Fase 7b+c: swap atomico a SDL3 GPU (Vulkan/Metal, sin SDL_Renderer)
El runtime de rendering pasa a SDL3 GPU. SDL_Renderer eliminado por completo del proyecto: SDLManager posee un GpuFrameRenderer y todo el resto del codigo habla con un Rendering::Renderer* opaco (alias del GpuFrameRenderer). Cambios principales: - core/rendering/render_context.hpp: alias central `using Rendering::Renderer = GPU::GpuFrameRenderer;` — punto unico de indireccion entre el juego y el backend de dibujo. - core/rendering/sdl_manager.hpp/cpp: deja de tener SDL_Renderer*; contiene un Rendering::Renderer gpu_renderer_. iniciar() ahora hace GpuDevice::init + pipeline; clear() llama beginFrame; present() llama endFrame. Letterbox se aplica via setViewport tras cada begin del render pass. toggleVSync() usa SDL_SetGPUSwapchainParameters. - core/rendering/line_renderer.hpp/cpp: la firma cambia a `linea(Renderer*, x1,y1,x2,y2, brightness, thickness)`. La implementacion deja de usar SDL_RenderLine: empuja la linea como quad extrudido al batch del GpuFrameRenderer. Se anade un grosor global configurable via setLineThickness (default 1.5 px). Ya no se aplica transform_x/y porque el shader hace logical->NDC y el viewport hace el letterbox. - gpu_frame_renderer: anade setViewport (aplicable mid-frame), setVSync (PRESENTMODE_VSYNC/IMMEDIATE) y applyViewport interno que re-aplica el viewport tras reabrir el render pass en flushBatch. - Sed sweep masivo en 19 archivos: SDL_Renderer* -> Rendering::Renderer* en headers y .cpp de entities, effects, graphics y title. Los archivos solo propagan el puntero — solo line_renderer consume sus metodos. SDL_Renderer queda eliminado del proyecto. Smoke test xvfb: backend Vulkan detectado, binario arranca, carga todos los shapes/audio/title, TitleScene inicializa, termina limpio con "Adeu!". stderr vacio. Validacion visual pendiente en hardware real (xvfb VMware sin 3D no muestra el swapchain Vulkan). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -4,6 +4,8 @@
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#include "sdl_manager.hpp"
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <format>
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#include <iostream>
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@@ -14,9 +16,45 @@
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#include "game/options.hpp"
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#include "project.h"
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namespace {
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auto initWindowAndGpu(SDL_Window** out_window,
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Rendering::Renderer& gpu_renderer,
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int width, int height, bool fullscreen) -> bool {
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// Construir título dinámico
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const std::string TITLE = std::format("{} v{} ({})", Project::LONG_NAME, Project::VERSION, Project::COPYRIGHT);
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SDL_WindowFlags flags = SDL_WINDOW_RESIZABLE;
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if (fullscreen) {
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flags = static_cast<SDL_WindowFlags>(flags | SDL_WINDOW_FULLSCREEN);
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}
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SDL_Window* window = SDL_CreateWindow(TITLE.c_str(), width, height, flags);
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if (window == nullptr) {
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std::cerr << "Error creant finestra: " << SDL_GetError() << '\n';
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return false;
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}
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if (!fullscreen) {
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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}
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// Inicializar el FrameRenderer (claim del window + pipeline de líneas).
