#include "director.h" #include "utils/utils.h" #include #include // Constructor Director::Director(std::string path) { section.name = SECTION_PROG_GAME; section.subsection = 0; // Crea el objeto que controla los ficheros de recursos asset = new Asset(path.substr(0, path.find_last_of("\\/"))); // Si falta algún fichero no inicia el programa if (!setFileList()) { section.name = SECTION_PROG_QUIT; } // Inicializa variables desde el fichero de configuración loadConfig(); // Inicializa SDL initSDL(); // Inicializa JailAudio initJailAudio(); // Crea los objetos input = new Input(asset->get("gamecontrollerdb.txt")); initInput(); screen = new Screen(window, renderer, options, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); screen->setBorderColor(borderColor); screen->setVideoMode(options->fullScreenMode); debug = new Debug(renderer, screen, asset); } Director::~Director() { // Guarda las opciones de configuración saveConfig(); // Libera la memoria delete options; delete asset; delete input; delete screen; delete debug; SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); } // Carga el fichero de configuración bool Director::loadConfig() { // Crea el puntero a la estructura de opciones e inicializa valores options = new options_t; options->fullScreenMode = 0; options->windowSize = 3; options->filter = FILTER_NEAREST; options->vSync = true; options->integerScale = true; options->keepAspect = true; options->borderEnabled = false; options->borderSize = 0.1f; // Indicador de éxito en la carga bool success = true; // Variables para manejar el fichero std::string line; std::ifstream file(asset->get("config.txt")); // Si el fichero se puede abrir if (file.good()) { // Procesa el fichero linea a linea printf("Reading file config.txt\n"); while (std::getline(file, line)) { // Comprueba que la linea no sea un comentario if (line.substr(0, 1) != "#") { // Encuentra la posición del caracter '=' int pos = line.find("="); // Procesa las dos subcadenas if (!setOptions(options, line.substr(0, pos), line.substr(pos + 1, line.length()))) { printf("Warning: file %s\n, unknown parameter \"%s\"\n", "config.txt", line.substr(0, pos).c_str()); success = false; } } } // Cierra el fichero printf("Closing file config.txt\n\n"); file.close(); } // El fichero no existe else { // Crea el fichero con los valores por defecto saveConfig(); } // Aplica opciones if (options->borderEnabled) { const int incWidth = GAMECANVAS_WIDTH * options->borderSize; const int incHeight = GAMECANVAS_HEIGHT * options->borderSize; options->screenWidth = (GAMECANVAS_WIDTH + incWidth) * options->windowSize; options->screenHeight = (GAMECANVAS_HEIGHT + incHeight) * options->windowSize; } else { options->screenWidth = GAMECANVAS_WIDTH * options->windowSize; options->screenHeight = GAMECANVAS_HEIGHT * options->windowSize; } return success; } // Guarda el fichero de configuración bool Director::saveConfig() { bool success = true; // Crea y abre el fichero de texto std::ofstream file(asset->get("config.txt")); // Escribe en el fichero if (options->fullScreenMode == 0) { file << "fullScreenMode=0\n"; } else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN) { file << "fullScreenMode=SDL_WINDOW_FULLSCREEN\n"; } else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP) { file << "fullScreenMode=SDL_WINDOW_FULLSCREEN_DESKTOP\n"; } file << "windowSize=" + std::to_string(options->windowSize) + "\n"; if (options->filter == FILTER_NEAREST) { file << "filter=FILTER_NEAREST\n"; } else { file << "filter=FILTER_LINEAL\n"; } file << "vSync=" + boolToString(options->vSync) + "\n"; file << "integerScale=" + boolToString(options->integerScale) + "\n"; file << "keepAspect=" + boolToString(options->keepAspect) + "\n"; file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n"; file << "borderSize=" + std::to_string(options->borderSize) + "\n"; // Cierra el fichero file.close(); return success; } // Asigna variables a partir de dos cadenas bool Director::setOptions(options_t *options, std::string var, std::string value) { // Indicador de éxito en la asignación bool success = true; if (var == "fullScreenMode") { if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP") { options->fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP; } else if (value == "SDL_WINDOW_FULLSCREEN") { options->fullScreenMode = SDL_WINDOW_FULLSCREEN; } else { options->fullScreenMode = 0; } } else if (var == "windowSize") { options->windowSize = std::stoi(value); if ((options->windowSize < 1) || (options->windowSize > 4)) { options->windowSize = 3; } } else if (var == "filter") { if (value == "FILTER_LINEAL") { options->filter = FILTER_LINEAL; } else { options->filter = FILTER_NEAREST; } } else if (var == "vSync") { options->vSync = stringToBool(value); } else if (var == "integerScale") { options->integerScale = stringToBool(value); } else if (var == "keepAspect") { options->keepAspect = stringToBool(value); } else if (var == "borderEnabled") { options->borderEnabled = stringToBool(value); } else if (var == "borderSize") { options->borderSize = std::stof(value); if (options->borderSize < 0.0f || options->borderSize > 0.5f) { options->borderSize = 0.1f; } } else if (var == "") { } else { success = false; } return success; } // Inicia las variables necesarias para arrancar el programa void Director::initInput() { input->bindKey(INPUT_UP, SDL_SCANCODE_UP); input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN); input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT); input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT); input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN); input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE); input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE); input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_D); input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE); input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE); input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP); input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN); input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT); input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B); input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A); input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B); input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE); input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE); } // Inicializa JailAudio void Director::initJailAudio() { JA_Init(48000, AUDIO_S16, 2); } // Arranca SDL y crea la ventana bool Director::initSDL() { // Indicador de éxito bool success = true; // Inicializa SDL if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0) { printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicia el generador de numeros aleatorios std::srand(static_cast(SDL_GetTicks())); // Establece el filtro de la textura a nearest if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str())) { printf("Warning: Nearest texture filtering not enabled!\n"); } // Crea la ventana window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, options->screenWidth, options->screenHeight, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI); if (window == nullptr) { printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones if (options->vSync) renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); else renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); if (renderer == nullptr) { printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicializa el color de renderizado SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF); // Establece el tamaño del buffer de renderizado SDL_RenderSetLogicalSize(renderer, options->screenWidth, options->screenHeight); // Establece el modo de mezcla SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); } } } printf("\n"); return success; } // Crea el indice de ficheros bool Director::setFileList() { asset->add("/data/font/smb2.png", font); asset->add("/data/font/smb2.txt", font); asset->add("/data/font/debug.png", font); asset->add("/data/font/debug.txt", font); asset->add("/data/input/gamecontrollerdb.txt", data); asset->add("/data/config/config.txt", data, false); asset->add("/data/room/01.room", room); asset->add("/data/room/02.room", room); asset->add("/data/room/03.room", room); asset->add("/data/room/04.room", room); asset->add("/data/room/05.room", room); asset->add("/data/room/06.room", room); asset->add("/data/room/07.room", room); asset->add("/data/room/08.room", room); asset->add("/data/room/09.room", room); asset->add("/data/room/10.room", room); asset->add("/data/room/11.room", room); asset->add("/data/room/12.room", room); asset->add("/data/room/13.room", room); asset->add("/data/room/14.room", room); asset->add("/data/room/15.room", room); asset->add("/data/room/16.room", room); asset->add("/data/room/17.room", room); asset->add("/data/room/18.room", room); asset->add("/data/room/19.room", room); asset->add("/data/room/20.room", room); asset->add("/data/room/21.room", room); asset->add("/data/room/22.room", room); asset->add("/data/room/23.room", room); asset->add("/data/room/24.room", room); asset->add("/data/room/25.room", room); asset->add("/data/room/26.room", room); asset->add("/data/room/27.room", room); asset->add