4 Commits

Author SHA1 Message Date
0500dce7aa includes amb ruta absoluta 2025-12-03 11:19:23 +01:00
9f0dfc4e24 gitignore no ha deixat versionar cap fitxer de core
afegida gestió de ratolí
2025-12-03 09:42:45 +01:00
aa66dd41c1 ja renderitza a la resolució de la finestra 2025-12-03 08:23:42 +01:00
69fb5f3cc1 Migrate to CMake-based build with packaging
Major build system refactoring:

**CMake (build authority)**:
- Auto-discovers .cpp files (GLOB_RECURSE in source/core/ and source/game/)
- No manual file list maintenance needed
- Excludes source/legacy/ automatically
- Generates build/project.h from template

**Makefile (simplified wrapper)**:
- Delegates compilation to CMake (make → cmake --build build)
- Contains 5 release packaging targets:
  * macos_release: .app bundle + .dmg (Apple Silicon)
  * linux_release: .tar.gz
  * windows_release: .zip with .exe + DLLs
  * windows_cross: cross-compile from Linux/macOS
  * rpi_release: ARM64 cross-compile
- Complex packaging logic preserved (code signing, symlinks, DMG creation)

**Benefits**:
- Add new .cpp file → automatically compiled (no manual updates)
- Single source of truth in CMakeLists.txt (no duplication)
- IDE-friendly (VSCode, CLion, etc.)
- Complete packaging support (5 platforms)

**Files changed**:
- CMakeLists.txt: GLOB_RECURSE replaces 23-file hardcoded list
- Makefile: Simplified compilation + added 5 release targets (~220 lines)
- CLAUDE.md: Updated build system documentation
- escena_titol.cpp: Fixed include path (build/project.h → project.h)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-03 07:36:53 +01:00
47 changed files with 3409 additions and 203 deletions

6
.gitignore vendored
View File

@@ -58,9 +58,9 @@ _deps/
*.ilk
# Core dumps
core
core.*
*.core
# core
# core.*
# *.core
# macOS
.DS_Store

View File

@@ -12,59 +12,98 @@ This is **Orni Attack**, an **Asteroids-style game** originally written in **Tur
## Build System
Based on `/home/sergio/gitea/pollo` project structure.
Based on `/home/sergio/gitea/pollo` project structure, now with **CMake as build authority** and **automatic file discovery**.
### Build Commands
### Basic Build Commands
```bash
# Clean + compile
make clean && make
make # Compile (delegates to CMake)
make debug # Debug build
make clean # Clean artifacts
./orni # Run
```
# Run
./orni
### Release Packaging
# Individual targets
make linux # Linux build
make macos # macOS build
make windows # Windows build (MinGW)
```bash
make macos_release # macOS .app bundle + .dmg (Apple Silicon)
make linux_release # Linux .tar.gz
make windows_release # Windows .zip (requires MinGW on Windows)
make windows_cross # Cross-compile Windows from Linux/macOS
make rpi_release # Raspberry Pi ARM64 cross-compile
```
### Build Files
- **CMakeLists.txt** - CMake configuration (C++20, SDL3, project metadata)
- **Makefile** - Cross-platform wrapper, extracts project info from CMakeLists.txt
- **CMakeLists.txt** - CMake configuration (C++20, SDL3, auto-discovers .cpp files)
- **Makefile** - Wrapper for compilation + complex packaging recipes
- **source/project.h.in** - Template for auto-generated project.h
- **build/project.h** - Auto-generated (by CMake) with project constants
- **release/** - Platform-specific resources (icons, .rc, .plist)
- **release/** - Platform-specific resources (icons, .rc, .plist, frameworks, DLLs)
### Architecture: Hybrid CMake + Makefile
**CMake handles**: Compilation (simple, standard, IDE-friendly)
- Auto-discovers all `.cpp` files in `source/core/` and `source/game/`
- Excludes `source/legacy/` automatically
- Generates `build/project.h` from template
- Links SDL3
**Makefile handles**: Packaging (complex bash scripts)
- Delegates compilation to CMake (`make``cmake --build build`)
- Contains 5 release packaging targets (macOS, Linux, Windows, RPI, Windows-cross)
- Includes: code signing, framework symlinks, DMG creation, cross-compilation
### Project Metadata System
**Auto-generation with CMake**:
**Single source of truth** in `CMakeLists.txt`:
CMake generates `build/project.h` from `source/project.h.in` template on every compilation:
```cmake
project(orni VERSION 0.3.0)
set(PROJECT_LONG_NAME "Orni Attack")
set(PROJECT_COPYRIGHT "© 1999 Visente i Sergi, 2025 Port")
```
**Auto-generated** `build/project.h`:
```cpp
// build/project.h (generated automatically)
namespace Project {
constexpr const char* NAME = "orni"; // From project(orni ...)
constexpr const char* LONG_NAME = "Orni Attack"; // From PROJECT_LONG_NAME
constexpr const char* VERSION = "0.1.0"; // From VERSION
constexpr const char* COPYRIGHT = "© 1999..."; // From PROJECT_COPYRIGHT
constexpr const char* GIT_HASH = "abc1234"; // From git rev-parse
constexpr const char* NAME = "orni";
constexpr const char* LONG_NAME = "Orni Attack";
constexpr const char* VERSION = "0.3.0";
constexpr const char* COPYRIGHT = "© 1999 Visente i Sergi, 2025 Port";
constexpr const char* GIT_HASH = "abc1234"; // From git rev-parse
}
```
**Window title format** (dynamic, in sdl_manager.cpp):
```cpp
std::format("{} v{} ({})",
Project::LONG_NAME, // "Orni Attack"
Project::VERSION, // "0.1.0"
Project::COPYRIGHT) // "© 1999 Visente i Sergi, 2025 Port"
**Window title** (dynamic): `Orni Attack v0.3.0 (© 1999 Visente i Sergi, 2025 Port)`
### File Discovery
**Automatic** - no manual maintenance needed:
```cmake
# CMakeLists.txt automatically finds:
file(GLOB_RECURSE CORE_SOURCES "source/core/*.cpp")
file(GLOB_RECURSE GAME_SOURCES "source/game/*.cpp")
# + source/main.cpp
# - source/legacy/* (excluded)
```
Result: `Orni Attack v0.1.0 (© 1999 Visente i Sergi, 2025 Port)`
**When you create a new file** like `source/game/entities/asteroide.cpp`:
1. Just create it in the appropriate directory
2. Run `make`
3. CMake automatically detects and compiles it
**Single source of truth**: All project info in CMakeLists.txt, no hardcoded strings.
**No need to edit** Makefile or CMakeLists.txt!
### Cross-Platform Notes
- **macOS**: Requires `create-dmg` (auto-installed via Homebrew)
- **Windows**: Compile natively with MinGW or use `make windows_cross` on Linux/macOS
- **Windows cross**: Requires `x86_64-w64-mingw32-g++` toolchain
- **RPI cross**: Requires `aarch64-linux-gnu-g++` toolchain
- **Frameworks**: macOS release includes SDL3.xcframework with symlink recreation
## Architecture

View File

@@ -1,7 +1,7 @@
# CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(orni VERSION 0.3.0)
project(orni VERSION 0.3.1)
# Info del proyecto
set(PROJECT_LONG_NAME "Orni Attack")
@@ -31,33 +31,23 @@ endif()
# Configurar archivo de versión
configure_file(${CMAKE_SOURCE_DIR}/source/project.h.in ${CMAKE_BINARY_DIR}/project.h @ONLY)
# --- LISTA DE FUENTES ---
# --- LISTA DE FUENTES (AUTO-DESCUBRIMIENTO) ---
# Buscar automáticamente todos los archivos .cpp en core/, game/ y main.cpp
file(GLOB_RECURSE CORE_SOURCES "${CMAKE_SOURCE_DIR}/source/core/*.cpp")
file(GLOB_RECURSE GAME_SOURCES "${CMAKE_SOURCE_DIR}/source/game/*.cpp")
set(APP_SOURCES
${CORE_SOURCES}
${GAME_SOURCES}
source/main.cpp
source/core/system/director.cpp
source/core/system/global_events.cpp
source/core/rendering/sdl_manager.cpp
source/core/rendering/line_renderer.cpp
source/core/rendering/color_oscillator.cpp
source/core/rendering/polygon_renderer.cpp
source/core/rendering/primitives.cpp
source/core/rendering/shape_renderer.cpp
source/core/graphics/shape.cpp
source/core/graphics/shape_loader.cpp
source/core/graphics/vector_text.cpp
source/core/graphics/starfield.cpp
source/core/audio/audio.cpp
source/core/audio/audio_cache.cpp
source/game/options.cpp
source/game/escenes/escena_logo.cpp
source/game/escenes/escena_titol.cpp
source/game/escenes/escena_joc.cpp
source/game/entities/nau.cpp
source/game/entities/bala.cpp
source/game/entities/enemic.cpp
source/game/effects/debris_manager.cpp
)
# Excluir archivos legacy (código Pascal de referencia)
list(FILTER APP_SOURCES EXCLUDE REGEX ".*/legacy/.*")
# Log de archivos encontrados (útil para debug)
list(LENGTH APP_SOURCES APP_SOURCES_COUNT)
message(STATUS "Archivos .cpp encontrados: ${APP_SOURCES_COUNT}")
# Configuración de SDL3
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")

388
Makefile
View File

@@ -20,6 +20,15 @@ TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
RELEASE_FOLDER := $(TARGET_NAME)_release
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
# Release file names
RAW_VERSION := $(shell echo $(VERSION) | sed 's/^v//')
WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-windows-x64.zip
MACOS_ARM_RELEASE := $(TARGET_NAME)-$(VERSION)-macos-arm64.dmg
MACOS_INTEL_RELEASE := $(TARGET_NAME)-$(VERSION)-macos-x64.dmg
LINUX_RELEASE := $(TARGET_NAME)-$(VERSION)-linux-x64.tar.gz
RPI_RELEASE := $(TARGET_NAME)-$(VERSION)-rpi-arm64.tar.gz
APP_NAME := $(LONG_NAME)
# ==============================================================================
# VERSION
# ==============================================================================
@@ -32,75 +41,21 @@ endif
# ==============================================================================
# SOURCE FILES
# ==============================================================================
APP_SOURCES := \
source/main.cpp \
source/core/system/director.cpp \
source/core/system/global_events.cpp \
source/core/audio/audio.cpp \
source/core/audio/audio_cache.cpp \
source/core/rendering/sdl_manager.cpp \
source/core/rendering/line_renderer.cpp \
source/core/rendering/color_oscillator.cpp \
source/core/rendering/polygon_renderer.cpp \
source/core/rendering/primitives.cpp \
source/core/rendering/shape_renderer.cpp \
source/core/graphics/shape.cpp \
source/core/graphics/shape_loader.cpp \
source/core/graphics/vector_text.cpp \
source/core/graphics/starfield.cpp \
source/game/options.cpp \
source/game/escenes/escena_logo.cpp \
source/game/escenes/escena_titol.cpp \
source/game/escenes/escena_joc.cpp \
source/game/entities/nau.cpp \
source/game/entities/bala.cpp \
source/game/entities/enemic.cpp \
source/game/effects/debris_manager.cpp
# Note: Source files are now auto-discovered by CMake using GLOB_RECURSE
# No need to maintain this list manually anymore!
# ==============================================================================
# INCLUDES
# PLATFORM-SPECIFIC UTILITIES
# ==============================================================================
INCLUDES := -Isource -Ibuild
# ==============================================================================
# COMPILER FLAGS (OS-specific)
# ==============================================================================
CPP_STANDARD := c++20
ifeq ($(OS),Windows_NT)
# Windows (MinGW)
FixPath = $(subst /,\\,$1)
CXX := g++
CXXFLAGS := -std=$(CPP_STANDARD) -Wall -O2 -ffunction-sections -fdata-sections \
-Wl,--gc-sections -static-libstdc++ -static-libgcc \
-Wl,-subsystem,windows -DWINDOWS_BUILD
CXXFLAGS_DEBUG := -std=$(CPP_STANDARD) -Wall -g -D_DEBUG -DWINDOWS_BUILD
LDFLAGS := -lmingw32 -lSDL3
WINDRES := windres
RESOURCE_FILE := release/orni.res
RM := del /Q
RMFILE := del /Q
RMDIR := rmdir /S /Q
MKDIR := mkdir
else
# Unix-like systems (Linux/macOS)
FixPath = $1
CXX := g++
CXXFLAGS := -std=$(CPP_STANDARD) -Wall -O2
CXXFLAGS_DEBUG := -std=$(CPP_STANDARD) -Wall -g -D_DEBUG
LDFLAGS := -lSDL3
RMFILE := rm -f
RMDIR := rm -rf
MKDIR := mkdir -p
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S),Linux)
CXXFLAGS += -DLINUX_BUILD
CXXFLAGS_DEBUG += -DLINUX_BUILD
endif
ifeq ($(UNAME_S),Darwin)
CXXFLAGS += -arch arm64 -Wno-deprecated -DMACOS_BUILD
CXXFLAGS_DEBUG += -arch arm64 -Wno-deprecated -DMACOS_BUILD
endif
endif
# ==============================================================================
@@ -108,72 +63,258 @@ endif
# ==============================================================================
.PHONY: all clean debug help backup
# Default target
# ==============================================================================
# BUILD TARGETS (delegate to CMake)
# ==============================================================================
# Default target: build with CMake
all: $(TARGET_FILE)
# Generate build/project.h from template
.PHONY: generate_project_h
generate_project_h:
@$(MKDIR) build 2>/dev/null || true
@echo "Generating build/project.h..."
