creat project.h
This commit is contained in:
92
.gitignore
vendored
92
.gitignore
vendored
@@ -1,4 +1,92 @@
|
||||
# IDEs and Editors
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||||
.vscode/*
|
||||
.idea/
|
||||
*.swp
|
||||
*.swo
|
||||
*~
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||||
|
||||
# Build directories
|
||||
build/
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||||
bin/
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||||
out/
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||||
cmake-build-*/
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||||
|
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# Executables
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orni
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asteroids
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||||
*.exe
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||||
*.out
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||||
*.app
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||||
|
||||
# Compiled Object files
|
||||
*.o
|
||||
*.obj
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||||
*.ko
|
||||
*.elf
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Compiled Dynamic libraries
|
||||
*.so
|
||||
*.so.*
|
||||
*.dylib
|
||||
*.dll
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||||
|
||||
# Compiled Static libraries
|
||||
*.a
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||||
*.lib
|
||||
*.la
|
||||
*.lo
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||||
|
||||
# CMake
|
||||
CMakeCache.txt
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||||
CMakeFiles/
|
||||
CMakeScripts/
|
||||
cmake_install.cmake
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||||
install_manifest.txt
|
||||
compile_commands.json
|
||||
CTestTestfile.cmake
|
||||
_deps/
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||||
|
||||
# Debug files
|
||||
*.dSYM/
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||||
*.su
|
||||
*.idb
|
||||
*.pdb
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||||
*.ilk
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||||
|
||||
# Core dumps
|
||||
core
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||||
core.*
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||||
*.core
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||||
|
||||
# macOS
|
||||
.DS_Store
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||||
thumbs.db
|
||||
bin/*
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||||
.AppleDouble
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||||
.LSOverride
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||||
._*
|
||||
|
||||
# Windows
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||||
Thumbs.db
|
||||
Thumbs.db:encryptable
|
||||
ehthumbs.db
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||||
ehthumbs_vista.db
|
||||
*.stackdump
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||||
[Dd]esktop.ini
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||||
|
||||
# Linux
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||||
*~
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||||
.directory
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||||
.fuse_hidden*
|
||||
.Trash-*
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||||
.nfs*
|
||||
|
||||
# Temporary files
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||||
*.tmp
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||||
*.temp
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||||
*.log
|
||||
*.bak
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||||
*.swp
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||||
*.swo
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||||
|
||||
212
CLAUDE.md
212
CLAUDE.md
@@ -4,11 +4,11 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
|
||||
|
||||
## Project Overview
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This is an **Asteroids-style game** originally written in **Turbo Pascal 7 for DOS** (1999), now being **migrated to modern C++20 with SDL3**. The game features a spaceship that must avoid and destroy enemies (pentagonal "ORNIs"). This is a **phased migration** preserving the original game feel.
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This is **Orni Attack**, an **Asteroids-style game** originally written in **Turbo Pascal 7 for DOS** (1999), now being **migrated to modern C++20 with SDL3**. The game features a spaceship that must avoid and destroy enemies (pentagonal "ORNIs"). This is a **phased migration** preserving the original game feel.
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**Language**: All code, comments, and variable names are in **Catalan/Valencian** (preserved from original).
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||||
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||||
**Current Status**: **BETA 2.2** - Phases 0-9 completed (playable with ship, enemies, and bullets).
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**Current Status**: **BETA 3.0** - Modernized architecture with dynamic windows, modular code organization, viewport scaling, and auto-generated project metadata.
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||||
|
||||
## Build System
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||||
|
||||
@@ -21,7 +21,7 @@ Based on `/home/sergio/gitea/pollo` project structure.
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make clean && make
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# Run
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./asteroids
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./orni
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# Individual targets
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make linux # Linux build
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||||
@@ -31,22 +31,68 @@ make windows # Windows build (MinGW)
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||||
### Build Files
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||||
- **CMakeLists.txt** - CMake configuration (C++20, SDL3)
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- **CMakeLists.txt** - CMake configuration (C++20, SDL3, project metadata)
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||||
- **Makefile** - Cross-platform wrapper, extracts project info from CMakeLists.txt
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- **source/project.h.in** - Template for auto-generated project.h
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||||
- **build/project.h** - Auto-generated (by CMake) with project constants
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||||
- **release/** - Platform-specific resources (icons, .rc, .plist)
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||||
|
||||
### Project Metadata System
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||||
**Auto-generation with CMake**:
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||||
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||||
CMake generates `build/project.h` from `source/project.h.in` template on every compilation:
|
||||
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||||
```cpp
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// build/project.h (generated automatically)
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namespace Project {
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constexpr const char* NAME = "orni"; // From project(orni ...)
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constexpr const char* LONG_NAME = "Orni Attack"; // From PROJECT_LONG_NAME
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constexpr const char* VERSION = "0.1.0"; // From VERSION
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||||
constexpr const char* COPYRIGHT = "© 1999..."; // From PROJECT_COPYRIGHT
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||||
constexpr const char* GIT_HASH = "abc1234"; // From git rev-parse
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||||
}
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||||
```
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||||
|
||||
**Window title format** (dynamic, in sdl_manager.cpp):
|
||||
```cpp
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||||
std::format("{} v{} ({})",
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Project::LONG_NAME, // "Orni Attack"
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||||
Project::VERSION, // "0.1.0"
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||||
Project::COPYRIGHT) // "© 1999 Visente i Sergi, 2025 Port"
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```
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Result: `Orni Attack v0.1.0 (© 1999 Visente i Sergi, 2025 Port)`
