JA VA! Nomes s'havia de fer les coses be i no ser un ansias

This commit is contained in:
2025-02-22 00:30:32 +01:00
parent f6098a479b
commit e361d295c1
39 changed files with 1053 additions and 1098 deletions

View File

@@ -10,7 +10,8 @@
#include <string> // Para basic_string, char_traits, string
#include "asset.h" // Para Asset
#include "jail_shader.h" // Para init, render
#include "notifier.h" // Para Notify
#include "notifier.h" // Para Notify
#include "options.h"
// [SINGLETON]
Screen *Screen::screen_ = nullptr;
@@ -38,8 +39,8 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
: window_(window),
renderer_(renderer)
{
game_canvas_width_ = options_->gameWidth;
game_canvas_height_ = options_->gameHeight;
game_canvas_width_ = options.gameWidth;
game_canvas_height_ = options.gameHeight;
notification_logical_width_ = game_canvas_width_;
notification_logical_height_ = game_canvas_height_;
@@ -53,17 +54,17 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
game_canvas_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, game_canvas_width_, game_canvas_height_);
if (game_canvas_ == nullptr)
{
if (options_->console)
if (options.console)
{
std::cout << "gameCanvas could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
// Crea la textura donde se dibuja el borde que rodea el area de juego
border_canvas_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, game_canvas_width_ + options_->borderWidth * 2, game_canvas_height_ + options_->borderHeight * 2);
border_canvas_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, game_canvas_width_ + options.borderWidth * 2, game_canvas_height_ + options.borderHeight * 2);
if (border_canvas_ == nullptr)
{
if (options_->console)
if (options.console)
{
std::cout << "borderCanvas could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
@@ -71,7 +72,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
setBorderColor(border_color_);
// Establece el modo de video
setVideoMode(options_->videoMode);
setVideoMode(options.videoMode);
// Muestra la ventana
SDL_ShowWindow(window);
@@ -110,7 +111,7 @@ void Screen::render()
renderNotifications();
// Si está el borde activo, vuelca gameCanvas sobre borderCanvas
if (options_->borderEnabled)
if (options.borderEnabled)
{
gameCanvasToBorderCanvas();
}
@@ -132,11 +133,11 @@ void Screen::setVideoMode(int videoMode)
SDL_ShowCursor(SDL_ENABLE);
// Modifica el tamaño de la ventana en función del borde
if (options_->borderEnabled)
if (options.borderEnabled)
{
window_width_ = game_canvas_width_ + options_->borderWidth * 2;
window_height_ = game_canvas_height_ + options_->borderHeight * 2;
dest_ = {options_->borderWidth, options_->borderHeight, game_canvas_width_, game_canvas_height_};
window_width_ = game_canvas_width_ + options.borderWidth * 2;
window_height_ = game_canvas_height_ + options.borderHeight * 2;
dest_ = {options.borderWidth, options.borderHeight, game_canvas_width_, game_canvas_height_};
}
else
@@ -147,7 +148,7 @@ void Screen::setVideoMode(int videoMode)
}
// Modifica el tamaño de la ventana
SDL_SetWindowSize(window_, window_width_ * options_->windowSize, window_height_ * options_->windowSize);
SDL_SetWindowSize(window_, window_width_ * options.windowSize, window_height_ * options.windowSize);
SDL_SetWindowPosition(window_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
@@ -161,7 +162,7 @@ void Screen::setVideoMode(int videoMode)
SDL_GetWindowSize(window_, &window_width_, &window_height_);
// Aplica el escalado al rectangulo donde se pinta la textura del juego
if (options_->integerScale)
if (options.integerScale)
{
// Calcula el tamaño de la escala máxima
int scale = 0;
@@ -175,7 +176,7 @@ void Screen::setVideoMode(int videoMode)
dest_.x = (window_width_ - dest_.w) / 2;
dest_.y = (window_height_ - dest_.h) / 2;
}