ifeq ($(OS),Windows_NT)
@powershell -Command \
"$$name = '$(TARGET_NAME)'; \
$$long = '$(LONG_NAME)'; \
$$ver = '$(VERSION)'.TrimStart('v'); \
$$copy = (Get-Content CMakeLists.txt | Where-Object {$$_ -match 'PROJECT_COPYRIGHT'} | ForEach-Object {if ($$_ -match '\"(.+)\"') {$$matches[1]}}); \
$$hash = try {git rev-parse --short=7 HEAD 2>$$null} catch {'unknown'}; \
(Get-Content source/project.h.in) -replace '@PROJECT_NAME@', $$name -replace '@PROJECT_LONG_NAME@', $$long -replace '@PROJECT_VERSION@', $$ver -replace '@PROJECT_COPYRIGHT@', $$copy -replace '@GIT_HASH@', $$hash | Set-Content build/project.h"
else
@PROJECT_COPYRIGHT=$$(grep 'PROJECT_COPYRIGHT' CMakeLists.txt | sed 's/.*"\(.*\)".*/\1/'); \
PROJECT_VERSION=$$(echo $(VERSION) | sed 's/^v//'); \
GIT_HASH=$$(git rev-parse --short=7 HEAD 2>/dev/null || echo "unknown"); \
sed -e "s/@PROJECT_NAME@/$(TARGET_NAME)/g" \
-e "s/@PROJECT_LONG_NAME@/$(LONG_NAME)/g" \
-e "s/@PROJECT_VERSION@/$${PROJECT_VERSION}/g" \
-e "s/@PROJECT_COPYRIGHT@/$${PROJECT_COPYRIGHT}/g" \
-e "s/@GIT_HASH@/$${GIT_HASH}/g" \
source/project.h.in > build/project.h
endif
@echo "build/project.h generated successfully"
# Compile executable
$(TARGET_FILE): generate_project_h $(APP_SOURCES)
ifeq ($(OS),Windows_NT)
@if not exist build $(MKDIR) build
@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
$(CXX) $(CXXFLAGS) $(INCLUDES) $(APP_SOURCES) $(LDFLAGS) -o $(TARGET_FILE)
endif
@echo Compilation successful: $(TARGET_FILE)
$(TARGET_FILE):
@cmake -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
@echo "Build successful: $(TARGET_FILE)"
# Debug build
debug: generate_project_h $(APP_SOURCES)
ifeq ($(OS),Windows_NT)
@if not exist build $(MKDIR) build
$(CXX) $(CXXFLAGS_DEBUG) $(INCLUDES) $(APP_SOURCES) $(LDFLAGS) -o $(TARGET_FILE)_debug.exe
else
@$(MKDIR) build
$(CXX) $(CXXFLAGS_DEBUG) $(INCLUDES) $(APP_SOURCES) $(LDFLAGS) -o $(TARGET_FILE)_debug
endif
@echo Debug build successful: $(TARGET_FILE)_debug
debug:
@cmake -B build -DCMAKE_BUILD_TYPE=Debug
@cmake --build build
@echo "Debug build successful: $(TARGET_FILE)_debug"
# ==============================================================================
# RELEASE PACKAGING TARGETS
# ==============================================================================
# macOS Release (Apple Silicon)
.PHONY: macos_release
macos_release:
@echo "Creating macOS release - Version: $(VERSION)"
# Check/install create-dmg
@command -v create-dmg >/dev/null || (echo "Installing create-dmg..." && brew install create-dmg)
# Clean previous releases
@$(RMDIR) "$(RELEASE_FOLDER)" 2>/dev/null || true
@$(RMDIR) Frameworks 2>/dev/null || true
@$(RMFILE) "$(MACOS_ARM_RELEASE)" 2>/dev/null || true
# Create .app structure
@$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
@$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
@$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
@$(MKDIR) Frameworks
# Copy resources
@cp -r resources "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources/"
@ditto release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework"
@ditto release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework Frameworks/SDL3.framework
# Recreate framework symlinks (may be broken)
@cd Frameworks/SDL3.framework && rm -f SDL3 Headers Resources && \
ln -s Versions/Current/SDL3 SDL3 && \
ln -s Versions/Current/Headers Headers && \
ln -s Versions/Current/Resources Resources
@cd Frameworks/SDL3.framework/Versions && rm -f Current && ln -s A Current
@cd "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework" && rm -f SDL3 Headers Resources && \
ln -s Versions/Current/SDL3 SDL3 && \
ln -s Versions/Current/Headers Headers && \
ln -s Versions/Current/Resources Resources
@cd "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework/Versions" && rm -f Current && ln -s A Current
@cp release/icon.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources/"
@cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/"
@cp LICENSE "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: LICENSE not found"
@cp README.md "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: README.md not found"
# Update Info.plist version
@echo "Updating Info.plist with version $(RAW_VERSION)..."
@sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>$(RAW_VERSION)</string>|;}' \
"$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
@sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>$(RAW_VERSION)</string>|;}' \
"$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
# Compile for Apple Silicon using CMake
@cmake -B build -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64
@cmake --build build
@cp $(TARGET_FILE) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
# Code sign
@codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" || echo "Warning: Code signing failed"
# Create DMG
@echo "Creating DMG for Apple Silicon..."
@create-dmg \
--volname "$(APP_NAME)" \
--window-pos 200 120 \
--window-size 720 300 \
--icon-size 96 \
--text-size 12 \
--icon "$(APP_NAME).app" 278 102 \
--app-drop-link 115 102 \
--hide-extension "$(APP_NAME).app" \
"$(MACOS_ARM_RELEASE)" \
"$(RELEASE_FOLDER)" || true
@echo "✓ macOS release created: $(MACOS_ARM_RELEASE)"
# Cleanup
@$(RMDIR) Frameworks
@$(RMDIR) "$(RELEASE_FOLDER)"
# Linux Release
.PHONY: linux_release
linux_release:
@echo "Creating Linux release - Version: $(VERSION)"
# Clean previous
@$(RMDIR) "$(RELEASE_FOLDER)"
@$(RMFILE) "$(LINUX_RELEASE)"
# Create folder
@$(MKDIR) "$(RELEASE_FOLDER)"
# Copy resources
@cp -r resources "$(RELEASE_FOLDER)/"
@cp LICENSE "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: LICENSE not found"
@cp README.md "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: README.md not found"
# Compile with CMake
@cmake -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
@cp $(TARGET_FILE) "$(RELEASE_FILE)"
@strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded || strip "$(RELEASE_FILE)"
# Package
@tar -czf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" .
@echo "✓ Linux release created: $(LINUX_RELEASE)"
# Cleanup
@$(RMDIR) "$(RELEASE_FOLDER)"
# Windows Release (requires MinGW on Windows or cross-compiler on Linux)
.PHONY: windows_release
windows_release:
@echo "Creating Windows release - Version: $(VERSION)"
@echo "Note: This target should be run on Windows with MinGW or use windows_cross on Linux"
# Clean previous
@$(RMDIR) "$(RELEASE_FOLDER)"
@$(RMFILE) "$(WINDOWS_RELEASE)"
# Create folder
@$(MKDIR) "$(RELEASE_FOLDER)"
# Copy resources
@cp -r resources "$(RELEASE_FOLDER)/"
@cp release/dll/*.dll "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: DLLs not found"
@cp LICENSE "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: LICENSE not found"
@cp README.md "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: README.md not found"
# Compile resource file
@windres release/$(TARGET_NAME).rc -O coff -o release/$(TARGET_NAME).res 2>/dev/null || echo "Warning: windres failed"
# Compile with CMake
@cmake -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
@cp $(TARGET_FILE).exe "$(RELEASE_FILE).exe" || cp $(TARGET_FILE) "$(RELEASE_FILE).exe"
# Package
@cd "$(RELEASE_FOLDER)" && zip -r ../$(WINDOWS_RELEASE) *
@echo "✓ Windows release created: $(WINDOWS_RELEASE)"
# Cleanup
@$(RMDIR) "$(RELEASE_FOLDER)"
# Raspberry Pi Release (cross-compilation from Linux/macOS)
.PHONY: rpi_release
rpi_release:
@echo "Creating Raspberry Pi ARM64 release - Version: $(VERSION)"
@echo "Note: Requires aarch64-linux-gnu-g++ cross-compiler"
# Check for cross-compiler
@command -v aarch64-linux-gnu-g++ >/dev/null || (echo "Error: aarch64-linux-gnu-g++ not found" && exit 1)
# Clean previous
@$(RMDIR) "$(RELEASE_FOLDER)"
@$(RMFILE) "$(RPI_RELEASE)"
# Create folder
@$(MKDIR) "$(RELEASE_FOLDER)"
# Copy resources
@cp -r resources "$(RELEASE_FOLDER)/"
@cp LICENSE "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: LICENSE not found"
@cp README.md "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: README.md not found"
# Note: Cross-compilation with CMake is complex, would need toolchain file
@echo "Warning: RPI cross-compilation requires manual setup with CMake toolchain file"
@echo "Falling back to direct g++ compilation..."
@aarch64-linux-gnu-g++ -std=c++20 -Wall -O2 -DLINUX_BUILD -DRPI_BUILD \
-Isource -Ibuild \
$$(find source/core source/game -name "*.cpp") source/main.cpp \
-lSDL3 -o "$(RELEASE_FILE)" || echo "Error: Compilation failed"
@aarch64-linux-gnu-strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded || true
# Package
@tar -czf "$(RPI_RELEASE)" -C "$(RELEASE_FOLDER)" .
@echo "✓ Raspberry Pi release created: $(RPI_RELEASE)"
# Cleanup
@$(RMDIR) "$(RELEASE_FOLDER)"
# Windows Cross-compilation (from Linux/macOS)
.PHONY: windows_cross
windows_cross:
@echo "Cross-compiling for Windows from $(UNAME_S) - Version: $(VERSION)"
# Check for cross-compiler
@command -v x86_64-w64-mingw32-g++ >/dev/null || (echo "Error: x86_64-w64-mingw32-g++ not found" && exit 1)
# Clean previous
@$(RMDIR) "$(RELEASE_FOLDER)"
@$(RMFILE) "$(WINDOWS_RELEASE)"
# Create folder
@$(MKDIR) "$(RELEASE_FOLDER)"
# Copy resources
@cp -r resources "$(RELEASE_FOLDER)/"
@cp release/dll/*.dll "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: DLLs not found in release/dll/"
@cp LICENSE "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: LICENSE not found"
@cp README.md "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: README.md not found"
# Compile resource file
@x86_64-w64-mingw32-windres release/$(TARGET_NAME).rc -O coff -o release/$(TARGET_NAME).res 2>/dev/null || echo "Warning: windres failed"
# Cross-compile
@echo "Compiling with MinGW cross-compiler..."
@x86_64-w64-mingw32-g++ -std=c++20 -Wall -O2 -DWINDOWS_BUILD -DRELEASE_BUILD \
-static-libstdc++ -static-libgcc -Wl,-subsystem,windows \
-Isource -Ibuild \
$$(find source/core source/game -name "*.cpp") source/main.cpp \
release/$(TARGET_NAME).res \
-lmingw32 -lSDL3 -o "$(RELEASE_FILE).exe" || echo "Error: Compilation failed"
@x86_64-w64-mingw32-strip "$(RELEASE_FILE).exe" || true
# Package
@cd "$(RELEASE_FOLDER)" && zip -r ../$(WINDOWS_RELEASE) *
@echo "✓ Windows cross-compiled release created: $(WINDOWS_RELEASE)"
# Cleanup
@$(RMDIR) "$(RELEASE_FOLDER)"
# Clean build artifacts
clean:
ifeq ($(OS),Windows_NT)
@if exist $(call FixPath,$(TARGET_FILE).exe) $(RM) $(call FixPath,$(TARGET_FILE).exe)
@if exist $(call FixPath,$(TARGET_FILE)_debug.exe) $(RM) $(call FixPath,$(TARGET_FILE)_debug.exe)
@if exist $(call FixPath,$(TARGET_FILE).exe) $(RMFILE) $(call FixPath,$(TARGET_FILE).exe)
@if exist $(call FixPath,$(TARGET_FILE)_debug.exe) $(RMFILE) $(call FixPath,$(TARGET_FILE)_debug.exe)
@if exist build $(RMDIR) build
@if exist $(RELEASE_FOLDER) $(RMDIR) $(RELEASE_FOLDER)
else
@$(RMFILE) $(TARGET_FILE)
@$(RMFILE) $(TARGET_FILE)_debug
@$(RMDIR) build
@$(RMDIR) $(RELEASE_FOLDER)
@$(RMFILE) $(TARGET_FILE) $(TARGET_FILE)_debug
@$(RMDIR) build $(RELEASE_FOLDER)
@$(RMFILE) *.dmg *.zip *.tar.gz 2>/dev/null || true
endif
@echo Clean complete
@echo "Clean complete"
# Backup to remote server
backup:
@@ -191,14 +332,25 @@ backup:
# Help target
help:
@echo "Available targets:"
@echo " all - Build the game (default)"
@echo " debug - Build with debug symbols"
@echo " clean - Remove build artifacts"
@echo " backup - Backup project to remote server"
@echo " help - Show this help message"
@echo ""
@echo "Build:"
@echo " all - Build the game (default, delegates to CMake)"
@echo " debug - Build with debug symbols"
@echo " clean - Remove build artifacts and release packages"
@echo ""
@echo "Release Packaging:"
@echo " macos_release - Create macOS .app bundle + .dmg (Apple Silicon)"
@echo " linux_release - Create Linux .tar.gz"
@echo " windows_release - Create Windows .zip (requires MinGW on Windows)"
@echo " windows_cross - Cross-compile Windows from Linux/macOS (requires MinGW)"
@echo " rpi_release - Cross-compile for Raspberry Pi ARM64"
@echo ""
@echo "Other:"
@echo " backup - Backup project to remote server"
@echo " help - Show this help message"
@echo ""
@echo "Current configuration:"
@echo " Project: $(LONG_NAME)"
@echo " Target: $(TARGET_NAME)"
@echo " Version: $(VERSION)"
@echo " Platform: $(UNAME_S)"
@echo " C++ Standard: $(CPP_STANDARD)"

183
source/core/audio/audio.cpp Normal file
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@@ -0,0 +1,183 @@
#include "audio.hpp"
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_G...
