This commit is contained in:
2025-11-19 20:21:45 +01:00
parent cbe71b5af4
commit 35ef99cf7c
25 changed files with 397 additions and 462 deletions

View File

@@ -2,81 +2,84 @@
// --- Includes ---
#include <SDL3/SDL.h>
#include <stdint.h> // Para uint32_t, uint8_t
#include <stdio.h> // Para NULL, fseek, printf, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> // Para free, malloc
#include <string.h> // Para strcpy, strlen
#include <stdint.h> // Para uint32_t, uint8_t
#include <stdio.h> // Para NULL, fseek, printf, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> // Para free, malloc
#include <string.h> // Para strcpy, strlen
#define STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h" // Para stb_vorbis_decode_memory
// --- Public Enums ---
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED, JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED, JA_MUSIC_DISABLED };
enum JA_Channel_state { JA_CHANNEL_INVALID,
JA_CHANNEL_FREE,
JA_CHANNEL_PLAYING,
JA_CHANNEL_PAUSED,
JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID,
JA_MUSIC_PLAYING,
JA_MUSIC_PAUSED,
JA_MUSIC_STOPPED,
JA_MUSIC_DISABLED };
// --- Struct Definitions ---
#define JA_MAX_SIMULTANEOUS_CHANNELS 20
#define JA_MAX_GROUPS 2
struct JA_Sound_t
{
SDL_AudioSpec spec { SDL_AUDIO_S16, 2, 48000 };
Uint32 length { 0 };
Uint8 *buffer { NULL };
struct JA_Sound_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8* buffer{NULL};
};
struct JA_Channel_t
{
JA_Sound_t *sound { nullptr };
int pos { 0 };
int times { 0 };
int group { 0 };
SDL_AudioStream *stream { nullptr };
JA_Channel_state state { JA_CHANNEL_FREE };
struct JA_Channel_t {
JA_Sound_t* sound{nullptr};
int pos{0};
int times{0};
int group{0};
SDL_AudioStream* stream{nullptr};
JA_Channel_state state{JA_CHANNEL_FREE};
};
struct JA_Music_t
{
SDL_AudioSpec spec { SDL_AUDIO_S16, 2, 48000 };
Uint32 length { 0 };
Uint8 *buffer { nullptr };
char *filename { nullptr };
struct JA_Music_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8* buffer{nullptr};
char* filename{nullptr};
int pos { 0 };
int times { 0 };
SDL_AudioStream *stream { nullptr };
JA_Music_state state { JA_MUSIC_INVALID };
int pos{0};
int times{0};
SDL_AudioStream* stream{nullptr};
JA_Music_state state{JA_MUSIC_INVALID};
};
// --- Internal Global State ---
// Marcado 'inline' (C++17) para asegurar una única instancia.
inline JA_Music_t* current_music { nullptr };
inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
inline JA_Music_t* current_music{nullptr};
inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
inline SDL_AudioSpec JA_audioSpec { SDL_AUDIO_S16, 2, 48000 };
inline float JA_musicVolume { 1.0f };
inline float JA_soundVolume[JA_MAX_GROUPS];
inline bool JA_musicEnabled { true };
inline bool JA_soundEnabled { true };
inline SDL_AudioDeviceID sdlAudioDevice { 0 };
inline SDL_AudioSpec JA_audioSpec{SDL_AUDIO_S16, 2, 48000};
inline float JA_musicVolume{1.0f};
inline float JA_soundVolume[JA_MAX_GROUPS];
inline bool JA_musicEnabled{true};
inline bool JA_soundEnabled{true};
inline SDL_AudioDeviceID sdlAudioDevice{0};
inline bool fading { false };
inline int fade_start_time { 0 };
inline int fade_duration { 0 };
inline float fade_initial_volume { 0.0f }; // Corregido de 'int' a 'float'
inline bool fading{false};
inline int fade_start_time{0};
inline int fade_duration{0};
inline float fade_initial_volume{0.0f}; // Corregido de 'int' a 'float'
// --- Forward Declarations ---
inline void JA_StopMusic();
