, y, w, h},
clip_{0.0F, 0.0F, pos_.w, pos_.h} {}
pos_{.x = x, .y = y, .w = w, .h = h},
clip_{.x = 0.0F, .y = 0.0F, .w = pos_.w, .h = pos_.h} {}
SurfaceSprite::SurfaceSprite(std::shared_ptr<Surface> surface, SDL_FRect rect)
Sprite::Sprite(std::shared_ptr<Surface> surface, SDL_FRect rect)
: surface_(std::move(surface)),
pos_(rect),
clip_{0.0F, 0.0F, pos_.w, pos_.h} {}
clip_{.x = 0.0F, .y = 0.0F, .w = pos_.w, .h = pos_.h} {}
SurfaceSprite::SurfaceSprite() = default;
Sprite::Sprite() = default;
SurfaceSprite::SurfaceSprite(std::shared_ptr<Surface> surface)
Sprite::Sprite(std::shared_ptr<Surface> surface)
: surface_(std::move(surface)),
pos_{0.0F, 0.0F, surface_->getWidth(), surface_->getHeight()},
clip_(pos_) {}
// Muestra el sprite por pantalla
void SurfaceSprite::render() {
void Sprite::render() {
surface_->render(pos_.x, pos_.y, &clip_);
}
void SurfaceSprite::render(Uint8 source_color, Uint8 target_color) {
void Sprite::render(Uint8 source_color, Uint8 target_color) {
surface_->renderWithColorReplace(pos_.x, pos_.y, source_color, target_color, &clip_);
}
void SurfaceSprite::renderWithVerticalFade(int fade_h, int canvas_height) {
void Sprite::renderWithVerticalFade(int fade_h, int canvas_height) {
surface_->renderWithVerticalFade(
static_cast<int>(pos_.x),
static_cast<int>(pos_.y),
@@ -40,7 +40,7 @@ void SurfaceSprite::renderWithVerticalFade(int fade_h, int canvas_height) {
&clip_);
}
void SurfaceSprite::renderWithVerticalFade(int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color) {
void Sprite::renderWithVerticalFade(int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color) {
surface_->renderWithVerticalFade(
static_cast<int>(pos_.x),
static_cast<int>(pos_.y),
@@ -52,25 +52,25 @@ void SurfaceSprite::renderWithVerticalFade(int fade_h, int canvas_height, Uint8
}
// Establece la posición del objeto
void SurfaceSprite::setPosition(float x, float y) {
void Sprite::setPosition(float x, float y) {
pos_.x = x;
pos_.y = y;
}
// Establece la posición del objeto
void SurfaceSprite::setPosition(SDL_FPoint p) {
void Sprite::setPosition(SDL_FPoint p) {
pos_.x = p.x;
pos_.y = p.y;
}
// Reinicia las variables a cero
void SurfaceSprite::clear() {
void Sprite::clear() {
pos_ = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
clip_ = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
}
// Actualiza el estado del sprite (time-based)
void SurfaceSprite::update(float delta_time) {
void Sprite::update(float delta_time) {
// Base implementation does nothing (static sprites)
(void)delta_time; // Evita warning de parámetro no usado
}

View File

@@ -7,16 +7,16 @@
class Surface; // lines 5-5
// Clase SurfaceSprite
class SurfaceSprite {
class Sprite {
public:
// Constructores
SurfaceSprite(std::shared_ptr<Surface>, float x, float y, float w, float h);
SurfaceSprite(std::shared_ptr<Surface>, SDL_FRect rect);
SurfaceSprite();
explicit SurfaceSprite(std::shared_ptr<Surface>);
Sprite(std::shared_ptr<Surface>, float x, float y, float w, float h);
Sprite(std::shared_ptr<Surface>, SDL_FRect rect);
Sprite();
explicit Sprite(std::shared_ptr<Surface>);
// Destructor
virtual ~SurfaceSprite() = default;
virtual ~Sprite() = default;
// Actualización y renderizado
virtual void update(float delta_time); // Actualiza el estado del sprite (time-based)
@@ -51,12 +51,12 @@ class SurfaceSprite {
// Modificación de clip y surface
void setClip(SDL_FRect rect) { clip_ = rect; }
void setClip(float x, float y, float w, float h) { clip_ = SDL_FRect{x, y, w, h}; }
void setClip(float x, float y, float w, float h) { clip_ = SDL_FRect{.x = x, .y = y, .w = w, .h = h}; }
void setSurface(std::shared_ptr<Surface> surface) { surface_ = std::move(surface); }
protected:
// Variables miembro
std::shared_ptr<Surface> surface_{nullptr}; // Surface donde estan todos los dibujos del sprite
SDL_FRect pos_{0.0F, 0.0F, 0.0F, 0.0F}; // Posición y tamaño donde dibujar el sprite
SDL_FRect clip_{0.0F, 0.0F, 0.0F, 0.0F}; // Rectangulo de origen de la surface que se dibujará en pantalla
std::shared_ptr<Surface> surface_{nullptr}; // Surface donde estan todos los dibujos del sprite
SDL_FRect pos_{.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F}; // Posición y tamaño donde dibujar el sprite
SDL_FRect clip_{.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F}; // Rectangulo de origen de la surface que se dibujará en pantalla
};

View File

@@ -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 {
auto Surface::loadSurface(const std::string& file_path) -> SurfaceData { // NOLINT(readability-convert-member-functions-to-static)
// Load file using ResourceHelper (supports both filesystem and pack)
std::vector<Uint8> buffer = Resource::Helper::loadFile(file_path);
if (buffer.empty()) {
@@ -148,14 +148,14 @@ void Surface::setColor(int index, Uint32 color) {
}
// Rellena la superficie con un color
void Surface::clear(Uint8 color) {
void Surface::clear(Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
const size_t TOTAL_PIXELS = surface_data_->width * surface_data_->height;
Uint8* data_ptr = surface_data_->data.get();
std::fill(data_ptr, data_ptr + TOTAL_PIXELS, color);
}
// Pone un pixel en la SurfaceData
void Surface::putPixel(int x, int y, Uint8 color) {
void Surface::putPixel(int x, int y, Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
if (x < 0 || y < 0 || x >= surface_data_->width || y >= surface_data_->height) {
return; // Coordenadas fuera de rango
}
@@ -168,7 +168,7 @@ void Surface::putPixel(int x, int y, Uint8 color) {
auto Surface::getPixel(int x, int y) -> Uint8 { return surface_data_->data.get()[x + (y * static_cast<int>(surface_data_->width))]; }
// Dibuja un rectangulo relleno
void Surface::fillRect(const SDL_FRect* rect, Uint8 color) {
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);
@@ -185,7 +185,7 @@ void Surface::fillRect(const SDL_FRect* rect, Uint8 color) {
}
// Dibuja el borde de un rectangulo
void Surface::drawRectBorder(const SDL_FRect* rect, Uint8 color) {
void Surface::drawRectBorder(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);
@@ -216,7 +216,7 @@ void Surface::drawRectBorder(const SDL_FRect* rect, Uint8 color) {
}
// Dibuja una linea
void Surface::drawLine(float x1, float y1, float x2, float y2, Uint8 color) {
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);
@@ -250,7 +250,7 @@ void Surface::drawLine(float x1, float y1, float x2, float y2, Uint8 color) {
}
}
void Surface::render(float dx, float dy, float sx, float sy, float w, float h) {
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
@@ -270,7 +270,7 @@ void Surface::render(float dx, float dy, float sx, float sy, float w, float h) {
int src_y = sy + iy;
Uint8 color = surface_data_->data.get()[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
if (color != transparent_color_) {
if (color != static_cast<Uint8>(transparent_color_)) {
surface_data->data.get()[static_cast<size_t>(dest_x + (dest_y * surface_data->width))] = sub_palette_[color];
}
}
@@ -279,14 +279,14 @@ void Surface::render(float dx, float dy, float sx, float sy, float w, float h) {
}
}
void Surface::render(int x, int y, SDL_FRect* src_rect, SDL_FlipMode flip) {
void Surface::render(int x, int y, SDL_FRect* src_rect, SDL_FlipMode flip) { // NOLINT(readability-make-member-function-const)
auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
// 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 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;
// Limitar la región para evitar accesos fuera de rango en origen
w = std::min(w, surface_data_->width - sx);
@@ -313,7 +313,7 @@ void Surface::render(int x, int y, SDL_FRect* src_rect, SDL_FlipMode flip) {
if (dest_x >= 0 && dest_x < surface_data_dest->width && dest_y >= 0 && dest_y < surface_data_dest->height) {
// Copia el píxel si no es transparente
Uint8 color = surface_data_->data.get()[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
if (color != transparent_color_) {
if (color != static_cast<Uint8>(transparent_color_)) {
surface_data_dest->data[dest_x + (dest_y * surface_data_dest->width)] = sub_palette_[color];
}
}
@@ -334,7 +334,7 @@ void Surface::copyPixelIfNotTransparent(Uint8* dest_data, int dest_x, int dest_y
}
Uint8 color = surface_data_->data.get()[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
if (color != transparent_color_) {
if (color != static_cast<Uint8>(transparent_color_)) {
dest_data[dest_x + (dest_y * dest_width)] = sub_palette_[color];
}
}
@@ -344,16 +344,16 @@ void Surface::render(SDL_FRect* src_rect, SDL_FRect* dst_rect, SDL_FlipMode flip
auto surface_data = Screen::get()->getRendererSurface()->getSurfaceData();
// Si srcRect es nullptr, tomar toda la superficie fuente
float sx = ((src_rect) != nullptr) ? src_rect->x : 0;
float sy = ((src_rect) != nullptr) ? src_rect->y : 0;
float sw = ((src_rect) != nullptr) ? src_rect->w : surface_data_->width;
float sh = ((src_rect) != nullptr) ? src_rect->h : surface_data_->height;
float sx = (src_rect != nullptr) ? src_rect->x : 0;
float sy = (src_rect != nullptr) ? src_rect->y : 0;
float sw = (src_rect != nullptr) ? src_rect->w : surface_data_->width;
float sh = (src_rect != nullptr) ? src_rect->h : surface_data_->height;
// Si dstRect es nullptr, asignar las mismas dimensiones que srcRect
float dx = ((dst_rect) != nullptr) ? dst_rect->x : 0;
float dy = ((dst_rect) != nullptr) ? dst_rect->y : 0;
float dw = ((dst_rect) != nullptr) ? dst_rect->w : sw;
float dh = ((dst_rect) != nullptr) ? dst_rect->h : sh;
float dx = (dst_rect != nullptr) ? dst_rect->x : 0;
float dy = (dst_rect != nullptr) ? dst_rect->y : 0;
float dw = (dst_rect != nullptr) ? dst_rect->w : sw;
float dh = (dst_rect != nullptr) ? dst_rect->h : sh;
// Asegurarse de que srcRect y dstRect tienen las mismas dimensiones
if (sw != dw || sh != dh) {
@@ -389,14 +389,14 @@ void Surface::render(SDL_FRect* src_rect, SDL_FRect* dst_rect, SDL_FlipMode flip
}
// Copia una región de la SurfaceData de origen a la SurfaceData de destino reemplazando un color por otro
void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect, SDL_FlipMode flip) {
void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect, SDL_FlipMode flip) const {
auto surface_data = Screen::get()->getRendererSurface()->getSurfaceData();
// 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 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;
// Limitar la región para evitar accesos fuera de rango
w = std::min(w, surface_data_->width - sx);
@@ -420,7 +420,7 @@ void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 tar
// Copia el píxel si no es transparente
Uint8 color = surface_data_->data.get()[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
if (color != transparent_color_) {
if (color != static_cast<Uint8>(transparent_color_)) {
surface_data->data[dest_x + (dest_y * surface_data->width)] =
(color == source_color) ? target_color : color;
}
@@ -449,7 +449,7 @@ static auto computeFadeDensity(int screen_y, int fade_h, int canvas_height) -> f
}
// Render amb dissolució als cantons superior/inferior (hash 2D, sense parpelleig)
void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect) {
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);
@@ -472,7 +472,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
}
const Uint8 COLOR = surface_data_->data[((SY + row) * static_cast<int>(surface_data_->width)) + (SX + col)];
if (static_cast<int>(COLOR) == transparent_color_) {
if (COLOR == static_cast<Uint8>(transparent_color_)) {
continue;
}
@@ -486,7 +486,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
}
// Idem però reemplaçant un color índex
void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect) {
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);
@@ -509,7 +509,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
}
const Uint8 COLOR = surface_data_->data[((SY + row) * static_cast<int>(surface_data_->width)) + (SX + col)];
if (static_cast<int>(COLOR) == transparent_color_) {
if (COLOR == static_cast<Uint8>(transparent_color_)) {
continue;
}
@@ -524,7 +524,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
}
// Vuelca los píxeles como ARGB8888 a un buffer externo (sin SDL_Texture ni SDL_Renderer)
void Surface::toARGBBuffer(Uint32* buffer) const {
void Surface::toARGBBuffer(Uint32* buffer) const { // NOLINT(readability-convert-member-functions-to-static)
if (!surface_data_ || (surface_data_->data == nullptr)) { return; }
const int WIDTH = static_cast<int>(surface_data_->width);
const int HEIGHT = static_cast<int>(surface_data_->height);
@@ -537,7 +537,7 @@ void Surface::toARGBBuffer(Uint32* buffer) const {
}
// Vuelca la superficie a una textura
void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) {
void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) { // NOLINT(readability-convert-member-functions-to-static)
if ((renderer == nullptr) || (texture == nullptr) || !surface_data_) {
throw std::runtime_error("Renderer or texture is null.");
}
@@ -576,7 +576,7 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) {
}
// Vuelca la superficie a una textura
void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FRect* src_rect, SDL_FRect* dest_rect) {
void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FRect* src_rect, SDL_FRect* dest_rect) { // NOLINT(readability-convert-member-functions-to-static)
if ((renderer == nullptr) || (texture == nullptr) || !surface_data_) {
throw std::runtime_error("Renderer or texture is null.");
}
@@ -621,7 +621,7 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FR
}
// Realiza un efecto de fundido en la paleta principal
auto Surface::fadePalette() -> bool {
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) {
@@ -641,7 +641,7 @@ auto Surface::fadePalette() -> bool {
}
// Realiza un efecto de fundido en la paleta secundaria
auto Surface::fadeSubPalette(Uint32 delay) -> bool {
auto Surface::fadeSubPalette(Uint32 delay) -> bool { // NOLINT(readability-convert-member-functions-to-static)
// Variable estática para almacenar el último tick
static Uint32 last_tick_ = 0;
@@ -675,4 +675,4 @@ auto Surface::fadeSubPalette(Uint32 delay) -> bool {
}
// Restaura la sub paleta a su estado original
void Surface::resetSubPalette() { initializeSubPalette(sub_palette_); }
void Surface::resetSubPalette() { initializeSubPalette(sub_palette_); } // NOLINT(readability-convert-member-functions-to-static)

View File

@@ -82,13 +82,13 @@ class Surface {
void render(SDL_FRect* src_rect = nullptr, SDL_FRect* dst_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE);
// Copia una región de la SurfaceData de origen a la SurfaceData de destino reemplazando un color por otro
void renderWithColorReplace(int x, int y, Uint8 source_color = 0, Uint8 target_color = 0, SDL_FRect* src_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE);
void renderWithColorReplace(int x, int y, Uint8 source_color = 0, Uint8 target_color = 0, SDL_FRect* src_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE) const;
// Render amb dissolució als cantons superior/inferior (hash 2D, sense parpelleig)
void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect = nullptr);
void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect = nullptr) const;
// Idem però reemplaçant un color índex (per a sprites sobre fons del mateix color)
void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect = nullptr);
void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect = nullptr) const;
// Establece un color en la paleta
void setColor(int index, Uint32 color);

