refactored some functions from main.cpp

This commit is contained in:
2025-12-19 18:16:17 +01:00
parent fe0cd289e2
commit adf418dff9
4 changed files with 129 additions and 288 deletions

91
src/app/TextureLoader.cpp Normal file
View File

@ -0,0 +1,91 @@
#include "app/TextureLoader.h"
#include <SDL3_image/SDL_image.h>
#include <algorithm>
#include <mutex>
#include <sstream>
#include "utils/ImagePathResolver.h"
TextureLoader::TextureLoader(
std::atomic<int>& loadedTasks,
std::string& currentLoadingFile,
std::mutex& currentLoadingMutex,
std::vector<std::string>& assetLoadErrors,
std::mutex& assetLoadErrorsMutex)
: loadedTasks_(loadedTasks)
, currentLoadingFile_(currentLoadingFile)
, currentLoadingMutex_(currentLoadingMutex)
, assetLoadErrors_(assetLoadErrors)
, assetLoadErrorsMutex_(assetLoadErrorsMutex)
{
}
void TextureLoader::setCurrentLoadingFile(const std::string& filename) {
std::lock_guard<std::mutex> lk(currentLoadingMutex_);
currentLoadingFile_ = filename;
}
void TextureLoader::clearCurrentLoadingFile() {
std::lock_guard<std::mutex> lk(currentLoadingMutex_);
currentLoadingFile_.clear();
}
void TextureLoader::recordAssetLoadError(const std::string& message) {
std::lock_guard<std::mutex> lk(assetLoadErrorsMutex_);
assetLoadErrors_.emplace_back(message);
}
SDL_Texture* TextureLoader::loadFromImage(SDL_Renderer* renderer, const std::string& path, int* outW, int* outH) {
if (!renderer) {
return nullptr;
}
const std::string resolvedPath = AssetPath::resolveImagePath(path);
setCurrentLoadingFile(resolvedPath.empty() ? path : resolvedPath);
SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
if (!surface) {
{
std::ostringstream ss;
ss << "Image load failed: " << path << " (" << resolvedPath << "): " << SDL_GetError();
recordAssetLoadError(ss.str());
}
loadedTasks_.fetch_add(1);
clearCurrentLoadingFile();
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s): %s", path.c_str(), resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (outW) {
*outW = surface->w;
}
if (outH) {
*outH = surface->h;
}
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_DestroySurface(surface);
if (!texture) {
{
std::ostringstream ss;
ss << "Texture create failed: " << resolvedPath << ": " << SDL_GetError();
recordAssetLoadError(ss.str());
}
loadedTasks_.fetch_add(1);
clearCurrentLoadingFile();
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create texture from %s: %s", resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
loadedTasks_.fetch_add(1);
clearCurrentLoadingFile();
if (resolvedPath != path) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded %s via %s", path.c_str(), resolvedPath.c_str());
}
return texture;
}

31
src/app/TextureLoader.h Normal file
View File

@ -0,0 +1,31 @@
#pragma once
#include <SDL3/SDL.h>
#include <atomic>
#include <mutex>
#include <string>
#include <vector>
class TextureLoader {
public:
TextureLoader(
std::atomic<int>& loadedTasks,
std::string& currentLoadingFile,
std::mutex& currentLoadingMutex,
std::vector<std::string>& assetLoadErrors,
std::mutex& assetLoadErrorsMutex);
SDL_Texture* loadFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr);
private:
std::atomic<int>& loadedTasks_;
std::string& currentLoadingFile_;
std::mutex& currentLoadingMutex_;
std::vector<std::string>& assetLoadErrors_;
std::mutex& assetLoadErrorsMutex_;
void setCurrentLoadingFile(const std::string& filename);
void clearCurrentLoadingFile();
void recordAssetLoadError(const std::string& message);
};

