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24 Commits

Author SHA1 Message Date
0dbf38f506 normalitzat Audio 2026-04-18 11:43:45 +02:00
53c2b345c9 build: unifica .clang-format/.clang-tidy i exclou external/ i spv/ amb dummies 2026-04-17 16:21:56 +02:00
74e19e9951 arreglos en make i cmake per estandaritzar amb la resta de projectes
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-17 13:00:02 +02:00
7480616c07 fix: android input amb sdl_joystick 2026-04-15 23:54:15 +02:00
6a76c65771 make controllerdb
trim del nom del mando
2026-04-15 09:49:58 +02:00
9f22e1c58b opcions per amagar la pantalla de carrega 2026-04-15 09:23:36 +02:00
727e55af03 arreglos en screen 2026-04-15 06:31:43 +02:00
6e0d9235a3 undo android test 2026-04-13 21:26:41 +02:00
98f251d155 android test 2026-04-13 21:17:31 +02:00
acc1b0e8a1 canvis de paleta amb L i R del mando 2026-04-13 21:05:52 +02:00
49fb895984 fix: no restaurava la pantalla en emscripten al eixir de fullscreen 2026-04-13 20:42:40 +02:00
9047bd7d1f tone a commitar pa provar el canvi de pantalla en emscripten 2026-04-13 20:09:18 +02:00
9b8820ffa3 pantalla de carrega no bloquejant
streaming de audio per evitar precárrega i descompresió a memoria
2026-04-13 19:29:05 +02:00
585c93054e commit per a provar les coses rares de la pantalla en wasm 2026-04-13 18:31:16 +02:00
8bfc32de40 emscripten: no anava back en game 2026-04-13 18:06:54 +02:00
40766ad122 fix: en console faltava SCENE DEMO 2026-04-13 18:02:04 +02:00
e67aeb10fe fix: controls en el mando 2026-04-13 17:57:13 +02:00
5f293cbddf reordenades les layers del overlay
consola ara tanca i obri per temps en lloc de velocitat
2026-04-13 14:03:45 +02:00
7f470361cc soport de gamepad per a wasm 2026-04-13 13:20:50 +02:00
d9c41f420b fix: arrancar amb el borde desactivat feia crash al activarlo 2026-04-13 11:57:01 +02:00
023bbb224b arreglat el cuelgue de la precàrrega en wasm i afegit nom del recurs en curs
- CMakeLists.txt (Emscripten): afegit -fexceptions (compile + link) perquè
  fkyaml i altres throws ara es capturen pels try/catch enlloc de cridar
  abort(). També -sASSERTIONS=1 per veure missatges clars d'error en el
  runtime de Emscripten.
- resource_cache: abans de carregar cada recurs, desa el seu nom en
  current_loading_name_ i (en wasm/debug) el repinta immediatament sobre la
  barra de progrés. Ara, si la càrrega es penja en un fitxer concret, el
  nom queda visible en pantalla i ajuda a diagnosticar el problema.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 09:52:28 +02:00
70cfe5245d afegit suport Emscripten/WebAssembly al build system
- CMakeLists.txt: branca EMSCRIPTEN amb SDL3 via FetchContent, preload de data/
  config/ i gamecontrollerdb.txt, WebGL2, EMSCRIPTEN_BUILD define i sortida .html.
  Exclou sdl3gpu_shader (no soportat a WebGL2) i el pack_tool en wasm.
- Makefile: target wasm via Docker emscripten/emsdk, build a build/wasm i
  sortida a dist/wasm (.html .js .wasm .data).
- director.cpp: createSystemFolder utilitza MEMFS en wasm (sense pwd.h/unistd.h),
  executable_path buit, dev-mode forçat (filesystem preload, no pack), windowed.
- screen.cpp: initShaders és no-op en wasm (SDL3 GPU no suportat a WebGL2).
- global_inputs.cpp: handleQuit és no-op en wasm (no es pot eixir del joc).
- Director::handleEvent ignora SDL_EVENT_QUIT en wasm.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 09:02:00 +02:00
c32a880b6a refactor: migració a l'arquitectura SDL3 Callback API
Substitueix el bucle blocant main() → Director::run() → escena::run() per
SDL_AppInit/Iterate/Event/Quit. Cada escena implementa ara iterate() (un frame)
i handleEvent() (un event) sota una interfície base Scene.

- Director gestiona l'escena activa i les transicions via switchToActiveScene()
- Setup/cleanup que estava al voltant del while de run() mogut a ctor/dtor
  (música de Game/Ending/Ending2, volum de LoadingScreen)
- GlobalEvents ja no processa SDL_EVENT_QUIT (ho fa Director::handleEvent)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 08:49:19 +02:00
714de067c8 corregit makefile per a windows 2026-04-05 18:27:51 +02:00
64 changed files with 2370 additions and 1235 deletions

View File

@@ -2,29 +2,23 @@ Checks:
- readability-* - readability-*
- modernize-* - modernize-*
- performance-* - performance-*
- bugprone-unchecked-optional-access - bugprone-*
- bugprone-sizeof-expression
- bugprone-suspicious-missing-comma
- bugprone-suspicious-index
- bugprone-undefined-memory-manipulation
- bugprone-use-after-move
- bugprone-out-of-bound-access
- -readability-identifier-length - -readability-identifier-length
- -readability-magic-numbers - -readability-magic-numbers
- -bugprone-narrowing-conversions
- -performance-enum-size
- -performance-inefficient-string-concatenation
- -bugprone-integer-division - -bugprone-integer-division
- -bugprone-easily-swappable-parameters - -bugprone-easily-swappable-parameters
- -bugprone-narrowing-conversions
- -modernize-avoid-c-arrays,-warnings-as-errors - -modernize-avoid-c-arrays,-warnings-as-errors
WarningsAsErrors: '*' WarningsAsErrors: '*'
# Solo incluir archivos de tu código fuente (external tiene su propio .clang-tidy) # Solo headers del propio código fuente (external/ y spv/ tienen su propio .clang-tidy dummy)
# Excluye jail_audio.hpp del análisis HeaderFilterRegex: 'source/.*'
HeaderFilterRegex: 'source/(?!core/audio/jail_audio\.hpp|core/rendering/sdl3gpu/.*_spv\.h).*'
FormatStyle: file FormatStyle: file
CheckOptions: CheckOptions:
# bugprone-empty-catch: aceptar catches vacíos marcados con @INTENTIONAL en un comentario
- { key: bugprone-empty-catch.IgnoreCatchWithKeywords, value: '@INTENTIONAL' }
# Variables locales en snake_case # Variables locales en snake_case
- { key: readability-identifier-naming.VariableCase, value: lower_case } - { key: readability-identifier-naming.VariableCase, value: lower_case }
@@ -45,7 +39,7 @@ CheckOptions:
# Variables estáticas privadas como miembros privados # Variables estáticas privadas como miembros privados
- { key: readability-identifier-naming.StaticVariableCase, value: lower_case } - { key: readability-identifier-naming.StaticVariableCase, value: lower_case }
- { key: readability-identifier-naming.StaticVariableSuffix, value: _ } - { key: readability-identifier-naming.StaticVariableSuffix, value: _ }
# Constantes estáticas sin sufijo # Constantes estáticas sin sufijo
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE } - { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }

View File

@@ -3,6 +3,11 @@
cmake_minimum_required(VERSION 3.10) cmake_minimum_required(VERSION 3.10)
project(jaildoctors_dilemma VERSION 1.00) project(jaildoctors_dilemma VERSION 1.00)
# Tipus de build per defecte (Debug) si no se n'ha especificat cap
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif()
# Establecer estándar de C++ # Establecer estándar de C++
set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True) set(CMAKE_CXX_STANDARD_REQUIRED True)
@@ -11,17 +16,24 @@ set(CMAKE_CXX_STANDARD_REQUIRED True)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON) set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA --- # --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
find_package(Git QUIET) # Si GIT_HASH se ha pasado desde fuera (p.ej. desde el Makefile via -DGIT_HASH=xxx),
if(GIT_FOUND) # lo usamos tal cual. Esto evita problemas con Docker/emscripten, donde git aborta por
execute_process( # "dubious ownership" en el volumen montado. En builds locales sin -DGIT_HASH, se
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD # resuelve aquí ejecutando git directamente.
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
OUTPUT_VARIABLE GIT_HASH find_package(Git QUIET)
OUTPUT_STRIP_TRAILING_WHITESPACE if(GIT_FOUND)
ERROR_QUIET execute_process(
) COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
else() WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
set(GIT_HASH "unknown") OUTPUT_VARIABLE GIT_HASH
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
endif()
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
set(GIT_HASH "unknown")
endif()
endif() endif()
# Configurar archivo de versión # Configurar archivo de versión
@@ -31,6 +43,7 @@ configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/versi
set(APP_SOURCES set(APP_SOURCES
# Core - Audio # Core - Audio
source/core/audio/audio.cpp source/core/audio/audio.cpp
source/core/audio/audio_adapter.cpp
# Core - Input # Core - Input
source/core/input/global_inputs.cpp source/core/input/global_inputs.cpp
@@ -87,6 +100,7 @@ set(APP_SOURCES
source/game/gameplay/tilemap_renderer.cpp source/game/gameplay/tilemap_renderer.cpp
# Game - Scenes # Game - Scenes
source/game/scenes/boot_loader.cpp
source/game/scenes/credits.cpp source/game/scenes/credits.cpp
source/game/scenes/ending.cpp source/game/scenes/ending.cpp
source/game/scenes/ending2.cpp source/game/scenes/ending2.cpp
@@ -127,15 +141,31 @@ set(DEBUG_SOURCES
) )
# Configuración de SDL3 # Configuración de SDL3
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3) if(EMSCRIPTEN)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}") # En Emscripten, SDL3 se compila desde source con FetchContent
include(FetchContent)
FetchContent_Declare(
SDL3
GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
GIT_TAG release-3.4.4
GIT_SHALLOW TRUE
)
set(SDL_SHARED OFF CACHE BOOL "" FORCE)
set(SDL_STATIC ON CACHE BOOL "" FORCE)
set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(SDL3)
message(STATUS "SDL3 compilado desde source para Emscripten")
else()
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
endif()
# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal) --- # --- SHADER COMPILATION (Linux/Windows only - macOS usa Metal, Emscripten no els necessita) ---
if(NOT APPLE) if(NOT APPLE AND NOT EMSCRIPTEN)
find_program(GLSLC_EXE NAMES glslc) find_program(GLSLC_EXE NAMES glslc)
set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders") set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders")
set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu") set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv")
set(SHADER_POSTFX_VERT_SRC "${SHADERS_DIR}/postfx.vert") set(SHADER_POSTFX_VERT_SRC "${SHADERS_DIR}/postfx.vert")
set(SHADER_POSTFX_FRAG_SRC "${SHADERS_DIR}/postfx.frag") set(SHADER_POSTFX_FRAG_SRC "${SHADERS_DIR}/postfx.frag")
@@ -196,10 +226,15 @@ else()
endif() endif()
# --- 2. AÑADIR EJECUTABLE --- # --- 2. AÑADIR EJECUTABLE ---
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${RENDERING_SOURCES}) if(EMSCRIPTEN)
# En Emscripten no compilem sdl3gpu_shader (SDL3 GPU no està suportat a WebGL2)
add_executable(${PROJECT_NAME} ${APP_SOURCES})
else()
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${RENDERING_SOURCES})
endif()
# Shaders deben compilarse antes que el ejecutable (Linux/Windows con glslc) # Shaders deben compilarse antes que el ejecutable (Linux/Windows con glslc)
if(NOT APPLE AND GLSLC_EXE) if(NOT APPLE AND NOT EMSCRIPTEN AND GLSLC_EXE)
add_dependencies(${PROJECT_NAME} shaders) add_dependencies(${PROJECT_NAME} shaders)
endif() endif()
@@ -243,18 +278,39 @@ elseif(APPLE)
-rpath @executable_path/../Frameworks/ -rpath @executable_path/../Frameworks/
) )
endif() endif()
elseif(EMSCRIPTEN)
target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD)
# -fexceptions: habilita excepcions C++ (fkyaml, std::runtime_error...) — sense això qualsevol throw crida abort()
target_compile_options(${PROJECT_NAME} PRIVATE -fexceptions)
target_link_options(${PROJECT_NAME} PRIVATE
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data"
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/config@/config"
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt@/gamecontrollerdb.txt"
-fexceptions
-sALLOW_MEMORY_GROWTH=1
-sMAX_WEBGL_VERSION=2
-sINITIAL_MEMORY=67108864
-sASSERTIONS=1
# ASYNCIFY només per permetre emscripten_sleep(0) durant la precàrrega de recursos
# (el bucle principal del joc ja usa SDL3 Callback API, no depèn d'ASYNCIFY).
-sASYNCIFY=1
)
set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
elseif(UNIX AND NOT APPLE) elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD) target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
endif() endif()
# Especificar la ubicación del ejecutable # Especificar la ubicación del ejecutable (en desktop; a wasm queda a build/wasm/)
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}) if(NOT EMSCRIPTEN)
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
endif()
# --- 5. STATIC ANALYSIS TARGETS --- # --- 5. STATIC ANALYSIS TARGETS ---
# Buscar herramientas de análisis estático # Buscar herramientas de análisis estático
find_program(CLANG_TIDY_EXE NAMES clang-tidy) find_program(CLANG_TIDY_EXE NAMES clang-tidy)
find_program(CLANG_FORMAT_EXE NAMES clang-format) find_program(CLANG_FORMAT_EXE NAMES clang-format)
find_program(CPPCHECK_EXE NAMES cppcheck)
# Recopilar todos los archivos fuente para formateo # Recopilar todos los archivos fuente para formateo
file(GLOB_RECURSE ALL_SOURCE_FILES file(GLOB_RECURSE ALL_SOURCE_FILES
@@ -266,10 +322,11 @@ file(GLOB_RECURSE ALL_SOURCE_FILES
# Excluir directorio external del análisis # Excluir directorio external del análisis
list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*") list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
# Para clang-tidy, también excluir jail_audio.hpp
set(CLANG_TIDY_SOURCES ${ALL_SOURCE_FILES}) set(CLANG_TIDY_SOURCES ${ALL_SOURCE_FILES})
list(FILTER CLANG_TIDY_SOURCES EXCLUDE REGEX ".*jail_audio\\.hpp$")
list(FILTER CLANG_TIDY_SOURCES EXCLUDE REGEX ".*_spv\\.h$") # Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente).
set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
# Targets de clang-tidy # Targets de clang-tidy
if(CLANG_TIDY_EXE) if(CLANG_TIDY_EXE)
@@ -315,29 +372,53 @@ else()
message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles") message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
endif() endif()
# --- 6. PACK RESOURCES TARGETS --- # Target de cppcheck
set(PACK_TOOL_SOURCES if(CPPCHECK_EXE)
${CMAKE_SOURCE_DIR}/tools/pack_resources/pack_resources.cpp add_custom_target(cppcheck
${CMAKE_SOURCE_DIR}/source/core/resources/resource_pack.cpp COMMAND ${CPPCHECK_EXE}
) --enable=warning,style,performance,portability
--std=c++20
--language=c++
--inline-suppr
--suppress=missingIncludeSystem
--suppress=toomanyconfigs
--quiet
-I ${CMAKE_SOURCE_DIR}/source
${CPPCHECK_SOURCES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Running cppcheck..."
)
else()
message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
endif()
add_executable(pack_tool ${PACK_TOOL_SOURCES}) # --- 6. EINA STANDALONE: pack_resources (no en Emscripten: s'utilitza --preload-file) ---
target_include_directories(pack_tool PRIVATE ${CMAKE_SOURCE_DIR}/source) # Executable auxiliar que empaqueta `data/` a `resources.pack`.
set_target_properties(pack_tool PROPERTIES # No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}/tools/pack_resources # cmake --build build --target pack_resources
) if(NOT EMSCRIPTEN)
add_executable(pack_resources EXCLUDE_FROM_ALL
tools/pack_resources/pack_resources.cpp
source/core/resources/resource_pack.cpp
)
target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
target_compile_options(pack_resources PRIVATE -Wall)
file(GLOB_RECURSE DATA_FILES "${CMAKE_SOURCE_DIR}/data/*") # Regeneració automàtica de resources.pack en cada build si canvia data/.
file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
set(RESOURCE_PACK "${CMAKE_SOURCE_DIR}/resources.pack")
add_custom_command( add_custom_command(
OUTPUT "${CMAKE_SOURCE_DIR}/resources.pack" OUTPUT ${RESOURCE_PACK}
COMMAND $<TARGET_FILE:pack_tool> COMMAND $<TARGET_FILE:pack_resources>
"${CMAKE_SOURCE_DIR}/data" "${CMAKE_SOURCE_DIR}/data"
"${CMAKE_SOURCE_DIR}/resources.pack" "${RESOURCE_PACK}"
DEPENDS pack_tool ${DATA_FILES} DEPENDS pack_resources ${DATA_FILES}
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}" WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Generando resources.pack desde data/..." COMMENT "Empaquetant data/ → resources.pack"
) VERBATIM
)
add_custom_target(pack DEPENDS "${CMAKE_SOURCE_DIR}/resources.pack") add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
add_dependencies(${PROJECT_NAME} pack) add_dependencies(${PROJECT_NAME} resource_pack)
endif()

157
Makefile
View File

@@ -4,7 +4,6 @@
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST))) DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source) DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
DIR_BIN := $(addsuffix /, $(DIR_ROOT)) DIR_BIN := $(addsuffix /, $(DIR_ROOT))
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
# ============================================================================== # ==============================================================================
# TARGET NAMES # TARGET NAMES
@@ -20,8 +19,6 @@ RESOURCE_FILE := release/windows/jdd.res
# ============================================================================== # ==============================================================================
# TOOLS # TOOLS
# ============================================================================== # ==============================================================================
DIR_PACK_TOOL := $(DIR_TOOLS)pack_resources
SHADER_SCRIPT := $(DIR_ROOT)tools/shaders/compile_spirv.sh
SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
SHADERS_DIR := $(DIR_ROOT)data/shaders SHADERS_DIR := $(DIR_ROOT)data/shaders
HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu
@@ -35,9 +32,23 @@ endif
# VERSION (extracted from defines.hpp) # VERSION (extracted from defines.hpp)
# ============================================================================== # ==============================================================================
ifeq ($(OS),Windows_NT) ifeq ($(OS),Windows_NT)
VERSION := v$(shell powershell -Command "(Select-String -Path 'source/utils/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value") VERSION := $(shell powershell -Command "(Select-String -Path 'source/utils/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value")
else else
VERSION := v$(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/') VERSION := $(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
endif
# ==============================================================================
# GIT HASH (computat al host, passat a CMake via -DGIT_HASH)
# Evita que CMake haja de cridar git des de Docker/emscripten on falla per
# "dubious ownership" del volum muntat.
# ==============================================================================
ifeq ($(OS),Windows_NT)
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>NUL)
else
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>/dev/null)
endif
ifeq ($(GIT_HASH),)
GIT_HASH := unknown
endif endif
# ============================================================================== # ==============================================================================
@@ -54,9 +65,11 @@ endif
ifeq ($(OS),Windows_NT) ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME) WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME) WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
else else
WIN_TARGET_FILE := $(TARGET_FILE) WIN_TARGET_FILE := $(TARGET_FILE)
WIN_RELEASE_FILE := $(RELEASE_FILE) WIN_RELEASE_FILE := $(RELEASE_FILE)
WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE)
endif endif
# ============================================================================== # ==============================================================================
@@ -82,15 +95,24 @@ else
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
endif endif
# ==============================================================================
# CMAKE GENERATOR (Windows needs explicit MinGW Makefiles generator)
# ==============================================================================
ifeq ($(OS),Windows_NT)
CMAKE_GEN := -G "MinGW Makefiles"
else
CMAKE_GEN :=
endif
# ============================================================================== # ==============================================================================
# COMPILACIÓN CON CMAKE # COMPILACIÓN CON CMAKE
# ============================================================================== # ==============================================================================
all: all:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build @cmake --build build
debug: debug:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH)
@cmake --build build @cmake --build build
# ============================================================================== # ==============================================================================
@@ -98,12 +120,12 @@ debug:
# ============================================================================== # ==============================================================================
release: release:
ifeq ($(OS),Windows_NT) ifeq ($(OS),Windows_NT)
@"$(MAKE)" windows_release @"$(MAKE)" _windows_release
else else
ifeq ($(UNAME_S),Darwin) ifeq ($(UNAME_S),Darwin)
@$(MAKE) macos_release @$(MAKE) _macos_release
else else
@$(MAKE) linux_release @$(MAKE) _linux_release
endif endif
endif endif
@@ -118,23 +140,22 @@ else
endif endif
# ============================================================================== # ==============================================================================
# REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK # EMPAQUETADO DE RECURSOS (build previ de l'eina + execució)
# ============================================================================== # ==============================================================================
pack_tool: pack:
@$(MAKE) -C $(DIR_PACK_TOOL) @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target pack_resources
resources.pack: pack_tool @./build/pack_resources data resources.pack
@$(MAKE) -C $(DIR_PACK_TOOL) pack
# ============================================================================== # ==============================================================================
# COMPILACIÓN PARA WINDOWS (RELEASE) # COMPILACIÓN PARA WINDOWS (RELEASE)
# ============================================================================== # ==============================================================================
windows_release: _windows_release:
@echo off @echo off
@echo Creando release para Windows - Version: $(VERSION) @echo Creando release para Windows - Version: $(VERSION)
# Compila con cmake (genera shaders, resources.pack y ejecutable) # Compila con cmake (genera shaders, resources.pack y ejecutable)
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build @cmake --build build
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER' # Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
@@ -148,7 +169,7 @@ windows_release:
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '\"$(WIN_RELEASE_FILE).exe\"'" @powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip # Crea el fichero .zip
@@ -162,14 +183,14 @@ windows_release:
# ============================================================================== # ==============================================================================
# COMPILACIÓN PARA MACOS (RELEASE) # COMPILACIÓN PARA MACOS (RELEASE)
# ============================================================================== # ==============================================================================
macos_release: _macos_release:
@echo "Creando release para macOS - Version: $(VERSION)" @echo "Creando release para macOS - Version: $(VERSION)"
# Verificar e instalar create-dmg si es necesario # Verificar e instalar create-dmg si es necesario
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg) @which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
# Compila la versión para procesadores Intel con cmake (genera shaders y resources.pack) # Compila la versión para procesadores Intel con cmake (genera shaders y resources.pack)
@cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON @cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH)
@cmake --build build/intel @cmake --build build/intel
# Elimina datos de compilaciones anteriores # Elimina datos de compilaciones anteriores
@@ -223,7 +244,7 @@ macos_release:
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)" @echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
# Compila la versión para procesadores Apple Silicon con cmake # Compila la versión para procesadores Apple Silicon con cmake
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON @cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH)
@cmake --build build/arm @cmake --build build/arm
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
@@ -256,11 +277,11 @@ macos_release:
# ============================================================================== # ==============================================================================
# COMPILACIÓN PARA LINUX (RELEASE) # COMPILACIÓN PARA LINUX (RELEASE)
# ============================================================================== # ==============================================================================
linux_release: _linux_release:
@echo "Creando release para Linux - Version: $(VERSION)" @echo "Creando release para Linux - Version: $(VERSION)"
# Compila con cmake (genera shaders, resources.pack y ejecutable) # Compila con cmake (genera shaders, resources.pack y ejecutable)
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build @cmake --build build
# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe) # Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
@@ -283,6 +304,76 @@ linux_release:
# Elimina la carpeta temporal # Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# COMPILACIÓN PARA WEBASSEMBLY (requiere Docker)
# ==============================================================================
wasm:
@echo "Compilando para WebAssembly - Version: $(VERSION)"
docker run --rm \
--user $(shell id -u):$(shell id -g) \
-v $(DIR_ROOT):/src \
-w /src \
emscripten/emsdk:latest \
bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm"
$(MKDIR) "$(DIST_DIR)/wasm"
cp build/wasm/$(TARGET_NAME).html $(DIST_DIR)/wasm/
cp build/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/
cp build/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/
cp build/wasm/$(TARGET_NAME).data $(DIST_DIR)/wasm/
@echo "Output: $(DIST_DIR)/wasm/"
scp $(DIST_DIR)/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/$(TARGET_NAME).data \
maverick:/home/sergio/gitea/web_jailgames/static/games/jaildoctors-dilemma/wasm/
ssh maverick 'cd /home/sergio/gitea/web_jailgames && ./deploy.sh'
@echo "Deployed to maverick"
# Versió Debug del build wasm: arrenca directament a la GAME (sense logo/loading/title)
# i activa l'editor i la consola. Sortida a dist/wasm_debug/.
wasm_debug:
@echo "Compilando WebAssembly Debug - Version: $(VERSION)"
docker run --rm \
-v $(DIR_ROOT):/src \
-w /src \
emscripten/emsdk:latest \
bash -c "emcmake cmake -S . -B build/wasm_debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm_debug"
$(MKDIR) "$(DIST_DIR)/wasm_debug"
cp build/wasm_debug/$(TARGET_NAME).html $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).js $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).wasm $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).data $(DIST_DIR)/wasm_debug/
@echo "Output: $(DIST_DIR)/wasm_debug/"
# ==============================================================================
# ==============================================================================
# CODE QUALITY (delegados a cmake)
# ==============================================================================
format:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target format
format-check:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target format-check
tidy:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target tidy
tidy-fix:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target tidy-fix
cppcheck:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target cppcheck
# DESCARGA DE GAMECONTROLLERDB
# ==============================================================================
controllerdb:
@echo "Descargando gamecontrollerdb.txt..."
curl -fsSL https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt \
-o gamecontrollerdb.txt
@echo "gamecontrollerdb.txt actualizado"
# ============================================================================== # ==============================================================================
# REGLAS ESPECIALES # REGLAS ESPECIALES
# ============================================================================== # ==============================================================================
@@ -301,17 +392,23 @@ help:
@echo "" @echo ""
@echo " Release:" @echo " Release:"
@echo " make release - Crear release (detecta SO automaticamente)" @echo " make release - Crear release (detecta SO automaticamente)"
@echo " make windows_release - Crear release para Windows" @echo " make wasm - Crear release per a WebAssembly (requereix Docker)"
@echo " make linux_release - Crear release para Linux" @echo " make wasm_debug - Crear build Debug per a WebAssembly (entra directe a la GAME)"
@echo " make macos_release - Crear release para macOS"
@echo "" @echo ""
@echo " Herramientas:" @echo " Herramientas:"
@echo " make compile_shaders - Compilar shaders SPIR-V" @echo " make compile_shaders - Compilar shaders SPIR-V"
@echo " make pack_tool - Compilar herramienta de empaquetado" @echo " make pack - Empaquetar recursos a resources.pack"
@echo " make resources.pack - Generar pack de recursos desde data/" @echo " make controllerdb - Descargar gamecontrollerdb.txt actualizado"
@echo ""
@echo " Calidad de codigo:"
@echo " make format - Formatear codigo con clang-format"
@echo " make format-check - Verificar formato sin modificar"
@echo " make tidy - Analisis estatico con clang-tidy"
@echo " make tidy-fix - Analisis estatico con auto-fix"
@echo " make cppcheck - Analisis estatico con cppcheck"
@echo "" @echo ""
@echo " Otros:" @echo " Otros:"
@echo " make show_version - Mostrar version actual ($(VERSION))" @echo " make show_version - Mostrar version actual ($(VERSION))"
@echo " make help - Mostrar esta ayuda" @echo " make help - Mostrar esta ayuda"
.PHONY: all debug release windows_release macos_release linux_release compile_shaders pack_tool resources.pack show_version help .PHONY: all debug release _windows_release _macos_release _linux_release wasm wasm_debug compile_shaders pack controllerdb format format-check tidy tidy-fix cppcheck show_version help

View File

@@ -201,7 +201,7 @@ categories:
DEBUG: [MODE, START] DEBUG: [MODE, START]
DEBUG MODE: [ON, OFF] DEBUG MODE: [ON, OFF]
DEBUG START: [HERE, ROOM, POS, SCENE] DEBUG START: [HERE, ROOM, POS, SCENE]
DEBUG START SCENE: [LOGO, LOADING, TITLE, CREDITS, GAME, ENDING, ENDING2] DEBUG START SCENE: [LOGO, LOADING, TITLE, CREDITS, GAME, DEMO, ENDING, ENDING2]
- keyword: ITEMS - keyword: ITEMS
handler: cmd_items handler: cmd_items
@@ -220,9 +220,9 @@ categories:
- keyword: SCENE - keyword: SCENE
handler: cmd_scene handler: cmd_scene
description: Change scene description: Change scene
usage: "SCENE [LOGO|LOADING|TITLE|CREDITS|GAME|ENDING|ENDING2|RESTART]" usage: "SCENE [LOGO|LOADING|TITLE|CREDITS|GAME|DEMO|ENDING|ENDING2|RESTART]"
completions: completions:
SCENE: [LOGO, LOADING, TITLE, CREDITS, GAME, ENDING, ENDING2, RESTART] SCENE: [LOGO, LOADING, TITLE, CREDITS, GAME, DEMO, ENDING, ENDING2, RESTART]
- keyword: EDIT - keyword: EDIT
handler: cmd_edit handler: cmd_edit

View File

@@ -8,6 +8,7 @@ title:
keyboard: "2. REDEFINIR TECLES" keyboard: "2. REDEFINIR TECLES"
joystick: "3. REDEFINIR MANDO" joystick: "3. REDEFINIR MANDO"
projects: "4. PROJECTES" projects: "4. PROJECTES"
press_to_play: "PREM PER JUGAR"
keys: keys:
prompt0: "PREM UNA TECLA PER A ESQUERRA" prompt0: "PREM UNA TECLA PER A ESQUERRA"
prompt1: "PREM UNA TECLA PER A DRETA" prompt1: "PREM UNA TECLA PER A DRETA"
@@ -103,6 +104,8 @@ achievements:
ui: ui:
press_again_menu: "PREM DE NOU PER TORNAR AL MENÚ" press_again_menu: "PREM DE NOU PER TORNAR AL MENÚ"
press_again_exit: "PREM DE NOU PER EIXIR" press_again_exit: "PREM DE NOU PER EIXIR"
gamepad_connected: "CONNECTAT"
gamepad_disconnected: "DESCONNECTAT"
border_enabled: "VORA ACTIVADA" border_enabled: "VORA ACTIVADA"
border_disabled: "VORA DESACTIVADA" border_disabled: "VORA DESACTIVADA"
fullscreen_enabled: "PANTALLA COMPLETA ACTIVADA" fullscreen_enabled: "PANTALLA COMPLETA ACTIVADA"