inline void JA_StopChannel(const int channel);
inline int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop = 0, const int group = 0);
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
// --- Core Functions ---
inline void JA_Update()
{
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING)
{
inline void JA_Update() {
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
if (fading) {
int time = SDL_GetTicks();
if (time > (fade_start_time + fade_duration)) {
@@ -90,67 +93,56 @@ inline void JA_Update()
}
}
if (current_music->times != 0)
{
if (current_music->times != 0) {
if ((Uint32)SDL_GetAudioStreamAvailable(current_music->stream) < (current_music->length / 2)) {
SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length);
}
if (current_music->times > 0) current_music->times--;
}
else
{
} else {
if (SDL_GetAudioStreamAvailable(current_music->stream) == 0) JA_StopMusic();
}
}
if (JA_soundEnabled)
{
if (JA_soundEnabled) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
if (channels[i].state == JA_CHANNEL_PLAYING)
{
if (channels[i].times != 0)
{
if (channels[i].state == JA_CHANNEL_PLAYING) {
if (channels[i].times != 0) {
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2)) {
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer, channels[i].sound->length);
if (channels[i].times > 0) channels[i].times--;
}
}
else
{
} else {
if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0) JA_StopChannel(i);
}
}
}
}
inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels)
{
#ifdef _DEBUG
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
#endif
JA_audioSpec = {format, num_channels, freq};
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
if (sdlAudioDevice == 0) SDL_Log("Failed to initialize SDL audio!");
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
}
inline void JA_Quit()
{
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
inline void JA_Quit() {
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
sdlAudioDevice = 0;
}
// --- Music Functions ---
inline JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
{
JA_Music_t *music = new JA_Music_t();
inline JA_Music_t* JA_LoadMusic(Uint8* buffer, Uint32 length) {
JA_Music_t* music = new JA_Music_t();
int chan, samplerate;
short *output;
short* output;
music->length = stb_vorbis_decode_memory(buffer, length, &chan, &samplerate, &output) * chan * 2;
music->spec.channels = chan;
@@ -165,16 +157,15 @@ inline JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
return music;
}
inline JA_Music_t *JA_LoadMusic(const char* filename)
{
inline JA_Music_t* JA_LoadMusic(const char* filename) {
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE *f = fopen(filename, "rb");
if (!f) return NULL; // Añadida comprobación de apertura
FILE* f = fopen(filename, "rb");
if (!f) return NULL; // Añadida comprobación de apertura
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8*)malloc(fsize + 1);
if (!buffer) { // Añadida comprobación de malloc
Uint8* buffer = (Uint8*)malloc(fsize + 1);
if (!buffer) { // Añadida comprobación de malloc
fclose(f);
return NULL;
}
@@ -185,8 +176,8 @@ inline JA_Music_t *JA_LoadMusic(const char* filename)
}
fclose(f);
JA_Music_t *music = JA_LoadMusic(buffer, fsize);
if (music) { // Comprobar que JA_LoadMusic tuvo éxito
JA_Music_t* music = JA_LoadMusic(buffer, fsize);
if (music) { // Comprobar que JA_LoadMusic tuvo éxito
music->filename = (char*)malloc(strlen(filename) + 1);