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||||
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||||
**Single source of truth**: All project info in CMakeLists.txt, no hardcoded strings.
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## Architecture
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### File Structure
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### File Structure (BETA 3.0)
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||||
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||||
```
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||||
source/
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├── main.cpp # Entry point, game loop, delta_time calculation
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├── sdl_manager.hpp/cpp # SDL3 initialization, window, renderer
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├── joc_asteroides.hpp # Game structures, constants
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└── joc_asteroides.cpp # Game logic, physics, rendering
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├── core/ - Reusable engine layer
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│ ├── defaults.hpp - Configuration constants (SINGLE SOURCE OF TRUTH)
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│ ├── types.hpp - Data structures (IPunt, Punt, Triangle, Poligon)
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│ └── rendering/
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│ ├── sdl_manager.hpp/cpp - SDL3 window management + viewport scaling
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│ └── primitives.hpp/cpp - Pure geometric functions
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├── game/ - Asteroids-specific game logic
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│ ├── constants.hpp - Legacy constant aliases
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│ └── joc_asteroides.hpp/cpp - Game loop, physics, rendering
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||||
├── utils/ - Shared utilities (empty for now)
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├── main.cpp - Entry point, F1/F2/F3 window controls
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└── legacy/
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||||
└── asteroids.cpp - Original Pascal code (reference only)
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```
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||||
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||||
**Key architectural decisions:**
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- **core/** contains reusable, game-agnostic code
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||||
- **game/** contains Asteroids-specific logic
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||||
- All constants centralized in `core/defaults.hpp`
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||||
- Backward compatibility via `game/constants.hpp` aliases
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||||
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||||
### Core Data Structures
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||||
|
||||
The game uses **polar coordinates** for all geometric objects (preserved from Pascal original):
|
||||
@@ -571,6 +617,153 @@ if (time_accumulator >= 1.0f) {
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||||
- Cross-platform testing
|
||||
- Final physics tuning
|
||||
|
||||
## IMPORTANT: Modernization Architecture (BETA 3.0)
|
||||
|
||||
Starting from BETA 3.0, the project has evolved into a professional modular architecture:
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||||
|
||||
### Structural Changes
|
||||
|
||||
**Before (BETA 2.2):**
|
||||
```
|
||||
source/
|
||||
├── main.cpp
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||||
├── sdl_manager.hpp/cpp
|
||||
├── joc_asteroides.hpp/cpp
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||||
└── asteroids.cpp (Pascal)
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||||
```
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||||
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||||
**Now (BETA 3.0):**
|
||||
```
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||||
source/
|
||||
├── core/ - Reusable engine
|
||||
│ ├── defaults.hpp - SINGLE SOURCE OF TRUTH for constants
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||||
│ ├── types.hpp - Data structures
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||||
│ └── rendering/
|
||||
│ ├── sdl_manager - Dynamic windows + viewport
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||||
│ └── primitives - Pure geometric functions
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||||
├── game/ - Asteroids-specific logic
|
||||
│ ├── constants.hpp - Aliases for backward compatibility
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||||
│ └── joc_asteroides - Game loop
|
||||
├── utils/ - Shared utilities
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||||
├── main.cpp - Entry point
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||||
└── legacy/
|
||||
└── asteroids.cpp - Original Pascal code (reference)
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||||
```
|
||||
|
||||
### Dynamic Window System
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||||
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||||
**Controls:**
|
||||
- **F1**: Decrease window (-100px width/height)
|
||||
- **F2**: Increase window (+100px width/height)
|
||||
- **F3**: Toggle fullscreen
|
||||
- **ESC**: Exit (unchanged)
|
||||
|
||||
**Behavior:**
|
||||
- Window starts at 640x480 centered on screen
|
||||
- Each resize keeps window centered on itself