View File

@@ -8,6 +8,7 @@ title:
keyboard: "2. REDEFINE KEYBOARD" keyboard: "2. REDEFINE KEYBOARD"
joystick: "3. REDEFINE JOYSTICK" joystick: "3. REDEFINE JOYSTICK"
projects: "4. PROJECTS" projects: "4. PROJECTS"
press_to_play: "PRESS TO PLAY"
keys: keys:
prompt0: "PRESS KEY FOR LEFT" prompt0: "PRESS KEY FOR LEFT"
prompt1: "PRESS KEY FOR RIGHT" prompt1: "PRESS KEY FOR RIGHT"
@@ -103,6 +104,8 @@ achievements:
ui: ui:
press_again_menu: "PRESS AGAIN TO RETURN TO MENU" press_again_menu: "PRESS AGAIN TO RETURN TO MENU"
press_again_exit: "PRESS AGAIN TO EXIT" press_again_exit: "PRESS AGAIN TO EXIT"
gamepad_connected: "CONNECTED"
gamepad_disconnected: "DISCONNECTED"
border_enabled: "BORDER ENABLED" border_enabled: "BORDER ENABLED"
border_disabled: "BORDER DISABLED" border_disabled: "BORDER DISABLED"
fullscreen_enabled: "FULLSCREEN ENABLED" fullscreen_enabled: "FULLSCREEN ENABLED"

File diff suppressed because it is too large Load Diff

View File

@@ -1,19 +1,27 @@
#include "audio.hpp" #include "core/audio/audio.hpp"
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_G... #include <SDL3/SDL.h> // Para SDL_GetError, SDL_Init
#include <algorithm> // Para clamp #include <algorithm> // Para clamp
#include <iostream> // Para std::cout #include <iostream> // Para std::cout
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp) // Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp).
// clang-format off // clang-format off
#undef STB_VORBIS_HEADER_ONLY #undef STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h" #include "external/stb_vorbis.c"
// stb_vorbis.c filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
// perquè xocarien amb noms de paràmetres de plantilla en altres headers.
#undef L
#undef C
#undef R
#undef PLAYBACK_MONO
#undef PLAYBACK_LEFT
#undef PLAYBACK_RIGHT
// clang-format on // clang-format on
#include "core/audio/jail_audio.hpp" // Para JA_FadeOutMusic, JA_Init, JA_PauseM... #include "core/audio/audio_adapter.hpp" // Para AudioResource::getMusic/getSound
#include "core/resources/resource_cache.hpp" // Para Resource #include "core/audio/jail_audio.hpp" // Para JA_*
#include "game/options.hpp" // Para AudioOptions, audio, MusicOptions #include "game/options.hpp" // Para Options::audio
// Singleton // Singleton
Audio* Audio::instance = nullptr; Audio* Audio::instance = nullptr;
@@ -22,7 +30,10 @@ Audio* Audio::instance = nullptr;
void Audio::init() { Audio::instance = new Audio(); } void Audio::init() { Audio::instance = new Audio(); }
// Libera la instancia // Libera la instancia
void Audio::destroy() { delete Audio::instance; } void Audio::destroy() {
delete Audio::instance;
Audio::instance = nullptr;
}
// Obtiene la instancia // Obtiene la instancia
auto Audio::get() -> Audio* { return Audio::instance; } auto Audio::get() -> Audio* { return Audio::instance; }
@@ -38,10 +49,15 @@ Audio::~Audio() {
// Método principal // Método principal
void Audio::update() { void Audio::update() {
JA_Update(); JA_Update();
// Sincronizar estado: detectar cuando la música se para (ej. fade-out completado)
if (instance && instance->music_.state == MusicState::PLAYING && JA_GetMusicState() != JA_MUSIC_PLAYING) {
instance->music_.state = MusicState::STOPPED;
}
} }
// Reproduce la música // Reproduce la música por nombre (con crossfade opcional)
void Audio::playMusic(const std::string& name, const int loop) { // NOLINT(readability-convert-member-functions-to-static) void Audio::playMusic(const std::string& name, const int loop, const int crossfade_ms) {
bool new_loop = (loop != 0); bool new_loop = (loop != 0);
// Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada // Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada
@@ -49,29 +65,45 @@ void Audio::playMusic(const std::string& name, const int loop) { // NOLINT(read
return; return;
} }
// Intentar obtener recurso; si falla, no tocar estado if (!music_enabled_) return;
auto* resource = Resource::Cache::get()->getMusic(name);
if (resource == nullptr) { auto* resource = AudioResource::getMusic(name);
// manejo de error opcional if (resource == nullptr) return;
return;
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(resource, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
}
JA_PlayMusic(resource, loop);
} }
// Si hay algo reproduciéndose, detenerlo primero (si el backend lo requiere)
if (music_.state == MusicState::PLAYING) {
JA_StopMusic(); // sustituir por la función de stop real del API si tiene otro nombre
}
// Llamada al motor para reproducir la nueva pista
JA_PlayMusic(resource, loop);
// Actualizar estado y metadatos después de iniciar con éxito
music_.name = name; music_.name = name;
music_.loop = new_loop; music_.loop = new_loop;
music_.state = MusicState::PLAYING; music_.state = MusicState::PLAYING;
} }
// Reproduce la música por puntero (con crossfade opcional)
void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms) {
if (!music_enabled_ || music == nullptr) return;
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(music, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
}
JA_PlayMusic(music, loop);
}
music_.name.clear(); // nom desconegut quan es passa per punter
music_.loop = (loop != 0);
music_.state = MusicState::PLAYING;
}
// Pausa la música // Pausa la música
void Audio::pauseMusic() { // NOLINT(readability-convert-member-functions-to-static) void Audio::pauseMusic() {
if (music_enabled_ && music_.state == MusicState::PLAYING) { if (music_enabled_ && music_.state == MusicState::PLAYING) {
JA_PauseMusic(); JA_PauseMusic();
music_.state = MusicState::PAUSED; music_.state = MusicState::PAUSED;
@@ -79,7 +111,7 @@ void Audio::pauseMusic() { // NOLINT(readability-convert-member-functions-to-st
} }
// Continua la música pausada // Continua la música pausada
void Audio::resumeMusic() { // NOLINT(readability-convert-member-functions-to-static) void Audio::resumeMusic() {
if (music_enabled_ && music_.state == MusicState::PAUSED) { if (music_enabled_ && music_.state == MusicState::PAUSED) {
JA_ResumeMusic(); JA_ResumeMusic();
music_.state = MusicState::PLAYING; music_.state = MusicState::PLAYING;
@@ -87,7 +119,7 @@ void Audio::resumeMusic() { // NOLINT(readability-convert-member-functions-to-s
} }
// Detiene la música // Detiene la música
void Audio::stopMusic() { // NOLINT(readability-make-member-function-const) void Audio::stopMusic() {
if (music_enabled_) { if (music_enabled_) {
JA_StopMusic(); JA_StopMusic();
music_.state = MusicState::STOPPED; music_.state = MusicState::STOPPED;
@@ -97,13 +129,13 @@ void Audio::stopMusic() { // NOLINT(readability-make-member-function-const)
// Reproduce un sonido por nombre // Reproduce un sonido por nombre
void Audio::playSound(const std::string& name, Group group) const { void Audio::playSound(const std::string& name, Group group) const {
if (sound_enabled_) { if (sound_enabled_) {
JA_PlaySound(Resource::Cache::get()->getSound(name), 0, static_cast<int>(group)); JA_PlaySound(AudioResource::getSound(name), 0, static_cast<int>(group));
} }
} }
// Reproduce un sonido por puntero directo // Reproduce un sonido por puntero directo
void Audio::playSound(JA_Sound_t* sound, Group group) const { void Audio::playSound(JA_Sound_t* sound, Group group) const {
if (sound_enabled_) { if (sound_enabled_ && sound != nullptr) {
JA_PlaySound(sound, 0, static_cast<int>(group)); JA_PlaySound(sound, 0, static_cast<int>(group));
} }
} }
@@ -138,7 +170,7 @@ auto Audio::getRealMusicState() -> MusicState {
} }
} }
// Establece el volumen de los sonidos // Establece el volumen de los sonidos (float 0.0..1.0)
void Audio::setSoundVolume(float sound_volume, Group group) const { void Audio::setSoundVolume(float sound_volume, Group group) const {
if (sound_enabled_) { if (sound_enabled_) {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME); sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
@@ -147,7 +179,7 @@ void Audio::setSoundVolume(float sound_volume, Group group) const {
} }
} }
// Establece el volumen de la música // Establece el volumen de la música (float 0.0..1.0)
void Audio::setMusicVolume(float music_volume) const { void Audio::setMusicVolume(float music_volume) const {
if (music_enabled_) { if (music_enabled_) {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME); music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
@@ -172,24 +204,9 @@ void Audio::enable(bool value) {
// Inicializa SDL Audio // Inicializa SDL Audio
void Audio::initSDLAudio() { void Audio::initSDLAudio() {
if (!SDL_Init(SDL_INIT_AUDIO)) { if (!SDL_Init(SDL_INIT_AUDIO)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError()); std::cout << "SDL_AUDIO could not initialize! SDL Error: " << SDL_GetError() << '\n';
} else { } else {
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2); JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
enable(Options::audio.enabled); enable(Options::audio.enabled);
// Aplicar estado de música y sonido guardado en las opciones.
// enable() ya aplica los volúmenes, pero no toca music_enabled_/sound_enabled_.
// Si alguno está desactivado, hay que forzar el volumen a 0 en el backend.
if (!Options::audio.music.enabled) {
setMusicVolume(0.0F); // music_enabled_=true aún → llega a JA
enableMusic(false);
}
if (!Options::audio.sound.enabled) {
setSoundVolume(0.0F); // sound_enabled_=true aún → llega a JA
enableSound(false);
}
std::cout << "\n** AUDIO SYSTEM **\n";
std::cout << "Audio system initialized successfully\n";
} }
} }

View File

@@ -1,28 +1,35 @@
#pragma once #pragma once
#include <cstdint> // Para int8_t, uint8_t
#include <string> // Para string #include <string> // Para string
#include <utility> // Para move #include <utility> // Para move
// --- Clase Audio: gestor de audio (singleton) --- // --- Clase Audio: gestor de audio (singleton) ---
// Implementació canònica, byte-idèntica entre projectes.
// Els volums es manegen internament com a float 0.01.0; la capa de
// presentació (menús, notificacions) usa les helpers toPercent/fromPercent
// per mostrar 0100 a l'usuari.
class Audio { class Audio {
public: public:
// --- Enums --- // --- Enums ---
enum class Group : int { enum class Group : std::int8_t {
ALL = -1, // Todos los grupos ALL = -1, // Todos los grupos
GAME = 0, // Sonidos del juego GAME = 0, // Sonidos del juego
INTERFACE = 1 // Sonidos de la interfaz INTERFACE = 1 // Sonidos de la interfaz
}; };
enum class MusicState { enum class MusicState : std::uint8_t {
PLAYING, // Reproduciendo música PLAYING, // Reproduciendo música
PAUSED, // Música pausada PAUSED, // Música pausada
STOPPED, // Música detenida STOPPED, // Música detenida
}; };
// --- Constantes --- // --- Constantes ---
static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo (float 0..1)
static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo (float 0..1)
static constexpr int FREQUENCY = 48000; // Frecuencia de audio static constexpr float VOLUME_STEP = 0.05F; // Pas estàndard per a UI (5%)
static constexpr int FREQUENCY = 48000; // Frecuencia de audio
static constexpr int DEFAULT_CROSSFADE_MS = 1500; // Duració del crossfade per defecte (ms)
// --- Singleton --- // --- Singleton ---
static void init(); // Inicializa el objeto Audio static void init(); // Inicializa el objeto Audio
@@ -34,21 +41,31 @@ class Audio {
static void update(); // Actualización del sistema de audio static void update(); // Actualización del sistema de audio
// --- Control de música --- // --- Control de música ---
void playMusic(const std::string& name, int loop = -1); // Reproducir música en bucle void playMusic(const std::string& name, int loop = -1, int crossfade_ms = 0); // Reproducir música por nombre (con crossfade opcional)
void pauseMusic(); // Pausar reproducción de música void playMusic(struct JA_Music_t* music, int loop = -1, int crossfade_ms = 0); // Reproducir música por puntero (con crossfade opcional)
void resumeMusic(); // Continua la música pausada void pauseMusic(); // Pausar reproducción de música
void stopMusic(); // Detener completamente la música void resumeMusic(); // Continua la música pausada
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música void stopMusic(); // Detener completamente la música
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
// --- Control de sonidos --- // --- Control de sonidos ---
void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual por nombre void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual por nombre
void playSound(struct JA_Sound_t* sound, Group group = Group::GAME) const; // Reproducir sonido puntual por puntero void playSound(struct JA_Sound_t* sound, Group group = Group::GAME) const; // Reproducir sonido puntual por puntero
void stopAllSounds() const; // Detener todos los sonidos void stopAllSounds() const; // Detener todos los sonidos
// --- Control de volumen --- // --- Control de volumen (API interna: float 0.0..1.0) ---
void setSoundVolume(float volume, Group group = Group::ALL) const; // Ajustar volumen de efectos void setSoundVolume(float volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
void setMusicVolume(float volume) const; // Ajustar volumen de música void setMusicVolume(float volume) const; // Ajustar volumen de música
// --- Helpers de conversió per a la capa de presentació ---
// UI (menús, notificacions) manega enters 0..100; internament viu float 0..1.
static constexpr auto toPercent(float volume) -> int {
return static_cast<int>(volume * 100.0F + 0.5F);
}
static constexpr auto fromPercent(int percent) -> float {
return static_cast<float>(percent) / 100.0F;
}
// --- Configuración general --- // --- Configuración general ---
void enable(bool value); // Establecer estado general void enable(bool value); // Establecer estado general
void toggleEnabled() { enabled_ = !enabled_; } // Alternar estado general void toggleEnabled() { enabled_ = !enabled_; } // Alternar estado general
@@ -94,4 +111,4 @@ class Audio {
bool enabled_{true}; // Estado general del audio bool enabled_{true}; // Estado general del audio
bool sound_enabled_{true}; // Estado de los efectos de sonido bool sound_enabled_{true}; // Estado de los efectos de sonido
bool music_enabled_{true}; // Estado de la música bool music_enabled_{true}; // Estado de la música
}; };

View File

@@ -0,0 +1,13 @@
#include "core/audio/audio_adapter.hpp"
#include "core/resources/resource_cache.hpp"
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name) {
return Resource::Cache::get()->getMusic(name);
}
JA_Sound_t* getSound(const std::string& name) {
return Resource::Cache::get()->getSound(name);
}
} // namespace AudioResource

View File

@@ -0,0 +1,17 @@
#pragma once
// --- Audio Resource Adapter ---
// Aquest fitxer exposa una interfície comuna a Audio per obtenir JA_Music_t* /
// JA_Sound_t* per nom. Cada projecte la implementa en audio_adapter.cpp
// delegant al seu singleton de recursos (Resource::get(), Resource::Cache::get(),
// etc.). Això permet que audio.hpp/audio.cpp siguin idèntics entre projectes.
#include <string> // Para string
struct JA_Music_t;
struct JA_Sound_t;
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name);
JA_Sound_t* getSound(const std::string& name);
} // namespace AudioResource

View File

@@ -3,24 +3,41 @@
// --- Includes --- // --- Includes ---
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <stdint.h> // Para uint32_t, uint8_t #include <stdint.h> // Para uint32_t, uint8_t
#include <stdio.h> // Para NULL, fseek, printf, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET #include <stdio.h> // Para NULL, fseek, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> // Para free, malloc #include <stdlib.h> // Para free, malloc
#include <string.h> // Para strcpy, strlen
#include <iostream> // Para std::cout
#include <memory> // Para std::unique_ptr
#include <string> // Para std::string
#include <vector> // Para std::vector
#define STB_VORBIS_HEADER_ONLY #define STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h" // Para stb_vorbis_decode_memory #include "external/stb_vorbis.c" // Para stb_vorbis_open_memory i streaming
// Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`.
// Compatible amb `std::unique_ptr<Uint8[], SDLFreeDeleter>` — zero size
// overhead gràcies a EBO, igual que un unique_ptr amb default_delete.
struct SDLFreeDeleter {
void operator()(Uint8* p) const noexcept {
if (p) SDL_free(p);
}
};
// --- Public Enums --- // --- Public Enums ---
enum JA_Channel_state { JA_CHANNEL_INVALID, enum JA_Channel_state {
JA_CHANNEL_INVALID,
JA_CHANNEL_FREE, JA_CHANNEL_FREE,
JA_CHANNEL_PLAYING, JA_CHANNEL_PLAYING,
JA_CHANNEL_PAUSED, JA_CHANNEL_PAUSED,
JA_SOUND_DISABLED }; JA_SOUND_DISABLED,
enum JA_Music_state { JA_MUSIC_INVALID, };
enum JA_Music_state {
JA_MUSIC_INVALID,
JA_MUSIC_PLAYING, JA_MUSIC_PLAYING,
JA_MUSIC_PAUSED, JA_MUSIC_PAUSED,
JA_MUSIC_STOPPED, JA_MUSIC_STOPPED,
JA_MUSIC_DISABLED }; JA_MUSIC_DISABLED,
};
// --- Struct Definitions --- // --- Struct Definitions ---
#define JA_MAX_SIMULTANEOUS_CHANNELS 20 #define JA_MAX_SIMULTANEOUS_CHANNELS 20
@@ -29,7 +46,9 @@ enum JA_Music_state { JA_MUSIC_INVALID,
struct JA_Sound_t { struct JA_Sound_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000}; SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0}; Uint32 length{0};
Uint8* buffer{NULL}; // Buffer descomprimit (PCM) propietat del sound. Reservat per SDL_LoadWAV
// via SDL_malloc; el deleter `SDLFreeDeleter` allibera amb SDL_free.
std::unique_ptr<Uint8[], SDLFreeDeleter> buffer;
}; };
struct JA_Channel_t { struct JA_Channel_t {
@@ -43,18 +62,23 @@ struct JA_Channel_t {
struct JA_Music_t { struct JA_Music_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000}; SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8* buffer{nullptr};
char* filename{nullptr};
int pos{0}; // OGG comprimit en memòria. Propietat nostra; es copia des del buffer
int times{0}; // d'entrada una sola vegada en JA_LoadMusic i es descomprimix en chunks
// per streaming. Com que stb_vorbis guarda un punter persistent al
// `.data()` d'aquest vector, no el podem resize'jar un cop establert
// (una reallocation invalidaria el punter que el decoder conserva).
std::vector<Uint8> ogg_data;
stb_vorbis* vorbis{nullptr}; // handle del decoder, viu tot el cicle del JA_Music_t
std::string filename;
int times{0}; // loops restants (-1 = infinit, 0 = un sol play)
SDL_AudioStream* stream{nullptr}; SDL_AudioStream* stream{nullptr};
JA_Music_state state{JA_MUSIC_INVALID}; JA_Music_state state{JA_MUSIC_INVALID};
}; };
// --- Internal Global State --- // --- Internal Global State (inline, C++17) ---
// Marcado 'inline' (C++17) para asegurar una única instancia.
inline JA_Music_t* current_music{nullptr}; inline JA_Music_t* current_music{nullptr};
inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS]; inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
@@ -66,49 +90,142 @@ inline bool JA_musicEnabled{true};
inline bool JA_soundEnabled{true}; inline bool JA_soundEnabled{true};
inline SDL_AudioDeviceID sdlAudioDevice{0}; inline SDL_AudioDeviceID sdlAudioDevice{0};
inline bool fading{false}; // --- Crossfade / Fade State ---
inline int fade_start_time{0}; struct JA_FadeState {
inline int fade_duration{0}; bool active{false};
inline float fade_initial_volume{0.0f}; // Corregido de 'int' a 'float' Uint64 start_time{0};
int duration_ms{0};
float initial_volume{0.0f};
};
struct JA_OutgoingMusic {
SDL_AudioStream* stream{nullptr};
JA_FadeState fade;
};
inline JA_OutgoingMusic outgoing_music;
inline JA_FadeState incoming_fade;
// --- Forward Declarations --- // --- Forward Declarations ---
inline void JA_StopMusic(); inline void JA_StopMusic();
inline void JA_StopChannel(const int channel); inline void JA_StopChannel(const int channel);
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0); inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
inline void JA_CrossfadeMusic(JA_Music_t* music, int crossfade_ms, int loop = -1);
// --- Music streaming internals ---
// Bytes-per-sample per canal (sempre s16)
static constexpr int JA_MUSIC_BYTES_PER_SAMPLE = 2;
// Quants shorts decodifiquem per crida a get_samples_short_interleaved.
// 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz.
static constexpr int JA_MUSIC_CHUNK_SHORTS = 8192;
// Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a
// l'SDL_AudioStream per absorbir jitter de frame i evitar underruns.
static constexpr float JA_MUSIC_LOW_WATER_SECONDS = 0.5f;
// Decodifica un chunk del vorbis i el volca a l'stream. Retorna samples
// decodificats per canal (0 = EOF de l'stream vorbis).
inline int JA_FeedMusicChunk(JA_Music_t* music) {
if (!music || !music->vorbis || !music->stream) return 0;
short chunk[JA_MUSIC_CHUNK_SHORTS];
const int num_channels = music->spec.channels;
const int samples_per_channel = stb_vorbis_get_samples_short_interleaved(
music->vorbis,
num_channels,
chunk,
JA_MUSIC_CHUNK_SHORTS);
if (samples_per_channel <= 0) return 0;
const int bytes = samples_per_channel * num_channels * JA_MUSIC_BYTES_PER_SAMPLE;
SDL_PutAudioStreamData(music->stream, chunk, bytes);
return samples_per_channel;
}
// Reompli l'stream fins que tinga ≥ JA_MUSIC_LOW_WATER_SECONDS bufferats.
// En arribar a EOF del vorbis, aplica el loop (times) o deixa drenar.
inline void JA_PumpMusic(JA_Music_t* music) {
if (!music || !music->vorbis || !music->stream) return;
const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE;
const int low_water_bytes = static_cast<int>(JA_MUSIC_LOW_WATER_SECONDS * static_cast<float>(bytes_per_second));
while (SDL_GetAudioStreamAvailable(music->stream) < low_water_bytes) {
const int decoded = JA_FeedMusicChunk(music);
if (decoded > 0) continue;
// EOF: si queden loops, rebobinar; si no, tallar i deixar drenar.
if (music->times != 0) {
stb_vorbis_seek_start(music->vorbis);
if (music->times > 0) music->times--;
} else {
break;
}
}
}
// Pre-carrega `duration_ms` de so dins l'stream actual abans que l'stream
// siga robat per outgoing_music (crossfade o fade-out). Imprescindible amb
// streaming: l'stream robat no es pot re-alimentar perquè perd la referència
// al seu vorbis decoder. No aplica loop — si el vorbis s'esgota abans, parem.
inline void JA_PreFillOutgoing(JA_Music_t* music, int duration_ms) {
if (!music || !music->vorbis || !music->stream) return;
const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE;
const int needed_bytes = static_cast<int>((static_cast<int64_t>(duration_ms) * bytes_per_second) / 1000);
while (SDL_GetAudioStreamAvailable(music->stream) < needed_bytes) {
const int decoded = JA_FeedMusicChunk(music);
if (decoded <= 0) break; // EOF: deixem drenar el que hi haja
}
}
// --- Core Functions --- // --- Core Functions ---
inline void JA_Update() { inline void JA_Update() {
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) { // --- Outgoing music fade-out (crossfade o fade-out a silencio) ---
if (fading) { if (outgoing_music.stream && outgoing_music.fade.active) {
int time = SDL_GetTicks(); Uint64 now = SDL_GetTicks();
if (time > (fade_start_time + fade_duration)) { Uint64 elapsed = now - outgoing_music.fade.start_time;
fading = false; if (elapsed >= (Uint64)outgoing_music.fade.duration_ms) {
JA_StopMusic(); SDL_DestroyAudioStream(outgoing_music.stream);
return; outgoing_music.stream = nullptr;
} else { outgoing_music.fade.active = false;
const int time_passed = time - fade_start_time;
const float percent = (float)time_passed / (float)fade_duration;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * (1.0 - percent));
}
}
if (current_music->times != 0) {
if ((Uint32)SDL_GetAudioStreamAvailable(current_music->stream) < (current_music->length / 2)) {
SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length);
}
if (current_music->times > 0) current_music->times--;
} else { } else {
if (SDL_GetAudioStreamAvailable(current_music->stream) == 0) JA_StopMusic(); float percent = (float)elapsed / (float)outgoing_music.fade.duration_ms;
SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0f - percent));
} }
} }
// --- Current music ---
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
// Fade-in (parte de un crossfade)
if (incoming_fade.active) {
Uint64 now = SDL_GetTicks();
Uint64 elapsed = now - incoming_fade.start_time;
if (elapsed >= (Uint64)incoming_fade.duration_ms) {
incoming_fade.active = false;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
} else {
float percent = (float)elapsed / (float)incoming_fade.duration_ms;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * percent);
}
}
// Streaming: rellenem l'stream fins al low-water-mark i parem si el
// vorbis s'ha esgotat i no queden loops.
JA_PumpMusic(current_music);
if (current_music->times == 0 && SDL_GetAudioStreamAvailable(current_music->stream) == 0) {
JA_StopMusic();
}
}
// --- Sound channels ---
if (JA_soundEnabled) { if (JA_soundEnabled) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
if (channels[i].state == JA_CHANNEL_PLAYING) { if (channels[i].state == JA_CHANNEL_PLAYING) {
if (channels[i].times != 0) { if (channels[i].times != 0) {
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2)) { if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2)) {
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer, channels[i].sound->length); SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer.get(), channels[i].sound->length);
if (channels[i].times > 0) channels[i].times--; if (channels[i].times > 0) channels[i].times--;
} }
} else { } else {
@@ -119,69 +236,85 @@ inline void JA_Update() {
} }
inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) { inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) {
#ifdef _DEBUG
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
#endif
JA_audioSpec = {format, num_channels, freq}; JA_audioSpec = {format, num_channels, freq};
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec); sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
if (sdlAudioDevice == 0) SDL_Log("Failed to initialize SDL audio!"); if (sdlAudioDevice == 0) std::cout << "Failed to initialize SDL audio!" << '\n';
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE; for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f; for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
} }
inline void JA_Quit() { inline void JA_Quit() {
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
}
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = 0; sdlAudioDevice = 0;
} }
// --- Music Functions --- // --- Music Functions ---
inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) { inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
JA_Music_t* music = new JA_Music_t(); if (!buffer || length == 0) return nullptr;
int chan, samplerate; // Allocem el JA_Music_t primer per aprofitar el seu `std::vector<Uint8>`
short* output; // com a propietari del OGG comprimit. stb_vorbis guarda un punter
music->length = stb_vorbis_decode_memory(buffer, length, &chan, &samplerate, &output) * chan * 2; // persistent al buffer; com que ací no el resize'jem, el .data() és
// estable durant tot el cicle de vida del music.
auto* music = new JA_Music_t();
music->ogg_data.assign(buffer, buffer + length);
music->spec.channels = chan; int error = 0;
music->spec.freq = samplerate; music->vorbis = stb_vorbis_open_memory(music->ogg_data.data(),
static_cast<int>(length),
&error,
nullptr);
if (!music->vorbis) {
std::cout << "JA_LoadMusic: stb_vorbis_open_memory failed (error " << error << ")" << '\n';
delete music;
return nullptr;
}
const stb_vorbis_info info = stb_vorbis_get_info(music->vorbis);
music->spec.channels = info.channels;
music->spec.freq = static_cast<int>(info.sample_rate);
music->spec.format = SDL_AUDIO_S16; music->spec.format = SDL_AUDIO_S16;
music->buffer = static_cast<Uint8*>(SDL_malloc(music->length));
SDL_memcpy(music->buffer, output, music->length);
free(output);
music->pos = 0;
music->state = JA_MUSIC_STOPPED; music->state = JA_MUSIC_STOPPED;
return music; return music;
} }
// Overload amb filename — els callers l'usen per poder comparar la música
// en curs amb JA_GetMusicFilename() i no rearrancar-la si ja és la mateixa.
inline JA_Music_t* JA_LoadMusic(Uint8* buffer, Uint32 length, const char* filename) {
JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), length);
if (music && filename) music->filename = filename;
return music;
}
inline JA_Music_t* JA_LoadMusic(const char* filename) { inline JA_Music_t* JA_LoadMusic(const char* filename) {
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid. // Carreguem primer el arxiu en memòria i després el descomprimim.
FILE* f = fopen(filename, "rb"); FILE* f = fopen(filename, "rb");
if (!f) return NULL; // Añadida comprobación de apertura if (!f) return nullptr;
fseek(f, 0, SEEK_END); fseek(f, 0, SEEK_END);
long fsize = ftell(f); long fsize = ftell(f);
fseek(f, 0, SEEK_SET); fseek(f, 0, SEEK_SET);
auto* buffer = static_cast<Uint8*>(malloc(fsize + 1)); auto* buffer = static_cast<Uint8*>(malloc(fsize + 1));
if (!buffer) { // Añadida comprobación de malloc if (!buffer) {
fclose(f); fclose(f);
return NULL; return nullptr;
} }
if (fread(buffer, fsize, 1, f) != 1) { if (fread(buffer, fsize, 1, f) != 1) {
fclose(f); fclose(f);
free(buffer); free(buffer);
return NULL; return nullptr;
} }
fclose(f); fclose(f);
JA_Music_t* music = JA_LoadMusic(buffer, fsize); JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), static_cast<Uint32>(fsize));
if (music) { // Comprobar que JA_LoadMusic tuvo éxito if (music) {
music->filename = static_cast<char*>(malloc(strlen(filename) + 1)); music->filename = filename;
if (music->filename) {
strcpy(music->filename, filename);
}
} }
free(buffer); free(buffer);
@@ -190,35 +323,43 @@ inline JA_Music_t* JA_LoadMusic(const char* filename) {
} }
inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) { inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
if (!JA_musicEnabled || !music) return; // Añadida comprobación de music if (!JA_musicEnabled || !music || !music->vorbis) return;
JA_StopMusic(); JA_StopMusic();
current_music = music; current_music = music;
current_music->pos = 0;
current_music->state = JA_MUSIC_PLAYING; current_music->state = JA_MUSIC_PLAYING;
current_music->times = loop; current_music->times = loop;
// Rebobinem l'stream de vorbis al principi. Cobreix tant play-per-primera-
// vegada com replays/canvis de track que tornen a la mateixa pista.
stb_vorbis_seek_start(current_music->vorbis);
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec); current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) { // Comprobar creación de stream if (!current_music->stream) {
SDL_Log("Failed to create audio stream!"); std::cout << "Failed to create audio stream!" << '\n';
current_music->state = JA_MUSIC_STOPPED; current_music->state = JA_MUSIC_STOPPED;
return; return;
} }
if (!SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length)) printf("[ERROR] SDL_PutAudioStreamData failed!\n");
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume); SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
JA_PumpMusic(current_music);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) {
std::cout << "[ERROR] SDL_BindAudioStream failed!" << '\n';
}
} }
inline char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) { inline const char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
if (!music) music = current_music; if (!music) music = current_music;
if (!music) return nullptr; // Añadida comprobación if (!music || music->filename.empty()) return nullptr;
return music->filename; return music->filename.c_str();
} }
inline void JA_PauseMusic() { inline void JA_PauseMusic() {
if (!JA_musicEnabled) return; if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return; // Comprobación mejorada if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
current_music->state = JA_MUSIC_PAUSED; current_music->state = JA_MUSIC_PAUSED;
SDL_UnbindAudioStream(current_music->stream); SDL_UnbindAudioStream(current_music->stream);
@@ -226,32 +367,100 @@ inline void JA_PauseMusic() {
inline void JA_ResumeMusic() { inline void JA_ResumeMusic() {
if (!JA_musicEnabled) return; if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PAUSED) return; // Comprobación mejorada if (!current_music || current_music->state != JA_MUSIC_PAUSED) return;
current_music->state = JA_MUSIC_PLAYING; current_music->state = JA_MUSIC_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, current_music->stream); SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
} }
inline void JA_StopMusic() { inline void JA_StopMusic() {
// Limpiar outgoing crossfade si existe
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
}
incoming_fade.active = false;
if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return; if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED; current_music->state = JA_MUSIC_STOPPED;
if (current_music->stream) { if (current_music->stream) {
SDL_DestroyAudioStream(current_music->stream); SDL_DestroyAudioStream(current_music->stream);
current_music->stream = nullptr; current_music->stream = nullptr;
} }
// No liberamos filename aquí, se debería liberar en JA_DeleteMusic // Deixem el handle de vorbis viu — es tanca en JA_DeleteMusic.
// Rebobinem perquè un futur JA_PlayMusic comence des del principi.
if (current_music->vorbis) {
stb_vorbis_seek_start(current_music->vorbis);
}
} }
inline void JA_FadeOutMusic(const int milliseconds) { inline void JA_FadeOutMusic(const int milliseconds) {
if (!JA_musicEnabled) return; if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return; if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
fading = true; // Destruir outgoing anterior si existe
fade_start_time = SDL_GetTicks(); if (outgoing_music.stream) {
fade_duration = milliseconds; SDL_DestroyAudioStream(outgoing_music.stream);
fade_initial_volume = JA_musicVolume; outgoing_music.stream = nullptr;
}
// Pre-omplim l'stream amb `milliseconds` de so: un cop robat, ja no
// tindrà accés al vorbis decoder i només podrà drenar el que tinga.
JA_PreFillOutgoing(current_music, milliseconds);
// Robar el stream del current_music al outgoing
outgoing_music.stream = current_music->stream;
outgoing_music.fade = {true, SDL_GetTicks(), milliseconds, JA_musicVolume};
// Dejar current_music sin stream (ya lo tiene outgoing)
current_music->stream = nullptr;
current_music->state = JA_MUSIC_STOPPED;
if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis);
incoming_fade.active = false;
}
inline void JA_CrossfadeMusic(JA_Music_t* music, const int crossfade_ms, const int loop) {
if (!JA_musicEnabled || !music || !music->vorbis) return;
// Destruir outgoing anterior si existe (crossfade durante crossfade)
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
}
// Robar el stream de la musica actual al outgoing para el fade-out.
// Pre-omplim amb `crossfade_ms` de so perquè no es quede en silenci
// abans d'acabar el fade (l'stream robat ja no pot alimentar-se).
if (current_music && current_music->state == JA_MUSIC_PLAYING && current_music->stream) {
JA_PreFillOutgoing(current_music, crossfade_ms);
outgoing_music.stream = current_music->stream;
outgoing_music.fade = {true, SDL_GetTicks(), crossfade_ms, JA_musicVolume};
current_music->stream = nullptr;
current_music->state = JA_MUSIC_STOPPED;
if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis);
}
// Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente)
current_music = music;
current_music->state = JA_MUSIC_PLAYING;
current_music->times = loop;
stb_vorbis_seek_start(current_music->vorbis);
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) {
std::cout << "Failed to create audio stream for crossfade!" << '\n';
current_music->state = JA_MUSIC_STOPPED;
return;
}
SDL_SetAudioStreamGain(current_music->stream, 0.0f);
JA_PumpMusic(current_music); // pre-carrega abans de bindejar
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
// Configurar fade-in
incoming_fade = {true, SDL_GetTicks(), crossfade_ms, 0.0f};
} }
inline JA_Music_state JA_GetMusicState() { inline JA_Music_state JA_GetMusicState() {
@@ -267,9 +476,10 @@ inline void JA_DeleteMusic(JA_Music_t* music) {
JA_StopMusic(); JA_StopMusic();
current_music = nullptr; current_music = nullptr;
} }
SDL_free(music->buffer);
if (music->stream) SDL_DestroyAudioStream(music->stream); if (music->stream) SDL_DestroyAudioStream(music->stream);
free(music->filename); // filename se libera aquí if (music->vorbis) stb_vorbis_close(music->vorbis);
// ogg_data (std::vector) i filename (std::string) s'alliberen sols
// al destructor de JA_Music_t.
delete music; delete music;
} }
@@ -281,53 +491,41 @@ inline float JA_SetMusicVolume(float volume) {
return JA_musicVolume; return JA_musicVolume;
} }
inline void JA_SetMusicPosition(float value) { inline void JA_SetMusicPosition(float /*value*/) {
if (!current_music) return; // No implementat amb el backend de streaming.
current_music->pos = value * current_music->spec.freq;
// Nota: Esta implementación de 'pos' no parece usarse en JA_Update para
// el streaming. El streaming siempre parece empezar desde el principio.
} }
inline float JA_GetMusicPosition() { inline float JA_GetMusicPosition() {
if (!current_music) return 0; return 0.0f;
return float(current_music->pos) / float(current_music->spec.freq);
// Nota: Ver `JA_SetMusicPosition`
} }
inline void JA_EnableMusic(const bool value) { inline void JA_EnableMusic(const bool value) {
if (!value && current_music && (current_music->state == JA_MUSIC_PLAYING)) JA_StopMusic(); if (!value && current_music && (current_music->state == JA_MUSIC_PLAYING)) JA_StopMusic();
JA_musicEnabled = value; JA_musicEnabled = value;
} }
// --- Sound Functions --- // --- Sound Functions ---
inline JA_Sound_t* JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t* sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
// Nota: spec se queda con los valores por defecto.
return sound;
}
inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) { inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
JA_Sound_t* sound = new JA_Sound_t(); auto sound = std::make_unique<JA_Sound_t>();
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &sound->buffer, &sound->length)) { Uint8* raw = nullptr;
SDL_Log("Failed to load WAV from memory: %s", SDL_GetError()); if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &raw, &sound->length)) {
delete sound; std::cout << "Failed to load WAV from memory: " << SDL_GetError() << '\n';
return nullptr; return nullptr;
} }
return sound; sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
return sound.release();
} }
inline JA_Sound_t* JA_LoadSound(const char* filename) { inline JA_Sound_t* JA_LoadSound(const char* filename) {
JA_Sound_t* sound = new JA_Sound_t(); auto sound = std::make_unique<JA_Sound_t>();
if (!SDL_LoadWAV(filename, &sound->spec, &sound->buffer, &sound->length)) { Uint8* raw = nullptr;
SDL_Log("Failed to load WAV file: %s", SDL_GetError()); if (!SDL_LoadWAV(filename, &sound->spec, &raw, &sound->length)) {
delete sound; std::cout << "Failed to load WAV file: " << SDL_GetError() << '\n';
return nullptr; return nullptr;
} }
return sound; sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
return sound.release();
} }
inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) { inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) {
@@ -347,22 +545,22 @@ inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int
if (!JA_soundEnabled || !sound) return -1; if (!JA_soundEnabled || !sound) return -1;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1; if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
JA_StopChannel(channel); // Detiene y limpia el canal si estaba en uso JA_StopChannel(channel);
channels[channel].sound = sound; channels[channel].sound = sound;
channels[channel].times = loop; channels[channel].times = loop;
channels[channel].pos = 0; channels[channel].pos = 0;
channels[channel].group = group; // Asignar grupo channels[channel].group = group;
channels[channel].state = JA_CHANNEL_PLAYING; channels[channel].state = JA_CHANNEL_PLAYING;
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec); channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
if (!channels[channel].stream) { if (!channels[channel].stream) {
SDL_Log("Failed to create audio stream for sound!"); std::cout << "Failed to create audio stream for sound!" << '\n';
channels[channel].state = JA_CHANNEL_FREE; channels[channel].state = JA_CHANNEL_FREE;
return -1; return -1;
} }
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer, channels[channel].sound->length); SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer.get(), channels[channel].sound->length);
SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]); SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]);
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream); SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
@@ -374,7 +572,7 @@ inline void JA_DeleteSound(JA_Sound_t* sound) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) { for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i); if (channels[i].sound == sound) JA_StopChannel(i);
} }
SDL_free(sound->buffer); // buffer es destrueix automàticament via RAII (SDLFreeDeleter).
delete sound; delete sound;
} }
@@ -420,7 +618,7 @@ inline void JA_StopChannel(const int channel) {
channels[i].stream = nullptr; channels[i].stream = nullptr;
channels[i].state = JA_CHANNEL_FREE; channels[i].state = JA_CHANNEL_FREE;
channels[i].pos = 0; channels[i].pos = 0;
channels[i].sound = NULL; channels[i].sound = nullptr;
} }
} }
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) { } else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
@@ -429,7 +627,7 @@ inline void JA_StopChannel(const int channel) {
channels[channel].stream = nullptr; channels[channel].stream = nullptr;
channels[channel].state = JA_CHANNEL_FREE; channels[channel].state = JA_CHANNEL_FREE;
channels[channel].pos = 0; channels[channel].pos = 0;
channels[channel].sound = NULL; channels[channel].sound = nullptr;
} }
} }
} }
@@ -441,8 +639,7 @@ inline JA_Channel_state JA_GetChannelState(const int channel) {
return channels[channel].state; return channels[channel].state;
} }
inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para todos los grupos inline float JA_SetSoundVolume(float volume, const int group = -1) {
{
const float v = SDL_clamp(volume, 0.0f, 1.0f); const float v = SDL_clamp(volume, 0.0f, 1.0f);
if (group == -1) { if (group == -1) {
@@ -452,10 +649,10 @@ inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para t
} else if (group >= 0 && group < JA_MAX_GROUPS) { } else if (group >= 0 && group < JA_MAX_GROUPS) {
JA_soundVolume[group] = v; JA_soundVolume[group] = v;
} else { } else {
return v; // Grupo inválido return v;
} }
// Aplicar volumen a canales activos // Aplicar volum als canals actius.
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) { for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) { if ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) {
if (group == -1 || channels[i].group == group) { if (group == -1 || channels[i].group == group) {
@@ -470,13 +667,13 @@ inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para t
inline void JA_EnableSound(const bool value) { inline void JA_EnableSound(const bool value) {
if (!value) { if (!value) {
JA_StopChannel(-1); // Detener todos los canales JA_StopChannel(-1);
} }
JA_soundEnabled = value; JA_soundEnabled = value;
} }
inline float JA_SetVolume(float volume) { inline float JA_SetVolume(float volume) {
float v = JA_SetMusicVolume(volume); float v = JA_SetMusicVolume(volume);
JA_SetSoundVolume(v, -1); // Aplicar a todos los grupos de sonido JA_SetSoundVolume(v, -1);
return v; return v;
} }