if (music->filename) {
strcpy(music->filename, filename);
@@ -198,9 +189,8 @@ inline JA_Music_t *JA_LoadMusic(const char* filename)
return music;
}
inline void JA_PlayMusic(JA_Music_t *music, const int loop = -1)
{
if (!JA_musicEnabled || !music) return; // Añadida comprobación de music
inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
if (!JA_musicEnabled || !music) return; // Añadida comprobación de music
JA_StopMusic();
@@ -210,7 +200,7 @@ inline void JA_PlayMusic(JA_Music_t *music, const int loop = -1)
current_music->times = loop;
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) { // Comprobar creación de stream
if (!current_music->stream) { // Comprobar creación de stream
SDL_Log("Failed to create audio stream!");
current_music->state = JA_MUSIC_STOPPED;
return;
@@ -220,33 +210,29 @@ inline void JA_PlayMusic(JA_Music_t *music, const int loop = -1)
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
}
inline char *JA_GetMusicFilename(JA_Music_t *music = nullptr)
{
inline char* JA_GetMusicFilename(JA_Music_t* music = nullptr) {
if (!music) music = current_music;
if (!music) return nullptr; // Añadida comprobación
if (!music) return nullptr; // Añadida comprobación
return music->filename;
}
inline void JA_PauseMusic()
{
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; // Comprobación mejorada
current_music->state = JA_MUSIC_PAUSED;
SDL_UnbindAudioStream(current_music->stream);
}
inline void JA_ResumeMusic()
{
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; // Comprobación mejorada
current_music->state = JA_MUSIC_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
}
inline void JA_StopMusic()
{
inline void JA_StopMusic() {
if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
current_music->pos = 0;
@@ -258,8 +244,7 @@ inline void JA_StopMusic()
// No liberamos filename aquí, se debería liberar en JA_DeleteMusic
}
inline void JA_FadeOutMusic(const int milliseconds)
{
inline void JA_FadeOutMusic(const int milliseconds) {
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
@@ -269,16 +254,14 @@ inline void JA_FadeOutMusic(const int milliseconds)
fade_initial_volume = JA_musicVolume;
}
inline JA_Music_state JA_GetMusicState()
{
inline JA_Music_state JA_GetMusicState() {
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
if (!current_music) return JA_MUSIC_INVALID;
return current_music->state;
}
inline void JA_DeleteMusic(JA_Music_t *music)
{
inline void JA_DeleteMusic(JA_Music_t* music) {
if (!music) return;
if (current_music == music) {
JA_StopMusic();
@@ -286,12 +269,11 @@ inline void JA_DeleteMusic(JA_Music_t *music)
}
SDL_free(music->buffer);
if (music->stream) SDL_DestroyAudioStream(music->stream);
free(music->filename); // filename se libera aquí
free(music->filename); // filename se libera aquí
delete music;
}
inline float JA_SetMusicVolume(float volume)
{
inline float JA_SetMusicVolume(float volume) {
JA_musicVolume = SDL_clamp(volume, 0.0f, 1.0f);
if (current_music && current_music->stream) {
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
@@ -299,43 +281,37 @@ inline float JA_SetMusicVolume(float volume)
return JA_musicVolume;
}
inline void JA_SetMusicPosition(float value)
{
inline void JA_SetMusicPosition(float value) {
if (!current_music) return;
current_music->pos = value * current_music->spec.freq;
// Nota: Esta implementación de 'pos' no parece usarse en JA_Update para
// el streaming. El streaming siempre parece empezar desde el principio.