#include <algorithm> // Para clamp
#include <iostream> // Para std::cout
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp)
// clang-format off
#undef STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h"
// clang-format on
#include "core/audio/audio_cache.hpp" // Para AudioCache
#include "core/audio/jail_audio.hpp" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
#include "game/options.hpp" // Para AudioOptions, audio, MusicOptions
// Singleton
Audio* Audio::instance = nullptr;
// Inicializa la instancia única del singleton
void Audio::init() { Audio::instance = new Audio(); }
// Libera la instancia
void Audio::destroy() { delete Audio::instance; }
// Obtiene la instancia
auto Audio::get() -> Audio* { return Audio::instance; }
// Constructor
Audio::Audio() { initSDLAudio(); }
// Destructor
Audio::~Audio() {
JA_Quit();
}
// Método principal
void Audio::update() {
JA_Update();
}
// Reproduce la música
void Audio::playMusic(const std::string& name, const int loop) {
bool new_loop = (loop != 0);
// Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada
if (music_.state == MusicState::PLAYING && music_.name == name && music_.loop == new_loop) {
return;
}
// Intentar obtener recurso; si falla, no tocar estado
auto* resource = AudioCache::getMusic(name);
if (resource == nullptr) {
// manejo de error opcional
return;
}
// Si hay algo reproduciéndose, detenerlo primero (si el backend lo requiere)
if (music_.state == MusicState::PLAYING) {
JA_StopMusic(); // sustituir por la función de stop real del API si tiene otro nombre
}
// Llamada al motor para reproducir la nueva pista
JA_PlayMusic(resource, loop);
// Actualizar estado y metadatos después de iniciar con éxito
music_.name = name;
music_.loop = new_loop;
music_.state = MusicState::PLAYING;
}
// Pausa la música
void Audio::pauseMusic() {
if (music_enabled_ && music_.state == MusicState::PLAYING) {
JA_PauseMusic();
music_.state = MusicState::PAUSED;
}
}
// Continua la música pausada
void Audio::resumeMusic() {
if (music_enabled_ && music_.state == MusicState::PAUSED) {
JA_ResumeMusic();
music_.state = MusicState::PLAYING;
}
}
// Detiene la música
void Audio::stopMusic() {
if (music_enabled_) {
JA_StopMusic();
music_.state = MusicState::STOPPED;
}
}
// Reproduce un sonido por nombre
void Audio::playSound(const std::string& name, Group group) const {
if (sound_enabled_) {
JA_PlaySound(AudioCache::getSound(name), 0, static_cast<int>(group));
}
}
// Reproduce un sonido por puntero directo
void Audio::playSound(JA_Sound_t* sound, Group group) const {
if (sound_enabled_) {
JA_PlaySound(sound, 0, static_cast<int>(group));
}
}
// Detiene todos los sonidos
void Audio::stopAllSounds() const {
if (sound_enabled_) {
JA_StopChannel(-1);
}
}
// Realiza un fundido de salida de la música
void Audio::fadeOutMusic(int milliseconds) const {
if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
JA_FadeOutMusic(milliseconds);
}
}
// Consulta directamente el estado real de la música en jailaudio
auto Audio::getRealMusicState() -> MusicState {
JA_Music_state ja_state = JA_GetMusicState();
switch (ja_state) {
case JA_MUSIC_PLAYING:
return MusicState::PLAYING;
case JA_MUSIC_PAUSED:
return MusicState::PAUSED;
case JA_MUSIC_STOPPED:
case JA_MUSIC_INVALID:
case JA_MUSIC_DISABLED:
default:
return MusicState::STOPPED;
}
}
// Establece el volumen de los sonidos
void Audio::setSoundVolume(float sound_volume, Group group) const {
if (sound_enabled_) {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
const float CONVERTED_VOLUME = sound_volume * Options::audio.volume;
JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
}
}
// Establece el volumen de la música
void Audio::setMusicVolume(float music_volume) const {
if (music_enabled_) {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
const float CONVERTED_VOLUME = music_volume * Options::audio.volume;
JA_SetMusicVolume(CONVERTED_VOLUME);
}
}
// Aplica la configuración
void Audio::applySettings() {
enable(Options::audio.enabled);
}
// Establecer estado general
void Audio::enable(bool value) {
enabled_ = value;
setSoundVolume(enabled_ ? Options::audio.sound.volume : MIN_VOLUME);
setMusicVolume(enabled_ ? Options::audio.music.volume : MIN_VOLUME);
}
// Inicializa SDL Audio
void Audio::initSDLAudio() {
if (!SDL_Init(SDL_INIT_AUDIO)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
} else {
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
enable(Options::audio.enabled);
std::cout << "\n** AUDIO SYSTEM **\n";
std::cout << "Audio system initialized successfully\n";
}
}

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@@ -0,0 +1,97 @@
#pragma once
#include <string> // Para string
#include <utility> // Para move
// --- Clase Audio: gestor de audio (singleton) ---
class Audio {
public:
// --- Enums ---
enum class Group : int {
ALL = -1, // Todos los grupos
GAME = 0, // Sonidos del juego
INTERFACE = 1 // Sonidos de la interfaz
};
enum class MusicState {
PLAYING, // Reproduciendo música
PAUSED, // Música pausada
STOPPED, // Música detenida
};
// --- Constantes ---
static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo
static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo
static constexpr int FREQUENCY = 48000; // Frecuencia de audio
// --- Singleton ---
static void init(); // Inicializa el objeto Audio
static void destroy(); // Libera el objeto Audio
static auto get() -> Audio*; // Obtiene el puntero al objeto Audio
Audio(const Audio&) = delete; // Evitar copia
auto operator=(const Audio&) -> Audio& = delete; // Evitar asignación
static void update(); // Actualización del sistema de audio
// --- Control de música ---
void playMusic(const std::string& name, int loop = -1); // Reproducir música en bucle
void pauseMusic(); // Pausar reproducción de música
void resumeMusic(); // Continua la música pausada
void stopMusic(); // Detener completamente la música
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
// --- Control de sonidos ---
void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual por nombre
void playSound(struct JA_Sound_t* sound, Group group = Group::GAME) const; // Reproducir sonido puntual por puntero
void stopAllSounds() const; // Detener todos los sonidos
// --- Control de volumen ---
void setSoundVolume(float volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
void setMusicVolume(float volume) const; // Ajustar volumen de música
// --- Configuración general ---
void enable(bool value); // Establecer estado general
void toggleEnabled() { enabled_ = !enabled_; } // Alternar estado general
void applySettings(); // Aplica la configuración
// --- Configuración de sonidos ---
void enableSound() { sound_enabled_ = true; } // Habilitar sonidos
void disableSound() { sound_enabled_ = false; } // Deshabilitar sonidos
void enableSound(bool value) { sound_enabled_ = value; } // Establecer estado de sonidos
void toggleSound() { sound_enabled_ = !sound_enabled_; } // Alternar estado de sonidos
// --- Configuración de música ---
void enableMusic() { music_enabled_ = true; } // Habilitar música
void disableMusic() { music_enabled_ = false; } // Deshabilitar música
void enableMusic(bool value) { music_enabled_ = value; } // Establecer estado de música
void toggleMusic() { music_enabled_ = !music_enabled_; } // Alternar estado de música
// --- Consultas de estado ---
[[nodiscard]] auto isEnabled() const -> bool { return enabled_; }
[[nodiscard]] auto isSoundEnabled() const -> bool { return sound_enabled_; }
[[nodiscard]] auto isMusicEnabled() const -> bool { return music_enabled_; }
[[nodiscard]] auto getMusicState() const -> MusicState { return music_.state; }
[[nodiscard]] static auto getRealMusicState() -> MusicState;
[[nodiscard]] auto getCurrentMusicName() const -> const std::string& { return music_.name; }
private:
// --- Tipos anidados ---
struct Music {
MusicState state{MusicState::STOPPED}; // Estado actual de la música
std::string name; // Última pista de música reproducida
bool loop{false}; // Indica si se reproduce en bucle
};
// --- Métodos ---
Audio(); // Constructor privado
~Audio(); // Destructor privado
void initSDLAudio(); // Inicializa SDL Audio
// --- Variables miembro ---
static Audio* instance; // Instancia única de Audio
Music music_; // Estado de la música
bool enabled_{true}; // Estado general del audio
bool sound_enabled_{true}; // Estado de los efectos de sonido
bool music_enabled_{true}; // Estado de la música
};

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@@ -0,0 +1,118 @@
// audio_cache.cpp - Implementació del caché de sons i música
// © 2025 Port a C++20 amb SDL3
#include "core/audio/audio_cache.hpp"
#include <iostream>
// Inicialització de variables estàtiques
std::unordered_map<std::string, JA_Sound_t*> AudioCache::sounds_;
std::unordered_map<std::string, JA_Music_t*> AudioCache::musics_;
std::string AudioCache::sounds_base_path_ = "data/sounds/";
std::string AudioCache::music_base_path_ = "data/music/";
JA_Sound_t* AudioCache::getSound(const std::string& name) {
// Cache hit
auto it = sounds_.find(name);
if (it != sounds_.end()) {
std::cout << "[AudioCache] Sound cache hit: " << name << std::endl;
return it->second;
}
// Cache miss - cargar archivo
std::string fullpath = resolveSoundPath(name);
JA_Sound_t* sound = JA_LoadSound(fullpath.c_str());
if (sound == nullptr) {
std::cerr << "[AudioCache] Error: no s'ha pogut carregar " << fullpath
<< std::endl;
return nullptr;
}
std::cout << "[AudioCache] Sound loaded: " << name << std::endl;
sounds_[name] = sound;
return sound;
}
JA_Music_t* AudioCache::getMusic(const std::string& name) {
// Cache hit
auto it = musics_.find(name);
if (it != musics_.end()) {
std::cout << "[AudioCache] Music cache hit: " << name << std::endl;
return it->second;
}
// Cache miss - cargar archivo
std::string fullpath = resolveMusicPath(name);
JA_Music_t* music = JA_LoadMusic(fullpath.c_str());
if (music == nullptr) {
std::cerr << "[AudioCache] Error: no s'ha pogut carregar " << fullpath
<< std::endl;
return nullptr;
}
std::cout << "[AudioCache] Music loaded: " << name << std::endl;
musics_[name] = music;
return music;
}
void AudioCache::clear() {
std::cout << "[AudioCache] Clearing cache (" << sounds_.size() << " sounds, "
<< musics_.size() << " music)" << std::endl;
// Liberar memoria de sonidos
for (auto& [name, sound] : sounds_) {
if (sound && sound->buffer) {
SDL_free(sound->buffer);
}
delete sound;
}
sounds_.clear();
// Liberar memoria de música
for (auto& [name, music] : musics_) {
if (music && music->buffer) {
SDL_free(music->buffer);
}
if (music && music->filename) {
free(music->filename);
}
delete music;
}
musics_.clear();
}
size_t AudioCache::getSoundCacheSize() { return sounds_.size(); }
size_t AudioCache::getMusicCacheSize() { return musics_.size(); }
std::string AudioCache::resolveSoundPath(const std::string& name) {
// Si es un path absoluto (comienza con '/'), usarlo directamente
if (!name.empty() && name[0] == '/') {
return name;
}
// Si ya contiene el prefix base_path, usarlo directamente
if (name.find(sounds_base_path_) == 0) {
return name;
}
// Caso contrario, añadir base_path
return sounds_base_path_ + name;
}
std::string AudioCache::resolveMusicPath(const std::string& name) {
// Si es un path absoluto (comienza con '/'), usarlo directamente
if (!name.empty() && name[0] == '/') {
return name;
}
// Si ya contiene el prefix base_path, usarlo directamente
if (name.find(music_base_path_) == 0) {
return name;
}
// Caso contrario, añadir base_path
return music_base_path_ + name;
}

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@@ -0,0 +1,42 @@
// audio_cache.hpp - Caché simplificado de sonidos y música
// © 2025 Port a C++20 amb SDL3
#pragma once
#include <string>
#include <unordered_map>
#include "core/audio/jail_audio.hpp"
// Caché estático de sonidos y música
// Patrón inspirado en Graphics::ShapeLoader
class AudioCache {
public:
// No instanciable (todo estático)
AudioCache() = delete;
// Obtener sonido (carga bajo demanda)
// Retorna puntero (nullptr si error)
static JA_Sound_t* getSound(const std::string& name);
// Obtener música (carga bajo demanda)
// Retorna puntero (nullptr si error)
static JA_Music_t* getMusic(const std::string& name);
// Limpiar caché (útil para debug/recarga)
static void clear();
// Estadísticas (debug)
static size_t getSoundCacheSize();
static size_t getMusicCacheSize();
private:
static std::unordered_map<std::string, JA_Sound_t*> sounds_;
static std::unordered_map<std::string, JA_Music_t*> musics_;
static std::string sounds_base_path_; // "data/sounds/"
static std::string music_base_path_; // "data/music/"
// Helpers privados
static std::string resolveSoundPath(const std::string& name);
static std::string resolveMusicPath(const std::string& name);
};

View File

@@ -0,0 +1,482 @@
#pragma once
// --- Includes ---
#include <SDL3/SDL.h>
#include <stdint.h> // Para uint32_t, uint8_t
#include <stdio.h> // Para NULL, fseek, printf, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> // Para free, malloc
#include <string.h> // Para strcpy, strlen
#define STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h" // Para stb_vorbis_decode_memory
// --- Public Enums ---
enum JA_Channel_state { JA_CHANNEL_INVALID,
JA_CHANNEL_FREE,
JA_CHANNEL_PLAYING,
JA_CHANNEL_PAUSED,
JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID,
JA_MUSIC_PLAYING,
JA_MUSIC_PAUSED,
JA_MUSIC_STOPPED,
JA_MUSIC_DISABLED };
// --- Struct Definitions ---
#define JA_MAX_SIMULTANEOUS_CHANNELS 20
#define JA_MAX_GROUPS 2
struct JA_Sound_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8* buffer{NULL};
};
struct JA_Channel_t {
JA_Sound_t* sound{nullptr};
int pos{0};
int times{0};
int group{0};
SDL_AudioStream* stream{nullptr};
JA_Channel_state state{JA_CHANNEL_FREE};
};
struct JA_Music_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8* buffer{nullptr};
char* filename{nullptr};
int pos{0};
int times{0};
SDL_AudioStream* stream{nullptr};
JA_Music_state state{JA_MUSIC_INVALID};
};
// --- Internal Global State ---
// Marcado 'inline' (C++17) para asegurar una única instancia.
inline JA_Music_t* current_music{nullptr};
inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
inline SDL_AudioSpec JA_audioSpec{SDL_AUDIO_S16, 2, 48000};
inline float JA_musicVolume{1.0f};
inline float JA_soundVolume[JA_MAX_GROUPS];
inline bool JA_musicEnabled{true};
inline bool JA_soundEnabled{true};
inline SDL_AudioDeviceID sdlAudioDevice{0};
inline bool fading{false};
inline int fade_start_time{0};
inline int fade_duration{0};
inline float fade_initial_volume{0.0f}; // Corregido de 'int' a 'float'
// --- Forward Declarations ---
inline void JA_StopMusic();
inline void JA_StopChannel(const int channel);
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
// --- Core Functions ---
inline void JA_Update() {
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
if (fading) {
int time = SDL_GetTicks();
if (time > (fade_start_time + fade_duration)) {
fading = false;
JA_StopMusic();
return;
} else {
const int time_passed = time - fade_start_time;
const float percent = (float)time_passed / (float)fade_duration;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * (1.0 - percent));
}
}
if (current_music->times != 0) {
if ((Uint32)SDL_GetAudioStreamAvailable(current_music->stream) < (current_music->length / 2)) {
SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length);
}
if (current_music->times > 0) current_music->times--;
} else {
if (SDL_GetAudioStreamAvailable(current_music->stream) == 0) JA_StopMusic();
}
}
if (JA_soundEnabled) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
if (channels[i].state == JA_CHANNEL_PLAYING) {
if (channels[i].times != 0) {
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2)) {
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer, channels[i].sound->length);
if (channels[i].times > 0) channels[i].times--;
}
} else {
if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0) JA_StopChannel(i);
}
}
}
}
inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) {
#ifdef _DEBUG
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
#endif
JA_audioSpec = {format, num_channels, freq};
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
if (sdlAudioDevice == 0) SDL_Log("Failed to initialize SDL audio!");
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
}
inline void JA_Quit() {
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
sdlAudioDevice = 0;
}
// --- Music Functions ---
inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
JA_Music_t* music = new JA_Music_t();
int chan, samplerate;
short* output;
music->length = stb_vorbis_decode_memory(buffer, length, &chan, &samplerate, &output) * chan * 2;
music->spec.channels = chan;
music->spec.freq = samplerate;
music->spec.format = SDL_AUDIO_S16;
music->buffer = static_cast<Uint8*>(SDL_malloc(music->length));
SDL_memcpy(music->buffer, output, music->length);
free(output);
music->pos = 0;
music->state = JA_MUSIC_STOPPED;
return music;
}
inline JA_Music_t* JA_LoadMusic(const char* filename) {
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE* f = fopen(filename, "rb");
if (!f) return NULL; // Añadida comprobación de apertura
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
auto* buffer = static_cast<Uint8*>(malloc(fsize + 1));
if (!buffer) { // Añadida comprobación de malloc
fclose(f);
return NULL;
}
if (fread(buffer, fsize, 1, f) != 1) {
fclose(f);
free(buffer);
return NULL;
}
fclose(f);
JA_Music_t* music = JA_LoadMusic(buffer, fsize);
if (music) { // Comprobar que JA_LoadMusic tuvo éxito
music->filename = static_cast<char*>(malloc(strlen(filename) + 1));
if (music->filename) {
strcpy(music->filename, filename);
}
}
free(buffer);
return music;
}
inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
if (!JA_musicEnabled || !music) return; // Añadida comprobación de music
JA_StopMusic();
current_music = music;
current_music->pos = 0;
current_music->state = JA_MUSIC_PLAYING;
current_music->times = loop;
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) { // Comprobar creación de stream
SDL_Log("Failed to create audio stream!");
current_music->state = JA_MUSIC_STOPPED;
return;
}
if (!SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length)) printf("[ERROR] SDL_PutAudioStreamData failed!\n");
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
}
inline char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
if (!music) music = current_music;
if (!music) return nullptr; // Añadida comprobación
return music->filename;
}
inline void JA_PauseMusic() {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return; // Comprobación mejorada
current_music->state = JA_MUSIC_PAUSED;
SDL_UnbindAudioStream(current_music->stream);
}
inline void JA_ResumeMusic() {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PAUSED) return; // Comprobación mejorada
current_music->state = JA_MUSIC_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
}
inline void JA_StopMusic() {
if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
if (current_music->stream) {
SDL_DestroyAudioStream(current_music->stream);
current_music->stream = nullptr;
}
// No liberamos filename aquí, se debería liberar en JA_DeleteMusic
}
inline void JA_FadeOutMusic(const int milliseconds) {
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
fading = true;
fade_start_time = SDL_GetTicks();
fade_duration = milliseconds;
fade_initial_volume = JA_musicVolume;
}
inline JA_Music_state JA_GetMusicState() {
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
if (!current_music) return JA_MUSIC_INVALID;
return current_music->state;
}
inline void JA_DeleteMusic(JA_Music_t* music) {
if (!music) return;
if (current_music == music) {
JA_StopMusic();
current_music = nullptr;
}
SDL_free(music->buffer);
if (music->stream) SDL_DestroyAudioStream(music->stream);
free(music->filename); // filename se libera aquí
delete music;
}
inline float JA_SetMusicVolume(float volume) {
JA_musicVolume = SDL_clamp(volume, 0.0f, 1.0f);
if (current_music && current_music->stream) {
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
}
return JA_musicVolume;
}
inline void JA_SetMusicPosition(float value) {
if (!current_music) return;
current_music->pos = value * current_music->spec.freq;
// Nota: Esta implementación de 'pos' no parece usarse en JA_Update para
// el streaming. El streaming siempre parece empezar desde el principio.