View File

@@ -9,6 +9,7 @@
#include "core/locale/locale.hpp" // Para Locale #include "core/locale/locale.hpp" // Para Locale
#include "core/rendering/render_info.hpp" // Para RenderInfo #include "core/rendering/render_info.hpp" // Para RenderInfo
#include "core/rendering/screen.hpp" // Para Screen #include "core/rendering/screen.hpp" // Para Screen
#include "core/system/global_events.hpp" // Para GlobalEvents::consumeGamepadButtonPressed
#include "game/options.hpp" // Para Options, options, OptionsVideo, Section #include "game/options.hpp" // Para Options, options, OptionsVideo, Section
#include "game/scene_manager.hpp" // Para SceneManager #include "game/scene_manager.hpp" // Para SceneManager
#include "game/ui/console.hpp" // Para Console #include "game/ui/console.hpp" // Para Console
@@ -20,7 +21,8 @@ namespace GlobalInputs {
// Funciones internas // Funciones internas
namespace { namespace {
void handleQuit() { void handleQuit() {
// En la escena GAME el comportamiento es siempre el mismo (con o sin modo kiosko) // En la escena GAME el comportamiento es siempre el mismo (con o sin modo kiosko):
// Escape torna al menu principal. Això també és vàlid en la versió web.
if (SceneManager::current == SceneManager::Scene::GAME) { if (SceneManager::current == SceneManager::Scene::GAME) {
const std::string CODE = "PRESS AGAIN TO RETURN TO MENU"; const std::string CODE = "PRESS AGAIN TO RETURN TO MENU";
if (stringInVector(Notifier::get()->getCodes(), CODE)) { if (stringInVector(Notifier::get()->getCodes(), CODE)) {
@@ -41,6 +43,11 @@ namespace GlobalInputs {
return; return;
} }
#ifdef __EMSCRIPTEN__
// A la versió web no es pot eixir del joc des de fora de l'escena GAME
// (el navegador gestiona la pestanya; Escape no tanca res).
return;
#else
// Comportamiento normal fuera del modo kiosko // Comportamiento normal fuera del modo kiosko
const std::string CODE = "PRESS AGAIN TO EXIT"; const std::string CODE = "PRESS AGAIN TO EXIT";
if (stringInVector(Notifier::get()->getCodes(), CODE)) { if (stringInVector(Notifier::get()->getCodes(), CODE)) {
@@ -48,6 +55,7 @@ namespace GlobalInputs {
} else { } else {
Notifier::get()->show({Locale::get()->get("ui.press_again_exit")}, Notifier::Style::DEFAULT, -1, true, CODE); // NOLINT(readability-static-accessed-through-instance) Notifier::get()->show({Locale::get()->get("ui.press_again_exit")}, Notifier::Style::DEFAULT, -1, true, CODE); // NOLINT(readability-static-accessed-through-instance)
} }
#endif // __EMSCRIPTEN__
} }
void handleSkipSection() { void handleSkipSection() {
@@ -145,6 +153,13 @@ namespace GlobalInputs {
// Detecta qué acción global ha sido presionada (si alguna) // Detecta qué acción global ha sido presionada (si alguna)
auto getPressedAction() -> InputAction { // NOLINT(readability-function-cognitive-complexity) auto getPressedAction() -> InputAction { // NOLINT(readability-function-cognitive-complexity)
// Qualsevol botó del comandament actua com a ACCEPT (saltar escenes
// d'attract mode: logo, loading, credits, demo, ending...). El botó
// BACK queda filtrat prèviament a GlobalEvents per no colidir amb EXIT
// (excepte en emscripten, on BACK no pot sortir i sí pot saltar).
if (GlobalEvents::consumeGamepadButtonPressed()) {
return InputAction::ACCEPT;
}
if (Input::get()->checkAction(InputAction::EXIT, Input::DO_NOT_ALLOW_REPEAT)) { if (Input::get()->checkAction(InputAction::EXIT, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::EXIT; return InputAction::EXIT;
} }

View File

@@ -10,6 +10,41 @@
#include "game/options.hpp" // Para Options::controls #include "game/options.hpp" // Para Options::controls
// Emscripten-only: SDL 3.4+ ja no casa el GUID dels mandos de Chrome Android
// amb gamecontrollerdb (el gamepad.id d'Android no porta Vendor/Product, el
// parser extreu valors escombraries, el GUID resultant no està a la db i el
// gamepad queda obert amb un mapping incorrecte). Com el W3C Gamepad API
// garanteix el layout estàndard quan el navegador reporta mapping=="standard",
// injectem un mapping SDL amb eixe layout per al GUID del joystick abans
// d'obrir-lo com gamepad. Fora d'Emscripten és un no-op.
static void installWebStandardMapping(SDL_JoystickID jid) {
#ifdef __EMSCRIPTEN__
SDL_GUID guid = SDL_GetJoystickGUIDForID(jid);
char guidStr[33];
SDL_GUIDToString(guid, guidStr, sizeof(guidStr));
const char* name = SDL_GetJoystickNameForID(jid);
if (!name || !*name) name = "Standard Gamepad";
char mapping[512];
SDL_snprintf(mapping, sizeof(mapping),
"%s,%s,"
"a:b0,b:b1,x:b2,y:b3,"
"leftshoulder:b4,rightshoulder:b5,"
"lefttrigger:b6,righttrigger:b7,"
"back:b8,start:b9,"
"leftstick:b10,rightstick:b11,"
"dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,"
"guide:b16,"
"leftx:a0,lefty:a1,rightx:a2,righty:a3,"
"platform:Emscripten",
guidStr,
name);
SDL_AddGamepadMapping(mapping);
#else
(void)jid;
#endif
}
// Singleton // Singleton
Input* Input::instance = nullptr; Input* Input::instance = nullptr;
@@ -390,12 +425,21 @@ void Input::update() { // NOLINT(readability-convert-member-functions-to-static
// --- MANDOS --- // --- MANDOS ---
for (const auto& gamepad : gamepads_) { for (const auto& gamepad : gamepads_) {
for (auto& binding : gamepad->bindings) { for (auto& [action, state] : gamepad->bindings) {
bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(gamepad->pad, static_cast<SDL_GamepadButton>(binding.second.button))) != 0; bool is_down_now = static_cast<int>(SDL_GetGamepadButton(gamepad->pad, static_cast<SDL_GamepadButton>(state.button))) != 0;
// JUMP accepta qualsevol dels 4 botons frontals (South/East/North/West)
if (action == Action::JUMP) {
is_down_now = is_down_now ||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_SOUTH) != 0) ||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_EAST) != 0) ||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_NORTH) != 0) ||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_WEST) != 0);
}
// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo // El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
binding.second.just_pressed = button_is_down_now && !binding.second.is_held; state.just_pressed = is_down_now && !state.is_held;
binding.second.is_held = button_is_down_now; state.is_held = is_down_now;
} }
} }
} }
@@ -411,6 +455,7 @@ auto Input::handleEvent(const SDL_Event& event) -> std::string { // NOLINT(read
} }
auto Input::addGamepad(int device_index) -> std::string { // NOLINT(readability-convert-member-functions-to-static) auto Input::addGamepad(int device_index) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
installWebStandardMapping(device_index);
SDL_Gamepad* pad = SDL_OpenGamepad(device_index); SDL_Gamepad* pad = SDL_OpenGamepad(device_index);
if (pad == nullptr) { if (pad == nullptr) {
std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << '\n'; std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << '\n';
@@ -421,7 +466,13 @@ auto Input::addGamepad(int device_index) -> std::string { // NOLINT(readability
auto name = gamepad->name; auto name = gamepad->name;
std::cout << "Gamepad connected (" << name << ")" << '\n'; std::cout << "Gamepad connected (" << name << ")" << '\n';
gamepads_.push_back(std::move(gamepad)); gamepads_.push_back(std::move(gamepad));
return name + " CONNECTED";
// Aplica els bindings d'Options al nou gamepad (en hot-plug/wasm el ctor
// ja ha cridat applyGamepadBindingsFromOptions però llavors gamepads_
// estava buit i no s'ha fet res).
applyGamepadBindingsFromOptions();
return name;
} }
auto Input::removeGamepad(SDL_JoystickID id) -> std::string { // NOLINT(readability-convert-member-functions-to-static) auto Input::removeGamepad(SDL_JoystickID id) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
@@ -433,7 +484,7 @@ auto Input::removeGamepad(SDL_JoystickID id) -> std::string { // NOLINT(readabi
std::string name = (*it)->name; std::string name = (*it)->name;
std::cout << "Gamepad disconnected (" << name << ")" << '\n'; std::cout << "Gamepad disconnected (" << name << ")" << '\n';
gamepads_.erase(it); gamepads_.erase(it);
return name + " DISCONNECTED"; return name;
} }
std::cerr << "No se encontró el gamepad con ID " << id << '\n'; std::cerr << "No se encontró el gamepad con ID " << id << '\n';
return {}; return {};

View File

@@ -51,16 +51,34 @@ class Input {
std::string path; // Ruta del dispositivo std::string path; // Ruta del dispositivo
std::unordered_map<Action, ButtonState> bindings; // Mapa de acciones a estados de botón std::unordered_map<Action, ButtonState> bindings; // Mapa de acciones a estados de botón
// Recorta el nombre del mando hasta el primer '(' o '[' y elimina espacios finales.
// Evita nombres como "Retroid Controller (vendor: 1001) ..." en las notificaciones.
static auto trimName(const char* raw) -> std::string {
std::string s(raw != nullptr ? raw : "");
const auto pos = s.find_first_of("([");
if (pos != std::string::npos) { s.erase(pos); }
while (!s.empty() && s.back() == ' ') { s.pop_back(); }
return s;
}
explicit Gamepad(SDL_Gamepad* gamepad) explicit Gamepad(SDL_Gamepad* gamepad)
: pad(gamepad), : pad(gamepad),
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))), instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
name(std::string(SDL_GetGamepadName(gamepad))), name(trimName(SDL_GetGamepadName(gamepad))),
path(std::string(SDL_GetGamepadPath(pad))), path(std::string(SDL_GetGamepadPath(pad))),
bindings{ bindings{
// Movimiento del jugador // Movimiento del jugador
{Action::LEFT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}}, {Action::LEFT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}},
{Action::RIGHT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}}, {Action::RIGHT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}},
{Action::JUMP, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}}} {} {Action::JUMP, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}},
// Botó BACK del mando → sortir escena / tancar joc
{Action::EXIT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_BACK)}},
{Action::CANCEL, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_BACK)}},
// Botó START del mando → pausa
{Action::PAUSE, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_START)}},
// Shoulders → paleta següent / mode d'ordenació de paleta següent
{Action::NEXT_PALETTE, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_LEFT_SHOULDER)}},
{Action::NEXT_PALETTE_SORT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER)}}} {}
~Gamepad() { ~Gamepad() {
if (pad != nullptr) { if (pad != nullptr) {

View File

@@ -119,9 +119,10 @@ void RenderInfo::render() const {
// Fuente: preferir la de la consola si está disponible // Fuente: preferir la de la consola si está disponible
auto text_obj = (Console::get() != nullptr) ? Console::get()->getText() : Screen::get()->getText(); auto text_obj = (Console::get() != nullptr) ? Console::get()->getText() : Screen::get()->getText();
// Posición Y: debajo de la consola + offset animado propio // Posición Y: debajo de la consola + altura animada de la pila de notificaciones + offset animado propio
const int CONSOLE_Y = (Console::get() != nullptr) ? Console::get()->getVisibleHeight() : 0; const int CONSOLE_Y = (Console::get() != nullptr) ? Console::get()->getVisibleHeight() : 0;
const int Y = CONSOLE_Y + static_cast<int>(y_); const int NOTIFIER_Y = (Notifier::get() != nullptr) ? Notifier::get()->getVisibleHeight() : 0;
const int Y = CONSOLE_Y + NOTIFIER_Y + static_cast<int>(y_);
// Rectángulo de fondo: ancho completo, alto ajustado al texto // Rectángulo de fondo: ancho completo, alto ajustado al texto
const SDL_FRect RECT = { const SDL_FRect RECT = {
@@ -141,17 +142,15 @@ void RenderInfo::render() const {
MSG_COLOR); MSG_COLOR);
} }
// Activa o desactiva el overlay y notifica a Notifier del cambio de offset // Activa o desactiva el overlay (la posición Y se calcula pull-side en render())
void RenderInfo::toggle() { void RenderInfo::toggle() {
switch (status_) { switch (status_) {
case Status::HIDDEN: case Status::HIDDEN:
status_ = Status::RISING; status_ = Status::RISING;
Screen::get()->updateZoomFactor(); Screen::get()->updateZoomFactor();
if (Notifier::get() != nullptr) { Notifier::get()->addYOffset(HEIGHT); }
break; break;
case Status::ACTIVE: case Status::ACTIVE:
status_ = Status::VANISHING; status_ = Status::VANISHING;
if (Notifier::get() != nullptr) { Notifier::get()->removeYOffset(HEIGHT); }
break; break;
default: default:
break; break;