}
inline float JA_GetMusicPosition()
{
inline float JA_GetMusicPosition() {
if (!current_music) return 0;
return float(current_music->pos) / float(current_music->spec.freq);
// Nota: Ver `JA_SetMusicPosition`
}
inline void JA_EnableMusic(const bool value)
{
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();
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();
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;
@@ -344,9 +320,8 @@ inline JA_Sound_t *JA_LoadSound(uint8_t* buffer, uint32_t size)
return sound;
}
inline JA_Sound_t *JA_LoadSound(const char* filename)
{
JA_Sound_t *sound = new JA_Sound_t();
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;
@@ -355,34 +330,32 @@ inline JA_Sound_t *JA_LoadSound(const char* filename)
return sound;
}
inline int JA_PlaySound(JA_Sound_t *sound, const int loop = 0, const int group = 0)
{
inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) {
if (!JA_soundEnabled || !sound) return -1;
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) {
// No hay canal libre, reemplazamos el primero
channel = 0;
channel = 0;
}
return JA_PlaySoundOnChannel(sound, channel, loop, group);
}
inline int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop, const int group)
{
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop, const int group) {
if (!JA_soundEnabled || !sound) return -1;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
JA_StopChannel(channel); // Detiene y limpia el canal si estaba en uso
JA_StopChannel(channel); // Detiene y limpia el canal si estaba en uso
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].group = group; // Asignar grupo
channels[channel].group = group; // Asignar grupo
channels[channel].state = JA_CHANNEL_PLAYING;
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
if (!channels[channel].stream) {
SDL_Log("Failed to create audio stream for sound!");
channels[channel].state = JA_CHANNEL_FREE;
@@ -396,8 +369,7 @@ inline int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int
return channel;
}
inline void JA_DeleteSound(JA_Sound_t *sound)
{
inline void JA_DeleteSound(JA_Sound_t* sound) {
if (!sound) return;
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
@@ -406,56 +378,42 @@ inline void JA_DeleteSound(JA_Sound_t *sound)
delete sound;
}
inline void JA_PauseChannel(const int channel)
{
inline void JA_PauseChannel(const int channel) {
if (!JA_soundEnabled) return;
if (channel == -1)
{
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
if (channels[i].state == JA_CHANNEL_PLAYING)
{
if (channels[i].state == JA_CHANNEL_PLAYING) {
channels[i].state = JA_CHANNEL_PAUSED;
SDL_UnbindAudioStream(channels[i].stream);
}
}
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
{
if (channels[channel].state == JA_CHANNEL_PLAYING)
{
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state == JA_CHANNEL_PLAYING) {
channels[channel].state = JA_CHANNEL_PAUSED;
SDL_UnbindAudioStream(channels[channel].stream);
}
}
}
inline void JA_ResumeChannel(const int channel)
{
inline void JA_ResumeChannel(const int channel) {
if (!JA_soundEnabled) return;
if (channel == -1)
{
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
if (channels[i].state == JA_CHANNEL_PAUSED)
{
if (channels[i].state == JA_CHANNEL_PAUSED) {
channels[i].state = JA_CHANNEL_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, channels[i].stream);
}
}
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
{
if (channels[channel].state == JA_CHANNEL_PAUSED)
{
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state == JA_CHANNEL_PAUSED) {
channels[channel].state = JA_CHANNEL_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
}
}
}
inline void JA_StopChannel(const int channel)
{
if (channel == -1)
{
inline void JA_StopChannel(const int channel) {
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state != JA_CHANNEL_FREE) {
if (channels[i].stream) SDL_DestroyAudioStream(channels[i].stream);
@@ -465,9 +423,7 @@ inline void JA_StopChannel(const int channel)