}
inline float JA_GetMusicPosition() {
if (!current_music) return 0;
return float(current_music->pos) / float(current_music->spec.freq);
// Nota: Ver `JA_SetMusicPosition`
}
inline void JA_EnableMusic(const bool value) {
if (!value && current_music && (current_music->state == JA_MUSIC_PLAYING)) JA_StopMusic();
JA_musicEnabled = value;
}
// --- Sound Functions ---
inline JA_Sound_t* JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t* sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
// Nota: spec se queda con los valores por defecto.
return sound;
}
inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
JA_Sound_t* sound = new JA_Sound_t();
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &sound->buffer, &sound->length)) {
SDL_Log("Failed to load WAV from memory: %s", SDL_GetError());
delete sound;
return nullptr;
}
return sound;
}
inline JA_Sound_t* JA_LoadSound(const char* filename) {
JA_Sound_t* sound = new JA_Sound_t();
if (!SDL_LoadWAV(filename, &sound->spec, &sound->buffer, &sound->length)) {
SDL_Log("Failed to load WAV file: %s", SDL_GetError());
delete sound;
return nullptr;
}
return sound;
}
inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) {
if (!JA_soundEnabled || !sound) return -1;
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) {
// No hay canal libre, reemplazamos el primero
channel = 0;
}
return JA_PlaySoundOnChannel(sound, channel, loop, group);
}
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop, const int group) {
if (!JA_soundEnabled || !sound) return -1;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
JA_StopChannel(channel); // Detiene y limpia el canal si estaba en uso
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].group = group; // Asignar grupo
channels[channel].state = JA_CHANNEL_PLAYING;
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
if (!channels[channel].stream) {
SDL_Log("Failed to create audio stream for sound!");
channels[channel].state = JA_CHANNEL_FREE;
return -1;
}
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer, channels[channel].sound->length);
SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]);
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
return channel;
}
inline void JA_DeleteSound(JA_Sound_t* sound) {
if (!sound) return;
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
}
SDL_free(sound->buffer);
delete sound;
}
inline void JA_PauseChannel(const int channel) {
if (!JA_soundEnabled) return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
if (channels[i].state == JA_CHANNEL_PLAYING) {
channels[i].state = JA_CHANNEL_PAUSED;
SDL_UnbindAudioStream(channels[i].stream);
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state == JA_CHANNEL_PLAYING) {
channels[channel].state = JA_CHANNEL_PAUSED;
SDL_UnbindAudioStream(channels[channel].stream);
}
}
}
inline void JA_ResumeChannel(const int channel) {
if (!JA_soundEnabled) return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
if (channels[i].state == JA_CHANNEL_PAUSED) {
channels[i].state = JA_CHANNEL_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, channels[i].stream);
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state == JA_CHANNEL_PAUSED) {
channels[channel].state = JA_CHANNEL_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
}
}
}
inline void JA_StopChannel(const int channel) {
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state != JA_CHANNEL_FREE) {
if (channels[i].stream) SDL_DestroyAudioStream(channels[i].stream);
channels[i].stream = nullptr;
channels[i].state = JA_CHANNEL_FREE;
channels[i].pos = 0;
channels[i].sound = NULL;
}
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state != JA_CHANNEL_FREE) {
if (channels[channel].stream) SDL_DestroyAudioStream(channels[channel].stream);
channels[channel].stream = nullptr;
channels[channel].state = JA_CHANNEL_FREE;
channels[channel].pos = 0;
channels[channel].sound = NULL;
}
}
}
inline JA_Channel_state JA_GetChannelState(const int channel) {
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
return channels[channel].state;
}
inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para todos los grupos
{
const float v = SDL_clamp(volume, 0.0f, 1.0f);
if (group == -1) {
for (int i = 0; i < JA_MAX_GROUPS; ++i) {
JA_soundVolume[i] = v;
}
} else if (group >= 0 && group < JA_MAX_GROUPS) {
JA_soundVolume[group] = v;
} else {
return v; // Grupo inválido
}
// Aplicar volumen a canales activos
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) {
if (group == -1 || channels[i].group == group) {
if (channels[i].stream) {
SDL_SetAudioStreamGain(channels[i].stream, JA_soundVolume[channels[i].group]);
}
}
}
}
return v;
}
inline void JA_EnableSound(const bool value) {
if (!value) {
JA_StopChannel(-1); // Detener todos los canales
}
JA_soundEnabled = value;
}
inline float JA_SetVolume(float volume) {
float v = JA_SetMusicVolume(volume);
JA_SetSoundVolume(v, -1); // Aplicar a todos los grupos de sonido
return v;
}

167
source/core/defaults.hpp Normal file
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#pragma once
#include <SDL3/SDL.h>
#include <cstdint>
namespace Defaults {
// Configuración de ventana
namespace Window {
constexpr int WIDTH = 640;
constexpr int HEIGHT = 480;
constexpr int MIN_WIDTH = 320; // Mínimo: mitad del original
constexpr int MIN_HEIGHT = 240;
// Zoom system
constexpr float BASE_ZOOM = 1.0f; // 640x480 baseline
constexpr float MIN_ZOOM = 0.5f; // 320x240 minimum
constexpr float ZOOM_INCREMENT = 0.1f; // 10% steps (F1/F2)
} // namespace Window
// Dimensions base del joc (coordenades lògiques)
namespace Game {
constexpr int WIDTH = 640;
constexpr int HEIGHT = 480;
} // namespace Game
// Zones del joc (SDL_FRect amb càlculs automàtics)
namespace Zones {
// --- CONFIGURACIÓ DE PORCENTATGES ---
// Basats en valors originals 640x480
// Ajusta estos valors per canviar proporcions
constexpr float PLAYAREA_MARGIN_HORIZONTAL_PERCENT = 10.0f / Game::WIDTH;
constexpr float PLAYAREA_MARGIN_VERTICAL_PERCENT = 10.0f / Game::HEIGHT;
constexpr float SCOREBOARD_HEIGHT_PERCENT = 48.0f / Game::HEIGHT;
// --- CÀLCULS AUTOMÀTICS ---
// Estos valors es recalculen si canvien Game::WIDTH o Game::HEIGHT
constexpr float PLAYAREA_MARGIN_H =
Game::WIDTH * PLAYAREA_MARGIN_HORIZONTAL_PERCENT;
constexpr float PLAYAREA_MARGIN_V =
Game::HEIGHT * PLAYAREA_MARGIN_VERTICAL_PERCENT;
constexpr float SCOREBOARD_H = Game::HEIGHT * SCOREBOARD_HEIGHT_PERCENT;
// --- ZONES FINALS (SDL_FRect) ---
// Zona de joc principal
// Ocupa: tot menys marges (dalt, esq, dret) i scoreboard (baix)
constexpr SDL_FRect PLAYAREA = {
PLAYAREA_MARGIN_H, // x = 10.0
PLAYAREA_MARGIN_V, // y = 10.0
Game::WIDTH - 2.0f * PLAYAREA_MARGIN_H, // width = 620.0
Game::HEIGHT - PLAYAREA_MARGIN_V - SCOREBOARD_H // height = 406.0
};
// Zona de marcador
// Ocupa: tot l'ample, 64px d'alçada en la part inferior
constexpr SDL_FRect SCOREBOARD = {
0.0f, // x = 0.0
Game::HEIGHT - SCOREBOARD_H, // y = 416.0
static_cast<float>(Game::WIDTH), // width = 640.0
SCOREBOARD_H // height = 64.0
};
} // namespace Zones
// Objetos del juego
namespace Entities {
constexpr int MAX_ORNIS = 15;
constexpr int MAX_BALES = 3;
constexpr int MAX_IPUNTS = 30;
constexpr float SHIP_RADIUS = 12.0f;
constexpr float ENEMY_RADIUS = 20.0f;
constexpr float BULLET_RADIUS = 5.0f;
} // namespace Entities
// Física (valores actuales del juego, sincronizados con joc_asteroides.cpp)
namespace Physics {
constexpr float ROTATION_SPEED = 3.14f; // rad/s (~180°/s)
constexpr float ACCELERATION = 400.0f; // px/s²
constexpr float MAX_VELOCITY = 120.0f; // px/s
constexpr float FRICTION = 20.0f; // px/s²
constexpr float ENEMY_SPEED = 2.0f; // unidades/frame
constexpr float BULLET_SPEED = 6.0f; // unidades/frame
constexpr float VELOCITY_SCALE = 20.0f; // factor conversión frame→tiempo
// Explosions (debris physics)
namespace Debris {
constexpr float VELOCITAT_BASE = 80.0f; // Velocitat inicial (px/s)
constexpr float VARIACIO_VELOCITAT = 40.0f; // ±variació aleatòria (px/s)
constexpr float ACCELERACIO = -60.0f; // Fricció/desacceleració (px/s²)
constexpr float ROTACIO_MIN = 0.1f; // Rotació mínima (rad/s ~5.7°/s)
constexpr float ROTACIO_MAX = 0.3f; // Rotació màxima (rad/s ~17.2°/s)
constexpr float TEMPS_VIDA = 2.0f; // Duració màxima (segons)
constexpr float SHRINK_RATE = 0.5f; // Reducció de mida (factor/s)
} // namespace Debris
} // namespace Physics
// Matemáticas
namespace Math {
constexpr float PI = 3.14159265359f;
} // namespace Math
// Colores (oscilación para efecto CRT)
namespace Color {
// Frecuencia de oscilación
constexpr float FREQUENCY = 6.0f; // 1 Hz (1 ciclo/segundo)
// Color de líneas (efecto fósforo verde CRT)
constexpr uint8_t LINE_MIN_R = 100; // Verde oscuro
constexpr uint8_t LINE_MIN_G = 200;
constexpr uint8_t LINE_MIN_B = 100;
constexpr uint8_t LINE_MAX_R = 100; // Verde brillante
constexpr uint8_t LINE_MAX_G = 255;
constexpr uint8_t LINE_MAX_B = 100;
// Color de fondo (pulso sutil verde oscuro)
constexpr uint8_t BACKGROUND_MIN_R = 0; // Negro
constexpr uint8_t BACKGROUND_MIN_G = 5;
constexpr uint8_t BACKGROUND_MIN_B = 0;
constexpr uint8_t BACKGROUND_MAX_R = 0; // Verde muy oscuro
constexpr uint8_t BACKGROUND_MAX_G = 15;
constexpr uint8_t BACKGROUND_MAX_B = 0;
} // namespace Color
// Brillantor (control de intensitat per cada tipus d'entitat)
namespace Brightness {
// Brillantor estàtica per entitats de joc (0.0-1.0)
constexpr float NAU = 1.0f; // Màxima visibilitat (jugador)
constexpr float ENEMIC = 0.7f; // 30% més tènue (destaca menys)
constexpr float BALA = 0.9f; // Destacada però menys que nau
// Starfield: gradient segons distància al centre
// distancia_centre: 0.0 (centre) → 1.0 (vora pantalla)
// brightness = MIN + (MAX - MIN) * distancia_centre
constexpr float STARFIELD_MIN = 0.3f; // Estrelles llunyanes (prop del centre)
constexpr float STARFIELD_MAX = 0.8f; // Estrelles properes (vora pantalla)
} // namespace Brightness
// Renderització (V-Sync i altres opcions de render)
namespace Rendering {
constexpr int VSYNC_DEFAULT = 1; // 0=disabled, 1=enabled
} // namespace Rendering
// Audio (sistema de so i música)
namespace Audio {
constexpr float VOLUME = 1.0F; // Volumen maestro (0.0 a 1.0)
constexpr bool ENABLED = true; // Audio habilitado por defecto
} // namespace Audio
// Música (pistas de fondo)
namespace Music {
constexpr float VOLUME = 0.8F; // Volumen música
constexpr bool ENABLED = true; // Música habilitada
constexpr const char* GAME_TRACK = "game.ogg"; // Pista de juego
constexpr int FADE_DURATION_MS = 1000; // Fade out duration
} // namespace Music
// Efectes de so (sons puntuals)
namespace Sound {
constexpr float VOLUME = 1.0F; // Volumen efectos
constexpr bool ENABLED = true; // Sonidos habilitados
constexpr const char* EXPLOSION = "explosion.wav"; // Explosión
constexpr const char* LASER = "laser_shoot.wav"; // Disparo
} // namespace Sound
} // namespace Defaults

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// shape.cpp - Implementació del sistema de formes vectorials
// © 2025 Port a C++20 amb SDL3
#include "core/graphics/shape.hpp"
#include <algorithm>
#include <fstream>
#include <iostream>
#include <sstream>
namespace Graphics {
Shape::Shape(const std::string& filepath)
: centre_({0.0f, 0.0f}),
escala_defecte_(1.0f),
nom_("unnamed") {
carregar(filepath);
}
bool Shape::carregar(const std::string& filepath) {
// Llegir fitxer
std::ifstream file(filepath);
if (!file.is_open()) {
std::cerr << "[Shape] Error: no es pot obrir " << filepath << std::endl;
return false;
}
// Llegir tot el contingut
std::stringstream buffer;
buffer << file.rdbuf();
std::string contingut = buffer.str();
file.close();
// Parsejar
return parsejar_fitxer(contingut);
}
bool Shape::parsejar_fitxer(const std::string& contingut) {
std::istringstream iss(contingut);
std::string line;
while (std::getline(iss, line)) {
// Trim whitespace
line = trim(line);
// Skip comments and blanks
if (line.empty() || line[0] == '#')
continue;
// Parse command
if (starts_with(line, "name:")) {
nom_ = trim(extract_value(line));
} else if (starts_with(line, "scale:")) {
try {
escala_defecte_ = std::stof(extract_value(line));
} catch (...) {
std::cerr << "[Shape] Warning: escala invàlida, usant 1.0" << std::endl;
escala_defecte_ = 1.0f;
}
} else if (starts_with(line, "center:")) {
parse_center(extract_value(line));
} else if (starts_with(line, "polyline:")) {
auto points = parse_points(extract_value(line));
if (points.size() >= 2) {
primitives_.push_back({PrimitiveType::POLYLINE, points});
} else {
std::cerr << "[Shape] Warning: polyline amb menys de 2 punts ignorada"
<< std::endl;
}
} else if (starts_with(line, "line:")) {
auto points = parse_points(extract_value(line));
if (points.size() == 2) {
primitives_.push_back({PrimitiveType::LINE, points});
} else {
std::cerr << "[Shape] Warning: line ha de tenir exactament 2 punts"
<< std::endl;
}
}
// Comandes desconegudes ignorades silenciosament
}
if (primitives_.empty()) {
std::cerr << "[Shape] Error: cap primitiva carregada" << std::endl;
return false;
}
return true;
}
// Helper: trim whitespace
std::string Shape::trim(const std::string& str) const {
const char* whitespace = " \t\n\r";
size_t start = str.find_first_not_of(whitespace);
if (start == std::string::npos)
return "";
size_t end = str.find_last_not_of(whitespace);
return str.substr(start, end - start + 1);
}
// Helper: starts_with
bool Shape::starts_with(const std::string& str,
const std::string& prefix) const {
if (str.length() < prefix.length())
return false;
return str.compare(0, prefix.length(), prefix) == 0;
}
// Helper: extract value after ':'
std::string Shape::extract_value(const std::string& line) const {
size_t colon = line.find(':');
if (colon == std::string::npos)
return "";
return line.substr(colon + 1);
}
// Helper: parse center "x, y"
void Shape::parse_center(const std::string& value) {
std::string val = trim(value);
size_t comma = val.find(',');
if (comma != std::string::npos) {
try {