("/data/room/28.room", room); asset->add("/data/room/29.room", room); asset->add("/data/room/30.room", room); asset->add("/data/room/31.room", room); asset->add("/data/room/32.room", room); asset->add("/data/room/33.room", room); asset->add("/data/room/34.room", room); asset->add("/data/room/35.room", room); asset->add("/data/room/36.room", room); asset->add("/data/room/37.room", room); asset->add("/data/room/38.room", room); asset->add("/data/room/39.room", room); asset->add("/data/room/40.room", room); asset->add("/data/room/41.room", room); asset->add("/data/room/42.room", room); asset->add("/data/room/43.room", room); asset->add("/data/room/44.room", room); asset->add("/data/room/45.room", room); asset->add("/data/room/46.room", room); asset->add("/data/room/47.room", room); asset->add("/data/room/48.room", room); asset->add("/data/room/49.room", room); asset->add("/data/room/50.room", room); asset->add("/data/room/51.room", room); asset->add("/data/room/52.room", room); asset->add("/data/room/53.room", room); asset->add("/data/room/54.room", room); asset->add("/data/room/55.room", room); asset->add("/data/room/56.room", room); asset->add("/data/room/57.room", room); asset->add("/data/room/58.room", room); asset->add("/data/room/59.room", room); asset->add("/data/room/60.room", room); asset->add("/data/room/01.tmx", room); asset->add("/data/room/02.tmx", room); asset->add("/data/room/03.tmx", room); asset->add("/data/room/04.tmx", room); asset->add("/data/room/05.tmx", room); asset->add("/data/room/06.tmx", room); asset->add("/data/room/07.tmx", room); asset->add("/data/room/08.tmx", room); asset->add("/data/room/09.tmx", room); asset->add("/data/room/10.tmx", room); asset->add("/data/room/11.tmx", room); asset->add("/data/room/12.tmx", room); asset->add("/data/room/13.tmx", room); asset->add("/data/room/14.tmx", room); asset->add("/data/room/15.tmx", room); asset->add("/data/room/16.tmx", room); asset->add("/data/room/17.tmx", room); asset->add("/data/room/18.tmx", room); asset->add("/data/room/19.tmx", room); asset->add("/data/room/20.tmx", room); asset->add("/data/room/21.tmx", room); asset->add("/data/room/22.tmx", room); asset->add("/data/room/23.tmx", room); asset->add("/data/room/24.tmx", room); asset->add("/data/room/25.tmx", room); asset->add("/data/room/26.tmx", room); asset->add("/data/room/27.tmx", room); asset->add("/data/room/28.tmx", room); asset->add("/data/room/29.tmx", room); asset->add("/data/room/30.tmx", room); asset->add("/data/room/31.tmx", room); asset->add("/data/room/32.tmx", room); asset->add("/data/room/33.tmx", room); asset->add("/data/room/34.tmx", room); asset->add("/data/room/35.tmx", room); asset->add("/data/room/36.tmx", room); asset->add("/data/room/37.tmx", room); asset->add("/data/room/38.tmx", room); asset->add("/data/room/39.tmx", room); asset->add("/data/room/40.tmx", room); asset->add("/data/room/41.tmx", room); asset->add("/data/room/42.tmx", room); asset->add("/data/room/43.tmx", room); asset->add("/data/room/44.tmx", room); asset->add("/data/room/45.tmx", room); asset->add("/data/room/46.tmx", room); asset->add("/data/room/47.tmx", room); asset->add("/data/room/48.tmx", room); asset->add("/data/room/49.tmx", room); asset->add("/data/room/50.tmx", room); asset->add("/data/room/51.tmx", room); asset->add("/data/room/52.tmx", room); asset->add("/data/room/53.tmx", room); asset->add("/data/room/54.tmx", room); asset->add("/data/room/55.tmx", room); asset->add("/data/room/56.tmx", room); asset->add("/data/room/57.tmx", room); asset->add("/data/room/58.tmx", room); asset->add("/data/room/59.tmx", room); asset->add("/data/room/60.tmx", room); asset->add("/data/tilesets/standard.png", bitmap); asset->add("/data/enemies/paco.png", bitmap); asset->add("/data/enemies/paco.ani", data); asset->add("/data/enemies/chip.png", bitmap); asset->add("/data/enemies/chip.ani", data); asset->add("/data/enemies/wave.png", bitmap); asset->add("/data/enemies/wave.ani", data); asset->add("/data/enemies/wave_v.png", bitmap); asset->add("/data/enemies/wave_v.ani", data); asset->add("/data/enemies/sigmasua.png", bitmap); asset->add("/data/enemies/sigmasua.ani", data); asset->add("/data/enemies/diskette.png", bitmap); asset->add("/data/enemies/diskette.ani", data); asset->add("/data/enemies/bird.png", bitmap); asset->add("/data/enemies/bird.ani", data); asset->add("/data/enemies/bin.png", bitmap); asset->add("/data/enemies/bin.ani", data); asset->add("/data/enemies/qvoid.png", bitmap); asset->add("/data/enemies/qvoid.ani", data); asset->add("/data/enemies/batman.png", bitmap); asset->add("/data/enemies/batman.ani", data); asset->add