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31 changed files with 914 additions and 708 deletions

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@@ -11,9 +11,8 @@ Checks:
- -modernize-avoid-c-arrays,-warnings-as-errors
WarningsAsErrors: '*'
# Solo incluir archivos de tu código fuente (external tiene su propio .clang-tidy)
# Excluye jail_audio.hpp del análisis
HeaderFilterRegex: 'source/(?!core/audio/jail_audio\.hpp|core/rendering/sdl3gpu/.*_spv\.h).*'
# Solo headers del propio código fuente (external/ y spv/ tienen su propio .clang-tidy dummy)
HeaderFilterRegex: 'source/.*'
FormatStyle: file
CheckOptions:

View File

@@ -3,6 +3,11 @@
cmake_minimum_required(VERSION 3.10)
project(projecte_2026 VERSION 1.00)
# Tipus de build per defecte (Debug) si no se n'ha especificat cap
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif()
# Establecer estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)
@@ -11,6 +16,11 @@ set(CMAKE_CXX_STANDARD_REQUIRED True)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
# Si GIT_HASH se ha pasado desde fuera (p.ej. desde el Makefile via -DGIT_HASH=xxx),
# lo usamos tal cual. Esto evita problemas con Docker/emscripten, donde git aborta por
# "dubious ownership" en el volumen montado. En builds locales sin -DGIT_HASH, se
# resuelve aquí ejecutando git directamente.
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
find_package(Git QUIET)
if(GIT_FOUND)
execute_process(
@@ -20,9 +30,11 @@ if(GIT_FOUND)
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
else()
endif()
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
set(GIT_HASH "unknown")
endif()
endif()
# Configurar archivo de versión
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
@@ -31,6 +43,7 @@ configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/versi
set(APP_SOURCES
# Core - Audio
source/core/audio/audio.cpp
source/core/audio/audio_adapter.cpp
# Core - Input
source/core/input/global_inputs.cpp
@@ -160,7 +173,7 @@ if(NOT APPLE AND NOT EMSCRIPTEN)
find_program(GLSLC_EXE NAMES glslc)
set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders")
set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu")
set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv")
set(SHADER_POSTFX_VERT_SRC "${SHADERS_DIR}/postfx.vert")
set(SHADER_POSTFX_FRAG_SRC "${SHADERS_DIR}/postfx.frag")
@@ -317,10 +330,7 @@ file(GLOB_RECURSE ALL_SOURCE_FILES
# Excluir directorio external del análisis
list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
# Para clang-tidy, también excluir jail_audio.hpp
set(CLANG_TIDY_SOURCES ${ALL_SOURCE_FILES})
list(FILTER CLANG_TIDY_SOURCES EXCLUDE REGEX ".*jail_audio\\.hpp$")
list(FILTER CLANG_TIDY_SOURCES EXCLUDE REGEX ".*_spv\\.h$")
# Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente).
# Si pasamos .hpp como TUs independientes, cppcheck reporta falsos positivos de
@@ -383,6 +393,8 @@ if(CPPCHECK_EXE)
--inline-suppr
--suppress=missingIncludeSystem
--suppress=toomanyconfigs
--suppress=*:*/source/external/*
--suppress=*:*/source/core/rendering/sdl3gpu/spv/*
-D_DEBUG
-DLINUX_BUILD
--quiet
@@ -395,33 +407,34 @@ else()
message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
endif()
# --- 6. PACK RESOURCES TARGETS ---
# En Emscripten no generamos resources.pack: los assets se embeben vía --preload-file
# (ver rama EMSCRIPTEN más arriba). El pack_tool tampoco tiene sentido bajo emcc.
# --- 6. EINA STANDALONE: pack_resources ---
# En Emscripten no generamos resources.pack: los assets se embeben vía --preload-file.
# Executable auxiliar que empaqueta `data/` a `resources.pack`.
# No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
# cmake --build build --target pack_resources
if(NOT EMSCRIPTEN)
set(PACK_TOOL_SOURCES
${CMAKE_SOURCE_DIR}/tools/pack_resources/pack_resources.cpp
${CMAKE_SOURCE_DIR}/source/core/resources/resource_pack.cpp
add_executable(pack_resources EXCLUDE_FROM_ALL
tools/pack_resources/pack_resources.cpp
source/core/resources/resource_pack.cpp
)
target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
target_compile_options(pack_resources PRIVATE -Wall)
add_executable(pack_tool ${PACK_TOOL_SOURCES})
target_include_directories(pack_tool PRIVATE ${CMAKE_SOURCE_DIR}/source)
set_target_properties(pack_tool PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}/tools/pack_resources
)
file(GLOB_RECURSE DATA_FILES "${CMAKE_SOURCE_DIR}/data/*")
# Regeneració automàtica de resources.pack en cada build si canvia data/.
file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
set(RESOURCE_PACK "${CMAKE_SOURCE_DIR}/resources.pack")
add_custom_command(
OUTPUT "${CMAKE_SOURCE_DIR}/resources.pack"
COMMAND $<TARGET_FILE:pack_tool>
OUTPUT ${RESOURCE_PACK}
COMMAND $<TARGET_FILE:pack_resources>
"${CMAKE_SOURCE_DIR}/data"
"${CMAKE_SOURCE_DIR}/resources.pack"
DEPENDS pack_tool ${DATA_FILES}
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Generando resources.pack desde data/..."
"${RESOURCE_PACK}"
DEPENDS pack_resources ${DATA_FILES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Empaquetant data/ → resources.pack"
VERBATIM
)
add_custom_target(pack DEPENDS "${CMAKE_SOURCE_DIR}/resources.pack")
add_dependencies(${PROJECT_NAME} pack)
add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
add_dependencies(${PROJECT_NAME} resource_pack)
endif()