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if (!gpu_renderer.init(window,
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static_cast<float>(Defaults::Game::WIDTH),
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static_cast<float>(Defaults::Game::HEIGHT))) {
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std::cerr << "Error inicialitzant GpuFrameRenderer\n";
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SDL_DestroyWindow(window);
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return false;
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}
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gpu_renderer.setVSync(Options::rendering.vsync != 0);
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*out_window = window;
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return true;
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}
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} // namespace
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SDLManager::SDLManager()
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: finestra_(nullptr),
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renderer_(nullptr),
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fps_accumulator_(0.0F),
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fps_frame_count_(0),
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fps_display_(0),
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@@ -29,58 +67,27 @@ SDLManager::SDLManager()
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windowed_width_(Defaults::Window::WIDTH),
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windowed_height_(Defaults::Window::HEIGHT),
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max_zoom_(1.0F) {
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// Inicialitzar SDL3
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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std::cerr << "Error inicialitzant SDL3: " << SDL_GetError() << '\n';
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return;
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}
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// Calcular mida màxima des del display
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calculateMaxWindowSize();
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// Construir título dinàmic
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std::string window_title = std::format("{} v{} ({})", Project::LONG_NAME, Project::VERSION, Project::COPYRIGHT);
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// Crear finestra CENTRADA (SDL ho hace automàticament con CENTERED)
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finestra_ =
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SDL_CreateWindow(window_title.c_str(), current_width_, current_height_,
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SDL_WINDOW_RESIZABLE // Permetre resize manual también
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);
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if (finestra_ == nullptr) {
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std::cerr << "Error creant finestra: " << SDL_GetError() << '\n';
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if (!initWindowAndGpu(&finestra_, gpu_renderer_, current_width_, current_height_, false)) {
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SDL_Quit();
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return;
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}
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// IMPORTANT: Centrar explícitament la finestra
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SDL_SetWindowPosition(finestra_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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// Crear renderer con aceleración
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renderer_ = SDL_CreateRenderer(finestra_, nullptr);
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if (renderer_ == nullptr) {
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std::cerr << "Error creant renderer: " << SDL_GetError() << '\n';
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SDL_DestroyWindow(finestra_);
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SDL_Quit();
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return;
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}
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// Aplicar configuración de V-Sync
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SDL_SetRenderVSync(renderer_, Options::rendering.vsync);
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// CRÍTIC: Configurar viewport scaling
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updateLogicalPresentation();
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updateViewport();
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std::cout << "SDL3 inicialitzat: " << current_width_ << "x" << current_height_
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<< " (logic: " << Defaults::Game::WIDTH << "x"
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<< Defaults::Game::HEIGHT << ")" << '\n';
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}
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// Constructor con configuración
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SDLManager::SDLManager(int width, int height, bool fullscreen)
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: finestra_(nullptr),
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renderer_(nullptr),
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fps_accumulator_(0.0F),
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fps_frame_count_(0),
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fps_display_(0),
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@@ -93,56 +100,21 @@ SDLManager::SDLManager(int width, int height, bool fullscreen)
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windowed_width_(width),
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windowed_height_(height),
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max_zoom_(1.0F) {
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// Inicialitzar SDL3
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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std::cerr << "Error inicialitzant SDL3: " << SDL_GetError() << '\n';
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return;
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}
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// Calcular mida màxima des del display
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calculateMaxWindowSize();
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// Construir título dinàmic
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std::string window_title = std::format("{} v{} ({})", Project::LONG_NAME, Project::VERSION, Project::COPYRIGHT);
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// Configurar flags de la finestra
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SDL_WindowFlags flags = SDL_WINDOW_RESIZABLE;
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if (is_fullscreen_) {
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flags = static_cast<SDL_WindowFlags>(flags | SDL_WINDOW_FULLSCREEN);
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}
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// Crear finestra
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finestra_ = SDL_CreateWindow(window_title.c_str(), current_width_, current_height_, flags);
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if (finestra_ == nullptr) {
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std::cerr << "Error creant finestra: " << SDL_GetError() << '\n';
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if (!initWindowAndGpu(&finestra_, gpu_renderer_, current_width_, current_height_, is_fullscreen_)) {
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SDL_Quit();
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return;
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}
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// Centrar explícitament la finestra (si no es fullscreen)
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if (!is_fullscreen_) {
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SDL_SetWindowPosition(finestra_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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}
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updateViewport();
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// Crear renderer con aceleración
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renderer_ = SDL_CreateRenderer(finestra_, nullptr);
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if (renderer_ == nullptr) {
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std::cerr << "Error creant renderer: " << SDL_GetError() << '\n';
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SDL_DestroyWindow(finestra_);
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SDL_Quit();
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return;
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}
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// Aplicar configuración de V-Sync
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SDL_SetRenderVSync(renderer_, Options::rendering.vsync);
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// Configurar viewport scaling
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updateLogicalPresentation();
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// Inicialitzar sistema de cursor
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// En fullscreen: forzar ocultació permanent
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// En fullscreen: forzar ocultació permanent del cursor.