channels[i].sound = NULL;
}
}
}
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
{
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state != JA_CHANNEL_FREE) {
if (channels[channel].stream) SDL_DestroyAudioStream(channels[channel].stream);
channels[channel].stream = nullptr;
@@ -478,18 +434,17 @@ inline void JA_StopChannel(const int channel)
}
}
inline JA_Channel_state JA_GetChannelState(const int channel)
{
inline JA_Channel_state JA_GetChannelState(const int channel) {
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
return channels[channel].state;
}
inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para todos los grupos
inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para todos los grupos
{
const float v = SDL_clamp(volume, 0.0f, 1.0f);
if (group == -1) {
for (int i = 0; i < JA_MAX_GROUPS; ++i) {
JA_soundVolume[i] = v;
@@ -497,7 +452,7 @@ inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para to
} else if (group >= 0 && group < JA_MAX_GROUPS) {
JA_soundVolume[group] = v;
} else {
return v; // Grupo inválido
return v; // Grupo inválido
}
// Aplicar volumen a canales activos
@@ -505,7 +460,7 @@ inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para to
if ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) {
if (group == -1 || channels[i].group == group) {
if (channels[i].stream) {
SDL_SetAudioStreamGain(channels[i].stream, JA_soundVolume[channels[i].group]);
SDL_SetAudioStreamGain(channels[i].stream, JA_soundVolume[channels[i].group]);
}
}
}
@@ -513,17 +468,15 @@ inline float JA_SetSoundVolume(float volume, const int group = -1) // -1 para to
return v;
}
inline void JA_EnableSound(const bool value)
{
inline void JA_EnableSound(const bool value) {
if (!value) {
JA_StopChannel(-1); // Detener todos los canales
JA_StopChannel(-1); // Detener todos los canales
}
JA_soundEnabled = value;
}
inline float JA_SetVolume(float volume)
{
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); // Aplicar a todos los grupos de sonido
return v;
}

View File

@@ -30,28 +30,28 @@ Input::Input(std::string game_controller_db_path)
// Inicializar bindings del teclado
keyboard_.bindings = {
// Movimiento del jugador
{Action::LEFT, KeyState{SDL_SCANCODE_LEFT}},
{Action::RIGHT, KeyState{SDL_SCANCODE_RIGHT}},
{Action::JUMP, KeyState{SDL_SCANCODE_UP}},
{Action::LEFT, KeyState{.scancode = SDL_SCANCODE_LEFT}},
{Action::RIGHT, KeyState{.scancode = SDL_SCANCODE_RIGHT}},
{Action::JUMP, KeyState{.scancode = SDL_SCANCODE_UP}},
// Inputs de control
{Action::ACCEPT, KeyState{SDL_SCANCODE_RETURN}},
{Action::CANCEL, KeyState{SDL_SCANCODE_ESCAPE}},
{Action::EXIT, KeyState{SDL_SCANCODE_ESCAPE}},
{Action::ACCEPT, KeyState{.scancode = SDL_SCANCODE_RETURN}},
{Action::CANCEL, KeyState{.scancode = SDL_SCANCODE_ESCAPE}},
{Action::EXIT, KeyState{.scancode = SDL_SCANCODE_ESCAPE}},
// Inputs de sistema
{Action::WINDOW_DEC_ZOOM, KeyState{SDL_SCANCODE_F1}},
{Action::WINDOW_INC_ZOOM, KeyState{SDL_SCANCODE_F2}},
{Action::TOGGLE_FULLSCREEN, KeyState{SDL_SCANCODE_F3}},
{Action::TOGGLE_SHADERS, KeyState{SDL_SCANCODE_F4}},
{Action::NEXT_PALETTE, KeyState{SDL_SCANCODE_F5}},
{Action::PREVIOUS_PALETTE, KeyState{SDL_SCANCODE_F6}},
{Action::TOGGLE_INTEGER_SCALE, KeyState{SDL_SCANCODE_F7}},
{Action::TOGGLE_MUSIC, KeyState{SDL_SCANCODE_F8}},
{Action::TOGGLE_BORDER, KeyState{SDL_SCANCODE_F9}},
{Action::TOGGLE_VSYNC, KeyState{SDL_SCANCODE_F10}},
{Action::PAUSE, KeyState{SDL_SCANCODE_F11}},
{Action::TOGGLE_DEBUG, KeyState{SDL_SCANCODE_F12}}};
{Action::WINDOW_DEC_ZOOM, KeyState{.scancode = SDL_SCANCODE_F1}},
{Action::WINDOW_INC_ZOOM, KeyState{.scancode = SDL_SCANCODE_F2}},
{Action::TOGGLE_FULLSCREEN, KeyState{.scancode = SDL_SCANCODE_F3}},
{Action::TOGGLE_SHADERS, KeyState{.scancode = SDL_SCANCODE_F4}},
{Action::NEXT_PALETTE, KeyState{.scancode = SDL_SCANCODE_F5}},
{Action::PREVIOUS_PALETTE, KeyState{.scancode = SDL_SCANCODE_F6}},
{Action::TOGGLE_INTEGER_SCALE, KeyState{.scancode = SDL_SCANCODE_F7}},