189
Makefile
View File

@@ -4,7 +4,6 @@
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
# ==============================================================================
# TARGET NAMES
@@ -20,8 +19,6 @@ RESOURCE_FILE := release/windows/jdd.res
# ==============================================================================
# TOOLS
# ==============================================================================
DIR_PACK_TOOL := $(DIR_TOOLS)pack_resources
SHADER_SCRIPT := $(DIR_ROOT)tools/shaders/compile_spirv.sh
SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
SHADERS_DIR := $(DIR_ROOT)data/shaders
HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu
@@ -40,6 +37,20 @@ else
VERSION := v$(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
endif
# ==============================================================================
# GIT HASH (computat al host, passat a CMake via -DGIT_HASH)
# Evita que CMake haja de cridar git des de Docker/emscripten on falla per
# "dubious ownership" del volum muntat.
# ==============================================================================
ifeq ($(OS),Windows_NT)
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>NUL)
else
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>/dev/null)
endif
ifeq ($(GIT_HASH),)
GIT_HASH := unknown
endif
# ==============================================================================
# SHELL (Windows usa cmd.exe para que las recetas con powershell funcionen igual
# desde cualquier terminal: PowerShell, cmd o git-bash)
@@ -54,9 +65,13 @@ endif
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
# Escapa apòstrofs per a PowerShell (duplica ' → ''). Sense això, APP_NAMEs
# com "JailDoctor's Dilemma" trencarien el parsing de -Destination '...'.
WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
else
WIN_TARGET_FILE := $(TARGET_FILE)
WIN_RELEASE_FILE := $(RELEASE_FILE)
WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE)
endif
# ==============================================================================
@@ -82,15 +97,24 @@ else
UNAME_S := $(shell uname -s)
endif
# ==============================================================================
# CMAKE GENERATOR (Windows needs explicit MinGW Makefiles generator)
# ==============================================================================
ifeq ($(OS),Windows_NT)
CMAKE_GEN := -G "MinGW Makefiles"
else
CMAKE_GEN :=
endif
# ==============================================================================
# COMPILACIÓN CON CMAKE
# ==============================================================================
all:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build
debug:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH)
@cmake --build build
# ==============================================================================
@@ -98,12 +122,12 @@ debug:
# ==============================================================================
release:
ifeq ($(OS),Windows_NT)
@"$(MAKE)" windows_release
@"$(MAKE)" _windows_release
else
ifeq ($(UNAME_S),Darwin)
@$(MAKE) macos_release
@$(MAKE) _macos_release
else
@$(MAKE) linux_release
@$(MAKE) _linux_release
endif
endif
@@ -118,23 +142,22 @@ else
endif
# ==============================================================================
# REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK
# EMPAQUETADO DE RECURSOS (build previ de l'eina + execució)
# ==============================================================================
pack_tool:
@$(MAKE) -C $(DIR_PACK_TOOL)
resources.pack: pack_tool
@$(MAKE) -C $(DIR_PACK_TOOL) pack
pack:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target pack_resources
@./build/pack_resources data resources.pack
# ==============================================================================
# COMPILACIÓN PARA WINDOWS (RELEASE)
# ==============================================================================
windows_release:
_windows_release:
@echo off
@echo Creando release para Windows - Version: $(VERSION)
# Compila con cmake (genera shaders, resources.pack y ejecutable)
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
@@ -148,7 +171,7 @@ windows_release:
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '\"$(WIN_RELEASE_FILE).exe\"'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip
@@ -162,15 +185,31 @@ windows_release:
# ==============================================================================
# COMPILACIÓN PARA MACOS (RELEASE)
# ==============================================================================
macos_release:
_macos_release:
@echo "Creando release para macOS - Version: $(VERSION)"
# Verificar e instalar create-dmg si es necesario
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
# Compila la versión para procesadores Intel con cmake (genera shaders y resources.pack)
@cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON
@cmake --build build/intel
# Verifica dependencias necesarias (create-dmg). Si falta, intenta instalarla
# con brew; si brew tampoco está, indica el comando exacto al usuario.
@command -v create-dmg >/dev/null 2>&1 || { \
echo ""; \
echo "============================================"; \
echo " Falta la dependencia: create-dmg"; \
echo "============================================"; \
if command -v brew >/dev/null 2>&1; then \
echo " Instalando con: brew install create-dmg"; \
brew install create-dmg || { \
echo ""; \
echo " ERROR: 'brew install create-dmg' ha fallado."; \
echo " Ejecuta el comando manualmente y vuelve a probar."; \
exit 1; \
}; \
else \
echo " Homebrew no está instalado."; \
echo " Instálalo desde https://brew.sh y luego ejecuta:"; \
echo " brew install create-dmg"; \
exit 1; \
fi; \
}
# Elimina datos de compilaciones anteriores
$(RMDIR) "$(RELEASE_FOLDER)"
@@ -184,8 +223,7 @@ macos_release:
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
# Copia carpetas y ficheros
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
# Copia carpetas y ficheros del bundle (resources.pack se generará al compilar)
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
@@ -199,14 +237,21 @@ macos_release:
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"
# Copia el ejecutable Intel al bundle
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
# Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
# Empaqueta el .dmg de la versión Intel con create-dmg
@echo "Creando DMG Intel con iconos de 96x96..."
# Compila y empaqueta la versión Intel (best-effort: si falla, se omite el
# DMG Intel y continúa con la build de Apple Silicon).
@echo ""
@echo "============================================"
@echo " Compilando version Intel (x86_64)"
@echo "============================================"
@if cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_OSX_ARCHITECTURES=x86_64 \
-DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 \
-DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH) \
&& cmake --build build/intel; then \
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"; \
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"; \
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"; \
echo "Creando DMG Intel con iconos de 96x96..."; \
create-dmg \
--volname "$(APP_NAME)" \
--window-pos 200 120 \
@@ -219,12 +264,26 @@ macos_release:
--app-drop-link 115 102 \
--hide-extension "$(APP_NAME).app" \
"$(MACOS_INTEL_RELEASE)" \
"$(RELEASE_FOLDER)" || true
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
"$(RELEASE_FOLDER)" || true; \
echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"; \
else \
echo ""; \
echo "============================================"; \
echo " WARNING: la build Intel ha fallado."; \
echo " Se omite el DMG Intel y se continúa con"; \
echo " la build de Apple Silicon."; \
echo "============================================"; \
echo ""; \
fi
# Compila la versión para procesadores Apple Silicon con cmake
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON
@echo ""
@echo "============================================"
@echo " Compilando version Apple Silicon (arm64)"
@echo "============================================"
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH)
@cmake --build build/arm
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
# Firma la aplicación
@@ -256,11 +315,11 @@ macos_release:
# ==============================================================================
# COMPILACIÓN PARA LINUX (RELEASE)
# ==============================================================================
linux_release:
_linux_release:
@echo "Creando release para Linux - Version: $(VERSION)"
# Compila con cmake (genera shaders, resources.pack y ejecutable)
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build
# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
@@ -293,7 +352,7 @@ wasm:
-v $(DIR_ROOT):/src \
-w /src \
emscripten/emsdk:latest \
bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release && cmake --build build/wasm"
bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm"
$(MKDIR) "$(DIST_DIR)/wasm"
cp build/wasm/$(TARGET_NAME).html $(DIST_DIR)/wasm/
cp build/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/
@@ -313,7 +372,7 @@ wasm_debug:
-v $(DIR_ROOT):/src \
-w /src \
emscripten/emsdk:latest \
bash -c "emcmake cmake -S . -B build/wasm_debug -DCMAKE_BUILD_TYPE=Debug && cmake --build build/wasm_debug"
bash -c "emcmake cmake -S . -B build/wasm_debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm_debug"
$(MKDIR) "$(DIST_DIR)/wasm_debug"
cp build/wasm_debug/$(TARGET_NAME).html $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).js $(DIST_DIR)/wasm_debug/
@@ -325,6 +384,38 @@ wasm_debug:
ssh maverick 'cd /home/sergio/gitea/web_jailgames && ./deploy.sh'
@echo "Deployed to maverick"
# ==============================================================================
# ==============================================================================
# CODE QUALITY (delegados a cmake)
# ==============================================================================
format:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target format
format-check:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target format-check
tidy:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target tidy
tidy-fix:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target tidy-fix
cppcheck:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target cppcheck
# DESCARGA DE GAMECONTROLLERDB
# ==============================================================================
controllerdb:
@echo "Descargando gamecontrollerdb.txt..."
curl -fsSL https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt \
-o gamecontrollerdb.txt
@echo "gamecontrollerdb.txt actualizado"
# ==============================================================================
# REGLAS ESPECIALES
# ==============================================================================
@@ -343,14 +434,18 @@ help:
@echo ""
@echo " Release:"
@echo " make release - Crear release (detecta SO automaticamente)"
@echo " make windows_release - Crear release para Windows"
@echo " make linux_release - Crear release para Linux"
@echo " make macos_release - Crear release para macOS"
@echo ""
@echo " Herramientas:"
@echo " make compile_shaders - Compilar shaders SPIR-V"
@echo " make pack_tool - Compilar herramienta de empaquetado"
@echo " make resources.pack - Generar pack de recursos desde data/"
@echo " make pack - Empaquetar recursos a resources.pack"
@echo " make controllerdb - Descargar gamecontrollerdb.txt actualizado"
@echo ""
@echo " Calidad de codigo:"
@echo " make format - Formatear codigo con clang-format"
@echo " make format-check - Verificar formato sin modificar"
@echo " make tidy - Analisis estatico con clang-tidy"
@echo " make tidy-fix - Analisis estatico con auto-fix"
@echo " make cppcheck - Analisis estatico con cppcheck"
@echo ""
@echo " WebAssembly (requiere Docker):"
@echo " make wasm - Compilar a WebAssembly (Release) y desplegar a maverick"
@@ -360,4 +455,4 @@ help:
@echo " make show_version - Mostrar version actual ($(VERSION))"
@echo " make help - Mostrar esta ayuda"
.PHONY: all debug release windows_release macos_release linux_release wasm wasm_debug compile_shaders pack_tool resources.pack show_version help
.PHONY: all debug release _windows_release _macos_release _linux_release wasm wasm_debug compile_shaders pack controllerdb format format-check tidy tidy-fix cppcheck show_version help

View File

@@ -35,24 +35,24 @@ tilemap:
- [191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191]
# Mapa de colisiones (0 = vacio, 1 = solido)
collision:
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]

File diff suppressed because it is too large Load Diff

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@@ -1,19 +1,27 @@
#include "audio.hpp"
#include "core/audio/audio.hpp"
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_G...
#include <SDL3/SDL.h> // Para SDL_GetError, SDL_Init
#include <algorithm> // Para clamp
#include <iostream> // Para std::cout
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp)
// 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"
#include "external/stb_vorbis.c"
// stb_vorbis.c filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
// perquè xocarien amb noms de paràmetres de plantilla en altres headers.
#undef L
#undef C
#undef R
#undef PLAYBACK_MONO
#undef PLAYBACK_LEFT
#undef PLAYBACK_RIGHT
// clang-format on
#include "core/audio/jail_audio.hpp" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
#include "core/resources/resource_cache.hpp" // Para Resource
#include "game/options.hpp" // Para AudioOptions, audio, MusicOptions
#include "core/audio/audio_adapter.hpp" // Para AudioResource::getMusic/getSound
#include "core/audio/jail_audio.hpp" // Para JA_*
#include "game/options.hpp" // Para Options::audio
// Singleton
Audio* Audio::instance = nullptr;
@@ -22,7 +30,10 @@ Audio* Audio::instance = nullptr;
void Audio::init() { Audio::instance = new Audio(); }
// Libera la instancia
void Audio::destroy() { delete Audio::instance; }
void Audio::destroy() {
delete Audio::instance;
Audio::instance = nullptr;
}
// Obtiene la instancia
auto Audio::get() -> Audio* { return Audio::instance; }
@@ -45,7 +56,7 @@ void Audio::update() {
}
}
// Reproduce la música (con crossfade opcional)
// Reproduce la música por nombre (con crossfade opcional)
void Audio::playMusic(const std::string& name, const int loop, const int crossfade_ms) {
bool new_loop = (loop != 0);
@@ -54,15 +65,14 @@ void Audio::playMusic(const std::string& name, const int loop, const int crossfa
return;
}
// Intentar obtener recurso; si falla, no tocar estado
auto* resource = Resource::Cache::get()->getMusic(name);
if (!music_enabled_) return;
auto* resource = AudioResource::getMusic(name);
if (resource == nullptr) return;
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
// Crossfade: fade-out de la pista actual + fade-in de la nueva
JA_CrossfadeMusic(resource, crossfade_ms, loop);
} else {
// Cambio inmediato
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
}
@@ -74,6 +84,24 @@ void Audio::playMusic(const std::string& name, const int loop, const int crossfa
music_.state = MusicState::PLAYING;
}
// Reproduce la música por puntero (con crossfade opcional)
void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms) {
if (!music_enabled_ || music == nullptr) return;
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(music, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
}
JA_PlayMusic(music, loop);
}
music_.name.clear(); // nom desconegut quan es passa per punter
music_.loop = (loop != 0);
music_.state = MusicState::PLAYING;
}
// Pausa la música
void Audio::pauseMusic() {
if (music_enabled_ && music_.state == MusicState::PLAYING) {
@@ -91,7 +119,7 @@ void Audio::resumeMusic() {
}
// Detiene la música
void Audio::stopMusic() { // NOLINT(readability-make-member-function-const)
void Audio::stopMusic() {
if (music_enabled_) {
JA_StopMusic();
music_.state = MusicState::STOPPED;
@@ -101,13 +129,13 @@ void Audio::stopMusic() { // NOLINT(readability-make-member-function-const)
// Reproduce un sonido por nombre
void Audio::playSound(const std::string& name, Group group) const {
if (sound_enabled_) {
JA_PlaySound(Resource::Cache::get()->getSound(name), 0, static_cast<int>(group));
JA_PlaySound(AudioResource::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_) {
if (sound_enabled_ && sound != nullptr) {
JA_PlaySound(sound, 0, static_cast<int>(group));
}
}
@@ -142,7 +170,7 @@ auto Audio::getRealMusicState() -> MusicState {
}
}
// Establece el volumen de los sonidos
// Establece el volumen de los sonidos (float 0.0..1.0)
void Audio::setSoundVolume(float sound_volume, Group group) const {
if (sound_enabled_) {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
@@ -151,7 +179,7 @@ void Audio::setSoundVolume(float sound_volume, Group group) const {
}
}
// Establece el volumen de la música
// Establece el volumen de la música (float 0.0..1.0)
void Audio::setMusicVolume(float music_volume) const {
if (music_enabled_) {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
@@ -176,24 +204,9 @@ void Audio::enable(bool value) {
// 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());
std::cout << "SDL_AUDIO could not initialize! SDL Error: " << SDL_GetError() << '\n';
} else {
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
enable(Options::audio.enabled);
// Aplicar estado de música y sonido guardado en las opciones.
// enable() ya aplica los volúmenes, pero no toca music_enabled_/sound_enabled_.
// Si alguno está desactivado, hay que forzar el volumen a 0 en el backend.
if (!Options::audio.music.enabled) {
setMusicVolume(0.0F); // music_enabled_=true aún → llega a JA
enableMusic(false);
}
if (!Options::audio.sound.enabled) {
setSoundVolume(0.0F); // sound_enabled_=true aún → llega a JA
enableSound(false);
}
std::cout << "\n** AUDIO SYSTEM **\n";
std::cout << "Audio system initialized successfully\n";
}
}