centre_.x = std::stof(trim(val.substr(0, comma)));
centre_.y = std::stof(trim(val.substr(comma + 1)));
} catch (...) {
std::cerr << "[Shape] Warning: centre invàlid, usant (0,0)" << std::endl;
centre_ = {0.0f, 0.0f};
}
}
}
// Helper: parse points "x1,y1 x2,y2 x3,y3"
std::vector<Punt> Shape::parse_points(const std::string& str) const {
std::vector<Punt> points;
std::istringstream iss(trim(str));
std::string pair;
while (iss >> pair) { // Whitespace-separated
size_t comma = pair.find(',');
if (comma != std::string::npos) {
try {
float x = std::stof(pair.substr(0, comma));
float y = std::stof(pair.substr(comma + 1));
points.push_back({x, y});
} catch (...) {
std::cerr << "[Shape] Warning: punt invàlid ignorat: " << pair
<< std::endl;
}
}
}
return points;
}
} // namespace Graphics

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// shape.hpp - Sistema de formes vectorials
// © 2025 Port a C++20 amb SDL3
#pragma once
#include <string>
#include <vector>
#include "core/types.hpp"
namespace Graphics {
// Tipus de primitiva dins d'una forma
enum class PrimitiveType {
POLYLINE, // Seqüència de punts connectats
LINE // Línia individual (2 punts)
};
// Primitiva individual (polyline o line)
struct ShapePrimitive {
PrimitiveType type;
std::vector<Punt> points; // 2+ punts per polyline, exactament 2 per line
};
// Classe Shape - representa una forma vectorial carregada des de .shp
class Shape {
public:
// Constructors
Shape() = default;
explicit Shape(const std::string& filepath);
// Carregar forma des de fitxer .shp
bool carregar(const std::string& filepath);
// Getters
const std::vector<ShapePrimitive>& get_primitives() const {
return primitives_;
}
const Punt& get_centre() const { return centre_; }
float get_escala_defecte() const { return escala_defecte_; }
bool es_valida() const { return !primitives_.empty(); }
// Info de depuració
std::string get_nom() const { return nom_; }
size_t get_num_primitives() const { return primitives_.size(); }
private:
std::vector<ShapePrimitive> primitives_;
Punt centre_; // Centre/origen de la forma
float escala_defecte_; // Escala per defecte (normalment 1.0)
std::string nom_; // Nom de la forma (per depuració)
// Parsejador del fitxer
bool parsejar_fitxer(const std::string& contingut);
// Helpers privats per parsejar
std::string trim(const std::string& str) const;
bool starts_with(const std::string& str, const std::string& prefix) const;
std::string extract_value(const std::string& line) const;
void parse_center(const std::string& value);
std::vector<Punt> parse_points(const std::string& str) const;
};
} // namespace Graphics

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// shape_loader.cpp - Implementació del carregador amb caché
// © 2025 Port a C++20 amb SDL3
#include "core/graphics/shape_loader.hpp"
#include <iostream>
namespace Graphics {
// Inicialització de variables estàtiques
std::unordered_map<std::string, std::shared_ptr<Shape>> ShapeLoader::cache_;
std::string ShapeLoader::base_path_ = "data/shapes/";
std::shared_ptr<Shape> ShapeLoader::load(const std::string& filename) {
// Check cache first
auto it = cache_.find(filename);
if (it != cache_.end()) {
std::cout << "[ShapeLoader] Cache hit: " << filename << std::endl;
return it->second; // Cache hit
}
// Resolve full path
std::string fullpath = resolve_path(filename);
// Create and load shape
auto shape = std::make_shared<Shape>();
if (!shape->carregar(fullpath)) {
std::cerr << "[ShapeLoader] Error: no s'ha pogut carregar " << filename
<< std::endl;
return nullptr;
}
// Verify shape is valid
if (!shape->es_valida()) {
std::cerr << "[ShapeLoader] Error: forma invàlida " << filename
<< std::endl;
return nullptr;
}
// Cache and return
std::cout << "[ShapeLoader] Carregat: " << filename << " ("
<< shape->get_nom() << ", " << shape->get_num_primitives()
<< " primitives)" << std::endl;
cache_[filename] = shape;
return shape;
}
void ShapeLoader::clear_cache() {
std::cout << "[ShapeLoader] Netejant caché (" << cache_.size() << " formes)"
<< std::endl;
cache_.clear();
}
size_t ShapeLoader::get_cache_size() { return cache_.size(); }
std::string ShapeLoader::resolve_path(const std::string& filename) {
// Si és un path absolut (comença amb '/'), usar-lo directament
if (!filename.empty() && filename[0] == '/') {
return filename;
}
// Si ja conté el prefix base_path, usar-lo directament
if (filename.find(base_path_) == 0) {
return filename;
}
// Altrament, afegir base_path (ara suporta subdirectoris)
return base_path_ + filename;
}
} // namespace Graphics

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// shape_loader.hpp - Carregador estàtic de formes amb caché
// © 2025 Port a C++20 amb SDL3
#pragma once
#include <memory>
#include <string>
#include <unordered_map>
#include "core/graphics/shape.hpp"
namespace Graphics {
// Carregador estàtic de formes amb caché
class ShapeLoader {
public:
// No instanciable (tot estàtic)
ShapeLoader() = delete;
// Carregar forma des de fitxer (amb caché)
// Retorna punter compartit (nullptr si error)
// Exemple: load("ship.shp") → busca a "data/shapes/ship.shp"
static std::shared_ptr<Shape> load(const std::string& filename);
// Netejar caché (útil per debug/recàrrega)
static void clear_cache();
// Estadístiques (debug)
static size_t get_cache_size();
private:
static std::unordered_map<std::string, std::shared_ptr<Shape>> cache_;
static std::string base_path_; // "data/shapes/"
// Helpers privats
static std::string resolve_path(const std::string& filename);
};
} // namespace Graphics

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// starfield.cpp - Implementació del sistema d'estrelles de fons
// © 2025 Orni Attack
#include "core/graphics/starfield.hpp"
#include <cmath>
#include <cstdlib>
#include <iostream>
#include "core/defaults.hpp"
#include "core/rendering/shape_renderer.hpp"
namespace Graphics {
// Constructor
Starfield::Starfield(SDL_Renderer* renderer,
const Punt& punt_fuga,
const SDL_FRect& area,
int densitat)
: renderer_(renderer)
, punt_fuga_(punt_fuga)
, area_(area)
, densitat_(densitat) {
// Carregar forma d'estrella
shape_estrella_ = std::make_shared<Shape>("data/shapes/star.shp");
if (!shape_estrella_->es_valida()) {
std::cerr << "ERROR: No s'ha pogut carregar data/shapes/star.shp" << std::endl;
return;
}
// Configurar 3 capes amb diferents velocitats i escales
// Capa 0: Fons llunyà (lenta, petita)
capes_.push_back({20.0f, 0.3f, 0.8f, densitat / 3});
// Capa 1: Profunditat mitjana
capes_.push_back({40.0f, 0.5f, 1.2f, densitat / 3});
// Capa 2: Primer pla (ràpida, gran)
capes_.push_back({80.0f, 0.8f, 2.0f, densitat / 3});
// Calcular radi màxim (distància del centre al racó més llunyà)
float dx = std::max(punt_fuga_.x, area_.w - punt_fuga_.x);
float dy = std::max(punt_fuga_.y, area_.h - punt_fuga_.y);
radi_max_ = std::sqrt(dx * dx + dy * dy);
// Inicialitzar estrelles amb posicions distribuïdes (pre-omplir pantalla)
for (int capa_idx = 0; capa_idx < 3; capa_idx++) {
int num = capes_[capa_idx].num_estrelles;
for (int i = 0; i < num; i++) {
Estrella estrella;
estrella.capa = capa_idx;
// Angle aleatori
estrella.angle = (static_cast<float>(rand()) / RAND_MAX) * 2.0f * Defaults::Math::PI;
// Distància aleatòria (0.0 a 1.0) per omplir tota la pantalla
estrella.distancia_centre = static_cast<float>(rand()) / RAND_MAX;
// Calcular posició des de la distància
float radi = estrella.distancia_centre * radi_max_;
estrella.posicio.x = punt_fuga_.x + radi * std::cos(estrella.angle);
estrella.posicio.y = punt_fuga_.y + radi * std::sin(estrella.angle);
estrelles_.push_back(estrella);
}
}
}
// Inicialitzar una estrella (nova o regenerada)
void Starfield::inicialitzar_estrella(Estrella& estrella) {
// Angle aleatori des del punt de fuga cap a fora
estrella.angle = (static_cast<float>(rand()) / RAND_MAX) * 2.0f * Defaults::Math::PI;
// Distància inicial petita (5% del radi màxim) - neix prop del centre
estrella.distancia_centre = 0.05f;
// Posició inicial: molt prop del punt de fuga
float radi = estrella.distancia_centre * radi_max_;
estrella.posicio.x = punt_fuga_.x + radi * std::cos(estrella.angle);
estrella.posicio.y = punt_fuga_.y + radi * std::sin(estrella.angle);
}
// Verificar si una estrella està fora de l'àrea
bool Starfield::fora_area(const Estrella& estrella) const {
return (estrella.posicio.x < area_.x ||
estrella.posicio.x > area_.x + area_.w ||
estrella.posicio.y < area_.y ||
estrella.posicio.y > area_.y + area_.h);
}
// Calcular escala dinàmica segons distància del centre
float Starfield::calcular_escala(const Estrella& estrella) const {
const CapaConfig& capa = capes_[estrella.capa];
// Interpolació lineal basada en distància del centre
// distancia_centre: 0.0 (centre) → 1.0 (vora)
return capa.escala_min +
(capa.escala_max - capa.escala_min) * estrella.distancia_centre;
}
// Calcular brightness dinàmica segons distància del centre
float Starfield::calcular_brightness(const Estrella& estrella) const {
// Interpolació lineal: estrelles properes (vora) més brillants
// distancia_centre: 0.0 (centre, llunyanes) → 1.0 (vora, properes)
return Defaults::Brightness::STARFIELD_MIN +
(Defaults::Brightness::STARFIELD_MAX - Defaults::Brightness::STARFIELD_MIN) *
estrella.distancia_centre;
}
// Actualitzar posicions de les estrelles
void Starfield::actualitzar(float delta_time) {
for (auto& estrella : estrelles_) {
// Obtenir configuració de la capa
const CapaConfig& capa = capes_[estrella.capa];
// Moure cap a fora des del centre
float velocitat = capa.velocitat_base;
float dx = velocitat * std::cos(estrella.angle) * delta_time;
float dy = velocitat * std::sin(estrella.angle) * delta_time;
estrella.posicio.x += dx;
estrella.posicio.y += dy;
// Actualitzar distància del centre
float dx_centre = estrella.posicio.x - punt_fuga_.x;
float dy_centre = estrella.posicio.y - punt_fuga_.y;
float dist_px = std::sqrt(dx_centre * dx_centre + dy_centre * dy_centre);
estrella.distancia_centre = dist_px / radi_max_;
// Si ha sortit de l'àrea, regenerar-la
if (fora_area(estrella)) {
inicialitzar_estrella(estrella);
}
}
}
// Dibuixar totes les estrelles
void Starfield::dibuixar() {
if (!shape_estrella_->es_valida()) {
return;
}
for (const auto& estrella : estrelles_) {
// Calcular escala i brightness dinàmicament
float escala = calcular_escala(estrella);
float brightness = calcular_brightness(estrella);
// Renderitzar estrella sense rotació
Rendering::render_shape(
renderer_,
shape_estrella_,
estrella.posicio,
0.0f, // angle (les estrelles no giren)
escala, // escala dinàmica
true, // dibuixar
1.0f, // progress (sempre visible)
brightness // brightness dinàmica
);
}
}
} // namespace Graphics

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// starfield.hpp - Sistema d'estrelles de fons amb efecte de profunditat
// © 2025 Orni Attack
#pragma once
#include <SDL3/SDL.h>
#include <memory>
#include <vector>
#include "core/graphics/shape.hpp"
#include "core/types.hpp"
namespace Graphics {
// Configuració per cada capa de profunditat
struct CapaConfig {
float velocitat_base; // Velocitat base d'aquesta capa (px/s)
float escala_min; // Escala mínima prop del centre
float escala_max; // Escala màxima al límit de pantalla
int num_estrelles; // Nombre d'estrelles en aquesta capa
};
// Classe Starfield - camp d'estrelles animat amb efecte de profunditat
class Starfield {
public:
// Constructor
// - renderer: SDL renderer
// - punt_fuga: punt d'origen/fuga des d'on surten les estrelles
// - area: rectangle on actuen les estrelles (SDL_FRect)
// - densitat: nombre total d'estrelles (es divideix entre capes)
Starfield(SDL_Renderer* renderer,
const Punt& punt_fuga,
const SDL_FRect& area,
int densitat = 150);
// Actualitzar posicions de les estrelles
void actualitzar(float delta_time);
// Dibuixar totes les estrelles
void dibuixar();
// Setters per ajustar paràmetres en temps real
void set_punt_fuga(const Punt& punt) { punt_fuga_ = punt; }
private:
// Estructura interna per cada estrella
struct Estrella {
Punt posicio; // Posició actual
float angle; // Angle de moviment (radians)
float distancia_centre; // Distància normalitzada del centre (0.0-1.0)
int capa; // Índex de capa (0=lluny, 1=mitjà, 2=prop)
};
// Inicialitzar una estrella (nova o regenerada)
void inicialitzar_estrella(Estrella& estrella);
// Verificar si una estrella està fora de l'àrea
bool fora_area(const Estrella& estrella) const;
// Calcular escala dinàmica segons distància del centre
float calcular_escala(const Estrella& estrella) const;
// Calcular brightness dinàmica segons distància del centre
float calcular_brightness(const Estrella& estrella) const;
// Dades
std::vector<Estrella> estrelles_;
std::vector<CapaConfig> capes_; // Configuració de les 3 capes
std::shared_ptr<Shape> shape_estrella_;
SDL_Renderer* renderer_;
// Configuració
Punt punt_fuga_; // Punt d'origen de les estrelles
SDL_FRect area_; // Àrea activa
float radi_max_; // Distància màxima del centre al límit de pantalla
int densitat_; // Nombre total d'estrelles
};
} // namespace Graphics

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// vector_text.cpp - Implementació del sistema de text vectorial
// © 2025 Port a C++20 amb SDL3
#include "core/graphics/vector_text.hpp"
#include <iostream>
#include "core/graphics/shape_loader.hpp"
#include "core/rendering/shape_renderer.hpp"
namespace Graphics {
// Constants per a mides base dels caràcters
constexpr float char_width = 20.0f; // Amplada base del caràcter
constexpr float char_height = 40.0f; // Altura base del caràcter
VectorText::VectorText(SDL_Renderer* renderer)
: renderer_(renderer) {
load_charset();
}
void VectorText::load_charset() {
// Cargar dígitos 0-9
for (char c = '0'; c <= '9'; c++) {
std::string filename = get_shape_filename(c);
auto shape = ShapeLoader::load(filename);
if (shape && shape->es_valida()) {
chars_[c] = shape;
} else {
std::cerr << "[VectorText] Warning: no s'ha pogut carregar " << filename
<< std::endl;
}
}
// Cargar lletres A-Z (majúscules)