View File

@@ -8,23 +8,37 @@
#include <stdexcept> // Para runtime_error
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/sprite/sprite.hpp" // Para SSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/resources/resource_helper.hpp" // Para ResourceHelper
#include "utils/utils.hpp" // Para getFileName, stringToColor, printWithDots
// Extrae el siguiente codepoint UTF-8 de la cadena, avanzando 'pos' al byte siguiente
auto Text::nextCodepoint(const std::string& s, size_t& pos) -> uint32_t {
auto Text::nextCodepoint(const std::string& s, size_t& pos) -> uint32_t { // NOLINT(readability-convert-member-functions-to-static)
auto c = static_cast<unsigned char>(s[pos]);
uint32_t cp = 0;
size_t extra = 0;
if (c < 0x80) { cp = c; extra = 0; }
else if (c < 0xC0) { pos++; return 0xFFFD; } // byte de continuación suelto
else if (c < 0xE0) { cp = c & 0x1F; extra = 1; }
else if (c < 0xF0) { cp = c & 0x0F; extra = 2; }
else if (c < 0xF8) { cp = c & 0x07; extra = 3; }
else { pos++; return 0xFFFD; }
if (c < 0x80) {
cp = c;
extra = 0;
} else if (c < 0xC0) {
pos++;
return 0xFFFD;
} // byte de continuación suelto
else if (c < 0xE0) {
cp = c & 0x1F;
extra = 1;
} else if (c < 0xF0) {
cp = c & 0x0F;
extra = 2;
} else if (c < 0xF8) {
cp = c & 0x07;
extra = 3;
} else {
pos++;
return 0xFFFD;
}
pos++;
for (size_t i = 0; i < extra && pos < s.size(); ++i, ++pos) {
@@ -36,7 +50,7 @@ auto Text::nextCodepoint(const std::string& s, size_t& pos) -> uint32_t {
}
// Convierte un codepoint Unicode a una cadena UTF-8
auto Text::codepointToUtf8(uint32_t cp) -> std::string {
auto Text::codepointToUtf8(uint32_t cp) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
std::string result;
if (cp < 0x80) {
result += static_cast<char>(cp);
@@ -58,7 +72,7 @@ auto Text::codepointToUtf8(uint32_t cp) -> std::string {
// Carga un fichero de definición de fuente .fnt
// Formato: líneas "clave valor", comentarios con #, gliphos como "codepoint ancho"
auto Text::loadTextFile(const std::string& file_path) -> std::shared_ptr<File> {
auto Text::loadTextFile(const std::string& file_path) -> std::shared_ptr<File> { // NOLINT(readability-convert-member-functions-to-static)
auto tf = std::make_shared<File>();
auto file_data = Resource::Helper::loadFile(file_path);
@@ -101,9 +115,9 @@ auto Text::loadTextFile(const std::string& file_path) -> std::shared_ptr<File> {
continue; // línea mal formateada, ignorar
}
Offset off{};
const int row_sp = tf->row_spacing > 0 ? tf->row_spacing : tf->cell_spacing;
off.x = (glyph_index % tf->columns) * (tf->box_width + tf->cell_spacing) + tf->cell_spacing;
off.y = (glyph_index / tf->columns) * (tf->box_height + row_sp) + tf->cell_spacing;
const int ROW_SP = tf->row_spacing > 0 ? tf->row_spacing : tf->cell_spacing;
off.x = ((glyph_index % tf->columns) * (tf->box_width + tf->cell_spacing)) + tf->cell_spacing;
off.y = ((glyph_index / tf->columns) * (tf->box_height + ROW_SP)) + tf->cell_spacing;
off.w = width;
tf->offset[codepoint] = off;
++glyph_index;
@@ -122,19 +136,19 @@ Text::Text(const std::shared_ptr<Surface>& surface, const std::string& text_file
box_width_ = tf->box_width;
offset_ = tf->offset;
sprite_ = std::make_unique<SurfaceSprite>(surface, (SDL_FRect){0.0F, 0.0F, static_cast<float>(box_width_), static_cast<float>(box_height_)});
sprite_ = std::make_unique<Sprite>(surface, SDL_FRect{.x = 0.0F, .y = 0.0F, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
}
// Constructor desde estructura precargada
Text::Text(const std::shared_ptr<Surface>& surface, const std::shared_ptr<File>& text_file)
: sprite_(std::make_unique<SurfaceSprite>(surface, (SDL_FRect){0.0F, 0.0F, static_cast<float>(text_file->box_width), static_cast<float>(text_file->box_height)})),
: sprite_(std::make_unique<Sprite>(surface, SDL_FRect{.x = 0.0F, .y = 0.0F, .w = static_cast<float>(text_file->box_width), .h = static_cast<float>(text_file->box_height)})),
box_width_(text_file->box_width),
box_height_(text_file->box_height),
offset_(text_file->offset) {
}
// Escribe texto en pantalla
void Text::write(int x, int y, const std::string& text, int kerning, int lenght) {
void Text::write(int x, int y, const std::string& text, int kerning, int lenght) { // NOLINT(readability-convert-member-functions-to-static)
int shift = 0;
int glyphs_done = 0;
size_t pos = 0;
@@ -156,7 +170,7 @@ void Text::write(int x, int y, const std::string& text, int kerning, int lenght)
}
// Escribe el texto en una surface
auto Text::writeToSurface(const std::string& text, int zoom, int kerning) -> std::shared_ptr<Surface> {
auto Text::writeToSurface(const std::string& text, int zoom, int kerning) -> std::shared_ptr<Surface> { // NOLINT(readability-make-member-function-const)
auto width = length(text, kerning) * zoom;
auto height = box_height_ * zoom;
auto surface = std::make_shared<Surface>(width, height);
@@ -170,7 +184,7 @@ auto Text::writeToSurface(const std::string& text, int zoom, int kerning) -> std
}
// Escribe el texto con extras en una surface
auto Text::writeDXToSurface(Uint8 flags, const std::string& text, int kerning, Uint8 text_color, Uint8 shadow_distance, Uint8 shadow_color, int lenght) -> std::shared_ptr<Surface> {
auto Text::writeDXToSurface(Uint8 flags, const std::string& text, int kerning, Uint8 text_color, Uint8 shadow_distance, Uint8 shadow_color, int lenght) -> std::shared_ptr<Surface> { // NOLINT(readability-make-member-function-const)
auto width = Text::length(text, kerning) + shadow_distance;
auto height = box_height_ + shadow_distance;
auto surface = std::make_shared<Surface>(width, height);
@@ -184,7 +198,7 @@ auto Text::writeDXToSurface(Uint8 flags, const std::string& text, int kerning, U
}
// Escribe el texto con colores
void Text::writeColored(int x, int y, const std::string& text, Uint8 color, int kerning, int lenght) {
void Text::writeColored(int x, int y, const std::string& text, Uint8 color, int kerning, int lenght) { // NOLINT(readability-convert-member-functions-to-static)
int shift = 0;
int glyphs_done = 0;
size_t pos = 0;
@@ -218,11 +232,11 @@ void Text::writeCentered(int x, int y, const std::string& text, int kerning, int
}
// Escribe texto con extras
void Text::writeDX(Uint8 flags, int x, int y, const std::string& text, int kerning, Uint8 text_color, Uint8 shadow_distance, Uint8 shadow_color, int lenght) {
void Text::writeDX(Uint8 flags, int x, int y, const std::string& text, int kerning, Uint8 text_color, Uint8 shadow_distance, Uint8 shadow_color, int lenght) { // NOLINT(readability-convert-member-functions-to-static)
const auto CENTERED = ((flags & CENTER_FLAG) == CENTER_FLAG);
const auto SHADOWED = ((flags & SHADOW_FLAG) == SHADOW_FLAG);
const auto COLORED = ((flags & COLOR_FLAG) == COLOR_FLAG);
const auto STROKED = ((flags & STROKE_FLAG) == STROKE_FLAG);
const auto COLORED = ((flags & COLOR_FLAG) == COLOR_FLAG);
const auto STROKED = ((flags & STROKE_FLAG) == STROKE_FLAG);
if (CENTERED) {
x -= (Text::length(text, kerning) / 2);
@@ -233,7 +247,8 @@ void Text::writeDX(Uint8 flags, int x, int y, const std::string& text, int kerni
}
if (STROKED) {
for (int dist = 1; dist <= shadow_distance; ++dist) {
const int MAX_DIST = static_cast<int>(shadow_distance);
for (int dist = 1; dist <= MAX_DIST; ++dist) {
for (int dy = -dist; dy <= dist; ++dy) {
for (int dx = -dist; dx <= dist; ++dx) {
writeColored(x + dx, y + dy, text, shadow_color, kerning, lenght);
@@ -250,7 +265,7 @@ void Text::writeDX(Uint8 flags, int x, int y, const std::string& text, int kerni
}
// Obtiene la longitud en pixels de una cadena UTF-8
auto Text::length(const std::string& text, int kerning) const -> int {
auto Text::length(const std::string& text, int kerning) const -> int { // NOLINT(readability-convert-member-functions-to-static)
int shift = 0;
size_t pos = 0;
@@ -267,13 +282,24 @@ auto Text::length(const std::string& text, int kerning) const -> int {
}
// Devuelve el ancho en pixels de un glifo dado su codepoint Unicode
auto Text::glyphWidth(uint32_t codepoint, int kerning) const -> int {
auto Text::glyphWidth(uint32_t codepoint, int kerning) const -> int { // NOLINT(readability-convert-member-functions-to-static)
auto it = offset_.find(codepoint);
if (it == offset_.end()) { it = offset_.find('?'); }
if (it != offset_.end()) { return it->second.w + kerning; }
return 0;
}
// Devuelve el clip rect (región en el bitmap) de un glifo dado su codepoint
auto Text::getGlyphClip(uint32_t codepoint) const -> SDL_FRect {
auto it = offset_.find(codepoint);
if (it == offset_.end()) { it = offset_.find('?'); }
if (it == offset_.end()) { return {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F}; }
return {.x = static_cast<float>(it->second.x),
.y = static_cast<float>(it->second.y),
.w = static_cast<float>(box_width_),
.h = static_cast<float>(box_height_)};
}
// Devuelve el tamaño de la caja de cada caracter
auto Text::getCharacterSize() const -> int {
return box_width_;

View File

@@ -2,12 +2,12 @@
#include <SDL3/SDL.h>
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <unordered_map> // Para unordered_map
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <unordered_map> // Para unordered_map
#include "core/rendering/surface_sprite.hpp" // Para SSprite
class Surface; // Forward declaration
#include "core/rendering/sprite/sprite.hpp" // Para SSprite
class Surface; // Forward declaration
// Clase texto. Pinta texto en pantalla a partir de un bitmap con soporte UTF-8
class Text {
@@ -18,11 +18,11 @@ class Text {
};
struct File {
int box_width{0}; // Anchura de la caja de cada caracter en el png
int box_height{0}; // Altura de la caja de cada caracter en el png
int columns{16}; // Número de columnas en el bitmap
int cell_spacing{0}; // Píxeles de separación entre columnas (y borde izquierdo/superior)
int row_spacing{0}; // Píxeles de separación entre filas (si difiere de cell_spacing)
int box_width{0}; // Anchura de la caja de cada caracter en el png
int box_height{0}; // Altura de la caja de cada caracter en el png
int columns{16}; // Número de columnas en el bitmap
int cell_spacing{0}; // Píxeles de separación entre columnas (y borde izquierdo/superior)
int row_spacing{0}; // Píxeles de separación entre filas (si difiere de cell_spacing)
std::unordered_map<uint32_t, Offset> offset; // Posición y ancho de cada glifo (clave: codepoint Unicode)
};
@@ -48,9 +48,11 @@ class Text {
auto writeToSurface(const std::string& text, int zoom = 1, int kerning = 1) -> std::shared_ptr<Surface>; // Escribe el texto en una textura
auto writeDXToSurface(Uint8 flags, const std::string& text, int kerning = 1, Uint8 text_color = Uint8(), Uint8 shadow_distance = 1, Uint8 shadow_color = Uint8(), int lenght = -1) -> std::shared_ptr<Surface>; // Escribe el texto con extras en una textura
[[nodiscard]] auto length(const std::string& text, int kerning = 1) const -> int; // Obtiene la longitud en pixels de una cadena
[[nodiscard]] auto getCharacterSize() const -> int; // Devuelve el tamaño del caracter
[[nodiscard]] auto length(const std::string& text, int kerning = 1) const -> int; // Obtiene la longitud en pixels de una cadena
[[nodiscard]] auto getCharacterSize() const -> int; // Devuelve el tamaño del caracter
[[nodiscard]] auto glyphWidth(uint32_t codepoint, int kerning = 0) const -> int; // Devuelve el ancho en pixels de un glifo
[[nodiscard]] auto getGlyphClip(uint32_t codepoint) const -> SDL_FRect; // Devuelve el clip rect del glifo
[[nodiscard]] auto getSprite() const -> Sprite* { return sprite_.get(); } // Acceso al sprite interno
void setFixedWidth(bool value); // Establece si se usa un tamaño fijo de letra
@@ -60,11 +62,11 @@ class Text {
private:
// Objetos y punteros
std::unique_ptr<SurfaceSprite> sprite_ = nullptr; // Objeto con los graficos para el texto
std::unique_ptr<Sprite> sprite_ = nullptr; // Objeto con los graficos para el texto
// Variables
int box_width_ = 0; // Anchura de la caja de cada caracter en el png
int box_height_ = 0; // Altura de la caja de cada caracter en el png
bool fixed_width_ = false; // Indica si el texto se ha de escribir con longitud fija
std::unordered_map<uint32_t, Offset> offset_; // Posición y ancho de cada glifo (clave: codepoint Unicode)
int box_width_ = 0; // Anchura de la caja de cada caracter en el png
int box_height_ = 0; // Altura de la caja de cada caracter en el png
bool fixed_width_ = false; // Indica si el texto se ha de escribir con longitud fija
std::unordered_map<uint32_t, Offset> offset_; // Posición y ancho de cada glifo (clave: codepoint Unicode)
};

View File

@@ -1,163 +0,0 @@
#include "core/rendering/texture.hpp"
#include <SDL3/SDL.h>
#include <iostream> // Para basic_ostream, operator<<, endl, cout
#include <stdexcept> // Para runtime_error
#include <string> // Para char_traits, operator<<, string, opera...
#include <utility>
#include <vector> // Para vector
#include "utils/utils.hpp" // Para getFileName, Color, printWithDots
#define STB_IMAGE_IMPLEMENTATION
#include "external/stb_image.h" // para stbi_failure_reason, stbi_image_free
// Constructor
Texture::Texture(SDL_Renderer* renderer, std::string path)
: renderer_(renderer),
path_(std::move(path)) {
// Carga el fichero en la textura
if (!path_.empty()) {
// Obtiene la extensión
const std::string EXTENSION = path_.substr(path_.find_last_of('.') + 1);
// .png
if (EXTENSION == "png") {
loadFromFile(path_);
}
}
}
// Destructor
Texture::~Texture() {
unloadTexture();
palettes_.clear();
}
// Carga una imagen desde un fichero
auto Texture::loadFromFile(const std::string& file_path) -> bool {
if (file_path.empty()) {
return false;
}
int req_format = STBI_rgb_alpha;
int width;
int height;
int orig_format;
unsigned char* data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
if (data == nullptr) {
std::cerr << "Error: Fichero no encontrado " << getFileName(file_path) << '\n';
throw std::runtime_error("Fichero no encontrado: " + getFileName(file_path));
}
printWithDots("Image : ", getFileName(file_path), "[ LOADED ]");
int pitch;
SDL_PixelFormat pixel_format;
// STBI_rgb_alpha (RGBA)
pitch = 4 * width;
pixel_format = SDL_PIXELFORMAT_RGBA32;
// Limpia
unloadTexture();
// La textura final
SDL_Texture* new_texture = nullptr;
// Carga la imagen desde una ruta específica
auto* loaded_surface = SDL_CreateSurfaceFrom(width, height, pixel_format, static_cast<void*>(data), pitch);
if (loaded_surface == nullptr) {
std::cout << "Unable to load image " << file_path << '\n';
} else {
// Crea la textura desde los pixels de la surface
new_texture = SDL_CreateTextureFromSurface(renderer_, loaded_surface);
if (new_texture == nullptr) {
std::cout << "Unable to create texture from " << file_path << "! SDL Error: " << SDL_GetError() << '\n';
} else {
// Obtiene las dimensiones de la imagen
width_ = loaded_surface->w;
height_ = loaded_surface->h;
}
// Elimina la textura cargada
SDL_DestroySurface(loaded_surface);
}
// Return success
stbi_image_free(data);
texture_ = new_texture;
return texture_ != nullptr;
}
// Crea una textura en blanco
auto Texture::createBlank(int width, int height, SDL_PixelFormat format, SDL_TextureAccess access) -> bool {
// Crea una textura sin inicializar
texture_ = SDL_CreateTexture(renderer_, format, access, width, height);
if (texture_ == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create blank texture! SDL Error: %s", SDL_GetError());
} else {
width_ = width;
height_ = height;
}
return texture_ != nullptr;
}
// Libera la memoria de la textura
void Texture::unloadTexture() {
// Libera la textura
if (texture_ != nullptr) {
SDL_DestroyTexture(texture_);
texture_ = nullptr;
width_ = 0;
height_ = 0;
}
}
// Establece el color para la modulacion
void Texture::setColor(Uint8 red, Uint8 green, Uint8 blue) { SDL_SetTextureColorMod(texture_, red, green, blue); }
void Texture::setColor(Color color) { SDL_SetTextureColorMod(texture_, color.r, color.g, color.b); }
// Establece el blending
void Texture::setBlendMode(SDL_BlendMode blending) { SDL_SetTextureBlendMode(texture_, blending); }
// Establece el alpha para la modulación
void Texture::setAlpha(Uint8 alpha) { SDL_SetTextureAlphaMod(texture_, alpha); }
// Renderiza la textura en un punto específico
void Texture::render(float x, float y, SDL_FRect* clip, float zoom_w, float zoom_h, double angle, SDL_FPoint* center, SDL_FlipMode flip) {
// Establece el destino de renderizado en la pantalla
SDL_FRect render_quad = {x, y, width_, height_};
// Obtiene las dimesiones del clip de renderizado
if (clip != nullptr) {
render_quad.w = clip->w;
render_quad.h = clip->h;
}
// Calcula el zoom y las coordenadas
if (zoom_h != 1.0F || zoom_w != 1.0F) {
render_quad.x = render_quad.x + (render_quad.w / 2);
render_quad.y = render_quad.y + (render_quad.h / 2);
render_quad.w = render_quad.w * zoom_w;
render_quad.h = render_quad.h * zoom_h;
render_quad.x = render_quad.x - (render_quad.w / 2);
render_quad.y = render_quad.y - (render_quad.h / 2);
}
// Renderiza a pantalla
SDL_RenderTextureRotated(renderer_, texture_, clip, &render_quad, angle, center, flip);
}
// Establece la textura como objetivo de renderizado
void Texture::setAsRenderTarget(SDL_Renderer* renderer) { SDL_SetRenderTarget(renderer, texture_); }
// Recarga la textura
auto Texture::reLoad() -> bool { return loadFromFile(path_); }
// Obtiene la textura
auto Texture::getSDLTexture() -> SDL_Texture* { return texture_; }
// Obtiene el renderizador
auto Texture::getRenderer() -> SDL_Renderer* { return renderer_; }