|
||||
- Minimum size: 320x240
|
||||
- Maximum size: Calculated from display resolution (limit -100px)
|
||||
|
||||
**Viewport Scaling (SDL3):**
|
||||
- Game ALWAYS renders in logical coordinates 640x480
|
||||
- SDL3 automatically scales to any physical window size
|
||||
- Aspect ratio preserved (4:3 with letterboxing)
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||||
- Vectors look SHARPER in larger windows (higher resolution)
|
||||
- Game physics UNCHANGED (still px/s relative to 640x480 logical)
|
||||
|
||||
**Implementation:**
|
||||
```cpp
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||||
SDL_SetRenderLogicalPresentation(
|
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renderer_,
|
||||
640, 480, // Fixed logical size
|
||||
SDL_LOGICAL_PRESENTATION_LETTERBOX // Maintain aspect ratio
|
||||
);
|
||||
```
|
||||
|
||||
### Configuration System
|
||||
|
||||
**core/defaults.hpp** - Only place to change constants:
|
||||
|
||||
```cpp
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||||
namespace Defaults {
|
||||
namespace Window {
|
||||
constexpr int WIDTH = 640;
|
||||
constexpr int HEIGHT = 480;
|
||||
constexpr int SIZE_INCREMENT = 100; // F1/F2
|
||||
}
|
||||
|
||||
namespace Game {
|
||||
constexpr int WIDTH = 640; // Logical
|
||||
constexpr int HEIGHT = 480;
|
||||
constexpr int MARGIN_LEFT = 20; // MARGE_ESQ
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||||
constexpr int MARGIN_RIGHT = 620; // MARGE_DRET
|
||||
// ...
|
||||
}
|
||||
|
||||
namespace Physics {
|
||||
constexpr float ROTATION_SPEED = 2.5f;
|
||||
constexpr float ACCELERATION = 100.0f;
|
||||
// ...
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**game/constants.hpp** - Backward compatibility:
|
||||
```cpp
|
||||
using Defaults::Game::MARGIN_LEFT; // For legacy code using MARGE_ESQ
|
||||
// ...
|
||||
```
|
||||
|
||||
### Important Reminders
|
||||
|
||||
**1. Logical vs Physical Coordinates**
|
||||
- ALL game code uses logical coordinates (640x480)
|
||||
- NO need to adjust physics or collision calculations
|
||||
- SDL3 handles conversion automatically
|
||||
|
||||
**2. Rendering**
|
||||
- `linea()`, `rota_tri()`, `rota_pol()` still use direct coords
|
||||
- NO manual transformation, SDL does it internally
|
||||
|
||||
**3. Configuration**
|
||||
- NEVER use magic numbers in new code
|
||||
- Always reference `Defaults::*`
|
||||
- For game values, create aliases in `game/constants.hpp` if needed
|
||||
|
||||
**4. Future OpenGL**
|
||||
- Current system allows migrating to OpenGL without changing game code
|
||||
- Would only require changing SDLManager and rendering function implementations
|
||||
- Postponed until needing >50 enemies or complex effects
|
||||
|
||||
### Compilation
|
||||
|
||||
**No changes:**
|
||||
```bash
|
||||
make clean && make
|
||||
./asteroids
|
||||
```
|
||||
|
||||
**Files modified by CMake:**
|
||||
- Updated to include subdirectories core/, game/
|
||||
- Include path: `${CMAKE_SOURCE_DIR}/source` (for relative includes)
|
||||
|
||||
### Migration for Future Sessions
|
||||
|
||||
If you find code using magic numbers:
|
||||
1. Add constant in `core/defaults.hpp` in the appropriate namespace
|
||||
2. If it's a frequently used game value, create alias in `game/constants.hpp`
|
||||
3. Replace the number with the constant
|
||||
4. Compile and verify
|
||||
|
||||
Example:
|
||||
```cpp
|
||||
// Before (bad):
|
||||
if (enemy.centre.x < 20 || enemy.centre.x > 620) { ... }
|
||||
|
||||
// After (good):
|
||||
if (enemy.centre.x < MARGIN_LEFT || enemy.centre.x > MARGIN_RIGHT) { ... }
|
||||
```
|
||||
|
||||
## Tips for Future Claude Code Sessions
|
||||
|
||||
- **Always read this file first** before making changes
|
||||
@@ -582,3 +775,4 @@ if (time_accumulator >= 1.0f) {
|
||||
- **Angle convention**: angle=0 points UP (not right), hence `angle - PI/2` in calculations
|
||||
- **One bullet at a time**: Original game limitation, preserve it
|
||||
- **Simple code style**: Avoid over-engineering, keep "small DOS program" feel
|
||||
- **Use defaults.hpp**: Never hardcode constants, always use Defaults namespace
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
# CMakeLists.txt
|
||||
|
||||
cmake_minimum_required(VERSION 3.10)
|
||||
project(asteroids VERSION 0.1.0)
|
||||
project(orni VERSION 0.1.0)
|
||||
|
||||
# Info del proyecto
|
||||
set(PROJECT_LONG_NAME "Asteroides")
|
||||
set(PROJECT_LONG_NAME "Orni Attack")
|
||||
set(PROJECT_COPYRIGHT "© 1999 Visente i Sergi, 2025 Port")
|
||||
|
||||
# Establecer estándar de C++
|
||||
@@ -28,16 +28,15 @@ else()
|
||||
set(GIT_HASH "unknown")
|
||||
endif()
|
||||
|
||||
# Configurar archivo de versión (si existe project.h.in en el futuro)
|
||||
if(EXISTS "${CMAKE_SOURCE_DIR}/source/project.h.in")
|
||||
configure_file(${CMAKE_SOURCE_DIR}/source/project.h.in ${CMAKE_BINARY_DIR}/project.h @ONLY)
|
||||
endif()
|
||||
# Configurar archivo de versión
|
||||
configure_file(${CMAKE_SOURCE_DIR}/source/project.h.in ${CMAKE_BINARY_DIR}/project.h @ONLY)
|
||||
|
||||
# --- LISTA DE FUENTES ---
|
||||
set(APP_SOURCES
|
||||
source/main.cpp
|
||||
source/sdl_manager.cpp
|
||||
source/joc_asteroides.cpp
|
||||
source/core/rendering/sdl_manager.cpp
|
||||
source/game/joc_asteroides.cpp
|
||||
source/core/rendering/primitives.cpp
|
||||
)
|
||||
|
||||
# Configuración de SDL3
|
||||
|
||||
9
Makefile
9
Makefile
@@ -34,8 +34,9 @@ endif
|
||||
# ==============================================================================
|
||||
APP_SOURCES := \
|
||||
source/main.cpp \
|
||||
source/sdl_manager.cpp \
|
||||
source/joc_asteroides.cpp
|
||||
source/core/rendering/sdl_manager.cpp \
|
||||
source/game/joc_asteroides.cpp \
|
||||
source/core/rendering/primitives.cpp