View File

@@ -1,6 +1,10 @@
#include "core/rendering/screen.hpp" #include "core/rendering/screen.hpp"
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#endif
#include <algorithm> // Para max, min, transform #include <algorithm> // Para max, min, transform
#include <cctype> // Para toupper #include <cctype> // Para toupper
@@ -11,21 +15,80 @@
#include <iterator> // Para istreambuf_iterator, operator== #include <iterator> // Para istreambuf_iterator, operator==
#include <string> // Para char_traits, string, operator+, operator== #include <string> // Para char_traits, string, operator+, operator==
#include "core/input/mouse.hpp" // Para updateCursorVisibility #include "core/input/mouse.hpp" // Para updateCursorVisibility
#include "core/rendering/render_info.hpp" // Para RenderInfo #include "core/rendering/render_info.hpp" // Para RenderInfo
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader #ifndef __EMSCRIPTEN__
#include "core/rendering/surface.hpp" // Para Surface, readPalFile #include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader (no suportat a WebGL2)
#include "core/rendering/text.hpp" // Para Text #endif
#include "core/resources/resource_cache.hpp" // Para Resource #include "core/rendering/surface.hpp" // Para Surface, readPalFile
#include "core/resources/resource_helper.hpp" // Para ResourceHelper #include "core/rendering/text.hpp" // Para Text
#include "core/resources/resource_list.hpp" // Para Asset, AssetType #include "core/resources/resource_cache.hpp" // Para Resource
#include "game/options.hpp" // Para Options, options, OptionsVideo, Border #include "core/resources/resource_helper.hpp" // Para ResourceHelper
#include "game/ui/console.hpp" // Para Console #include "core/resources/resource_list.hpp" // Para Asset, AssetType
#include "game/ui/notifier.hpp" // Para Notifier #include "game/options.hpp" // Para Options, options, OptionsVideo, Border
#include "game/ui/console.hpp" // Para Console
#include "game/ui/notifier.hpp" // Para Notifier
// [SINGLETON] // [SINGLETON]
Screen* Screen::screen = nullptr; Screen* Screen::screen = nullptr;
#ifdef __EMSCRIPTEN__
// ============================================================================
// Restauració del canvas en wasm/Emscripten
// ============================================================================
//
// Problema: SDL3 + Emscripten no notifica de manera fiable els canvis de mida
// del canvas HTML. En concret:
// - SDL_EVENT_WINDOW_LEAVE_FULLSCREEN no s'emet quan l'usuari surt de
// fullscreen amb Esc/F11 (libsdl-org/SDL#13300).
// - SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED i SDL_EVENT_DISPLAY_ORIENTATION
// tampoc es disparen de manera fiable (libsdl-org/SDL#11389).
// - Resultat: en sortir de fullscreen el canvas queda a la mida correcta
// però SDL encara creu que està en fullscreen amb la resolució anterior,
// i el joc es veu minúscul fins que l'usuari força un refresh manual
// (p. ex., canviant el mode d'escalat amb F7).
//
// Solució: registrem callbacks natius d'Emscripten (fullscreenchange,
// orientationchange) que re-sincronitzen SDL amb l'estat real del navegador.
// NO registrem resize callback: en mòbil el scroll fa que el navegador oculti/
// mostri la barra d'URL, disparant un resize del DOM per cada scroll.
// Tots delegen en Screen::handleCanvasResized(), que crida setVideoMode()
// amb l'estat de fullscreen actualitzat — això és el que realment restaura
// la finestra SDL perquè dins setVideoMode es crida SDL_SetWindowFullscreen,
// que és imprescindible per treure SDL del seu estat intern de fullscreen.
//
// Els callbacks diferixen la feina amb emscripten_async_call(0ms) perquè
// quan l'event es dispara el navegador encara no ha acabat de redimensionar
// el canvas: llegir la mida en aquest instant donaria un valor obsolet.
// Posposar al següent tick del event loop garanteix que el canvas ja està
// estable quan actuem.
//
// Referències:
// - https://github.com/libsdl-org/SDL/issues/13300
// - https://github.com/libsdl-org/SDL/issues/11389
// - https://discourse.libsdl.org/t/sdl-emscripten-allow-resize-events-on-fullscreen-windows/66279
// ============================================================================
namespace {
void deferredCanvasResize(void* /*user_data*/) {
if (Screen::get() != nullptr) { Screen::get()->handleCanvasResized(); }
}
auto onEmFullscreenChange(int /*event_type*/, const EmscriptenFullscreenChangeEvent* event, void* /*user_data*/) -> EM_BOOL {
// Actualitzem Options::video.fullscreen amb l'estat real del navegador
// abans de diferir la restauració: quan l'usuari surt amb Esc no passem
// per setVideoMode() i l'estat intern quedaria desincronitzat.
Options::video.fullscreen = (event != nullptr && event->isFullscreen != 0);
emscripten_async_call(deferredCanvasResize, nullptr, 0);
return EM_FALSE;
}
auto onEmOrientationChange(int /*event_type*/, const EmscriptenOrientationChangeEvent* /*event*/, void* /*user_data*/) -> EM_BOOL {
emscripten_async_call(deferredCanvasResize, nullptr, 0);
return EM_FALSE;
}
} // namespace
#endif
// [SINGLETON] Crearemos el objeto con esta función estática // [SINGLETON] Crearemos el objeto con esta función estática
void Screen::init() { void Screen::init() {
Screen::screen = new Screen(); Screen::screen = new Screen();
@@ -166,6 +229,20 @@ void Screen::toggleVideoMode() {
setVideoMode(Options::video.fullscreen); setVideoMode(Options::video.fullscreen);
} }
// Re-sincronitza SDL amb l'estat real del canvas del navegador. L'invoquen els
// callbacks natius d'Emscripten definits a dalt (vegeu el bloc de documentació
// just després dels includes) quan es detecta un fullscreenchange, resize o
// orientationchange. Delegar a setVideoMode() és el que realment restaura la
// finestra: per sota crida SDL_SetWindowFullscreen, imprescindible perquè
// SDL tregui el seu estat intern de fullscreen quan l'usuari ha sortit amb
// Esc sense passar pel nostre toggleVideoMode(). No fem res fora d'emscripten
// perquè en desktop SDL ja emet SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED correctament.
void Screen::handleCanvasResized() {
#ifdef __EMSCRIPTEN__
setVideoMode(Options::video.fullscreen);
#endif
}
// Reduce el tamaño de la ventana // Reduce el tamaño de la ventana
auto Screen::decWindowZoom() -> bool { auto Screen::decWindowZoom() -> bool {
if (static_cast<int>(Options::video.fullscreen) == 0) { if (static_cast<int>(Options::video.fullscreen) == 0) {
@@ -293,16 +370,16 @@ void Screen::adjustWindowSize() {
window_width_ = Options::game.width + (Options::video.border.enabled ? Options::video.border.width * 2 : 0); window_width_ = Options::game.width + (Options::video.border.enabled ? Options::video.border.width * 2 : 0);
window_height_ = Options::game.height + (Options::video.border.enabled ? Options::video.border.height * 2 : 0); window_height_ = Options::game.height + (Options::video.border.enabled ? Options::video.border.height * 2 : 0);
// Reservamos memoria una sola vez. // border_surface_ sempre té el tamany complet del borde (game + 2*border_w/h),
// Si el buffer es más pequeño que la superficie, crash asegurado. // independentment de si el borde està visible o no. El buffer ARGB que l'ombra
border_pixel_buffer_.resize(static_cast<size_t>(window_width_ * window_height_)); // ha de ser ALMENYS tan gran com la surface; si no, toARGBBuffer() escriu fora
// de bounds i corromp el heap (bug latent a desktop fins a disparar-lo un toggleBorder).
const size_t FULL_BORDER_BUFFER_SIZE =
static_cast<size_t>(Options::game.width + (Options::video.border.width * 2)) *
static_cast<size_t>(Options::game.height + (Options::video.border.height * 2));
border_pixel_buffer_.resize(FULL_BORDER_BUFFER_SIZE);
game_pixel_buffer_.resize(static_cast<size_t>(Options::game.width * Options::game.height)); game_pixel_buffer_.resize(static_cast<size_t>(Options::game.width * Options::game.height));
// border_pixel_buffer_ es el buffer que se sube a la GPU (tamaño total ventana).
if (Options::video.border.enabled) {
border_pixel_buffer_.resize(static_cast<size_t>(window_width_ * window_height_));
}
// Lógica de centrado y redimensionado de ventana SDL // Lógica de centrado y redimensionado de ventana SDL
if (static_cast<int>(Options::video.fullscreen) == 0) { if (static_cast<int>(Options::video.fullscreen) == 0) {
int old_w; int old_w;
@@ -605,6 +682,10 @@ void Screen::nextShader() {
// El device GPU se crea siempre (independientemente de postfx) para evitar // El device GPU se crea siempre (independientemente de postfx) para evitar
// conflictos SDL_Renderer/SDL_GPU al hacer toggle F4 en Windows/Vulkan. // conflictos SDL_Renderer/SDL_GPU al hacer toggle F4 en Windows/Vulkan.
void Screen::initShaders() { void Screen::initShaders() {
#ifdef __EMSCRIPTEN__
// A WebGL2 no hi ha SDL3 GPU, el render va per SDL_Renderer sense shaders.
shader_backend_.reset();
#else
SDL_Texture* tex = Options::video.border.enabled ? border_texture_ : game_texture_; SDL_Texture* tex = Options::video.border.enabled ? border_texture_ : game_texture_;
if (!shader_backend_) { if (!shader_backend_) {
@@ -633,6 +714,7 @@ void Screen::initShaders() {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) { if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
applyCurrentCrtPiPreset(); applyCurrentCrtPiPreset();
} }
#endif
} }
// Obtiene información sobre la pantalla // Obtiene información sobre la pantalla
@@ -736,10 +818,25 @@ auto Screen::initSDLVideo() -> bool {
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
SDL_SetRenderVSync(renderer_, Options::video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED); SDL_SetRenderVSync(renderer_, Options::video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
registerEmscriptenEventCallbacks();
std::cout << "Video system initialized successfully\n"; std::cout << "Video system initialized successfully\n";
return true; return true;
} }
// Registra els callbacks natius d'Emscripten que restauren el canvas quan
// SDL3 no emet els events equivalents. Fora d'Emscripten és un no-op.
// Vegeu el bloc de documentació a dalt del fitxer per al context complet.
void Screen::registerEmscriptenEventCallbacks() { // NOLINT(readability-convert-member-functions-to-static)
#ifdef __EMSCRIPTEN__
// NO registrem resize callback. En mòbil, fer scroll fa que el navegador
// oculti/mostri la barra d'URL disparant un resize del DOM per cada scroll,
// i això portaria a cridar setVideoMode innecessàriament. Alineat amb CC i CCAE.
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_TRUE, onEmFullscreenChange);
emscripten_set_orientationchange_callback(nullptr, EM_TRUE, onEmOrientationChange);
#endif
}
// Crea el objeto de texto // Crea el objeto de texto
void Screen::createText() { // NOLINT(readability-convert-member-functions-to-static) void Screen::createText() { // NOLINT(readability-convert-member-functions-to-static)
// Carga la surface de la fuente directamente del archivo // Carga la surface de la fuente directamente del archivo

View File

@@ -38,6 +38,7 @@ class Screen {
// Video y ventana // Video y ventana
void setVideoMode(bool mode); // Establece el modo de video void setVideoMode(bool mode); // Establece el modo de video
void toggleVideoMode(); // Cambia entre pantalla completa y ventana void toggleVideoMode(); // Cambia entre pantalla completa y ventana
void handleCanvasResized(); // Restaura el canvas quan SDL3 no reporta el canvi (emscripten only: sortida de fullscreen amb Esc, rotació, resize); no-op fora d'emscripten
void toggleIntegerScale(); // Alterna entre activar y desactivar el escalado entero void toggleIntegerScale(); // Alterna entre activar y desactivar el escalado entero
void toggleVSync(); // Alterna entre activar y desactivar el V-Sync void toggleVSync(); // Alterna entre activar y desactivar el V-Sync
auto decWindowZoom() -> bool; // Reduce el tamaño de la ventana auto decWindowZoom() -> bool; // Reduce el tamaño de la ventana
@@ -125,18 +126,19 @@ class Screen {
static Screen* screen; static Screen* screen;
// Métodos privados // Métodos privados
void renderNotifications() const; // Dibuja las notificaciones void renderNotifications() const; // Dibuja las notificaciones
void adjustWindowSize(); // Calcula el tamaño de la ventana void adjustWindowSize(); // Calcula el tamaño de la ventana
void adjustRenderLogicalSize(); // Ajusta el tamaño lógico del renderizador void adjustRenderLogicalSize(); // Ajusta el tamaño lógico del renderizador
void surfaceToTexture(); // Copia la surface a la textura void surfaceToTexture(); // Copia la surface a la textura
void textureToRenderer(); // Copia la textura al renderizador void textureToRenderer(); // Copia la textura al renderizador
void renderOverlays(); // Renderiza todos los overlays void renderOverlays(); // Renderiza todos los overlays
void initShaders(); // Inicializa los shaders void initShaders(); // Inicializa los shaders
void applyCurrentPostFXPreset(); // Aplica los parámetros del preset PostFX actual al backend void applyCurrentPostFXPreset(); // Aplica los parámetros del preset PostFX actual al backend
void applyCurrentCrtPiPreset(); // Aplica los parámetros del preset CrtPi actual al backend void applyCurrentCrtPiPreset(); // Aplica los parámetros del preset CrtPi actual al backend
void getDisplayInfo(); // Obtiene información sobre la pantalla void getDisplayInfo(); // Obtiene información sobre la pantalla
auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana
void createText(); // Crea el objeto de texto void registerEmscriptenEventCallbacks(); // Registra els callbacks natius per restaurar el canvas en wasm (no-op fora d'emscripten)
void createText(); // Crea el objeto de texto
// Constructor y destructor // Constructor y destructor
Screen(); Screen();

View File

@@ -8,11 +8,11 @@
#include <iostream> // std::cout #include <iostream> // std::cout
#ifndef __APPLE__ #ifndef __APPLE__
#include "core/rendering/sdl3gpu/crtpi_frag_spv.h" #include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
#include "core/rendering/sdl3gpu/downscale_frag_spv.h" #include "core/rendering/sdl3gpu/spv/downscale_frag_spv.h"
#include "core/rendering/sdl3gpu/postfx_frag_spv.h" #include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/postfx_vert_spv.h" #include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
#include "core/rendering/sdl3gpu/upscale_frag_spv.h" #include "core/rendering/sdl3gpu/spv/upscale_frag_spv.h"
#endif #endif
#ifdef __APPLE__ #ifdef __APPLE__

View File

@@ -0,0 +1,2 @@
DisableFormat: true
SortIncludes: Never

View File

@@ -0,0 +1,4 @@
# source/core/rendering/sdl3gpu/spv/.clang-tidy
Checks: '-*'
WarningsAsErrors: ''
HeaderFilterRegex: ''

View File

@@ -38,10 +38,10 @@ namespace Resource {
// [SINGLETON] Con este método obtenemos el objeto cache y podemos trabajar con él // [SINGLETON] Con este método obtenemos el objeto cache y podemos trabajar con él
auto Cache::get() -> Cache* { return Cache::cache; } auto Cache::get() -> Cache* { return Cache::cache; }
// Constructor // Constructor — no dispara la carga. Director llama a beginLoad() + loadStep()
// desde iterate() para que el bucle SDL3 esté vivo durante la carga.
Cache::Cache() Cache::Cache()
: loading_text_(Screen::get()->getText()) { : loading_text_(Screen::get()->getText()) {
load();
} }
// Vacia todos los vectores de recursos // Vacia todos los vectores de recursos
@@ -53,12 +53,11 @@ namespace Resource {
text_files_.clear(); text_files_.clear();
texts_.clear(); texts_.clear();
animations_.clear(); animations_.clear();
rooms_.clear();
} }
// Carga todos los recursos // Carga todos los recursos de golpe (usado solo por reload() en hot-reload de debug)
void Cache::load() { void Cache::load() {
// Nota: el overlay de debug (RenderInfo) se inicializa después de esta carga,
// por lo que updateZoomFactor() se llamará correctamente en RenderInfo::init().
calculateTotal(); calculateTotal();
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK)); Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
std::cout << "\n** LOADING RESOURCES" << '\n'; std::cout << "\n** LOADING RESOURCES" << '\n';
@@ -73,7 +72,162 @@ namespace Resource {
std::cout << "\n** RESOURCES LOADED" << '\n'; std::cout << "\n** RESOURCES LOADED" << '\n';
} }
// Recarga todos los recursos // Prepara el loader incremental. Director lo llama una vez tras Cache::init().
void Cache::beginLoad() {
calculateTotal();
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
std::cout << "\n** LOADING RESOURCES (incremental)" << '\n';
stage_ = LoadStage::SOUNDS;
stage_index_ = 0;
}
auto Cache::isLoadDone() const -> bool {
return stage_ == LoadStage::DONE;
}
// Carga assets hasta agotar el presupuesto de tiempo o completar todas las etapas.
// Devuelve true cuando ya no queda nada por cargar.
auto Cache::loadStep(int budget_ms) -> bool {
if (stage_ == LoadStage::DONE) return true;
const Uint64 start_ns = SDL_GetTicksNS();
const Uint64 budget_ns = static_cast<Uint64>(budget_ms) * 1'000'000ULL;
auto listOf = [](List::Type t) { return List::get()->getListByType(t); };
while (stage_ != LoadStage::DONE) {
switch (stage_) {
case LoadStage::SOUNDS: {
auto list = listOf(List::Type::SOUND);
if (stage_index_ == 0) {
std::cout << "\n>> SOUND FILES" << '\n';
sounds_.clear();
}
if (stage_index_ >= list.size()) {
stage_ = LoadStage::MUSICS;
stage_index_ = 0;
break;
}
loadOneSound(stage_index_++);
break;
}
case LoadStage::MUSICS: {
auto list = listOf(List::Type::MUSIC);
if (stage_index_ == 0) {
std::cout << "\n>> MUSIC FILES" << '\n';
musics_.clear();
}
if (stage_index_ >= list.size()) {
stage_ = LoadStage::SURFACES;
stage_index_ = 0;
break;
}
loadOneMusic(stage_index_++);
break;
}
case LoadStage::SURFACES: {
auto list = listOf(List::Type::BITMAP);
if (stage_index_ == 0) {
std::cout << "\n>> SURFACES" << '\n';
surfaces_.clear();
}
if (stage_index_ >= list.size()) {
stage_ = LoadStage::SURFACES_POST;
stage_index_ = 0;
break;
}
loadOneSurface(stage_index_++);
break;
}
case LoadStage::SURFACES_POST: {
finalizeSurfaces();
stage_ = LoadStage::PALETTES;
stage_index_ = 0;
break;
}
case LoadStage::PALETTES: {
auto list = listOf(List::Type::PALETTE);
if (stage_index_ == 0) {
std::cout << "\n>> PALETTES" << '\n';
palettes_.clear();
}
if (stage_index_ >= list.size()) {
stage_ = LoadStage::TEXT_FILES;
stage_index_ = 0;
break;
}
loadOnePalette(stage_index_++);
break;
}
case LoadStage::TEXT_FILES: {
auto list = listOf(List::Type::FONT);
if (stage_index_ == 0) {
std::cout << "\n>> TEXT FILES" << '\n';
text_files_.clear();
}
if (stage_index_ >= list.size()) {
stage_ = LoadStage::ANIMATIONS;
stage_index_ = 0;
break;
}
loadOneTextFile(stage_index_++);
break;
}
case LoadStage::ANIMATIONS: {
auto list = listOf(List::Type::ANIMATION);
if (stage_index_ == 0) {
std::cout << "\n>> ANIMATIONS" << '\n';
animations_.clear();
}
if (stage_index_ >= list.size()) {
stage_ = LoadStage::ROOMS;
stage_index_ = 0;
break;
}
loadOneAnimation(stage_index_++);
break;
}
case LoadStage::ROOMS: {
auto list = listOf(List::Type::ROOM);
if (stage_index_ == 0) {
std::cout << "\n>> ROOMS" << '\n';
rooms_.clear();
}
if (stage_index_ >= list.size()) {
stage_ = LoadStage::TEXTS;
stage_index_ = 0;
break;
}
loadOneRoom(stage_index_++);
break;
}
case LoadStage::TEXTS: {
// createText itera sobre una lista fija de 5 fuentes
constexpr size_t TEXT_COUNT = 5;
if (stage_index_ == 0) {
std::cout << "\n>> CREATING TEXT_OBJECTS" << '\n';
texts_.clear();
}
if (stage_index_ >= TEXT_COUNT) {
stage_ = LoadStage::DONE;
stage_index_ = 0;
std::cout << "\n** RESOURCES LOADED" << '\n';
break;
}
createOneText(stage_index_++);
break;
}
case LoadStage::DONE:
break;
}
if ((SDL_GetTicksNS() - start_ns) >= budget_ns) break;
}
return stage_ == LoadStage::DONE;
}
// Recarga todos los recursos (síncrono, solo para hot-reload de debug)
void Cache::reload() { void Cache::reload() {
clear(); clear();
load(); load();
@@ -217,93 +371,96 @@ namespace Resource {
throw; throw;
} }
// Carga los sonidos // Lista fija de text objects. Compartida entre createText() y createOneText(i).
void Cache::loadSounds() { // NOLINT(readability-convert-member-functions-to-static) namespace {
std::cout << "\n>> SOUND FILES" << '\n'; struct TextObjectInfo {
std::string key; // Identificador del recurso
std::string texture_file; // Nombre del archivo de textura
std::string text_file; // Nombre del archivo de texto
};
const std::vector<TextObjectInfo>& getTextObjectInfos() {
static const std::vector<TextObjectInfo> info = {
{.key = "aseprite", .texture_file = "aseprite.gif", .text_file = "aseprite.fnt"},
{.key = "gauntlet", .texture_file = "gauntlet.gif", .text_file = "gauntlet.fnt"},
{.key = "smb2", .texture_file = "smb2.gif", .text_file = "smb2.fnt"},
{.key = "subatomic", .texture_file = "subatomic.gif", .text_file = "subatomic.fnt"},
{.key = "8bithud", .texture_file = "8bithud.gif", .text_file = "8bithud.fnt"}};
return info;
}
} // namespace
// --- Helpers incrementales (un asset por llamada) ---
void Cache::loadOneSound(size_t index) {
auto list = List::get()->getListByType(List::Type::SOUND); auto list = List::get()->getListByType(List::Type::SOUND);
sounds_.clear(); const auto& l = list[index];
try {
auto name = getFileName(l);
setCurrentLoading(name);
JA_Sound_t* sound = nullptr;
for (const auto& l : list) { auto audio_data = Helper::loadFile(l);
try { if (!audio_data.empty()) {
auto name = getFileName(l); sound = JA_LoadSound(audio_data.data(), static_cast<Uint32>(audio_data.size()));
JA_Sound_t* sound = nullptr;
// Try loading from resource pack first
auto audio_data = Helper::loadFile(l);
if (!audio_data.empty()) {
sound = JA_LoadSound(audio_data.data(), static_cast<Uint32>(audio_data.size()));
}
// Fallback to file path if memory loading failed
if (sound == nullptr) {
sound = JA_LoadSound(l.c_str());
}
if (sound == nullptr) {
throw std::runtime_error("Failed to decode audio file");
}
sounds_.emplace_back(SoundResource{.name = name, .sound = sound});
printWithDots("Sound : ", name, "[ LOADED ]");
updateLoadingProgress();
} catch (const std::exception& e) {
throwLoadError("SOUND", l, e);
} }
if (sound == nullptr) {
sound = JA_LoadSound(l.c_str());
}
if (sound == nullptr) {
throw std::runtime_error("Failed to decode audio file");
}
sounds_.emplace_back(SoundResource{.name = name, .sound = sound});
printWithDots("Sound : ", name, "[ LOADED ]");
updateLoadingProgress();
} catch (const std::exception& e) {
throwLoadError("SOUND", l, e);
} }
} }
// Carga las musicas void Cache::loadOneMusic(size_t index) {
void Cache::loadMusics() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n>> MUSIC FILES" << '\n';
auto list = List::get()->getListByType(List::Type::MUSIC); auto list = List::get()->getListByType(List::Type::MUSIC);
musics_.clear(); const auto& l = list[index];
try {
auto name = getFileName(l);
setCurrentLoading(name);
JA_Music_t* music = nullptr;
for (const auto& l : list) { auto audio_data = Helper::loadFile(l);
try { if (!audio_data.empty()) {
auto name = getFileName(l); music = JA_LoadMusic(audio_data.data(), static_cast<Uint32>(audio_data.size()));
JA_Music_t* music = nullptr;
// Try loading from resource pack first
auto audio_data = Helper::loadFile(l);
if (!audio_data.empty()) {
music = JA_LoadMusic(audio_data.data(), static_cast<Uint32>(audio_data.size()));
}
// Fallback to file path if memory loading failed
if (music == nullptr) {
music = JA_LoadMusic(l.c_str());
}
if (music == nullptr) {
throw std::runtime_error("Failed to decode music file");
}
musics_.emplace_back(MusicResource{.name = name, .music = music});
printWithDots("Music : ", name, "[ LOADED ]");
updateLoadingProgress(1);
} catch (const std::exception& e) {
throwLoadError("MUSIC", l, e);
} }
if (music == nullptr) {
music = JA_LoadMusic(l.c_str());
}
if (music == nullptr) {
throw std::runtime_error("Failed to decode music file");
}
musics_.emplace_back(MusicResource{.name = name, .music = music});
printWithDots("Music : ", name, "[ LOADED ]");
updateLoadingProgress();
} catch (const std::exception& e) {
throwLoadError("MUSIC", l, e);
} }
} }
// Carga las texturas void Cache::loadOneSurface(size_t index) {
void Cache::loadSurfaces() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n>> SURFACES" << '\n';
auto list = List::get()->getListByType(List::Type::BITMAP); auto list = List::get()->getListByType(List::Type::BITMAP);
surfaces_.clear(); const auto& l = list[index];
try {
for (const auto& l : list) { auto name = getFileName(l);
try { setCurrentLoading(name);
auto name = getFileName(l); surfaces_.emplace_back(SurfaceResource{.name = name, .surface = std::make_shared<Surface>(l)});
surfaces_.emplace_back(SurfaceResource{.name = name, .surface = std::make_shared<Surface>(l)}); surfaces_.back().surface->setTransparentColor(0);
surfaces_.back().surface->setTransparentColor(0); updateLoadingProgress();
updateLoadingProgress(); } catch (const std::exception& e) {
} catch (const std::exception& e) { throwLoadError("BITMAP", l, e);
throwLoadError("BITMAP", l, e);
}
} }
}
void Cache::finalizeSurfaces() {
// Reconfigura el color transparente de algunas surfaces // Reconfigura el color transparente de algunas surfaces
getSurface("loading_screen_color.gif")->setTransparentColor(); getSurface("loading_screen_color.gif")->setTransparentColor();
getSurface("ending1.gif")->setTransparentColor(); getSurface("ending1.gif")->setTransparentColor();
@@ -314,104 +471,132 @@ namespace Resource {
getSurface("standard.gif")->setTransparentColor(16); getSurface("standard.gif")->setTransparentColor(16);
} }
// Carga las paletas void Cache::loadOnePalette(size_t index) {
void Cache::loadPalettes() { // NOLINT(readability-convert-member-functions-to-static) auto list = List::get()->getListByType(List::Type::PALETTE);
const auto& l = list[index];
try {
auto name = getFileName(l);
setCurrentLoading(name);
palettes_.emplace_back(ResourcePalette{.name = name, .palette = readPalFile(l)});
updateLoadingProgress();
} catch (const std::exception& e) {
throwLoadError("PALETTE", l, e);
}
}
void Cache::loadOneTextFile(size_t index) {
auto list = List::get()->getListByType(List::Type::FONT);
const auto& l = list[index];
try {
auto name = getFileName(l);
setCurrentLoading(name);
text_files_.emplace_back(TextFileResource{.name = name, .text_file = Text::loadTextFile(l)});
updateLoadingProgress();
} catch (const std::exception& e) {
throwLoadError("FONT", l, e);
}
}
void Cache::loadOneAnimation(size_t index) {
auto list = List::get()->getListByType(List::Type::ANIMATION);
const auto& l = list[index];
try {
auto name = getFileName(l);
setCurrentLoading(name);
auto yaml_bytes = Helper::loadFile(l);
if (yaml_bytes.empty()) {
throw std::runtime_error("File is empty or could not be loaded");
}
animations_.emplace_back(AnimationResource{.name = name, .yaml_data = yaml_bytes});
printWithDots("Animation : ", name, "[ LOADED ]");
updateLoadingProgress();
} catch (const std::exception& e) {
throwLoadError("ANIMATION", l, e);
}
}
void Cache::loadOneRoom(size_t index) {
auto list = List::get()->getListByType(List::Type::ROOM);
const auto& l = list[index];
try {
auto name = getFileName(l);
setCurrentLoading(name);
rooms_.emplace_back(RoomResource{.name = name, .room = std::make_shared<Room::Data>(Room::loadYAML(l))});
printWithDots("Room : ", name, "[ LOADED ]");
updateLoadingProgress();
} catch (const std::exception& e) {
throwLoadError("ROOM", l, e);
}
}
void Cache::createOneText(size_t index) {
const auto& infos = getTextObjectInfos();
const auto& res_info = infos[index];
texts_.emplace_back(TextResource{
.name = res_info.key,
.text = std::make_shared<Text>(getSurface(res_info.texture_file), getTextFile(res_info.text_file))});
printWithDots("Text : ", res_info.key, "[ DONE ]");
}
// --- Bucles completos (solo usados por reload() síncrono) ---
void Cache::loadSounds() {
std::cout << "\n>> SOUND FILES" << '\n';
auto list = List::get()->getListByType(List::Type::SOUND);
sounds_.clear();
for (size_t i = 0; i < list.size(); ++i) loadOneSound(i);
}
void Cache::loadMusics() {
std::cout << "\n>> MUSIC FILES" << '\n';
auto list = List::get()->getListByType(List::Type::MUSIC);
musics_.clear();
for (size_t i = 0; i < list.size(); ++i) loadOneMusic(i);
}
void Cache::loadSurfaces() {
std::cout << "\n>> SURFACES" << '\n';
auto list = List::get()->getListByType(List::Type::BITMAP);
surfaces_.clear();
for (size_t i = 0; i < list.size(); ++i) loadOneSurface(i);
finalizeSurfaces();
}
void Cache::loadPalettes() {
std::cout << "\n>> PALETTES" << '\n'; std::cout << "\n>> PALETTES" << '\n';
auto list = List::get()->getListByType(List::Type::PALETTE); auto list = List::get()->getListByType(List::Type::PALETTE);
palettes_.clear(); palettes_.clear();
for (size_t i = 0; i < list.size(); ++i) loadOnePalette(i);
for (const auto& l : list) {
try {
auto name = getFileName(l);
palettes_.emplace_back(ResourcePalette{.name = name, .palette = readPalFile(l)});
updateLoadingProgress();
} catch (const std::exception& e) {
throwLoadError("PALETTE", l, e);
}
}
} }
// Carga los ficheros de texto void Cache::loadTextFiles() {
void Cache::loadTextFiles() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n>> TEXT FILES" << '\n'; std::cout << "\n>> TEXT FILES" << '\n';
auto list = List::get()->getListByType(List::Type::FONT); auto list = List::get()->getListByType(List::Type::FONT);
text_files_.clear(); text_files_.clear();
for (size_t i = 0; i < list.size(); ++i) loadOneTextFile(i);
for (const auto& l : list) {
try {
auto name = getFileName(l);
text_files_.emplace_back(TextFileResource{.name = name, .text_file = Text::loadTextFile(l)});
updateLoadingProgress();
} catch (const std::exception& e) {
throwLoadError("FONT", l, e);
}
}
} }
// Carga las animaciones void Cache::loadAnimations() {
void Cache::loadAnimations() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n>> ANIMATIONS" << '\n'; std::cout << "\n>> ANIMATIONS" << '\n';
auto list = List::get()->getListByType(List::Type::ANIMATION); auto list = List::get()->getListByType(List::Type::ANIMATION);
animations_.clear(); animations_.clear();
for (size_t i = 0; i < list.size(); ++i) loadOneAnimation(i);
for (const auto& l : list) {
try {
auto name = getFileName(l);
// Cargar bytes del archivo YAML sin parsear (carga lazy)
auto yaml_bytes = Helper::loadFile(l);
if (yaml_bytes.empty()) {
throw std::runtime_error("File is empty or could not be loaded");
}
animations_.emplace_back(AnimationResource{.name = name, .yaml_data = yaml_bytes});
printWithDots("Animation : ", name, "[ LOADED ]");
updateLoadingProgress();
} catch (const std::exception& e) {
throwLoadError("ANIMATION", l, e);
}
}
} }
// Carga las habitaciones desde archivos YAML void Cache::loadRooms() {
void Cache::loadRooms() { // NOLINT(readability-convert-member-functions-to-static)
std::cout << "\n>> ROOMS" << '\n'; std::cout << "\n>> ROOMS" << '\n';
auto list = List::get()->getListByType(List::Type::ROOM); auto list = List::get()->getListByType(List::Type::ROOM);
rooms_.clear(); rooms_.clear();
for (size_t i = 0; i < list.size(); ++i) loadOneRoom(i);
for (const auto& l : list) {
try {
auto name = getFileName(l);
rooms_.emplace_back(RoomResource{.name = name, .room = std::make_shared<Room::Data>(Room::loadYAML(l))});
printWithDots("Room : ", name, "[ LOADED ]");
updateLoadingProgress();
} catch (const std::exception& e) {
throwLoadError("ROOM", l, e);
}
}
} }
void Cache::createText() { // NOLINT(readability-convert-member-functions-to-static) void Cache::createText() {
struct ResourceInfo {
std::string key; // Identificador del recurso
std::string texture_file; // Nombre del archivo de textura
std::string text_file; // Nombre del archivo de texto
};
std::cout << "\n>> CREATING TEXT_OBJECTS" << '\n'; std::cout << "\n>> CREATING TEXT_OBJECTS" << '\n';
texts_.clear();
std::vector<ResourceInfo> resources = { const auto& infos = getTextObjectInfos();
{.key = "aseprite", .texture_file = "aseprite.gif", .text_file = "aseprite.fnt"}, for (size_t i = 0; i < infos.size(); ++i) createOneText(i);
{.key = "gauntlet", .texture_file = "gauntlet.gif", .text_file = "gauntlet.fnt"},
{.key = "smb2", .texture_file = "smb2.gif", .text_file = "smb2.fnt"},
{.key = "subatomic", .texture_file = "subatomic.gif", .text_file = "subatomic.fnt"},
{.key = "8bithud", .texture_file = "8bithud.gif", .text_file = "8bithud.fnt"}};
for (const auto& res_info : resources) {
texts_.emplace_back(TextResource{.name = res_info.key, .text = std::make_shared<Text>(getSurface(res_info.texture_file), getTextFile(res_info.text_file))});
printWithDots("Text : ", res_info.key, "[ DONE ]");
}
} }
// Vacía el vector de sonidos // Vacía el vector de sonidos
@@ -460,14 +645,20 @@ namespace Resource {
// Muestra el progreso de carga // Muestra el progreso de carga
void Cache::renderProgress() { void Cache::renderProgress() {
Screen::get()->start();
Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
// Si show=false: pantalla negra y salir
if (!Options::loading.show) {
Screen::get()->render();
return;
}
constexpr float X_PADDING = 60.0F; constexpr float X_PADDING = 60.0F;
constexpr float Y_PADDING = 10.0F; constexpr float Y_PADDING = 10.0F;
constexpr float BAR_HEIGHT = 5.0F; constexpr float BAR_HEIGHT = 5.0F;
const float BAR_POSITION = Options::game.height - BAR_HEIGHT - Y_PADDING; const float BAR_POSITION = Options::game.height - BAR_HEIGHT - Y_PADDING;
Screen::get()->start();
Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
auto surface = Screen::get()->getRendererSurface(); auto surface = Screen::get()->getRendererSurface();
const auto LOADING_TEXT_COLOR = static_cast<Uint8>(PaletteColor::BRIGHT_WHITE); const auto LOADING_TEXT_COLOR = static_cast<Uint8>(PaletteColor::BRIGHT_WHITE);
const auto BAR_COLOR = static_cast<Uint8>(PaletteColor::WHITE); const auto BAR_COLOR = static_cast<Uint8>(PaletteColor::WHITE);
@@ -501,33 +692,30 @@ namespace Resource {
SDL_FRect rect_full = {.x = X_PADDING, .y = BAR_POSITION, .w = FULL_BAR_WIDTH, .h = BAR_HEIGHT}; SDL_FRect rect_full = {.x = X_PADDING, .y = BAR_POSITION, .w = FULL_BAR_WIDTH, .h = BAR_HEIGHT};
surface->fillRect(&rect_full, BAR_COLOR); surface->fillRect(&rect_full, BAR_COLOR);
// Mostra el nom del recurs (o missatge d'espera si ja ha acabat i wait_for_input=true)
const bool WAITING_FOR_INPUT = isLoadDone() && Options::loading.wait_for_input;
const std::string OVER_BAR_TEXT = WAITING_FOR_INPUT ? "PRESS ANY KEY TO CONTINUE" : current_loading_name_;
if ((Options::loading.show_resource_name || WAITING_FOR_INPUT) && !OVER_BAR_TEXT.empty()) {
const float TEXT_Y = BAR_POSITION - static_cast<float>(TEXT_HEIGHT) - 2.0F;
loading_text_->writeColored(
CENTER_X - (loading_text_->length(OVER_BAR_TEXT) / 2),
static_cast<int>(TEXT_Y),
OVER_BAR_TEXT,
LOADING_TEXT_COLOR);
}
Screen::get()->render(); Screen::get()->render();
} }
// Comprueba los eventos de la pantalla de carga // Guarda el nombre del recurso que se está a punto de cargar. El repintado
void Cache::checkEvents() { // lo hace el BootLoader (una vez por frame) — aquí solo se actualiza el estado.
SDL_Event event; void Cache::setCurrentLoading(const std::string& name) {
while (SDL_PollEvent(&event)) { current_loading_name_ = name;
switch (event.type) {
case SDL_EVENT_QUIT:
exit(0);
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.key == SDLK_ESCAPE) {
exit(0);
}
break;
}
}
} }
// Actualiza el progreso de carga // Incrementa el contador de recursos cargados
void Cache::updateLoadingProgress(int steps) { void Cache::updateLoadingProgress() {
count_.add(1); count_.add(1);
if (count_.loaded % steps == 0 || count_.loaded == count_.total) {
renderProgress();
}
checkEvents();
} }
} // namespace Resource } // namespace Resource