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@@ -1,43 +0,0 @@
#pragma once
#include <SDL3/SDL.h>
#include <string> // Para string
#include <vector> // Para vector
struct Color; // lines 11-11
class Texture {
public:
explicit Texture(SDL_Renderer* renderer, std::string path = std::string()); // Constructor
~Texture(); // Destructor
auto loadFromFile(const std::string& path) -> bool; // Carga una imagen desde un fichero
auto createBlank(int width, int height, SDL_PixelFormat format = SDL_PIXELFORMAT_RGBA8888, SDL_TextureAccess access = SDL_TEXTUREACCESS_STREAMING) -> bool; // Crea una textura en blanco
auto reLoad() -> bool; // Recarga la textura
void setColor(Uint8 red, Uint8 green, Uint8 blue); // Establece el color para la modulacion
void setColor(Color color); // Establece el color para la modulacion
void setBlendMode(SDL_BlendMode blending); // Establece el blending
void setAlpha(Uint8 alpha); // Establece el alpha para la modulación
void setAsRenderTarget(SDL_Renderer* renderer); // Establece la textura como objetivo de renderizado
void render(float x, float y, SDL_FRect* clip = nullptr, float zoom_w = 1, float zoom_h = 1, double angle = 0.0, SDL_FPoint* center = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE); // Renderiza la textura en un punto específico
[[nodiscard]] auto getWidth() const -> int { return width_; } // Obtiene el ancho de la imagen
[[nodiscard]] auto getHeight() const -> int { return height_; } // Obtiene el alto de la imagen
auto getSDLTexture() -> SDL_Texture*; // Obtiene la textura
auto getRenderer() -> SDL_Renderer*; // Obtiene el renderizador
private:
void unloadTexture(); // Libera la memoria de la textura
// Objetos y punteros
SDL_Renderer* renderer_; // Renderizador donde dibujar la textura
SDL_Texture* texture_ = nullptr; // La textura
// Variables
std::string path_; // Ruta de la imagen de la textura
float width_ = 0.0F; // Ancho de la imagen
float height_ = 0.0F; // Alto de la imagen
std::vector<std::vector<Uint32>> palettes_; // Vector con las diferentes paletas
};

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@@ -76,8 +76,8 @@ namespace Resource {
}
// Obtiene el sonido a partir de un nombre
auto Cache::getSound(const std::string& name) -> JA_Sound_t* {
auto it = std::ranges::find_if(sounds_, [&name](const auto& s) { return s.name == name; });
auto Cache::getSound(const std::string& name) -> JA_Sound_t* { // NOLINT(readability-convert-member-functions-to-static)
auto it = std::ranges::find_if(sounds_, [&name](const auto& s) -> bool { return s.name == name; });
if (it != sounds_.end()) {
return it->sound;
@@ -88,8 +88,8 @@ namespace Resource {
}
// Obtiene la música a partir de un nombre
auto Cache::getMusic(const std::string& name) -> JA_Music_t* {
auto it = std::ranges::find_if(musics_, [&name](const auto& m) { return m.name == name; });
auto Cache::getMusic(const std::string& name) -> JA_Music_t* { // NOLINT(readability-convert-member-functions-to-static)
auto it = std::ranges::find_if(musics_, [&name](const auto& m) -> bool { return m.name == name; });
if (it != musics_.end()) {
return it->music;
@@ -100,8 +100,8 @@ namespace Resource {
}
// Obtiene la surface a partir de un nombre
auto Cache::getSurface(const std::string& name) -> std::shared_ptr<Surface> {
auto it = std::ranges::find_if(surfaces_, [&name](const auto& t) { return t.name == name; });
auto Cache::getSurface(const std::string& name) -> std::shared_ptr<Surface> { // NOLINT(readability-convert-member-functions-to-static)
auto it = std::ranges::find_if(surfaces_, [&name](const auto& t) -> bool { return t.name == name; });
if (it != surfaces_.end()) {
return it->surface;
@@ -112,8 +112,8 @@ namespace Resource {
}
// Obtiene la paleta a partir de un nombre
auto Cache::getPalette(const std::string& name) -> Palette {
auto it = std::ranges::find_if(palettes_, [&name](const auto& t) { return t.name == name; });
auto Cache::getPalette(const std::string& name) -> Palette { // NOLINT(readability-convert-member-functions-to-static)
auto it = std::ranges::find_if(palettes_, [&name](const auto& t) -> bool { return t.name == name; });
if (it != palettes_.end()) {
return it->palette;
@@ -124,8 +124,8 @@ namespace Resource {
}
// Obtiene el fichero de texto a partir de un nombre
auto Cache::getTextFile(const std::string& name) -> std::shared_ptr<Text::File> {
auto it = std::ranges::find_if(text_files_, [&name](const auto& t) { return t.name == name; });
auto Cache::getTextFile(const std::string& name) -> std::shared_ptr<Text::File> { // NOLINT(readability-convert-member-functions-to-static)
auto it = std::ranges::find_if(text_files_, [&name](const auto& t) -> bool { return t.name == name; });
if (it != text_files_.end()) {
return it->text_file;
@@ -136,8 +136,8 @@ namespace Resource {
}
// Obtiene el objeto de texto a partir de un nombre
auto Cache::getText(const std::string& name) -> std::shared_ptr<Text> {
auto it = std::ranges::find_if(texts_, [&name](const auto& t) { return t.name == name; });
auto Cache::getText(const std::string& name) -> std::shared_ptr<Text> { // NOLINT(readability-convert-member-functions-to-static)
auto it = std::ranges::find_if(texts_, [&name](const auto& t) -> bool { return t.name == name; });
if (it != texts_.end()) {
return it->text;
@@ -148,8 +148,8 @@ namespace Resource {
}
// Obtiene los datos de animación parseados a partir de un nombre
auto Cache::getAnimationData(const std::string& name) -> const AnimationResource& {
auto it = std::ranges::find_if(animations_, [&name](const auto& a) { return a.name == name; });
auto Cache::getAnimationData(const std::string& name) -> const AnimationResource& { // NOLINT(readability-convert-member-functions-to-static)
auto it = std::ranges::find_if(animations_, [&name](const auto& a) -> bool { return a.name == name; });
if (it != animations_.end()) {
return *it;
@@ -160,8 +160,8 @@ namespace Resource {
}
// Obtiene la habitación a partir de un nombre
auto Cache::getRoom(const std::string& name) -> std::shared_ptr<Room::Data> {
auto it = std::ranges::find_if(rooms_, [&name](const auto& r) { return r.name == name; });
auto Cache::getRoom(const std::string& name) -> std::shared_ptr<Room::Data> { // NOLINT(readability-convert-member-functions-to-static)
auto it = std::ranges::find_if(rooms_, [&name](const auto& r) -> bool { return r.name == name; });
if (it != rooms_.end()) {
return it->room;
@@ -177,7 +177,7 @@ namespace Resource {
}
// Helper para lanzar errores de carga con formato consistente
[[noreturn]] void Cache::throwLoadError(const std::string& asset_type, const std::string& file_path, const std::exception& e) {
[[noreturn]] void Cache::throwLoadError(const std::string& asset_type, const std::string& file_path, const std::exception& e) { // NOLINT(readability-convert-member-functions-to-static)
std::cerr << "\n[ ERROR ] Failed to load " << asset_type << ": " << getFileName(file_path) << '\n';
std::cerr << "[ ERROR ] Path: " << file_path << '\n';
std::cerr << "[ ERROR ] Reason: " << e.what() << '\n';
@@ -186,7 +186,7 @@ namespace Resource {
}
// Carga los sonidos
void Cache::loadSounds() {
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();
@@ -221,7 +221,7 @@ namespace Resource {
}
// Carga las musicas
void Cache::loadMusics() {
void Cache::loadMusics() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n>> MUSIC FILES" << '\n';
auto list = List::get()->getListByType(List::Type::MUSIC);
musics_.clear();
@@ -256,7 +256,7 @@ namespace Resource {
}
// Carga las texturas
void Cache::loadSurfaces() {
void Cache::loadSurfaces() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n>> SURFACES" << '\n';
auto list = List::get()->getListByType(List::Type::BITMAP);
surfaces_.clear();
@@ -283,7 +283,7 @@ namespace Resource {
}
// Carga las paletas
void Cache::loadPalettes() {
void Cache::loadPalettes() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n>> PALETTES" << '\n';
auto list = List::get()->getListByType(List::Type::PALETTE);
palettes_.clear();
@@ -300,7 +300,7 @@ namespace Resource {
}
// Carga los ficheros de texto
void Cache::loadTextFiles() {
void Cache::loadTextFiles() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n>> TEXT FILES" << '\n';
auto list = List::get()->getListByType(List::Type::FONT);
text_files_.clear();
@@ -317,7 +317,7 @@ namespace Resource {
}
// Carga las animaciones
void Cache::loadAnimations() {
void Cache::loadAnimations() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n>> ANIMATIONS" << '\n';
auto list = List::get()->getListByType(List::Type::ANIMATION);
animations_.clear();
@@ -343,7 +343,7 @@ namespace Resource {
}
// Carga las habitaciones desde archivos YAML
void Cache::loadRooms() {
void Cache::loadRooms() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n>> ROOMS" << '\n';
auto list = List::get()->getListByType(List::Type::ROOM);
rooms_.clear();
@@ -360,7 +360,7 @@ namespace Resource {
}
}
void Cache::createText() {
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
@@ -461,12 +461,12 @@ namespace Resource {
// Draw progress bar border
const float WIRED_BAR_WIDTH = Options::game.width - (X_PADDING * 2);
SDL_FRect rect_wired = {X_PADDING, BAR_POSITION, WIRED_BAR_WIDTH, BAR_HEIGHT};
SDL_FRect rect_wired = {.x = X_PADDING, .y = BAR_POSITION, .w = WIRED_BAR_WIDTH, .h = BAR_HEIGHT};
surface->drawRectBorder(&rect_wired, BAR_COLOR);
// Draw progress bar fill
const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * count_.getPercentage();
SDL_FRect rect_full = {X_PADDING, BAR_POSITION, FULL_BAR_WIDTH, BAR_HEIGHT};
SDL_FRect rect_full = {.x = X_PADDING, .y = BAR_POSITION, .w = FULL_BAR_WIDTH, .h = BAR_HEIGHT};
surface->fillRect(&rect_full, BAR_COLOR);
Screen::get()->render();

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@@ -19,11 +19,11 @@ namespace Resource {
// Singleton
List* List::instance = nullptr;
void List::init(const std::string& executable_path) {
void List::init(const std::string& executable_path) { // NOLINT(readability-convert-member-functions-to-static)
List::instance = new List(executable_path);
}
void List::destroy() {
void List::destroy() { // NOLINT(readability-convert-member-functions-to-static)
delete List::instance;
}
@@ -32,12 +32,12 @@ namespace Resource {
}
// Añade un elemento al mapa (función auxiliar)
void List::addToMap(const std::string& file_path, Type type, bool required, bool absolute) {
void List::addToMap(const std::string& file_path, Type type, bool required, bool absolute) { // NOLINT(readability-convert-member-functions-to-static)
std::string full_path = absolute ? file_path : executable_path_ + file_path;
std::string filename = getFileName(full_path);
// Verificar si ya existe el archivo
if (file_list_.find(filename) != file_list_.end()) {
if (file_list_.contains(filename)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Warning: Asset '%s' already exists, overwriting",
filename.c_str());
@@ -52,7 +52,7 @@ namespace Resource {
}
// Carga recursos desde un archivo de configuración con soporte para variables
void List::loadFromFile(const std::string& config_file_path, const std::string& prefix, const std::string& system_folder) {
void List::loadFromFile(const std::string& config_file_path, const std::string& prefix, const std::string& system_folder) { // NOLINT(readability-convert-member-functions-to-static)
std::ifstream file(config_file_path);
if (!file.is_open()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -71,7 +71,7 @@ namespace Resource {
}
// Carga recursos desde un string de configuración (para release con pack)
void List::loadFromString(const std::string& config_content, const std::string& prefix, const std::string& system_folder) {
void List::loadFromString(const std::string& config_content, const std::string& prefix, const std::string& system_folder) { // NOLINT(readability-convert-member-functions-to-static)
try {
// Parsear YAML
auto yaml = fkyaml::node::deserialize(config_content);
@@ -156,7 +156,7 @@ namespace Resource {
}
// Devuelve la ruta completa a un fichero (búsqueda O(1))
auto List::get(const std::string& filename) const -> std::string {
auto List::get(const std::string& filename) const -> std::string { // NOLINT(readability-convert-member-functions-to-static)
auto it = file_list_.find(filename);
if (it != file_list_.end()) {
return it->second.file;
@@ -167,7 +167,7 @@ namespace Resource {
}
// Carga datos del archivo
auto List::loadData(const std::string& filename) const -> std::vector<uint8_t> {
auto List::loadData(const std::string& filename) const -> std::vector<uint8_t> { // NOLINT(readability-convert-member-functions-to-static)
auto it = file_list_.find(filename);
if (it != file_list_.end()) {
std::ifstream file(it->second.file, std::ios::binary);
@@ -197,11 +197,11 @@ namespace Resource {
// Verifica si un recurso existe
auto List::exists(const std::string& filename) const -> bool {
return file_list_.find(filename) != file_list_.end();
return file_list_.contains(filename);
}
// Parsea string a Type
auto List::parseAssetType(const std::string& type_str) -> Type {
auto List::parseAssetType(const std::string& type_str) -> Type { // NOLINT(readability-convert-member-functions-to-static)
if (type_str == "DATA") {
return Type::DATA;
}
@@ -235,7 +235,7 @@ namespace Resource {
}
// Devuelve el nombre del tipo de recurso
auto List::getTypeName(Type type) -> std::string {
auto List::getTypeName(Type type) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
switch (type) {
case Type::DATA:
return "DATA";
@@ -259,7 +259,7 @@ namespace Resource {
}
// Devuelve la lista de recursos de un tipo
auto List::getListByType(Type type) const -> std::vector<std::string> {
auto List::getListByType(Type type) const -> std::vector<std::string> { // NOLINT(readability-convert-member-functions-to-static)
std::vector<std::string> list;
for (const auto& [filename, item] : file_list_) {
@@ -275,7 +275,7 @@ namespace Resource {
}
// Reemplaza variables en las rutas
auto List::replaceVariables(const std::string& path, const std::string& prefix, const std::string& system_folder) -> std::string {
auto List::replaceVariables(const std::string& path, const std::string& prefix, const std::string& system_folder) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
std::string result = path;
// Reemplazar ${PREFIX}
@@ -296,7 +296,7 @@ namespace Resource {
}
// Parsea las opciones de una línea de configuración
auto List::parseOptions(const std::string& options, bool& required, bool& absolute) -> void {
auto List::parseOptions(const std::string& options, bool& required, bool& absolute) -> void { // NOLINT(readability-convert-member-functions-to-static)
if (options.empty()) {
return;
}

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@@ -53,7 +53,7 @@ namespace Resource {
}
// Load a resource
auto Loader::loadResource(const std::string& filename) -> std::vector<uint8_t> {
auto Loader::loadResource(const std::string& filename) -> std::vector<uint8_t> { // NOLINT(readability-make-member-function-const)
if (!initialized_) {
std::cerr << "Loader: Not initialized\n";
return {};
@@ -81,7 +81,7 @@ namespace Resource {
}
// Check if a resource exists
auto Loader::resourceExists(const std::string& filename) -> bool {
auto Loader::resourceExists(const std::string& filename) -> bool { // NOLINT(readability-make-member-function-const)
if (!initialized_) {
return false;
}
@@ -107,7 +107,7 @@ namespace Resource {
}
// Get pack statistics
auto Loader::getPackResourceCount() const -> size_t {
auto Loader::getPackResourceCount() const -> size_t { // NOLINT(readability-convert-member-functions-to-static)
if (resource_pack_ && resource_pack_->isLoaded()) {
return resource_pack_->getResourceCount();
}
@@ -122,7 +122,7 @@ namespace Resource {
}
// Load from filesystem
auto Loader::loadFromFilesystem(const std::string& filepath)
auto Loader::loadFromFilesystem(const std::string& filepath) // NOLINT(readability-convert-member-functions-to-static)
-> std::vector<uint8_t> {
std::ifstream file(filepath, std::ios::binary | std::ios::ate);
if (!file) {
@@ -147,7 +147,7 @@ namespace Resource {
}
// Validate pack integrity
auto Loader::validatePack() const -> bool {
auto Loader::validatePack() const -> bool { // NOLINT(readability-convert-member-functions-to-static)
if (!initialized_ || !resource_pack_ || !resource_pack_->isLoaded()) {
std::cerr << "Loader: Cannot validate - pack not loaded\n";
return false;
@@ -158,7 +158,7 @@ namespace Resource {
if (checksum == 0) {
std::cerr << "Loader: Pack checksum is zero (invalid)\n";
return false;
return false; // NOLINT(readability-simplify-boolean-expr)
}
std::cout << "Loader: Pack checksum: 0x" << std::hex << checksum << std::dec
@@ -168,7 +168,7 @@ namespace Resource {
}
// Load assets.yaml from pack
auto Loader::loadAssetsConfig() const -> std::string {
auto Loader::loadAssetsConfig() const -> std::string { // NOLINT(readability-convert-member-functions-to-static)
if (!initialized_ || !resource_pack_ || !resource_pack_->isLoaded()) {
std::cerr << "Loader: Cannot load assets config - pack not loaded\n";
return "";

