afegit resource::cache

normalitzat Audio
This commit is contained in:
2026-04-18 11:41:34 +02:00
parent 7409c799c3
commit 94aa69cffe
29 changed files with 1420 additions and 134 deletions

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@@ -41,18 +41,23 @@ configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/versi
# --- LISTA EXPLÍCITA DE FUENTES --- # --- LISTA EXPLÍCITA DE FUENTES ---
set(APP_SOURCES set(APP_SOURCES
# Core - Motor original "Jail" (no tocar gameplay) # Core - Motor original "Jail" (no tocar gameplay)
source/core/jail/jail_audio.cpp
source/core/jail/jdraw8.cpp source/core/jail/jdraw8.cpp
source/core/jail/jfile.cpp source/core/jail/jfile.cpp
source/core/jail/jgame.cpp source/core/jail/jgame.cpp
source/core/jail/jinput.cpp source/core/jail/jinput.cpp
# Core - Audio (wrapper canònic compartit amb la resta de projectes)
source/core/audio/audio.cpp
source/core/audio/audio_adapter.cpp
# Core - Locale (nova capa) # Core - Locale (nova capa)
source/core/locale/locale.cpp source/core/locale/locale.cpp
# Core - Resources (pack binari AEE1, estil coffee_crisis) # Core - Resources (pack binari AEE1 + cache d'assets precarregats)
source/core/resources/resource_pack.cpp source/core/resources/resource_pack.cpp
source/core/resources/resource_helper.cpp source/core/resources/resource_helper.cpp
source/core/resources/resource_list.cpp
source/core/resources/resource_cache.cpp
# Core - Capa de presentación (nueva) # Core - Capa de presentación (nueva)
source/core/rendering/menu.cpp source/core/rendering/menu.cpp
@@ -81,6 +86,7 @@ set(APP_SOURCES
source/scenes/surface_handle.cpp source/scenes/surface_handle.cpp
source/scenes/scene_registry.cpp source/scenes/scene_registry.cpp
source/scenes/scene_utils.cpp source/scenes/scene_utils.cpp
source/scenes/boot_loader_scene.cpp
source/scenes/mort_scene.cpp source/scenes/mort_scene.cpp
source/scenes/banner_scene.cpp source/scenes/banner_scene.cpp
source/scenes/menu_scene.cpp source/scenes/menu_scene.cpp

52
data/config/assets.yaml Normal file
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@@ -0,0 +1,52 @@
# Aventures En Egipte - Asset Configuration
# Loaded at boot by Resource::List, decoded incrementally by Resource::Cache.
# Paths are relative to the resource pack root (i.e. relative to ./data/ in dev).
assets:
# FONTS - bitmap font for the overlay (8bithud)
fonts:
BITMAP:
- fonts/8bithud.gif
FONT:
- fonts/8bithud.fnt
# LOCALE - UI strings
locale:
DATA:
- locale/ca.yaml
# INPUT - UI key bindings defaults
input:
DATA:
- input/keys.yaml
# MUSIC - 8 OGG tracks
music:
MUSIC:
- music/banner.ogg
- music/final.ogg
- music/menu.ogg
- music/mort.ogg
- music/piramide_1_4_5.ogg
- music/piramide_2.ogg
- music/piramide_3.ogg
- music/secreta.ogg
# GFX - 14 GIFs (sprites + cinematic backgrounds)
gfx:
BITMAP:
- gfx/ffase.gif
- gfx/final.gif
- gfx/finals.gif
- gfx/frames.gif
- gfx/frames2.gif
- gfx/gameover.gif
- gfx/intro.gif
- gfx/intro2.gif
- gfx/intro3.gif
- gfx/logo.gif
- gfx/logo_new.gif
- gfx/menu.gif
- gfx/menu2.gif
- gfx/tomba1.gif
- gfx/tomba2.gif

