#include "core/rendering/screen.hpp" #include #include // Para max, min, transform #include // Para toupper #include // Para basic_ostream, operator<<, endl, basic_... #include // Para cerr #include // Para istreambuf_iterator, operator== #include // Para char_traits, string, operator+, operator== #include "core/input/mouse.hpp" // Para updateCursorVisibility #include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader #include "core/rendering/surface.hpp" // Para Surface, readPalFile #include "core/rendering/text.hpp" // Para Text #include "core/resources/resource_cache.hpp" // Para Resource #include "core/resources/resource_helper.hpp" // Para ResourceHelper #include "core/resources/resource_list.hpp" // Para Asset, AssetType #include "game/options.hpp" // Para Options, options, OptionsVideo, Border #include "game/ui/notifier.hpp" // Para Notifier // [SINGLETON] Screen* Screen::screen = nullptr; // [SINGLETON] Crearemos el objeto con esta función estática void Screen::init() { Screen::screen = new Screen(); } // [SINGLETON] Destruiremos el objeto con esta función estática void Screen::destroy() { delete Screen::screen; } // [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él auto Screen::get() -> Screen* { return Screen::screen; } // Constructor Screen::Screen() : palettes_(Resource::List::get()->getListByType(Resource::List::Type::PALETTE)) { // Arranca SDL VIDEO, crea la ventana y el renderizador initSDLVideo(); if (Options::video.fullscreen) { SDL_HideCursor(); } // Ajusta los tamaños game_surface_dstrect_ = {.x = Options::video.border.width, .y = Options::video.border.height, .w = Options::game.width, .h = Options::game.height}; // adjustWindowSize(); current_palette_ = findPalette(Options::video.palette); // Define el color del borde para el modo de pantalla completa border_color_ = static_cast(PaletteColor::BLACK); // Crea la textura donde se dibujan los graficos del juego game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Options::game.width, Options::game.height); if (game_texture_ == nullptr) { // Registrar el error si está habilitado if (Options::console) { std::cerr << "Error: game_texture_ could not be created!\nSDL Error: " << SDL_GetError() << '\n'; } } SDL_SetTextureScaleMode(game_texture_, SDL_SCALEMODE_NEAREST); // Crea la textura donde se dibuja el borde que rodea el area de juego border_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Options::game.width + (Options::video.border.width * 2), Options::game.height + (Options::video.border.height * 2)); if (border_texture_ == nullptr) { // Registrar el error si está habilitado if (Options::console) { std::cerr << "Error: border_texture_ could not be created!\nSDL Error: " << SDL_GetError() << '\n'; } } SDL_SetTextureScaleMode(border_texture_, SDL_SCALEMODE_NEAREST); // Cargar la paleta una sola vez auto initial_palette = readPalFile(palettes_.at(current_palette_)); // Crea la surface donde se dibujan los graficos del juego game_surface_ = std::make_shared(Options::game.width, Options::game.height); game_surface_->setPalette(initial_palette); game_surface_->clear(static_cast(PaletteColor::BLACK)); // Crea la surface para el borde de colores border_surface_ = std::make_shared(Options::game.width + (Options::video.border.width * 2), Options::game.height + (Options::video.border.height * 2)); border_surface_->setPalette(initial_palette); border_surface_->clear(border_color_); // Establece la surface que actuará como renderer para recibir las llamadas a render() renderer_surface_ = std::make_shared>(game_surface_); // Crea el objeto de texto para la pantalla de carga createText(); // Extrae el nombre de las paletas desde su ruta processPaletteList(); // Renderizar una vez la textura vacía para que tenga contenido válido // antes de inicializar los shaders (evita pantalla negra) SDL_RenderTexture(renderer_, game_texture_, nullptr, nullptr); SDL_RenderTexture(renderer_, border_texture_, nullptr, nullptr); // Ahora