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@@ -13,7 +13,7 @@
namespace Resource {
// Calculate CRC32 checksum for data verification
auto Pack::calculateChecksum(const std::vector<uint8_t>& data) -> uint32_t {
auto Pack::calculateChecksum(const std::vector<uint8_t>& data) -> uint32_t { // NOLINT(readability-convert-member-functions-to-static)
uint32_t checksum = 0x12345678;
for (unsigned char byte : data) {
checksum = ((checksum << 5) + checksum) + byte;
@@ -22,7 +22,7 @@ namespace Resource {
}
// XOR encryption (symmetric - same function for encrypt/decrypt)
void Pack::encryptData(std::vector<uint8_t>& data, const std::string& key) {
void Pack::encryptData(std::vector<uint8_t>& data, const std::string& key) { // NOLINT(readability-identifier-naming)
if (key.empty()) {
return;
}
@@ -31,13 +31,13 @@ namespace Resource {
}
}
void Pack::decryptData(std::vector<uint8_t>& data, const std::string& key) {
void Pack::decryptData(std::vector<uint8_t>& data, const std::string& key) { // NOLINT(readability-identifier-naming)
// XOR is symmetric
encryptData(data, key);
}
// Read entire file into memory
auto Pack::readFile(const std::string& filepath) -> std::vector<uint8_t> {
auto Pack::readFile(const std::string& filepath) -> std::vector<uint8_t> { // NOLINT(readability-convert-member-functions-to-static)
std::ifstream file(filepath, std::ios::binary | std::ios::ate);
if (!file) {
std::cerr << "ResourcePack: Failed to open file: " << filepath << '\n';
@@ -57,7 +57,7 @@ namespace Resource {
}
// Add a single file to the pack
auto Pack::addFile(const std::string& filepath, const std::string& pack_name)
auto Pack::addFile(const std::string& filepath, const std::string& pack_name) // NOLINT(readability-convert-member-functions-to-static)
-> bool {
auto file_data = readFile(filepath);
if (file_data.empty()) {
@@ -80,9 +80,9 @@ namespace Resource {
}
// Add all files from a directory recursively
auto Pack::addDirectory(const std::string& dir_path,
auto Pack::addDirectory(const std::string& dir_path, // NOLINT(readability-convert-member-functions-to-static)
const std::string& base_path) -> bool {
namespace fs = std::filesystem;
namespace fs = std::filesystem; // NOLINT(readability-identifier-naming)
if (!fs::exists(dir_path) || !fs::is_directory(dir_path)) {
std::cerr << "ResourcePack: Directory not found: " << dir_path << '\n';
@@ -117,7 +117,7 @@ namespace Resource {
}
// Save the pack to a file
auto Pack::savePack(const std::string& pack_file) -> bool {
auto Pack::savePack(const std::string& pack_file) -> bool { // NOLINT(readability-convert-member-functions-to-static)
std::ofstream file(pack_file, std::ios::binary);
if (!file) {
std::cerr << "ResourcePack: Failed to create pack file: " << pack_file << '\n';
@@ -229,7 +229,7 @@ namespace Resource {
}
// Get a resource by name
auto Pack::getResource(const std::string& filename) -> std::vector<uint8_t> {
auto Pack::getResource(const std::string& filename) -> std::vector<uint8_t> { // NOLINT(readability-convert-member-functions-to-static)
auto it = resources_.find(filename);
if (it == resources_.end()) {
return {};
@@ -259,11 +259,11 @@ namespace Resource {
// Check if a resource exists
auto Pack::hasResource(const std::string& filename) const -> bool {
return resources_.find(filename) != resources_.end();
return resources_.contains(filename);
}
// Get list of all resources
auto Pack::getResourceList() const -> std::vector<std::string> {
auto Pack::getResourceList() const -> std::vector<std::string> { // NOLINT(readability-convert-member-functions-to-static)
std::vector<std::string> list;
list.reserve(resources_.size());
for (const auto& [name, entry] : resources_) {
@@ -274,7 +274,7 @@ namespace Resource {
}
// Calculate overall pack checksum for validation
auto Pack::calculatePackChecksum() const -> uint32_t {
auto Pack::calculatePackChecksum() const -> uint32_t { // NOLINT(readability-convert-member-functions-to-static)
if (!loaded_ || data_.empty()) {
return 0;
}

View File

@@ -40,13 +40,13 @@ namespace Resource {
auto loadPack(const std::string& pack_file) -> bool;
auto getResource(const std::string& filename) -> std::vector<uint8_t>; // Resource access
auto hasResource(const std::string& filename) const -> bool;
auto getResourceList() const -> std::vector<std::string>;
[[nodiscard]] auto hasResource(const std::string& filename) const -> bool;
[[nodiscard]] auto getResourceList() const -> std::vector<std::string>;
auto isLoaded() const -> bool { return loaded_; } // Status queries
auto getResourceCount() const -> size_t { return resources_.size(); }
auto getDataSize() const -> size_t { return data_.size(); }
auto calculatePackChecksum() const -> uint32_t; // Validation
[[nodiscard]] auto isLoaded() const -> bool { return loaded_; } // Status queries
[[nodiscard]] auto getResourceCount() const -> size_t { return resources_.size(); }
[[nodiscard]] auto getDataSize() const -> size_t { return data_.size(); }
[[nodiscard]] auto calculatePackChecksum() const -> uint32_t; // Validation
private:
static constexpr std::array<char, 4> MAGIC_HEADER = {'J', 'D', 'D', 'I'}; // Pack format constants

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@@ -28,7 +28,7 @@ auto Debug::get() -> Debug* {
}
// Dibuja en pantalla
void Debug::render() {
void Debug::render() { // NOLINT(readability-make-member-function-const)
auto text = Resource::Cache::get()->getText("aseprite");
int y = y_;
int w = 0;
@@ -39,7 +39,7 @@ void Debug::render() {
y += text->getCharacterSize() + 1;
if (y > 192 - text->getCharacterSize()) {
y = y_;
x_ += w * text->getCharacterSize() + 2;
x_ += (w * text->getCharacterSize()) + 2;
}
}

View File

@@ -120,11 +120,11 @@ Director::Director(std::vector<std::string> const& args) {
#endif
// Configura la ruta y carga las opciones desde un fichero
Options::setConfigFile(Resource::List::get()->get("config.yaml"));
Options::setConfigFile(Resource::List::get()->get("config.yaml")); // NOLINT(readability-static-accessed-through-instance)
Options::loadFromFile();
// Configura la ruta y carga los presets de PostFX
Options::setPostFXFile(Resource::List::get()->get("postfx.yaml"));
Options::setPostFXFile(Resource::List::get()->get("postfx.yaml")); // NOLINT(readability-static-accessed-through-instance)
Options::loadPostFXFromFile();
// En mode quiosc, forçar pantalla completa independentment de la configuració
@@ -150,7 +150,7 @@ Director::Director(std::vector<std::string> const& args) {
Input::init(gamecontroller_db);
#else
// In development, use Asset as normal
Input::init(Resource::List::get()->get("gamecontrollerdb.txt")); // Carga configuración de controles
Input::init(Resource::List::get()->get("gamecontrollerdb.txt")); // NOLINT(readability-static-accessed-through-instance) Carga configuración de controles
#endif
// Aplica las teclas y botones del gamepad configurados desde Options
@@ -168,7 +168,7 @@ Director::Director(std::vector<std::string> const& args) {
std::string locale_path = executable_path_ + PREFIX + "/data/locale/" + Options::language + ".yaml";
Locale::init(locale_path);
#else
Locale::init(Resource::List::get()->get(Options::language + ".yaml"));
Locale::init(Resource::List::get()->get(Options::language + ".yaml")); // NOLINT(readability-static-accessed-through-instance)
#endif
// Special handling for cheevos.bin - also needs filesystem path
@@ -204,7 +204,7 @@ Director::~Director() {
}
// Comprueba los parametros del programa
auto Director::checkProgramArguments(std::vector<std::string> const& args) -> std::string {
auto Director::checkProgramArguments(std::vector<std::string> const& args) -> std::string { // NOLINT(readability-identifier-naming)
// Iterar sobre los argumentos del programa (saltando args[0] que es el ejecutable)
for (std::size_t i = 1; i < args.size(); ++i) {
const std::string& argument = args[i];
@@ -226,7 +226,7 @@ auto Director::checkProgramArguments(std::vector<std::string> const& args) -> st
}
// Crea la carpeta del sistema donde guardar datos
void Director::createSystemFolder(const std::string& folder) {
void Director::createSystemFolder(const std::string& folder) { // NOLINT(readability-convert-member-functions-to-static)
#ifdef _WIN32
system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
#elif __APPLE__
@@ -281,7 +281,7 @@ void Director::createSystemFolder(const std::string& folder) {
}
// Carga la configuración de assets desde assets.yaml
void Director::setFileList() {
void Director::setFileList() { // NOLINT(readability-convert-member-functions-to-static)
// Determinar el prefijo de ruta según la plataforma
#ifdef MACOS_BUNDLE
const std::string PREFIX = "/../Resources";

View File

@@ -26,6 +26,7 @@ namespace Defaults::Video {
constexpr Screen::Filter FILTER = Screen::Filter::NEAREST; // Filtro por defecto
constexpr bool VERTICAL_SYNC = true; // Vsync activado por defecto
constexpr bool POSTFX = false; // PostFX desactivado por defecto
constexpr bool SUPERSAMPLING = false; // Supersampling desactivado por defecto
constexpr bool INTEGER_SCALE = true; // Escalado entero activado por defecto
constexpr bool KEEP_ASPECT = true; // Mantener aspecto activado por defecto
constexpr const char* PALETTE_NAME = "zx-spectrum"; // Paleta por defecto
@@ -82,7 +83,7 @@ namespace Defaults::Kiosk {
} // namespace Defaults::Kiosk
namespace Defaults::Localization {
constexpr const char* LANGUAGE = "en"; // Idioma por defecto (en = inglés, ca = catalán)
constexpr const char* LANGUAGE = "ca"; // Idioma por defecto (en = inglés, ca = catalán)
} // namespace Defaults::Localization
namespace Defaults::Game::Room {

View File

@@ -4,13 +4,13 @@
#include <cstdlib> // Para rand
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/resources/resource_cache.hpp" // Para Resource
#include "utils/utils.hpp" // Para stringToColor
#include "core/rendering/sprite/animated_sprite.hpp" // Para SAnimatedSprite
#include "core/resources/resource_cache.hpp" // Para Resource
#include "utils/utils.hpp" // Para stringToColor
// Constructor
Enemy::Enemy(const Data& enemy)
: sprite_(std::make_shared<SurfaceAnimatedSprite>(Resource::Cache::get()->getAnimationData(enemy.animation_path))),
: sprite_(std::make_shared<AnimatedSprite>(Resource::Cache::get()->getAnimationData(enemy.animation_path))),
color_string_(enemy.color),
x1_(enemy.x1),
x2_(enemy.x2),
@@ -49,7 +49,7 @@ void Enemy::update(float delta_time) {
}
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
void Enemy::checkPath() {
void Enemy::checkPath() { // NOLINT(readability-make-member-function-const)
if (sprite_->getPosX() > x2_ || sprite_->getPosX() < x1_) {
// Recoloca
if (sprite_->getPosX() > x2_) {

View File

@@ -2,9 +2,9 @@
#include <SDL3/SDL.h>
#include <memory> // Para shared_ptr
#include <string> // Para string
class SurfaceAnimatedSprite; // lines 7-7
#include <memory> // Para shared_ptr
#include <string> // Para string
class AnimatedSprite; // lines 7-7
class Enemy {
public:
@@ -36,7 +36,7 @@ class Enemy {
private:
void checkPath(); // Comprueba si ha llegado al limite del recorrido para darse media vuelta
std::shared_ptr<SurfaceAnimatedSprite> sprite_; // Sprite del enemigo
std::shared_ptr<AnimatedSprite> sprite_; // Sprite del enemigo
// Variables
Uint8 color_{0}; // Color del enemigo

View File

@@ -1,11 +1,11 @@
#include "game/entities/item.hpp"
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/sprite/sprite.hpp" // Para SSprite
#include "core/resources/resource_cache.hpp" // Para Resource
// Constructor
Item::Item(const Data& item)
: sprite_(std::make_shared<SurfaceSprite>(Resource::Cache::get()->getSurface(item.tile_set_file), item.x, item.y, ITEM_SIZE, ITEM_SIZE)),
: sprite_(std::make_shared<Sprite>(Resource::Cache::get()->getSurface(item.tile_set_file), item.x, item.y, ITEM_SIZE, ITEM_SIZE)),
time_accumulator_(static_cast<float>(item.counter) * COLOR_CHANGE_INTERVAL) {
// Inicia variables
sprite_->setClip((item.tile % 10) * ITEM_SIZE, (item.tile / 10) * ITEM_SIZE, ITEM_SIZE, ITEM_SIZE);
@@ -29,15 +29,15 @@ void Item::update(float delta_time) {
}
// Pinta el objeto en pantalla
void Item::render() const {
void Item::render() const { // NOLINT(readability-convert-member-functions-to-static)
// Calcula el índice de color basado en el tiempo acumulado
const int INDEX = static_cast<int>(time_accumulator_ / COLOR_CHANGE_INTERVAL) % static_cast<int>(color_.size());
sprite_->render(1, color_.at(INDEX));
}
// Obtiene su ubicación
auto Item::getPos() -> SDL_FPoint {
const SDL_FPoint P = {sprite_->getX(), sprite_->getY()};
auto Item::getPos() -> SDL_FPoint { // NOLINT(readability-convert-member-functions-to-static)
const SDL_FPoint P = {.x = sprite_->getX(), .y = sprite_->getY()};
return P;
}

View File

@@ -5,7 +5,7 @@
#include <memory> // Para shared_ptr
#include <string> // Para string
#include <vector> // Para vector
class SurfaceSprite;
class Sprite;
class Item {
public:
@@ -34,7 +34,7 @@ class Item {
static constexpr float ITEM_SIZE = 8.0F; // Tamaño del item en pixels
static constexpr float COLOR_CHANGE_INTERVAL = 0.06F; // Intervalo de cambio de color en segundos (4 frames a 66.67fps)
std::shared_ptr<SurfaceSprite> sprite_; // SSprite del objeto
std::shared_ptr<Sprite> sprite_; // SSprite del objeto
// Variables
std::vector<Uint8> color_; // Vector con los colores del objeto