View File

@ -3,7 +3,6 @@
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <string>
#include <cstdio>
@ -39,6 +38,7 @@
#include "states/PlayingState.h"
#include "audio/MenuWrappers.h"
#include "app/AssetLoader.h"
#include "app/TextureLoader.h"
#include "states/LoadingManager.h"
#include "utils/ImagePathResolver.h"
#include "graphics/renderers/GameRenderer.h"
@ -47,8 +47,6 @@
#include "ui/MenuLayout.h"
#include "ui/BottomMenu.h"
// Debug logging removed: no-op in this build (previously LOG_DEBUG)
// Font rendering now handled by FontAtlas
// ---------- Game config ----------
@ -99,289 +97,6 @@ static void drawRect(SDL_Renderer *r, float x, float y, float w, float h, SDL_Co
SDL_RenderFillRect(r, &fr);
}
static SDL_Texture* loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
if (!renderer) {
return nullptr;
}
const std::string resolvedPath = AssetPath::resolveImagePath(path);
{
std::lock_guard<std::mutex> lk(g_currentLoadingMutex);
g_currentLoadingFile = resolvedPath.empty() ? path : resolvedPath;
}
SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
if (!surface) {
// Record the error for display on the loading screen
{
std::lock_guard<std::mutex> lk(g_assetLoadErrorsMutex);
std::ostringstream ss;
ss << "Image load failed: " << path << " (" << resolvedPath << "): " << SDL_GetError();
g_assetLoadErrors.emplace_back(ss.str());
}
g_loadedTasks.fetch_add(1);
{
std::lock_guard<std::mutex> lk(g_currentLoadingMutex);
g_currentLoadingFile.clear();
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s): %s", path.c_str(), resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (outW) { *outW = surface->w; }
if (outH) { *outH = surface->h; }
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_DestroySurface(surface);
if (!texture) {
{
std::lock_guard<std::mutex> lk(g_assetLoadErrorsMutex);
std::ostringstream ss;
ss << "Texture create failed: " << resolvedPath << ": " << SDL_GetError();
g_assetLoadErrors.emplace_back(ss.str());
}
g_loadedTasks.fetch_add(1);
{
std::lock_guard<std::mutex> lk(g_currentLoadingMutex);
g_currentLoadingFile.clear();
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create texture from %s: %s", resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
// Mark this task as completed
g_loadedTasks.fetch_add(1);
{
std::lock_guard<std::mutex> lk(g_currentLoadingMutex);
g_currentLoadingFile.clear();
}
if (resolvedPath != path) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded %s via %s", path.c_str(), resolvedPath.c_str());
}
return texture;
}
enum class LevelBackgroundPhase { Idle, ZoomOut, ZoomIn };
struct LevelBackgroundFader {
SDL_Texture* currentTex = nullptr;
SDL_Texture* nextTex = nullptr;
int currentLevel = -1;
int queuedLevel = -1;
float phaseElapsedMs = 0.0f;
float phaseDurationMs = 0.0f;
float fadeDurationMs = Config::Gameplay::LEVEL_FADE_DURATION;
LevelBackgroundPhase phase = LevelBackgroundPhase::Idle;
};
static float getPhaseDurationMs(const LevelBackgroundFader& fader, LevelBackgroundPhase phase) {
const float total = std::max(1200.0f, fader.fadeDurationMs);
switch (phase) {
case LevelBackgroundPhase::ZoomOut: return total * 0.45f;
case LevelBackgroundPhase::ZoomIn: return total * 0.45f;
case LevelBackgroundPhase::Idle:
default: return 0.0f;
}
}
static void setPhase(LevelBackgroundFader& fader, LevelBackgroundPhase nextPhase) {
fader.phase = nextPhase;
fader.phaseDurationMs = getPhaseDurationMs(fader, nextPhase);
fader.phaseElapsedMs = 0.0f;
}
static void destroyTexture(SDL_Texture*& tex) {
if (tex) {