|
||||
|
||||
# ==============================================================================
|
||||
# INCLUDES
|
||||
@@ -57,7 +58,7 @@ ifeq ($(OS),Windows_NT)
|
||||
CXXFLAGS_DEBUG := -std=$(CPP_STANDARD) -Wall -g -D_DEBUG -DWINDOWS_BUILD
|
||||
LDFLAGS := -lmingw32 -lSDL3
|
||||
WINDRES := windres
|
||||
RESOURCE_FILE := release/asteroids.res
|
||||
RESOURCE_FILE := release/orni.res
|
||||
RM := del /Q
|
||||
RMDIR := rmdir /S /Q
|
||||
MKDIR := mkdir
|
||||
@@ -95,7 +96,7 @@ all: $(TARGET_FILE)
|
||||
$(TARGET_FILE): $(APP_SOURCES)
|
||||
ifeq ($(OS),Windows_NT)
|
||||
@if not exist build $(MKDIR) build
|
||||
@if not exist release\\asteroids.res $(WINDRES) release\\asteroids.rc -O coff -o release\\asteroids.res
|
||||
@if not exist release\\orni.res $(WINDRES) release\\orni.rc -O coff -o release\\orni.res
|
||||
$(CXX) $(CXXFLAGS) $(INCLUDES) $(APP_SOURCES) $(RESOURCE_FILE) $(LDFLAGS) -o $(TARGET_FILE).exe
|
||||
else
|
||||
@$(MKDIR) build
|
||||
|
||||
@@ -5,19 +5,19 @@
|
||||
<key>CFBundleDevelopmentRegion</key>
|
||||
<string>en</string>
|
||||
<key>CFBundleDisplayName</key>
|
||||
<string>Asteroides</string>
|
||||
<string>Orni Attack</string>
|
||||
<key>CFBundleExecutable</key>
|
||||
<string>asteroids</string>
|
||||
<string>orni</string>
|
||||
<key>CFBundleIconFile</key>
|
||||
<string>icon</string>
|
||||
<key>CFBundleIconName</key>
|
||||
<string>icon</string>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>org.jailgames.asteroids</string>
|
||||
<string>org.jailgames.orni</string>
|
||||
<key>CFBundleInfoDictionaryVersion</key>
|
||||
<string>6.0</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>Asteroides</string>
|
||||
<string>Orni Attack</string>
|
||||
<key>CFBundlePackageType</key>
|
||||
<string>APPL</string>
|
||||
<key>CFBundleShortVersionString</key>
|
||||
|
||||
212
source/core/rendering/sdl_manager.cpp
Normal file
212
source/core/rendering/sdl_manager.cpp
Normal file
@@ -0,0 +1,212 @@
|
||||
// sdl_manager.cpp - Implementació del gestor SDL3
|
||||
// © 2025 Port a C++20 amb SDL3
|
||||
|
||||
#include "sdl_manager.hpp"
|
||||
#include "core/defaults.hpp"
|
||||
#include "project.h"
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
#include <format>
|
||||
|
||||
SDLManager::SDLManager()
|
||||
: finestra_(nullptr)
|
||||
, renderer_(nullptr)
|
||||
, current_width_(Defaults::Window::WIDTH)
|
||||
, current_height_(Defaults::Window::HEIGHT)
|
||||
, is_fullscreen_(false)
|
||||
, max_width_(1920)
|
||||
, max_height_(1080)
|
||||
{
|
||||
// Inicialitzar SDL3
|
||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
||||
std::cerr << "Error inicialitzant SDL3: " << SDL_GetError() << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// Calcular mida màxima des del display
|
||||
calculateMaxWindowSize();
|
||||
|
||||
// Construir títol dinàmic igual que en pollo
|
||||
std::string window_title = std::format("{} v{} ({})",
|
||||
Project::LONG_NAME,
|
||||
Project::VERSION,
|
||||
Project::COPYRIGHT
|
||||
);
|
||||
|
||||
// Crear finestra CENTRADA (SDL ho fa automàticament amb CENTERED)
|
||||
finestra_ = SDL_CreateWindow(
|
||||
window_title.c_str(),
|
||||
current_width_,
|
||||
current_height_,
|
||||
SDL_WINDOW_RESIZABLE // Permetre resize manual també
|
||||
);
|
||||
|
||||
if (!finestra_) {
|
||||
std::cerr << "Error creant finestra: " << SDL_GetError() << std::endl;
|
||||
SDL_Quit();
|
||||
return;
|
||||
}
|
||||
|
||||
// IMPORTANT: Centrar explícitament la finestra
|
||||
SDL_SetWindowPosition(finestra_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
|
||||
// Crear renderer amb acceleració
|
||||
renderer_ = SDL_CreateRenderer(finestra_, nullptr);
|
||||
|
||||
if (!renderer_) {
|
||||
std::cerr << "Error creant renderer: " << SDL_GetError() << std::endl;
|
||||
SDL_DestroyWindow(finestra_);
|
||||
SDL_Quit();
|
||||
return;
|
||||
}
|
||||
|
||||
// CRÍTIC: Configurar viewport scaling
|
||||
updateLogicalPresentation();
|
||||
|
||||
std::cout << "SDL3 inicialitzat: " << current_width_ << "x" << current_height_
|
||||
<< " (logic: " << Defaults::Game::WIDTH << "x" << Defaults::Game::HEIGHT << ")" << std::endl;
|
||||
}
|
||||
|
||||
SDLManager::~SDLManager() {
|
||||
if (renderer_) {
|
||||
SDL_DestroyRenderer(renderer_);
|
||||
renderer_ = nullptr;
|
||||
}
|
||||
|
||||
if (finestra_) {
|
||||
SDL_DestroyWindow(finestra_);
|
||||
finestra_ = nullptr;
|
||||
}
|
||||
|
||||
SDL_Quit();
|
||||
std::cout << "SDL3 netejat correctament" << std::endl;
|
||||
}
|
||||
|
||||
void SDLManager::calculateMaxWindowSize() {
|
||||
SDL_DisplayID display = SDL_GetPrimaryDisplay();
|
||||
const SDL_DisplayMode* mode = SDL_GetCurrentDisplayMode(display);
|
||||
|
||||
if (mode) {
|
||||
// Deixar marge de 100px per a decoracions de l'OS
|
||||
max_width_ = mode->w - 100;
|
||||
max_height_ = mode->h - 100;
|
||||
std::cout << "Display detectat: " << mode->w << "x" << mode->h
|
||||
<< " (max finestra: " << max_width_ << "x" << max_height_ << ")" << std::endl;
|
||||
} else {
|
||||
// Fallback conservador
|
||||
max_width_ = 1920;
|
||||
max_height_ = 1080;
|
||||
std::cerr << "No s'ha pogut detectar el display, usant fallback: "
|
||||
<< max_width_ << "x" << max_height_ << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void SDLManager::updateLogicalPresentation() {
|
||||
// AIXÒ ÉS LA MÀGIA: El joc SEMPRE dibuixa en 640x480,
|
||||
// SDL escala automàticament a la mida física de la finestra
|
||||
SDL_SetRenderLogicalPresentation(
|
||||
renderer_,
|
||||
Defaults::Game::WIDTH, // 640 (lògic)
|
||||
Defaults::Game::HEIGHT, // 480 (lògic)
|
||||
SDL_LOGICAL_PRESENTATION_LETTERBOX // Mantenir aspect ratio 4:3
|
||||
);
|
||||
}
|
||||
|
||||
void SDLManager::increaseWindowSize() {
|
||||