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if (is_fullscreen_) {
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Mouse::setForceHidden(true);
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}
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@@ -157,10 +129,7 @@ SDLManager::SDLManager(int width, int height, bool fullscreen)
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}
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SDLManager::~SDLManager() {
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if (renderer_ != nullptr) {
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SDL_DestroyRenderer(renderer_);
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renderer_ = nullptr;
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}
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gpu_renderer_.destroy();
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if (finestra_ != nullptr) {
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SDL_DestroyWindow(finestra_);
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@@ -183,29 +152,20 @@ void SDLManager::calculateMaxWindowSize() {
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<< " (max finestra: " << max_width_ << "x" << max_height_ << ")"
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<< '\n';
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} else {
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// Fallback conservador
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max_width_ = 1920;
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max_height_ = 1080;
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std::cerr << "No s'ha pogut detectar el display, usant fallback: "
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<< max_width_ << "x" << max_height_ << '\n';
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}
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// Calculate max zoom immediately after determining max size
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calculateMaxZoom();
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}
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void SDLManager::calculateMaxZoom() {
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// Maximum zoom limited by BOTH width and height (preserves 4:3)
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float max_zoom_width = static_cast<float>(max_width_) / Defaults::Window::WIDTH;
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float max_zoom_height = static_cast<float>(max_height_) / Defaults::Window::HEIGHT;
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// Take smaller constraint
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float max_zoom_unrounded = std::min(max_zoom_width, max_zoom_height);
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// Round DOWN to nearest 0.1 increment (user preference)
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max_zoom_ = std::floor(max_zoom_unrounded / Defaults::Window::ZOOM_INCREMENT) * Defaults::Window::ZOOM_INCREMENT;
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// Safety clamp
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max_zoom_ = std::max(max_zoom_, Defaults::Window::MIN_ZOOM);
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std::cout << "Max zoom: " << max_zoom_ << "x (display: "
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@@ -213,37 +173,25 @@ void SDLManager::calculateMaxZoom() {
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}
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void SDLManager::applyZoom(float new_zoom) {
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// Clamp to valid range
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new_zoom = std::max(Defaults::Window::MIN_ZOOM,
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std::min(new_zoom, max_zoom_));
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// Round to nearest 0.1 increment
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new_zoom = std::round(new_zoom / Defaults::Window::ZOOM_INCREMENT) * Defaults::Window::ZOOM_INCREMENT;
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// No change?
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if (std::abs(new_zoom - zoom_factor_) < 0.01F) {
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return;
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}
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zoom_factor_ = new_zoom;
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// Calculate physical dimensions (4:3 maintained automatically)
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int new_width = static_cast<int>(std::round(
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Defaults::Window::WIDTH * zoom_factor_));
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int new_height = static_cast<int>(std::round(
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Defaults::Window::HEIGHT * zoom_factor_));
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int new_width = static_cast<int>(std::round(Defaults::Window::WIDTH * zoom_factor_));
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int new_height = static_cast<int>(std::round(Defaults::Window::HEIGHT * zoom_factor_));
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// Apply to window (centers via applyWindowSize)
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applyWindowSize(new_width, new_height);
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// Update viewport for new zoom
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updateViewport();
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// Update windowed size cache
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windowed_width_ = new_width;
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windowed_height_ = new_height;
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// Persist
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Options::window.width = new_width;
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Options::window.height = new_height;
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Options::window.zoom_factor = zoom_factor_;
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@@ -252,30 +200,23 @@ void SDLManager::applyZoom(float new_zoom) {
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<< new_width << "x" << new_height << ")" << '\n';
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}
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void SDLManager::updateLogicalPresentation() {
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// CANVIAT: Ya no usem SDL_SetRenderLogicalPresentation
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// Ara renderitzem directament a resolució física per evitar pixelació irregular
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// El viewport con letterbox es configura a updateViewport()
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updateViewport();
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}
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void SDLManager::updateViewport() {
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// Calcular dimensions físiques basades en el zoom
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// Cálculo de letterbox: el juego se renderiza a 1280×720 lógicos, pero
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// la swapchain tiene el tamaño físico de la ventana. Aplicamos un viewport
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// centrado con la proporción 16:9 para preservar aspect ratio.