View File

@@ -25,7 +25,13 @@ namespace Resource {
auto getRoom(const std::string& name) -> std::shared_ptr<Room::Data>; auto getRoom(const std::string& name) -> std::shared_ptr<Room::Data>;
auto getRooms() -> std::vector<RoomResource>&; auto getRooms() -> std::vector<RoomResource>&;
void reload(); // Recarga todos los recursos // --- Incremental loading (Director drives this from iterate()) ---
void beginLoad(); // Prepara el estado del loader incremental
auto loadStep(int budget_ms) -> bool; // Carga assets durante budget_ms; devuelve true si ha terminado
void renderProgress(); // Dibuja la barra de progreso (usada por BootLoader)
[[nodiscard]] auto isLoadDone() const -> bool;
void reload(); // Recarga todos los recursos (síncrono, usado en hot-reload de debug)
#ifdef _DEBUG #ifdef _DEBUG
void reloadRoom(const std::string& name); // Recarga una habitación desde disco void reloadRoom(const std::string& name); // Recarga una habitación desde disco
#endif #endif
@@ -47,7 +53,21 @@ namespace Resource {
} }
}; };
// Métodos de carga de recursos // Etapas del loader incremental
enum class LoadStage {
SOUNDS,
MUSICS,
SURFACES,
SURFACES_POST, // Ajuste de transparent colors tras cargar todas las surfaces
PALETTES,
TEXT_FILES,
ANIMATIONS,
ROOMS,
TEXTS,
DONE
};
// Métodos de carga de recursos (bucle completo, usados por reload() síncrono)
void loadSounds(); void loadSounds();
void loadMusics(); void loadMusics();
void loadSurfaces(); void loadSurfaces();
@@ -57,17 +77,27 @@ namespace Resource {
void loadRooms(); void loadRooms();
void createText(); void createText();
// Helpers incrementales: cargan un único asset de la categoría correspondiente
void loadOneSound(size_t index);
void loadOneMusic(size_t index);
void loadOneSurface(size_t index);
void finalizeSurfaces(); // Ajuste de transparent colors tras cargar surfaces
void loadOnePalette(size_t index);
void loadOneTextFile(size_t index);
void loadOneAnimation(size_t index);
void loadOneRoom(size_t index);
void createOneText(size_t index);
// Métodos de limpieza // Métodos de limpieza
void clear(); void clear();
void clearSounds(); void clearSounds();
void clearMusics(); void clearMusics();
// Métodos de gestión de carga // Métodos de gestión de carga
void load(); void load(); // Carga completa síncrona (usado solo por reload())
void calculateTotal(); void calculateTotal();
void renderProgress(); void updateLoadingProgress();
static void checkEvents(); void setCurrentLoading(const std::string& name); // Desa el nom del recurs en curs
void updateLoadingProgress(int steps = 5);
// Helper para mensajes de error de carga // Helper para mensajes de error de carga
[[noreturn]] static void throwLoadError(const std::string& asset_type, const std::string& file_path, const std::exception& e); [[noreturn]] static void throwLoadError(const std::string& asset_type, const std::string& file_path, const std::exception& e);
@@ -91,6 +121,11 @@ namespace Resource {
ResourceCount count_{}; // Contador de recursos ResourceCount count_{}; // Contador de recursos
std::shared_ptr<Text> loading_text_; // Texto para la pantalla de carga std::shared_ptr<Text> loading_text_; // Texto para la pantalla de carga
std::string current_loading_name_; // Nom del recurs que s'està a punt de carregar
// Estado del loader incremental
LoadStage stage_{LoadStage::DONE}; // Arranca en DONE hasta que beginLoad() lo cambie
size_t stage_index_{0}; // Cursor dentro de la categoría actual
}; };
} // namespace Resource } // namespace Resource

View File

@@ -23,6 +23,7 @@
#include "game/gameplay/cheevos.hpp" // Para Cheevos #include "game/gameplay/cheevos.hpp" // Para Cheevos
#include "game/options.hpp" // Para Options, options, OptionsVideo #include "game/options.hpp" // Para Options, options, OptionsVideo
#include "game/scene_manager.hpp" // Para SceneManager #include "game/scene_manager.hpp" // Para SceneManager
#include "game/scenes/boot_loader.hpp" // Para BootLoader
#include "game/scenes/credits.hpp" // Para Credits #include "game/scenes/credits.hpp" // Para Credits
#include "game/scenes/ending.hpp" // Para Ending #include "game/scenes/ending.hpp" // Para Ending
#include "game/scenes/ending2.hpp" // Para Ending2 #include "game/scenes/ending2.hpp" // Para Ending2
@@ -40,7 +41,7 @@
#include "game/editor/map_editor.hpp" // Para MapEditor #include "game/editor/map_editor.hpp" // Para MapEditor
#endif #endif
#ifndef _WIN32 #if !defined(_WIN32) && !defined(__EMSCRIPTEN__)
#include <pwd.h> #include <pwd.h>
#endif #endif
@@ -48,12 +49,17 @@
Director::Director() { Director::Director() {
std::cout << "Game start" << '\n'; std::cout << "Game start" << '\n';
#ifdef __EMSCRIPTEN__
// En Emscripten els assets estan al root del filesystem virtual (/data, /config)
executable_path_ = "";
#else
// Obtiene la ruta del ejecutable // Obtiene la ruta del ejecutable
std::string base = SDL_GetBasePath(); std::string base = SDL_GetBasePath();
if (!base.empty() && base.back() == '/') { if (!base.empty() && base.back() == '/') {
base.pop_back(); base.pop_back();
} }
executable_path_ = base; executable_path_ = base;
#endif
// Crea la carpeta del sistema donde guardar datos // Crea la carpeta del sistema donde guardar datos
createSystemFolder("jailgames"); createSystemFolder("jailgames");
@@ -83,7 +89,7 @@ Director::Director() {
// Preparar ruta al pack (en macOS bundle está en Contents/Resources/) // Preparar ruta al pack (en macOS bundle está en Contents/Resources/)
std::string pack_path = executable_path_ + PREFIX + "/resources.pack"; std::string pack_path = executable_path_ + PREFIX + "/resources.pack";
#ifdef RELEASE_BUILD #if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
// ============================================================ // ============================================================
// RELEASE BUILD: Pack-first architecture // RELEASE BUILD: Pack-first architecture
// ============================================================ // ============================================================
@@ -141,6 +147,18 @@ Director::Director() {
Options::setConfigFile(Resource::List::get()->get("config.yaml")); // NOLINT(readability-static-accessed-through-instance) Options::setConfigFile(Resource::List::get()->get("config.yaml")); // NOLINT(readability-static-accessed-through-instance)
Options::loadFromFile(); Options::loadFromFile();
#ifdef __EMSCRIPTEN__
// A la versió web el navegador gestiona la finestra: forcem zoom x3
// perquè la textura 256x192 no es vegi minúscula al canvas HTML,
// i desactivem el borde per aprofitar al màxim l'espai del canvas.
Options::video.fullscreen = false;
Options::video.integer_scale = true;
Options::window.zoom = 4;
Options::video.border.enabled = true;
Options::video.border.height = 8;
Options::video.border.width = 8;
#endif
// Configura la ruta y carga los presets de PostFX // Configura la ruta y carga los presets de PostFX
Options::setPostFXFile(Resource::List::get()->get("postfx.yaml")); // NOLINT(readability-static-accessed-through-instance) Options::setPostFXFile(Resource::List::get()->get("postfx.yaml")); // NOLINT(readability-static-accessed-through-instance)
Options::loadPostFXFromFile(); Options::loadPostFXFromFile();
@@ -160,15 +178,15 @@ Director::Director() {
// Crea los objetos // Crea los objetos
Screen::init(); Screen::init();
// Initialize resources (works for both release and development) // Inicializa el singleton del cache sin disparar la carga. La carga real
// la hace Director::iterate() llamando a Cache::loadStep() en cada frame,
// de forma que la ventana, los eventos y la barra de progreso están vivos
// desde el primer tick.
Resource::Cache::init(); Resource::Cache::init();
Notifier::init("", "8bithud"); Resource::Cache::get()->beginLoad();
RenderInfo::init();
Console::init("8bithud");
Screen::get()->setNotificationsEnabled(true);
// Special handling for gamecontrollerdb.txt - SDL needs filesystem path // Special handling for gamecontrollerdb.txt - SDL needs filesystem path
#ifdef RELEASE_BUILD #if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
// In release, construct the path manually (not from Asset which has empty executable_path) // In release, construct the path manually (not from Asset which has empty executable_path)
std::string gamecontroller_db = executable_path_ + PREFIX + "/gamecontrollerdb.txt"; std::string gamecontroller_db = executable_path_ + PREFIX + "/gamecontrollerdb.txt";
Input::init(gamecontroller_db); Input::init(gamecontroller_db);
@@ -181,18 +199,41 @@ Director::Director() {
Input::get()->applyKeyboardBindingsFromOptions(); Input::get()->applyKeyboardBindingsFromOptions();
Input::get()->applyGamepadBindingsFromOptions(); Input::get()->applyGamepadBindingsFromOptions();
std::cout << "\n"; // Fin de inicialización mínima de sistemas
// Construeix l'escena inicial (BootLoader). finishBoot() la canviarà a
// LOGO (o la que digui Debug) quan Cache::loadStep() complete la càrrega.
SceneManager::current = SceneManager::Scene::BOOT_LOADER;
switchToActiveScene();
}
// Inicialitzacions que depenen del cache poblat. Es crida des d'iterate()
// just quan Cache::loadStep() retorna true, amb la finestra i el bucle ja vius.
void Director::finishBoot() {
Notifier::init("", "8bithud");
RenderInfo::init();
Console::init("8bithud");
Screen::get()->setNotificationsEnabled(true);
#ifdef _DEBUG #ifdef _DEBUG
Debug::init(); Debug::init();
#ifdef __EMSCRIPTEN__
// A wasm el debug.yaml viu a SYSTEM_FOLDER (MEMFS no persistent) i no està
// disponible. Saltem el loadFromFile i entrem directament a la GAME.
SceneManager::current = SceneManager::Scene::GAME;
#else
Debug::get()->setDebugFile(Resource::List::get()->get("debug.yaml")); Debug::get()->setDebugFile(Resource::List::get()->get("debug.yaml"));
Debug::get()->loadFromFile(); Debug::get()->loadFromFile();
SceneManager::current = Debug::get()->getInitialScene(); SceneManager::current = Debug::get()->getInitialScene();
#endif
MapEditor::init(); MapEditor::init();
#else
// En release, pasamos a LOGO siempre tras la carga
SceneManager::current = SceneManager::Scene::LOGO;
#endif #endif
std::cout << "\n"; // Fin de inicialización de sistemas
// Inicializa el sistema de localización (antes de Cheevos que usa textos traducidos) // Inicializa el sistema de localización (antes de Cheevos que usa textos traducidos)
#ifdef RELEASE_BUILD #if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
{ {
// En release el locale está en el pack, no en el filesystem // En release el locale está en el pack, no en el filesystem
std::string locale_key = Resource::List::get()->get(Options::language + ".yaml"); // NOLINT(readability-static-accessed-through-instance) std::string locale_key = Resource::List::get()->get(Options::language + ".yaml"); // NOLINT(readability-static-accessed-through-instance)
@@ -205,7 +246,7 @@ Director::Director() {
#endif #endif
// Special handling for cheevos.bin - also needs filesystem path // Special handling for cheevos.bin - also needs filesystem path
#ifdef RELEASE_BUILD #if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
std::string cheevos_path = system_folder_ + "/cheevos.bin"; std::string cheevos_path = system_folder_ + "/cheevos.bin";
Cheevos::init(cheevos_path); Cheevos::init(cheevos_path);
#else #else
@@ -217,6 +258,11 @@ Director::~Director() {
// Guarda las opciones a un fichero // Guarda las opciones a un fichero
Options::saveToFile(); Options::saveToFile();
// Destruir l'escena activa ABANS dels singletons. Si no, el unique_ptr membre
// destrueix l'escena al final del destructor — quan Audio, Screen, Resource...
// ja són morts — i qualsevol accés en els seus destructors és un UAF.
active_scene_.reset();
// Destruye los singletones // Destruye los singletones
Cheevos::destroy(); Cheevos::destroy();
Locale::destroy(); Locale::destroy();
@@ -241,6 +287,12 @@ Director::~Director() {
// Crea la carpeta del sistema donde guardar datos // Crea la carpeta del sistema donde guardar datos
void Director::createSystemFolder(const std::string& folder) { // NOLINT(readability-convert-member-functions-to-static) void Director::createSystemFolder(const std::string& folder) { // NOLINT(readability-convert-member-functions-to-static)
#ifdef __EMSCRIPTEN__
// En Emscripten utilitzem MEMFS (no persistent entre sessions).
// No cal crear directoris: MEMFS els crea automàticament en escriure-hi.
system_folder_ = "/config/" + folder;
return;
#else
#ifdef _WIN32 #ifdef _WIN32
system_folder_ = std::string(getenv("APPDATA")) + "/" + folder; system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
#elif __APPLE__ #elif __APPLE__
@@ -292,6 +344,7 @@ void Director::createSystemFolder(const std::string& folder) { // NOLINT(readab
} }
} }
} }
#endif // __EMSCRIPTEN__
} }
// Carga la configuración de assets desde assets.yaml // Carga la configuración de assets desde assets.yaml
@@ -311,118 +364,132 @@ void Director::setFileList() { // NOLINT(readability-convert-member-functions-t
Resource::List::get()->loadFromFile(config_path, PREFIX, system_folder_); Resource::List::get()->loadFromFile(config_path, PREFIX, system_folder_);
} }
// Ejecuta la seccion de juego con el logo // Construeix l'escena segons SceneManager::current i la deixa en active_scene_.
void Director::runLogo() { // Substitueix els vells runLogo(), runTitle(), runGame(), etc.
auto logo = std::make_unique<Logo>(); void Director::switchToActiveScene() {
logo->run(); // Si la escena anterior va demanar RESTART_CURRENT, restaurem la que estava activa
if (SceneManager::current == SceneManager::Scene::RESTART_CURRENT) {
SceneManager::current = SceneManager::scene_before_restart;
}
// Destrueix l'escena anterior (pot parar música, etc. al seu destructor)
active_scene_.reset();
switch (SceneManager::current) {
case SceneManager::Scene::BOOT_LOADER:
active_scene_ = std::make_unique<BootLoader>();
break;
case SceneManager::Scene::LOGO:
active_scene_ = std::make_unique<Logo>();
break;
case SceneManager::Scene::LOADING_SCREEN:
active_scene_ = std::make_unique<LoadingScreen>();
break;
case SceneManager::Scene::TITLE:
active_scene_ = std::make_unique<Title>();
break;
case SceneManager::Scene::CREDITS:
active_scene_ = std::make_unique<Credits>();
break;
case SceneManager::Scene::DEMO:
active_scene_ = std::make_unique<Game>(Game::Mode::DEMO);
break;
case SceneManager::Scene::GAME:
Audio::get()->stopMusic();
active_scene_ = std::make_unique<Game>(Game::Mode::GAME);
break;
case SceneManager::Scene::GAME_OVER:
active_scene_ = std::make_unique<GameOver>();
break;
case SceneManager::Scene::ENDING:
active_scene_ = std::make_unique<Ending>();
break;
case SceneManager::Scene::ENDING2:
active_scene_ = std::make_unique<Ending2>();
break;
default:
break;
}
current_scene_ = SceneManager::current;
} }
// Ejecuta la seccion de juego de la pantalla de carga // SDL_AppIterate: executa un frame de l'escena activa
void Director::runLoadingScreen() { auto Director::iterate() -> SDL_AppResult {
auto loading_screen = std::make_unique<LoadingScreen>(); if (SceneManager::current == SceneManager::Scene::QUIT) {
loading_screen->run(); return SDL_APP_SUCCESS;
} }
// Ejecuta la seccion de juego con el titulo y los menus // Fase de boot: anem cridant loadStep() fins que el cache estiga ple.
void Director::runTitle() { // Durant aquesta fase l'escena activa és BootLoader (una barra de progrés).
auto title = std::make_unique<Title>(); if (boot_loading_) {
title->run(); try {
} // Budget de 50ms: durant el boot el joc va a ~15-20 FPS, suficient
// per veure la barra avançar suau i processar events del WM/ESC,
// Ejecuta la seccion de los creditos del juego // i evita el 50% d'ineficiència que provocaria un budget < vsync.
void Director::runCredits() { if (Resource::Cache::get()->loadStep(50 /*ms*/)) {
auto credits = std::make_unique<Credits>(); if (Options::loading.show && Options::loading.wait_for_input) {
credits->run(); boot_waiting_for_input_ = true; // Esperar tecla antes de continuar
} } else {
finishBoot();
// Ejecuta la seccion de la demo, donde se ven pantallas del juego }
void Director::runDemo() { boot_loading_ = false;
auto game = std::make_unique<Game>(Game::Mode::DEMO); // finishBoot() ja ha fixat SceneManager::current a LOGO (o la que
game->run(); // digui Debug). El canvi d'escena es fa just a sota.
} }
} catch (const std::exception& e) {
// Ejecuta la seccion del final del juego std::cerr << "Fatal error during resource load: " << e.what() << '\n';
void Director::runEnding() { SceneManager::current = SceneManager::Scene::QUIT;
auto ending = std::make_unique<Ending>(); return SDL_APP_FAILURE;
ending->run();
}
// Ejecuta la seccion del final del juego
void Director::runEnding2() {
auto ending2 = std::make_unique<Ending2>();
ending2->run();
}
// Ejecuta la seccion del final de la partida
void Director::runGameOver() {
auto game_over = std::make_unique<GameOver>();
game_over->run();
}
// Ejecuta la seccion de juego donde se juega
void Director::runGame() {
Audio::get()->stopMusic();
auto game = std::make_unique<Game>(Game::Mode::GAME);
game->run();
}
auto Director::run() -> int {
// Bucle principal
while (SceneManager::current != SceneManager::Scene::QUIT) {
const SceneManager::Scene ACTIVE = SceneManager::current;
switch (SceneManager::current) {
case SceneManager::Scene::LOGO:
runLogo();
break;
case SceneManager::Scene::LOADING_SCREEN:
runLoadingScreen();
break;
case SceneManager::Scene::TITLE:
runTitle();
break;
case SceneManager::Scene::CREDITS:
runCredits();
break;
case SceneManager::Scene::DEMO:
runDemo();
break;
case SceneManager::Scene::GAME:
runGame();
break;
case SceneManager::Scene::GAME_OVER:
runGameOver();
break;
case SceneManager::Scene::ENDING:
runEnding();
break;
case SceneManager::Scene::ENDING2:
runEnding2();
break;
case SceneManager::Scene::RESTART_CURRENT:
// La escena salió por RESTART_CURRENT → relanzar la escena guardada
SceneManager::current = SceneManager::scene_before_restart;
break;
default:
break;
}
// Si la escena que acaba de correr dejó RESTART_CURRENT pendiente,
// restaurar la escena que estaba activa para relanzarla en la próxima iteración
if (SceneManager::current == SceneManager::Scene::RESTART_CURRENT) {
SceneManager::current = ACTIVE;
} }
} }
return 0; // Si l'escena ha canviat (o s'ha demanat RESTART_CURRENT), canviar-la abans del frame
if (SceneManager::current != current_scene_ || SceneManager::current == SceneManager::Scene::RESTART_CURRENT) {
switchToActiveScene();
}
if (active_scene_) {
active_scene_->iterate();
}
return SDL_APP_CONTINUE;
}
// SDL_AppEvent: despatxa un event a l'escena activa
auto Director::handleEvent(const SDL_Event& event) -> SDL_AppResult {
#ifndef __EMSCRIPTEN__
// A la versió web no tenim event de quit del navegador
if (event.type == SDL_EVENT_QUIT) {
SceneManager::current = SceneManager::Scene::QUIT;
return SDL_APP_SUCCESS;
}
#endif
// Si estamos esperando input tras la carga: consumir tecla/botón y arrancar
if (boot_waiting_for_input_) {
const bool IS_KEY = event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat;
const bool IS_BUTTON = event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN;
if (IS_KEY || IS_BUTTON) {
boot_waiting_for_input_ = false;
finishBoot();
}
return SDL_APP_CONTINUE;
}
if (active_scene_) {
active_scene_->handleEvent(event);
}
return SDL_APP_CONTINUE;
} }

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@@ -2,29 +2,34 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <memory> // Para unique_ptr
#include <string> // Para string #include <string> // Para string
#include "game/scene_manager.hpp" // Para SceneManager::Scene
#include "game/scenes/scene.hpp" // Para Scene base
class Director { class Director {
public: public:
Director(); // Constructor Director(); // Constructor: inicialitza sistemes i crea l'escena inicial
~Director(); // Destructor ~Director(); // Destructor
static auto run() -> int; // Bucle principal
// SDL3 Callback API: un frame i un event
auto iterate() -> SDL_AppResult;
auto handleEvent(const SDL_Event& event) -> SDL_AppResult;
private: private:
// --- Variables --- // --- Variables ---
std::string executable_path_; // Path del ejecutable std::string executable_path_; // Path del ejecutable
std::string system_folder_; // Carpeta del sistema donde guardar datos std::string system_folder_; // Carpeta del sistema donde guardar datos
std::unique_ptr<Scene> active_scene_; // Escena activa
SceneManager::Scene current_scene_{SceneManager::Scene::BOOT_LOADER}; // Tipus d'escena activa
bool boot_loading_{true}; // True mientras Cache::loadStep() no haya acabado
bool boot_waiting_for_input_{false}; // True si la carga acabó y Options::loading.wait_for_input está activo
// --- Funciones --- // --- Funciones ---
void createSystemFolder(const std::string& folder); // Crea la carpeta del sistema donde guardar datos void createSystemFolder(const std::string& folder); // Crea la carpeta del sistema donde guardar datos
void setFileList(); // Carga la configuración de assets desde assets.yaml void setFileList(); // Carga la configuración de assets desde assets.yaml
static void runLogo(); // Ejecuta la seccion de juego con el logo void switchToActiveScene(); // Construeix l'escena segons SceneManager::current
static void runLoadingScreen(); // Ejecuta la seccion de juego de la pantalla de carga void finishBoot(); // Inits que dependen del cache, ejecutado tras loadStep==done
static void runTitle(); // Ejecuta la seccion de juego con el titulo y los menus };
static void runCredits(); // Ejecuta la seccion de los creditos del juego
static void runDemo(); // Ejecuta la seccion de la demo, donde se ven pantallas del juego
static void runEnding(); // Ejecuta la seccion del final del juego
static void runEnding2(); // Ejecuta la seccion del final del juego
static void runGameOver(); // Ejecuta la seccion del final de la partida
static void runGame(); // Ejecuta la seccion de juego donde se juega
};

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@@ -1,23 +1,65 @@
#include "core/system/global_events.hpp" #include "core/system/global_events.hpp"
#include "core/input/input.hpp" // Para Input (gamepad add/remove)
#include "core/input/mouse.hpp" #include "core/input/mouse.hpp"
#include "core/locale/locale.hpp" // Para Locale
#include "game/options.hpp" // Para Options, options, OptionsGame, OptionsAudio #include "game/options.hpp" // Para Options, options, OptionsGame, OptionsAudio
#include "game/scene_manager.hpp" // Para SceneManager #include "game/scene_manager.hpp" // Para SceneManager::current (filtrar BACK a GAME)
#include "game/ui/console.hpp" // Para Console #include "game/ui/console.hpp" // Para Console
#include "game/ui/notifier.hpp" // Para Notifier
namespace GlobalEvents { namespace GlobalEvents {
// Comprueba los eventos que se pueden producir en cualquier sección del juego
void handle(const SDL_Event& event) {
// Evento de salida de la aplicación
if (event.type == SDL_EVENT_QUIT) {
SceneManager::current = SceneManager::Scene::QUIT;
return;
}
namespace {
// Flag per saber si en aquest frame s'ha rebut un button down del gamepad.
// El consumeix GlobalInputs perquè un botó del comandament salti escenes.
bool gamepad_button_pressed_ = false;
} // namespace
// Comprueba los eventos que se pueden producir en cualquier sección del juego.
// Nota: SDL_EVENT_QUIT el gestiona Director::handleEvent() directament.
void handle(const SDL_Event& event) {
if (event.type == SDL_EVENT_RENDER_DEVICE_RESET || event.type == SDL_EVENT_RENDER_TARGETS_RESET) { if (event.type == SDL_EVENT_RENDER_DEVICE_RESET || event.type == SDL_EVENT_RENDER_TARGETS_RESET) {
// reLoadTextures(); // reLoadTextures();
} }
// Connexió/desconnexió de gamepads: cal enrutar-los a Input perquè
// afegisca el dispositiu a gamepads_. Sense això, en wasm els gamepads
// mai es detecten (la Gamepad API del navegador només els exposa
// després que l'usuari els active, més tard que el discoverGamepads
// inicial). En desktop també arregla la connexió en calent.
if (event.type == SDL_EVENT_GAMEPAD_ADDED || event.type == SDL_EVENT_GAMEPAD_REMOVED) {
if (Input::get() != nullptr) {
std::string name = Input::get()->handleEvent(event);
if (!name.empty() && Notifier::get() != nullptr && Locale::get() != nullptr) {
const std::string KEY = (event.type == SDL_EVENT_GAMEPAD_ADDED)
? "ui.gamepad_connected"
: "ui.gamepad_disconnected";
Notifier::get()->show({name + " " + Locale::get()->get(KEY)});
}
}
}
// Marcar polsació de qualsevol botó del comandament (els consumirà GlobalInputs
// per saltar escenes d'attract mode). Queden exclosos els botons reservats a
// accions globals perquè el "any button → ACCEPT" no se'ls mengi abans que
// checkAction() els pugui enrutar:
// - BACK → EXIT (a emscripten només a l'escena GAME, ja que no pot tancar).
// - LEFT_SHOULDER / RIGHT_SHOULDER → NEXT_PALETTE / NEXT_PALETTE_SORT.
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
const auto BUTTON = event.gbutton.button;
const bool IS_BACK = (BUTTON == SDL_GAMEPAD_BUTTON_BACK);
const bool IS_SHOULDER = (BUTTON == SDL_GAMEPAD_BUTTON_LEFT_SHOULDER || BUTTON == SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
#ifdef __EMSCRIPTEN__
const bool RESERVE_BACK = IS_BACK && SceneManager::current == SceneManager::Scene::GAME;
#else
const bool RESERVE_BACK = IS_BACK;
#endif
if (!RESERVE_BACK && !IS_SHOULDER) {
gamepad_button_pressed_ = true;
}
}
// Enrutar eventos de texto a la consola cuando está activa // Enrutar eventos de texto a la consola cuando está activa
if (Console::get() != nullptr && Console::get()->isActive()) { if (Console::get() != nullptr && Console::get()->isActive()) {
if (event.type == SDL_EVENT_TEXT_INPUT || event.type == SDL_EVENT_KEY_DOWN) { if (event.type == SDL_EVENT_TEXT_INPUT || event.type == SDL_EVENT_KEY_DOWN) {
@@ -28,4 +70,10 @@ namespace GlobalEvents {
Mouse::handleEvent(event); Mouse::handleEvent(event);
} }
auto consumeGamepadButtonPressed() -> bool {
const bool RESULT = gamepad_button_pressed_;
gamepad_button_pressed_ = false;
return RESULT;
}
} // namespace GlobalEvents } // namespace GlobalEvents