sí inicializar los shaders initShaders(); } // Destructor Screen::~Screen() { SDL_DestroyTexture(game_texture_); SDL_DestroyTexture(border_texture_); } // Limpia el renderer void Screen::clearRenderer(Color color) { SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF); SDL_RenderClear(renderer_); } // Prepara para empezar a dibujar en la textura de juego void Screen::start() { setRendererSurface(nullptr); } // Vuelca el contenido del renderizador en pantalla void Screen::render() { fps_.increment(); // Renderiza todos los overlays (escribe en game_surface_ CPU-side) renderOverlays(); // En el path SDL3GPU, los píxeles se suben directamente desde la Surface. // En el path SDL_Renderer, primero copiamos la surface a la SDL_Texture. if (!(Options::video.postfx && shader_backend_ && shader_backend_->isHardwareAccelerated())) { surfaceToTexture(); } // Copia la textura al renderizador (o hace el present GPU) textureToRenderer(); } // Establece el modo de video void Screen::setVideoMode(bool mode) { // Actualiza las opciones Options::video.fullscreen = mode; // Configura el modo de pantalla y ajusta la ventana SDL_SetWindowFullscreen(window_, Options::video.fullscreen); adjustWindowSize(); adjustRenderLogicalSize(); } // Camibia entre pantalla completa y ventana void Screen::toggleVideoMode() { Options::video.fullscreen = !Options::video.fullscreen; setVideoMode(Options::video.fullscreen); } // Reduce el tamaño de la ventana auto Screen::decWindowZoom() -> bool { if (static_cast(Options::video.fullscreen) == 0) { const int PREVIOUS_ZOOM = Options::window.zoom; --Options::window.zoom; Options::window.zoom = std::max(Options::window.zoom, 1); if (Options::window.zoom != PREVIOUS_ZOOM) { setVideoMode(Options::video.fullscreen); return true; } } return false; } // Aumenta el tamaño de la ventana auto Screen::incWindowZoom() -> bool { if (static_cast(Options::video.fullscreen) == 0) { const int PREVIOUS_ZOOM = Options::window.zoom; ++Options::window.zoom; Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom); if (Options::window.zoom != PREVIOUS_ZOOM) { setVideoMode(Options::video.fullscreen); return true; } } return false; } // Cambia el color del borde void Screen::setBorderColor(Uint8 color) { border_color_ = color; border_surface_->clear(border_color_); } // Cambia entre borde visible y no visible void Screen::toggleBorder() { Options::video.border.enabled = !Options::video.border.enabled; setVideoMode(Options::video.fullscreen); initShaders(); } // Dibuja las notificaciones void Screen::renderNotifications() const { if (notifications_enabled_) { Notifier::get()->render(); } } // Cambia el estado del PostFX void Screen::togglePostFX() { Options::video.postfx = !Options::video.postfx; if (!Options::video.postfx && shader_backend_) { // Al desactivar PostFX, limpiar el backend para liberar el swapchain de GPU shader_backend_->cleanup(); } else { initShaders(); } } // Recarga el shader del preset actual sin toggle void Screen::reloadPostFX() { if (Options::video.postfx) { initShaders(); } } // Actualiza la lógica de la clase (versión nueva con delta_time para escenas migradas) void Screen::update(float delta_time) { fps_.calculate(SDL_GetTicks()); Notifier::get()->update(delta_time); Mouse::updateCursorVisibility(); } // Calcula el tamaño de la ventana void Screen::adjustWindowSize() { window_width_ = Options::game.width + (Options::video.border.enabled ? Options::video.border.width * 2 : 0); window_height_ = Options::game.height + (Options::video.border.enabled ? Options::video.border.height * 2 : 0); // Establece el nuevo tamaño if (static_cast(Options::video.fullscreen) == 0) { int old_width; int old_height; SDL_GetWindowSize(window_, &old_width, &old_height); int old_pos_x; int old_pos_y; SDL_GetWindowPosition(window_, &old_pos_x, &old_pos_y); const int NEW_POS_X = old_pos_x + ((old_width - (window_width_ * Options::window.zoom)) / 2); const int NEW_POS_Y = old_pos_y + ((old_height - (window_height_ * Options::window.zoom)) / 2); SDL_SetWindowSize(window_, window_width_ * Options::window.zoom, window_height_ * Options::window.zoom); SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS), std::max(NEW_POS_Y, 0)); } } // Ajusta el tamaño lógico del renderizador void Screen::adjustRenderLogicalSize() { SDL_SetRenderLogicalPresentation(renderer_, window_width_, window_height_, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX); } // Establece el renderizador para las surfaces void Screen::setRendererSurface(const std::shared_ptr& surface) { (surface) ? renderer_surface_ = std::make_shared>(surface) : renderer_surface_ = std::make_shared>(game_surface_); } // Cambia la paleta void Screen::nextPalette() { ++current_palette_; if (current_palette_ == static_cast(palettes_.size())) { current_palette_ = 0; } setPalete(); } // Cambia la paleta void Screen::previousPalette() { if (current_palette_ > 0) { --current_palette_; } else { current_palette_ = static_cast(palettes_.size() - 1); } setPalete(); } // Establece la paleta void Screen::setPalete() { game_surface_->loadPalette(Resource::Cache::get()->getPalette(palettes_.at(current_palette_))); border_surface_->loadPalette(Resource::Cache::get()->getPalette(palettes_.at(current_palette_))); Options::video.palette = palettes_.at(current_palette_); // Eliminar ".gif" size_t pos = Options::video.palette.find(".pal"); if (pos != std::string::npos) { Options::video.palette.erase(pos, 4); } // Convertir a mayúsculas std::ranges::transform(Options::video.palette, Options::video.palette.begin(), ::toupper); } // Extrae los nombres de las paletas void Screen::processPaletteList() { for (auto& palette : palettes_) { palette = getFileName(palette); } } // Copia la surface a la textura void Screen::surfaceToTexture() { if (Options::video.border.enabled) { border_surface_->copyToTexture(renderer_, border_texture_); game_surface_->copyToTexture(renderer_, border_texture_, nullptr, &game_surface_dstrect_); } else { game_surface_->copyToTexture(renderer_, game_texture_); } } // Copia la textura al renderizador (o hace el present GPU) void Screen::textureToRenderer() { SDL_Texture* texture_to_render = Options::video.border.enabled ? border_texture_ : game_texture_; if (Options::video.postfx && shader_backend_ && shader_backend_->isHardwareAccelerated()) { // ---- SDL3 GPU path: convertir Surface → ARGB → upload → PostFX → present ---- if (Options::video.border.enabled) { // El border_surface_ solo tiene el color de borde; hay que componer encima el game_surface_ const int BORDER_W = static_cast(border_surface_->getWidth()); const int BORDER_H = static_cast(border_surface_->getHeight()); pixel_buffer_.resize(static_cast(BORDER_W * BORDER_H)); border_surface_->toARGBBuffer(pixel_buffer_.data()); // Compositar game_surface_ en la posición correcta dentro del buffer const int GAME_W = static_cast(game_surface_->getWidth()); const int GAME_H = static_cast(game_surface_->getHeight()); const int OFF_X = static_cast(game_surface_dstrect_.x); const int OFF_Y = static_cast(game_surface_dstrect_.y); std::vector game_pixels(static_cast(GAME_W * GAME_H)); game_surface_->toARGBBuffer(game_pixels.data()); for (int y = 0; y < GAME_H; ++y) { for (int x = 0; x < GAME_W; ++x) { pixel_buffer_[static_cast(((OFF_Y + y) * BORDER_W) + (OFF_X + x))] = game_pixels[static_cast((y * GAME_W) + x)]; } } shader_backend_->uploadPixels(pixel_buffer_.data(), BORDER_W, BORDER_H); } else { const int GAME_W = static_cast(game_surface_->getWidth()); const int GAME_H = static_cast(game_surface_->getHeight()); pixel_buffer_.resize(static_cast(GAME_W * GAME_H)); game_surface_->toARGBBuffer(pixel_buffer_.data()); shader_backend_->uploadPixels(pixel_buffer_.data(), GAME_W, GAME_H); } shader_backend_->render(); } else { // ---- SDL_Renderer path (fallback / no-shader) ---- SDL_SetRenderTarget(renderer_, nullptr); SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF); SDL_RenderClear(renderer_); SDL_RenderTexture(renderer_, texture_to_render, nullptr, nullptr); SDL_RenderPresent(renderer_); } } // Renderiza todos los overlays void Screen::renderOverlays() { renderNotifications(); #ifdef _DEBUG renderInfo(); #endif } // Localiza la paleta dentro del vector de paletas auto Screen::findPalette(const std::string& name) -> size_t { std::string upper_name = toUpper(name + ".pal"); for (size_t i = 0; i < palettes_.size(); ++i) { if (toUpper(getFileName(palettes_[i])) == upper_name) { return i; } } return static_cast(0); } // Muestra información por pantalla void Screen::renderInfo() { if (show_debug_info_ && (Resource::Cache::get() != nullptr)) { auto text = Resource::Cache::get()->getText("smb2"); auto color = static_cast(PaletteColor::YELLOW); // FPS const std::string FPS_TEXT = std::to_string(fps_.last_value) + " FPS"; text->writeColored(Options::game.width - text->length(FPS_TEXT), 0, FPS_TEXT, color); } } // Limpia la game_surface_ void Screen::clearSurface(Uint8 index) { game_surface_->clear(index); } // Establece el tamaño del borde void Screen::setBorderWidth(int width) { Options::video.border.width = width; } // Establece el tamaño del borde void Screen::setBorderHeight(int height) { Options::video.border.height = height; } // Establece si se ha de ver el borde en el modo ventana void Screen::setBorderEnabled(bool value) { Options::video.border.enabled = value; } // Muestra la ventana void Screen::show() { SDL_ShowWindow(window_); } // Oculta la ventana void Screen::hide() { SDL_HideWindow(window_); } // Establece la visibilidad de las notificaciones void Screen::setNotificationsEnabled(bool value) { notifications_enabled_ = value; } // Activa / desactiva la información de debug void Screen::toggleDebugInfo() { show_debug_info_ = !show_debug_info_; } // Alterna entre activar y desactivar el escalado entero void Screen::toggleIntegerScale() { Options::video.integer_scale = !Options::video.integer_scale; SDL_SetRenderLogicalPresentation(renderer_, Options::game.width, Options::game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX); } // Alterna entre activar y desactivar el V-Sync void Screen::toggleVSync() { Options::video.vertical_sync = !Options::video.vertical_sync; SDL_SetRenderVSync(renderer_, Options::video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED); } // Getters auto Screen::getRenderer() -> SDL_Renderer* { return renderer_; } auto Screen::getRendererSurface() -> std::shared_ptr { return (*renderer_surface_); } auto Screen::getBorderSurface() -> std::shared_ptr { return border_surface_; } auto loadData(const std::string& filepath) -> std::vector { // Load using ResourceHelper (supports both filesystem and pack) return Resource::Helper::loadFile(filepath); } // Aplica los parámetros del preset actual al backend de shaders void Screen::applyCurrentPostFXPreset() { if (shader_backend_ && !Options::postfx_presets.empty()) { const auto& p = Options::postfx_presets[static_cast(Options::current_postfx_preset)]; Rendering::PostFXParams params{p.vignette, p.scanlines, p.chroma, p.mask, p.gamma, p.curvature, p.bleeding}; shader_backend_->setPostFXParams(params); } } // Inicializa los shaders void Screen::initShaders() { if (!Options::video.postfx) { return; } SDL_Texture* tex = Options::video.border.enabled ? border_texture_ : game_texture_; if (!shader_backend_) { shader_backend_ = std::make_unique(); } shader_backend_->init(window_, tex, "", ""); applyCurrentPostFXPreset(); } // Obtiene información sobre la pantalla void Screen::getDisplayInfo() { std::cout << "\n** VIDEO SYSTEM **\n"; int num_displays = 0; SDL_DisplayID* displays = SDL_GetDisplays(&num_displays); if (displays != nullptr) { for (int i = 0; i < num_displays; ++i) { SDL_DisplayID instance_id = displays[i]; const char* name = SDL_GetDisplayName(instance_id); std::cout << "Display " << instance_id << ": " << ((name != nullptr) ? name : "Unknown") << '\n'; } const