for (char c = 'A'; c <= 'Z'; c++) {
std::string filename = get_shape_filename(c);
auto shape = ShapeLoader::load(filename);
if (shape && shape->es_valida()) {
chars_[c] = shape;
} else {
std::cerr << "[VectorText] Warning: no s'ha pogut carregar " << filename
<< std::endl;
}
}
// Cargar símbolos
const std::string symbols[] = {".", ",", "-", ":", "!", "?"};
for (const auto& sym : symbols) {
char c = sym[0];
std::string filename = get_shape_filename(c);
auto shape = ShapeLoader::load(filename);
if (shape && shape->es_valida()) {
chars_[c] = shape;
} else {
std::cerr << "[VectorText] Warning: no s'ha pogut carregar " << filename
<< std::endl;
}
}
// Cargar símbolo de copyright (©) - UTF-8 U+00A9
// Usem el segon byte (0xA9) com a key interna
{
char c = '\xA9'; // 169 decimal
std::string filename = "font/char_copyright.shp";
auto shape = ShapeLoader::load(filename);
if (shape && shape->es_valida()) {
chars_[c] = shape;
} else {
std::cerr << "[VectorText] Warning: no s'ha pogut carregar " << filename
<< std::endl;
}
}
std::cout << "[VectorText] Carregats " << chars_.size() << " caràcters"
<< std::endl;
}
std::string VectorText::get_shape_filename(char c) const {
// Mapeo carácter → nombre de archivo (amb prefix "font/")
switch (c) {
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
return std::string("font/char_") + c + ".shp";
// Lletres majúscules A-Z
case 'A':
case 'B':
case 'C':
case 'D':
case 'E':
case 'F':
case 'G':
case 'H':
case 'I':
case 'J':
case 'K':
case 'L':
case 'M':
case 'N':
case 'O':
case 'P':
case 'Q':
case 'R':
case 'S':
case 'T':
case 'U':
case 'V':
case 'W':
case 'X':
case 'Y':
case 'Z':
return std::string("font/char_") + c + ".shp";
// Lletres minúscules a-z (convertir a majúscules)
case 'a':
case 'b':
case 'c':
case 'd':
case 'e':
case 'f':
case 'g':
case 'h':
case 'i':
case 'j':
case 'k':
case 'l':
case 'm':
case 'n':
case 'o':
case 'p':
case 'q':
case 'r':
case 's':
case 't':
case 'u':
case 'v':
case 'w':
case 'x':
case 'y':
case 'z':
return std::string("font/char_") + char(c - 32) + ".shp";
// Símbols
case '.':
return "font/char_dot.shp";
case ',':
return "font/char_comma.shp";
case '-':
return "font/char_minus.shp";
case ':':
return "font/char_colon.shp";
case '!':
return "font/char_exclamation.shp";
case '?':
return "font/char_question.shp";
case ' ':
return ""; // Espai es maneja sense carregar shape
case '\xA9': // Copyright symbol (©) - UTF-8 U+00A9
return "font/char_copyright.shp";
default:
return ""; // Caràcter no suportat
}
}
bool VectorText::is_supported(char c) const {
return chars_.find(c) != chars_.end();
}
void VectorText::render(const std::string& text, const Punt& posicio, float escala, float spacing) {
if (!renderer_) {
return;
}
// Ancho de un carácter base (20 px a escala 1.0)
const float char_width_scaled = char_width * escala;
// Spacing escalado
const float spacing_scaled = spacing * escala;
// Altura de un carácter escalado (necesario para ajustar Y)
const float char_height_scaled = char_height * escala;
// Posición actual del centro del carácter (ajustada desde esquina superior
// izquierda)
float current_x = posicio.x;
// Iterar sobre cada byte del string (con detecció UTF-8)
for (size_t i = 0; i < text.length(); i++) {
unsigned char c = static_cast<unsigned char>(text[i]);
// Detectar copyright UTF-8 (0xC2 0xA9)
if (c == 0xC2 && i + 1 < text.length() &&
static_cast<unsigned char>(text[i + 1]) == 0xA9) {
c = 0xA9; // Usar segon byte com a key
i++; // Saltar el següent byte
}
// Manejar espacios (avanzar sin dibujar)
if (c == ' ') {
current_x += char_width_scaled + spacing_scaled;
continue;
}
// Verificar si el carácter está soportado
auto it = chars_.find(c);
if (it != chars_.end()) {
// Renderizar carácter
// Ajustar Y para que posicio represente esquina superior izquierda
// (render_shape espera el centro, así que sumamos la mitad de la altura)
Punt char_pos = {current_x, posicio.y + char_height_scaled / 2.0f};
Rendering::render_shape(renderer_, it->second, char_pos, 0.0f, escala, true);
// Avanzar posición
current_x += char_width_scaled + spacing_scaled;
} else {
// Carácter no soportado: saltar (o renderizar '?' en el futuro)
std::cerr << "[VectorText] Warning: caràcter no suportat '" << c << "'"
<< std::endl;
current_x += char_width_scaled + spacing_scaled;
}
}
}
float VectorText::get_text_width(const std::string& text, float escala, float spacing) const {
if (text.empty()) {
return 0.0f;
}
const float char_width_scaled = char_width * escala;
const float spacing_scaled = spacing * escala;
// Ancho total = (número de caracteres × char_width) + (espacios entre
// caracteres)
float width = text.length() * char_width_scaled;
// Añadir spacing entre caracteres (n-1 espacios para n caracteres)
if (text.length() > 1) {
width += (text.length() - 1) * spacing_scaled;
}
return width;
}
float VectorText::get_text_height(float escala) const {
return char_height * escala;
}
} // namespace Graphics

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// vector_text.hpp - Sistema de texto vectorial con display de 7-segmentos
// © 2025 Port a C++20 amb SDL3
#pragma once
#include <SDL3/SDL.h>
#include <memory>
#include <string>
#include <unordered_map>
#include "core/graphics/shape.hpp"
#include "core/types.hpp"
namespace Graphics {
class VectorText {
public:
VectorText(SDL_Renderer* renderer);
// Renderizar string completo
// - text: cadena a renderizar (soporta: A-Z, a-z, 0-9, '.', ',', '-', ':',
// '!', '?', ' ')
// - posicio: posición inicial (esquina superior izquierda)
// - escala: factor de escala (1.0 = 20×40 px por carácter)
// - spacing: espacio entre caracteres en píxeles (a escala 1.0)
void render(const std::string& text, const Punt& posicio, float escala = 1.0f, float spacing = 2.0f);
// Calcular ancho total de un string (útil para centrado)
float get_text_width(const std::string& text, float escala = 1.0f, float spacing = 2.0f) const;
// Calcular altura del texto (útil para centrado vertical)
float get_text_height(float escala = 1.0f) const;
// Verificar si un carácter está soportado
bool is_supported(char c) const;
private:
SDL_Renderer* renderer_;
std::unordered_map<char, std::shared_ptr<Shape>> chars_;
void load_charset();
std::string get_shape_filename(char c) const;
};
} // namespace Graphics

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#include "core/input/mouse.hpp"
namespace Mouse {
Uint32 cursor_hide_time = 3000; // Tiempo en milisegundos para ocultar el cursor
Uint32 last_mouse_move_time = 0; // Última vez que el ratón se movió
bool cursor_visible = true; // Estado del cursor
// Modo forzado: Usado cuando SDLManager entra en pantalla completa.
// Cuando está activado, el cursor permanece oculto independientemente del movimiento del ratón.
// SDLManager controla esto mediante llamadas a setForceHidden().
bool force_hidden = false;
void setForceHidden(bool force) {
force_hidden = force;
if (force) {
// Entrando en modo oculto forzado: ocultar cursor inmediatamente
if (cursor_visible) {
SDL_HideCursor();
cursor_visible = false;
}
} else {
// Saliendo de modo oculto forzado: mostrar cursor y resetear temporizador
SDL_ShowCursor();
cursor_visible = true;
last_mouse_move_time = SDL_GetTicks(); // Resetear temporizador
}
}
bool isForceHidden() {
return force_hidden;
}
void handleEvent(const SDL_Event& event) {
// CRÍTICO: Si estamos en modo forzado, ignorar todos los eventos del ratón
if (force_hidden) {
return; // Salir temprano - no procesar ningún evento
}
// MODO NORMAL: Mostrar cursor al mover el ratón
if (event.type == SDL_EVENT_MOUSE_MOTION) {
last_mouse_move_time = SDL_GetTicks();
if (!cursor_visible) {
SDL_ShowCursor();
cursor_visible = true;
}
}
}
void updateCursorVisibility() {
// CRÍTICO: Si estamos en modo forzado, no aplicar lógica de timeout
if (force_hidden) {
return; // Salir temprano - el cursor permanece oculto
}
// MODO NORMAL: Auto-ocultar basado en timeout
Uint32 current_time = SDL_GetTicks();
if (cursor_visible && (current_time - last_mouse_move_time > cursor_hide_time)) {
SDL_HideCursor();
cursor_visible = false;
}
}
} // namespace Mouse

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#pragma once
#include <SDL3/SDL.h>
namespace Mouse {
extern Uint32 cursor_hide_time; // Tiempo en milisegundos para ocultar el cursor
extern Uint32 last_mouse_move_time; // Última vez que el ratón se movió
extern bool cursor_visible; // Estado del cursor
void handleEvent(const SDL_Event& event);
void updateCursorVisibility();
// Control de visibilidad forzada (para modo pantalla completa)
void setForceHidden(bool force); // Activar/desactivar ocultación forzada
bool isForceHidden(); // Consultar estado actual
} // namespace Mouse

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// color_oscillator.cpp - Implementació d'oscil·lació de color
// © 2025 Port a C++20 amb SDL3
#include "core/rendering/color_oscillator.hpp"
#include <cmath>
#include "core/defaults.hpp"
namespace Rendering {
ColorOscillator::ColorOscillator()
: accumulated_time_(0.0f) {
// Inicialitzar amb el color mínim
current_line_color_ = {Defaults::Color::LINE_MIN_R,
Defaults::Color::LINE_MIN_G,
Defaults::Color::LINE_MIN_B,
255};
current_background_color_ = {Defaults::Color::BACKGROUND_MIN_R,
Defaults::Color::BACKGROUND_MIN_G,
Defaults::Color::BACKGROUND_MIN_B,
255};
}
void ColorOscillator::update(float delta_time) {
accumulated_time_ += delta_time;
float factor =
calculateOscillationFactor(accumulated_time_, Defaults::Color::FREQUENCY);
// Interpolar colors de línies
SDL_Color line_min = {Defaults::Color::LINE_MIN_R,
Defaults::Color::LINE_MIN_G,
Defaults::Color::LINE_MIN_B,
255};
SDL_Color line_max = {Defaults::Color::LINE_MAX_R,
Defaults::Color::LINE_MAX_G,
Defaults::Color::LINE_MAX_B,
255};
current_line_color_ = interpolateColor(line_min, line_max, factor);
// Interpolar colors de fons
SDL_Color bg_min = {Defaults::Color::BACKGROUND_MIN_R,
Defaults::Color::BACKGROUND_MIN_G,
Defaults::Color::BACKGROUND_MIN_B,
255};
SDL_Color bg_max = {Defaults::Color::BACKGROUND_MAX_R,
Defaults::Color::BACKGROUND_MAX_G,
Defaults::Color::BACKGROUND_MAX_B,
255};
current_background_color_ = interpolateColor(bg_min, bg_max, factor);
}
float ColorOscillator::calculateOscillationFactor(float time, float frequency) {
// Oscil·lació senoïdal: sin(t * freq * 2π)
// Mapejar de [-1, 1] a [0, 1]
float radians = time * frequency * 2.0f * Defaults::Math::PI;
return (std::sin(radians) + 1.0f) / 2.0f;
}
SDL_Color ColorOscillator::interpolateColor(SDL_Color min, SDL_Color max, float factor) {
return {static_cast<uint8_t>(min.r + (max.r - min.r) * factor),
static_cast<uint8_t>(min.g + (max.g - min.g) * factor),
static_cast<uint8_t>(min.b + (max.b - min.b) * factor),
255};
}
} // namespace Rendering

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// color_oscillator.hpp - Sistema d'oscil·lació de color per efecte CRT
// © 2025 Port a C++20 amb SDL3
#pragma once
#include <SDL3/SDL.h>
namespace Rendering {
class ColorOscillator {
public:
ColorOscillator();
void update(float delta_time);
SDL_Color getCurrentLineColor() const { return current_line_color_; }
SDL_Color getCurrentBackgroundColor() const {
return current_background_color_;
}
private:
float accumulated_time_;
SDL_Color current_line_color_;
SDL_Color current_background_color_;
static float calculateOscillationFactor(float time, float frequency);
static SDL_Color interpolateColor(SDL_Color min, SDL_Color max, float factor);
};
} // namespace Rendering

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// coordinate_transform.cpp - Inicialització de variables globals
// © 2025 Port a C++20 amb SDL3
#include "core/rendering/coordinate_transform.hpp"
namespace Rendering {
// Factor d'escala global (inicialitzat a 1.0 per defecte)
float g_current_scale_factor = 1.0f;
} // namespace Rendering

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// coordinate_transform.hpp - Transformació de coordenades lògiques a físiques
// © 2025 Port a C++20 amb SDL3
#pragma once
#include <cmath>
namespace Rendering {
// Factor d'escala global (actualitzat cada frame per SDLManager)
extern float g_current_scale_factor;
// Transforma coordenada lògica a física amb arrodoniment
inline int transform_x(int logical_x, float scale) {
return static_cast<int>(std::round(logical_x * scale));
}
inline int transform_y(int logical_y, float scale) {
return static_cast<int>(std::round(logical_y * scale));
}
// Variant que usa el factor d'escala global
inline int transform_x(int logical_x) {
return transform_x(logical_x, g_current_scale_factor);
}
inline int transform_y(int logical_y) {
return transform_y(logical_y, g_current_scale_factor);
}
} // namespace Rendering

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@@ -0,0 +1,101 @@
// line_renderer.cpp - Implementació de renderitzat de línies
// © 1999 Visente i Sergi (versió Pascal)
// © 2025 Port a C++20 amb SDL3
#include "core/rendering/line_renderer.hpp"
#include <cmath>
#include "core/rendering/coordinate_transform.hpp"
namespace Rendering {
// [NUEVO] Color global compartit (actualitzat per ColorOscillator via
// SDLManager)
SDL_Color g_current_line_color = {255, 255, 255, 255}; // Blanc inicial
bool linea(SDL_Renderer* renderer, int x1, int y1, int x2, int y2, bool dibuixar, float brightness) {
// Algorisme de Bresenham per dibuixar línies
// Basat en el codi Pascal original
// Helper function: retorna el signe d'un nombre
auto sign = [](int x) -> int {
if (x < 0)
return -1;
if (x > 0)
return 1;
return 0;
};
// Variables per a l'algorisme (no utilitzades fins Fase 10 - detecció de
// col·lisions) int x = x1, y = y1; int xs = x2 - x1; int ys = y2 - y1; int
// xm = sign(xs); int ym = sign(ys); xs = std::abs(xs); ys = std::abs(ys);
// Suprimir warning de variable no usada
(void)sign;
// Detecció de col·lisió (TODO per Fase 10)
// El codi Pascal original llegia pixels del framebuffer bit-packed
// i comptava col·lisions. Per ara, usem SDL_RenderDrawLine i retornem false.