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float scale = zoom_factor_;
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int scaled_width = static_cast<int>(std::round(Defaults::Game::WIDTH * scale));
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int scaled_height = static_cast<int>(std::round(Defaults::Game::HEIGHT * scale));
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// Cálculo de letterbox (centrar l'àrea scaled)
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int offset_x = (current_width_ - scaled_width) / 2;
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int offset_y = (current_height_ - scaled_height) / 2;
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// Evitar offsets negatius
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offset_x = std::max(offset_x, 0);
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offset_y = std::max(offset_y, 0);
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// Configurar viewport per al renderizado
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SDL_Rect viewport = {offset_x, offset_y, scaled_width, scaled_height};
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SDL_SetRenderViewport(renderer_, &viewport);
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gpu_renderer_.setViewport(static_cast<float>(offset_x),
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static_cast<float>(offset_y),
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static_cast<float>(scaled_width),
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static_cast<float>(scaled_height));
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std::cout << "Viewport: " << scaled_width << "x" << scaled_height
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<< " @ (" << offset_x << "," << offset_y << ") [scale=" << scale << "]"
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@@ -283,7 +224,6 @@ void SDLManager::updateViewport() {
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}
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void SDLManager::updateRenderingContext() const {
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// Actualitzar el factor de scale global para todas las funciones de renderizado
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Rendering::g_current_scale_factor = zoom_factor_;
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}
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@@ -291,10 +231,8 @@ void SDLManager::increaseWindowSize() {
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if (is_fullscreen_) {
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return;
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}
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float new_zoom = zoom_factor_ + Defaults::Window::ZOOM_INCREMENT;
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applyZoom(new_zoom);
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std::cout << "F2: Zoom aumentat a " << zoom_factor_ << "x" << '\n';
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}
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@@ -302,15 +240,12 @@ void SDLManager::decreaseWindowSize() {
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if (is_fullscreen_) {
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return;
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}
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float new_zoom = zoom_factor_ - Defaults::Window::ZOOM_INCREMENT;
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applyZoom(new_zoom);
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std::cout << "F1: Zoom reduït a " << zoom_factor_ << "x" << '\n';
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}
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void SDLManager::applyWindowSize(int new_width, int new_height) {
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// Obtenir posición actual ABANS del resize
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int old_x;
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int old_y;
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SDL_GetWindowPosition(finestra_, &old_x, &old_y);
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@@ -318,76 +253,56 @@ void SDLManager::applyWindowSize(int new_width, int new_height) {
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int old_width = current_width_;
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int old_height = current_height_;
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// Actualitzar mida
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SDL_SetWindowSize(finestra_, new_width, new_height);
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current_width_ = new_width;
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current_height_ = new_height;
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// CENTRADO INTEL·LIGENT (algoritme de pollo)
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// Calcular nueva posición per mantenir la finestra centrada sobre si misma
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int delta_width = old_width - new_width;
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int delta_height = old_height - new_height;
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int new_x = old_x + (delta_width / 2);
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int new_y = old_y + (delta_height / 2);
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// Evitar que la finestra surti de la pantalla
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constexpr int TITLEBAR_HEIGHT = 35; // Alçada aproximada de la barra de título
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constexpr int TITLEBAR_HEIGHT = 35;
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new_x = std::max(new_x, 0);
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new_y = std::max(new_y, TITLEBAR_HEIGHT);
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SDL_SetWindowPosition(finestra_, new_x, new_y);
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// Actualitzar viewport después del resize
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updateViewport();
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}
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void SDLManager::toggleFullscreen() {
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if (!is_fullscreen_) {
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// ENTERING FULLSCREEN
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windowed_width_ = current_width_;
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windowed_height_ = current_height_;
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is_fullscreen_ = true;
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SDL_SetWindowFullscreen(finestra_, true);
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std::cout << "F3: Fullscreen activat (guardada: "
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<< windowed_width_ << "x" << windowed_height_ << ")" << '\n';
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} else {
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// EXITING FULLSCREEN
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is_fullscreen_ = false;
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SDL_SetWindowFullscreen(finestra_, false);
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// CRITICAL: Explicitly restore windowed size
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applyWindowSize(windowed_width_, windowed_height_);
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std::cout << "F3: Fullscreen desactivat (restaurada: "
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<< windowed_width_ << "x" << windowed_height_ << ")" << '\n';
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}
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Options::window.fullscreen = is_fullscreen_;
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// Notificar al mòdul Mouse: Fullscreen requereix ocultació permanent del cursor.
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// Cuando es surt de fullscreen, restaurar el comportament normal de auto-ocultació.