View File

@@ -5,6 +5,10 @@
#include <utility> // Para move
// --- Clase Audio: gestor de audio (singleton) ---
// Implementació canònica, byte-idèntica entre projectes.
// Els volums es manegen internament com a float 0.01.0; la capa de
// presentació (menús, notificacions) usa les helpers toPercent/fromPercent
// per mostrar 0100 a l'usuari.
class Audio {
public:
// --- Enums ---
@@ -21,10 +25,11 @@ class Audio {
};
// --- Constantes ---
static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo
static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo
static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo (float 0..1)
static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo (float 0..1)
static constexpr float VOLUME_STEP = 0.05F; // Pas estàndard per a UI (5%)
static constexpr int FREQUENCY = 48000; // Frecuencia de audio
static constexpr int DEFAULT_CROSSFADE_MS = 1500; // Duración del crossfade por defecto (ms)
static constexpr int DEFAULT_CROSSFADE_MS = 1500; // Duració del crossfade per defecte (ms)
// --- Singleton ---
static void init(); // Inicializa el objeto Audio
@@ -36,7 +41,8 @@ class Audio {
static void update(); // Actualización del sistema de audio
// --- Control de música ---
void playMusic(const std::string& name, int loop = -1, int crossfade_ms = 0); // Reproducir música (con crossfade opcional)
void playMusic(const std::string& name, int loop = -1, int crossfade_ms = 0); // Reproducir música por nombre (con crossfade opcional)
void playMusic(struct JA_Music_t* music, int loop = -1, int crossfade_ms = 0); // Reproducir música por puntero (con crossfade opcional)
void pauseMusic(); // Pausar reproducción de música
void resumeMusic(); // Continua la música pausada
void stopMusic(); // Detener completamente la música
@@ -47,10 +53,19 @@ class Audio {
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 ---
// --- Control de volumen (API interna: float 0.0..1.0) ---
void setSoundVolume(float volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
void setMusicVolume(float volume) const; // Ajustar volumen de música
// --- Helpers de conversió per a la capa de presentació ---
// UI (menús, notificacions) manega enters 0..100; internament viu float 0..1.
static constexpr auto toPercent(float volume) -> int {
return static_cast<int>(volume * 100.0F + 0.5F);
}
static constexpr auto fromPercent(int percent) -> float {
return static_cast<float>(percent) / 100.0F;
}
// --- Configuración general ---
void enable(bool value); // Establecer estado general
void toggleEnabled() { enabled_ = !enabled_; } // Alternar estado general

View File

@@ -0,0 +1,13 @@
#include "core/audio/audio_adapter.hpp"
#include "core/resources/resource_cache.hpp"
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name) {
return Resource::Cache::get()->getMusic(name);
}
JA_Sound_t* getSound(const std::string& name) {
return Resource::Cache::get()->getSound(name);
}
} // namespace AudioResource

View File

@@ -0,0 +1,17 @@
#pragma once
// --- Audio Resource Adapter ---
// Aquest fitxer exposa una interfície comuna a Audio per obtenir JA_Music_t* /
// JA_Sound_t* per nom. Cada projecte la implementa en audio_adapter.cpp
// delegant al seu singleton de recursos (Resource::get(), Resource::Cache::get(),
// etc.). Això permet que audio.hpp/audio.cpp siguin idèntics entre projectes.
#include <string> // Para string
struct JA_Music_t;
struct JA_Sound_t;
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name);
JA_Sound_t* getSound(const std::string& name);
} // namespace AudioResource

View File

@@ -3,24 +3,41 @@
// --- 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 <stdio.h> // Para NULL, fseek, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> // Para free, malloc
#include <string.h> // Para strcpy, strlen
#include <iostream> // Para std::cout
#include <memory> // Para std::unique_ptr
#include <string> // Para std::string
#include <vector> // Para std::vector
#define STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h" // Para stb_vorbis_open_memory i streaming
#include "external/stb_vorbis.c" // Para stb_vorbis_open_memory i streaming
// Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`.
// Compatible amb `std::unique_ptr<Uint8[], SDLFreeDeleter>` — zero size
// overhead gràcies a EBO, igual que un unique_ptr amb default_delete.
struct SDLFreeDeleter {
void operator()(Uint8* p) const noexcept {
if (p) SDL_free(p);
}
};
// --- Public Enums ---
enum JA_Channel_state { JA_CHANNEL_INVALID,
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_SOUND_DISABLED,
};
enum JA_Music_state {
JA_MUSIC_INVALID,
JA_MUSIC_PLAYING,
JA_MUSIC_PAUSED,
JA_MUSIC_STOPPED,
JA_MUSIC_DISABLED };
JA_MUSIC_DISABLED,
};
// --- Struct Definitions ---
#define JA_MAX_SIMULTANEOUS_CHANNELS 20
@@ -29,7 +46,9 @@ enum JA_Music_state { JA_MUSIC_INVALID,
struct JA_Sound_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8* buffer{NULL};
// Buffer descomprimit (PCM) propietat del sound. Reservat per SDL_LoadWAV
// via SDL_malloc; el deleter `SDLFreeDeleter` allibera amb SDL_free.
std::unique_ptr<Uint8[], SDLFreeDeleter> buffer;
};
struct JA_Channel_t {
@@ -44,21 +63,22 @@ struct JA_Channel_t {
struct JA_Music_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
// OGG comprimit en memòria. Propietat nostra; es copia des del fitxer una
// sola vegada en JA_LoadMusic i es descomprimix en chunks per streaming.
Uint8* ogg_data{nullptr};
Uint32 ogg_length{0};
stb_vorbis* vorbis{nullptr}; // Handle del decoder, viu tot el cicle del JA_Music_t
// OGG comprimit en memòria. Propietat nostra; es copia des del buffer
// d'entrada una sola vegada en JA_LoadMusic i es descomprimix en chunks
// per streaming. Com que stb_vorbis guarda un punter persistent al
// `.data()` d'aquest vector, no el podem resize'jar un cop establert
// (una reallocation invalidaria el punter que el decoder conserva).
std::vector<Uint8> ogg_data;
stb_vorbis* vorbis{nullptr}; // handle del decoder, viu tot el cicle del JA_Music_t
char* filename{nullptr};
std::string filename;
int times{0}; // Loops restants (-1 = infinit, 0 = un sol play)
int times{0}; // loops restants (-1 = infinit, 0 = un sol play)
SDL_AudioStream* stream{nullptr};
JA_Music_state state{JA_MUSIC_INVALID};
};
// --- Internal Global State ---
// Marcado 'inline' (C++17) para asegurar una única instancia.
// --- Internal Global State (inline, C++17) ---
inline JA_Music_t* current_music{nullptr};
inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
@@ -108,15 +128,15 @@ inline int JA_FeedMusicChunk(JA_Music_t* music) {
if (!music || !music->vorbis || !music->stream) return 0;
short chunk[JA_MUSIC_CHUNK_SHORTS];
const int channels = music->spec.channels;
const int num_channels = music->spec.channels;
const int samples_per_channel = stb_vorbis_get_samples_short_interleaved(
music->vorbis,
channels,
num_channels,
chunk,
JA_MUSIC_CHUNK_SHORTS);
if (samples_per_channel <= 0) return 0;
const int bytes = samples_per_channel * channels * JA_MUSIC_BYTES_PER_SAMPLE;
const int bytes = samples_per_channel * num_channels * JA_MUSIC_BYTES_PER_SAMPLE;
SDL_PutAudioStreamData(music->stream, chunk, bytes);
return samples_per_channel;
}
@@ -205,7 +225,7 @@ inline void JA_Update() {
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);
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer.get(), channels[i].sound->length);
if (channels[i].times > 0) channels[i].times--;
}
} else {
@@ -216,14 +236,10 @@ inline void JA_Update() {
}
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
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
if (sdlAudioDevice == 0) SDL_Log("Failed to initialize SDL audio!");
if (sdlAudioDevice == 0) std::cout << "Failed to initialize SDL audio!" << '\n';
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;
}
@@ -242,26 +258,25 @@ inline void JA_Quit() {
inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
if (!buffer || length == 0) return nullptr;
// Còpia del OGG comprimit: stb_vorbis llig de forma persistent aquesta
// memòria mentre el handle estiga viu, així que hem de posseir-la nosaltres.
Uint8* ogg_copy = static_cast<Uint8*>(SDL_malloc(length));
if (!ogg_copy) return nullptr;
SDL_memcpy(ogg_copy, buffer, length);
// Allocem el JA_Music_t primer per aprofitar el seu `std::vector<Uint8>`
// com a propietari del OGG comprimit. stb_vorbis guarda un punter
// persistent al buffer; com que ací no el resize'jem, el .data() és
// estable durant tot el cicle de vida del music.
auto* music = new JA_Music_t();
music->ogg_data.assign(buffer, buffer + length);
int error = 0;
stb_vorbis* vorbis = stb_vorbis_open_memory(ogg_copy, static_cast<int>(length), &error, nullptr);
if (!vorbis) {
SDL_free(ogg_copy);
SDL_Log("JA_LoadMusic: stb_vorbis_open_memory failed (error %d)", error);
music->vorbis = stb_vorbis_open_memory(music->ogg_data.data(),
static_cast<int>(length),
&error,
nullptr);
if (!music->vorbis) {
std::cout << "JA_LoadMusic: stb_vorbis_open_memory failed (error " << error << ")" << '\n';
delete music;
return nullptr;
}
auto* music = new JA_Music_t();
music->ogg_data = ogg_copy;
music->ogg_length = length;
music->vorbis = vorbis;
const stb_vorbis_info info = stb_vorbis_get_info(vorbis);
const stb_vorbis_info info = stb_vorbis_get_info(music->vorbis);
music->spec.channels = info.channels;
music->spec.freq = static_cast<int>(info.sample_rate);
music->spec.format = SDL_AUDIO_S16;
@@ -270,31 +285,36 @@ inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
return music;
}
// Overload amb filename — els callers l'usen per poder comparar la música
// en curs amb JA_GetMusicFilename() i no rearrancar-la si ja és la mateixa.
inline JA_Music_t* JA_LoadMusic(Uint8* buffer, Uint32 length, const char* filename) {
JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), length);
if (music && filename) music->filename = filename;
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.
// Carreguem primer el arxiu en memòria i després el descomprimim.
FILE* f = fopen(filename, "rb");
if (!f) return NULL; // Añadida comprobación de apertura
if (!f) return nullptr;
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
if (!buffer) {
fclose(f);
return NULL;
return nullptr;
}
if (fread(buffer, fsize, 1, f) != 1) {
fclose(f);
free(buffer);
return NULL;
return nullptr;
}
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);
}
JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), static_cast<Uint32>(fsize));
if (music) {
music->filename = filename;
}
free(buffer);
@@ -317,7 +337,7 @@ inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) {
SDL_Log("Failed to create audio stream!");
std::cout << "Failed to create audio stream!" << '\n';
current_music->state = JA_MUSIC_STOPPED;
return;
}
@@ -326,18 +346,20 @@ inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
JA_PumpMusic(current_music);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) {
std::cout << "[ERROR] SDL_BindAudioStream failed!" << '\n';
}
}
inline char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
inline const char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
if (!music) music = current_music;
if (!music) return nullptr; // Añadida comprobación
return music->filename;
if (!music || music->filename.empty()) return nullptr;
return music->filename.c_str();
}
inline void JA_PauseMusic() {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return; // Comprobación mejorada
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
current_music->state = JA_MUSIC_PAUSED;
SDL_UnbindAudioStream(current_music->stream);
@@ -345,7 +367,7 @@ inline void JA_PauseMusic() {
inline void JA_ResumeMusic() {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PAUSED) return; // Comprobación mejorada
if (!current_music || current_music->state != JA_MUSIC_PAUSED) return;
current_music->state = JA_MUSIC_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
@@ -429,7 +451,7 @@ inline void JA_CrossfadeMusic(JA_Music_t* music, const int crossfade_ms, const i
stb_vorbis_seek_start(current_music->vorbis);
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) {
SDL_Log("Failed to create audio stream for crossfade!");
std::cout << "Failed to create audio stream for crossfade!" << '\n';
current_music->state = JA_MUSIC_STOPPED;
return;
}
@@ -456,8 +478,8 @@ inline void JA_DeleteMusic(JA_Music_t* music) {
}
if (music->stream) SDL_DestroyAudioStream(music->stream);
if (music->vorbis) stb_vorbis_close(music->vorbis);
SDL_free(music->ogg_data);
free(music->filename); // filename se libera aquí
// ogg_data (std::vector) i filename (std::string) s'alliberen sols
// al destructor de JA_Music_t.
delete music;
}
@@ -470,49 +492,40 @@ inline float JA_SetMusicVolume(float volume) {
}
inline void JA_SetMusicPosition(float /*value*/) {
// No implementat amb el backend de streaming. Mai va arribar a usar-se
// en el codi existent, així que es manté com a stub.
// No implementat amb el backend de streaming.
}
inline float JA_GetMusicPosition() {
// Veure nota a JA_SetMusicPosition.
return 0.0f;
}
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;
auto sound = std::make_unique<JA_Sound_t>();
Uint8* raw = nullptr;
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &raw, &sound->length)) {
std::cout << "Failed to load WAV from memory: " << SDL_GetError() << '\n';
return nullptr;
}
return sound;
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
return sound.release();
}
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;
auto sound = std::make_unique<JA_Sound_t>();
Uint8* raw = nullptr;
if (!SDL_LoadWAV(filename, &sound->spec, &raw, &sound->length)) {
std::cout << "Failed to load WAV file: " << SDL_GetError() << '\n';
return nullptr;
}
return sound;
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
return sound.release();
}
inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) {
@@ -532,22 +545,22 @@ inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int
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
JA_StopChannel(channel);
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].group = group; // Asignar grupo
channels[channel].group = group;
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!");
std::cout << "Failed to create audio stream for sound!" << '\n';
channels[channel].state = JA_CHANNEL_FREE;
return -1;
}
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer, channels[channel].sound->length);
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer.get(), channels[channel].sound->length);
SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]);
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
@@ -559,7 +572,7 @@ inline void JA_DeleteSound(JA_Sound_t* sound) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
}
SDL_free(sound->buffer);
// buffer es destrueix automàticament via RAII (SDLFreeDeleter).
delete sound;
}
@@ -605,7 +618,7 @@ inline void JA_StopChannel(const int channel) {
channels[i].stream = nullptr;
channels[i].state = JA_CHANNEL_FREE;
channels[i].pos = 0;
channels[i].sound = NULL;
channels[i].sound = nullptr;
}
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
@@ -614,7 +627,7 @@ inline void JA_StopChannel(const int channel) {
channels[channel].stream = nullptr;
channels[channel].state = JA_CHANNEL_FREE;
channels[channel].pos = 0;
channels[channel].sound = NULL;
channels[channel].sound = nullptr;
}
}
}
@@ -626,8 +639,7 @@ inline JA_Channel_state JA_GetChannelState(const int channel) {
return channels[channel].state;
}
inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para todos los grupos
{
inline float JA_SetSoundVolume(float volume, const int group = -1) {
const float v = SDL_clamp(volume, 0.0f, 1.0f);
if (group == -1) {
@@ -637,10 +649,10 @@ inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para t
} else if (group >= 0 && group < JA_MAX_GROUPS) {
JA_soundVolume[group] = v;
} else {
return v; // Grupo inválido
return v;
}
// Aplicar volumen a canales activos
// Aplicar volum als canals actius.
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) {
@@ -655,13 +667,13 @@ inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para t
inline void JA_EnableSound(const bool value) {
if (!value) {
JA_StopChannel(-1); // Detener todos los canales
JA_StopChannel(-1);
}
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
JA_SetSoundVolume(v, -1);
return v;
}