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@@ -5,4 +5,9 @@
namespace GlobalEvents { namespace GlobalEvents {
// Comprueba los eventos que se pueden producir en cualquier sección del juego // Comprueba los eventos que se pueden producir en cualquier sección del juego
void handle(const SDL_Event& event); void handle(const SDL_Event& event);
// True si en aquest frame s'ha rebut un SDL_EVENT_GAMEPAD_BUTTON_DOWN.
// Es consumeix (i es reseteja) per GlobalInputs::getPressedAction perquè
// qualsevol botó del comandament actuï com a "ACCEPT" (saltar escena).
auto consumeGamepadButtonPressed() -> bool;
} // namespace GlobalEvents } // namespace GlobalEvents

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@@ -1,4 +1,4 @@
// Ogg Vorbis audio decoder - v1.20 - public domain // Ogg Vorbis audio decoder - v1.22 - public domain
// http://nothings.org/stb_vorbis/ // http://nothings.org/stb_vorbis/
// //
// Original version written by Sean Barrett in 2007. // Original version written by Sean Barrett in 2007.
@@ -29,12 +29,15 @@
// Bernhard Wodo Evan Balster github:alxprd // Bernhard Wodo Evan Balster github:alxprd
// Tom Beaumont Ingo Leitgeb Nicolas Guillemot // Tom Beaumont Ingo Leitgeb Nicolas Guillemot
// Phillip Bennefall Rohit Thiago Goulart // Phillip Bennefall Rohit Thiago Goulart
// github:manxorist saga musix github:infatum // github:manxorist Saga Musix github:infatum
// Timur Gagiev Maxwell Koo Peter Waller // Timur Gagiev Maxwell Koo Peter Waller
// github:audinowho Dougall Johnson David Reid // github:audinowho Dougall Johnson David Reid
// github:Clownacy Pedro J. Estebanez Remi Verschelde // github:Clownacy Pedro J. Estebanez Remi Verschelde
// AnthoFoxo github:morlat Gabriel Ravier
// //
// Partial history: // Partial history:
// 1.22 - 2021-07-11 - various small fixes
// 1.21 - 2021-07-02 - fix bug for files with no comments
// 1.20 - 2020-07-11 - several small fixes // 1.20 - 2020-07-11 - several small fixes
// 1.19 - 2020-02-05 - warnings // 1.19 - 2020-02-05 - warnings
// 1.18 - 2020-02-02 - fix seek bugs; parse header comments; misc warnings etc. // 1.18 - 2020-02-02 - fix seek bugs; parse header comments; misc warnings etc.
@@ -220,6 +223,12 @@ extern int stb_vorbis_decode_frame_pushdata(
// channel. In other words, (*output)[0][0] contains the first sample from // channel. In other words, (*output)[0][0] contains the first sample from
// the first channel, and (*output)[1][0] contains the first sample from // the first channel, and (*output)[1][0] contains the first sample from
// the second channel. // the second channel.
//
// *output points into stb_vorbis's internal output buffer storage; these
// buffers are owned by stb_vorbis and application code should not free
// them or modify their contents. They are transient and will be overwritten
// once you ask for more data to get decoded, so be sure to grab any data
// you need before then.
extern void stb_vorbis_flush_pushdata(stb_vorbis *f); extern void stb_vorbis_flush_pushdata(stb_vorbis *f);
// inform stb_vorbis that your next datablock will not be contiguous with // inform stb_vorbis that your next datablock will not be contiguous with
@@ -579,7 +588,7 @@ enum STBVorbisError
#if defined(_MSC_VER) || defined(__MINGW32__) #if defined(_MSC_VER) || defined(__MINGW32__)
#include <malloc.h> #include <malloc.h>
#endif #endif
#if defined(__linux__) || defined(__linux) || defined(__EMSCRIPTEN__) || defined(__NEWLIB__) #if defined(__linux__) || defined(__linux) || defined(__sun__) || defined(__EMSCRIPTEN__) || defined(__NEWLIB__)
#include <alloca.h> #include <alloca.h>
#endif #endif
#else // STB_VORBIS_NO_CRT #else // STB_VORBIS_NO_CRT
@@ -646,6 +655,12 @@ typedef signed int int32;
typedef float codetype; typedef float codetype;
#ifdef _MSC_VER
#define STBV_NOTUSED(v) (void)(v)
#else
#define STBV_NOTUSED(v) (void)sizeof(v)
#endif
// @NOTE // @NOTE
// //
// Some arrays below are tagged "//varies", which means it's actually // Some arrays below are tagged "//varies", which means it's actually
@@ -1046,7 +1061,7 @@ static float float32_unpack(uint32 x)
uint32 sign = x & 0x80000000; uint32 sign = x & 0x80000000;
uint32 exp = (x & 0x7fe00000) >> 21; uint32 exp = (x & 0x7fe00000) >> 21;
double res = sign ? -(double)mantissa : (double)mantissa; double res = sign ? -(double)mantissa : (double)mantissa;
return (float) ldexp((float)res, exp-788); return (float) ldexp((float)res, (int)exp-788);
} }
@@ -1077,6 +1092,7 @@ static int compute_codewords(Codebook *c, uint8 *len, int n, uint32 *values)
// find the first entry // find the first entry
for (k=0; k < n; ++k) if (len[k] < NO_CODE) break; for (k=0; k < n; ++k) if (len[k] < NO_CODE) break;
if (k == n) { assert(c->sorted_entries == 0); return TRUE; } if (k == n) { assert(c->sorted_entries == 0); return TRUE; }
assert(len[k] < 32); // no error return required, code reading lens checks this
// add to the list // add to the list
add_entry(c, 0, k, m++, len[k], values); add_entry(c, 0, k, m++, len[k], values);
// add all available leaves // add all available leaves
@@ -1090,6 +1106,7 @@ static int compute_codewords(Codebook *c, uint8 *len, int n, uint32 *values)
uint32 res; uint32 res;
int z = len[i], y; int z = len[i], y;
if (z == NO_CODE) continue; if (z == NO_CODE) continue;
assert(z < 32); // no error return required, code reading lens checks this
// find lowest available leaf (should always be earliest, // find lowest available leaf (should always be earliest,
// which is what the specification calls for) // which is what the specification calls for)
// note that this property, and the fact we can never have // note that this property, and the fact we can never have
@@ -1099,12 +1116,10 @@ static int compute_codewords(Codebook *c, uint8 *len, int n, uint32 *values)
while (z > 0 && !available[z]) --z; while (z > 0 && !available[z]) --z;
if (z == 0) { return FALSE; } if (z == 0) { return FALSE; }
res = available[z]; res = available[z];
assert(z >= 0 && z < 32);
available[z] = 0; available[z] = 0;
add_entry(c, bit_reverse(res), i, m++, len[i], values); add_entry(c, bit_reverse(res), i, m++, len[i], values);
// propagate availability up the tree // propagate availability up the tree
if (z != len[i]) { if (z != len[i]) {
assert(len[i] >= 0 && len[i] < 32);
for (y=len[i]; y > z; --y) { for (y=len[i]; y > z; --y) {
assert(available[y] == 0); assert(available[y] == 0);
available[y] = res + (1 << (32-y)); available[y] = res + (1 << (32-y));
@@ -2577,34 +2592,33 @@ static void imdct_step3_inner_s_loop_ld654(int n, float *e, int i_off, float *A,
while (z > base) { while (z > base) {
float k00,k11; float k00,k11;
float l00,l11;
k00 = z[-0] - z[-8]; k00 = z[-0] - z[ -8];
k11 = z[-1] - z[-9]; k11 = z[-1] - z[ -9];
z[-0] = z[-0] + z[-8]; l00 = z[-2] - z[-10];
z[-1] = z[-1] + z[-9]; l11 = z[-3] - z[-11];
z[-8] = k00; z[ -0] = z[-0] + z[ -8];
z[-9] = k11 ; z[ -1] = z[-1] + z[ -9];
z[ -2] = z[-2] + z[-10];
z[ -3] = z[-3] + z[-11];
z[ -8] = k00;
z[ -9] = k11;
z[-10] = (l00+l11) * A2;
z[-11] = (l11-l00) * A2;
k00 = z[ -2] - z[-10]; k00 = z[ -4] - z[-12];
k11 = z[ -3] - z[-11];
z[ -2] = z[ -2] + z[-10];
z[ -3] = z[ -3] + z[-11];
z[-10] = (k00+k11) * A2;
z[-11] = (k11-k00) * A2;
k00 = z[-12] - z[ -4]; // reverse to avoid a unary negation
k11 = z[ -5] - z[-13]; k11 = z[ -5] - z[-13];
l00 = z[ -6] - z[-14];
l11 = z[ -7] - z[-15];
z[ -4] = z[ -4] + z[-12]; z[ -4] = z[ -4] + z[-12];
z[ -5] = z[ -5] + z[-13]; z[ -5] = z[ -5] + z[-13];
z[-12] = k11;
z[-13] = k00;
k00 = z[-14] - z[ -6]; // reverse to avoid a unary negation
k11 = z[ -7] - z[-15];
z[ -6] = z[ -6] + z[-14]; z[ -6] = z[ -6] + z[-14];
z[ -7] = z[ -7] + z[-15]; z[ -7] = z[ -7] + z[-15];
z[-14] = (k00+k11) * A2; z[-12] = k11;
z[-15] = (k00-k11) * A2; z[-13] = -k00;
z[-14] = (l11-l00) * A2;
z[-15] = (l00+l11) * -A2;
iter_54(z); iter_54(z);
iter_54(z-8); iter_54(z-8);
@@ -3069,6 +3083,7 @@ static int do_floor(vorb *f, Mapping *map, int i, int n, float *target, YTYPE *f
for (q=1; q < g->values; ++q) { for (q=1; q < g->values; ++q) {
j = g->sorted_order[q]; j = g->sorted_order[q];
#ifndef STB_VORBIS_NO_DEFER_FLOOR #ifndef STB_VORBIS_NO_DEFER_FLOOR
STBV_NOTUSED(step2_flag);
if (finalY[j] >= 0) if (finalY[j] >= 0)
#else #else
if (step2_flag[j]) if (step2_flag[j])
@@ -3171,6 +3186,7 @@ static int vorbis_decode_packet_rest(vorb *f, int *len, Mode *m, int left_start,
// WINDOWING // WINDOWING
STBV_NOTUSED(left_end);
n = f->blocksize[m->blockflag]; n = f->blocksize[m->blockflag];
map = &f->mapping[m->mapping]; map = &f->mapping[m->mapping];
@@ -3368,7 +3384,7 @@ static int vorbis_decode_packet_rest(vorb *f, int *len, Mode *m, int left_start,
// this isn't to spec, but spec would require us to read ahead // this isn't to spec, but spec would require us to read ahead
// and decode the size of all current frames--could be done, // and decode the size of all current frames--could be done,
// but presumably it's not a commonly used feature // but presumably it's not a commonly used feature
f->current_loc = -n2; // start of first frame is positioned for discard f->current_loc = 0u - n2; // start of first frame is positioned for discard (NB this is an intentional unsigned overflow/wrap-around)
// we might have to discard samples "from" the next frame too, // we might have to discard samples "from" the next frame too,
// if we're lapping a large block then a small at the start? // if we're lapping a large block then a small at the start?
f->discard_samples_deferred = n - right_end; f->discard_samples_deferred = n - right_end;
@@ -3642,9 +3658,11 @@ static int start_decoder(vorb *f)
f->vendor[len] = (char)'\0'; f->vendor[len] = (char)'\0';
//user comments //user comments
f->comment_list_length = get32_packet(f); f->comment_list_length = get32_packet(f);
if (f->comment_list_length > 0) { f->comment_list = NULL;
f->comment_list = (char**)setup_malloc(f, sizeof(char*) * (f->comment_list_length)); if (f->comment_list_length > 0)
if (f->comment_list == NULL) return error(f, VORBIS_outofmem); {
f->comment_list = (char**) setup_malloc(f, sizeof(char*) * (f->comment_list_length));
if (f->comment_list == NULL) return error(f, VORBIS_outofmem);
} }
for(i=0; i < f->comment_list_length; ++i) { for(i=0; i < f->comment_list_length; ++i) {
@@ -3867,8 +3885,7 @@ static int start_decoder(vorb *f)
unsigned int div=1; unsigned int div=1;
for (k=0; k < c->dimensions; ++k) { for (k=0; k < c->dimensions; ++k) {
int off = (z / div) % c->lookup_values; int off = (z / div) % c->lookup_values;
float val = mults[off]; float val = mults[off]*c->delta_value + c->minimum_value + last;
val = mults[off]*c->delta_value + c->minimum_value + last;
c->multiplicands[j*c->dimensions + k] = val; c->multiplicands[j*c->dimensions + k] = val;
if (c->sequence_p) if (c->sequence_p)
last = val; last = val;
@@ -3951,7 +3968,7 @@ static int start_decoder(vorb *f)
if (g->class_masterbooks[j] >= f->codebook_count) return error(f, VORBIS_invalid_setup); if (g->class_masterbooks[j] >= f->codebook_count) return error(f, VORBIS_invalid_setup);
} }
for (k=0; k < 1 << g->class_subclasses[j]; ++k) { for (k=0; k < 1 << g->class_subclasses[j]; ++k) {
g->subclass_books[j][k] = get_bits(f,8)-1; g->subclass_books[j][k] = (int16)get_bits(f,8)-1;
if (g->subclass_books[j][k] >= f->codebook_count) return error(f, VORBIS_invalid_setup); if (g->subclass_books[j][k] >= f->codebook_count) return error(f, VORBIS_invalid_setup);
} }
} }
@@ -4509,6 +4526,7 @@ stb_vorbis *stb_vorbis_open_pushdata(
*error = VORBIS_need_more_data; *error = VORBIS_need_more_data;
else else
*error = p.error; *error = p.error;
vorbis_deinit(&p);
return NULL; return NULL;
} }
f = vorbis_alloc(&p); f = vorbis_alloc(&p);
@@ -4566,7 +4584,7 @@ static uint32 vorbis_find_page(stb_vorbis *f, uint32 *end, uint32 *last)
header[i] = get8(f); header[i] = get8(f);
if (f->eof) return 0; if (f->eof) return 0;
if (header[4] != 0) goto invalid; if (header[4] != 0) goto invalid;
goal = header[22] + (header[23] << 8) + (header[24]<<16) + (header[25]<<24); goal = header[22] + (header[23] << 8) + (header[24]<<16) + ((uint32)header[25]<<24);
for (i=22; i < 26; ++i) for (i=22; i < 26; ++i)
header[i] = 0; header[i] = 0;
crc = 0; crc = 0;
@@ -4970,7 +4988,7 @@ unsigned int stb_vorbis_stream_length_in_samples(stb_vorbis *f)
// set. whoops! // set. whoops!
break; break;
} }
previous_safe = last_page_loc+1; //previous_safe = last_page_loc+1; // NOTE: not used after this point, but note for debugging
last_page_loc = stb_vorbis_get_file_offset(f); last_page_loc = stb_vorbis_get_file_offset(f);
} }
@@ -5081,7 +5099,10 @@ stb_vorbis * stb_vorbis_open_filename(const char *filename, int *error, const st
stb_vorbis * stb_vorbis_open_memory(const unsigned char *data, int len, int *error, const stb_vorbis_alloc *alloc) stb_vorbis * stb_vorbis_open_memory(const unsigned char *data, int len, int *error, const stb_vorbis_alloc *alloc)
{ {
stb_vorbis *f, p; stb_vorbis *f, p;
if (data == NULL) return NULL; if (!data) {
if (error) *error = VORBIS_unexpected_eof;
return NULL;
}
vorbis_init(&p, alloc); vorbis_init(&p, alloc);
p.stream = (uint8 *) data; p.stream = (uint8 *) data;
p.stream_end = (uint8 *) data + len; p.stream_end = (uint8 *) data + len;
@@ -5156,11 +5177,11 @@ static void copy_samples(short *dest, float *src, int len)
static void compute_samples(int mask, short *output, int num_c, float **data, int d_offset, int len) static void compute_samples(int mask, short *output, int num_c, float **data, int d_offset, int len)
{ {
#define BUFFER_SIZE 32 #define STB_BUFFER_SIZE 32
float buffer[BUFFER_SIZE]; float buffer[STB_BUFFER_SIZE];
int i,j,o,n = BUFFER_SIZE; int i,j,o,n = STB_BUFFER_SIZE;
check_endianness(); check_endianness();
for (o = 0; o < len; o += BUFFER_SIZE) { for (o = 0; o < len; o += STB_BUFFER_SIZE) {
memset(buffer, 0, sizeof(buffer)); memset(buffer, 0, sizeof(buffer));
if (o + n > len) n = len - o; if (o + n > len) n = len - o;
for (j=0; j < num_c; ++j) { for (j=0; j < num_c; ++j) {
@@ -5177,16 +5198,17 @@ static void compute_samples(int mask, short *output, int num_c, float **data, in
output[o+i] = v; output[o+i] = v;
} }
} }
#undef STB_BUFFER_SIZE
} }
static void compute_stereo_samples(short *output, int num_c, float **data, int d_offset, int len) static void compute_stereo_samples(short *output, int num_c, float **data, int d_offset, int len)
{ {
#define BUFFER_SIZE 32 #define STB_BUFFER_SIZE 32
float buffer[BUFFER_SIZE]; float buffer[STB_BUFFER_SIZE];
int i,j,o,n = BUFFER_SIZE >> 1; int i,j,o,n = STB_BUFFER_SIZE >> 1;
// o is the offset in the source data // o is the offset in the source data
check_endianness(); check_endianness();
for (o = 0; o < len; o += BUFFER_SIZE >> 1) { for (o = 0; o < len; o += STB_BUFFER_SIZE >> 1) {
// o2 is the offset in the output data // o2 is the offset in the output data
int o2 = o << 1; int o2 = o << 1;
memset(buffer, 0, sizeof(buffer)); memset(buffer, 0, sizeof(buffer));
@@ -5216,6 +5238,7 @@ static void compute_stereo_samples(short *output, int num_c, float **data, int d
output[o2+i] = v; output[o2+i] = v;
} }
} }
#undef STB_BUFFER_SIZE
} }
static void convert_samples_short(int buf_c, short **buffer, int b_offset, int data_c, float **data, int d_offset, int samples) static void convert_samples_short(int buf_c, short **buffer, int b_offset, int data_c, float **data, int d_offset, int samples)
@@ -5288,8 +5311,6 @@ int stb_vorbis_get_samples_short_interleaved(stb_vorbis *f, int channels, short
float **outputs; float **outputs;
int len = num_shorts / channels; int len = num_shorts / channels;
int n=0; int n=0;
int z = f->channels;
if (z > channels) z = channels;
while (n < len) { while (n < len) {
int k = f->channel_buffer_end - f->channel_buffer_start; int k = f->channel_buffer_end - f->channel_buffer_start;
if (n+k >= len) k = len - n; if (n+k >= len) k = len - n;
@@ -5308,8 +5329,6 @@ int stb_vorbis_get_samples_short(stb_vorbis *f, int channels, short **buffer, in
{ {
float **outputs; float **outputs;
int n=0; int n=0;
int z = f->channels;
if (z > channels) z = channels;
while (n < len) { while (n < len) {
int k = f->channel_buffer_end - f->channel_buffer_start; int k = f->channel_buffer_end - f->channel_buffer_start;
if (n+k >= len) k = len - n; if (n+k >= len) k = len - n;

View File

@@ -89,6 +89,12 @@ namespace Defaults::Localization {
constexpr const char* LANGUAGE = "ca"; // Idioma por defecto (en = inglés, ca = catalán) constexpr const char* LANGUAGE = "ca"; // Idioma por defecto (en = inglés, ca = catalán)
} // namespace Defaults::Localization } // namespace Defaults::Localization
namespace Defaults::Loading {
constexpr bool SHOW = false; // No mostrar la pantalla de carga por defecto
constexpr bool SHOW_RESOURCE_NAME = true; // Mostrar el nombre del recurso por defecto
constexpr bool WAIT_FOR_INPUT = false; // No esperar tecla al terminar por defecto
} // namespace Defaults::Loading
namespace Defaults::Game::Items { namespace Defaults::Game::Items {
constexpr const float PERCENT_TO_OPEN_THE_JAIL = 0.9F; // Porcentaje de items necesarios para abrir la jail constexpr const float PERCENT_TO_OPEN_THE_JAIL = 0.9F; // Porcentaje de items necesarios para abrir la jail
} // namespace Defaults::Game::Items } // namespace Defaults::Game::Items

View File

@@ -623,6 +623,27 @@ namespace Options {
} }
} }
// Carga opciones de la pantalla de carga desde YAML
void loadLoadingFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("loading")) { return; }
const auto& ld = yaml["loading"];
if (ld.contains("show")) {
try {
loading.show = ld["show"].get_value<bool>();
} catch (...) { loading.show = Defaults::Loading::SHOW; }
}
if (ld.contains("show_resource_name")) {
try {
loading.show_resource_name = ld["show_resource_name"].get_value<bool>();
} catch (...) { loading.show_resource_name = Defaults::Loading::SHOW_RESOURCE_NAME; }
}
if (ld.contains("wait_for_input")) {
try {
loading.wait_for_input = ld["wait_for_input"].get_value<bool>();
} catch (...) { loading.wait_for_input = Defaults::Loading::WAIT_FOR_INPUT; }
}
}
// Establece la ruta del fichero de configuración // Establece la ruta del fichero de configuración
void setConfigFile(const std::string& path) { void setConfigFile(const std::string& path) {
config_file_path = path; config_file_path = path;
@@ -673,6 +694,7 @@ namespace Options {
loadPlayerConfigFromYaml(yaml); loadPlayerConfigFromYaml(yaml);
loadKioskConfigFromYaml(yaml); loadKioskConfigFromYaml(yaml);
loadLocalizationFromYaml(yaml); loadLocalizationFromYaml(yaml);
loadLoadingFromYaml(yaml);
std::cout << "Config file loaded successfully\n\n"; std::cout << "Config file loaded successfully\n\n";
@@ -810,6 +832,14 @@ namespace Options {
file << "localization:\n"; file << "localization:\n";
file << " language: \"" << language << "\"\n"; file << " language: \"" << language << "\"\n";
// LOADING SCREEN
file << "\n";
file << "# LOADING SCREEN\n";
file << "loading:\n";
file << " show: " << (loading.show ? "true" : "false") << "\n";
file << " show_resource_name: " << (loading.show_resource_name ? "true" : "false") << "\n";
file << " wait_for_input: " << (loading.wait_for_input ? "true" : "false") << " # solo si show=true\n";
file.close(); file.close();
std::cout << "Config file saved successfully\n\n"; std::cout << "Config file saved successfully\n\n";

View File

@@ -134,6 +134,13 @@ namespace Options {
float volume{Defaults::Audio::VOLUME}; // Volumen al que suenan el audio (0-128 internamente) float volume{Defaults::Audio::VOLUME}; // Volumen al que suenan el audio (0-128 internamente)
}; };
// Estructura para las opciones de la pantalla de carga
struct Loading {
bool show{Defaults::Loading::SHOW}; // Muestra la pantalla de carga (si no, pantalla en negro)
bool show_resource_name{Defaults::Loading::SHOW_RESOURCE_NAME}; // Muestra el nombre del recurso sobre la barra de progreso
bool wait_for_input{Defaults::Loading::WAIT_FOR_INPUT}; // Al terminar la carga, espera tecla antes de continuar (solo si show=true)
};
// Estructura para las opciones de juego // Estructura para las opciones de juego
struct Game { struct Game {
float width{Defaults::Canvas::WIDTH}; // Ancho de la resolucion del juego float width{Defaults::Canvas::WIDTH}; // Ancho de la resolucion del juego
@@ -182,6 +189,7 @@ namespace Options {
inline Stats stats{}; // Datos con las estadisticas de juego inline Stats stats{}; // Datos con las estadisticas de juego
inline Window window{}; // Opciones relativas a la ventana inline Window window{}; // Opciones relativas a la ventana
inline Audio audio{}; // Opciones relativas al audio inline Audio audio{}; // Opciones relativas al audio
inline Loading loading{}; // Opciones de la pantalla de carga
inline KeyboardControls keyboard_controls{}; // Teclas usadas para jugar inline KeyboardControls keyboard_controls{}; // Teclas usadas para jugar
inline GamepadControls gamepad_controls{}; // Botones del gamepad usados para jugar inline GamepadControls gamepad_controls{}; // Botones del gamepad usados para jugar
inline Kiosk kiosk{}; // Opciones del modo kiosko inline Kiosk kiosk{}; // Opciones del modo kiosko

View File

@@ -11,6 +11,7 @@ namespace SceneManager {
// --- Escenas del programa --- // --- Escenas del programa ---
enum class Scene { enum class Scene {
BOOT_LOADER, // Carga inicial de recursos dirigida por iterate()
LOGO, // Pantalla del logo LOGO, // Pantalla del logo
LOADING_SCREEN, // Pantalla de carga LOADING_SCREEN, // Pantalla de carga
TITLE, // Pantalla de título/menú principal TITLE, // Pantalla de título/menú principal
@@ -34,7 +35,7 @@ namespace SceneManager {
}; };
// --- Variables de estado globales --- // --- Variables de estado globales ---
inline Scene current = Scene::LOGO; // Escena actual (en _DEBUG sobrescrito por Director tras cargar debug.yaml) inline Scene current = Scene::BOOT_LOADER; // Arranca siempre cargando recursos; Director conmuta a LOGO al terminar
inline Options options = Options::LOGO_TO_LOADING_SCREEN; // Opciones de la escena actual inline Options options = Options::LOGO_TO_LOADING_SCREEN; // Opciones de la escena actual
inline Scene scene_before_restart = Scene::LOGO; // escena a relanzar tras RESTART_CURRENT inline Scene scene_before_restart = Scene::LOGO; // escena a relanzar tras RESTART_CURRENT

View File

@@ -0,0 +1,14 @@
#include "game/scenes/boot_loader.hpp"
#include "core/resources/resource_cache.hpp"
#include "game/scene_manager.hpp"
void BootLoader::iterate() {
Resource::Cache::get()->renderProgress();
}
void BootLoader::handleEvent(const SDL_Event& event) {
if (event.type == SDL_EVENT_QUIT) {
SceneManager::current = SceneManager::Scene::QUIT;
}
}

View File

@@ -0,0 +1,17 @@
#pragma once
#include <SDL3/SDL.h>
#include "game/scenes/scene.hpp"
// Escena mínima que Director usa mientras el cache se carga incrementalmente.
// No avanza la carga — lo hace Director::iterate() llamando a Cache::loadStep()
// antes de despachar la escena. Aquí solo se pinta la barra de progreso.
class BootLoader : public Scene {
public:
BootLoader() = default;
~BootLoader() override = default;
void iterate() override;
void handleEvent(const SDL_Event& event) override;
};

View File

@@ -37,12 +37,9 @@ Credits::Credits()
Audio::get()->playMusic("title.ogg"); // Inicia la musica Audio::get()->playMusic("title.ogg"); // Inicia la musica
} }
// Comprueba el manejador de eventos // Despatx d'un event (SDL3 Callback API)
void Credits::handleEvents() { void Credits::handleEvent(const SDL_Event& event) {
SDL_Event event; GlobalEvents::handle(event);
while (SDL_PollEvent(&event)) {
GlobalEvents::handle(event);
}
} }
// Comprueba las entradas // Comprueba las entradas
@@ -124,8 +121,7 @@ void Credits::update() {
const float DELTA_TIME = delta_timer_->tick(); const float DELTA_TIME = delta_timer_->tick();
total_time_ += DELTA_TIME; // Actualiza el tiempo total total_time_ += DELTA_TIME; // Actualiza el tiempo total
handleEvents(); // Comprueba los eventos handleInput(); // Comprueba las entradas
handleInput(); // Comprueba las entradas
updateState(DELTA_TIME); // Actualiza la máquina de estados updateState(DELTA_TIME); // Actualiza la máquina de estados
@@ -238,10 +234,8 @@ void Credits::render() {
Screen::get()->render(); Screen::get()->render();
} }
// Bucle para el logo del juego // Un frame de l'escena (SDL3 Callback API)
void Credits::run() { void Credits::iterate() {
while (SceneManager::current == SceneManager::Scene::CREDITS) { update();
update(); render();
render();
}
} }