auto* dm = SDL_GetCurrentDisplayMode(displays[0]); // Guarda información del monitor en display_monitor_ const char* first_display_name = SDL_GetDisplayName(displays[0]); display_monitor_.name = (first_display_name != nullptr) ? first_display_name : "Unknown"; display_monitor_.width = static_cast(dm->w); display_monitor_.height = static_cast(dm->h); display_monitor_.refresh_rate = static_cast(dm->refresh_rate); // Calcula el máximo factor de zoom que se puede aplicar a la pantalla Options::window.max_zoom = std::min(dm->w / Options::game.width, dm->h / Options::game.height); Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom); // Muestra información sobre el tamaño de la pantalla y de la ventana de juego std::cout << "Current display mode: " << static_cast(dm->w) << "x" << static_cast(dm->h) << " @ " << static_cast(dm->refresh_rate) << "Hz\n"; std::cout << "Window resolution: " << static_cast(Options::game.width) << "x" << static_cast(Options::game.height) << " x" << Options::window.zoom << '\n'; Options::video.info = std::to_string(static_cast(dm->w)) + "x" + std::to_string(static_cast(dm->h)) + " @ " + std::to_string(static_cast(dm->refresh_rate)) + " Hz"; // Calcula el máximo factor de zoom que se puede aplicar a la pantalla const int MAX_ZOOM = std::min(dm->w / Options::game.width, (dm->h - WINDOWS_DECORATIONS) / Options::game.height); // Normaliza los valores de zoom Options::window.zoom = std::min(Options::window.zoom, MAX_ZOOM); SDL_free(displays); } } // Arranca SDL VIDEO y crea la ventana auto Screen::initSDLVideo() -> bool { // Inicializar SDL if (!SDL_Init(SDL_INIT_VIDEO)) { std::cerr << "FATAL: Failed to initialize SDL_VIDEO! SDL Error: " << SDL_GetError() << '\n'; return false; } // Obtener información de la pantalla getDisplayInfo(); // Configurar hint para renderizado #ifdef __APPLE__ if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal")) { std::cout << "WARNING: Failed to set Metal hint!\n"; } #endif // Crear ventana const auto WINDOW_WIDTH = Options::video.border.enabled ? Options::game.width + (Options::video.border.width * 2) : Options::game.width; const auto WINDOW_HEIGHT = Options::video.border.enabled ? Options::game.height + (Options::video.border.height * 2) : Options::game.height; SDL_WindowFlags window_flags = 0; if (Options::video.fullscreen) { window_flags |= SDL_WINDOW_FULLSCREEN; } window_ = SDL_CreateWindow(Options::window.caption.c_str(), WINDOW_WIDTH * Options::window.zoom, WINDOW_HEIGHT * Options::window.zoom, window_flags); if (window_ == nullptr) { std::cerr << "FATAL: Failed to create window! SDL Error: " << SDL_GetError() << '\n'; SDL_Quit(); return false; } // Crear renderer renderer_ = SDL_CreateRenderer(window_, nullptr); if (renderer_ == nullptr) { std::cerr << "FATAL: Failed to create renderer! SDL Error: " << SDL_GetError() << '\n'; SDL_DestroyWindow(window_); window_ = nullptr; SDL_Quit(); return false; } // Configurar renderer const int EXTRA_WIDTH = Options::video.border.enabled ? Options::video.border.width * 2 : 0; const int EXTRA_HEIGHT = Options::video.border.enabled ? Options::video.border.height * 2 : 0; SDL_SetRenderLogicalPresentation( renderer_, Options::game.width + EXTRA_WIDTH, Options::game.height + EXTRA_HEIGHT, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX); SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF); SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); SDL_SetRenderVSync(renderer_, Options::video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED); std::cout << "Video system initialized successfully\n"; return true; } // Crea el objeto de texto void Screen::createText() { // Carga la surface de la fuente directamente del archivo auto surface = std::make_shared(Resource::List::get()->get("aseprite.gif")); // Crea el objeto de texto (el constructor de Text carga el archivo text_file internamente) text_ = std::make_shared(surface, Resource::List::get()->get("aseprite.txt")); }