else if (options_->keepAspect)
else if (options.keepAspect)
{
float ratio = (float)game_canvas_width_ / (float)game_canvas_height_;
if ((window_width_ - game_canvas_width_) >= (window_height_ - game_canvas_height_))
@@ -205,18 +206,18 @@ void Screen::setVideoMode(int videoMode)
SDL_RenderSetLogicalSize(renderer_, window_width_, window_height_);
// Actualiza las opciones
options_->videoMode = videoMode;
options_->screen.windowWidth = window_width_;
options_->screen.windowHeight = window_height_;
options.videoMode = videoMode;
options.screen.windowWidth = window_width_;
options.screen.windowHeight = window_height_;
// Reinicia los shaders
if (options_->shaders)
if (options.shaders)
{
const std::string glsl_file = options_->screen.windowHeight == 192 ? "crtpi_192.glsl" : "crtpi_240.glsl";
const std::string glsl_file = options.screen.windowHeight == 192 ? "crtpi_192.glsl" : "crtpi_240.glsl";
std::ifstream f(Asset::get()->get(glsl_file).c_str());
std::string source((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
if (options_->borderEnabled)
if (options.borderEnabled)
{
shader::init(window_, border_canvas_, source.c_str());
}
@@ -230,30 +231,30 @@ void Screen::setVideoMode(int videoMode)
// Camibia entre pantalla completa y ventana
void Screen::toggleVideoMode()
{
options_->videoMode = (options_->videoMode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
setVideoMode(options_->videoMode);
options.videoMode = (options.videoMode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
setVideoMode(options.videoMode);
}
// Cambia el tamaño de la ventana
void Screen::setWindowSize(int size)
{
options_->windowSize = size;
options.windowSize = size;
setVideoMode(0);
}
// Reduce el tamaño de la ventana
void Screen::decWindowSize()
{
--options_->windowSize;
options_->windowSize = std::max(options_->windowSize, 1);
--options.windowSize;
options.windowSize = std::max(options.windowSize, 1);
setVideoMode(0);
}
// Aumenta el tamaño de la ventana
void Screen::incWindowSize()
{
++options_->windowSize;
options_->windowSize = std::min(options_->windowSize, 4);
++options.windowSize;
options.windowSize = std::min(options.windowSize, 4);
setVideoMode(0);
}
@@ -277,25 +278,25 @@ void Screen::setBlendMode(SDL_BlendMode blendMode)
// Establece el tamaño del borde
void Screen::setBorderWidth(int s)
{
options_->borderWidth = s;
options.borderWidth = s;
}
// Establece el tamaño del borde
void Screen::setBorderHeight(int s)
{
options_->borderHeight = s;
options.borderHeight = s;
}
// Establece si se ha de ver el borde en el modo ventana
void Screen::setBorderEnabled(bool value)
{
options_->borderEnabled = value;
options.borderEnabled = value;
}
// Cambia entre borde visible y no visible
void Screen::toggleBorder()
{
options_->borderEnabled = !options_->borderEnabled;
options.borderEnabled = !options.borderEnabled;
setVideoMode(0);
}
@@ -385,7 +386,7 @@ void Screen::iniSpectrumFade()
const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
for (auto v : vColors)
{
spectrum_color_.push_back(stringToColor(options_->palette, v));
spectrum_color_.push_back(stringToColor(options.palette, v));
}
}
@@ -473,14 +474,14 @@ void Screen::renderPresent()
SDL_SetRenderDrawColor(renderer_, border_color_.r, border_color_.g, border_color_.b, 0xFF);
SDL_RenderClear(renderer_);
if (options_->shaders)
if (options.shaders)
{
// Aplica shaders y renderiza el contenido
shader::render();
}
else
{
if (options_->borderEnabled)
if (options.borderEnabled)
{
SDL_RenderCopy(renderer_, border_canvas_, nullptr, nullptr);
}
@@ -495,6 +496,6 @@ void Screen::renderPresent()
// Cambia el estado de los shaders
void Screen::toggleShaders()
{
options_->shaders = !options_->shaders;
setVideoMode(options_->videoMode);
options.shaders = !options.shaders;
setVideoMode(options.videoMode);
}