SDL_DestroyTexture(tex);
tex = nullptr;
}
}
static bool queueLevelBackground(LevelBackgroundFader& fader, SDL_Renderer* renderer, int level) {
if (!renderer) {
return false;
}
level = std::clamp(level, 0, 32);
if (fader.currentLevel == level || fader.queuedLevel == level) {
return true;
}
char bgPath[256];
std::snprintf(bgPath, sizeof(bgPath), "assets/images/levels/level%d.jpg", level);
SDL_Texture* newTexture = loadTextureFromImage(renderer, bgPath);
if (!newTexture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to queue background for level %d: %s", level, bgPath);
return false;
}
destroyTexture(fader.nextTex);
fader.nextTex = newTexture;
fader.queuedLevel = level;
if (!fader.currentTex) {
// First background load happens instantly.
fader.currentTex = fader.nextTex;
fader.currentLevel = fader.queuedLevel;
fader.nextTex = nullptr;
fader.queuedLevel = -1;
fader.phase = LevelBackgroundPhase::Idle;
fader.phaseElapsedMs = 0.0f;
fader.phaseDurationMs = 0.0f;
} else if (fader.phase == LevelBackgroundPhase::Idle) {
// Kick off fancy transition.
setPhase(fader, LevelBackgroundPhase::ZoomOut);
}
return true;
}
static void updateLevelBackgroundFade(LevelBackgroundFader& fader, float frameMs) {
if (fader.phase == LevelBackgroundPhase::Idle) {
return;
}
// Guard against missing textures
if (!fader.currentTex && !fader.nextTex) {
fader.phase = LevelBackgroundPhase::Idle;
return;
}
fader.phaseElapsedMs += frameMs;
if (fader.phaseElapsedMs < std::max(1.0f, fader.phaseDurationMs)) {
return;
}
switch (fader.phase) {
case LevelBackgroundPhase::ZoomOut:
// After zoom-out, swap textures then start zoom-in.
if (fader.nextTex) {
destroyTexture(fader.currentTex);
fader.currentTex = fader.nextTex;
fader.currentLevel = fader.queuedLevel;
fader.nextTex = nullptr;
fader.queuedLevel = -1;
}
setPhase(fader, LevelBackgroundPhase::ZoomIn);
break;
case LevelBackgroundPhase::ZoomIn:
fader.phase = LevelBackgroundPhase::Idle;
fader.phaseElapsedMs = 0.0f;
fader.phaseDurationMs = 0.0f;
break;
case LevelBackgroundPhase::Idle:
default:
fader.phase = LevelBackgroundPhase::Idle;
break;
}
}
static void renderScaledBackground(SDL_Renderer* renderer, SDL_Texture* tex, int winW, int winH, float scale, Uint8 alpha = 255) {
if (!renderer || !tex) {
return;
}
scale = std::max(0.5f, scale);
SDL_FRect dest{
(winW - winW * scale) * 0.5f,
(winH - winH * scale) * 0.5f,
winW * scale,
winH * scale
};
SDL_SetTextureAlphaMod(tex, alpha);
SDL_RenderTexture(renderer, tex, nullptr, &dest);
SDL_SetTextureAlphaMod(tex, 255);
}
static void renderDynamicBackground(SDL_Renderer* renderer, SDL_Texture* tex, int winW, int winH, float baseScale, float motionClockMs, float alphaMul = 1.0f) {
if (!renderer || !tex) {
return;
}
const float seconds = motionClockMs * 0.001f;
const float wobble = std::max(0.4f, baseScale + std::sin(seconds * 0.07f) * 0.02f + std::sin(seconds * 0.23f) * 0.01f);
const float rotation = std::sin(seconds * 0.035f) * 1.25f;
const float panX = std::sin(seconds * 0.11f) * winW * 0.02f;
const float panY = std::cos(seconds * 0.09f) * winH * 0.015f;
SDL_FRect dest{
(winW - winW * wobble) * 0.5f + panX,
(winH - winH * wobble) * 0.5f + panY,
winW * wobble,
winH * wobble
};
SDL_FPoint center{dest.w * 0.5f, dest.h * 0.5f};
Uint8 alpha = static_cast<Uint8>(std::clamp(alphaMul, 0.0f, 1.0f) * 255.0f);
SDL_SetTextureAlphaMod(tex, alpha);
SDL_RenderTextureRotated(renderer, tex, nullptr, &dest, rotation, &center, SDL_FLIP_NONE);
SDL_SetTextureAlphaMod(tex, 255);
}
static void drawOverlay(SDL_Renderer* renderer, const SDL_FRect& rect, SDL_Color color, Uint8 alpha) {