View File

@@ -44,7 +44,8 @@ static void installWebStandardMapping(SDL_JoystickID jid) {
"leftx:a0,lefty:a1,rightx:a2,righty:a3,"
"lefttrigger:a4,righttrigger:a5,"
"platform:Emscripten",
guidStr, name);
guidStr,
name);
SDL_AddGamepadMapping(mapping);
#else
(void)jid;

View File

@@ -8,11 +8,11 @@
#include <iostream> // std::cout
#ifndef __APPLE__
#include "core/rendering/sdl3gpu/crtpi_frag_spv.h"
#include "core/rendering/sdl3gpu/downscale_frag_spv.h"
#include "core/rendering/sdl3gpu/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/postfx_vert_spv.h"
#include "core/rendering/sdl3gpu/upscale_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/downscale_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
#include "core/rendering/sdl3gpu/spv/upscale_frag_spv.h"
#endif
#ifdef __APPLE__

View File

@@ -0,0 +1,2 @@
DisableFormat: true
SortIncludes: Never

View File

@@ -0,0 +1,4 @@
# source/core/rendering/sdl3gpu/spv/.clang-tidy
Checks: '-*'
WarningsAsErrors: ''
HeaderFilterRegex: ''

View File

@@ -134,7 +134,7 @@ AnimatedSprite::AnimatedSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
: MovingSprite(std::move(surface), pos) {
// animations_ queda buit (protegit per el guard de animate())
if (surface_) {
clip_ = {.x = 0, .y = 0, .w = surface_->getWidth(), .h = surface_->getHeight()};
clip_ = {.x = 0, .y = 0, .w = static_cast<float>(surface_->getWidth()), .h = static_cast<float>(surface_->getHeight())};
}
}

View File

@@ -19,7 +19,7 @@ Sprite::Sprite() = default;
Sprite::Sprite(std::shared_ptr<Surface> surface)
: surface_(std::move(surface)),
pos_{0.0F, 0.0F, surface_->getWidth(), surface_->getHeight()},
pos_{0.0F, 0.0F, static_cast<float>(surface_->getWidth()), static_cast<float>(surface_->getHeight())},
clip_(pos_) {}
// Muestra el sprite por pantalla