View File

@@ -2,22 +2,25 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <memory> // Para shared_ptr #include <memory> // Para shared_ptr
#include <string> // Para string #include <string> // Para string
#include <vector> // Para vector #include <vector> // Para vector
class AnimatedSprite; // lines 11-11
#include "game/scenes/scene.hpp" // Para Scene
class AnimatedSprite; // lines 11-11
class Surface; class Surface;
class PixelReveal; class PixelReveal;
class DeltaTimer; class DeltaTimer;
class Credits { class Credits : public Scene {
public: public:
// --- Constructor y Destructor --- // --- Constructor y Destructor ---
Credits(); Credits();
~Credits(); // NOLINT(modernize-use-equals-default, performance-trivially-destructible) -- defined in .cpp for unique_ptr with forward declarations ~Credits() override; // NOLINT(modernize-use-equals-default, performance-trivially-destructible) -- defined in .cpp for unique_ptr with forward declarations
// --- Bucle principal --- // --- Bucle principal (SDL3 Callback API) ---
void run(); void iterate() override;
void handleEvent(const SDL_Event& event) override;
private: private:
// --- Tipos anidados --- // --- Tipos anidados ---
@@ -55,7 +58,6 @@ class Credits {
// --- Métodos privados --- // --- Métodos privados ---
void update(); // Actualiza las variables void update(); // Actualiza las variables
void render(); // Dibuja en pantalla void render(); // Dibuja en pantalla
static void handleEvents(); // Comprueba el manejador de eventos
static void handleInput(); // Comprueba las entradas static void handleInput(); // Comprueba las entradas
void updateState(float delta_time); // Actualiza la máquina de estados void updateState(float delta_time); // Actualiza la máquina de estados
void transitionToState(State new_state); // Transición entre estados void transitionToState(State new_state); // Transición entre estados

View File

@@ -19,7 +19,9 @@
#include "utils/utils.hpp" // Para PaletteColor #include "utils/utils.hpp" // Para PaletteColor
// Destructor // Destructor
Ending::~Ending() = default; Ending::~Ending() {
Audio::get()->stopMusic();
}
// Constructor // Constructor
Ending::Ending() Ending::Ending()
@@ -32,6 +34,7 @@ Ending::Ending()
iniScenes(); // Inicializa las escenas iniScenes(); // Inicializa las escenas
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK)); // Cambia el color del borde Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK)); // Cambia el color del borde
Audio::get()->playMusic("ending1.ogg");
} }
// Actualiza el objeto // Actualiza el objeto
@@ -39,8 +42,7 @@ void Ending::update() {
const float DELTA_TIME = delta_timer_->tick(); const float DELTA_TIME = delta_timer_->tick();
total_time_ += DELTA_TIME; // Actualiza el tiempo total total_time_ += DELTA_TIME; // Actualiza el tiempo total
handleEvents(); // Comprueba los eventos handleInput(); // Comprueba las entradas
handleInput(); // Comprueba las entradas
updateState(DELTA_TIME); // Actualiza la máquina de estados updateState(DELTA_TIME); // Actualiza la máquina de estados
updateSpriteCovers(); // Actualiza las cortinillas de los elementos updateSpriteCovers(); // Actualiza las cortinillas de los elementos
@@ -86,12 +88,9 @@ void Ending::render() {
Screen::get()->render(); Screen::get()->render();
} }
// Comprueba el manejador de eventos // Despatx d'un event (SDL3 Callback API)
void Ending::handleEvents() { void Ending::handleEvent(const SDL_Event& event) {
SDL_Event event; GlobalEvents::handle(event);
while (SDL_PollEvent(&event)) {
GlobalEvents::handle(event);
}
} }
// Comprueba las entradas // Comprueba las entradas
@@ -355,16 +354,10 @@ void Ending::iniScenes() { // NOLINT(readability-convert-member-functions-to-st
scenes_.push_back(sc); scenes_.push_back(sc);
} }
// Bucle principal // Un frame de l'escena (SDL3 Callback API)
void Ending::run() { void Ending::iterate() {
Audio::get()->playMusic("ending1.ogg"); update();
render();
while (SceneManager::current == SceneManager::Scene::ENDING) {
update();
render();
}
Audio::get()->stopMusic();
} }
// Actualiza las cortinillas de los elementos // Actualiza las cortinillas de los elementos

View File

@@ -5,19 +5,22 @@
#include <memory> // Para shared_ptr #include <memory> // Para shared_ptr
#include <string> // Para string #include <string> // Para string
#include <vector> // Para vector #include <vector> // Para vector
class Sprite; // lines 8-8
class Surface; // lines 9-9 #include "game/scenes/scene.hpp" // Para Scene
class Sprite; // lines 8-8
class Surface; // lines 9-9
class PixelReveal; class PixelReveal;
class DeltaTimer; class DeltaTimer;
class Ending { class Ending : public Scene {
public: public:
// --- Constructor y Destructor --- // --- Constructor y Destructor ---
Ending(); Ending();
~Ending(); // NOLINT(modernize-use-equals-default, performance-trivially-destructible) -- defined in .cpp for unique_ptr with forward declarations ~Ending() override; // NOLINT(modernize-use-equals-default, performance-trivially-destructible) -- defined in .cpp for unique_ptr with forward declarations
// --- Bucle principal --- // --- Bucle principal (SDL3 Callback API) ---
void run(); void iterate() override;
void handleEvent(const SDL_Event& event) override;
private: private:
// --- Enumeraciones --- // --- Enumeraciones ---
@@ -77,7 +80,6 @@ class Ending {
// --- Métodos --- // --- Métodos ---
void update(); // Actualiza el objeto void update(); // Actualiza el objeto
void render(); // Dibuja el final en pantalla void render(); // Dibuja el final en pantalla
static void handleEvents(); // Comprueba el manejador de eventos
static void handleInput(); // Comprueba las entradas static void handleInput(); // Comprueba las entradas
void iniTexts(); // Inicializa los textos void iniTexts(); // Inicializa los textos
void iniPics(); // Inicializa las imágenes void iniPics(); // Inicializa las imágenes

View File

@@ -41,14 +41,20 @@ Ending2::Ending2()
placeSprites(); // Coloca los sprites en su sito placeSprites(); // Coloca los sprites en su sito
createSpriteTexts(); // Crea los sprites con las texturas con los textos createSpriteTexts(); // Crea los sprites con las texturas con los textos
createTexts(); // Crea los sprites con las texturas con los textos del final createTexts(); // Crea los sprites con las texturas con los textos del final
Audio::get()->playMusic("ending2.ogg");
}
// Destructor
Ending2::~Ending2() {
Audio::get()->stopMusic();
} }
// Actualiza el objeto // Actualiza el objeto
void Ending2::update() { void Ending2::update() {
const float DELTA_TIME = delta_timer_->tick(); const float DELTA_TIME = delta_timer_->tick();
handleEvents(); // Comprueba los eventos handleInput(); // Comprueba las entradas
handleInput(); // Comprueba las entradas
updateState(DELTA_TIME); // Actualiza el estado updateState(DELTA_TIME); // Actualiza el estado
@@ -95,12 +101,9 @@ void Ending2::render() {
Screen::get()->render(); Screen::get()->render();
} }
// Comprueba el manejador de eventos // Despatx d'un event (SDL3 Callback API)
void Ending2::handleEvents() { void Ending2::handleEvent(const SDL_Event& event) {
SDL_Event event; GlobalEvents::handle(event);
while (SDL_PollEvent(&event)) {
GlobalEvents::handle(event);
}
} }
// Comprueba las entradas // Comprueba las entradas
@@ -109,16 +112,10 @@ void Ending2::handleInput() {
GlobalInputs::handle(); GlobalInputs::handle();
} }
// Bucle principal // Un frame de l'escena (SDL3 Callback API)
void Ending2::run() { void Ending2::iterate() {
Audio::get()->playMusic("ending2.ogg"); update();
render();
while (SceneManager::current == SceneManager::Scene::ENDING2) {
update();
render();
}
Audio::get()->stopMusic();
} }
// Actualiza el estado // Actualiza el estado

View File

@@ -7,19 +7,21 @@
#include <vector> // Para vector #include <vector> // Para vector
#include "core/rendering/sprite/dissolve_sprite.hpp" // Para SurfaceDissolveSprite #include "core/rendering/sprite/dissolve_sprite.hpp" // Para SurfaceDissolveSprite
#include "game/scenes/scene.hpp" // Para Scene
#include "utils/defines.hpp" // Para GameCanvas::WIDTH, GameCanvas::FIRST_QUAR... #include "utils/defines.hpp" // Para GameCanvas::WIDTH, GameCanvas::FIRST_QUAR...
class MovingSprite; class MovingSprite;
class DeltaTimer; class DeltaTimer;
class Ending2 { class Ending2 : public Scene {
public: public:
// --- Constructor y Destructor --- // --- Constructor y Destructor ---
Ending2(); Ending2();
~Ending2() = default; ~Ending2() override;
// --- Bucle principal --- // --- Bucle principal (SDL3 Callback API) ---
void run(); void iterate() override;
void handleEvent(const SDL_Event& event) override;
private: private:
// --- Enumeraciones --- // --- Enumeraciones ---
@@ -58,7 +60,6 @@ class Ending2 {
// --- Métodos --- // --- Métodos ---
void update(); // Actualiza el objeto void update(); // Actualiza el objeto
void render(); // Dibuja el final en pantalla void render(); // Dibuja el final en pantalla
static void handleEvents(); // Comprueba el manejador de eventos
static void handleInput(); // Comprueba las entradas static void handleInput(); // Comprueba las entradas
void updateState(float delta_time); // Actualiza el estado void updateState(float delta_time); // Actualiza el estado
void transitionToState(EndingState new_state); // Transición entre estados void transitionToState(EndingState new_state); // Transición entre estados

View File

@@ -163,9 +163,19 @@ Game::Game(Mode mode)
SceneManager::current = (mode_ == Mode::GAME) ? SceneManager::Scene::GAME : SceneManager::Scene::DEMO; SceneManager::current = (mode_ == Mode::GAME) ? SceneManager::Scene::GAME : SceneManager::Scene::DEMO;
SceneManager::options = SceneManager::Options::NONE; SceneManager::options = SceneManager::Options::NONE;
// Arranca la música del juego (abans a run())
keepMusicPlaying();
if (!scoreboard_data_->music && mode_ == Mode::GAME) {
Audio::get()->pauseMusic();
}
} }
Game::~Game() { Game::~Game() {
if (mode_ == Mode::GAME) {
Audio::get()->stopMusic();
}
ItemTracker::destroy(); ItemTracker::destroy();
GameControl::change_player_skin = nullptr; GameControl::change_player_skin = nullptr;
@@ -188,38 +198,35 @@ Game::~Game() {
#endif #endif
} }
// Comprueba los eventos de la cola // Despatx d'un event (SDL3 Callback API)
void Game::handleEvents() { void Game::handleEvent(const SDL_Event& event) {
SDL_Event event; GlobalEvents::handle(event);
while (SDL_PollEvent(&event)) {
GlobalEvents::handle(event);
#ifdef _DEBUG #ifdef _DEBUG
// En modo editor: click del ratón cierra la consola // En modo editor: click del ratón cierra la consola
if (Console::get()->isActive() && MapEditor::get()->isActive() && if (Console::get()->isActive() && MapEditor::get()->isActive() &&
event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) { event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
Console::get()->toggle(); Console::get()->toggle();
}
if (!Console::get()->isActive()) {
// Tecla 9: toggle editor (funciona tanto dentro como fuera del editor)
if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_9 && static_cast<int>(event.key.repeat) == 0) {
if (MapEditor::get()->isActive()) {
GameControl::exit_editor();
Notifier::get()->show({Locale::get()->get("game.editor_disabled")}); // NOLINT(readability-static-accessed-through-instance)
} else {
GameControl::enter_editor();
Notifier::get()->show({Locale::get()->get("game.editor_enabled")}); // NOLINT(readability-static-accessed-through-instance)
}
} else if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_8 && static_cast<int>(event.key.repeat) == 0 && MapEditor::get()->isActive()) {
MapEditor::get()->showGrid(!MapEditor::get()->isGridEnabled());
} else if (MapEditor::get()->isActive()) {
MapEditor::get()->handleEvent(event);
} else {
handleDebugEvents(event);
}
}
#endif
} }
if (!Console::get()->isActive()) {
// Tecla 9: toggle editor (funciona tanto dentro como fuera del editor)
if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_9 && static_cast<int>(event.key.repeat) == 0) {
if (MapEditor::get()->isActive()) {
GameControl::exit_editor();
Notifier::get()->show({Locale::get()->get("game.editor_disabled")}); // NOLINT(readability-static-accessed-through-instance)
} else {
GameControl::enter_editor();
Notifier::get()->show({Locale::get()->get("game.editor_enabled")}); // NOLINT(readability-static-accessed-through-instance)
}
} else if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_8 && static_cast<int>(event.key.repeat) == 0 && MapEditor::get()->isActive()) {
MapEditor::get()->showGrid(!MapEditor::get()->isGridEnabled());
} else if (MapEditor::get()->isActive()) {
MapEditor::get()->handleEvent(event);
} else {
handleDebugEvents(event);
}
}
#endif
} }
// Comprueba el teclado // Comprueba el teclado
@@ -262,29 +269,17 @@ void Game::handleInput() {
GlobalInputs::handle(); GlobalInputs::handle();
} }
// Bucle para el juego // Un frame de l'escena (SDL3 Callback API)
void Game::run() { void Game::iterate() {
keepMusicPlaying(); update();
if (!scoreboard_data_->music && mode_ == Mode::GAME) { render();
Audio::get()->pauseMusic();
}
while (SceneManager::current == SceneManager::Scene::GAME || SceneManager::current == SceneManager::Scene::DEMO) {
update();
render();
}
if (mode_ == Mode::GAME) {
Audio::get()->stopMusic();
}
} }
// Actualiza el juego, las variables, comprueba la entrada, etc. // Actualiza el juego, las variables, comprueba la entrada, etc.
void Game::update() { void Game::update() {
const float DELTA_TIME = delta_timer_.tick(); const float DELTA_TIME = delta_timer_.tick();
handleEvents(); // Comprueba los eventos handleInput(); // Comprueba las entradas
handleInput(); // Comprueba las entradas
#ifdef _DEBUG #ifdef _DEBUG
Debug::get()->clear(); Debug::get()->clear();

View File

@@ -8,6 +8,7 @@
#include <vector> // Para vector #include <vector> // Para vector
#include "game/entities/player.hpp" // Para PlayerSpawn #include "game/entities/player.hpp" // Para PlayerSpawn
#include "game/scenes/scene.hpp" // Para Scene
#include "utils/delta_timer.hpp" // Para DeltaTimer #include "utils/delta_timer.hpp" // Para DeltaTimer
class Room; // lines 12-12 class Room; // lines 12-12
class RoomTracker; // lines 13-13 class RoomTracker; // lines 13-13
@@ -15,7 +16,7 @@ class Scoreboard; // lines 14-14
class Stats; // lines 15-15 class Stats; // lines 15-15
class Surface; class Surface;
class Game { class Game : public Scene {
public: public:
// --- Estructuras --- // --- Estructuras ---
enum class Mode { enum class Mode {
@@ -33,10 +34,11 @@ class Game {
// --- Constructor y Destructor --- // --- Constructor y Destructor ---
explicit Game(Mode mode); explicit Game(Mode mode);
~Game(); ~Game() override;
// --- Bucle para el juego --- // --- Bucle para el juego (SDL3 Callback API) ---
void run(); void iterate() override;
void handleEvent(const SDL_Event& event) override;
private: private:
// --- Constantes de tiempo --- // --- Constantes de tiempo ---
@@ -57,7 +59,6 @@ class Game {
// --- Métodos --- // --- Métodos ---
void update(); // Actualiza el juego, las variables, comprueba la entrada, etc. void update(); // Actualiza el juego, las variables, comprueba la entrada, etc.
void render(); // Pinta los objetos en pantalla void render(); // Pinta los objetos en pantalla
void handleEvents(); // Comprueba los eventos de la cola
void renderRoomName(); // Escribe el nombre de la pantalla void renderRoomName(); // Escribe el nombre de la pantalla
void transitionToState(State new_state); // Cambia al estado especificado y resetea los timers void transitionToState(State new_state); // Cambia al estado especificado y resetea los timers
void updatePlaying(float delta_time); // Actualiza el juego en estado PLAYING void updatePlaying(float delta_time); // Actualiza el juego en estado PLAYING

View File

@@ -49,8 +49,7 @@ void GameOver::update() {
const float DELTA_TIME = delta_timer_->tick(); const float DELTA_TIME = delta_timer_->tick();
elapsed_time_ += DELTA_TIME; elapsed_time_ += DELTA_TIME;
handleEvents(); // Comprueba los eventos handleInput(); // Comprueba las entradas
handleInput(); // Comprueba las entradas
updateState(); // Actualiza el estado de la escena updateState(); // Actualiza el estado de la escena
updateColor(); // Actualiza el color usado para renderizar los textos e imagenes updateColor(); // Actualiza el color usado para renderizar los textos e imagenes
@@ -91,12 +90,9 @@ void GameOver::render() {
Screen::get()->render(); Screen::get()->render();
} }
// Comprueba el manejador de eventos // Despatx d'un event (SDL3 Callback API)
void GameOver::handleEvents() { void GameOver::handleEvent(const SDL_Event& event) {
SDL_Event event; GlobalEvents::handle(event);
while (SDL_PollEvent(&event)) {
GlobalEvents::handle(event);
}
} }
// Comprueba las entradas // Comprueba las entradas
@@ -105,12 +101,10 @@ void GameOver::handleInput() {
GlobalInputs::handle(); GlobalInputs::handle();
} }
// Bucle principal // Un frame de l'escena (SDL3 Callback API)
void GameOver::run() { void GameOver::iterate() {
while (SceneManager::current == SceneManager::Scene::GAME_OVER) { update();
update(); render();
render();
}
} }
// Actualiza el color usado para renderizar los textos e imagenes // Actualiza el color usado para renderizar los textos e imagenes

View File

@@ -2,19 +2,22 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <memory> // Para shared_ptr #include <memory> // Para shared_ptr
#include <vector> // Para vector #include <vector> // Para vector
class AnimatedSprite; // lines 7-7
class DeltaTimer; // Forward declaration
class GameOver { #include "game/scenes/scene.hpp" // Para Scene
class AnimatedSprite; // lines 7-7
class DeltaTimer; // Forward declaration
class GameOver : public Scene {
public: public:
// Constructor y Destructor // Constructor y Destructor
GameOver(); GameOver();
~GameOver() = default; ~GameOver() override = default;
// Bucle principal // Bucle principal (SDL3 Callback API)
void run(); void iterate() override;
void handleEvent(const SDL_Event& event) override;
private: private:
// --- Enumeraciones --- // --- Enumeraciones ---
@@ -45,13 +48,12 @@ class GameOver {
static constexpr int NIGHTMARE_TEXT_Y_OFFSET = 120; // Offset Y del texto nightmare desde TEXT_Y static constexpr int NIGHTMARE_TEXT_Y_OFFSET = 120; // Offset Y del texto nightmare desde TEXT_Y
// --- Métodos --- // --- Métodos ---
void update(); // Actualiza el objeto void update(); // Actualiza el objeto
void render(); // Dibuja el final en pantalla void render(); // Dibuja el final en pantalla
static void handleEvents(); // Comprueba el manejador de eventos static void handleInput(); // Comprueba las entradas
static void handleInput(); // Comprueba las entradas void updateState(); // Actualiza el estado y transiciones
void updateState(); // Actualiza el estado y transiciones void updateColor(); // Actualiza el color usado para renderizar
void updateColor(); // Actualiza el color usado para renderizar void renderSprites(); // Dibuja los sprites
void renderSprites(); // Dibuja los sprites
// --- Variables miembro --- // --- Variables miembro ---
// Objetos y punteros a recursos // Objetos y punteros a recursos

View File

@@ -41,19 +41,23 @@ LoadingScreen::LoadingScreen()
// Cambia el color del borde // Cambia el color del borde
Screen::get()->setBorderColor(stringToColor("white")); Screen::get()->setBorderColor(stringToColor("white"));
transitionToState(State::SILENT1); transitionToState(State::SILENT1);
// Ajusta el volumen i neteja la pantalla (abans a run())
Audio::get()->setMusicVolume(50);
Screen::get()->start();
Screen::get()->clearRenderer();
Screen::get()->render();
} }
// Destructor // Destructor
LoadingScreen::~LoadingScreen() { LoadingScreen::~LoadingScreen() {
Audio::get()->stopMusic(); Audio::get()->stopMusic();
Audio::get()->setMusicVolume(100);
} }
// Comprueba el manejador de eventos // Despatx d'un event (SDL3 Callback API)
void LoadingScreen::handleEvents() { void LoadingScreen::handleEvent(const SDL_Event& event) {
SDL_Event event; GlobalEvents::handle(event);
while (SDL_PollEvent(&event)) {
GlobalEvents::handle(event);
}
} }
// Comprueba las entradas // Comprueba las entradas
@@ -347,8 +351,7 @@ void LoadingScreen::renderColoredBorder(PaletteColor color) {
void LoadingScreen::update() { void LoadingScreen::update() {
const float DELTA_TIME = delta_timer_->tick(); const float DELTA_TIME = delta_timer_->tick();
handleEvents(); // Comprueba los eventos handleInput(); // Comprueba las entradas
handleInput(); // Comprueba las entradas
updateState(DELTA_TIME); // Actualiza el estado y gestiona transiciones updateState(DELTA_TIME); // Actualiza el estado y gestiona transiciones
@@ -400,22 +403,10 @@ void LoadingScreen::render() {
Screen::get()->render(); Screen::get()->render();
} }
// Bucle para el logo del juego // Un frame de l'escena (SDL3 Callback API)
void LoadingScreen::run() { void LoadingScreen::iterate() {
// Ajusta el volumen update();
Audio::get()->setMusicVolume(50); render();
// Limpia la pantalla
Screen::get()->start();
Screen::get()->clearRenderer();
Screen::get()->render();
while (SceneManager::current == SceneManager::Scene::LOADING_SCREEN) {
update();
render();
}
Audio::get()->setMusicVolume(100);
} }
// Pinta el borde // Pinta el borde

View File

@@ -5,19 +5,21 @@
#include <array> // Para std::array #include <array> // Para std::array
#include <memory> // Para shared_ptr #include <memory> // Para shared_ptr
#include "game/scenes/scene.hpp" // Para Scene
#include "utils/delta_timer.hpp" // Para DeltaTimer #include "utils/delta_timer.hpp" // Para DeltaTimer
#include "utils/utils.hpp" // Para PaletteColor #include "utils/utils.hpp" // Para PaletteColor
class Sprite; // Forward declaration class Sprite; // Forward declaration
class Surface; // Forward declaration class Surface; // Forward declaration
class LoadingScreen { class LoadingScreen : public Scene {
public: public:
// --- Constructor y Destructor --- // --- Constructor y Destructor ---
LoadingScreen(); LoadingScreen();
~LoadingScreen(); ~LoadingScreen() override;
// --- Bucle principal --- // --- Bucle principal (SDL3 Callback API) ---
void run(); void iterate() override;
void handleEvent(const SDL_Event& event) override;
private: private:
// --- Enumeraciones --- // --- Enumeraciones ---
@@ -81,7 +83,6 @@ class LoadingScreen {
// --- Métodos --- // --- Métodos ---
void update(); // Actualiza las variables void update(); // Actualiza las variables
void render(); // Dibuja en pantalla void render(); // Dibuja en pantalla
static void handleEvents(); // Comprueba el manejador de eventos
static void handleInput(); // Comprueba las entradas static void handleInput(); // Comprueba las entradas
void updateState(float delta_time); // Actualiza el estado actual void updateState(float delta_time); // Actualiza el estado actual
void transitionToState(State new_state); // Transiciona a un nuevo estado void transitionToState(State new_state); // Transiciona a un nuevo estado

View File

@@ -54,12 +54,9 @@ Logo::Logo()
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK)); Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
} }
// Comprueba el manejador de eventos // Despatx d'un event (SDL3 Callback API)
void Logo::handleEvents() { void Logo::handleEvent(const SDL_Event& event) {
SDL_Event event; GlobalEvents::handle(event);
while (SDL_PollEvent(&event)) {
GlobalEvents::handle(event);
}
} }
// Comprueba las entradas // Comprueba las entradas
@@ -201,8 +198,7 @@ void Logo::updateState(float delta_time) {
void Logo::update() { void Logo::update() {
const float DELTA_TIME = delta_timer_->tick(); const float DELTA_TIME = delta_timer_->tick();
handleEvents(); // Comprueba los eventos handleInput(); // Comprueba las entradas
handleInput(); // Comprueba las entradas
updateState(DELTA_TIME); // Actualiza el estado y gestiona transiciones updateState(DELTA_TIME); // Actualiza el estado y gestiona transiciones
updateJAILGAMES(DELTA_TIME); // Gestiona el logo de JAILGAME updateJAILGAMES(DELTA_TIME); // Gestiona el logo de JAILGAME
@@ -228,12 +224,10 @@ void Logo::render() { // NOLINT(readability-convert-member-functions-to-static)
Screen::get()->render(); Screen::get()->render();
} }
// Bucle para el logo del juego // Un frame de l'escena (SDL3 Callback API)
void Logo::run() { void Logo::iterate() {
while (SceneManager::current == SceneManager::Scene::LOGO) { update();
update(); render();
render();
}
} }
// Termina la sección // Termina la sección

View File

@@ -6,11 +6,12 @@
#include <memory> // Para shared_ptr #include <memory> // Para shared_ptr
#include <vector> // Para vector #include <vector> // Para vector
#include "game/scenes/scene.hpp" // Para Scene
#include "utils/delta_timer.hpp" // Para DeltaTimer #include "utils/delta_timer.hpp" // Para DeltaTimer
class Sprite; // Forward declaration class Sprite; // Forward declaration
class Surface; // Forward declaration class Surface; // Forward declaration
class Logo { class Logo : public Scene {
public: public:
// --- Tipos --- // --- Tipos ---
using EasingFunction = std::function<float(float)>; // Función de easing (permite lambdas) using EasingFunction = std::function<float(float)>; // Función de easing (permite lambdas)
@@ -28,10 +29,11 @@ class Logo {
// --- Constructor y Destructor --- // --- Constructor y Destructor ---
Logo(); Logo();
~Logo() = default; ~Logo() override = default;
// --- Bucle principal --- // --- Bucle principal (SDL3 Callback API) ---
void run(); void iterate() override;
void handleEvent(const SDL_Event& event) override;
private: private:
// --- Constantes de tiempo (en segundos) --- // --- Constantes de tiempo (en segundos) ---
@@ -48,7 +50,6 @@ class Logo {
// --- Métodos --- // --- Métodos ---
void update(); // Actualiza las variables void update(); // Actualiza las variables
void render(); // Dibuja en pantalla void render(); // Dibuja en pantalla
static void handleEvents(); // Comprueba el manejador de eventos
static void handleInput(); // Comprueba las entradas static void handleInput(); // Comprueba las entradas
void updateJAILGAMES(float delta_time); // Gestiona el logo de JAILGAME (time-based) void updateJAILGAMES(float delta_time); // Gestiona el logo de JAILGAME (time-based)
void updateTextureColors(); // Gestiona el color de las texturas void updateTextureColors(); // Gestiona el color de las texturas

View File

@@ -0,0 +1,13 @@
#pragma once
#include <SDL3/SDL.h>
// Interfície base per a totes les escenes del joc.
// Cada escena concreta implementa iterate() (un frame) i handleEvent() (un event).
// Director crida aquests mètodes des de SDL_AppIterate / SDL_AppEvent.
class Scene {
public:
virtual ~Scene() = default;
virtual void iterate() = 0;
virtual void handleEvent(const SDL_Event& event) = 0;
};