if (is_fullscreen_) return; // No operar en fullscreen
|
||||
|
||||
int new_width = current_width_ + Defaults::Window::SIZE_INCREMENT;
|
||||
int new_height = current_height_ + Defaults::Window::SIZE_INCREMENT;
|
||||
|
||||
// Clamp a màxim
|
||||
new_width = std::min(new_width, max_width_);
|
||||
new_height = std::min(new_height, max_height_);
|
||||
|
||||
if (new_width != current_width_ || new_height != current_height_) {
|
||||
applyWindowSize(new_width, new_height);
|
||||
std::cout << "F2: Finestra augmentada a " << new_width << "x" << new_height << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void SDLManager::decreaseWindowSize() {
|
||||
if (is_fullscreen_) return;
|
||||
|
||||
int new_width = current_width_ - Defaults::Window::SIZE_INCREMENT;
|
||||
int new_height = current_height_ - Defaults::Window::SIZE_INCREMENT;
|
||||
|
||||
// Clamp a mínim
|
||||
new_width = std::max(new_width, Defaults::Window::MIN_WIDTH);
|
||||
new_height = std::max(new_height, Defaults::Window::MIN_HEIGHT);
|
||||
|
||||
if (new_width != current_width_ || new_height != current_height_) {
|
||||
applyWindowSize(new_width, new_height);
|
||||
std::cout << "F1: Finestra reduïda a " << new_width << "x" << new_height << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void SDLManager::applyWindowSize(int new_width, int new_height) {
|
||||
// Obtenir posició actual ABANS del resize
|
||||
int old_x, old_y;
|
||||
SDL_GetWindowPosition(finestra_, &old_x, &old_y);
|
||||
|
||||
int old_width = current_width_;
|
||||
int old_height = current_height_;
|
||||
|
||||
// Actualitzar mida
|
||||
SDL_SetWindowSize(finestra_, new_width, new_height);
|
||||
current_width_ = new_width;
|
||||
current_height_ = new_height;
|
||||
|
||||
// CENTRADO INTEL·LIGENT (algoritme de pollo)
|
||||
// Calcular nova posició per mantenir la finestra centrada sobre si mateixa
|
||||
int delta_width = old_width - new_width;
|
||||
int delta_height = old_height - new_height;
|
||||
|
||||
int new_x = old_x + (delta_width / 2);
|
||||
int new_y = old_y + (delta_height / 2);
|
||||
|
||||
// Evitar que la finestra surti de la pantalla
|
||||
constexpr int TITLEBAR_HEIGHT = 35; // Alçada aproximada de la barra de títol
|
||||
new_x = std::max(new_x, 0);
|
||||
new_y = std::max(new_y, TITLEBAR_HEIGHT);
|
||||
|
||||
SDL_SetWindowPosition(finestra_, new_x, new_y);
|
||||
|
||||
// NO cal actualitzar el logical presentation aquí,
|
||||
// SDL ho maneja automàticament
|
||||
}
|
||||
|
||||
void SDLManager::toggleFullscreen() {
|
||||
is_fullscreen_ = !is_fullscreen_;
|
||||
SDL_SetWindowFullscreen(finestra_, is_fullscreen_);
|
||||
|
||||
std::cout << "F3: Fullscreen " << (is_fullscreen_ ? "activat" : "desactivat") << std::endl;
|
||||
|
||||
// En fullscreen, SDL gestiona tot automàticament
|
||||
// En sortir, restaura la mida anterior
|
||||
}
|
||||
|
||||
bool SDLManager::handleWindowEvent(const SDL_Event& event) {
|
||||
if (event.type == SDL_EVENT_WINDOW_RESIZED) {
|
||||
// Usuari ha redimensionat manualment (arrossegar vora)
|
||||
// Actualitzar el nostre tracking
|
||||
SDL_GetWindowSize(finestra_, ¤t_width_, ¤t_height_);
|
||||
std::cout << "Finestra redimensionada manualment a "
|
||||
<< current_width_ << "x" << current_height_ << std::endl;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void SDLManager::neteja(uint8_t r, uint8_t g, uint8_t b) {
|
||||
if (!renderer_) return;
|
||||
|
||||
SDL_SetRenderDrawColor(renderer_, r, g, b, 255);
|
||||
SDL_RenderClear(renderer_);
|
||||
}
|
||||
|
||||
void SDLManager::presenta() {
|
||||
if (!renderer_) return;
|
||||
|
||||
SDL_RenderPresent(renderer_);
|
||||
}
|
||||
49
source/core/rendering/sdl_manager.hpp
Normal file
49
source/core/rendering/sdl_manager.hpp
Normal file
@@ -0,0 +1,49 @@
|
||||
// sdl_manager.hpp - Gestor d'inicialització de SDL3
|
||||
// © 2025 Port a C++20 amb SDL3
|
||||
|
||||
#ifndef SDL_MANAGER_HPP
|
||||
#define SDL_MANAGER_HPP
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <cstdint>
|
||||
|
||||
class SDLManager {
|
||||
public:
|
||||
SDLManager();
|
||||
~SDLManager();
|
||||
|
||||
// No permetre còpia ni assignació
|
||||
SDLManager(const SDLManager&) = delete;
|
||||
SDLManager& operator=(const SDLManager&) = delete;
|
||||
|
||||
// [NUEVO] Gestió de finestra dinàmica
|
||||
void increaseWindowSize(); // F2: +100px
|
||||
void decreaseWindowSize(); // F1: -100px
|
||||
void toggleFullscreen(); // F3
|
||||
bool handleWindowEvent(const SDL_Event& event); // Per a SDL_EVENT_WINDOW_RESIZED
|
||||
|
||||
// Funcions principals (renderitzat)
|
||||
void neteja(uint8_t r = 0, uint8_t g = 0, uint8_t b = 0);
|
||||
void presenta();
|
||||
|
||||
// Getters
|
||||
SDL_Renderer* obte_renderer() { return renderer_; }
|
||||
|
||||
private:
|
||||
SDL_Window* finestra_;
|
||||
SDL_Renderer* renderer_;
|
||||
|
||||
// [NUEVO] Estat de la finestra
|
||||
int current_width_; // Mida física actual
|
||||
int current_height_;
|
||||
bool is_fullscreen_;
|
||||
int max_width_; // Calculat des del display
|
||||
int max_height_;
|
||||
|
||||
// [NUEVO] Funcions internes
|
||||
void calculateMaxWindowSize(); // Llegir resolució del display
|
||||
void applyWindowSize(int width, int height); // Canviar mida + centrar
|
||||
void updateLogicalPresentation(); // Actualitzar viewport
|
||||
};
|
||||
|
||||
#endif // SDL_MANAGER_HPP
|
||||
26
source/game/constants.hpp
Normal file
26
source/game/constants.hpp
Normal file
@@ -0,0 +1,26 @@
|
||||
#pragma once
|
||||
|
||||
#include "core/defaults.hpp"
|
||||
|
||||
// Aliases per a backward compatibility amb codi existent
|
||||
// Permet usar Constants::MARGE_ESQ en lloc de Defaults::Game::MARGIN_LEFT
|
||||
|
||||
namespace Constants {
|
||||
// Marges de l'àrea de joc
|
||||