View File

@@ -129,7 +129,7 @@ auto Surface::loadSurface(const std::string& file_path) -> SurfaceData {
// Crear y devolver directamente el objeto SurfaceData
printWithDots("Surface : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
return {static_cast<float>(w), static_cast<float>(h), pixels};
return {static_cast<int>(w), static_cast<int>(h), pixels};
}
// Carga una paleta desde un archivo
@@ -148,14 +148,14 @@ void Surface::setColor(int index, Uint32 color) {
}
// Rellena la superficie con un color
void Surface::clear(Uint8 color) {
const size_t TOTAL_PIXELS = surface_data_->width * surface_data_->height;
void Surface::clear(Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
const size_t TOTAL_PIXELS = static_cast<size_t>(surface_data_->width) * static_cast<size_t>(surface_data_->height);
Uint8* data_ptr = surface_data_->data.get();
std::fill(data_ptr, data_ptr + TOTAL_PIXELS, color);
}
// Pone un pixel en la SurfaceData
void Surface::putPixel(int x, int y, Uint8 color) {
void Surface::putPixel(int x, int y, Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
if (x < 0 || y < 0 || x >= surface_data_->width || y >= surface_data_->height) {
return; // Coordenadas fuera de rango
}
@@ -165,39 +165,39 @@ void Surface::putPixel(int x, int y, Uint8 color) {
}
// Obtiene el color de un pixel de la surface_data
auto Surface::getPixel(int x, int y) -> Uint8 { return surface_data_->data.get()[x + (y * static_cast<int>(surface_data_->width))]; }
auto Surface::getPixel(int x, int y) -> Uint8 { return surface_data_->data.get()[x + (y * surface_data_->width)]; }
// Dibuja un rectangulo relleno
void Surface::fillRect(const SDL_FRect* rect, Uint8 color) {
void Surface::fillRect(const SDL_FRect* rect, Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
// Limitar los valores del rectángulo al tamaño de la superficie
float x_start = std::max(0.0F, rect->x);
float y_start = std::max(0.0F, rect->y);
float x_end = std::min(rect->x + rect->w, surface_data_->width);
float y_end = std::min(rect->y + rect->h, surface_data_->height);
float x_end = std::min(rect->x + rect->w, static_cast<float>(surface_data_->width));
float y_end = std::min(rect->y + rect->h, static_cast<float>(surface_data_->height));
// Rellenar fila a fila con memset (memoria contigua por fila)
Uint8* data_ptr = surface_data_->data.get();
const auto SURF_WIDTH = static_cast<size_t>(surface_data_->width);
const auto ROW_WIDTH = static_cast<size_t>(static_cast<int>(x_end) - static_cast<int>(x_start));
const int SURF_WIDTH = surface_data_->width;
const int ROW_WIDTH = static_cast<int>(x_end) - static_cast<int>(x_start);
for (int y = static_cast<int>(y_start); y < static_cast<int>(y_end); ++y) {
std::memset(data_ptr + (static_cast<size_t>(y) * SURF_WIDTH) + static_cast<size_t>(x_start), color, ROW_WIDTH);
std::memset(data_ptr + (y * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
}
}
// Dibuja el borde de un rectangulo
void Surface::drawRectBorder(const SDL_FRect* rect, Uint8 color) {
void Surface::drawRectBorder(const SDL_FRect* rect, Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
// Limitar los valores del rectángulo al tamaño de la superficie
float x_start = std::max(0.0F, rect->x);
float y_start = std::max(0.0F, rect->y);
float x_end = std::min(rect->x + rect->w, surface_data_->width);
float y_end = std::min(rect->y + rect->h, surface_data_->height);
float x_end = std::min(rect->x + rect->w, static_cast<float>(surface_data_->width));
float y_end = std::min(rect->y + rect->h, static_cast<float>(surface_data_->height));
// Dibujar bordes horizontales con memset (líneas contiguas en memoria)
Uint8* data_ptr = surface_data_->data.get();
const auto SURF_WIDTH = static_cast<size_t>(surface_data_->width);
const auto ROW_WIDTH = static_cast<size_t>(static_cast<int>(x_end) - static_cast<int>(x_start));
std::memset(data_ptr + (static_cast<size_t>(y_start) * SURF_WIDTH) + static_cast<size_t>(x_start), color, ROW_WIDTH);
std::memset(data_ptr + ((static_cast<size_t>(y_end) - 1) * SURF_WIDTH) + static_cast<size_t>(x_start), color, ROW_WIDTH);
const int SURF_WIDTH = surface_data_->width;
const int ROW_WIDTH = static_cast<int>(x_end) - static_cast<int>(x_start);
std::memset(data_ptr + (static_cast<int>(y_start) * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
std::memset(data_ptr + ((static_cast<int>(y_end) - 1) * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
// Dibujar bordes verticales
for (int y = y_start; y < y_end; ++y) {
@@ -211,72 +211,38 @@ void Surface::drawRectBorder(const SDL_FRect* rect, Uint8 color) {
}
}
// Dibuja una linea
void Surface::drawLine(float x1, float y1, float x2, float y2, Uint8 color) {
// Calcula las diferencias
float dx = std::abs(x2 - x1);
float dy = std::abs(y2 - y1);
// Dibuja una linea (Bresenham en enteros)
void Surface::drawLine(float x1, float y1, float x2, float y2, Uint8 color) { // NOLINT(readability-convert-member-functions-to-static)
int ix1 = static_cast<int>(std::lround(x1));
int iy1 = static_cast<int>(std::lround(y1));
const int IX2 = static_cast<int>(std::lround(x2));
const int IY2 = static_cast<int>(std::lround(y2));
// Determina la dirección del incremento
float sx = (x1 < x2) ? 1 : -1;
float sy = (y1 < y2) ? 1 : -1;
const int DX = std::abs(IX2 - ix1);
const int DY = std::abs(IY2 - iy1);
const int SX = (ix1 < IX2) ? 1 : -1;
const int SY = (iy1 < IY2) ? 1 : -1;
float err = dx - dy;
const int SURF_W = surface_data_->width;
const int SURF_H = surface_data_->height;
Uint8* data_ptr = surface_data_->data.get();
int err = DX - DY;
while (true) {
// Asegúrate de no dibujar fuera de los límites de la superficie
if (x1 >= 0 && x1 < surface_data_->width && y1 >= 0 && y1 < surface_data_->height) {
surface_data_->data.get()[static_cast<size_t>(x1 + (y1 * surface_data_->width))] = color;
if (ix1 >= 0 && ix1 < SURF_W && iy1 >= 0 && iy1 < SURF_H) {
data_ptr[ix1 + (iy1 * SURF_W)] = color;
}
// Si alcanzamos el punto final, salimos
if (x1 == x2 && y1 == y2) {
if (ix1 == IX2 && iy1 == IY2) {
break;
}
int e2 = 2 * err;
if (e2 > -dy) {
err -= dy;
x1 += sx;
}
if (e2 < dx) {
err += dx;
y1 += sy;
}
}
}
void Surface::render(float dx, float dy, float sx, float sy, float w, float h) { // NOLINT(readability-make-member-function-const)
auto surface_data = Screen::get()->getRendererSurface()->getSurfaceData();
// Aplicar render offset
dx += Screen::get()->getRenderOffsetX();
dy += Screen::get()->getRenderOffsetY();
// Limitar la región para evitar accesos fuera de rango en origen
w = std::min(w, surface_data_->width - sx);
h = std::min(h, surface_data_->height - sy);
// Limitar la región para evitar accesos fuera de rango en destino
w = std::min(w, surface_data->width - dx);
h = std::min(h, surface_data->height - dy);
const Uint8* src_ptr = surface_data_->data.get();
Uint8* dst_ptr = surface_data->data.get();
for (int iy = 0; iy < h; ++iy) {
for (int ix = 0; ix < w; ++ix) {
// Verificar que las coordenadas de destino están dentro de los límites
if (int dest_x = dx + ix; dest_x >= 0 && dest_x < surface_data->width) {
if (int dest_y = dy + iy; dest_y >= 0 && dest_y < surface_data->height) {
int src_x = sx + ix;
int src_y = sy + iy;
Uint8 color = src_ptr[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
if (color != static_cast<Uint8>(transparent_color_)) {
dst_ptr[static_cast<size_t>(dest_x + (dest_y * surface_data->width))] = sub_palette_[color];
}
}
if (e2 > -DY) {
err -= DY;
ix1 += SX;
}
if (e2 < DX) {
err += DX;
iy1 += SY;
}
}
}
@@ -284,44 +250,38 @@ void Surface::render(float dx, float dy, float sx, float sy, float w, float h) {
void Surface::render(int x, int y, SDL_FRect* src_rect, SDL_FlipMode flip) { // NOLINT(readability-make-member-function-const)
auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
// Aplicar render offset
// Aplicar render offset (usado por transiciones entre pantallas)
x += Screen::get()->getRenderOffsetX();
y += Screen::get()->getRenderOffsetY();
// Determina la región de origen (clip) a renderizar
float sx = (src_rect != nullptr) ? src_rect->x : 0;
float sy = (src_rect != nullptr) ? src_rect->y : 0;
float w = (src_rect != nullptr) ? src_rect->w : surface_data_->width;
float h = (src_rect != nullptr) ? src_rect->h : surface_data_->height;
float w = (src_rect != nullptr) ? src_rect->w : static_cast<float>(surface_data_->width);
float h = (src_rect != nullptr) ? src_rect->h : static_cast<float>(surface_data_->height);
// Guardar dimensiones originales antes del clipping (necesarias para flip)
float orig_w = (src_rect != nullptr) ? src_rect->w : surface_data_->width;
float orig_h = (src_rect != nullptr) ? src_rect->h : surface_data_->height;
// Limitar la región para evitar accesos fuera de rango en origen
w = std::min(w, surface_data_->width - sx);
h = std::min(h, surface_data_->height - sy);
// Limitar la región para evitar accesos fuera de rango en destino
w = std::min(w, surface_data_dest->width - static_cast<float>(x));
h = std::min(h, surface_data_dest->height - static_cast<float>(y));
// Limitar la región para evitar accesos fuera de rango (origen y destino)
w = std::min(w, static_cast<float>(surface_data_->width) - sx);
h = std::min(h, static_cast<float>(surface_data_->height) - sy);
w = std::min(w, static_cast<float>(surface_data_dest->width - x));
h = std::min(h, static_cast<float>(surface_data_dest->height - y));
// Renderiza píxel por píxel aplicando el flip si es necesario
const Uint8* src_ptr = surface_data_->data.get();
Uint8* dst_ptr = surface_data_dest->data.get();
for (int iy = 0; iy < h; ++iy) {
for (int ix = 0; ix < w; ++ix) {
// Coordenadas de origen (flip usa dimensiones originales, no clipped)
int src_x = (flip == SDL_FLIP_HORIZONTAL) ? static_cast<int>(sx + orig_w - 1 - ix) : static_cast<int>(sx + ix);
int src_y = (flip == SDL_FLIP_VERTICAL) ? static_cast<int>(sy + orig_h - 1 - iy) : static_cast<int>(sy + iy);
// Coordenadas de origen
int src_x = (flip == SDL_FLIP_HORIZONTAL) ? (sx + w - 1 - ix) : (sx + ix);
int src_y = (flip == SDL_FLIP_VERTICAL) ? (sy + h - 1 - iy) : (sy + iy);
// Coordenadas de destino
int dest_x = x + ix;
int dest_y = y + iy;
// Verificar que las coordenadas están dentro de los límites
if (dest_x >= 0 && dest_x < surface_data_dest->width && dest_y >= 0 && dest_y < surface_data_dest->height &&
src_x >= 0 && src_x < surface_data_->width && src_y >= 0 && src_y < surface_data_->height) {
// Verificar que las coordenadas de destino están dentro de los límites
if (dest_x >= 0 && dest_x < surface_data_dest->width && dest_y >= 0 && dest_y < surface_data_dest->height) {
// Copia el píxel si no es transparente
Uint8 color = src_ptr[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
