forked from jaildesigner-jailgames/jaildoctors_dilemma
457 lines
14 KiB
C++
457 lines
14 KiB
C++
#include "screen.h"
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#include <SDL2/SDL_error.h> // Para SDL_GetError
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#include <SDL2/SDL_events.h> // Para SDL_DISABLE, SDL_ENABLE
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#include <SDL2/SDL_mouse.h> // Para SDL_ShowCursor
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#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <algorithm> // Para max, min
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#include <fstream> // Para basic_ostream, operator<<, basic_ifstream
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#include <iostream> // Para cout
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#include <iterator> // Para istreambuf_iterator, operator!=
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#include <string> // Para basic_string, char_traits, string
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#include "asset.h" // Para Asset
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#include "jail_shader.h" // Para init, render
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#include "notifier.h" // Para Notify
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#include "options.h"
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#include "mouse.h"
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#include "surface.h"
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#include "resource.h"
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// [SINGLETON]
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Screen *Screen::screen_ = nullptr;
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// [SINGLETON] Crearemos el objeto con esta función estática
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void Screen::init(SDL_Window *window, SDL_Renderer *renderer)
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{
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Screen::screen_ = new Screen(window, renderer);
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}
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// [SINGLETON] Destruiremos el objeto con esta función estática
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void Screen::destroy()
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{
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delete Screen::screen_;
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}
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// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
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Screen *Screen::get()
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{
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return Screen::screen_;
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}
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// Constructor
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
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: window_(window),
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renderer_(renderer),
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palettes_(Asset::get()->getListByType(AssetType::PALETTE))
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{
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// Ajusta los tamaños
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adjustGameCanvasRect();
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adjustWindowSize();
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current_palette_ = findPalette(options.video.palette);
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// Define el color del borde para el modo de pantalla completa
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border_color_ = 1;
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// Establece el modo de escalado
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SDL_RenderSetIntegerScale(renderer_, options.video.integer_scale ? SDL_TRUE : SDL_FALSE);
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// Crea la textura donde se dibujan los graficos del juego
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game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, options.game.width, options.game.height);
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if (!game_texture_)
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{
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// Registrar el error si está habilitado
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if (options.console)
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{
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std::cerr << "Error: game_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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// Crea la textura donde se dibuja el borde que rodea el area de juego
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border_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
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if (!border_texture_)
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{
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// Registrar el error si está habilitado
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if (options.console)
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{
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std::cerr << "Error: border_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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// Crea la textura donde se dibuja el borde que rodea el area de juego
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shaders_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
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if (!shaders_texture_)
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{
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// Registrar el error si está habilitado
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if (options.console)
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{
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std::cerr << "Error: shaders_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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// Crea la surface donde se dibujan los graficos del juego
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game_surface_ = std::make_shared<Surface>(options.game.width, options.game.height);
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game_surface_->loadPalette(palettes_.at(current_palette_));
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// Crea la surface donde se dibujan los graficos del juego
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border_surface_ = std::make_shared<Surface>(options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
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border_surface_->loadPalette(palettes_.at(current_palette_));
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// Establece la surface que actuará como renderer para recibir las llamadas a render()
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renderer_surface_ = std::make_shared<std::shared_ptr<Surface>>(game_surface_);
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// Establece el modo de video
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setVideoMode(options.video.mode);
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// Muestra la ventana
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SDL_SetWindowPosition(window_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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show();
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// Extrae el nombre de las paletas desde su ruta
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processPaletteList();
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}
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// Destructor
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Screen::~Screen()
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{
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SDL_DestroyTexture(game_texture_);
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SDL_DestroyTexture(border_texture_);
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SDL_DestroyTexture(shaders_texture_);
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}
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// Limpia la pantalla
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void Screen::clear(Color color)
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{
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SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer_);
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}
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// Limpia la pantalla
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void Screen::clearSurface(Uint8 index)
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{
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game_surface_->clear(index);
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}
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// Prepara para empezar a dibujar en la textura de juego
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void Screen::start()
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{
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SDL_SetRenderTarget(renderer_, game_texture_);
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setRendererSurface(nullptr);
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}
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// Vuelca el contenido del renderizador en pantalla
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void Screen::render()
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{
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// Renderiza todos los overlays
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renderOverlays();
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// Copia la surface a la textura
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surfaceToTexture();
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// Copia la textura al renderizador
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textureToRenderer();
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}
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// Establece el modo de video