View File

@@ -81,28 +81,40 @@ void Title::initMarquee() {
last_active_letter_ = 0; last_active_letter_ = 0;
} }
// Comprueba el manejador de eventos // Despatx d'un event (SDL3 Callback API)
void Title::handleEvents() { void Title::handleEvent(const SDL_Event& event) {
SDL_Event event; GlobalEvents::handle(event);
while (SDL_PollEvent(&event)) {
GlobalEvents::handle(event);
// Manejo especial para captura de botones de gamepad // Manejo especial para captura de botones de gamepad
if (is_remapping_joystick_ && !remap_completed_ && if (is_remapping_joystick_ && !remap_completed_ &&
(event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN || event.type == SDL_EVENT_GAMEPAD_AXIS_MOTION)) { (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN || event.type == SDL_EVENT_GAMEPAD_AXIS_MOTION)) {
handleJoystickRemap(event); handleJoystickRemap(event);
continue; // No procesar más este evento return; // No procesar más este evento
}
// Qualsevol botó del comandament al menú principal inicia partida directament
// (els bindings ja estan definits, no cal "pulsar 1" amb el teclat). El botó
// BACK queda exclòs perquè es reserva per a EXIT — excepte a emscripten, on
// no es pot sortir del joc i BACK pot actuar com a botó genèric d'inici.
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN &&
state_ == State::MAIN_MENU &&
!is_remapping_keyboard_ && !is_remapping_joystick_
#ifndef __EMSCRIPTEN__
&& event.gbutton.button != SDL_GAMEPAD_BUTTON_BACK
#endif
) {
handleMainMenuKeyPress(SDLK_1); // PLAY
return;
}
if (event.type == SDL_EVENT_KEY_DOWN && !Console::get()->isActive()) {
// Si estamos en modo remap de teclado, capturar tecla
if (is_remapping_keyboard_ && !remap_completed_) {
handleKeyboardRemap(event);
} }
// Si estamos en el menú principal normal
if (event.type == SDL_EVENT_KEY_DOWN && !Console::get()->isActive()) { else if (state_ == State::MAIN_MENU && !is_remapping_keyboard_ && !is_remapping_joystick_) {
// Si estamos en modo remap de teclado, capturar tecla handleMainMenuKeyPress(event.key.key);
if (is_remapping_keyboard_ && !remap_completed_) {
handleKeyboardRemap(event);
}
// Si estamos en el menú principal normal
else if (state_ == State::MAIN_MENU && !is_remapping_keyboard_ && !is_remapping_joystick_) {
handleMainMenuKeyPress(event.key.key);
}
} }
} }
} }
@@ -242,7 +254,6 @@ void Title::renderMarquee() const {
void Title::update() { void Title::update() {
const float DELTA_TIME = delta_timer_->tick(); const float DELTA_TIME = delta_timer_->tick();
handleEvents(); // Comprueba los eventos
handleInput(DELTA_TIME); // Comprueba las entradas handleInput(DELTA_TIME); // Comprueba las entradas
updateState(DELTA_TIME); // Actualiza el estado actual updateState(DELTA_TIME); // Actualiza el estado actual
@@ -434,12 +445,10 @@ void Title::render() {
Screen::get()->render(); Screen::get()->render();
} }
// Bucle para el logo del juego // Un frame de l'escena (SDL3 Callback API)
void Title::run() { void Title::iterate() {
while (SceneManager::current == SceneManager::Scene::TITLE) { update();
update(); render();
render();
}
} }
// Crea y rellena la textura para mostrar los logros // Crea y rellena la textura para mostrar los logros

View File

@@ -8,19 +8,21 @@
#include <vector> // Para vector #include <vector> // Para vector
#include "game/scene_manager.hpp" // Para SceneManager::Scene #include "game/scene_manager.hpp" // Para SceneManager::Scene
#include "game/scenes/scene.hpp" // Para Scene
#include "utils/delta_timer.hpp" // Para DeltaTimer #include "utils/delta_timer.hpp" // Para DeltaTimer
class Sprite; // Forward declaration class Sprite; // Forward declaration
class Surface; // Forward declaration class Surface; // Forward declaration
class Text; // Forward declaration class Text; // Forward declaration
class Title { class Title : public Scene {
public: public:
// --- Constructor y Destructor --- // --- Constructor y Destructor ---
Title(); Title();
~Title(); ~Title() override;
// --- Bucle principal --- // --- Bucle principal (SDL3 Callback API) ---
void run(); void iterate() override;
void handleEvent(const SDL_Event& event) override;
private: private:
// --- Estructuras y enumeraciones --- // --- Estructuras y enumeraciones ---
@@ -61,7 +63,6 @@ class Title {
// --- Métodos --- // --- Métodos ---
void update(); // Actualiza las variables void update(); // Actualiza las variables
void render(); // Dibuja en pantalla void render(); // Dibuja en pantalla
void handleEvents(); // Comprueba el manejador de eventos
void handleMainMenuKeyPress(SDL_Keycode key); // Maneja las teclas del menu principal void handleMainMenuKeyPress(SDL_Keycode key); // Maneja las teclas del menu principal
void handleInput(float delta_time); // Comprueba las entradas void handleInput(float delta_time); // Comprueba las entradas
void updateState(float delta_time); // Actualiza el estado actual void updateState(float delta_time); // Actualiza el estado actual

View File

@@ -14,7 +14,7 @@
#include "core/rendering/text.hpp" // Para Text #include "core/rendering/text.hpp" // Para Text
#include "core/resources/resource_cache.hpp" // Para Resource #include "core/resources/resource_cache.hpp" // Para Resource
#include "game/options.hpp" // Para Options #include "game/options.hpp" // Para Options
#include "game/ui/notifier.hpp" // Para Notifier #include "utils/easing_functions.hpp" // Para Easing::cubicInOut
// ── Helpers de texto ────────────────────────────────────────────────────────── // ── Helpers de texto ──────────────────────────────────────────────────────────
@@ -194,22 +194,16 @@ void Console::update(float delta_time) { // NOLINT(readability-function-cogniti
// Animación de altura (resize cuando msg_lines_ cambia); solo en ACTIVE // Animación de altura (resize cuando msg_lines_ cambia); solo en ACTIVE
if (status_ == Status::ACTIVE && height_ != target_height_) { if (status_ == Status::ACTIVE && height_ != target_height_) {
const float PREV_HEIGHT = height_; if (anim_progress_ == 0.0F) {
if (height_ < target_height_) { // Iniciar animación de resize
height_ = std::min(height_ + (SLIDE_SPEED * delta_time), target_height_); anim_start_ = height_;
} else { anim_end_ = target_height_;
height_ = std::max(height_ - (SLIDE_SPEED * delta_time), target_height_);
} }
// Actualizar el Notifier incrementalmente con el delta de altura anim_progress_ = std::min(anim_progress_ + (delta_time / ANIM_DURATION), 1.0F);
if (Notifier::get() != nullptr) { height_ = anim_start_ + ((anim_end_ - anim_start_) * Easing::cubicInOut(anim_progress_));
const int DELTA_PX = static_cast<int>(height_) - static_cast<int>(PREV_HEIGHT); if (anim_progress_ >= 1.0F) {
if (DELTA_PX > 0) { height_ = target_height_;
Notifier::get()->addYOffset(DELTA_PX); anim_progress_ = 0.0F;
notifier_offset_applied_ += DELTA_PX;
} else if (DELTA_PX < 0) {
Notifier::get()->removeYOffset(-DELTA_PX);
notifier_offset_applied_ += DELTA_PX;
}
} }
// Reconstruir la Surface al nuevo tamaño (pequeña: 256×~18-72px) // Reconstruir la Surface al nuevo tamaño (pequeña: 256×~18-72px)
const float WIDTH = Options::game.width; const float WIDTH = Options::game.width;
@@ -220,28 +214,23 @@ void Console::update(float delta_time) { // NOLINT(readability-function-cogniti
// Redibujar texto cada frame // Redibujar texto cada frame
redrawText(); redrawText();
switch (status_) { // Animación de apertura/cierre (basada en tiempo con easing)
case Status::RISING: { if (status_ == Status::RISING || status_ == Status::VANISHING) {
y_ += SLIDE_SPEED * delta_time; anim_progress_ = std::min(anim_progress_ + (delta_time / ANIM_DURATION), 1.0F);
if (y_ >= 0.0F) { y_ = anim_start_ + ((anim_end_ - anim_start_) * Easing::cubicInOut(anim_progress_));
y_ = 0.0F;
if (anim_progress_ >= 1.0F) {
y_ = anim_end_;
anim_progress_ = 0.0F;
if (status_ == Status::RISING) {
status_ = Status::ACTIVE; status_ = Status::ACTIVE;
} } else {
break;
}
case Status::VANISHING: {
y_ -= SLIDE_SPEED * delta_time;
if (y_ <= -height_) {
y_ = -height_;
status_ = Status::HIDDEN; status_ = Status::HIDDEN;
// Resetear el mensaje una vez completamente oculta // Resetear el mensaje una vez completamente oculta
msg_lines_ = {std::string(CONSOLE_NAME) + " " + std::string(CONSOLE_VERSION)}; msg_lines_ = {std::string(CONSOLE_NAME) + " " + std::string(CONSOLE_VERSION)};
target_height_ = calcTargetHeight(static_cast<int>(msg_lines_.size())); target_height_ = calcTargetHeight(static_cast<int>(msg_lines_.size()));
} }
break;
} }
default:
break;
} }
SDL_FRect rect = {.x = 0, .y = y_, .w = Options::game.width, .h = height_}; SDL_FRect rect = {.x = 0, .y = y_, .w = Options::game.width, .h = height_};
@@ -265,6 +254,9 @@ void Console::toggle() {
target_height_ = calcTargetHeight(static_cast<int>(msg_lines_.size())); target_height_ = calcTargetHeight(static_cast<int>(msg_lines_.size()));
height_ = target_height_; height_ = target_height_;
y_ = -height_; y_ = -height_;
anim_start_ = y_;
anim_end_ = 0.0F;
anim_progress_ = 0.0F;
status_ = Status::RISING; status_ = Status::RISING;
input_line_.clear(); input_line_.clear();
cursor_timer_ = 0.0F; cursor_timer_ = 0.0F;
@@ -273,24 +265,18 @@ void Console::toggle() {
typewriter_chars_ = static_cast<int>(msg_lines_[0].size()); typewriter_chars_ = static_cast<int>(msg_lines_[0].size());
typewriter_timer_ = 0.0F; typewriter_timer_ = 0.0F;
SDL_StartTextInput(SDL_GetKeyboardFocus()); SDL_StartTextInput(SDL_GetKeyboardFocus());
if (Notifier::get() != nullptr) {
const int OFFSET = static_cast<int>(height_);
Notifier::get()->addYOffset(OFFSET);
notifier_offset_applied_ = OFFSET;
}
if (on_toggle) { on_toggle(true); } if (on_toggle) { on_toggle(true); }
break; break;
case Status::ACTIVE: case Status::ACTIVE:
// Al cerrar: mantener el texto visible hasta que esté completamente oculta // Al cerrar: mantener el texto visible hasta que esté completamente oculta
anim_start_ = y_;
anim_end_ = -height_;
anim_progress_ = 0.0F;
status_ = Status::VANISHING; status_ = Status::VANISHING;
target_height_ = height_; // No animar durante VANISHING target_height_ = height_; // No animar altura durante VANISHING
history_index_ = -1; history_index_ = -1;
saved_input_.clear(); saved_input_.clear();
SDL_StopTextInput(SDL_GetKeyboardFocus()); SDL_StopTextInput(SDL_GetKeyboardFocus());
if (Notifier::get() != nullptr) {
Notifier::get()->removeYOffset(notifier_offset_applied_);
notifier_offset_applied_ = 0;
}
if (on_toggle) { on_toggle(false); } if (on_toggle) { on_toggle(false); }
break; break;
default: default:

View File

@@ -51,14 +51,14 @@ class Console {
}; };
// Constantes visuales // Constantes visuales
static constexpr Uint8 BG_COLOR = 0; // PaletteColor::BLACK static constexpr Uint8 BG_COLOR = 0; // PaletteColor::BLACK
static constexpr Uint8 BORDER_COLOR = 9; // PaletteColor::BRIGHT_GREEN static constexpr Uint8 BORDER_COLOR = 9; // PaletteColor::BRIGHT_GREEN
static constexpr Uint8 MSG_COLOR = 8; // PaletteColor::GREEN static constexpr Uint8 MSG_COLOR = 8; // PaletteColor::GREEN
static constexpr float SLIDE_SPEED = 180.0F; static constexpr float ANIM_DURATION = 0.3F; // Duración de cualquier animación (segundos)
// Constantes de consola // Constantes de consola
static constexpr std::string_view CONSOLE_NAME = "JDD Console"; static constexpr std::string_view CONSOLE_NAME = "JDD Console";
static constexpr std::string_view CONSOLE_VERSION = "v2.2"; static constexpr std::string_view CONSOLE_VERSION = "v2.3";
static constexpr int MAX_LINE_CHARS = 32; static constexpr int MAX_LINE_CHARS = 32;
static constexpr int MAX_HISTORY_SIZE = 20; static constexpr int MAX_HISTORY_SIZE = 20;
static constexpr float CURSOR_ON_TIME = 0.5F; static constexpr float CURSOR_ON_TIME = 0.5F;
@@ -99,9 +99,13 @@ class Console {
int typewriter_chars_{0}; // Caracteres de msg_lines_ actualmente visibles int typewriter_chars_{0}; // Caracteres de msg_lines_ actualmente visibles
float typewriter_timer_{0.0F}; float typewriter_timer_{0.0F};
// Animación basada en tiempo (0→1 en ANIM_DURATION)
float anim_progress_{0.0F}; // Progreso normalizado [0, 1]
float anim_start_{0.0F}; // Valor inicial (y_ o height_)
float anim_end_{0.0F}; // Valor final
// Animación de altura dinámica // Animación de altura dinámica
float target_height_{0.0F}; // Altura objetivo (según número de líneas de mensaje) float target_height_{0.0F}; // Altura objetivo (según número de líneas de mensaje)
int notifier_offset_applied_{0}; // Acumulador del offset enviado al Notifier
// Historial de comandos (navegable con flechas arriba/abajo) // Historial de comandos (navegable con flechas arriba/abajo)
std::deque<std::string> history_; std::deque<std::string> history_;

View File

@@ -491,6 +491,9 @@ static auto cmdDebug(const std::vector<std::string>& args) -> std::string { //
if (args[2] == "GAME") { if (args[2] == "GAME") {
target = SceneManager::Scene::GAME; target = SceneManager::Scene::GAME;
name = "game"; name = "game";
} else if (args[2] == "DEMO") {
target = SceneManager::Scene::DEMO;
name = "demo";
} else if (args[2] == "LOGO") { } else if (args[2] == "LOGO") {
target = SceneManager::Scene::LOGO; target = SceneManager::Scene::LOGO;
name = "logo"; name = "logo";
@@ -651,10 +654,10 @@ static auto cmdItems(const std::vector<std::string>& args) -> std::string {
return "Items: " + std::to_string(count); return "Items: " + std::to_string(count);
} }
// SCENE [LOGO|LOADING|TITLE|CREDITS|GAME|ENDING|ENDING2|RESTART] // SCENE [LOGO|LOADING|TITLE|CREDITS|GAME|DEMO|ENDING|ENDING2|RESTART]
static auto cmdScene(const std::vector<std::string>& args) -> std::string { static auto cmdScene(const std::vector<std::string>& args) -> std::string {
if (Options::kiosk.enabled) { return "Not allowed in kiosk mode"; } if (Options::kiosk.enabled) { return "Not allowed in kiosk mode"; }
if (args.empty()) { return "usage: scene [logo|loading|title|credits|game|ending|ending2|restart]"; } if (args.empty()) { return "usage: scene [logo|loading|title|credits|game|demo|ending|ending2|restart]"; }
if (args[0] == "RESTART") { if (args[0] == "RESTART") {
SceneManager::scene_before_restart = SceneManager::current; SceneManager::scene_before_restart = SceneManager::current;
@@ -677,6 +680,7 @@ static auto cmdScene(const std::vector<std::string>& args) -> std::string {
if (args[0] == "TITLE") { return GO_TO(SceneManager::Scene::TITLE, "Title"); } if (args[0] == "TITLE") { return GO_TO(SceneManager::Scene::TITLE, "Title"); }
if (args[0] == "CREDITS") { return GO_TO(SceneManager::Scene::CREDITS, "Credits"); } if (args[0] == "CREDITS") { return GO_TO(SceneManager::Scene::CREDITS, "Credits"); }
if (args[0] == "GAME") { return GO_TO(SceneManager::Scene::GAME, "Game"); } if (args[0] == "GAME") { return GO_TO(SceneManager::Scene::GAME, "Game"); }
if (args[0] == "DEMO") { return GO_TO(SceneManager::Scene::DEMO, "Demo"); }
if (args[0] == "ENDING") { return GO_TO(SceneManager::Scene::ENDING, "Ending"); } if (args[0] == "ENDING") { return GO_TO(SceneManager::Scene::ENDING, "Ending"); }
if (args[0] == "ENDING2") { return GO_TO(SceneManager::Scene::ENDING2, "Ending 2"); } if (args[0] == "ENDING2") { return GO_TO(SceneManager::Scene::ENDING2, "Ending 2"); }
return "Unknown scene: " + args[0]; return "Unknown scene: " + args[0];
@@ -948,11 +952,16 @@ static auto cmdKiosk(const std::vector<std::string>& args) -> std::string {
// EXIT / QUIT // EXIT / QUIT
static auto cmdExit(const std::vector<std::string>& args) -> std::string { static auto cmdExit(const std::vector<std::string>& args) -> std::string {
#ifdef __EMSCRIPTEN__
(void)args;
return "Not allowed in web version";
#else
if (Options::kiosk.enabled && (args.empty() || args[0] != "PLEASE")) { if (Options::kiosk.enabled && (args.empty() || args[0] != "PLEASE")) {
return "Not allowed in kiosk mode"; return "Not allowed in kiosk mode";
} }
SceneManager::current = SceneManager::Scene::QUIT; SceneManager::current = SceneManager::Scene::QUIT;
return "Quitting..."; return "Quitting...";
#endif
} }
// SIZE // SIZE

View File

@@ -15,6 +15,7 @@
#include "core/rendering/text.hpp" // Para Text, Text::CENTER_FLAG, Text::COLOR_FLAG #include "core/rendering/text.hpp" // Para Text, Text::CENTER_FLAG, Text::COLOR_FLAG
#include "core/resources/resource_cache.hpp" // Para Resource #include "core/resources/resource_cache.hpp" // Para Resource
#include "game/options.hpp" // Para Options, options, NotificationPosition #include "game/options.hpp" // Para Options, options, NotificationPosition
#include "game/ui/console.hpp" // Para Console
#include "utils/delta_timer.hpp" // Para DeltaTimer #include "utils/delta_timer.hpp" // Para DeltaTimer
#include "utils/utils.hpp" // Para PaletteColor #include "utils/utils.hpp" // Para PaletteColor
@@ -73,8 +74,11 @@ void Notifier::render() {
// Actualiza el estado de las notificaiones // Actualiza el estado de las notificaiones
void Notifier::update(float delta_time) { void Notifier::update(float delta_time) {
// Base Y leída cada frame: cada notificación se dibuja en rect.y (relativo a BASE) + BASE
const float BASE = static_cast<float>(getStackBaseY());
for (auto& notification : notifications_) { for (auto& notification : notifications_) {
// Si la notificación anterior está "saliendo", no hagas nada // Si la notificación anterior está "entrando", no hagas nada (stall del resto)
if (!notifications_.empty() && &notification != &notifications_.front()) { if (!notifications_.empty() && &notification != &notifications_.front()) {
const auto& previous_notification = *(std::prev(&notification)); const auto& previous_notification = *(std::prev(&notification));
if (previous_notification.state == Status::RISING) { if (previous_notification.state == Status::RISING) {
@@ -84,17 +88,17 @@ void Notifier::update(float delta_time) {
switch (notification.state) { switch (notification.state) {
case Status::RISING: { case Status::RISING: {
const float DISPLACEMENT = SLIDE_SPEED * delta_time; const float TARGET = static_cast<float>(notification.y);
notification.rect.y += DISPLACEMENT; notification.rect.y += SLIDE_SPEED * delta_time;
if (notification.rect.y >= TARGET) {
if (notification.rect.y >= notification.y) { notification.rect.y = TARGET;
notification.rect.y = notification.y;
notification.state = Status::STAY; notification.state = Status::STAY;
notification.elapsed_time = 0.0F; notification.elapsed_time = 0.0F;
} }
break; break;
} }
case Status::STAY: { case Status::STAY: {
notification.rect.y = static_cast<float>(notification.y);
notification.elapsed_time += delta_time; notification.elapsed_time += delta_time;
if (notification.elapsed_time >= notification.display_duration) { if (notification.elapsed_time >= notification.display_duration) {
notification.state = Status::VANISHING; notification.state = Status::VANISHING;
@@ -103,10 +107,8 @@ void Notifier::update(float delta_time) {
} }
case Status::VANISHING: { case Status::VANISHING: {
const float DISPLACEMENT = SLIDE_SPEED * delta_time; const float TARGET_Y = static_cast<float>(notification.y - notification.travel_dist);
notification.rect.y -= DISPLACEMENT; notification.rect.y -= SLIDE_SPEED * delta_time;
const float TARGET_Y = notification.y - notification.travel_dist;
if (notification.rect.y <= TARGET_Y) { if (notification.rect.y <= TARGET_Y) {
notification.rect.y = TARGET_Y; notification.rect.y = TARGET_Y;
notification.state = Status::FINISHED; notification.state = Status::FINISHED;
@@ -120,8 +122,13 @@ void Notifier::update(float delta_time) {
default: default:
break; break;
} }
}
notification.sprite->setPosition(notification.rect); // Refrescar posiciones de sprite cada frame (convierte rect.y relativo a absoluto)
for (auto& notification : notifications_) {
SDL_FRect sprite_rect = notification.rect;
sprite_rect.y += BASE;
notification.sprite->setPosition(sprite_rect);
} }
clearFinishedNotifications(); clearFinishedNotifications();
@@ -170,15 +177,13 @@ void Notifier::show(std::vector<std::string> texts, const Style& style, int icon
// Posición horizontal // Posición horizontal
float desp_h = ((Options::game.width / 2) - (WIDTH / 2)); float desp_h = ((Options::game.width / 2) - (WIDTH / 2));
;
// Posición vertical // Offset vertical (relativo a la base de la pila, que se consulta cada frame)
const int DESP_V = y_offset_;
// Offset
const auto TRAVEL_DIST = HEIGHT + PADDING_OUT; const auto TRAVEL_DIST = HEIGHT + PADDING_OUT;
const int TRAVEL_MOD = 1; const int TRAVEL_MOD = 1;
const int OFFSET = !notifications_.empty() ? notifications_.back().y + (TRAVEL_MOD * notifications_.back().travel_dist) : DESP_V; const int OFFSET = !notifications_.empty()
? notifications_.back().y + (TRAVEL_MOD * notifications_.back().travel_dist)
: 0;
// Crea la notificacion // Crea la notificacion
Notification n; Notification n;
@@ -191,8 +196,9 @@ void Notifier::show(std::vector<std::string> texts, const Style& style, int icon
n.texts = texts; n.texts = texts;
n.shape = SHAPE; n.shape = SHAPE;
n.display_duration = style.duration; n.display_duration = style.duration;
const float Y_POS = OFFSET + -TRAVEL_DIST; // Posición inicial relativa a la base: arranca "travel_dist" por encima del target (=OFFSET)
n.rect = {.x = desp_h, .y = Y_POS, .w = WIDTH, .h = HEIGHT}; const float Y_POS_REL = static_cast<float>(OFFSET) - TRAVEL_DIST;
n.rect = {.x = desp_h, .y = Y_POS_REL, .w = WIDTH, .h = HEIGHT};
// Crea la textura // Crea la textura
n.surface = std::make_shared<Surface>(WIDTH, HEIGHT); n.surface = std::make_shared<Surface>(WIDTH, HEIGHT);
@@ -252,8 +258,10 @@ void Notifier::show(std::vector<std::string> texts, const Style& style, int icon
// Deja de dibujar en la textura // Deja de dibujar en la textura
Screen::get()->setRendererSurface(previuos_renderer); Screen::get()->setRendererSurface(previuos_renderer);
// Crea el sprite de la notificación // Crea el sprite de la notificación (rect absoluto a partir del relativo + BASE)
n.sprite = std::make_shared<Sprite>(n.surface, n.rect); SDL_FRect initial_sprite_rect = n.rect;
initial_sprite_rect.y += static_cast<float>(getStackBaseY());
n.sprite = std::make_shared<Sprite>(n.surface, initial_sprite_rect);
// Añade la notificación a la lista // Añade la notificación a la lista
notifications_.emplace_back(n); notifications_.emplace_back(n);
@@ -278,9 +286,21 @@ void Notifier::clearNotifications() {
clearFinishedNotifications(); clearFinishedNotifications();
} }
// Ajusta el offset vertical base // Y absoluta de la base de la pila (justo debajo de Console, o 0 si no hay Console)
void Notifier::addYOffset(int px) { y_offset_ += px; } auto Notifier::getStackBaseY() const -> int {
void Notifier::removeYOffset(int px) { y_offset_ -= px; } return Console::get() != nullptr ? Console::get()->getVisibleHeight() : 0;
}
// Altura animada ocupada por la pila (usa rect.y animado, no el target — para transiciones suaves)
auto Notifier::getVisibleHeight() const -> int {
int bottom = 0;
for (const auto& n : notifications_) {
if (n.state == Status::FINISHED) { continue; }
const int N_BOTTOM = static_cast<int>(n.rect.y + n.rect.h);
if (N_BOTTOM > bottom) { bottom = N_BOTTOM; }
}
return bottom;
}
// Obtiene los códigos de las notificaciones // Obtiene los códigos de las notificaciones
auto Notifier::getCodes() -> std::vector<std::string> { auto Notifier::getCodes() -> std::vector<std::string> {

View File

@@ -59,9 +59,9 @@ class Notifier {
auto isActive() -> bool; // Indica si hay notificaciones activas auto isActive() -> bool; // Indica si hay notificaciones activas
auto getCodes() -> std::vector<std::string>; // Obtiene códigos de notificaciones auto getCodes() -> std::vector<std::string>; // Obtiene códigos de notificaciones
// Offset vertical (para evitar solapamiento con Console y renderInfo) // Altura animada ocupada por la pila de notificaciones, en píxeles (relativa a la base).
void addYOffset(int px); // Suma píxeles al offset base // Crece/decrece suavemente con las animaciones de entrada/salida.
void removeYOffset(int px); // Resta píxeles al offset base [[nodiscard]] auto getVisibleHeight() const -> int;
private: private:
// Tipos anidados // Tipos anidados
@@ -78,8 +78,8 @@ class Notifier {
std::vector<std::string> texts; std::vector<std::string> texts;
Status state{Status::RISING}; Status state{Status::RISING};
Shape shape{Shape::SQUARED}; Shape shape{Shape::SQUARED};
SDL_FRect rect{.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F}; SDL_FRect rect{.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F}; // rect.y es relativo a la base de la pila
int y{0}; int y{0}; // Top objetivo de la notificación relativo a la base de la pila
int travel_dist{0}; int travel_dist{0};
std::string code; std::string code;
bool can_be_removed{true}; bool can_be_removed{true};
@@ -97,8 +97,9 @@ class Notifier {
static Notifier* notifier; static Notifier* notifier;
// Métodos privados // Métodos privados
void clearFinishedNotifications(); // Elimina las notificaciones finalizadas void clearFinishedNotifications(); // Elimina las notificaciones finalizadas
void clearNotifications(); // Finaliza y elimina todas las notificaciones activas void clearNotifications(); // Finaliza y elimina todas las notificaciones activas
[[nodiscard]] auto getStackBaseY() const -> int; // Y absoluta de la base de la pila (leída de Console)
// Constructor y destructor privados [SINGLETON] // Constructor y destructor privados [SINGLETON]
Notifier(const std::string& icon_file, const std::string& text); Notifier(const std::string& icon_file, const std::string& text);
@@ -111,5 +112,4 @@ class Notifier {
std::vector<Notification> notifications_; // Lista de notificaciones activas std::vector<Notification> notifications_; // Lista de notificaciones activas
bool stack_{false}; // Indica si las notificaciones se apilan bool stack_{false}; // Indica si las notificaciones se apilan
bool has_icons_{false}; // Indica si el notificador tiene textura para iconos bool has_icons_{false}; // Indica si el notificador tiene textura para iconos
int y_offset_{0}; // Offset vertical base (ajustado por Console y renderInfo)
}; };

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@@ -5,14 +5,24 @@ Empezado en Castalla el 01/07/2022.
*/ */
#include <memory> #define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL_main.h>
#include "core/system/director.hpp" #include "core/system/director.hpp"
auto main() -> int { SDL_AppResult SDL_AppInit(void** appstate, int /*argc*/, char* /*argv*/[]) {
// Crea el objeto Director *appstate = new Director();
auto director = std::make_unique<Director>(); return SDL_APP_CONTINUE;
}
// Bucle principal
return Director::run(); SDL_AppResult SDL_AppIterate(void* appstate) {
return static_cast<Director*>(appstate)->iterate();
}
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) {
return static_cast<Director*>(appstate)->handleEvent(*event);
}
void SDL_AppQuit(void* appstate, SDL_AppResult /*result*/) {
delete static_cast<Director*>(appstate);
} }

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@@ -6,7 +6,7 @@
namespace Texts { namespace Texts {
constexpr const char* WINDOW_CAPTION = "© 2022 JailDoctor's Dilemma — JailDesigner"; constexpr const char* WINDOW_CAPTION = "© 2022 JailDoctor's Dilemma — JailDesigner";
constexpr const char* COPYRIGHT = "@2022 JailDesigner"; constexpr const char* COPYRIGHT = "@2022 JailDesigner";
constexpr const char* VERSION = "1.13"; // Versión por defecto constexpr const char* VERSION = "1.14"; // Versión por defecto
} // namespace Texts } // namespace Texts
// Tamaño de bloque // Tamaño de bloque

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@@ -1,53 +0,0 @@
# Makefile for pack_resources tool
# Compiler
CXX := g++
CXXFLAGS := -std=c++20 -Wall -Wextra -O2
# Directories
TOOL_DIR := .
SOURCE_DIR := ../../source/core/resources
# Source files
SOURCES := pack_resources.cpp \
$(SOURCE_DIR)/resource_pack.cpp
# Output
TARGET := pack_resources
# Platform-specific executable extension
ifeq ($(OS),Windows_NT)
TARGET := $(TARGET).exe
endif
# Default target
all: $(TARGET)
# Build the tool
$(TARGET): $(SOURCES)
@echo "Building pack_resources tool..."
$(CXX) $(CXXFLAGS) $(SOURCES) -o $(TARGET)
@echo "Build complete: $(TARGET)"
# Test: create a test pack
test: $(TARGET)
@echo "Creating test pack..."
./$(TARGET) ../../data test_resources.pack
# Create the actual resources.pack
pack: $(TARGET)
@echo "Creating resources.pack..."
./$(TARGET) ../../data ../../resources.pack
# List contents of a pack
list: $(TARGET)
@echo "Listing pack contents..."
./$(TARGET) --list ../../resources.pack
# Clean
clean:
@echo "Cleaning..."
rm -f $(TARGET) test_resources.pack
@echo "Clean complete"
.PHONY: all test pack list clean