if (color != static_cast<Uint8>(transparent_color_)) {
dst_ptr[static_cast<size_t>(dest_x + (dest_y * surface_data_dest->width))] = sub_palette_[color];
@@ -332,7 +292,7 @@ void Surface::render(int x, int y, SDL_FRect* src_rect, SDL_FlipMode flip) { //
}
// Helper para calcular coordenadas con flip
void Surface::calculateFlippedCoords(int ix, int iy, float sx, float sy, float w, float h, SDL_FlipMode flip, int& src_x, int& src_y) {
void Surface::calculateFlippedCoords(int ix, int iy, int sx, int sy, int w, int h, SDL_FlipMode flip, int& src_x, int& src_y) {
src_x = (flip == SDL_FLIP_HORIZONTAL) ? (sx + w - 1 - ix) : (sx + ix);
src_y = (flip == SDL_FLIP_VERTICAL) ? (sy + h - 1 - iy) : (sy + iy);
}
@@ -363,9 +323,9 @@ void Surface::render(SDL_FRect* src_rect, SDL_FRect* dst_rect, SDL_FlipMode flip
float dx = (dst_rect != nullptr) ? dst_rect->x : 0;
float dy = (dst_rect != nullptr) ? dst_rect->y : 0;
// Aplicar render offset
dx += Screen::get()->getRenderOffsetX();
dy += Screen::get()->getRenderOffsetY();
// Aplicar render offset (usado por transiciones entre pantallas)
dx += static_cast<float>(Screen::get()->getRenderOffsetX());
dy += static_cast<float>(Screen::get()->getRenderOffsetY());
float dw = (dst_rect != nullptr) ? dst_rect->w : sw;
float dh = (dst_rect != nullptr) ? dst_rect->h : sh;
@@ -406,7 +366,7 @@ void Surface::render(SDL_FRect* src_rect, SDL_FRect* dst_rect, SDL_FlipMode flip
void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect, SDL_FlipMode flip) const {
auto surface_data = Screen::get()->getRendererSurface()->getSurfaceData();
// Aplicar render offset
// Aplicar render offset (usado por transiciones entre pantallas)
x += Screen::get()->getRenderOffsetX();
y += Screen::get()->getRenderOffsetY();
@@ -436,11 +396,11 @@ void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 tar
continue; // Saltar píxeles fuera del rango del destino
}
// Copia el píxel si no es transparente
// Copia el píxel si no es transparente; aplica sub_palette_ como el resto de render*
Uint8 color = surface_data_->data.get()[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
if (color != static_cast<Uint8>(transparent_color_)) {
surface_data->data[dest_x + (dest_y * surface_data->width)] =
(color == source_color) ? target_color : color;
(color == source_color) ? target_color : sub_palette_[color];
}
}
}
@@ -467,21 +427,21 @@ static auto computeFadeDensity(int screen_y, int fade_h, int canvas_height) -> f
}
// Render amb dissolució als cantons superior/inferior (hash 2D, sense parpelleig)
void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, const SDL_FRect* src_rect) const {
// Aplicar render offset
void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect) const {
// Aplicar render offset (usado per transicions entre pantalles)
x += Screen::get()->getRenderOffsetX();
y += Screen::get()->getRenderOffsetY();
const int SX = (src_rect != nullptr) ? static_cast<int>(src_rect->x) : 0;
const int SY = (src_rect != nullptr) ? static_cast<int>(src_rect->y) : 0;
const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : surface_data_->width;
const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : surface_data_->height;
auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
for (int row = 0; row < SH; row++) {
const int SCREEN_Y = y + row;
if (SCREEN_Y < 0 || SCREEN_Y >= static_cast<int>(surface_data_dest->height)) {
if (SCREEN_Y < 0 || SCREEN_Y >= surface_data_dest->height) {
continue;
}
@@ -489,11 +449,11 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
for (int col = 0; col < SW; col++) {
const int SCREEN_X = x + col;
if (SCREEN_X < 0 || SCREEN_X >= static_cast<int>(surface_data_dest->width)) {
if (SCREEN_X < 0 || SCREEN_X >= surface_data_dest->width) {
continue;
}
const Uint8 COLOR = surface_data_->data[((SY + row) * static_cast<int>(surface_data_->width)) + (SX + col)];
const Uint8 COLOR = surface_data_->data[((SY + row) * surface_data_->width) + (SX + col)];
if (COLOR == static_cast<Uint8>(transparent_color_)) {
continue;
}
@@ -502,27 +462,27 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
continue; // Pixel tapat per la zona de fade
}
surface_data_dest->data[SCREEN_X + (SCREEN_Y * static_cast<int>(surface_data_dest->width))] = sub_palette_[COLOR];
surface_data_dest->data[SCREEN_X + (SCREEN_Y * surface_data_dest->width)] = sub_palette_[COLOR];
}
}
}
// Idem però reemplaçant un color índex
void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, const SDL_FRect* src_rect) const {
// Aplicar render offset
void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect) const {
// Aplicar render offset (usado per transicions entre pantalles)
x += Screen::get()->getRenderOffsetX();
y += Screen::get()->getRenderOffsetY();
const int SX = (src_rect != nullptr) ? static_cast<int>(src_rect->x) : 0;
const int SY = (src_rect != nullptr) ? static_cast<int>(src_rect->y) : 0;
const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : surface_data_->width;
const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : surface_data_->height;
auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
for (int row = 0; row < SH; row++) {
const int SCREEN_Y = y + row;
if (SCREEN_Y < 0 || SCREEN_Y >= static_cast<int>(surface_data_dest->height)) {
if (SCREEN_Y < 0 || SCREEN_Y >= surface_data_dest->height) {
continue;
}
@@ -530,11 +490,11 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
for (int col = 0; col < SW; col++) {
const int SCREEN_X = x + col;
if (SCREEN_X < 0 || SCREEN_X >= static_cast<int>(surface_data_dest->width)) {
if (SCREEN_X < 0 || SCREEN_X >= surface_data_dest->width) {
continue;
}
const Uint8 COLOR = surface_data_->data[((SY + row) * static_cast<int>(surface_data_->width)) + (SX + col)];
const Uint8 COLOR = surface_data_->data[((SY + row) * surface_data_->width) + (SX + col)];
if (COLOR == static_cast<Uint8>(transparent_color_)) {
continue;
}
@@ -544,7 +504,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
}
const Uint8 OUT_COLOR = (COLOR == source_color) ? target_color : sub_palette_[COLOR];
surface_data_dest->data[SCREEN_X + (SCREEN_Y * static_cast<int>(surface_data_dest->width))] = OUT_COLOR;
surface_data_dest->data[SCREEN_X + (SCREEN_Y * surface_data_dest->width)] = OUT_COLOR;
}
}
}
@@ -553,8 +513,8 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
void Surface::toARGBBuffer(Uint32* buffer) const {
if (!surface_data_ || !surface_data_->data || (buffer == nullptr)) { return; }
const int WIDTH = static_cast<int>(surface_data_->width);
const int HEIGHT = static_cast<int>(surface_data_->height);
const int WIDTH = surface_data_->width;
const int HEIGHT = surface_data_->height;
const Uint8* src = surface_data_->data.get();
// Obtenemos el tamaño de la paleta para evitar accesos fuera de rango
@@ -573,7 +533,7 @@ void Surface::toARGBBuffer(Uint32* buffer) const {
}
// Vuelca la superficie a una textura
void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) {
void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) { // NOLINT(readability-convert-member-functions-to-static)
if ((renderer == nullptr) || (texture == nullptr) || !surface_data_) {
throw std::runtime_error("Renderer or texture is null.");
}
@@ -599,8 +559,8 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) {
const int WIDTH = surface_data_->width;
const int HEIGHT = surface_data_->height;
for (int y = 0; y < HEIGHT; ++y) {
const Uint8* src_row = src + (static_cast<size_t>(y) * static_cast<size_t>(WIDTH));
Uint32* dst_row = pixels + (static_cast<size_t>(y) * static_cast<size_t>(row_stride));
const Uint8* src_row = src + (y * WIDTH);
Uint32* dst_row = pixels + (y * row_stride);
for (int x = 0; x < WIDTH; ++x) {
dst_row[x] = pal[src_row[x]];
}
@@ -615,7 +575,7 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) {
}
// Vuelca la superficie a una textura
void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FRect* src_rect, SDL_FRect* dest_rect) {
void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FRect* src_rect, SDL_FRect* dest_rect) { // NOLINT(readability-convert-member-functions-to-static)
if ((renderer == nullptr) || (texture == nullptr) || !surface_data_) {
throw std::runtime_error("Renderer or texture is null.");
}
@@ -648,8 +608,8 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FR
const int WIDTH = surface_data_->width;
const int HEIGHT = surface_data_->height;
for (int y = 0; y < HEIGHT; ++y) {
const Uint8* src_row = src + (static_cast<size_t>(y) * static_cast<size_t>(WIDTH));
Uint32* dst_row = pixels + (static_cast<size_t>(y) * static_cast<size_t>(row_stride));
const Uint8* src_row = src + (y * WIDTH);
Uint32* dst_row = pixels + (y * row_stride);
for (int x = 0; x < WIDTH; ++x) {
dst_row[x] = pal[src_row[x]];
}
@@ -664,12 +624,9 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FR
}
// Realiza un efecto de fundido en la paleta principal
auto Surface::fadePalette() -> bool {
// Verificar que el tamaño mínimo de palette_ sea adecuado
auto Surface::fadePalette() -> bool { // NOLINT(readability-convert-member-functions-to-static)
static constexpr int PALETTE_SIZE = 19;
if (sizeof(palette_) / sizeof(palette_[0]) < PALETTE_SIZE) {
throw std::runtime_error("Palette size is insufficient for fadePalette operation.");
}
static_assert(std::tuple_size_v<Palette> >= PALETTE_SIZE, "Palette size is insufficient for fadePalette operation.");
// Desplazar colores (pares e impares)
for (int i = 18; i > 1; --i) {
@@ -684,7 +641,7 @@ auto Surface::fadePalette() -> bool {
}
// Realiza un efecto de fundido en la paleta secundaria
auto Surface::fadeSubPalette(Uint32 delay) -> bool {
auto Surface::fadeSubPalette(Uint32 delay) -> bool { // NOLINT(readability-convert-member-functions-to-static)
// Variable estática para almacenar el último tick
static Uint32 last_tick_ = 0;
@@ -699,11 +656,8 @@ auto Surface::fadeSubPalette(Uint32 delay) -> bool {
// Actualizar el último tick
last_tick_ = current_tick;
// Verificar que el tamaño mínimo de sub_palette_ sea adecuado
static constexpr int SUB_PALETTE_SIZE = 19;
if (sizeof(sub_palette_) / sizeof(sub_palette_[0]) < SUB_PALETTE_SIZE) {
throw std::runtime_error("Palette size is insufficient for fadePalette operation.");
}
static_assert(std::tuple_size_v<SubPalette> >= SUB_PALETTE_SIZE, "Sub-palette size is insufficient for fadeSubPalette operation.");
// Desplazar colores (pares e impares)
for (int i = 18; i > 1; --i) {
@@ -718,4 +672,4 @@ auto Surface::fadeSubPalette(Uint32 delay) -> bool {
}
// Restaura la sub paleta a su estado original
void Surface::resetSubPalette() { initializeSubPalette(sub_palette_); }
void Surface::resetSubPalette() { initializeSubPalette(sub_palette_); } // NOLINT(readability-convert-member-functions-to-static)