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void Screen::setVideoMode(int video_mode)
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{
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// Actualiza las opciones
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options.video.mode = video_mode;
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// Mostrar u ocultar el cursor según el modo
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SDL_ShowCursor(options.video.mode == 0 ? SDL_ENABLE : SDL_DISABLE);
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// Configura el modo de pantalla y ajusta la ventana
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SDL_SetWindowFullscreen(window_, options.video.mode);
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adjustWindowSize();
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adjustGameCanvasRect();
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adjustRenderLogicalSize();
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// Reinicia los shaders
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resetShaders();
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}
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// Camibia entre pantalla completa y ventana
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void Screen::toggleVideoMode()
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{
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options.video.mode = (options.video.mode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
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setVideoMode(options.video.mode);
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}
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// Reduce el tamaño de la ventana
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bool Screen::decWindowZoom()
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{
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if (options.video.mode == 0)
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{
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const int PREVIOUS_ZOOM = options.window.zoom;
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--options.window.zoom;
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options.window.zoom = std::max(options.window.zoom, 1);
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if (options.window.zoom != PREVIOUS_ZOOM)
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{
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setVideoMode(options.video.mode);
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return true;
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}
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}
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return false;
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}
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// Aumenta el tamaño de la ventana
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bool Screen::incWindowZoom()
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{
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if (options.video.mode == 0)
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{
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const int PREVIOUS_ZOOM = options.window.zoom;
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++options.window.zoom;
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options.window.zoom = std::min(options.window.zoom, options.window.max_zoom);
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if (options.window.zoom != PREVIOUS_ZOOM)
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{
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setVideoMode(options.video.mode);
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return true;
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}
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}
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return false;
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}
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// Cambia el color del borde
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void Screen::setBorderColor(Uint8 color)
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{
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border_color_ = color;
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border_surface_->clear(border_color_);
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}
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// Cambia el tipo de mezcla
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void Screen::setBlendMode(SDL_BlendMode blendMode) { SDL_SetRenderDrawBlendMode(renderer_, blendMode); }
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// Establece el tamaño del borde
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void Screen::setBorderWidth(int s) { options.video.border.width = s; }
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// Establece el tamaño del borde
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void Screen::setBorderHeight(int s) { options.video.border.height = s; }
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// Establece si se ha de ver el borde en el modo ventana
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void Screen::setBorderEnabled(bool value) { options.video.border.enabled = value; }
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// Cambia entre borde visible y no visible
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void Screen::toggleBorder()
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{
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options.video.border.enabled = !options.video.border.enabled;
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createShadersTexture();
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setVideoMode(options.video.mode);
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}
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// Dibuja las notificaciones
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void Screen::renderNotifications()
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{
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if (notifications_enabled_)
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{
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Notifier::get()->render();
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}
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}
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// Cambia el estado de los shaders
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void Screen::toggleShaders()
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{
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options.video.shaders = !options.video.shaders;
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setVideoMode(options.video.mode);
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}
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// Actualiza la lógica de la clase
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void Screen::update()
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{
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Notifier::get()->update();
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Mouse::updateCursorVisibility();
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}
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// Muestra la ventana
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void Screen::show() { SDL_ShowWindow(window_); }
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// Oculta la ventana
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void Screen::hide() { SDL_HideWindow(window_); }
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// Calcula el tamaño de la ventana
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void Screen::adjustWindowSize()
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{
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window_width_ = options.game.width + (options.video.border.enabled ? options.video.border.width * 2 : 0);
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window_height_ = options.game.height + (options.video.border.enabled ? options.video.border.height * 2 : 0);
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options.window.max_zoom = getMaxZoom();
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// Establece el nuevo tamaño
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if (options.video.mode == 0)
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{
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int old_width, old_height;
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SDL_GetWindowSize(window_, &old_width, &old_height);
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int old_pos_x, old_pos_y;
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SDL_GetWindowPosition(window_, &old_pos_x, &old_pos_y);
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const int NEW_POS_X = old_pos_x + (old_width - (window_width_ * options.window.zoom)) / 2;
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const int NEW_POS_Y = old_pos_y + (old_height - (window_height_ * options.window.zoom)) / 2;
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SDL_SetWindowSize(window_, window_width_ * options.window.zoom, window_height_ * options.window.zoom);
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SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS_), std::max(NEW_POS_Y, 0));
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}
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}
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// Ajusta game_canvas_rect_
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void Screen::adjustGameCanvasRect()
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{
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game_rect_ = {
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options.video.border.enabled ? options.video.border.width : 0,
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options.video.border.enabled ? options.video.border.height : 0,
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options.game.width,
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options.game.height};
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}