if (!renderer || alpha == 0) {
return;
}
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, alpha);
SDL_RenderFillRect(renderer, &rect);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
}
static void renderLevelBackgrounds(const LevelBackgroundFader& fader, SDL_Renderer* renderer, int winW, int winH, float motionClockMs) {
if (!renderer) {
return;
}
SDL_FRect fullRect{0.f, 0.f, static_cast<float>(winW), static_cast<float>(winH)};
const float duration = std::max(1.0f, fader.phaseDurationMs);
const float progress = (fader.phase == LevelBackgroundPhase::Idle) ? 0.0f : std::clamp(fader.phaseElapsedMs / duration, 0.0f, 1.0f);
const float seconds = motionClockMs * 0.001f;
switch (fader.phase) {
case LevelBackgroundPhase::ZoomOut: {
const float scale = 1.0f + progress * 0.15f;
if (fader.currentTex) {
renderDynamicBackground(renderer, fader.currentTex, winW, winH, scale, motionClockMs, (1.0f - progress * 0.4f));
drawOverlay(renderer, fullRect, SDL_Color{0, 0, 0, 255}, Uint8(progress * 200.0f));
}
break;
}
case LevelBackgroundPhase::ZoomIn: {
const float scale = 1.10f - progress * 0.10f;
const Uint8 alpha = Uint8((0.4f + progress * 0.6f) * 255.0f);
if (fader.currentTex) {
renderDynamicBackground(renderer, fader.currentTex, winW, winH, scale, motionClockMs, alpha / 255.0f);
}
break;
}
case LevelBackgroundPhase::Idle:
default:
if (fader.currentTex) {
renderDynamicBackground(renderer, fader.currentTex, winW, winH, 1.02f, motionClockMs, 1.0f);
float pulse = 0.35f + 0.25f * (0.5f + 0.5f * std::sin(seconds * 0.5f));
drawOverlay(renderer, fullRect, SDL_Color{5, 12, 28, 255}, Uint8(pulse * 90.0f));
} else if (fader.nextTex) {
renderDynamicBackground(renderer, fader.nextTex, winW, winH, 1.02f, motionClockMs, 1.0f);
} else {
drawOverlay(renderer, fullRect, SDL_Color{0, 0, 0, 255}, 255);
}
break;
}
}
static void resetLevelBackgrounds(LevelBackgroundFader& fader) {
destroyTexture(fader.currentTex);
destroyTexture(fader.nextTex);
fader.currentLevel = -1;
fader.queuedLevel = -1;
fader.phaseElapsedMs = 0.0f;
fader.phaseDurationMs = 0.0f;
fader.phase = LevelBackgroundPhase::Idle;
}
// Hover state for level popup ( -1 = none, 0..19 = hovered level )
// Now managed by LevelSelectorState
@ -494,6 +209,9 @@ int main(int, char **)
assetLoader.init(renderer);
LoadingManager loadingManager(&assetLoader);
// Legacy image loader (used only as a fallback when AssetLoader misses)
TextureLoader textureLoader(g_loadedTasks, g_currentLoadingFile, g_currentLoadingMutex, g_assetLoadErrors, g_assetLoadErrorsMutex);
// Font and UI asset handles (actual loading deferred until Loading state)
FontAtlas pixelFont;
FontAtlas font;
@ -1319,7 +1037,7 @@ int main(int, char **)
// load synchronously using the legacy helper so the Menu can render.
auto legacyLoad = [&](const std::string& p, SDL_Texture*& outTex, int* outW = nullptr, int* outH = nullptr) {
if (!outTex) {
outTex = loadTextureFromImage(renderer, p, outW, outH);
outTex = textureLoader.loadFromImage(renderer, p, outW, outH);
}
};
@ -1753,7 +1471,7 @@ int main(int, char **)
case AppState::Menu:
// Ensure overlay is loaded (drawn after highscores so it sits above that layer)
if (!mainScreenTex) {
mainScreenTex = loadTextureFromImage(renderer, "assets/images/main_screen.png", &mainScreenW, &mainScreenH);
mainScreenTex = textureLoader.loadFromImage(renderer, "assets/images/main_screen.png", &mainScreenW, &mainScreenH);
}
// Render menu content that should appear *behind* the overlay (highscores/logo).