View File

@@ -22,8 +22,8 @@ auto readPalFile(const std::string& file_path) -> Palette;
struct SurfaceData {
std::shared_ptr<Uint8[]> data; // Usa std::shared_ptr para gestión automática
float width; // Ancho de la imagen
float height; // Alto de la imagen
int width; // Ancho de la imagen
int height; // Alto de la imagen
// Constructor por defecto
SurfaceData()
@@ -32,13 +32,13 @@ struct SurfaceData {
height(0) {}
// Constructor que inicializa dimensiones y asigna memoria
SurfaceData(float w, float h)
: data(std::shared_ptr<Uint8[]>(new Uint8[static_cast<size_t>(w * h)](), std::default_delete<Uint8[]>())),
SurfaceData(int w, int h)
: data(std::shared_ptr<Uint8[]>(new Uint8[static_cast<size_t>(w) * static_cast<size_t>(h)](), std::default_delete<Uint8[]>())),
width(w),
height(h) {}
// Constructor para inicializar directamente con datos
SurfaceData(float w, float h, std::shared_ptr<Uint8[]> pixels)
SurfaceData(int w, int h, std::shared_ptr<Uint8[]> pixels)
: data(std::move(pixels)),
width(w),
height(h) {}
@@ -56,6 +56,9 @@ struct SurfaceData {
class Surface {
private:
// shared_ptr porque render() accede al SurfaceData propio y al del renderer
// surface (ver getRendererSurface()) de forma efímera; con self-blit ambos
// pueden alias y el refcount evita free accidental durante el recorrido.
std::shared_ptr<SurfaceData> surface_data_; // Datos a dibujar
Palette palette_; // Paleta para volcar la SurfaceData a una Textura
SubPalette sub_palette_; // Paleta para reindexar colores
@@ -77,7 +80,6 @@ class Surface {
void loadPalette(const Palette& palette);
// Copia una región de la SurfaceData de origen a la SurfaceData de destino
void render(float dx, float dy, float sx, float sy, float w, float h);
void render(int x, int y, SDL_FRect* src_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE);
void render(SDL_FRect* src_rect = nullptr, SDL_FRect* dst_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE);
@@ -85,10 +87,10 @@ class Surface {
void renderWithColorReplace(int x, int y, Uint8 source_color = 0, Uint8 target_color = 0, SDL_FRect* src_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE) const;
// Render amb dissolució als cantons superior/inferior (hash 2D, sense parpelleig)
void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, const SDL_FRect* src_rect = nullptr) const;
void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect = nullptr) const;
// Idem però reemplaçant un color índex (per a sprites sobre fons del mateix color)
void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, const SDL_FRect* src_rect = nullptr) const;
void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect = nullptr) const;
// Establece un color en la paleta
void setColor(int index, Uint32 color);
@@ -127,11 +129,10 @@ class Surface {
// Metodos para gestionar surface_data_
[[nodiscard]] auto getSurfaceData() const -> std::shared_ptr<SurfaceData> { return surface_data_; }
void setSurfaceData(std::shared_ptr<SurfaceData> new_data) { surface_data_ = std::move(new_data); }
// Obtien ancho y alto
[[nodiscard]] auto getWidth() const -> float { return surface_data_->width; }
[[nodiscard]] auto getHeight() const -> float { return surface_data_->height; }
[[nodiscard]] auto getWidth() const -> int { return surface_data_->width; }
[[nodiscard]] auto getHeight() const -> int { return surface_data_->height; }
// Color transparente
[[nodiscard]] auto getTransparentColor() const -> Uint8 { return transparent_color_; }
@@ -139,7 +140,6 @@ class Surface {
// Paleta
void setPalette(const std::array<Uint32, 256>& palette) { palette_ = palette; }
[[nodiscard]] auto getPalette() const -> const Palette& { return palette_; }
[[nodiscard]] auto getPaletteColor(Uint8 index) const -> Uint32 { return palette_[index]; }
// Inicializa la sub paleta
@@ -147,7 +147,7 @@ class Surface {
private:
// Helper para calcular coordenadas con flip
static void calculateFlippedCoords(int ix, int iy, float sx, float sy, float w, float h, SDL_FlipMode flip, int& src_x, int& src_y);
static void calculateFlippedCoords(int ix, int iy, int sx, int sy, int w, int h, SDL_FlipMode flip, int& src_x, int& src_y);
// Helper para copiar un pixel si no es transparente
void copyPixelIfNotTransparent(Uint8* dest_data, int dest_x, int dest_y, int dest_width, int src_x, int src_y) const;