constexpr int MARGE_DALT = Defaults::Game::MARGIN_TOP;
|
||||
constexpr int MARGE_BAIX = Defaults::Game::MARGIN_BOTTOM;
|
||||
constexpr int MARGE_ESQ = Defaults::Game::MARGIN_LEFT;
|
||||
constexpr int MARGE_DRET = Defaults::Game::MARGIN_RIGHT;
|
||||
|
||||
// Límits de polígons i objectes
|
||||
constexpr int MAX_IPUNTS = Defaults::Entities::MAX_IPUNTS;
|
||||
constexpr int MAX_ORNIS = Defaults::Entities::MAX_ORNIS;
|
||||
constexpr int MAX_BALES = Defaults::Entities::MAX_BALES;
|
||||
|
||||
// Velocitats (valors legacy del codi Pascal)
|
||||
constexpr int VELOCITAT = static_cast<int>(Defaults::Physics::ENEMY_SPEED);
|
||||
constexpr int VELOCITAT_MAX = static_cast<int>(Defaults::Physics::BULLET_SPEED);
|
||||
|
||||
// Matemàtiques
|
||||
constexpr float PI = Defaults::Math::PI;
|
||||
}
|
||||
@@ -3,6 +3,7 @@
|
||||
// © 2025 Port a C++20 amb SDL3
|
||||
|
||||
#include "joc_asteroides.hpp"
|
||||
#include "core/rendering/primitives.hpp"
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include <cstdlib>
|
||||
@@ -122,18 +123,6 @@ void JocAsteroides::actualitzar(float delta_time) {
|
||||
}
|
||||
}
|
||||
|
||||
// DEBUG: Mostrar info de la nau (temporal)
|
||||
static float time_accumulator = 0.0f;
|
||||
time_accumulator += delta_time;
|
||||
|
||||
if (time_accumulator >= 1.0f) { // Cada segon
|
||||
std::cout << "Nau: pos(" << nau_.centre.x << "," << nau_.centre.y
|
||||
<< ") vel=" << static_cast<int>(nau_.velocitat) << " px/s"
|
||||
<< " angle=" << static_cast<int>(nau_.angle * 180.0f / Constants::PI) << "°"
|
||||
<< " dt=" << static_cast<int>(delta_time * 1000.0f) << "ms"
|
||||
<< std::endl;
|
||||
time_accumulator -= 1.0f;
|
||||
}
|
||||
|
||||
// Actualitzar moviment i rotació dels enemics (ORNIs)
|
||||
// Basat en el codi Pascal original: lines 429-432
|
||||
@@ -224,60 +213,7 @@ void JocAsteroides::processar_input(const SDL_Event& event) {
|
||||
}
|
||||
}
|
||||
|
||||
// Funcions utilitàries - Geometria i matemàtiques
|
||||
// Basades en el codi Pascal original
|
||||
|
||||
float JocAsteroides::modul(const Punt& p) const {
|
||||
// Càlcul de la magnitud d'un vector: sqrt(x² + y²)
|
||||
return std::sqrt(static_cast<float>(p.x * p.x + p.y * p.y));
|
||||
}
|
||||
|
||||
void JocAsteroides::diferencia(const Punt& o, const Punt& d, Punt& p) const {
|
||||
// Resta de vectors (origen - destí)
|
||||
p.x = o.x - d.x;
|
||||
p.y = o.y - d.y;
|
||||
}
|
||||
|
||||
int JocAsteroides::distancia(const Punt& o, const Punt& d) const {
|
||||
// Distància entre dos punts
|
||||
Punt p;
|
||||
diferencia(o, d, p);
|
||||
return static_cast<int>(std::round(modul(p)));
|
||||
}
|
||||
|
||||
float JocAsteroides::angle_punt(const Punt& p) const {
|
||||
// Càlcul de l'angle d'un punt (arctan)
|
||||
if (p.y != 0) {
|
||||
return std::atan(static_cast<float>(p.x) / static_cast<float>(p.y));
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
void JocAsteroides::crear_poligon_regular(Poligon& pol, uint8_t n, float r) {
|
||||
// Crear un polígon regular amb n costats i radi r
|
||||
// Distribueix els punts uniformement al voltant d'un cercle
|
||||
|
||||
float interval = 2.0f * Constants::PI / n;
|
||||
float act = 0.0f;
|
||||
|
||||
for (uint8_t i = 0; i < n; i++) {
|
||||
pol.ipuntx[i].r = r;
|
||||
pol.ipuntx[i].angle = act;
|
||||
act += interval;
|
||||
}
|
||||
|
||||
// Inicialitzar propietats del polígon
|
||||
pol.centre.x = 320.0f;
|
||||
pol.centre.y = 200.0f;
|
||||
pol.angle = 0.0f;
|
||||
// Convertir velocitat de px/frame a px/s: 2 px/frame × 20 FPS = 40 px/s
|
||||
pol.velocitat = static_cast<float>(Constants::VELOCITAT) * 20.0f;
|
||||
pol.n = n;
|
||||
// Convertir rotació de rad/frame a rad/s: 0.0785 rad/frame × 20 FPS = 1.57 rad/s (~90°/s)
|
||||
pol.drotacio = 0.078539816f * 20.0f;
|
||||
pol.rotacio = 0.0f;
|
||||
pol.esta = true;
|
||||
}
|
||||
// Funcions de dibuix
|
||||
|
||||
bool JocAsteroides::linea(int x1, int y1, int x2, int y2, bool dibuixar) {
|
||||
// Algorisme de Bresenham per dibuixar línies
|
||||
@@ -418,38 +354,46 @@ void JocAsteroides::rota_pol(const Poligon& pol, float angul, bool dibuixar) {
|
||||
|
||||
void JocAsteroides::mou_orni(Poligon& orni, float delta_time) {
|
||||
// Moviment autònom d'ORNI (enemic pentàgon)
|
||||
// Basat en el codi Pascal original: procedure mou_orni
|
||||
// Basat EXACTAMENT en el codi Pascal original: ASTEROID.PAS lines 279-293
|
||||
//
|
||||
// IMPORTANT: El Pascal original NO té canvi aleatori continu!
|
||||
// Només ajusta l'angle quan toca una paret.
|
||||
|
||||
// Cambio aleatori d'angle (5% probabilitat per crida)
|
||||
// En el Pascal original: if (random<0.05) then orni.angle:=random*2*pi
|
||||
float random_val = static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX);
|
||||
if (random_val < 0.05f) {
|
||||
// Assignar un angle completament aleatori (0-360°)
|
||||
orni.angle = (static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX))
|
||||
* 2.0f * Constants::PI;
|
||||
}
|
||||
|
||||
// Calcular nova posició (moviment polar time-based)
|
||||
// velocitat ja està en px/s (40 px/s), només cal multiplicar per delta_time
|
||||
// Calcular nova posició PROPUESTA (time-based, però lògica Pascal)
|
||||
// velocitat ja està en px/s (40 px/s), multiplicar per delta_time
|
||||
float velocitat_efectiva = orni.velocitat * delta_time;
|
||||
|
||||
// Calcular desplaçament (angle-PI/2 perquè angle=0 apunta amunt)
|
||||
float dy = velocitat_efectiva * std::sin(orni.angle - Constants::PI / 2.0f);
|
||||
float dx = velocitat_efectiva * std::cos(orni.angle - Constants::PI / 2.0f);
|
||||
|
||||
// Acumulació directa amb precisió subpíxel
|
||||
orni.centre.y += dy;
|
||||
orni.centre.x += dx;
|
||||
float new_y = orni.centre.y + dy;
|
||||
float new_x = orni.centre.x + dx;