bool colisio = false;
// Dibuixar amb SDL3 (més eficient que Bresenham píxel a píxel)
if (dibuixar && renderer) {
// Transformar coordenades lògiques (640x480) a físiques (resolució real)
float scale = g_current_scale_factor;
int px1 = transform_x(x1, scale);
int py1 = transform_y(y1, scale);
int px2 = transform_x(x2, scale);
int py2 = transform_y(y2, scale);
// Aplicar brightness al color oscil·lat global
SDL_Color color_final;
color_final.r = static_cast<uint8_t>(g_current_line_color.r * brightness);
color_final.g = static_cast<uint8_t>(g_current_line_color.g * brightness);
color_final.b = static_cast<uint8_t>(g_current_line_color.b * brightness);
color_final.a = 255;
SDL_SetRenderDrawColor(renderer, color_final.r, color_final.g, color_final.b, 255);
// Renderitzar amb coordenades físiques
SDL_RenderLine(renderer, static_cast<float>(px1), static_cast<float>(py1),
static_cast<float>(px2), static_cast<float>(py2));
}
// Algorisme de Bresenham original (conservat per a futura detecció de
// col·lisió)
/*
if (xs > ys) {
// Línia plana (<45 graus)
int count = -(xs / 2);
while (x != x2) {
count = count + ys;
x = x + xm;
if (count > 0) {
y = y + ym;
count = count - xs;
}
// Aquí aniria la detecció de col·lisió píxel a píxel
}
} else {
// Línia pronunciada (>=45 graus)
int count = -(ys / 2);
while (y != y2) {
count = count + xs;
y = y + ym;
if (count > 0) {
x = x + xm;
count = count - ys;
}
// Aquí aniria la detecció de col·lisió píxel a píxel
}
}
*/
return colisio;
}
// [NUEVO] Establir el color global de les línies
void setLineColor(SDL_Color color) { g_current_line_color = color; }
} // namespace Rendering

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@@ -0,0 +1,16 @@
// line_renderer.hpp - Renderitzat de línies
// © 1999 Visente i Sergi (versió Pascal)
// © 2025 Port a C++20 amb SDL3
#pragma once
#include <SDL3/SDL.h>
namespace Rendering {
// Algorisme de Bresenham per dibuixar línies
// Retorna true si hi ha col·lisió (per Fase 10)
// brightness: factor de brillantor (0.0-1.0, default 1.0 = màxima brillantor)
bool linea(SDL_Renderer* renderer, int x1, int y1, int x2, int y2, bool dibuixar, float brightness = 1.0f);
// [NUEVO] Establir el color global de les línies (oscil·lació)
void setLineColor(SDL_Color color);
} // namespace Rendering

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@@ -0,0 +1,86 @@
// polygon_renderer.cpp - Implementació de renderitzat de polígons
// © 1999 Visente i Sergi (versió Pascal)
// © 2025 Port a C++20 amb SDL3
//
// ==============================================================================
// DEPRECATED: Use core/rendering/shape_renderer.cpp instead
// ==============================================================================
#include "core/rendering/polygon_renderer.hpp"
#include <array>
#include <cmath>
#include "core/defaults.hpp"
#include "core/rendering/line_renderer.hpp"
namespace Rendering {
void rota_tri(SDL_Renderer* renderer, const Triangle& tri, float angul, float velocitat, bool dibuixar) {
// Rotar i dibuixar triangle (nau)
// Conversió de coordenades polars a cartesianes amb rotació
// Basat en el codi Pascal original: lines 271-284
// Convertir cada punt polar a cartesià
// x = (r + velocitat) * cos(angle_punt + angle_nau) + centre.x
// y = (r + velocitat) * sin(angle_punt + angle_nau) + centre.y
int x1 = static_cast<int>(std::round((tri.p1.r + velocitat) *
std::cos(tri.p1.angle + angul))) +
tri.centre.x;
int y1 = static_cast<int>(std::round((tri.p1.r + velocitat) *
std::sin(tri.p1.angle + angul))) +
tri.centre.y;
int x2 = static_cast<int>(std::round((tri.p2.r + velocitat) *
std::cos(tri.p2.angle + angul))) +
tri.centre.x;
int y2 = static_cast<int>(std::round((tri.p2.r + velocitat) *
std::sin(tri.p2.angle + angul))) +
tri.centre.y;
int x3 = static_cast<int>(std::round((tri.p3.r + velocitat) *
std::cos(tri.p3.angle + angul))) +
tri.centre.x;
int y3 = static_cast<int>(std::round((tri.p3.r + velocitat) *
std::sin(tri.p3.angle + angul))) +
tri.centre.y;
// Dibuixar les 3 línies que formen el triangle
linea(renderer, x1, y1, x2, y2, dibuixar);
linea(renderer, x1, y1, x3, y3, dibuixar);
linea(renderer, x3, y3, x2, y2, dibuixar);
}
void rota_pol(SDL_Renderer* renderer, const Poligon& pol, float angul, bool dibuixar) {
// Rotar i dibuixar polígon (enemics i bales)
// Conversió de coordenades polars a cartesianes amb rotació
// Basat en el codi Pascal original: lines 286-296
// Array temporal per emmagatzemar punts convertits a cartesianes
std::array<Punt, Defaults::Entities::MAX_IPUNTS> xy;
// Convertir cada punt polar a cartesià
for (uint8_t i = 0; i < pol.n; i++) {
xy[i].x = static_cast<int>(std::round(
pol.ipuntx[i].r * std::cos(pol.ipuntx[i].angle + angul))) +
pol.centre.x;
xy[i].y = static_cast<int>(std::round(
pol.ipuntx[i].r * std::sin(pol.ipuntx[i].angle + angul))) +
pol.centre.y;
}
// Dibuixar línies entre punts consecutius
for (uint8_t i = 0; i < pol.n - 1; i++) {
linea(renderer, xy[i].x, xy[i].y, xy[i + 1].x, xy[i + 1].y, dibuixar);
}
// Tancar el polígon (últim punt → primer punt)
linea(renderer, xy[pol.n - 1].x, xy[pol.n - 1].y, xy[0].x, xy[0].y, dibuixar);
}
} // namespace Rendering

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@@ -0,0 +1,22 @@
// polygon_renderer.hpp - Renderitzat de polígons polars
// © 1999 Visente i Sergi (versió Pascal)
// © 2025 Port a C++20 amb SDL3
//
// ==============================================================================
// DEPRECATED: Use core/rendering/shape_renderer.hpp instead
// ==============================================================================
// This file is kept temporarily for chatarra_cosmica_ (Phase 10: explosions)
// TODO Phase 10: Replace with particle system or remove completely
#pragma once
#include <SDL3/SDL.h>
#include "core/types.hpp"
namespace Rendering {
// Rotar i dibuixar triangle (nau)
void rota_tri(SDL_Renderer* renderer, const Triangle& tri, float angul, float velocitat, bool dibuixar);
// Rotar i dibuixar polígon (enemics i bales)
void rota_pol(SDL_Renderer* renderer, const Poligon& pol, float angul, bool dibuixar);
} // namespace Rendering

View File

@@ -0,0 +1,66 @@
// primitives.cpp - Implementació de funcions geomètriques
// © 1999 Visente i Sergi (versió Pascal)
// © 2025 Port a C++20 amb SDL3
//
// ==============================================================================
// DEPRECATED: Use Shape system instead (.shp files + ShapeLoader)
// ==============================================================================
#include "primitives.hpp"
#include <cmath>
#include "core/defaults.hpp"
float modul(const Punt& p) {
// Càlcul de la magnitud d'un vector: sqrt(x² + y²)
return std::sqrt(p.x * p.x + p.y * p.y);
}
void diferencia(const Punt& o, const Punt& d, Punt& p) {
// Resta de vectors (origen - destí)
p.x = o.x - d.x;
p.y = o.y - d.y;
}
int distancia(const Punt& o, const Punt& d) {
// Distància entre dos punts
Punt p;
diferencia(o, d, p);
return static_cast<int>(std::round(modul(p)));
}
float angle_punt(const Punt& p) {
// Càlcul de l'angle d'un punt (arctan)
if (p.y != 0) {
return std::atan(p.x / p.y);
}
return 0.0f;
}
void 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 * Defaults::Math::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 = Defaults::Physics::ENEMY_SPEED * 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;
}

View File

@@ -0,0 +1,32 @@
// primitives.hpp - Funcions geomètriques bàsiques
// © 1999 Visente i Sergi (versió Pascal)
// © 2025 Port a C++20 amb SDL3
//
// ==============================================================================
// DEPRECATED: Use Shape system instead (.shp files + ShapeLoader)
// ==============================================================================
// This file is kept temporarily for chatarra_cosmica_ (Phase 10: explosions)
// TODO Phase 10: Replace with particle system or remove completely
#pragma once
#include <cstdint>
#include "core/types.hpp"
// Funcions matemàtiques geomètriques pures (sense dependències d'estat)
// Càlcul de la magnitud d'un vector
float modul(const Punt& p);
// Diferència entre dos punts (vector origen - destí)
void diferencia(const Punt& o, const Punt& d, Punt& p);
// Distància entre dos punts
int distancia(const Punt& o, const Punt& d);
// Càlcul de l'angle d'un punt
float angle_punt(const Punt& p);
// Creació de polígons regulars
void crear_poligon_regular(Poligon& pol, uint8_t n, float r);

View File

@@ -8,6 +8,8 @@
#include <iostream>
#include "core/defaults.hpp"
#include "core/input/mouse.hpp"
#include "core/rendering/coordinate_transform.hpp"
#include "core/rendering/line_renderer.hpp"
#include "game/options.hpp"
#include "project.h"
@@ -146,6 +148,9 @@ SDLManager::SDLManager(int width, int height, bool fullscreen)
std::cout << " [FULLSCREEN]";
}
std::cout << std::endl;
// Inicialitzar mòdul Mouse amb l'estat actual de fullscreen
Mouse::setForceHidden(is_fullscreen_);
}
SDLManager::~SDLManager() {
@@ -228,6 +233,9 @@ void SDLManager::applyZoom(float new_zoom) {
// Apply to window (centers via applyWindowSize)
applyWindowSize(new_width, new_height);
// Update viewport for new zoom
updateViewport();
// Update windowed size cache
windowed_width_ = new_width;
windowed_height_ = new_height;
@@ -242,14 +250,38 @@ void SDLManager::applyZoom(float new_zoom) {
}
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
);
// CANVIAT: Ja no usem SDL_SetRenderLogicalPresentation
// Ara renderitzem directament a resolució física per evitar pixelació irregular
// El viewport amb letterbox es configura a updateViewport()
updateViewport();
}
void SDLManager::updateViewport() {
// Calcular dimensions físiques basades en el zoom
float scale = zoom_factor_;
int scaled_width = static_cast<int>(std::round(Defaults::Game::WIDTH * scale));
int scaled_height = static_cast<int>(std::round(Defaults::Game::HEIGHT * scale));
// Càlcul de letterbox (centrar l'àrea escalada)
int offset_x = (current_width_ - scaled_width) / 2;
int offset_y = (current_height_ - scaled_height) / 2;
// Evitar offsets negatius
offset_x = std::max(offset_x, 0);
offset_y = std::max(offset_y, 0);
// Configurar viewport per al renderitzat
SDL_Rect viewport = {offset_x, offset_y, scaled_width, scaled_height};
SDL_SetRenderViewport(renderer_, &viewport);
std::cout << "Viewport: " << scaled_width << "x" << scaled_height
<< " @ (" << offset_x << "," << offset_y << ") [scale=" << scale << "]"
<< std::endl;
}
void SDLManager::updateRenderingContext() {
// Actualitzar el factor d'escala global per a totes les funcions de renderitzat
Rendering::g_current_scale_factor = zoom_factor_;
}
void SDLManager::increaseWindowSize() {
@@ -300,8 +332,8 @@ void SDLManager::applyWindowSize(int new_width, int new_height) {
SDL_SetWindowPosition(finestra_, new_x, new_y);
// NO cal actualitzar el logical presentation aquí,
// SDL ho maneja automàticament
// Actualitzar viewport després del resize
updateViewport();
}
void SDLManager::toggleFullscreen() {
@@ -328,6 +360,10 @@ void SDLManager::toggleFullscreen() {
}
Options::window.fullscreen = is_fullscreen_;
// Notificar al mòdul Mouse: Fullscreen requereix ocultació permanent del cursor.
// Quan es surt de fullscreen, restaurar el comportament normal d'auto-ocultació.