View File

@@ -1,4 +1,4 @@
// Ogg Vorbis audio decoder - v1.20 - public domain
// Ogg Vorbis audio decoder - v1.22 - public domain
// http://nothings.org/stb_vorbis/
//
// Original version written by Sean Barrett in 2007.
@@ -29,12 +29,15 @@
// Bernhard Wodo Evan Balster github:alxprd
// Tom Beaumont Ingo Leitgeb Nicolas Guillemot
// Phillip Bennefall Rohit Thiago Goulart
// github:manxorist saga musix github:infatum
// github:manxorist Saga Musix github:infatum
// Timur Gagiev Maxwell Koo Peter Waller
// github:audinowho Dougall Johnson David Reid
// github:Clownacy Pedro J. Estebanez Remi Verschelde
// AnthoFoxo github:morlat Gabriel Ravier
//
// Partial history:
// 1.22 - 2021-07-11 - various small fixes
// 1.21 - 2021-07-02 - fix bug for files with no comments
// 1.20 - 2020-07-11 - several small fixes
// 1.19 - 2020-02-05 - warnings
// 1.18 - 2020-02-02 - fix seek bugs; parse header comments; misc warnings etc.
@@ -220,6 +223,12 @@ extern int stb_vorbis_decode_frame_pushdata(
// channel. In other words, (*output)[0][0] contains the first sample from
// the first channel, and (*output)[1][0] contains the first sample from
// the second channel.
//
// *output points into stb_vorbis's internal output buffer storage; these
// buffers are owned by stb_vorbis and application code should not free
// them or modify their contents. They are transient and will be overwritten
// once you ask for more data to get decoded, so be sure to grab any data
// you need before then.
extern void stb_vorbis_flush_pushdata(stb_vorbis *f);
// inform stb_vorbis that your next datablock will not be contiguous with
@@ -579,7 +588,7 @@ enum STBVorbisError
#if defined(_MSC_VER) || defined(__MINGW32__)
#include <malloc.h>
#endif
#if defined(__linux__) || defined(__linux) || defined(__EMSCRIPTEN__) || defined(__NEWLIB__)
#if defined(__linux__) || defined(__linux) || defined(__sun__) || defined(__EMSCRIPTEN__) || defined(__NEWLIB__)
#include <alloca.h>
#endif
#else // STB_VORBIS_NO_CRT
@@ -646,6 +655,12 @@ typedef signed int int32;
typedef float codetype;
#ifdef _MSC_VER
#define STBV_NOTUSED(v) (void)(v)
#else
#define STBV_NOTUSED(v) (void)sizeof(v)
#endif
// @NOTE
//
// Some arrays below are tagged "//varies", which means it's actually
@@ -1046,7 +1061,7 @@ static float float32_unpack(uint32 x)
uint32 sign = x & 0x80000000;
uint32 exp = (x & 0x7fe00000) >> 21;
double res = sign ? -(double)mantissa : (double)mantissa;
return (float) ldexp((float)res, exp-788);
return (float) ldexp((float)res, (int)exp-788);
}
@@ -1077,6 +1092,7 @@ static int compute_codewords(Codebook *c, uint8 *len, int n, uint32 *values)
// find the first entry
for (k=0; k < n; ++k) if (len[k] < NO_CODE) break;
if (k == n) { assert(c->sorted_entries == 0); return TRUE; }
assert(len[k] < 32); // no error return required, code reading lens checks this
// add to the list
add_entry(c, 0, k, m++, len[k], values);
// add all available leaves
@@ -1090,6 +1106,7 @@ static int compute_codewords(Codebook *c, uint8 *len, int n, uint32 *values)
uint32 res;
int z = len[i], y;
if (z == NO_CODE) continue;
assert(z < 32); // no error return required, code reading lens checks this
// find lowest available leaf (should always be earliest,
// which is what the specification calls for)
// note that this property, and the fact we can never have
@@ -1099,12 +1116,10 @@ static int compute_codewords(Codebook *c, uint8 *len, int n, uint32 *values)
while (z > 0 && !available[z]) --z;
if (z == 0) { return FALSE; }
res = available[z];
assert(z >= 0 && z < 32);
available[z] = 0;
add_entry(c, bit_reverse(res), i, m++, len[i], values);
// propagate availability up the tree
if (z != len[i]) {
assert(len[i] >= 0 && len[i] < 32);
for (y=len[i]; y > z; --y) {
assert(available[y] == 0);
available[y] = res + (1 << (32-y));
@@ -2577,34 +2592,33 @@ static void imdct_step3_inner_s_loop_ld654(int n, float *e, int i_off, float *A,
while (z > base) {
float k00,k11;
float l00,l11;
k00 = z[-0] - z[ -8];
k11 = z[-1] - z[ -9];
l00 = z[-2] - z[-10];
l11 = z[-3] - z[-11];
z[ -0] = z[-0] + z[ -8];
z[ -1] = z[-1] + z[ -9];
z[-8] = k00;
z[-9] = k11 ;
k00 = z[ -2] - z[-10];
k11 = z[ -3] - z[-11];
z[ -2] = z[-2] + z[-10];
z[ -3] = z[-3] + z[-11];
z[-10] = (k00+k11) * A2;
z[-11] = (k11-k00) * A2;
z[ -8] = k00;
z[ -9] = k11;
z[-10] = (l00+l11) * A2;
z[-11] = (l11-l00) * A2;
k00 = z[-12] - z[ -4]; // reverse to avoid a unary negation
k00 = z[ -4] - z[-12];
k11 = z[ -5] - z[-13];
l00 = z[ -6] - z[-14];
l11 = z[ -7] - z[-15];
z[ -4] = z[ -4] + z[-12];
z[ -5] = z[ -5] + z[-13];
z[-12] = k11;
z[-13] = k00;
k00 = z[-14] - z[ -6]; // reverse to avoid a unary negation
k11 = z[ -7] - z[-15];
z[ -6] = z[ -6] + z[-14];
z[ -7] = z[ -7] + z[-15];
z[-14] = (k00+k11) * A2;
z[-15] = (k00-k11) * A2;
z[-12] = k11;
z[-13] = -k00;
z[-14] = (l11-l00) * A2;
z[-15] = (l00+l11) * -A2;
iter_54(z);
iter_54(z-8);
@@ -3069,6 +3083,7 @@ static int do_floor(vorb *f, Mapping *map, int i, int n, float *target, YTYPE *f
for (q=1; q < g->values; ++q) {
j = g->sorted_order[q];
#ifndef STB_VORBIS_NO_DEFER_FLOOR
STBV_NOTUSED(step2_flag);
if (finalY[j] >= 0)
#else
if (step2_flag[j])
@@ -3171,6 +3186,7 @@ static int vorbis_decode_packet_rest(vorb *f, int *len, Mode *m, int left_start,
// WINDOWING
STBV_NOTUSED(left_end);
n = f->blocksize[m->blockflag];
map = &f->mapping[m->mapping];
@@ -3368,7 +3384,7 @@ static int vorbis_decode_packet_rest(vorb *f, int *len, Mode *m, int left_start,
// this isn't to spec, but spec would require us to read ahead
// and decode the size of all current frames--could be done,
// but presumably it's not a commonly used feature
f->current_loc = -n2; // start of first frame is positioned for discard
f->current_loc = 0u - n2; // start of first frame is positioned for discard (NB this is an intentional unsigned overflow/wrap-around)
// we might have to discard samples "from" the next frame too,
// if we're lapping a large block then a small at the start?
f->discard_samples_deferred = n - right_end;
@@ -3642,7 +3658,9 @@ static int start_decoder(vorb *f)
f->vendor[len] = (char)'\0';
//user comments
f->comment_list_length = get32_packet(f);
if (f->comment_list_length > 0) {
f->comment_list = NULL;
if (f->comment_list_length > 0)
{
f->comment_list = (char**) setup_malloc(f, sizeof(char*) * (f->comment_list_length));
if (f->comment_list == NULL) return error(f, VORBIS_outofmem);
}
@@ -3867,8 +3885,7 @@ static int start_decoder(vorb *f)
unsigned int div=1;
for (k=0; k < c->dimensions; ++k) {
int off = (z / div) % c->lookup_values;
float val = mults[off];
val = mults[off]*c->delta_value + c->minimum_value + last;
float val = mults[off]*c->delta_value + c->minimum_value + last;
c->multiplicands[j*c->dimensions + k] = val;
if (c->sequence_p)
last = val;
@@ -3951,7 +3968,7 @@ static int start_decoder(vorb *f)
if (g->class_masterbooks[j] >= f->codebook_count) return error(f, VORBIS_invalid_setup);
}
for (k=0; k < 1 << g->class_subclasses[j]; ++k) {
g->subclass_books[j][k] = get_bits(f,8)-1;
g->subclass_books[j][k] = (int16)get_bits(f,8)-1;
if (g->subclass_books[j][k] >= f->codebook_count) return error(f, VORBIS_invalid_setup);
}
}
@@ -4509,6 +4526,7 @@ stb_vorbis *stb_vorbis_open_pushdata(
*error = VORBIS_need_more_data;
else
*error = p.error;
vorbis_deinit(&p);
return NULL;
}
f = vorbis_alloc(&p);
@@ -4566,7 +4584,7 @@ static uint32 vorbis_find_page(stb_vorbis *f, uint32 *end, uint32 *last)
header[i] = get8(f);
if (f->eof) return 0;
if (header[4] != 0) goto invalid;
goal = header[22] + (header[23] << 8) + (header[24]<<16) + (header[25]<<24);
goal = header[22] + (header[23] << 8) + (header[24]<<16) + ((uint32)header[25]<<24);
for (i=22; i < 26; ++i)
header[i] = 0;
crc = 0;
@@ -4970,7 +4988,7 @@ unsigned int stb_vorbis_stream_length_in_samples(stb_vorbis *f)
// set. whoops!
break;
}
previous_safe = last_page_loc+1;
//previous_safe = last_page_loc+1; // NOTE: not used after this point, but note for debugging
last_page_loc = stb_vorbis_get_file_offset(f);
}
@@ -5081,7 +5099,10 @@ stb_vorbis * stb_vorbis_open_filename(const char *filename, int *error, const st
stb_vorbis * stb_vorbis_open_memory(const unsigned char *data, int len, int *error, const stb_vorbis_alloc *alloc)
{
stb_vorbis *f, p;
if (data == NULL) return NULL;
if (!data) {
if (error) *error = VORBIS_unexpected_eof;
return NULL;
}
vorbis_init(&p, alloc);
p.stream = (uint8 *) data;
p.stream_end = (uint8 *) data + len;
@@ -5156,11 +5177,11 @@ static void copy_samples(short *dest, float *src, int len)
static void compute_samples(int mask, short *output, int num_c, float **data, int d_offset, int len)
{
#define BUFFER_SIZE 32
float buffer[BUFFER_SIZE];
int i,j,o,n = BUFFER_SIZE;
#define STB_BUFFER_SIZE 32
float buffer[STB_BUFFER_SIZE];
int i,j,o,n = STB_BUFFER_SIZE;
check_endianness();
for (o = 0; o < len; o += BUFFER_SIZE) {
for (o = 0; o < len; o += STB_BUFFER_SIZE) {
memset(buffer, 0, sizeof(buffer));
if (o + n > len) n = len - o;
for (j=0; j < num_c; ++j) {
@@ -5177,16 +5198,17 @@ static void compute_samples(int mask, short *output, int num_c, float **data, in
output[o+i] = v;
}
}
#undef STB_BUFFER_SIZE
}
static void compute_stereo_samples(short *output, int num_c, float **data, int d_offset, int len)
{
#define BUFFER_SIZE 32
float buffer[BUFFER_SIZE];
int i,j,o,n = BUFFER_SIZE >> 1;
#define STB_BUFFER_SIZE 32
float buffer[STB_BUFFER_SIZE];
int i,j,o,n = STB_BUFFER_SIZE >> 1;
// o is the offset in the source data
check_endianness();
for (o = 0; o < len; o += BUFFER_SIZE >> 1) {
for (o = 0; o < len; o += STB_BUFFER_SIZE >> 1) {
// o2 is the offset in the output data
int o2 = o << 1;
memset(buffer, 0, sizeof(buffer));
@@ -5216,6 +5238,7 @@ static void compute_stereo_samples(short *output, int num_c, float **data, int d
output[o2+i] = v;
}
}
#undef STB_BUFFER_SIZE
}
static void convert_samples_short(int buf_c, short **buffer, int b_offset, int data_c, float **data, int d_offset, int samples)
@@ -5288,8 +5311,6 @@ int stb_vorbis_get_samples_short_interleaved(stb_vorbis *f, int channels, short
float **outputs;
int len = num_shorts / channels;
int n=0;
int z = f->channels;
if (z > channels) z = channels;
while (n < len) {
int k = f->channel_buffer_end - f->channel_buffer_start;
if (n+k >= len) k = len - n;
@@ -5308,8 +5329,6 @@ int stb_vorbis_get_samples_short(stb_vorbis *f, int channels, short **buffer, in
{
float **outputs;
int n=0;
int z = f->channels;
if (z > channels) z = channels;
while (n < len) {
int k = f->channel_buffer_end - f->channel_buffer_start;
if (n+k >= len) k = len - n;

View File

@@ -384,7 +384,11 @@ void MiniMap::handleEvent(const SDL_Event& event, const std::string& current_roo
Screen::get()->setRendererSurface(prev);
}
auto game_surface = Screen::get()->getRendererSurface();
if (game_surface) { map_surface_->setPalette(game_surface->getPalette()); }
if (game_surface) {
Palette src_palette{};
for (int i = 0; i < 256; ++i) { src_palette[i] = game_surface->getPaletteColor(static_cast<Uint8>(i)); }
map_surface_->setPalette(src_palette);
}
std::string file = Screenshot::save(*map_surface_);
if (!file.empty()) { std::cout << "MiniMap screenshot: " << file << "\n"; }
// Recomponer para limpiar los números de la surface

View File

@@ -256,7 +256,7 @@ void Notifier::show(std::vector<std::string> texts, const Style& style, int icon
else if (SHAPE == Shape::SQUARED) {
n.surface->clear(style.bg_color);
SDL_FRect squared_rect = {.x = 0, .y = 0, .w = n.surface->getWidth(), .h = n.surface->getHeight()};
SDL_FRect squared_rect = {.x = 0, .y = 0, .w = static_cast<float>(n.surface->getWidth()), .h = static_cast<float>(n.surface->getHeight())};
n.surface->drawRectBorder(&squared_rect, style.border_color);
}

View File

@@ -1,53 +0,0 @@
# Makefile for pack_resources tool
# Compiler
CXX := g++
CXXFLAGS := -std=c++20 -Wall -Wextra -O2
# Directories
TOOL_DIR := .
SOURCE_DIR := ../../source/core/resources
# Source files
SOURCES := pack_resources.cpp \
$(SOURCE_DIR)/resource_pack.cpp
# Output
TARGET := pack_resources
# Platform-specific executable extension
ifeq ($(OS),Windows_NT)
TARGET := $(TARGET).exe
endif
# Default target
all: $(TARGET)
# Build the tool
$(TARGET): $(SOURCES)
@echo "Building pack_resources tool..."
$(CXX) $(CXXFLAGS) $(SOURCES) -o $(TARGET)
@echo "Build complete: $(TARGET)"
# Test: create a test pack
test: $(TARGET)
@echo "Creating test pack..."
./$(TARGET) ../../data test_resources.pack
# Create the actual resources.pack
pack: $(TARGET)
@echo "Creating resources.pack..."
./$(TARGET) ../../data ../../resources.pack
# List contents of a pack
list: $(TARGET)
@echo "Listing pack contents..."
./$(TARGET) --list ../../resources.pack
# Clean
clean:
@echo "Cleaning..."
rm -f $(TARGET) test_resources.pack
@echo "Clean complete"
.PHONY: all test pack list clean