|
||||
|
||||
// Boundary checking amb rebot (reflexió d'angle)
|
||||
// Si toca paret esquerra/dreta: angle = PI - angle
|
||||
if (orni.centre.x < Constants::MARGE_ESQ || orni.centre.x > Constants::MARGE_DRET) {
|
||||
orni.angle = Constants::PI - orni.angle;
|
||||
// Lògica Pascal: Actualitza Y si dins, sinó ajusta angle aleatòriament
|
||||
// if (dy>marge_dalt) and (dy<marge_baix) then orni.centre.y:=round(Dy)
|
||||
// else orni.angle:=orni.angle+(random(256)/512)*(random(3)-1);
|
||||
if (new_y > Constants::MARGE_DALT && new_y < Constants::MARGE_BAIX) {
|
||||
orni.centre.y = new_y;
|
||||
} else {
|
||||
// Pequeño ajuste aleatorio: (random(256)/512)*(random(3)-1)
|
||||
// random(256) = 0..255, /512 = 0..0.498
|
||||
// random(3) = 0,1,2, -1 = -1,0,1
|
||||
// Resultado: ±0.5 rad aprox
|
||||
float rand1 = (static_cast<float>(std::rand() % 256) / 512.0f);
|
||||
int rand2 = (std::rand() % 3) - 1; // -1, 0, o 1
|
||||
orni.angle += rand1 * static_cast<float>(rand2);
|
||||
}
|
||||
|
||||
// Si toca paret dalt/baix: angle = 2*PI - angle
|
||||
if (orni.centre.y < Constants::MARGE_DALT || orni.centre.y > Constants::MARGE_BAIX) {
|
||||
orni.angle = 2.0f * Constants::PI - orni.angle;
|
||||
// Lògica Pascal: Actualitza X si dins, sinó ajusta angle aleatòriament
|
||||
// if (dx>marge_esq) and (dx<marge_dret) then orni.centre.x:=round(Dx)
|
||||
// else orni.angle:=orni.angle+(random(256)/512)*(random(3)-1);
|
||||
if (new_x > Constants::MARGE_ESQ && new_x < Constants::MARGE_DRET) {
|
||||
orni.centre.x = new_x;
|
||||
} else {
|
||||
float rand1 = (static_cast<float>(std::rand() % 256) / 512.0f);
|
||||
int rand2 = (std::rand() % 3) - 1;
|
||||
orni.angle += rand1 * static_cast<float>(rand2);
|
||||
}
|
||||
|
||||
// Nota: La rotació visual (orni.rotacio += orni.drotacio) ja es fa a actualitzar()
|
||||
46
source/game/joc_asteroides.hpp
Normal file
46
source/game/joc_asteroides.hpp
Normal file
@@ -0,0 +1,46 @@
|
||||
// joc_asteroides.hpp - Lògica principal del joc
|
||||
// © 1999 Visente i Sergi (versió Pascal)
|
||||
// © 2025 Port a C++20 amb SDL3
|
||||
|
||||
#ifndef JOC_ASTEROIDES_HPP
|
||||
#define JOC_ASTEROIDES_HPP
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <array>
|
||||
#include <cstdint>
|
||||
#include "core/types.hpp"
|
||||
#include "game/constants.hpp"
|
||||
|
||||
// Classe principal del joc
|
||||
class JocAsteroides {
|
||||
public:
|
||||
JocAsteroides(SDL_Renderer* renderer);
|
||||
~JocAsteroides() = default;
|
||||
|
||||
void inicialitzar();
|
||||
void actualitzar(float delta_time);
|
||||
void dibuixar();
|
||||
void processar_input(const SDL_Event& event);
|
||||
|
||||
private:
|
||||
SDL_Renderer* renderer_;
|
||||
|
||||
// Estat del joc
|
||||
Triangle nau_;
|
||||
std::array<Poligon, Constants::MAX_ORNIS> orni_;
|
||||
std::array<Poligon, Constants::MAX_BALES> bales_;
|
||||
Poligon chatarra_cosmica_;
|
||||
uint16_t itocado_;
|
||||
|
||||
// Funcions de dibuix
|
||||
bool linea(int x1, int y1, int x2, int y2, bool dibuixar);
|
||||
void rota_tri(const Triangle& tri, float angul, float velocitat, bool dibuixar);
|
||||
void rota_pol(const Poligon& pol, float angul, bool dibuixar);
|
||||
|
||||
// Moviment
|
||||
void mou_orni(Poligon& orni, float delta_time);
|
||||
void mou_bales(Poligon& bala, float delta_time);
|
||||
void tocado();
|
||||
};
|
||||
|
||||
#endif // JOC_ASTEROIDES_HPP
|
||||
@@ -1,94 +0,0 @@
|
||||
// joc_asteroides.hpp - Lògica principal del joc
|
||||
// © 1999 Visente i Sergi (versió Pascal)
|
||||
// © 2025 Port a C++20 amb SDL3
|
||||
|
||||
#ifndef JOC_ASTEROIDES_HPP
|
||||
#define JOC_ASTEROIDES_HPP
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <array>
|
||||
#include <cstdint>
|
||||
|
||||
// Espai de noms per a les constants del joc
|
||||
namespace Constants {
|
||||
constexpr int MARGE_DALT = 20;
|
||||
constexpr int MARGE_BAIX = 460;
|
||||
constexpr int MARGE_ESQ = 20;
|
||||
constexpr int MARGE_DRET = 620;
|
||||
constexpr int MAX_IPUNTS = 30;
|
||||
constexpr int MAX_ORNIS = 15;
|
||||
constexpr int VELOCITAT = 2;
|
||||
constexpr int VELOCITAT_MAX = 6;
|
||||
constexpr int MAX_BALES = 3;
|
||||
constexpr float PI = 3.14159265359f;
|
||||
}
|
||||
|
||||
// Estructures de dades (coordenades polars i cartesianes)
|
||||
struct IPunt {
|
||||
float r;
|
||||
float angle;
|
||||
};
|
||||
|
||||
struct Punt {
|
||||
float x;
|
||||
float y;
|
||||
};
|
||||
|
||||
struct Triangle {
|
||||
IPunt p1, p2, p3;
|
||||
Punt centre;
|
||||
float angle;
|
||||
float velocitat;
|
||||
};
|
||||
|
||||
struct Poligon {
|
||||
std::array<IPunt, Constants::MAX_IPUNTS> ipuntx;
|
||||
Punt centre;
|
||||
float angle;
|
||||
float velocitat;
|
||||
uint8_t n;
|
||||
float drotacio;
|
||||
float rotacio;
|
||||
bool esta;
|
||||
};
|
||||
|
||||
// Classe principal del joc
|
||||
class JocAsteroides {
|
||||
public:
|
||||
JocAsteroides(SDL_Renderer* renderer);
|
||||
~JocAsteroides() = default;
|
||||
|
||||
void inicialitzar();
|
||||
void actualitzar(float delta_time);
|
||||
void dibuixar();
|
||||
void processar_input(const SDL_Event& event);
|
||||
|
||||
private:
|
||||
SDL_Renderer* renderer_;
|
||||
|
||||
// Estat del joc
|
||||
Triangle nau_;
|
||||
std::array<Poligon, Constants::MAX_ORNIS> orni_;
|
||||
std::array<Poligon, Constants::MAX_BALES> bales_;
|
||||
Poligon chatarra_cosmica_;
|
||||
uint16_t itocado_;
|
||||
|
||||
// Funcions utilitàries (geometria)
|
||||
void crear_poligon_regular(Poligon& pol, uint8_t n, float r);
|
||||
float modul(const Punt& p) const;
|
||||
void diferencia(const Punt& o, const Punt& d, Punt& p) const;
|
||||
int distancia(const Punt& o, const Punt& d) const;
|
||||
float angle_punt(const Punt& p) const;
|
||||
|
||||
// Funcions de dibuix