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// Ajusta el tamaño lógico del renderizador
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void Screen::adjustRenderLogicalSize() { SDL_RenderSetLogicalSize(renderer_, window_width_, window_height_); }
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// Obtiene el tamaño máximo de zoom posible para la ventana
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int Screen::getMaxZoom()
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{
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// Obtiene información sobre la pantalla
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SDL_DisplayMode DM;
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SDL_GetCurrentDisplayMode(0, &DM);
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// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
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const int MAX_ZOOM = std::min(DM.w / window_width_, (DM.h - WINDOWS_DECORATIONS_) / window_height_);
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// Normaliza los valores de zoom
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options.window.zoom = std::min(options.window.zoom, MAX_ZOOM);
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return MAX_ZOOM;
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}
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// Reinicia los shaders
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void Screen::resetShaders()
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{
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if (options.video.shaders)
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{
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const std::string GLSL_FILE = window_height_ == 192 ? "crtpi_192.glsl" : "crtpi_240.glsl";
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std::ifstream f(Asset::get()->get(GLSL_FILE).c_str());
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std::string source((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
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shader::init(window_, shaders_texture_, source.c_str());
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}
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}
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// Establece el renderizador para las surfaces
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void Screen::setRendererSurface(std::shared_ptr<Surface> surface)
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{
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(surface) ? renderer_surface_ = std::make_shared<std::shared_ptr<Surface>>(surface) : renderer_surface_ = std::make_shared<std::shared_ptr<Surface>>(game_surface_);
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}
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// Cambia la paleta
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void Screen::nextPalette()
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{
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++current_palette_;
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if (current_palette_ == static_cast<int>(palettes_.size()))
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{
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current_palette_ = 0;
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}
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game_surface_->loadPalette(Resource::get()->getPalette(palettes_.at(current_palette_)));
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border_surface_->loadPalette(Resource::get()->getPalette(palettes_.at(current_palette_)));
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options.video.palette = palettes_.at(current_palette_);
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// Eliminar ".gif"
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size_t pos = options.video.palette.find(".gif");
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if (pos != std::string::npos)
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{
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options.video.palette.erase(pos, 4);
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}
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// Convertir a mayúsculas
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std::transform(options.video.palette.begin(), options.video.palette.end(), options.video.palette.begin(), ::toupper);
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}
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// Extrae los nombres de las paletas
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void Screen::processPaletteList()
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{
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for (auto &palette : palettes_)
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{
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palette = getFileName(palette);
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}
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}
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// Copia la surface a la textura
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void Screen::surfaceToTexture()
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{
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// Si está el borde activo, vuelca gameCanvas sobre borderCanvas
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if (options.video.border.enabled)
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{
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setRendererSurface(border_surface_);
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game_surface_->render(options.video.border.width, options.video.border.height);
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border_surface_->copyToTexture(renderer_, border_texture_);
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}
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else
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{
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game_surface_->copyToTexture(renderer_, game_texture_);
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}
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}
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// Copia la textura al renderizador
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void Screen::textureToRenderer()
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{
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SDL_Texture *texture_to_render = options.video.border.enabled ? border_texture_ : game_texture_;
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if (options.video.shaders)
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{
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SDL_SetRenderTarget(renderer_, shaders_texture_);
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SDL_RenderCopy(renderer_, texture_to_render, nullptr, nullptr);
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SDL_SetRenderTarget(renderer_, nullptr);
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shader::render();
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}
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else
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{
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SDL_SetRenderTarget(renderer_, nullptr);
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SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderClear(renderer_);
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SDL_RenderCopy(renderer_, texture_to_render, nullptr, nullptr);
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SDL_RenderPresent(renderer_);
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}
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}
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// Renderiza todos los overlays
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void Screen::renderOverlays()
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{
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renderNotifications();
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}
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// Localiza la paleta dentro del vector de paletas
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size_t Screen::findPalette(const std::string &name)
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{
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std::string upper_name = toUpper(name + ".gif");
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for (size_t i = 0; i < palettes_.size(); ++i)
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{
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if (toUpper(getFileName(palettes_[i])) == upper_name)
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{
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return i;
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}
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}
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return static_cast<size_t>(0);
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}
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// Recrea la textura para los shaders
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void Screen::createShadersTexture()
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{
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if (shaders_texture_)
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{
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SDL_DestroyTexture(shaders_texture_);
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}
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// Crea la textura donde se dibuja el borde que rodea el area de juego
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shaders_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
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if (!shaders_texture_)
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{
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// Registrar el error si está habilitado
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if (options.console)
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{
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std::cerr << "Error: shaders_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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} |