View File

@@ -6,13 +6,13 @@
#include <iostream>
#include <ranges> // Para std::ranges::any_of
#include "core/audio/audio.hpp" // Para Audio
#include "core/input/input.hpp" // Para Input, InputAction
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/resources/resource_cache.hpp" // Para Resource
#include "game/gameplay/room.hpp" // Para Room, TileType
#include "game/options.hpp" // Para Cheat, Options, options
#include "utils/defines.hpp" // Para RoomBorder::BOTTOM, RoomBorder::LEFT, RoomBorder::RIGHT
#include "core/audio/audio.hpp" // Para Audio
#include "core/input/input.hpp" // Para Input, InputAction
#include "core/rendering/sprite/animated_sprite.hpp" // Para SAnimatedSprite
#include "core/resources/resource_cache.hpp" // Para Resource
#include "game/gameplay/room.hpp" // Para Room, TileType
#include "game/options.hpp" // Para Cheat, Options, options
#include "utils/defines.hpp" // Para RoomBorder::BOTTOM, RoomBorder::LEFT, RoomBorder::RIGHT
#ifdef _DEBUG
#include "core/system/debug.hpp" // Para Debug
@@ -352,7 +352,7 @@ void Player::moveJumping(float delta_time) {
// Comprueba la colisión con las superficies y las cintas transportadoras (sin rampas)
// Extendemos 1px hacia arriba para detectar suelos traversados ligeramente al
// entrar horizontalmente (consecuencia del margen h=HEIGHT-1 en la proyección horizontal)
const SDL_FRect ADJ = {PROJECTION.x, PROJECTION.y - 1.0F, PROJECTION.w, PROJECTION.h + 1.0F};
const SDL_FRect ADJ = {.x = PROJECTION.x, .y = PROJECTION.y - 1.0F, .w = PROJECTION.w, .h = PROJECTION.h + 1.0F};
const float POS = std::max(room_->checkTopSurfaces(ADJ), room_->checkAutoSurfaces(ADJ));
if (POS != Collision::NONE) {
// Si hay colisión lo mueve hasta donde no colisiona y pasa a estar sobre la superficie
@@ -445,7 +445,7 @@ void Player::applyGravity(float delta_time) {
}
// Establece la animación del jugador
void Player::animate(float delta_time) {
void Player::animate(float delta_time) { // NOLINT(readability-make-member-function-const)
if (vx_ != 0) {
sprite_->update(delta_time);
}
@@ -461,7 +461,7 @@ void Player::handleJumpEnd() {
}
// Calcula y reproduce el sonido de salto basado en tiempo transcurrido
void Player::playJumpSound(float delta_time) {
void Player::playJumpSound(float delta_time) { // NOLINT(readability-convert-member-functions-to-static)
size_t sound_index;
if (jump_sound_ctrl_.shouldPlay(delta_time, sound_index)) {
if (sound_index < jumping_sound_.size()) {
@@ -471,7 +471,7 @@ void Player::playJumpSound(float delta_time) {
}
// Calcula y reproduce el sonido de caída basado en distancia vertical recorrida
void Player::playFallSound(float delta_time) {
void Player::playFallSound(float delta_time) { // NOLINT(readability-convert-member-functions-to-static)
size_t sound_index;
if (fall_sound_ctrl_.shouldPlay(delta_time, y_, sound_index)) {
if (sound_index < falling_sound_.size()) {
@@ -593,7 +593,7 @@ void Player::updateCurrentSlope() {
// Comprueba que el jugador no toque ningun tile de los que matan
auto Player::handleKillingTiles() -> bool {
// Comprueba si hay contacto con algún tile que mata
if (std::ranges::any_of(collider_points_, [this](const auto& c) {
if (std::ranges::any_of(collider_points_, [this](const auto& c) -> bool {
return room_->getTile(c) == Room::Tile::KILL;
})) {
markAsDead(); // Mata al jugador inmediatamente
@@ -643,7 +643,7 @@ void Player::updateFeet() {
}
// Inicializa los sonidos de salto y caida
void Player::initSounds() {
void Player::initSounds() { // NOLINT(readability-convert-member-functions-to-static)
for (int i = 0; i < 24; ++i) {
std::string sound_file = "jump" + std::to_string(i + 1) + ".wav";
jumping_sound_[i] = Resource::Cache::get()->getSound(sound_file);
@@ -678,14 +678,14 @@ auto Player::JumpSoundController::shouldPlay(float delta_time, size_t& out_index
elapsed_time += delta_time;
// Calcula qué sonido debería estar sonando según el tiempo
size_t target_index = FIRST_SOUND + static_cast<size_t>(elapsed_time / SECONDS_PER_SOUND);
size_t target_index = FIRST_SOUND + static_cast<size_t>((elapsed_time / SECONDS_PER_SOUND));
target_index = std::min(target_index, LAST_SOUND);
// Reproduce si hemos avanzado a un nuevo sonido
if (target_index > current_index) {
current_index = target_index;
out_index = current_index;
return true;
return true; // NOLINT(readability-simplify-boolean-expr)
}
return false;
@@ -721,7 +721,7 @@ auto Player::FallSoundController::shouldPlay(float delta_time, float current_y,
last_y = current_y;
// Calcula qué sonido debería estar sonando según el intervalo
size_t target_index = FIRST_SOUND + static_cast<size_t>(distance_traveled / PIXELS_PER_SOUND);
size_t target_index = FIRST_SOUND + static_cast<size_t>((distance_traveled / PIXELS_PER_SOUND));
// El sonido a reproducir se limita a LAST_SOUND (13), pero el índice interno sigue creciendo
size_t sound_to_play = std::min(target_index, LAST_SOUND);
@@ -749,9 +749,9 @@ void Player::applySpawnValues(const SpawnData& spawn) {
}
// Inicializa el sprite del jugador
void Player::initSprite(const std::string& animations_path) {
void Player::initSprite(const std::string& animations_path) { // NOLINT(readability-convert-member-functions-to-static)
const auto& animation_data = Resource::Cache::get()->getAnimationData(animations_path);
sprite_ = std::make_unique<SurfaceAnimatedSprite>(animation_data);
sprite_ = std::make_unique<AnimatedSprite>(animation_data);
sprite_->setWidth(WIDTH);
sprite_->setHeight(HEIGHT);
sprite_->setCurrentAnimation("walk");
@@ -865,7 +865,7 @@ void Player::resetSoundControllersOnLanding() {
}
// Devuelve el rectangulo de proyeccion
auto Player::getProjection(Direction direction, float displacement) -> SDL_FRect {
auto Player::getProjection(Direction direction, float displacement) -> SDL_FRect { // NOLINT(readability-convert-member-functions-to-static)
switch (direction) {
case Direction::LEFT:
return {

View File

@@ -8,7 +8,7 @@
#include <string> // Para string
#include <utility>
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/rendering/sprite/animated_sprite.hpp" // Para SAnimatedSprite
#include "game/gameplay/room.hpp"
#include "game/options.hpp" // Para Cheat, Options, options
#include "utils/defines.hpp" // Para BORDER_TOP, BLOCK
@@ -96,7 +96,7 @@ class Player {
[[nodiscard]] auto isOnBorder() const -> bool { return border_ != Room::Border::NONE; } // Indica si el jugador esta en uno de los cuatro bordes de la pantalla
[[nodiscard]] auto getBorder() const -> Room::Border { return border_; } // Indica en cual de los cuatro bordes se encuentra
void switchBorders(); // Cambia al jugador de un borde al opuesto. Util para el cambio de pantalla
auto getRect() -> SDL_FRect { return {x_, y_, WIDTH, HEIGHT}; } // Obtiene el rectangulo que delimita al jugador
auto getRect() -> SDL_FRect { return {.x = x_, .y = y_, .w = WIDTH, .h = HEIGHT}; } // Obtiene el rectangulo que delimita al jugador
auto getCollider() -> SDL_FRect& { return collider_box_; } // Obtiene el rectangulo de colision del jugador
auto getSpawnParams() -> SpawnData { return {.x = x_, .y = y_, .vx = vx_, .vy = vy_, .last_grounded_position = last_grounded_position_, .state = state_, .flip = sprite_->getFlip()}; } // Obtiene el estado de reaparición del jugador
void setColor(Uint8 color = 0); // Establece el color del jugador (0 = automático según cheats)
@@ -118,8 +118,8 @@ class Player {
static constexpr int MAX_FALLING_HEIGHT = Tile::SIZE * 4; // Altura maxima permitida de caída en pixels
// --- Objetos y punteros ---
std::shared_ptr<Room> room_; // Objeto encargado de gestionar cada habitación del juego
std::unique_ptr<SurfaceAnimatedSprite> sprite_; // Sprite del jugador
std::shared_ptr<Room> room_; // Objeto encargado de gestionar cada habitación del juego
std::unique_ptr<AnimatedSprite> sprite_; // Sprite del jugador
// --- Variables de posición y física ---
float x_ = 0.0F; // Posición del jugador en el eje X
@@ -136,11 +136,11 @@ class Player {
State previous_state_ = State::ON_GROUND; // Estado previo en el que se encontraba el jugador
// --- Variables de colisión ---
SDL_FRect collider_box_{}; // Caja de colisión con los enemigos u objetos
std::array<SDL_FPoint, 8> collider_points_{}; // Puntos de colisión con el mapa
SDL_FPoint under_left_foot_ = {0.0F, 0.0F}; // El punto bajo la esquina inferior izquierda del jugador
SDL_FPoint under_right_foot_ = {0.0F, 0.0F}; // El punto bajo la esquina inferior derecha del jugador
const LineDiagonal* current_slope_{nullptr}; // Rampa actual sobe la que está el jugador
SDL_FRect collider_box_{}; // Caja de colisión con los enemigos u objetos
std::array<SDL_FPoint, 8> collider_points_{}; // Puntos de colisión con el mapa
SDL_FPoint under_left_foot_ = {.x = 0.0F, .y = 0.0F}; // El punto bajo la esquina inferior izquierda del jugador
SDL_FPoint under_right_foot_ = {.x = 0.0F, .y = 0.0F}; // El punto bajo la esquina inferior derecha del jugador
const LineDiagonal* current_slope_{nullptr}; // Rampa actual sobe la que está el jugador
// --- Variables de juego ---
bool is_alive_ = true; // Indica si el jugador esta vivo o no

View File

@@ -16,7 +16,7 @@
Cheevos* Cheevos::cheevos = nullptr;
// [SINGLETON] Crearemos el objeto con esta función estática
void Cheevos::init(const std::string& file) {
void Cheevos::init(const std::string& file) { // NOLINT(readability-convert-member-functions-to-static)
Cheevos::cheevos = new Cheevos(file);
}
@@ -43,7 +43,7 @@ Cheevos::~Cheevos() {
}
// Inicializa los logros
void Cheevos::init() {
void Cheevos::init() { // NOLINT(readability-convert-member-functions-to-static)
cheevos_list_.clear();
auto* loc = Locale::get();
cheevos_list_.emplace_back(Achievement{.id = 1, .caption = loc->get("achievements.c1"), .description = loc->get("achievements.d1"), .icon = 2});
@@ -61,7 +61,7 @@ void Cheevos::init() {
}
// Busca un logro por id y devuelve el indice
auto Cheevos::find(int id) -> int {
auto Cheevos::find(int id) -> int { // NOLINT(readability-convert-member-functions-to-static)
for (int i = 0; i < (int)cheevos_list_.size(); ++i) {
if (cheevos_list_[i].id == id) {
return i;
@@ -101,7 +101,7 @@ void Cheevos::setUnobtainable(int id) {
}
// Carga el estado de los logros desde un fichero
void Cheevos::loadFromFile() {
void Cheevos::loadFromFile() { // NOLINT(readability-convert-member-functions-to-static)
std::ifstream file(file_, std::ios::binary);
// El fichero no existe
@@ -162,7 +162,7 @@ void Cheevos::saveToFile() {
// Devuelve el número total de logros desbloqueados
auto Cheevos::getTotalUnlockedAchievements() -> int {
return std::count_if(cheevos_list_.begin(), cheevos_list_.end(), [](const auto& cheevo) { return cheevo.completed; });
return std::count_if(cheevos_list_.begin(), cheevos_list_.end(), [](const auto& cheevo) -> bool { return cheevo.completed; });
}
// Elimina el estado "no obtenible"

View File

@@ -36,7 +36,7 @@ auto CollisionMap::getTile(SDL_FPoint point) const -> Tile {
}
// Devuelve el tipo de tile que hay en ese indice
auto CollisionMap::getTile(int index) const -> Tile {
auto CollisionMap::getTile(int index) const -> Tile { // NOLINT(readability-convert-member-functions-to-static)
const bool ON_RANGE = (index > -1) && (index < (int)tile_map_.size());
if (ON_RANGE) {
@@ -107,7 +107,7 @@ auto CollisionMap::getSlopeHeight(SDL_FPoint p, Tile slope) -> int {
// === Queries de colisión ===
// Comprueba las colisiones con paredes derechas
auto CollisionMap::checkRightSurfaces(const SDL_FRect& rect) -> int {
auto CollisionMap::checkRightSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
for (const auto& s : right_walls_) {
if (checkCollision(s, rect)) {
return s.x;
@@ -117,7 +117,7 @@ auto CollisionMap::checkRightSurfaces(const SDL_FRect& rect) -> int {
}
// Comprueba las colisiones con paredes izquierdas
auto CollisionMap::checkLeftSurfaces(const SDL_FRect& rect) -> int {
auto CollisionMap::checkLeftSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
for (const auto& s : left_walls_) {
if (checkCollision(s, rect)) {
return s.x;
@@ -127,7 +127,7 @@ auto CollisionMap::checkLeftSurfaces(const SDL_FRect& rect) -> int {
}
// Comprueba las colisiones con techos
auto CollisionMap::checkTopSurfaces(const SDL_FRect& rect) -> int {
auto CollisionMap::checkTopSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
for (const auto& s : top_floors_) {
if (checkCollision(s, rect)) {
return s.y;
@@ -138,13 +138,13 @@ auto CollisionMap::checkTopSurfaces(const SDL_FRect& rect) -> int {
// Comprueba las colisiones punto con techos
auto CollisionMap::checkTopSurfaces(const SDL_FPoint& p) -> bool {
return std::ranges::any_of(top_floors_, [&](const auto& s) {
return std::ranges::any_of(top_floors_, [&](const auto& s) -> bool {
return checkCollision(s, p);
});
}
// Comprueba las colisiones con suelos
auto CollisionMap::checkBottomSurfaces(const SDL_FRect& rect) -> int {
auto CollisionMap::checkBottomSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
for (const auto& s : bottom_floors_) {
if (checkCollision(s, rect)) {
return s.y;
@@ -154,7 +154,7 @@ auto CollisionMap::checkBottomSurfaces(const SDL_FRect& rect) -> int {
}
// Comprueba las colisiones con conveyor belts
auto CollisionMap::checkAutoSurfaces(const SDL_FRect& rect) -> int {
auto CollisionMap::checkAutoSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
for (const auto& s : conveyor_belt_floors_) {
if (checkCollision(s, rect)) {
return s.y;
@@ -165,13 +165,13 @@ auto CollisionMap::checkAutoSurfaces(const SDL_FRect& rect) -> int {
// Comprueba las colisiones punto con conveyor belts
auto CollisionMap::checkConveyorBelts(const SDL_FPoint& p) -> bool {
return std::ranges::any_of(conveyor_belt_floors_, [&](const auto& s) {
return std::ranges::any_of(conveyor_belt_floors_, [&](const auto& s) -> bool {
return checkCollision(s, p);
});
}
// Comprueba las colisiones línea con rampas izquierdas
auto CollisionMap::checkLeftSlopes(const LineVertical& line) -> int {
auto CollisionMap::checkLeftSlopes(const LineVertical& line) -> int { // NOLINT(readability-convert-member-functions-to-static)
for (const auto& slope : left_slopes_) {
const auto P = checkCollision(slope, line);
if (P.x != -1) {
@@ -183,13 +183,13 @@ auto CollisionMap::checkLeftSlopes(const LineVertical& line) -> int {
// Comprueba las colisiones punto con rampas izquierdas
auto CollisionMap::checkLeftSlopes(const SDL_FPoint& p) -> bool {
return std::ranges::any_of(left_slopes_, [&](const auto& slope) {
return std::ranges::any_of(left_slopes_, [&](const auto& slope) -> bool {
return checkCollision(p, slope);
});
}
// Comprueba las colisiones línea con rampas derechas
auto CollisionMap::checkRightSlopes(const LineVertical& line) -> int {
auto CollisionMap::checkRightSlopes(const LineVertical& line) -> int { // NOLINT(readability-convert-member-functions-to-static)
for (const auto& slope : right_slopes_) {
const auto P = checkCollision(slope, line);
if (P.x != -1) {
@@ -201,13 +201,13 @@ auto CollisionMap::checkRightSlopes(const LineVertical& line) -> int {
// Comprueba las colisiones punto con rampas derechas
auto CollisionMap::checkRightSlopes(const SDL_FPoint& p) -> bool {
return std::ranges::any_of(right_slopes_, [&](const auto& slope) {
return std::ranges::any_of(right_slopes_, [&](const auto& slope) -> bool {
return checkCollision(p, slope);
});
}
// Obtiene puntero a slope en un punto (prioriza left_slopes_ sobre right_slopes_)
auto CollisionMap::getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiagonal* {
auto CollisionMap::getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiagonal* { // NOLINT(readability-convert-member-functions-to-static)
// Primero busca en rampas izquierdas
for (const auto& slope : left_slopes_) {
if (checkCollision(p, slope)) {
@@ -229,7 +229,7 @@ auto CollisionMap::getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiago
// === Helpers para recopilar tiles ===
// Helper: recopila tiles inferiores (muros sin muro debajo)
auto CollisionMap::collectBottomTiles() -> std::vector<int> {
auto CollisionMap::collectBottomTiles() -> std::vector<int> { // NOLINT(readability-make-member-function-const)
std::vector<int> tile;
// Busca todos los tiles de tipo muro que no tengan debajo otro muro
@@ -251,7 +251,7 @@ auto CollisionMap::collectBottomTiles() -> std::vector<int> {
}
// Helper: recopila tiles superiores (muros o pasables sin muro encima)
auto CollisionMap::collectTopTiles() -> std::vector<int> {
auto CollisionMap::collectTopTiles() -> std::vector<int> { // NOLINT(readability-make-member-function-const)
std::vector<int> tile;
// Busca todos los tiles de tipo muro o pasable que no tengan encima un muro
@@ -273,7 +273,7 @@ auto CollisionMap::collectTopTiles() -> std::vector<int> {
}
// Helper: recopila tiles animados (para superficies automaticas/conveyor belts)
auto CollisionMap::collectAnimatedTiles() -> std::vector<int> {
auto CollisionMap::collectAnimatedTiles() -> std::vector<int> { // NOLINT(readability-make-member-function-const)
std::vector<int> tile;
// Busca todos los tiles de tipo animado
@@ -298,13 +298,13 @@ auto CollisionMap::collectAnimatedTiles() -> std::vector<int> {
}
// Helper: construye lineas horizontales a partir de tiles consecutivos
void CollisionMap::buildHorizontalLines(const std::vector<int>& tiles, std::vector<LineHorizontal>& lines, bool is_bottom_surface) {
void CollisionMap::buildHorizontalLines(const std::vector<int>& tiles, std::vector<LineHorizontal>& lines, bool is_bottom_surface) { // NOLINT(readability-convert-member-functions-to-static)
if (tiles.size() <= 1) {
return;
}
int i = 0;
while (i < (int)tiles.size() - 1) {
while (i < static_cast<int>(tiles.size()) - 1) {
LineHorizontal line;
line.x1 = (tiles[i] % MAP_WIDTH) * TILE_SIZE;
@@ -319,11 +319,11 @@ void CollisionMap::buildHorizontalLines(const std::vector<int>& tiles, std::vect
i++;
// Encuentra tiles consecutivos
if (i < (int)tiles.size()) {
if (i < static_cast<int>(tiles.size())) {
while (tiles[i] == tiles[i - 1] + 1) {
last_one = i;
i++;
if (i >= (int)tiles.size()) {
if (i >= static_cast<int>(tiles.size())) {
break;
}
}
@@ -333,7 +333,7 @@ void CollisionMap::buildHorizontalLines(const std::vector<int>& tiles, std::vect
lines.push_back(line);
// Salta separadores
if (i < (int)tiles.size() && tiles[i] == -1) {
if (i < static_cast<int>(tiles.size()) && tiles[i] == -1) {
i++;
}
}
@@ -354,7 +354,7 @@ void CollisionMap::setTopSurfaces() {
}
// Calcula las superficies laterales izquierdas
void CollisionMap::setLeftSurfaces() {
void CollisionMap::setLeftSurfaces() { // NOLINT(readability-make-member-function-const)
std::vector<int> tile;
// Busca todos los tiles de tipo muro que no tienen a su izquierda un tile de tipo muro
@@ -394,7 +394,7 @@ void CollisionMap::setLeftSurfaces() {
}
// Calcula las superficies laterales derechas
void CollisionMap::setRightSurfaces() {
void CollisionMap::setRightSurfaces() { // NOLINT(readability-make-member-function-const)
std::vector<int> tile;
// Busca todos los tiles de tipo muro que no tienen a su derecha un tile de tipo muro
@@ -434,7 +434,7 @@ void CollisionMap::setRightSurfaces() {
}
// Encuentra todas las rampas que suben hacia la izquierda
void CollisionMap::setLeftSlopes() {
void CollisionMap::setLeftSlopes() { // NOLINT(readability-make-member-function-const)
// Recorre la habitación entera por filas buscando tiles de tipo t_slope_l
std::vector<int> found;
for (int i = 0; i < (int)tile_map_.size(); ++i) {
@@ -469,7 +469,7 @@ void CollisionMap::setLeftSlopes() {
}
// Encuentra todas las rampas que suben hacia la derecha
void CollisionMap::setRightSlopes() {
void CollisionMap::setRightSlopes() { // NOLINT(readability-make-member-function-const)
// Recorre la habitación entera por filas buscando tiles de tipo t_slope_r
std::vector<int> found;
for (int i = 0; i < (int)tile_map_.size(); ++i) {

