7c2499cd91
Quan arribava un SDL_EVENT_WINDOW_RESIZED en fullscreen, recalculàvem zoom_factor_ a partir de la mida física i el clampàvem a max_zoom_. Això "consumia" el zoom_factor_ que tenia l'usuari en windowed, així que en tornar a windowed (F3) la mida quedava la del clamp, no la prèvia. Ara, en fullscreen, zoom_factor_ i windowed_*_ es deixen intactes (no participen del càlcul del viewport, que ja és aspect-fit sobre la mida física). En windowed, comportament inalterat.
326 lines
11 KiB
C++
326 lines
11 KiB
C++
// sdl_manager.cpp - Implementació del gestor SDL3
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// © 2026 JailDesigner
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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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#include "core/config/postfx_config.hpp"
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#include "core/defaults.hpp"
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#include "core/input/mouse.hpp"
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#include "core/rendering/coordinate_transform.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,
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int height,
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bool fullscreen,
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int initial_vsync) -> bool {
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// Título estático estilo CCAE. El FPS y el estado de VSync los muestra
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// el DebugOverlay (toggle F11), no la barra de título.
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const std::string TITLE = std::format("© 2026 {} — JailDesigner",
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Project::LONG_NAME);
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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(initial_vsync != 0);
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// Cargar parámetros del postpro desde el resource pack. Si el YAML falta
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// o falla, el loader devuelve los defaults built-in (bloom suave + flicker
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// sutil + background verde tenue).
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gpu_renderer.setPostFx(Config::PostFx::load("config/postfx.yaml"));
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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(int width, int height, bool fullscreen, Config::EngineConfig& cfg, std::function<void()> on_persist)
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: cfg_(&cfg),
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on_persist_(std::move(on_persist)),
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current_width_(width),
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current_height_(height),
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is_fullscreen_(fullscreen),
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zoom_factor_(static_cast<float>(width) / Defaults::Window::WIDTH),
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windowed_width_(width),
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windowed_height_(height) {
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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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calculateMaxWindowSize();
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if (!initWindowAndGpu(&finestra_, gpu_renderer_, current_width_, current_height_, is_fullscreen_, cfg_->rendering.vsync)) {
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SDL_Quit();
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return;
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}
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updateViewport();
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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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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 << ")";
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if (is_fullscreen_) {
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std::cout << " [FULLSCREEN]";
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}
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std::cout << '\n';
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}
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SDLManager::~SDLManager() {
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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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finestra_ = nullptr;
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}
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SDL_Quit();
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std::cout << "SDL3 netejat correctament" << '\n';
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}
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void SDLManager::calculateMaxWindowSize() {
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SDL_DisplayID display = SDL_GetPrimaryDisplay();
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const SDL_DisplayMode* mode = SDL_GetCurrentDisplayMode(display);
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if (mode != nullptr) {
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// Deixar marge de 100px para decoracions de l'OS
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max_width_ = mode->w - 100;
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max_height_ = mode->h - 100;
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std::cout << "Display detectat: " << mode->w << "x" << mode->h
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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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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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calculateMaxZoom();
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}
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void SDLManager::calculateMaxZoom() {
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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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float max_zoom_unrounded = std::min(max_zoom_width, max_zoom_height);
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max_zoom_ = std::floor(max_zoom_unrounded / Defaults::Window::ZOOM_INCREMENT) * Defaults::Window::ZOOM_INCREMENT;
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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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<< max_width_ << "x" << max_height_ << ")" << '\n';
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}
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void SDLManager::applyZoom(float new_zoom) {
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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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new_zoom = std::round(new_zoom / Defaults::Window::ZOOM_INCREMENT) * Defaults::Window::ZOOM_INCREMENT;
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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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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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applyWindowSize(new_width, new_height);
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updateViewport();
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windowed_width_ = new_width;
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windowed_height_ = new_height;
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cfg_->window.width = new_width;
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cfg_->window.height = new_height;
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cfg_->window.zoom_factor = zoom_factor_;
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std::cout << "Zoom: " << zoom_factor_ << "x ("
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<< new_width << "x" << new_height << ")" << '\n';
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}
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void SDLManager::updateViewport() {
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// Càlcul de letterbox: el joc es renderitza a 1280×720 lògics, però la
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// swapchain té la mida física de la finestra. Apliquem un viewport
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// centrat amb aspect-fit (omple un eix, lletrabox a l'altre).
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//
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// IMPORTANT: l'escala del viewport es deriva de la mida física actual,
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// NO del zoom_factor_. El zoom_factor_ només dimensiona la finestra en
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// mode windowed (F1/F2). Si l'enllacéssim, en fullscreen el viewport
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// quedaria capat per max_zoom_ (display-100px) i no ompliria la pantalla.
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float scale_w = static_cast<float>(current_width_) / Defaults::Game::WIDTH;
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float scale_h = static_cast<float>(current_height_) / Defaults::Game::HEIGHT;
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float scale = std::min(scale_w, scale_h);
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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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int offset_x = (current_width_ - scaled_width) / 2;
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int offset_y = (current_height_ - scaled_height) / 2;
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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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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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<< '\n';
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}
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void SDLManager::updateRenderingContext() const {
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Rendering::g_current_scale_factor = zoom_factor_;
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}
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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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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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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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int old_width = current_width_;
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int old_height = current_height_;
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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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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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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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updateViewport();
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}
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void SDLManager::toggleFullscreen() {
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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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is_fullscreen_ = true;
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// SDL3: cal seleccionar explícitament el mode "borderless desktop"
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// (mode=nullptr) abans d'activar el fullscreen. Sense això, el
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// comportament depèn del mode que tingués la finestra anteriorment.
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SDL_SetWindowFullscreenMode(finestra_, nullptr);
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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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is_fullscreen_ = false;
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SDL_SetWindowFullscreen(finestra_, false);
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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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cfg_->window.fullscreen = is_fullscreen_;
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Mouse::setForceHidden(is_fullscreen_);
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}
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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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// En fullscreen el zoom_factor_ no participa del viewport (aspect-fit
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// sobre la mida física), així que el preservem amb el valor de
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// windowed per no perdre'l en tornar a windowed.
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if (!is_fullscreen_) {
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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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windowed_width_ = current_width_;
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windowed_height_ = current_height_;
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}
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updateViewport();
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std::cout << "Finestra redimensionada: " << current_width_
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<< "x" << current_height_ << " (zoom ≈" << zoom_factor_ << "x)"
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<< '\n';
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return true;
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}
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return false;
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}
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auto SDLManager::clear(uint8_t r, uint8_t g, uint8_t b) -> bool {
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// El fondo lo dibuja ahora el shader de postpro (background pulse). El
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// offscreen se limpia en negro dentro de beginFrame. Los argumentos r/g/b
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// se mantienen por compatibilidad de API.
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(void)r;
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(void)g;
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(void)b;
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// beginFrame devuelve false si la swapchain no está disponible (ventana
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// minimizada, por ejemplo). Propagamos el bool al caller para que pueda
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// saltarse draw+present ese frame; si no, los vértices se acumulan en
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// el batch interno sin que nadie los consuma.
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return gpu_renderer_.beginFrame(0.0F, 0.0F, 0.0F);
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}
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void SDLManager::present() {
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gpu_renderer_.endFrame();
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}
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void SDLManager::toggleVSync() {
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cfg_->rendering.vsync = (cfg_->rendering.vsync == 1) ? 0 : 1;
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gpu_renderer_.setVSync(cfg_->rendering.vsync != 0);
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if (on_persist_) {
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on_persist_();
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}
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}
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