("/data/enemies/tuno.png", bitmap); asset->add("/data/enemies/tuno.ani", data); asset->add("/data/enemies/matatunos.png", bitmap); asset->add("/data/enemies/matatunos.ani", data); asset->add("/data/enemies/abad.png", bitmap); asset->add("/data/enemies/abad.ani", data); asset->add("/data/enemies/jailbattle_human.png", bitmap); asset->add("/data/enemies/jailbattle_human.ani", data); asset->add("/data/enemies/jailbattle_alien.png", bitmap); asset->add("/data/enemies/jailbattle_alien.ani", data); asset->add("/data/enemies/jailer.png", bitmap); asset->add("/data/enemies/jailer.ani", data); asset->add("/data/enemies/jailer2.png", bitmap); asset->add("/data/enemies/jailer2.ani", data); asset->add("/data/enemies/jailer3.png", bitmap); asset->add("/data/enemies/jailer3.ani", data); asset->add("/data/enemies/printer.png", bitmap); asset->add("/data/enemies/printer.ani", data); asset->add("/data/enemies/code.png", bitmap); asset->add("/data/enemies/code.ani", data); asset->add("/data/enemies/demon.png", bitmap); asset->add("/data/enemies/demon.ani", data); asset->add("/data/enemies/dimallas.png", bitmap); asset->add("/data/enemies/dimallas.ani", data); asset->add("/data/enemies/dimallas_v.png", bitmap); asset->add("/data/enemies/dimallas_v.ani", data); asset->add("/data/enemies/heavy.png", bitmap); asset->add("/data/enemies/heavy.ani", data); asset->add("/data/player/player.png", bitmap); asset->add("/data/player/player.ani", data); asset->add("/data/items/items.png", bitmap); asset->add("/data/music/title.ogg", music); asset->add("/data/music/game.ogg", music); asset->add("/data/music/loading_sound1.ogg", music); asset->add("/data/music/loading_sound2.ogg", music); asset->add("/data/music/loading_sound3.ogg", music); asset->add("/data/sound/item.wav", sound); asset->add("/data/sound/death.wav", sound); asset->add("/data/sound/jump1.wav", sound); asset->add("/data/sound/jump2.wav", sound); asset->add("/data/sound/jump3.wav", sound); asset->add("/data/sound/jump4.wav", sound); asset->add("/data/sound/jump5.wav", sound); asset->add("/data/sound/jump6.wav", sound); asset->add("/data/sound/jump7.wav", sound); asset->add("/data/sound/jump8.wav", sound); asset->add("/data/sound/jump9.wav", sound); asset->add("/data/sound/jump10.wav", sound); asset->add("/data/sound/jump11.wav", sound); asset->add("/data/sound/jump12.wav", sound); asset->add("/data/sound/jump13.wav", sound); asset->add("/data/sound/jump14.wav", sound); asset->add("/data/sound/jump15.wav", sound); asset->add("/data/sound/jump16.wav", sound); asset->add("/data/sound/jump17.wav", sound); asset->add("/data/sound/jump18.wav", sound); asset->add("/data/sound/jump19.wav", sound); asset->add("/data/sound/jump20.wav", sound); asset->add("/data/sound/jump21.wav", sound); asset->add("/data/sound/jump22.wav", sound); asset->add("/data/sound/jump23.wav", sound); asset->add("/data/sound/jump24.wav", sound); asset->add("/data/logo/jailgames.png", bitmap); asset->add("/data/logo/since_1998.png", bitmap); asset->add("/data/logo/seagull.png", bitmap); asset->add("/data/title/loading_screen1.png", bitmap); asset->add("/data/title/loading_screen2.png", bitmap); return asset->check(); } // Obtiene el valor de la variable Uint8 Director::getSubsection() { return section.subsection; } // Obtiene el valor de la variable Uint8 Director::getSection() { return section.name; } // Establece el valor de la variable void Director::setSection(section_t section) { this->section = section; } // Ejecuta la seccion de juego con el logo void Director::runLogo() { logo = new Logo(renderer, screen, asset); setSection(logo->run()); delete logo; } // Ejecuta la seccion de juego de la introducción void Director::runIntro() { intro = new Intro(renderer, screen, asset); setSection(intro->run()); delete intro; } // Ejecuta la seccion de juego con el titulo y los menus void Director::runTitle() { title = new Title(renderer, screen, asset); setSection(title->run()); delete title; } // Ejecuta la seccion de los creditos del juego void Director::runCredits() { credits = new Credits(renderer, screen, asset); setSection(credits->run()); delete credits; } // Ejecuta la seccion de juego donde se juega void Director::runGame() { game = new Game(renderer, screen, asset, input, debug); setSection(game->run()); delete game; } void Director::run() { // Bucle principal while (getSection() != SECTION_PROG_QUIT) { switch (getSection()) { case SECTION_PROG_LOGO: runLogo(); break; case SECTION_PROG_INTRO: runIntro(); break; case SECTION_PROG_TITLE: runTitle(); break; case SECTION_PROG_CREDITS: runCredits(); break; case SECTION_PROG_GAME: runGame(); break; } } }