View File

@@ -6,7 +6,7 @@
#include "utils/utils.hpp" // Para checkCollision
// Añade un enemigo a la colección
void EnemyManager::addEnemy(std::shared_ptr<Enemy> enemy) {
void EnemyManager::addEnemy(std::shared_ptr<Enemy> enemy) { // NOLINT(readability-identifier-naming)
enemies_.push_back(std::move(enemy));
}
@@ -16,7 +16,7 @@ void EnemyManager::clear() {
}
// Elimina el último enemigo de la colección
void EnemyManager::removeLastEnemy() {
void EnemyManager::removeLastEnemy() { // NOLINT(readability-convert-member-functions-to-static)
if (!enemies_.empty()) {
enemies_.pop_back();
}

View File

@@ -14,7 +14,7 @@ ItemManager::ItemManager(std::string room_name, std::shared_ptr<Scoreboard::Data
}
// Añade un item a la colección
void ItemManager::addItem(std::shared_ptr<Item> item) {
void ItemManager::addItem(std::shared_ptr<Item> item) { // NOLINT(readability-identifier-naming)
items_.push_back(std::move(item));
}
@@ -45,7 +45,7 @@ void ItemManager::setPaused(bool paused) {
}
// Comprueba si hay colisión con algún item
auto ItemManager::checkCollision(SDL_FRect& rect) -> bool {
auto ItemManager::checkCollision(SDL_FRect& rect) -> bool { // NOLINT(readability-convert-member-functions-to-static)
for (int i = 0; i < static_cast<int>(items_.size()); ++i) {
if (::checkCollision(rect, items_.at(i)->getCollider())) {
// Registra el item como recogido

View File

@@ -32,7 +32,7 @@ auto ItemTracker::hasBeenPicked(const std::string& name, SDL_FPoint pos) -> bool
}
// Añade el objeto a la lista de objetos cogidos
void ItemTracker::addItem(const std::string& name, SDL_FPoint pos) {
void ItemTracker::addItem(const std::string& name, SDL_FPoint pos) { // NOLINT(readability-convert-member-functions-to-static)
// Comprueba si el objeto no ha sido recogido con anterioridad
if (!hasBeenPicked(name, pos)) {
// Primero busca si ya hay una entrada con ese nombre
@@ -47,7 +47,7 @@ void ItemTracker::addItem(const std::string& name, SDL_FPoint pos) {
}
// Busca una entrada en la lista por nombre
auto ItemTracker::findByName(const std::string& name) -> int {
auto ItemTracker::findByName(const std::string& name) -> int { // NOLINT(readability-convert-member-functions-to-static)
int i = 0;
for (const auto& item : items_) {
@@ -61,7 +61,7 @@ auto ItemTracker::findByName(const std::string& name) -> int {
}
// Busca una entrada en la lista por posición
auto ItemTracker::findByPos(int index, SDL_FPoint pos) -> int {
auto ItemTracker::findByPos(int index, SDL_FPoint pos) -> int { // NOLINT(readability-convert-member-functions-to-static)
int i = 0;
for (const auto& item : items_[index].pos) {

View File

@@ -81,7 +81,7 @@ void Room::initializeRoom(const Data& room) {
}
// Abre la jail para poder entrar
void Room::openTheJail() {
void Room::openTheJail() { // NOLINT(readability-convert-member-functions-to-static)
if (data_->jail_is_open && name_ == "THE JAIL") {
// Elimina el último enemigo (Bry debe ser el último enemigo definido en el fichero)
if (!enemy_manager_->isEmpty()) {
@@ -123,7 +123,7 @@ void Room::redrawMap() {
#endif
// Actualiza las variables y objetos de la habitación
void Room::update(float delta_time) {
void Room::update(float delta_time) { // NOLINT(readability-make-member-function-const)
if (is_paused_) {
// Si está en modo pausa no se actualiza nada
return;
@@ -147,7 +147,7 @@ void Room::setPaused(bool value) {
}
// Devuelve la cadena del fichero de la habitación contigua segun el borde
auto Room::getRoom(Border border) -> std::string {
auto Room::getRoom(Border border) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
switch (border) {
case Border::TOP:
return upper_room_;
@@ -163,14 +163,14 @@ auto Room::getRoom(Border border) -> std::string {
}
// Devuelve el tipo de tile que hay en ese pixel
auto Room::getTile(SDL_FPoint point) -> Tile {
auto Room::getTile(SDL_FPoint point) -> Tile { // NOLINT(readability-convert-member-functions-to-static)
// Delega a CollisionMap y convierte el resultado
const auto COLLISION_TILE = collision_map_->getTile(point);
return static_cast<Tile>(COLLISION_TILE);
}
// Devuelve el tipo de tile en un índice del tilemap
auto Room::getTile(int index) -> Tile {
auto Room::getTile(int index) -> Tile { // NOLINT(readability-convert-member-functions-to-static)
// Delega a CollisionMap y convierte el resultado
const auto COLLISION_TILE = collision_map_->getTile(index);
return static_cast<Tile>(COLLISION_TILE);
@@ -256,6 +256,6 @@ auto Room::getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiagonal* {
}
// Carga una habitación desde un archivo YAML (delegado a RoomLoader)
auto Room::loadYAML(const std::string& file_path, bool verbose) -> Data {
auto Room::loadYAML(const std::string& file_path, bool verbose) -> Data { // NOLINT(readability-convert-member-functions-to-static)
return RoomLoader::loadYAML(file_path, verbose);
}

View File

@@ -10,7 +10,7 @@
#include "game/entities/item.hpp" // Para ItemData
#include "game/gameplay/scoreboard.hpp" // Para Scoreboard::Data
#include "utils/utils.hpp" // Para LineHorizontal, LineDiagonal, LineVertical
class SurfaceSprite; // lines 12-12
class Sprite; // lines 12-12
class Surface; // lines 13-13
class EnemyManager;
class ItemManager;
@@ -58,7 +58,7 @@ class Room {
// Constructor y destructor
Room(const std::string& room_path, std::shared_ptr<Scoreboard::Data> data);
~Room(); // Definido en .cpp para poder usar unique_ptr con forward declarations
~Room(); // NOLINT(modernize-use-equals-default, performance-trivially-destructible) -- defined in .cpp for unique_ptr with forward declarations
// --- Funciones ---
[[nodiscard]] auto getName() const -> const std::string& { return name_; } // Devuelve el nombre de la habitación

View File

@@ -10,7 +10,7 @@
#include "utils/utils.hpp" // Para stringToColor
// Convierte room connection de YAML a formato interno
auto RoomLoader::convertRoomConnection(const std::string& value) -> std::string {
auto RoomLoader::convertRoomConnection(const std::string& value) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
if (value == "null" || value.empty()) {
return "0";
}
@@ -22,7 +22,7 @@ auto RoomLoader::convertRoomConnection(const std::string& value) -> std::string
}
// Convierte string de autoSurface a int
auto RoomLoader::convertAutoSurface(const fkyaml::node& node) -> int {
auto RoomLoader::convertAutoSurface(const fkyaml::node& node) -> int { // NOLINT(readability-convert-member-functions-to-static)
if (node.is_integer()) {
return node.get_value<int>();
}
@@ -39,7 +39,7 @@ auto RoomLoader::convertAutoSurface(const fkyaml::node& node) -> int {
}
// Convierte un tilemap 2D a vector 1D flat
auto RoomLoader::flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int> {
auto RoomLoader::flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int> { // NOLINT(readability-convert-member-functions-to-static, readability-named-parameter)
std::vector<int> tilemap_flat;
tilemap_flat.reserve(512); // 16 rows × 32 cols
@@ -53,7 +53,7 @@ auto RoomLoader::flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d)
}
// Parsea la configuración general de la habitación
void RoomLoader::parseRoomConfig(const fkyaml::node& yaml, Room::Data& room, const std::string& file_name) {
void RoomLoader::parseRoomConfig(const fkyaml::node& yaml, Room::Data& room, const std::string& file_name) { // NOLINT(readability-convert-member-functions-to-static)
if (!yaml.contains("room")) {
return;
}
@@ -120,7 +120,7 @@ void RoomLoader::parseRoomConnections(const fkyaml::node& conn_node, Room::Data&
}
// Parsea el tilemap de la habitación
void RoomLoader::parseTilemap(const fkyaml::node& yaml, Room::Data& room, const std::string& file_name, bool verbose) {
void RoomLoader::parseTilemap(const fkyaml::node& yaml, Room::Data& room, const std::string& file_name, bool verbose) { // NOLINT(readability-convert-member-functions-to-static)
if (!yaml.contains("tilemap")) {
std::cerr << "Warning: No tilemap found in " << file_name << '\n';
return;
@@ -152,7 +152,7 @@ void RoomLoader::parseTilemap(const fkyaml::node& yaml, Room::Data& room, const
}
// Parsea los límites de movimiento de un enemigo
void RoomLoader::parseEnemyBoundaries(const fkyaml::node& bounds_node, Enemy::Data& enemy) {
void RoomLoader::parseEnemyBoundaries(const fkyaml::node& bounds_node, Enemy::Data& enemy) { // NOLINT(readability-convert-member-functions-to-static)
// Nuevo formato: position1 y position2
if (bounds_node.contains("position1")) {
const auto& pos1 = bounds_node["position1"];
@@ -189,7 +189,7 @@ void RoomLoader::parseEnemyBoundaries(const fkyaml::node& bounds_node, Enemy::Da
}
// Parsea los datos de un enemigo individual
auto RoomLoader::parseEnemyData(const fkyaml::node& enemy_node) -> Enemy::Data {
auto RoomLoader::parseEnemyData(const fkyaml::node& enemy_node) -> Enemy::Data { // NOLINT(readability-convert-member-functions-to-static)
Enemy::Data enemy;
// Animation path
@@ -246,7 +246,7 @@ auto RoomLoader::parseEnemyData(const fkyaml::node& enemy_node) -> Enemy::Data {
}
// Parsea la lista de enemigos de la habitación
void RoomLoader::parseEnemies(const fkyaml::node& yaml, Room::Data& room, bool verbose) {
void RoomLoader::parseEnemies(const fkyaml::node& yaml, Room::Data& room, bool verbose) { // NOLINT(readability-convert-member-functions-to-static)
if (!yaml.contains("enemies") || yaml["enemies"].is_null()) {
return;
}
@@ -263,7 +263,7 @@ void RoomLoader::parseEnemies(const fkyaml::node& yaml, Room::Data& room, bool v
}
// Parsea los datos de un item individual
auto RoomLoader::parseItemData(const fkyaml::node& item_node, const Room::Data& room) -> Item::Data {
auto RoomLoader::parseItemData(const fkyaml::node& item_node, const Room::Data& room) -> Item::Data { // NOLINT(readability-convert-member-functions-to-static)
Item::Data item;
// Tileset file
@@ -300,7 +300,7 @@ auto RoomLoader::parseItemData(const fkyaml::node& item_node, const Room::Data&
}
// Parsea la lista de items de la habitación
void RoomLoader::parseItems(const fkyaml::node& yaml, Room::Data& room, bool verbose) {
void RoomLoader::parseItems(const fkyaml::node& yaml, Room::Data& room, bool verbose) { // NOLINT(readability-convert-member-functions-to-static)
if (!yaml.contains("items") || yaml["items"].is_null()) {
return;
}
@@ -317,7 +317,7 @@ void RoomLoader::parseItems(const fkyaml::node& yaml, Room::Data& room, bool ver
}
// Carga un archivo de room en formato YAML
auto RoomLoader::loadYAML(const std::string& file_path, bool verbose) -> Room::Data {
auto RoomLoader::loadYAML(const std::string& file_path, bool verbose) -> Room::Data { // NOLINT(readability-convert-member-functions-to-static)
Room::Data room;
// Extract filename for logging

View File

@@ -67,7 +67,7 @@ class RoomLoader {
* @param tilemap_2d Array 2D de tiles (16 rows × 32 cols)
* @return Vector 1D flat con 512 elementos
*/
static auto flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int>;
static auto flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int>; // NOLINT(readability-avoid-const-params-in-decls)
/**
* @brief Parsea la configuración general de la habitación

View File

@@ -3,17 +3,17 @@
#include <algorithm> // Para std::ranges::any_of
// Comprueba si la habitación ya ha sido visitada
auto RoomTracker::hasBeenVisited(const std::string& name) -> bool {
return std::ranges::any_of(rooms_, [&name](const auto& l) { return l == name; });
auto RoomTracker::hasBeenVisited(const std::string& name) -> bool { // NOLINT(readability-convert-member-functions-to-static)
return std::ranges::any_of(rooms_, [&name](const auto& l) -> bool { return l == name; });
}
// Añade la habitación a la lista
auto RoomTracker::addRoom(const std::string& name) -> bool {
auto RoomTracker::addRoom(const std::string& name) -> bool { // NOLINT(readability-convert-member-functions-to-static)
// Comprueba si la habitación ya ha sido visitada
if (!hasBeenVisited(name)) {
// En caso contrario añádela a la lista
rooms_.push_back(name);
return true;
return true; // NOLINT(readability-simplify-boolean-expr)
}
return false;

View File

@@ -4,15 +4,15 @@
#include <utility>
#include "core/locale/locale.hpp" // Para Locale
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/rendering/text.hpp" // Para Text
#include "core/resources/resource_cache.hpp" // Para Resource
#include "game/options.hpp" // Para Options, options, Cheat, OptionsGame
#include "utils/defines.hpp" // Para BLOCK
#include "utils/utils.hpp" // Para stringToColor
#include "core/locale/locale.hpp" // Para Locale
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/sprite/animated_sprite.hpp" // Para SAnimatedSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/text.hpp" // Para Text
#include "core/resources/resource_cache.hpp" // Para Resource
#include "game/options.hpp" // Para Options, options, Cheat, OptionsGame
#include "utils/defines.hpp" // Para BLOCK
#include "utils/utils.hpp" // Para stringToColor
// Constructor
Scoreboard::Scoreboard(std::shared_ptr<Data> data)
@@ -23,7 +23,7 @@ Scoreboard::Scoreboard(std::shared_ptr<Data> data)
// Reserva memoria para los objetos
const auto& player_animation_data = Resource::Cache::get()->getAnimationData(Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.yaml" : "player.yaml");
player_sprite_ = std::make_shared<SurfaceAnimatedSprite>(player_animation_data);
player_sprite_ = std::make_shared<AnimatedSprite>(player_animation_data);
player_sprite_->setCurrentAnimation("walk_menu");
surface_ = std::make_shared<Surface>(SURFACE_WIDTH, SURFACE_HEIGHT);
@@ -65,7 +65,7 @@ void Scoreboard::update(float delta_time) {
}
// Obtiene el tiempo transcurrido de partida
auto Scoreboard::getTime() -> Scoreboard::ClockData {
auto Scoreboard::getTime() -> Scoreboard::ClockData { // NOLINT(readability-convert-member-functions-to-static)
const Uint32 TIME_ELAPSED = SDL_GetTicks() - data_->ini_clock - paused_time_elapsed_;
ClockData time;
@@ -149,7 +149,7 @@ void Scoreboard::fillTexture() {
// Muestra si suena la música
if (data_->music) {
const Uint8 C = data_->color;
SDL_FRect clip = {0, 8, 8, 8};
SDL_FRect clip = {.x = 0, .y = 8, .w = 8, .h = 8};
item_surface_->renderWithColorReplace(20 * Tile::SIZE, LINE2, 1, C, &clip);
}
@@ -157,13 +157,13 @@ void Scoreboard::fillTexture() {
auto text = Resource::Cache::get()->getText("smb2");
const std::string TIME_TEXT = std::to_string((clock_.minutes % 100) / 10) + std::to_string(clock_.minutes % 10) + clock_.separator + std::to_string((clock_.seconds % 60) / 10) + std::to_string(clock_.seconds % 10);
const std::string ITEMS_TEXT = std::to_string(data_->items / 100) + std::to_string((data_->items % 100) / 10) + std::to_string(data_->items % 10);
text->writeColored(Tile::SIZE, LINE1, Locale::get()->get("scoreboard.items"), data_->color);
text->writeColored(Tile::SIZE, LINE1, Locale::get()->get("scoreboard.items"), data_->color); // NOLINT(readability-static-accessed-through-instance)
text->writeColored(17 * Tile::SIZE, LINE1, ITEMS_TEXT, items_color_);
text->writeColored(20 * Tile::SIZE, LINE1, Locale::get()->get("scoreboard.time"), data_->color);
text->writeColored(20 * Tile::SIZE, LINE1, Locale::get()->get("scoreboard.time"), data_->color); // NOLINT(readability-static-accessed-through-instance)
text->writeColored(26 * Tile::SIZE, LINE1, TIME_TEXT, stringToColor("white"));
const std::string ROOMS_TEXT = std::to_string(data_->rooms / 100) + std::to_string((data_->rooms % 100) / 10) + std::to_string(data_->rooms % 10);
text->writeColored(22 * Tile::SIZE, LINE2, Locale::get()->get("scoreboard.rooms"), stringToColor("white"));
text->writeColored(22 * Tile::SIZE, LINE2, Locale::get()->get("scoreboard.rooms"), stringToColor("white")); // NOLINT(readability-static-accessed-through-instance)
text->writeColored(28 * Tile::SIZE, LINE2, ROOMS_TEXT, stringToColor("white"));
// Deja el renderizador como estaba