{Action::TOGGLE_MUSIC, KeyState{.scancode = SDL_SCANCODE_F8}},
{Action::TOGGLE_BORDER, KeyState{.scancode = SDL_SCANCODE_F9}},
{Action::TOGGLE_VSYNC, KeyState{.scancode = SDL_SCANCODE_F10}},
{Action::PAUSE, KeyState{.scancode = SDL_SCANCODE_F11}},
{Action::TOGGLE_DEBUG, KeyState{.scancode = SDL_SCANCODE_F12}}};
initSDLGamePad(); // Inicializa el subsistema SDL_INIT_GAMEPAD
}

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@@ -41,15 +41,15 @@ class Input {
};
struct Keyboard {
std::unordered_map<Action, KeyState> bindings{}; // Mapa de acciones a estados de tecla
std::unordered_map<Action, KeyState> bindings; // Mapa de acciones a estados de tecla
};
struct Gamepad {
SDL_Gamepad* pad{nullptr}; // Puntero al gamepad SDL
SDL_JoystickID instance_id{0}; // ID de instancia del joystick
std::string name{}; // Nombre del gamepad
std::string path{}; // Ruta del dispositivo
std::unordered_map<Action, ButtonState> bindings{}; // Mapa de acciones a estados de botón
std::string name; // Nombre del gamepad
std::string path; // Ruta del dispositivo
std::unordered_map<Action, ButtonState> bindings; // Mapa de acciones a estados de botón
explicit Gamepad(SDL_Gamepad* gamepad)
: pad(gamepad),
@@ -58,9 +58,9 @@ class Input {
path(std::string(SDL_GetGamepadPath(pad))),
bindings{
// Movimiento del jugador
{Action::LEFT, ButtonState{static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}},
{Action::RIGHT, ButtonState{static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}},
{Action::JUMP, ButtonState{static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}}} {}
{Action::LEFT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}},
{Action::RIGHT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}},
{Action::JUMP, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}}} {}
~Gamepad() {
if (pad != nullptr) {
@@ -134,7 +134,7 @@ class Input {
// --- Variables miembro ---
static Input* instance; // Instancia única del singleton
Gamepads gamepads_{}; // Lista de gamepads conectados
Gamepads gamepads_; // Lista de gamepads conectados
Keyboard keyboard_{}; // Estado del teclado
std::string gamepad_mappings_file_{}; // Ruta al archivo de mappings
std::string gamepad_mappings_file_; // Ruta al archivo de mappings
};

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@@ -71,10 +71,10 @@ class Screen {
private:
// Estructuras
struct DisplayMonitor {
std::string name{};
int width{0};
int height{0};
int refresh_rate{0};
std::string name;
int width{0};
int height{0};
int refresh_rate{0};
};
struct FPS {

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@@ -54,7 +54,7 @@ auto SurfaceAnimatedSprite::loadAnimationsFromYAML(const std::string& file_path,
// --- Parse global configuration ---
if (yaml.contains("tileSetFile")) {
std::string tile_set_file = yaml["tileSetFile"].get_value<std::string>();
auto tile_set_file = yaml["tileSetFile"].get_value<std::string>();
surface = Resource::Cache::get()->getSurface(tile_set_file);
}
@@ -137,7 +137,7 @@ SurfaceAnimatedSprite::SurfaceAnimatedSprite(const AnimationResource& cached_dat
// --- Parse global configuration ---
if (yaml.contains("tileSetFile")) {
std::string tile_set_file = yaml["tileSetFile"].get_value<std::string>();
auto tile_set_file = yaml["tileSetFile"].get_value<std::string>();
// Ahora SÍ podemos acceder al cache (ya está completamente cargado)
surface_ = Resource::Cache::get()->getSurface(tile_set_file);
}

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@@ -18,7 +18,7 @@ class SurfaceAnimatedSprite : public SurfaceMovingSprite {
// Estructura pública de datos de animación
struct AnimationData {
std::string name{}; // Nombre de la animacion
std::string name; // Nombre de la animacion
std::vector<SDL_FRect> frames; // Cada uno de los frames que componen la animación
float speed{0.083F}; // Velocidad de la animación (segundos por frame)
int loop{0}; // Indica a que frame vuelve la animación al terminar. -1 para que no vuelva