forked from jaildesigner-jailgames/jaildoctors_dilemma
migrat Assets a la ultima versió (fitxers no hardcoded)
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@@ -183,7 +183,7 @@ auto Resource::getRooms() -> std::vector<ResourceRoom>& {
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// Carga los sonidos
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void Resource::loadSounds() {
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std::cout << "\n>> SOUND FILES" << '\n';
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auto list = Asset::get()->getListByType(AssetType::SOUND);
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auto list = Asset::get()->getListByType(Asset::Type::SOUND);
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sounds_.clear();
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for (const auto& l : list) {
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@@ -197,7 +197,7 @@ void Resource::loadSounds() {
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// Carga las musicas
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void Resource::loadMusics() {
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std::cout << "\n>> MUSIC FILES" << '\n';
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auto list = Asset::get()->getListByType(AssetType::MUSIC);
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auto list = Asset::get()->getListByType(Asset::Type::MUSIC);
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musics_.clear();
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for (const auto& l : list) {
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@@ -211,7 +211,7 @@ void Resource::loadMusics() {
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// Carga las texturas
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void Resource::loadSurfaces() {
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std::cout << "\n>> SURFACES" << '\n';
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auto list = Asset::get()->getListByType(AssetType::BITMAP);
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auto list = Asset::get()->getListByType(Asset::Type::BITMAP);
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surfaces_.clear();
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for (const auto& l : list) {
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@@ -234,7 +234,7 @@ void Resource::loadSurfaces() {
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// Carga las paletas
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void Resource::loadPalettes() {
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std::cout << "\n>> PALETTES" << '\n';
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auto list = Asset::get()->getListByType(AssetType::PALETTE);
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auto list = Asset::get()->getListByType(Asset::Type::PALETTE);
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palettes_.clear();
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for (const auto& l : list) {
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@@ -247,7 +247,7 @@ void Resource::loadPalettes() {
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// Carga los ficheros de texto
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void Resource::loadTextFiles() {
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std::cout << "\n>> TEXT FILES" << '\n';
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auto list = Asset::get()->getListByType(AssetType::FONT);
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auto list = Asset::get()->getListByType(Asset::Type::FONT);
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text_files_.clear();
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for (const auto& l : list) {
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@@ -260,7 +260,7 @@ void Resource::loadTextFiles() {
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// Carga las animaciones
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void Resource::loadAnimations() {
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std::cout << "\n>> ANIMATIONS" << '\n';
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auto list = Asset::get()->getListByType(AssetType::ANIMATION);
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auto list = Asset::get()->getListByType(Asset::Type::ANIMATION);
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animations_.clear();
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for (const auto& l : list) {
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@@ -273,7 +273,7 @@ void Resource::loadAnimations() {
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// Carga los mapas de tiles
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void Resource::loadTileMaps() {
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std::cout << "\n>> TILE MAPS" << '\n';
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auto list = Asset::get()->getListByType(AssetType::TILEMAP);
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auto list = Asset::get()->getListByType(Asset::Type::TILEMAP);
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tile_maps_.clear();
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for (const auto& l : list) {
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@@ -287,7 +287,7 @@ void Resource::loadTileMaps() {
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// Carga las habitaciones
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void Resource::loadRooms() {
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std::cout << "\n>> ROOMS" << '\n';
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auto list = Asset::get()->getListByType(AssetType::ROOM);
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auto list = Asset::get()->getListByType(Asset::Type::ROOM);
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rooms_.clear();
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for (const auto& l : list) {
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@@ -352,15 +352,15 @@ void Resource::clearMusics() {
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// Calcula el numero de recursos para cargar
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void Resource::calculateTotal() {
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std::vector<AssetType> asset_types = {
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AssetType::SOUND,
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AssetType::MUSIC,
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AssetType::BITMAP,
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AssetType::PALETTE,
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AssetType::FONT,
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AssetType::ANIMATION,
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AssetType::TILEMAP,
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AssetType::ROOM};
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std::vector<Asset::Type> asset_types = {
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Asset::Type::SOUND,
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Asset::Type::MUSIC,
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Asset::Type::BITMAP,
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Asset::Type::PALETTE,
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Asset::Type::FONT,
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Asset::Type::ANIMATION,
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Asset::Type::TILEMAP,
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Asset::Type::ROOM};
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size_t total = 0;
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for (const auto& asset_type : asset_types) {
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