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@@ -5,9 +5,9 @@
#include <memory> // Para shared_ptr
#include <string> // Para string, basic_string
#include <utility>
#include <vector> // Para vector
class SurfaceAnimatedSprite; // lines 10-10
class Surface; // lines 11-11
#include <vector> // Para vector
class AnimatedSprite; // lines 10-10
class Surface; // lines 11-11
class Scoreboard {
public:
@@ -50,10 +50,10 @@ class Scoreboard {
void fillTexture(); // Dibuja los elementos del marcador en la surface
// Objetos y punteros
std::shared_ptr<SurfaceAnimatedSprite> player_sprite_; // Sprite para mostrar las vidas en el marcador
std::shared_ptr<Surface> item_surface_; // Surface con los graficos para los elementos del marcador
std::shared_ptr<Data> data_; // Contiene las variables a mostrar en el marcador
std::shared_ptr<Surface> surface_; // Surface donde dibujar el marcador
std::shared_ptr<AnimatedSprite> player_sprite_; // Sprite para mostrar las vidas en el marcador
std::shared_ptr<Surface> item_surface_; // Surface con los graficos para los elementos del marcador
std::shared_ptr<Data> data_; // Contiene las variables a mostrar en el marcador
std::shared_ptr<Surface> surface_; // Surface donde dibujar el marcador
// Variables de estado
std::vector<Uint8> color_; // Vector con los colores del objeto

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@@ -40,7 +40,7 @@ void Stats::init()
}
// Añade una muerte a las estadisticas
void Stats::addDeath(const std::string& name) {
void Stats::addDeath(const std::string& name) { // NOLINT(readability-convert-member-functions-to-static)
// Primero busca si ya hay una entrada con ese nombre
const int INDEX = findByName(name, buffer_list_);
if (INDEX != -1) {
@@ -58,7 +58,7 @@ void Stats::addDeath(const std::string& name) {
}
// Añade una visita a las estadisticas
void Stats::addVisit(const std::string& name) {
void Stats::addVisit(const std::string& name) { // NOLINT(readability-convert-member-functions-to-static)
// Primero busca si ya hay una entrada con ese nombre
const int INDEX = findByName(name, buffer_list_);
if (INDEX != -1) {
@@ -76,7 +76,7 @@ void Stats::addVisit(const std::string& name) {
}
// Busca una entrada en la lista por nombre
auto Stats::findByName(const std::string& name, const std::vector<RoomData>& list) -> int {
auto Stats::findByName(const std::string& name, const std::vector<RoomData>& list) -> int { // NOLINT(readability-convert-member-functions-to-static)
int i = 0;
for (const auto& l : list) {
@@ -90,7 +90,7 @@ auto Stats::findByName(const std::string& name, const std::vector<RoomData>& lis
}
// Carga las estadisticas desde un fichero
auto Stats::loadFromFile(const std::string& file_path, std::vector<RoomData>& list) -> bool {
auto Stats::loadFromFile(const std::string& file_path, std::vector<RoomData>& list) -> bool { // NOLINT(readability-convert-member-functions-to-static)
list.clear();
// Indicador de éxito en la carga
@@ -109,7 +109,7 @@ auto Stats::loadFromFile(const std::string& file_path, std::vector<RoomData>& li
line.pop_back();
}
// Comprueba que la linea no sea un comentario
if (line.substr(0, 1) != "#") {
if (!line.starts_with("#")) {
RoomData stat;
std::stringstream ss(line);
std::string tmp;
@@ -159,7 +159,7 @@ void Stats::saveToFile(const std::string& file_path, const std::vector<RoomData>
}
// Calcula cual es la habitación con más muertes
void Stats::checkWorstNightmare() {
void Stats::checkWorstNightmare() { // NOLINT(readability-convert-member-functions-to-static)
int deaths = 0;
for (const auto& item : list_) {
if (item.died > deaths) {
@@ -171,7 +171,7 @@ void Stats::checkWorstNightmare() {
// Añade una entrada al diccionario
void Stats::addDictionary(const std::string& number, const std::string& name) {
dictionary_.push_back({number, name});
dictionary_.push_back({.number = number, .name = name});
}
// Vuelca los datos del buffer en la lista de estadisticas

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@@ -1,8 +1,8 @@
#include "tilemap_renderer.hpp"
#include "core/rendering/screen.hpp"
#include "core/rendering/sprite/sprite.hpp"
#include "core/rendering/surface.hpp"
#include "core/rendering/surface_sprite.hpp"
#ifdef _DEBUG
#include "core/system/debug.hpp"
#endif
@@ -42,7 +42,7 @@ void TilemapRenderer::update(float delta_time) {
// Renderiza el mapa completo en pantalla
void TilemapRenderer::render() {
// Dibuja la textura con el mapa en pantalla
SDL_FRect dest = {0, 0, PlayArea::WIDTH, PlayArea::HEIGHT};
SDL_FRect dest = {.x = 0, .y = 0, .w = PlayArea::WIDTH, .h = PlayArea::HEIGHT};
map_surface_->render(nullptr, &dest);
// Dibuja los tiles animados
@@ -103,7 +103,7 @@ void TilemapRenderer::redrawMap(const CollisionMap* collision_map) {
#endif
// Pinta el mapa estático y debug lines
void TilemapRenderer::fillMapTexture(const CollisionMap* collision_map) {
void TilemapRenderer::fillMapTexture(const CollisionMap* collision_map) { // NOLINT(readability-convert-member-functions-to-static)
const Uint8 COLOR = stringToColor(bg_color_);
auto previous_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(map_surface_);
@@ -111,7 +111,7 @@ void TilemapRenderer::fillMapTexture(const CollisionMap* collision_map) {
// Los tileSetFiles son de 20x20 tiles. El primer tile es el 0. Cuentan hacia la derecha y hacia abajo
SDL_FRect clip = {0, 0, TILE_SIZE, TILE_SIZE};
SDL_FRect clip = {.x = 0, .y = 0, .w = TILE_SIZE, .h = TILE_SIZE};
for (int y = 0; y < MAP_HEIGHT; ++y) {
for (int x = 0; x < MAP_WIDTH; ++x) {
// Tiled pone los tiles vacios del mapa como cero y empieza a contar de 1 a n.
@@ -145,7 +145,7 @@ void TilemapRenderer::fillMapTexture(const CollisionMap* collision_map) {
}
// Localiza todos los tiles animados
void TilemapRenderer::setAnimatedTiles(const CollisionMap* collision_map) {
void TilemapRenderer::setAnimatedTiles(const CollisionMap* collision_map) { // NOLINT(readability-convert-member-functions-to-static)
// Recorre la habitación entera por filas buscando tiles de tipo t_animated
for (int i = 0; i < (int)tile_map_.size(); ++i) {
const auto TILE_TYPE = collision_map->getTile(i);
@@ -159,7 +159,7 @@ void TilemapRenderer::setAnimatedTiles(const CollisionMap* collision_map) {
const int YC = (tile_map_[i] / tile_set_width_) * TILE_SIZE;
AnimatedTile at;
at.sprite = std::make_shared<SurfaceSprite>(tileset_surface_, X, Y, 8, 8);
at.sprite = std::make_shared<Sprite>(tileset_surface_, X, Y, 8, 8);
at.sprite->setClip(XC, YC, 8, 8);
at.x_orig = XC;
animated_tiles_.push_back(at);
@@ -168,7 +168,7 @@ void TilemapRenderer::setAnimatedTiles(const CollisionMap* collision_map) {
}
// Actualiza tiles animados
void TilemapRenderer::updateAnimatedTiles() {
void TilemapRenderer::updateAnimatedTiles() { // NOLINT(readability-make-member-function-const)
const int NUM_FRAMES = 4;
// Calcular frame actual basado en tiempo

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@@ -9,7 +9,7 @@
#include "utils/defines.hpp"
class Surface;
class SurfaceSprite;
class Sprite;
class CollisionMap;
/**
@@ -85,8 +85,8 @@ class TilemapRenderer {
private:
// Estructura para tiles animados (conveyor belts)
struct AnimatedTile {
std::shared_ptr<SurfaceSprite> sprite{nullptr}; // SurfaceSprite para dibujar el tile
int x_orig{0}; // Posición X del primer tile de la animación en tilesheet
std::shared_ptr<Sprite> sprite{nullptr}; // SurfaceSprite para dibujar el tile
int x_orig{0}; // Posición X del primer tile de la animación en tilesheet
};
// === Constantes ===

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@@ -308,6 +308,17 @@ namespace Options {
}
}
// Helper: carga el campo palette con validación extra
void loadPaletteFromYaml(const fkyaml::node& vid) {
if (!vid.contains("palette")) { return; }
try {
auto palette_str = vid["palette"].get_value<std::string>();
video.palette = isValidPalette(palette_str) ? palette_str : Defaults::Video::PALETTE_NAME;
} catch (...) {
video.palette = Defaults::Video::PALETTE_NAME;
}
}
// Carga los campos básicos de configuración de video
void loadBasicVideoFieldsFromYaml(const fkyaml::node& vid) {
// fullscreen (antes era "mode")
@@ -337,6 +348,22 @@ namespace Options {
}
}
if (vid.contains("supersampling")) {
try {
video.supersampling = vid["supersampling"].get_value<bool>();
} catch (...) {
video.supersampling = Defaults::Video::SUPERSAMPLING;
}
}
if (vid.contains("current_postfx_preset")) {
try {
current_postfx_preset = vid["current_postfx_preset"].get_value<int>();
} catch (...) {
current_postfx_preset = 0;
}
}
if (vid.contains("vertical_sync")) {
try {
video.vertical_sync = vid["vertical_sync"].get_value<bool>();
@@ -361,18 +388,7 @@ namespace Options {
}
}
if (vid.contains("palette")) {
try {
auto palette_str = vid["palette"].get_value<std::string>();
if (isValidPalette(palette_str)) {
video.palette = palette_str;
} else {
video.palette = Defaults::Video::PALETTE_NAME;
}
} catch (...) {
video.palette = Defaults::Video::PALETTE_NAME;
}
}
loadPaletteFromYaml(vid);
}
// Carga configuración de video desde YAML
@@ -623,6 +639,8 @@ namespace Options {
file << " fullscreen: " << (video.fullscreen ? "true" : "false") << "\n";
file << " filter: " << filterToString(video.filter) << " # filter: nearest (pixel perfect) | linear (smooth)\n";
file << " postfx: " << (video.postfx ? "true" : "false") << "\n";
file << " supersampling: " << (video.supersampling ? "true" : "false") << "\n";
file << " current_postfx_preset: " << current_postfx_preset << "\n";
file << " vertical_sync: " << (video.vertical_sync ? "true" : "false") << "\n";
file << " integer_scale: " << (video.integer_scale ? "true" : "false") << "\n";
file << " keep_aspect: " << (video.keep_aspect ? "true" : "false") << "\n";
@@ -688,7 +706,6 @@ namespace Options {
// Carga los presets de PostFX desde el fichero
auto loadPostFXFromFile() -> bool {
postfx_presets.clear();
current_postfx_preset = 0;
std::ifstream file(postfx_file_path);
if (!file.good()) {
@@ -718,10 +735,23 @@ namespace Options {
parseFloatField(p, "gamma", preset.gamma);
parseFloatField(p, "curvature", preset.curvature);
parseFloatField(p, "bleeding", preset.bleeding);
parseFloatField(p, "flicker", preset.flicker);
// Nota: 'supersampling' era un campo por-preset (eliminado). Si existe
// en el fichero del usuario se ignora silenciosamente (compatible).
postfx_presets.push_back(preset);
}
}
// Preservar el índice cargado desde config.yaml; clampar al rango válido.
if (!postfx_presets.empty()) {
current_postfx_preset = std::clamp(
current_postfx_preset,
0,
static_cast<int>(postfx_presets.size()) - 1);
} else {
current_postfx_preset = 0;
}
if (console) {
std::cout << "PostFX file loaded: " << postfx_presets.size() << " preset(s)\n";
}
@@ -759,6 +789,8 @@ namespace Options {
file << "# gamma: gamma correction input 2.4 / output 2.2\n";
file << "# curvature: CRT barrel distortion\n";
file << "# bleeding: NTSC horizontal colour bleeding\n";
file << "# flicker: phosphor CRT flicker ~50 Hz (0.0 = off, 1.0 = max)\n";
file << "# Note: supersampling is a global toggle in config.yaml, not per-preset.\n";
file << "\n";
file << "presets:\n";
file << " - name: \"CRT\"\n";
@@ -769,6 +801,7 @@ namespace Options {
file << " gamma: 0.8\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"NTSC\"\n";
file << " vignette: 0.4\n";
file << " scanlines: 0.5\n";
@@ -777,6 +810,7 @@ namespace Options {
file << " gamma: 0.5\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.6\n";
file << " flicker: 0.0\n";
file << " - name: \"CURVED\"\n";
file << " vignette: 0.5\n";
file << " scanlines: 0.6\n";
@@ -785,6 +819,7 @@ namespace Options {
file << " gamma: 0.7\n";
file << " curvature: 0.8\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"SCANLINES\"\n";
file << " vignette: 0.0\n";
file << " scanlines: 0.8\n";
@@ -793,6 +828,7 @@ namespace Options {
file << " gamma: 0.0\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"SUBTLE\"\n";
file << " vignette: 0.3\n";
file << " scanlines: 0.4\n";
@@ -801,6 +837,16 @@ namespace Options {
file << " gamma: 0.3\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"CRT LIVE\"\n";
file << " vignette: 0.5\n";
file << " scanlines: 0.6\n";
file << " chroma: 0.3\n";
file << " mask: 0.3\n";
file << " gamma: 0.4\n";
file << " curvature: 0.3\n";
file << " bleeding: 0.4\n";
file << " flicker: 0.8\n";
file.close();
@@ -810,11 +856,12 @@ namespace Options {
// Cargar los presets recién creados
postfx_presets.clear();
postfx_presets.push_back({"CRT", 0.6F, 0.7F, 0.15F, 0.6F, 0.8F, 0.0F, 0.0F});
postfx_presets.push_back({"NTSC", 0.4F, 0.5F, 0.2F, 0.4F, 0.5F, 0.0F, 0.6F});
postfx_presets.push_back({"CURVED", 0.5F, 0.6F, 0.1F, 0.5F, 0.7F, 0.8F, 0.0F});
postfx_presets.push_back({"SCANLINES", 0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"SUBTLE", 0.3F, 0.4F, 0.05F, 0.0F, 0.3F, 0.0F, 0.0F});
postfx_presets.push_back({"CRT", 0.6F, 0.7F, 0.3F, 0.6F, 0.8F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"NTSC", 0.4F, 0.5F, 0.2F, 0.4F, 0.5F, 0.0F, 0.6F, 0.0F});
postfx_presets.push_back({"CURVED", 0.5F, 0.6F, 0.1F, 0.5F, 0.7F, 0.8F, 0.0F, 0.0F});
postfx_presets.push_back({"SCANLINES", 0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"SUBTLE", 0.3F, 0.4F, 0.05F, 0.0F, 0.3F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"CRT LIVE", 0.5F, 0.6F, 0.3F, 0.3F, 0.4F, 0.3F, 0.4F, 0.8F});
current_postfx_preset = 0;
return true;