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Mouse::setForceHidden(is_fullscreen_);
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}
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bool SDLManager::handleWindowEvent(const SDL_Event& event) {
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auto SDLManager::handleWindowEvent(const SDL_Event& event) -> bool {
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if (event.type == SDL_EVENT_WINDOW_RESIZED) {
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SDL_GetWindowSize(finestra_, ¤t_width_, ¤t_height_);
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// Calculate zoom from actual size (may not align to 0.1 increments)
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float new_zoom = static_cast<float>(current_width_) / Defaults::Window::WIDTH;
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zoom_factor_ = std::max(Defaults::Window::MIN_ZOOM,
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std::min(new_zoom, max_zoom_));
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// Update windowed cache (if not in fullscreen)
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if (!is_fullscreen_) {
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windowed_width_ = current_width_;
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windowed_height_ = current_height_;
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}
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// Actualitzar viewport después del resize manual
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updateViewport();
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std::cout << "Finestra redimensionada: " << current_width_
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@@ -399,48 +314,35 @@ bool SDLManager::handleWindowEvent(const SDL_Event& event) {
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}
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|
||||
void SDLManager::clear(uint8_t r, uint8_t g, uint8_t b) {
|
||||
if (renderer_ == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
// [MODIFICAT] Usar color oscil·lat del fons en lloc dels parámetros
|
||||
// Usar el color oscilatorio de fondo (sustituye los parámetros pasados,
|
||||
// que solo existían por compatibilidad con la API anterior).
|
||||
(void)r;
|
||||
(void)g;
|
||||
(void)b; // Suprimir warnings
|
||||
(void)b;
|
||||
SDL_Color bg = color_oscillator_.getCurrentBackgroundColor();
|
||||
SDL_SetRenderDrawColor(renderer_, bg.r, bg.g, bg.b, 255);
|
||||
SDL_RenderClear(renderer_);
|
||||
gpu_renderer_.beginFrame(static_cast<float>(bg.r) / 255.0F,
|
||||
static_cast<float>(bg.g) / 255.0F,
|
||||
static_cast<float>(bg.b) / 255.0F);
|
||||
}
|
||||
|
||||
void SDLManager::present() {
|
||||
if (renderer_ == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
SDL_RenderPresent(renderer_);
|
||||
gpu_renderer_.endFrame();
|
||||
}
|
||||
|
||||
// [NUEVO] Actualitzar colors con oscil·lació
|
||||
void SDLManager::updateColors(float delta_time) {
|
||||
color_oscillator_.update(delta_time);
|
||||
|
||||
// Actualitzar color global de línies
|
||||
Rendering::setLineColor(color_oscillator_.getCurrentLineColor());
|
||||
}
|
||||
|
||||
// [NUEVO] Actualitzar counter de FPS
|
||||
void SDLManager::updateFPS(float delta_time) {
|
||||
// Acumular time i frames
|
||||
fps_accumulator_ += delta_time;
|
||||
fps_frame_count_++;
|
||||
|
||||
// Actualitzar display cada 0.5 segons
|
||||
if (fps_accumulator_ >= 0.5F) {
|
||||
fps_display_ = static_cast<int>(fps_frame_count_ / fps_accumulator_);
|
||||
fps_frame_count_ = 0;
|
||||
fps_accumulator_ = 0.0F;
|
||||
|
||||
// Actualitzar título de la finestra
|
||||
std::string vsync_state = (Options::rendering.vsync == 1) ? "ON" : "OFF";
|
||||
std::string title = std::format("{} v{} ({}) - {} FPS - VSync: {}",
|
||||
Project::LONG_NAME,
|
||||
@@ -455,27 +357,18 @@ void SDLManager::updateFPS(float delta_time) {
|
||||
}
|
||||
}
|
||||
|
||||
// [NUEVO] Actualitzar título de la finestra
|
||||
void SDLManager::setWindowTitle(const std::string& title) {
|
||||
if (finestra_ != nullptr) {
|
||||
SDL_SetWindowTitle(finestra_, title.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
// [NUEVO] Toggle V-Sync (F4)
|
||||
void SDLManager::toggleVSync() {
|
||||
// Toggle: 1 → 0 → 1
|
||||
Options::rendering.vsync = (Options::rendering.vsync == 1) ? 0 : 1;
|
||||
gpu_renderer_.setVSync(Options::rendering.vsync != 0);
|
||||
|
||||
// Aplicar a SDL
|
||||
if (renderer_ != nullptr) {
|
||||
SDL_SetRenderVSync(renderer_, Options::rendering.vsync);
|
||||
}
|
||||
|
||||
// Reset FPS counter para evitar valores mixtos entre regímenes
|
||||
fps_accumulator_ = 0.0F;
|
||||
fps_frame_count_ = 0;
|
||||
|
||||
// Guardar configuración
|
||||
Options::saveToFile();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user