Mouse::setForceHidden(is_fullscreen_);
}
bool SDLManager::handleWindowEvent(const SDL_Event& event) {
@@ -345,6 +381,9 @@ bool SDLManager::handleWindowEvent(const SDL_Event& event) {
windowed_height_ = current_height_;
}
// Actualitzar viewport després del resize manual
updateViewport();
std::cout << "Finestra redimensionada: " << current_width_
<< "x" << current_height_ << " (zoom ≈" << zoom_factor_ << "x)"
<< std::endl;

View File

@@ -42,10 +42,14 @@ class SDLManager {
// Getters
SDL_Renderer* obte_renderer() { return renderer_; }
float getScaleFactor() const { return zoom_factor_; }
// [NUEVO] Actualitzar títol de la finestra
void setWindowTitle(const std::string& title);
// [NUEVO] Actualitzar context de renderitzat (factor d'escala global)
void updateRenderingContext();
private:
SDL_Window* finestra_;
SDL_Renderer* renderer_;
@@ -74,6 +78,7 @@ class SDLManager {
void applyZoom(float new_zoom); // Apply zoom and resize window
void applyWindowSize(int width, int height); // Canviar mida + centrar
void updateLogicalPresentation(); // Actualitzar viewport
void updateViewport(); // Configurar viewport amb letterbox
// [NUEVO] Oscil·lador de colors
Rendering::ColorOscillator color_oscillator_;

View File

@@ -0,0 +1,80 @@
// shape_renderer.cpp - Implementació del renderitzat de formes
// © 2025 Port a C++20 amb SDL3
#include "core/rendering/shape_renderer.hpp"
#include <cmath>
#include "core/defaults.hpp"
#include "core/rendering/line_renderer.hpp"
namespace Rendering {
// Helper: transformar un punt amb rotació, escala i trasllació
static Punt transform_point(const Punt& point, const Punt& shape_centre, const Punt& posicio, float angle, float escala) {
// 1. Centrar el punt respecte al centre de la forma
float centered_x = point.x - shape_centre.x;
float centered_y = point.y - shape_centre.y;
// 2. Aplicar escala al punt centrat
float scaled_x = centered_x * escala;
float scaled_y = centered_y * escala;
// 3. Aplicar rotació
// IMPORTANT: En el sistema original, angle=0 apunta AMUNT (no dreta)
// Per això usem (angle - PI/2) per compensar
// Però aquí angle ja ve en el sistema correcte del joc
float cos_a = std::cos(angle);
float sin_a = std::sin(angle);
float rotated_x = scaled_x * cos_a - scaled_y * sin_a;
float rotated_y = scaled_x * sin_a + scaled_y * cos_a;
// 4. Aplicar trasllació a posició mundial
return {rotated_x + posicio.x, rotated_y + posicio.y};
}
void render_shape(SDL_Renderer* renderer,
const std::shared_ptr<Graphics::Shape>& shape,
const Punt& posicio,
float angle,
float escala,
bool dibuixar,
float progress,
float brightness) {
// Verificar que la forma és vàlida
if (!shape || !shape->es_valida()) {
return;
}
// Si progress < 1.0, no dibuixar (tot o res)
if (progress < 1.0f) {
return;
}
// Obtenir el centre de la forma per a transformacions
const Punt& shape_centre = shape->get_centre();
// Iterar sobre totes les primitives
for (const auto& primitive : shape->get_primitives()) {
if (primitive.type == Graphics::PrimitiveType::POLYLINE) {
// POLYLINE: connectar punts consecutius
for (size_t i = 0; i < primitive.points.size() - 1; i++) {
Punt p1 = transform_point(primitive.points[i], shape_centre, posicio, angle, escala);
Punt p2 = transform_point(primitive.points[i + 1], shape_centre, posicio, angle, escala);
linea(renderer, static_cast<int>(p1.x), static_cast<int>(p1.y), static_cast<int>(p2.x), static_cast<int>(p2.y), dibuixar, brightness);
}
} else { // PrimitiveType::LINE
// LINE: exactament 2 punts
if (primitive.points.size() >= 2) {
Punt p1 = transform_point(primitive.points[0], shape_centre, posicio, angle, escala);
Punt p2 = transform_point(primitive.points[1], shape_centre, posicio, angle, escala);
linea(renderer, static_cast<int>(p1.x), static_cast<int>(p1.y), static_cast<int>(p2.x), static_cast<int>(p2.y), dibuixar, brightness);
}
}
}
}
} // namespace Rendering

View File

@@ -0,0 +1,33 @@
// shape_renderer.hpp - Renderitzat de formes vectorials
// © 2025 Port a C++20 amb SDL3
#pragma once
#include <SDL3/SDL.h>
#include <memory>
#include "core/graphics/shape.hpp"
#include "core/types.hpp"
namespace Rendering {
// Renderitzar forma amb transformacions
// - renderer: SDL renderer
// - shape: forma vectorial a dibuixar
// - posicio: posició del centre en coordenades mundials
// - angle: rotació en radians (0 = amunt, sentit horari)
// - escala: factor d'escala (1.0 = mida original)
// - dibuixar: flag per dibuixar (false per col·lisions futures)
// - progress: progrés de l'animació (0.0-1.0, default 1.0 = tot visible)
// - brightness: factor de brillantor (0.0-1.0, default 1.0 = màxima brillantor)
void render_shape(SDL_Renderer* renderer,
const std::shared_ptr<Graphics::Shape>& shape,
const Punt& posicio,
float angle,
float escala = 1.0f,
bool dibuixar = true,
float progress = 1.0f,
float brightness = 1.0f);
} // namespace Rendering

View File

@@ -0,0 +1,191 @@
#include "director.hpp"
#include <SDL3/SDL.h>
#include <sys/stat.h>
#include <cerrno>
#include <cstdlib>
#include <iostream>
#include "game/escenes/escena_joc.hpp"
#include "game/escenes/escena_logo.hpp"
#include "game/escenes/escena_titol.hpp"
#include "game/options.hpp"
#include "core/audio/audio.hpp"
#include "core/defaults.hpp"
#include "core/rendering/sdl_manager.hpp"
#include "gestor_escenes.hpp"
#include "project.h"
#ifndef _WIN32
#include <pwd.h>
#include <unistd.h>
#endif
// Constructor
Director::Director(std::vector<std::string> const& args) {
std::cout << "Orni Attack - Inici\n";
// Inicialitzar opcions amb valors per defecte
Options::init();
// Comprovar arguments del programa
executable_path_ = checkProgramArguments(args);
// Crear carpetes del sistema
createSystemFolder("jailgames");
createSystemFolder(std::string("jailgames/") + Project::NAME);
// Establir ruta del fitxer de configuració
Options::setConfigFile(system_folder_ + "/config.yaml");
// Carregar o crear configuració
Options::loadFromFile();
if (Options::console) {
std::cout << "Configuració carregada\n";
std::cout << " Finestra: " << Options::window.width << "×"
<< Options::window.height << '\n';
std::cout << " Física: rotation=" << Options::physics.rotation_speed
<< " rad/s\n";
}
std::cout << '\n';
}
Director::~Director() {
// Guardar opcions
Options::saveToFile();
// Cleanup audio
Audio::destroy();
// Cleanup SDL
SDL_Quit();
std::cout << "\nAdéu!\n";
}
// Comprovar arguments del programa
auto Director::checkProgramArguments(std::vector<std::string> const& args)
-> std::string {
for (std::size_t i = 1; i < args.size(); ++i) {
const std::string& argument = args[i];
if (argument == "--console") {
Options::console = true;
std::cout << "Mode consola activat\n";
} else if (argument == "--reset-config") {
Options::init();
Options::saveToFile();
std::cout << "Configuració restablida als valors per defecte\n";
}
}
return args[0]; // Retornar ruta de l'executable
}
// Crear carpeta del sistema (específic per plataforma)
void Director::createSystemFolder(const std::string& folder) {
#ifdef _WIN32
system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
#elif __APPLE__
struct passwd* pw = getpwuid(getuid());
const char* homedir = pw->pw_dir;
system_folder_ =
std::string(homedir) + "/Library/Application Support/" + folder;
#elif __linux__
struct passwd* pw = getpwuid(getuid());
const char* homedir = pw->pw_dir;
system_folder_ = std::string(homedir) + "/.config/" + folder;
// CRÍTIC: Crear ~/.config si no existeix
{
std::string config_base_folder = std::string(homedir) + "/.config";
int ret = mkdir(config_base_folder.c_str(), S_IRWXU);
if (ret == -1 && errno != EEXIST) {
printf("ERROR: No es pot crear la carpeta ~/.config\n");
exit(EXIT_FAILURE);
}
}
#endif
// Comprovar si la carpeta existeix
struct stat st = {.st_dev = 0};
if (stat(system_folder_.c_str(), &st) == -1) {
errno = 0;
#ifdef _WIN32
int ret = mkdir(system_folder_.c_str());
#else
int ret = mkdir(system_folder_.c_str(), S_IRWXU);
#endif
if (ret == -1) {
switch (errno) {
case EACCES:
printf("ERROR: Permisos denegats creant %s\n", system_folder_.c_str());
exit(EXIT_FAILURE);
case EEXIST:
// La carpeta ja existeix (race condition), continuar
break;
case ENAMETOOLONG:
printf("ERROR: Ruta massa llarga: %s\n", system_folder_.c_str());
exit(EXIT_FAILURE);
default:
perror("mkdir");
exit(EXIT_FAILURE);
}
}
}
if (Options::console) {
std::cout << "Carpeta del sistema: " << system_folder_ << '\n';
}
}
// Bucle principal del joc
auto Director::run() -> int {
// Calculate initial size from saved zoom_factor
int initial_width = static_cast<int>(std::round(
Defaults::Window::WIDTH * Options::window.zoom_factor));
int initial_height = static_cast<int>(std::round(
Defaults::Window::HEIGHT * Options::window.zoom_factor));
// Crear gestor SDL amb configuració de Options
SDLManager sdl(initial_width, initial_height, Options::window.fullscreen);
// Inicialitzar sistema d'audio
Audio::init();
// Bucle principal de gestió d'escenes
while (GestorEscenes::actual != GestorEscenes::Escena::EIXIR) {
switch (GestorEscenes::actual) {
case GestorEscenes::Escena::LOGO: {
EscenaLogo logo(sdl);
logo.executar();
break;
}
case GestorEscenes::Escena::TITOL: {
EscenaTitol titol(sdl);
titol.executar();
break;
}
case GestorEscenes::Escena::JOC: {
EscenaJoc joc(sdl);
joc.executar();
break;
}
default:
break;
}
}
return 0;
}

View File

@@ -0,0 +1,20 @@
#pragma once
#include <string>
#include <vector>
class Director {
public:
explicit Director(std::vector<std::string> const& args);
~Director();
auto run() -> int; // Main game loop
private:
std::string executable_path_;
std::string system_folder_;
static auto checkProgramArguments(std::vector<std::string> const& args)
-> std::string;
void createSystemFolder(const std::string& folder);
};

View File

@@ -0,0 +1,17 @@
// gestor_escenes.hpp - Sistema de gestió d'escenes
// Basat en el patró del projecte "pollo"
// © 2025 Port a C++20
#pragma once
namespace GestorEscenes {
enum class Escena {
LOGO, // Pantalla d'inici (2 segons negre)
TITOL, // Pantalla de títol amb menú
JOC, // Joc principal
EIXIR // Sortir del programa
};
// Variable global inline per gestionar l'escena actual
inline Escena actual = Escena::LOGO;
} // namespace GestorEscenes

View File

@@ -0,0 +1,48 @@
// global_events.cpp - Implementació dels events globals
// © 2025 Port a C++20
#include "global_events.hpp"
#include "core/rendering/sdl_manager.hpp"
#include "gestor_escenes.hpp"
#include "core/input/mouse.hpp"
namespace GlobalEvents {
bool handle(const SDL_Event& event, SDLManager& sdl) {
// Tecles globals de finestra (F1/F2/F3)
if (event.type == SDL_EVENT_KEY_DOWN) {
switch (event.key.key) {
case SDLK_F1:
sdl.decreaseWindowSize();
return true;
case SDLK_F2:
sdl.increaseWindowSize();
return true;
case SDLK_F3:
sdl.toggleFullscreen();
return true;
case SDLK_F4:
sdl.toggleVSync();
return true;
case SDLK_ESCAPE:
GestorEscenes::actual = GestorEscenes::Escena::EIXIR;
return true;
default:
break;
}
}
// Tancar finestra
if (event.type == SDL_EVENT_QUIT) {
GestorEscenes::actual = GestorEscenes::Escena::EIXIR;
return true;
}
// Gestió del ratolí (auto-ocultar)
Mouse::handleEvent(event);
return false; // Event no processat
}
} // namespace GlobalEvents

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@@ -0,0 +1,16 @@
// global_events.hpp - Events globals del joc
// Basat en el patró del projecte "pollo"
// © 2025 Port a C++20
#pragma once
#include <SDL3/SDL.h>
// Forward declaration
class SDLManager;
namespace GlobalEvents {
// Processa events globals (F1/F2/F3/ESC/QUIT)
// Retorna true si l'event ha estat processat i no cal seguir processant-lo
bool handle(const SDL_Event& event, SDLManager& sdl);
} // namespace GlobalEvents

43
source/core/types.hpp Normal file
View File

@@ -0,0 +1,43 @@
#pragma once
#include <array>
#include <cstdint>
#include "core/defaults.hpp"
// Punt polar (coordenades polars)
struct IPunt {
float r; // Radi
float angle; // Angle en radians
};
// Punt cartesià
struct Punt {
float x, y;
};
// ==============================================================================
// DEPRECATED: Legacy types (replaced by Shape system)
// ==============================================================================
// These types are kept temporarily for chatarra_cosmica_ (Phase 10: explosions)
// TODO Phase 10: Replace with particle system or remove completely
// Nau (triangle) - DEPRECATED: Now using Shape system (ship.shp)
struct Triangle {
IPunt p1, p2, p3;
Punt centre;
float angle;
float velocitat;
};
// Polígon (enemics i bales) - DEPRECATED: Now using Shape system (.shp files)
struct Poligon {
std::array<IPunt, Defaults::Entities::MAX_IPUNTS> ipuntx;
Punt centre;
float angle;
float velocitat;
uint8_t n;
float drotacio;
float rotacio;
bool esta;
};

View File

@@ -10,10 +10,11 @@
#include <iostream>
#include <vector>
#include "../../core/audio/audio.hpp"
#include "../../core/rendering/line_renderer.hpp"
#include "../../core/system/gestor_escenes.hpp"
#include "../../core/system/global_events.hpp"
#include "core/audio/audio.hpp"
#include "core/input/mouse.hpp"
#include "core/rendering/line_renderer.hpp"
#include "core/system/gestor_escenes.hpp"
#include "core/system/global_events.hpp"
EscenaJoc::EscenaJoc(SDLManager& sdl)
: sdl_(sdl),
@@ -55,6 +56,9 @@ void EscenaJoc::executar() {
// Actualitzar comptador de FPS
sdl_.updateFPS(delta_time);
// Actualitzar visibilitat del cursor (auto-ocultar)
Mouse::updateCursorVisibility();
// Processar events SDL
while (SDL_PollEvent(&event)) {
// Manejo de finestra
@@ -83,6 +87,9 @@ void EscenaJoc::executar() {
// Netejar pantalla (usa color oscil·lat)
sdl_.neteja(0, 0, 0);
// Actualitzar context de renderitzat (factor d'escala global)
sdl_.updateRenderingContext();
// Dibuixar joc
dibuixar();

View File

@@ -10,9 +10,9 @@
#include <array>
#include <cstdint>
#include "../../core/graphics/vector_text.hpp"
#include "../../core/rendering/sdl_manager.hpp"
#include "../../core/types.hpp"
#include "core/graphics/vector_text.hpp"
#include "core/rendering/sdl_manager.hpp"
#include "core/types.hpp"
#include "../constants.hpp"
#include "../effects/debris_manager.hpp"
#include "../entities/bala.hpp"

View File

@@ -11,6 +11,7 @@
#include "core/audio/audio.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/input/mouse.hpp"
#include "core/rendering/shape_renderer.hpp"
#include "core/system/gestor_escenes.hpp"
#include "core/system/global_events.hpp"
@@ -67,6 +68,9 @@ void EscenaLogo::executar() {
// Actualitzar comptador de FPS
sdl_.updateFPS(delta_time);
// Actualitzar visibilitat del cursor (auto-ocultar)
Mouse::updateCursorVisibility();
// Processar events SDL
while (SDL_PollEvent(&event)) {
// Manejo de finestra
@@ -89,6 +93,9 @@ void EscenaLogo::executar() {
// Actualitzar colors oscil·lats (efecte verd global)
sdl_.updateColors(delta_time);
// Actualitzar context de renderitzat (factor d'escala global)
sdl_.updateRenderingContext();
// Dibuixar
dibuixar();
}

View File

@@ -9,9 +9,9 @@
#include <memory>
#include <vector>
#include "../../core/graphics/shape.hpp"
#include "../../core/rendering/sdl_manager.hpp"
#include "../../core/types.hpp"
#include "core/graphics/shape.hpp"
#include "core/rendering/sdl_manager.hpp"
#include "core/types.hpp"
#include "../effects/debris_manager.hpp"
#include "core/defaults.hpp"

View File

@@ -6,10 +6,11 @@
#include <iostream>
#include <string>
#include "../../core/audio/audio.hpp"
#include "../../core/system/gestor_escenes.hpp"
#include "../../core/system/global_events.hpp"
#include "build/project.h"
#include "core/audio/audio.hpp"
#include "core/input/mouse.hpp"
#include "core/system/gestor_escenes.hpp"
#include "core/system/global_events.hpp"
#include "project.h"
EscenaTitol::EscenaTitol(SDLManager& sdl)
: sdl_(sdl),
@@ -54,6 +55,9 @@ void EscenaTitol::executar() {
// Actualitzar comptador de FPS
sdl_.updateFPS(delta_time);
// Actualitzar visibilitat del cursor (auto-ocultar)
Mouse::updateCursorVisibility();
// Processar events SDL
while (SDL_PollEvent(&event)) {
// Manejo de finestra
@@ -82,6 +86,9 @@ void EscenaTitol::executar() {
// Netejar pantalla
sdl_.neteja(0, 0, 0);
// Actualitzar context de renderitzat (factor d'escala global)
sdl_.updateRenderingContext();
// Dibuixar
dibuixar();

View File

@@ -8,9 +8,9 @@
#include <memory>
#include "../../core/graphics/starfield.hpp"
#include "../../core/graphics/vector_text.hpp"
#include "../../core/rendering/sdl_manager.hpp"
#include "core/graphics/starfield.hpp"
#include "core/graphics/vector_text.hpp"
#include "core/rendering/sdl_manager.hpp"
#include "core/defaults.hpp"
class EscenaTitol {

View File

@@ -4,8 +4,8 @@
#include <iostream>
#include <string>
#include "../core/defaults.hpp"
#include "../external/fkyaml_node.hpp"
#include "core/defaults.hpp"
#include "external/fkyaml_node.hpp"
#include "project.h"
namespace Options {