View File

@@ -81,6 +81,7 @@ namespace Options {
Screen::Filter filter{Defaults::Video::FILTER}; // Filtro usado para el escalado de la imagen
bool vertical_sync{Defaults::Video::VERTICAL_SYNC}; // Indica si se quiere usar vsync o no
bool postfx{Defaults::Video::POSTFX}; // Indica si se van a usar efectos PostFX o no
bool supersampling{Defaults::Video::SUPERSAMPLING}; // Indica si el supersampling 3× está activo
bool integer_scale{Defaults::Video::INTEGER_SCALE}; // Indica si el escalado de la imagen ha de ser entero en el modo a pantalla completa
bool keep_aspect{Defaults::Video::KEEP_ASPECT}; // Indica si se ha de mantener la relación de aspecto al poner el modo a pantalla completa
Border border{}; // Borde de la pantalla
@@ -124,6 +125,7 @@ namespace Options {
float gamma{0.0F}; // Corrección gamma input 2.4 / output 2.2 (0.0 = off, 1.0 = plena)
float curvature{0.0F}; // Distorsión barrel CRT (0.0 = plana, 1.0 = máxima curvatura)
float bleeding{0.0F}; // Sangrado de color NTSC horizontal Y/C (0.0 = off, 1.0 = máximo)
float flicker{0.0F}; // Parpadeo de fósforo CRT ~50 Hz (0.0 = off, 1.0 = máximo)
};
// --- Variables globales ---

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@@ -2,22 +2,22 @@
#include <SDL3/SDL.h>
#include "core/audio/audio.hpp" // Para Audio
#include "core/input/global_inputs.hpp" // Para check
#include "core/input/input.hpp" // Para Input
#include "core/locale/locale.hpp" // Para Locale
#include "core/rendering/pixel_reveal.hpp" // Para PixelReveal
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/rendering/text.hpp" // Para Text, Text::CENTER_FLAG, Text::COLOR_FLAG
#include "core/resources/resource_cache.hpp" // Para Resource
#include "core/system/global_events.hpp" // Para check
#include "game/options.hpp" // Para Options, options, OptionsGame, Sectio...
#include "game/scene_manager.hpp" // Para SceneManager
#include "utils/defines.hpp" // Para GAME_SPEED, PlayArea::CENTER_X, PLAY_...
#include "utils/delta_timer.hpp" // Para DeltaTimer
#include "utils/utils.hpp" // Para PaletteColor
#include "core/audio/audio.hpp" // Para Audio
#include "core/input/global_inputs.hpp" // Para check
#include "core/input/input.hpp" // Para Input
#include "core/locale/locale.hpp" // Para Locale
#include "core/rendering/pixel_reveal.hpp" // Para PixelReveal
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/sprite/animated_sprite.hpp" // Para SAnimatedSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/text.hpp" // Para Text, Text::CENTER_FLAG, Text::COLOR_FLAG
#include "core/resources/resource_cache.hpp" // Para Resource
#include "core/system/global_events.hpp" // Para check
#include "game/options.hpp" // Para Options, options, OptionsGame, Sectio...
#include "game/scene_manager.hpp" // Para SceneManager
#include "utils/defines.hpp" // Para GAME_SPEED, PlayArea::CENTER_X, PLAY_...
#include "utils/delta_timer.hpp" // Para DeltaTimer
#include "utils/utils.hpp" // Para PaletteColor
// Destructor
Credits::~Credits() = default;
@@ -25,12 +25,12 @@ Credits::~Credits() = default;
// Constructor
Credits::Credits()
: text_surface_(std::make_shared<Surface>(Options::game.width, Options::game.height)),
shining_sprite_(std::make_shared<SurfaceAnimatedSprite>(Resource::Cache::get()->getAnimationData("shine.yaml"))),
shining_sprite_(std::make_shared<AnimatedSprite>(Resource::Cache::get()->getAnimationData("shine.yaml"))),
delta_timer_(std::make_unique<DeltaTimer>()) {
// Configura la escena
SceneManager::current = SceneManager::Scene::CREDITS;
SceneManager::options = SceneManager::Options::NONE;
shining_sprite_->setPos({194, 174, 8, 8});
shining_sprite_->setPos({.x = 194, .y = 174, .w = 8, .h = 8});
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK)); // Cambia el color del borde
fillTexture(); // Escribe el texto en la textura
@@ -52,37 +52,37 @@ void Credits::handleInput() {
}
// Inicializa los textos
void Credits::iniTexts() {
void Credits::iniTexts() { // NOLINT(readability-convert-member-functions-to-static)
auto* loc = Locale::get();
texts_.clear();
texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.instructions"), static_cast<Uint8>(PaletteColor::YELLOW)});
texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.l0"), static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.l1"), static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.l2"), static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = "", .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.instructions"), .color = static_cast<Uint8>(PaletteColor::YELLOW)});
texts_.push_back({.label = "", .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.l0"), .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.l1"), .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.l2"), .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = "", .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = "", .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.keys"), static_cast<Uint8>(PaletteColor::YELLOW)});
texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.keys_move"), static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.f8"), static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.f11"), static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.f1f2"), static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.f3"), static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.f9"), static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.keys"), .color = static_cast<Uint8>(PaletteColor::YELLOW)});
texts_.push_back({.label = "", .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.keys_move"), .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.f8"), .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.f11"), .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.f1f2"), .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.f3"), .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.f9"), .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = "", .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = "", .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.author"), static_cast<Uint8>(PaletteColor::YELLOW)});
texts_.push_back({loc->get("credits.date"), static_cast<Uint8>(PaletteColor::YELLOW)});
texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.author"), .color = static_cast<Uint8>(PaletteColor::YELLOW)});
texts_.push_back({.label = loc->get("credits.date"), .color = static_cast<Uint8>(PaletteColor::YELLOW)});
texts_.push_back({.label = "", .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = "", .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({loc->get("credits.love"), static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = loc->get("credits.love"), .color = static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({.label = "", .color = static_cast<Uint8>(PaletteColor::WHITE)});
}
// Escribe el texto en la textura

View File

@@ -2,10 +2,10 @@
#include <SDL3/SDL.h>
#include <memory> // Para shared_ptr
#include <string> // Para string
#include <vector> // Para vector
class SurfaceAnimatedSprite; // lines 11-11
#include <memory> // Para shared_ptr
#include <string> // Para string
#include <vector> // Para vector
class AnimatedSprite; // lines 11-11
class Surface;
class PixelReveal;
class DeltaTimer;
@@ -14,7 +14,7 @@ class Credits {
public:
// --- Constructor y Destructor ---
Credits();
~Credits();
~Credits(); // NOLINT(modernize-use-equals-default, performance-trivially-destructible) -- defined in .cpp for unique_ptr with forward declarations
// --- Bucle principal ---
void run();
@@ -64,9 +64,9 @@ class Credits {
// --- Variables miembro ---
// Recursos gráficos
std::shared_ptr<Surface> text_surface_; // Textura para dibujar el texto
std::unique_ptr<PixelReveal> pixel_reveal_; // Efecto de revelado pixel a pixel
std::shared_ptr<SurfaceAnimatedSprite> shining_sprite_; // Sprite para el brillo del corazón
std::shared_ptr<Surface> text_surface_; // Textura para dibujar el texto
std::unique_ptr<PixelReveal> pixel_reveal_; // Efecto de revelado pixel a pixel
std::shared_ptr<AnimatedSprite> shining_sprite_; // Sprite para el brillo del corazón
// Temporizadores y estado
std::unique_ptr<DeltaTimer> delta_timer_; // Temporizador delta para time-based update

View File

@@ -8,8 +8,8 @@
#include "core/locale/locale.hpp" // Para Locale
#include "core/rendering/pixel_reveal.hpp" // Para PixelReveal
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/sprite/sprite.hpp" // Para SSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/text.hpp" // Para Text, TEXT_STROKE
#include "core/resources/resource_cache.hpp" // Para Resource
#include "core/system/global_events.hpp" // Para check
@@ -18,6 +18,9 @@
#include "utils/delta_timer.hpp" // Para DeltaTimer
#include "utils/utils.hpp" // Para PaletteColor
// Destructor
Ending::~Ending() = default;
// Constructor
Ending::Ending()
: delta_timer_(std::make_unique<DeltaTimer>()) {
@@ -31,9 +34,6 @@ Ending::Ending()
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK)); // Cambia el color del borde
}
// Destructor
Ending::~Ending() = default;
// Actualiza el objeto
void Ending::update() {
const float DELTA_TIME = delta_timer_->tick();
@@ -170,39 +170,39 @@ void Ending::updateState(float delta_time) {
}
// Inicializa los textos
void Ending::iniTexts() {
void Ending::iniTexts() { // NOLINT(readability-convert-member-functions-to-static)
// Vector con los textos (traducidos según el idioma activo)
std::vector<TextAndPosition> texts;
auto* loc = Locale::get();
// Escena #0
texts.push_back({loc->get("ending.t0"), 32});
texts.push_back({loc->get("ending.t1"), 42});
texts.push_back({loc->get("ending.t2"), 142});
texts.push_back({loc->get("ending.t3"), 152});
texts.push_back({.caption = loc->get("ending.t0"), .pos = 32});
texts.push_back({.caption = loc->get("ending.t1"), .pos = 42});
texts.push_back({.caption = loc->get("ending.t2"), .pos = 142});
texts.push_back({.caption = loc->get("ending.t3"), .pos = 152});
// Escena #1
texts.push_back({loc->get("ending.t4"), 1});
texts.push_back({loc->get("ending.t5"), 11});
texts.push_back({loc->get("ending.t6"), 21});
texts.push_back({.caption = loc->get("ending.t4"), .pos = 1});
texts.push_back({.caption = loc->get("ending.t5"), .pos = 11});
texts.push_back({.caption = loc->get("ending.t6"), .pos = 21});
texts.push_back({loc->get("ending.t7"), 161});
texts.push_back({loc->get("ending.t8"), 171});
texts.push_back({.caption = loc->get("ending.t7"), .pos = 161});
texts.push_back({.caption = loc->get("ending.t8"), .pos = 171});
texts.push_back({loc->get("ending.t9"), 181});
texts.push_back({.caption = loc->get("ending.t9"), .pos = 181});
// Escena #2
texts.push_back({loc->get("ending.t10"), 19});
texts.push_back({loc->get("ending.t11"), 29});
texts.push_back({.caption = loc->get("ending.t10"), .pos = 19});
texts.push_back({.caption = loc->get("ending.t11"), .pos = 29});
// Escena #3
texts.push_back({loc->get("ending.t12"), 36});
texts.push_back({loc->get("ending.t13"), 46});
texts.push_back({.caption = loc->get("ending.t12"), .pos = 36});
texts.push_back({.caption = loc->get("ending.t13"), .pos = 46});
// Escena #4
texts.push_back({loc->get("ending.t14"), 36});
texts.push_back({loc->get("ending.t15"), 46});
texts.push_back({loc->get("ending.t16"), 158});
texts.push_back({.caption = loc->get("ending.t14"), .pos = 36});
texts.push_back({.caption = loc->get("ending.t15"), .pos = 46});
texts.push_back({.caption = loc->get("ending.t16"), .pos = 158});
// Crea los sprites
sprite_texts_.clear();
@@ -224,7 +224,7 @@ void Ending::iniTexts() {
text->writeDX(Text::STROKE_FLAG, 2, 2, txt.caption, 1, text_color, 2, shadow_color);
// Crea el sprite
st.image_sprite = std::make_shared<SurfaceSprite>(st.image_surface, 0, 0, st.image_surface->getWidth(), st.image_surface->getHeight());
st.image_sprite = std::make_shared<Sprite>(st.image_surface, 0, 0, st.image_surface->getWidth(), st.image_surface->getHeight());
st.pos_x = static_cast<int>((Options::game.width - st.image_surface->getWidth()) / 2);
st.pos_y = txt.pos;
st.image_sprite->setPosition(st.pos_x, st.pos_y);
@@ -242,11 +242,11 @@ void Ending::iniPics() {
// Vector con las rutas y la posición
std::vector<TextAndPosition> pics;
pics.push_back({"ending1.gif", 48});
pics.push_back({"ending2.gif", 26});
pics.push_back({"ending3.gif", 29});
pics.push_back({"ending4.gif", 63});
pics.push_back({"ending5.gif", 53});
pics.push_back({.caption = "ending1.gif", .pos = 48});
pics.push_back({.caption = "ending2.gif", .pos = 26});
pics.push_back({.caption = "ending3.gif", .pos = 29});
pics.push_back({.caption = "ending4.gif", .pos = 63});
pics.push_back({.caption = "ending5.gif", .pos = 53});
// Crea los sprites
sprite_pics_.clear();
@@ -263,7 +263,7 @@ void Ending::iniPics() {
// Crea el sprite
sp.pos_x = static_cast<int>((Options::game.width - WIDTH) / 2);
sp.pos_y = pic.pos;
sp.image_sprite = std::make_shared<SurfaceSprite>(sp.image_surface, 0, 0, WIDTH, HEIGHT);
sp.image_sprite = std::make_shared<Sprite>(sp.image_surface, 0, 0, WIDTH, HEIGHT);
sp.image_sprite->setPosition(sp.pos_x, sp.pos_y);
// Crea el efecto de revelado pixel a pixel
@@ -274,7 +274,7 @@ void Ending::iniPics() {
}
// Inicializa las escenas
void Ending::iniScenes() {
void Ending::iniScenes() { // NOLINT(readability-convert-member-functions-to-static)
// Variable para los tiempos
int trigger;
constexpr int LAPSE = 80;
@@ -291,13 +291,13 @@ void Ending::iniScenes() {
sc.text_index.clear();
trigger = 85 * 2;
trigger += LAPSE;
sc.text_index.push_back({0, trigger});
sc.text_index.push_back({.index = 0, .trigger = trigger});
trigger += LAPSE;
sc.text_index.push_back({1, trigger});
sc.text_index.push_back({.index = 1, .trigger = trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({2, trigger});
sc.text_index.push_back({.index = 2, .trigger = trigger});
trigger += LAPSE;
sc.text_index.push_back({3, trigger});
sc.text_index.push_back({.index = 3, .trigger = trigger});
scenes_.push_back(sc);
// Crea la escena #1
@@ -306,17 +306,17 @@ void Ending::iniScenes() {
sc.text_index.clear();
trigger = 140 * 2;
trigger += LAPSE;
sc.text_index.push_back({4, trigger});
sc.text_index.push_back({.index = 4, .trigger = trigger});
trigger += LAPSE;
sc.text_index.push_back({5, trigger});
sc.text_index.push_back({.index = 5, .trigger = trigger});
trigger += LAPSE;
sc.text_index.push_back({6, trigger});
sc.text_index.push_back({.index = 6, .trigger = trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({7, trigger});
sc.text_index.push_back({.index = 7, .trigger = trigger});
trigger += LAPSE;
sc.text_index.push_back({8, trigger});
sc.text_index.push_back({.index = 8, .trigger = trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({9, trigger});
sc.text_index.push_back({.index = 9, .trigger = trigger});
scenes_.push_back(sc);
// Crea la escena #2
@@ -325,9 +325,9 @@ void Ending::iniScenes() {
sc.text_index.clear();
trigger = 148 / 2;
trigger += LAPSE;
sc.text_index.push_back({10, trigger});
sc.text_index.push_back({.index = 10, .trigger = trigger});
trigger += LAPSE;
sc.text_index.push_back({11, trigger});
sc.text_index.push_back({.index = 11, .trigger = trigger});
scenes_.push_back(sc);
// Crea la escena #3
@@ -336,9 +336,9 @@ void Ending::iniScenes() {
sc.text_index.clear();
trigger = 87 / 2;
trigger += LAPSE;
sc.text_index.push_back({12, trigger});
sc.text_index.push_back({.index = 12, .trigger = trigger});
trigger += LAPSE / 2;
sc.text_index.push_back({13, trigger});
sc.text_index.push_back({.index = 13, .trigger = trigger});
scenes_.push_back(sc);
// Crea la escena #4
@@ -347,11 +347,11 @@ void Ending::iniScenes() {
sc.text_index.clear();
trigger = 91 * 2;
trigger += LAPSE;
sc.text_index.push_back({14, trigger});
sc.text_index.push_back({.index = 14, .trigger = trigger});
trigger += LAPSE * 2;
sc.text_index.push_back({15, trigger});
sc.text_index.push_back({.index = 15, .trigger = trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({16, trigger});
sc.text_index.push_back({.index = 16, .trigger = trigger});
scenes_.push_back(sc);
}

View File

@@ -2,11 +2,11 @@
#include <SDL3/SDL.h>
#include <memory> // Para shared_ptr
#include <string> // Para string
#include <vector> // Para vector
class SurfaceSprite; // lines 8-8
class Surface; // lines 9-9
#include <memory> // Para shared_ptr
#include <string> // Para string
#include <vector> // Para vector
class Sprite; // lines 8-8
class Surface; // lines 9-9
class PixelReveal;
class DeltaTimer;
@@ -14,7 +14,7 @@ class Ending {
public:
// --- Constructor y Destructor ---
Ending();
~Ending();
~Ending(); // NOLINT(modernize-use-equals-default, performance-trivially-destructible) -- defined in .cpp for unique_ptr with forward declarations
// --- Bucle principal ---
void run();
@@ -33,11 +33,11 @@ class Ending {
// --- Estructuras ---
struct EndingSurface {
std::shared_ptr<Surface> image_surface; // Surface a mostrar
std::shared_ptr<SurfaceSprite> image_sprite; // SSprite para mostrar la textura
std::unique_ptr<PixelReveal> pixel_reveal; // Efecto de revelado pixel a pixel
int pos_x{0}; // Posición X de renderizado
int pos_y{0}; // Posición Y de renderizado
std::shared_ptr<Surface> image_surface; // Surface a mostrar
std::shared_ptr<Sprite> image_sprite; // SSprite para mostrar la textura
std::unique_ptr<PixelReveal> pixel_reveal; // Efecto de revelado pixel a pixel
int pos_x{0}; // Posición X de renderizado
int pos_y{0}; // Posición Y de renderizado
};
struct TextAndPosition {

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