|
||||
bool linea(int x1, int y1, int x2, int y2, bool dibuixar);
|
||||
void rota_tri(const Triangle& tri, float angul, float velocitat, bool dibuixar);
|
||||
void rota_pol(const Poligon& pol, float angul, bool dibuixar);
|
||||
|
||||
// Moviment
|
||||
void mou_orni(Poligon& orni, float delta_time);
|
||||
void mou_bales(Poligon& bala, float delta_time);
|
||||
void tocado();
|
||||
};
|
||||
|
||||
#endif // JOC_ASTEROIDES_HPP
|
||||
@@ -2,12 +2,12 @@
|
||||
// © 1999 Visente i Sergi (versió Pascal)
|
||||
// © 2025 Port a C++20 amb SDL3
|
||||
|
||||
#include "sdl_manager.hpp"
|
||||
#include "joc_asteroides.hpp"
|
||||
#include "core/rendering/sdl_manager.hpp"
|
||||
#include "game/joc_asteroides.hpp"
|
||||
|
||||
int main(int argc, char* argv[]) {
|
||||
// Crear gestor SDL amb finestra de 640x480
|
||||
SDLManager sdl(640, 480, "Asteroides - BETA 2.2");
|
||||
// Crear gestor SDL (finestra centrada 640x480 per defecte)
|
||||
SDLManager sdl;
|
||||
|
||||
// Crear instància del joc
|
||||
JocAsteroides joc(sdl.obte_renderer());
|
||||
@@ -33,7 +33,27 @@ int main(int argc, char* argv[]) {
|
||||
|
||||
// Processar events SDL
|
||||
while (SDL_PollEvent(&event)) {
|
||||
// Processar input del joc
|
||||
// [NUEVO] Manejo de ventana ANTES de lógica del juego
|
||||
if (sdl.handleWindowEvent(event)) {
|
||||
continue; // Evento procesado, siguiente
|
||||
}
|
||||
|
||||
// [NUEVO] Teclas globales de ventana
|
||||
if (event.type == SDL_EVENT_KEY_DOWN) {
|
||||
switch (event.key.key) {
|
||||
case SDLK_F1:
|
||||
sdl.decreaseWindowSize();
|
||||
continue;
|
||||
case SDLK_F2:
|
||||
sdl.increaseWindowSize();
|
||||
continue;
|
||||
case SDLK_F3:
|
||||
sdl.toggleFullscreen();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Procesamiento normal del juego
|
||||
joc.processar_input(event);
|
||||
|
||||
// Detectar tancament de finestra o ESC
|
||||
|
||||
9
source/project.h.in
Normal file
9
source/project.h.in
Normal file
@@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
namespace Project {
|
||||
constexpr const char* NAME = "@PROJECT_NAME@";
|
||||
constexpr const char* LONG_NAME = "@PROJECT_LONG_NAME@";
|
||||
constexpr const char* VERSION = "@PROJECT_VERSION@";
|
||||
constexpr const char* COPYRIGHT = "@PROJECT_COPYRIGHT@";
|
||||
constexpr const char* GIT_HASH = "@GIT_HASH@";
|
||||
} // namespace Project
|
||||
@@ -1,91 +0,0 @@
|
||||
// sdl_manager.cpp - Implementació del gestor SDL3
|
||||
// © 2025 Port a C++20 amb SDL3
|
||||
|
||||
#include "sdl_manager.hpp"
|
||||
#include <iostream>
|
||||
|
||||
SDLManager::SDLManager(int amplada, int alcada, const char* titol)
|
||||
: finestra_(nullptr), renderer_(nullptr), inicialitzat_(false) {
|
||||
|
||||
// Inicialitzar SDL3
|
||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
||||
std::cerr << "Error inicialitzant SDL3: " << SDL_GetError() << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// Crear finestra
|
||||
finestra_ = SDL_CreateWindow(
|
||||
titol,
|
||||
amplada, alcada,
|
||||
SDL_WINDOW_RESIZABLE
|
||||
);
|
||||
|
||||
if (!finestra_) {
|
||||
std::cerr << "Error creant finestra: " << SDL_GetError() << std::endl;
|
||||
SDL_Quit();
|
||||
return;
|
||||
}
|
||||
|
||||
// Crear renderer amb acceleració i vsync
|
||||
// En SDL3, els flags són diferents o s'especifiquen diferent
|
||||
renderer_ = SDL_CreateRenderer(finestra_, nullptr);
|
||||
|
||||
if (!renderer_) {
|
||||
std::cerr << "Error creant renderer: " << SDL_GetError() << std::endl;
|
||||
SDL_DestroyWindow(finestra_);
|
||||
SDL_Quit();
|
||||
return;
|
||||
}
|
||||
|
||||
inicialitzat_ = true;
|
||||
std::cout << "SDL3 inicialitzat correctament" << std::endl;
|
||||
}
|
||||
|
||||
SDLManager::~SDLManager() {
|
||||
if (renderer_) {
|
||||
SDL_DestroyRenderer(renderer_);
|
||||
renderer_ = nullptr;
|
||||
}
|
||||
|
||||
if (finestra_) {
|
||||
SDL_DestroyWindow(finestra_);
|
||||
finestra_ = nullptr;
|
||||
}
|
||||
|
||||
SDL_Quit();
|
||||
std::cout << "SDL3 netejat correctament" << std::endl;
|
||||
}
|
||||
|
||||
void SDLManager::neteja(uint8_t r, uint8_t g, uint8_t b) {
|
||||
if (!renderer_) return;
|
||||
|
||||
SDL_SetRenderDrawColor(renderer_, r, g, b, 255);
|
||||
SDL_RenderClear(renderer_);
|
||||
}
|
||||
|
||||
void SDLManager::presenta() {
|
||||
if (!renderer_) return;
|
||||
|
||||
SDL_RenderPresent(renderer_);
|
||||
}
|
||||
|
||||
bool SDLManager::processar_events() {
|
||||
if (!inicialitzat_) return false;
|
||||
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_EVENT_QUIT:
|
||||
return false;
|
||||
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
// En SDL3, la tecla està en event.key.key en lloc de event.key.keysym.sym
|
||||
if (event.key.key == SDLK_ESCAPE) {
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -1,33 +0,0 @@
|
||||
// sdl_manager.hpp - Gestor d'inicialització de SDL3
|
||||
// © 2025 Port a C++20 amb SDL3
|
||||
|
||||
#ifndef SDL_MANAGER_HPP
|
||||
#define SDL_MANAGER_HPP
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <cstdint>
|
||||
|
||||
class SDLManager {
|
||||
public:
|
||||
SDLManager(int amplada, int alcada, const char* titol);
|
||||
~SDLManager();
|
||||
|
||||
// No permetre còpia ni assignació
|
||||
SDLManager(const SDLManager&) = delete;
|
||||
SDLManager& operator=(const SDLManager&) = delete;
|
||||
|
||||
// Funcions principals
|
||||
void neteja(uint8_t r = 0, uint8_t g = 0, uint8_t b = 0);
|
||||
void presenta();
|
||||
bool processar_events();
|
||||
|
||||
// Getters
|
||||
SDL_Renderer* obte_renderer() { return renderer_; }
|
||||
|
||||
private:
|
||||
SDL_Window* finestra_;
|
||||
SDL_Renderer* renderer_;
|
||||
bool inicialitzat_;
|
||||
};
|
||||
|
||||
#endif // SDL_MANAGER_HPP
|
||||
Reference in New Issue
Block a user