212
source/core/audio/audio.cpp Normal file
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@@ -0,0 +1,212 @@
#include "core/audio/audio.hpp"
#include <SDL3/SDL.h> // Para SDL_GetError, SDL_Init
#include <algorithm> // Para clamp
#include <iostream> // Para std::cout
// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp).
// clang-format off
#undef STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.c"
// stb_vorbis.c filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
// perquè xocarien amb noms de paràmetres de plantilla en altres headers.
#undef L
#undef C
#undef R
#undef PLAYBACK_MONO
#undef PLAYBACK_LEFT
#undef PLAYBACK_RIGHT
// clang-format on
#include "core/audio/audio_adapter.hpp" // Para AudioResource::getMusic/getSound
#include "core/audio/jail_audio.hpp" // Para JA_*
#include "game/options.hpp" // Para Options::audio
// Singleton
Audio* Audio::instance = nullptr;
// Inicializa la instancia única del singleton
void Audio::init() { Audio::instance = new Audio(); }
// Libera la instancia
void Audio::destroy() {
delete Audio::instance;
Audio::instance = nullptr;
}
// Obtiene la instancia
auto Audio::get() -> Audio* { return Audio::instance; }
// Constructor
Audio::Audio() { initSDLAudio(); }
// Destructor
Audio::~Audio() {
JA_Quit();
}
// Método principal
void Audio::update() {
JA_Update();
// Sincronizar estado: detectar cuando la música se para (ej. fade-out completado)
if (instance && instance->music_.state == MusicState::PLAYING && JA_GetMusicState() != JA_MUSIC_PLAYING) {
instance->music_.state = MusicState::STOPPED;
}
}
// Reproduce la música por nombre (con crossfade opcional)
void Audio::playMusic(const std::string& name, const int loop, const int crossfade_ms) {
bool new_loop = (loop != 0);
// Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada
if (music_.state == MusicState::PLAYING && music_.name == name && music_.loop == new_loop) {
return;
}
if (!music_enabled_) return;
auto* resource = AudioResource::getMusic(name);
if (resource == nullptr) return;
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(resource, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
}
JA_PlayMusic(resource, loop);
}
music_.name = name;
music_.loop = new_loop;
music_.state = MusicState::PLAYING;
}
// Reproduce la música por puntero (con crossfade opcional)
void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms) {
if (!music_enabled_ || music == nullptr) return;
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
JA_CrossfadeMusic(music, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
JA_StopMusic();
}
JA_PlayMusic(music, loop);
}
music_.name.clear(); // nom desconegut quan es passa per punter
music_.loop = (loop != 0);
music_.state = MusicState::PLAYING;
}
// Pausa la música
void Audio::pauseMusic() {
if (music_enabled_ && music_.state == MusicState::PLAYING) {
JA_PauseMusic();
music_.state = MusicState::PAUSED;
}
}
// Continua la música pausada
void Audio::resumeMusic() {
if (music_enabled_ && music_.state == MusicState::PAUSED) {
JA_ResumeMusic();
music_.state = MusicState::PLAYING;
}
}
// Detiene la música
void Audio::stopMusic() {
if (music_enabled_) {
JA_StopMusic();
music_.state = MusicState::STOPPED;
}
}
// Reproduce un sonido por nombre
void Audio::playSound(const std::string& name, Group group) const {
if (sound_enabled_) {
JA_PlaySound(AudioResource::getSound(name), 0, static_cast<int>(group));
}
}
// Reproduce un sonido por puntero directo
void Audio::playSound(JA_Sound_t* sound, Group group) const {
if (sound_enabled_ && sound != nullptr) {
JA_PlaySound(sound, 0, static_cast<int>(group));
}
}
// Detiene todos los sonidos
void Audio::stopAllSounds() const {
if (sound_enabled_) {
JA_StopChannel(-1);
}
}
// Realiza un fundido de salida de la música
void Audio::fadeOutMusic(int milliseconds) const {
if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
JA_FadeOutMusic(milliseconds);
}
}
// Consulta directamente el estado real de la música en jailaudio
auto Audio::getRealMusicState() -> MusicState {
JA_Music_state ja_state = JA_GetMusicState();
switch (ja_state) {
case JA_MUSIC_PLAYING:
return MusicState::PLAYING;
case JA_MUSIC_PAUSED:
return MusicState::PAUSED;
case JA_MUSIC_STOPPED:
case JA_MUSIC_INVALID:
case JA_MUSIC_DISABLED:
default:
return MusicState::STOPPED;
}
}
// Establece el volumen de los sonidos (float 0.0..1.0)
void Audio::setSoundVolume(float sound_volume, Group group) const {
if (sound_enabled_) {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
const float CONVERTED_VOLUME = sound_volume * Options::audio.volume;
JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
}
}
// Establece el volumen de la música (float 0.0..1.0)
void Audio::setMusicVolume(float music_volume) const {
if (music_enabled_) {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
const float CONVERTED_VOLUME = music_volume * Options::audio.volume;
JA_SetMusicVolume(CONVERTED_VOLUME);
}
}
// Aplica la configuración
void Audio::applySettings() {
enable(Options::audio.enabled);
}
// Establecer estado general
void Audio::enable(bool value) {
enabled_ = value;
setSoundVolume(enabled_ ? Options::audio.sound.volume : MIN_VOLUME);
setMusicVolume(enabled_ ? Options::audio.music.volume : MIN_VOLUME);
}
// Inicializa SDL Audio
void Audio::initSDLAudio() {
if (!SDL_Init(SDL_INIT_AUDIO)) {
std::cout << "SDL_AUDIO could not initialize! SDL Error: " << SDL_GetError() << '\n';
} else {
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
enable(Options::audio.enabled);
}
}

114
source/core/audio/audio.hpp Normal file
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@@ -0,0 +1,114 @@
#pragma once
#include <cstdint> // Para int8_t, uint8_t
#include <string> // Para string
#include <utility> // Para move
// --- Clase Audio: gestor de audio (singleton) ---
// Implementació canònica, byte-idèntica entre projectes.
// Els volums es manegen internament com a float 0.01.0; la capa de
// presentació (menús, notificacions) usa les helpers toPercent/fromPercent
// per mostrar 0100 a l'usuari.
class Audio {
public:
// --- Enums ---
enum class Group : std::int8_t {
ALL = -1, // Todos los grupos
GAME = 0, // Sonidos del juego
INTERFACE = 1 // Sonidos de la interfaz
};
enum class MusicState : std::uint8_t {
PLAYING, // Reproduciendo música
PAUSED, // Música pausada
STOPPED, // Música detenida
};
// --- Constantes ---
static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo (float 0..1)
static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo (float 0..1)
static constexpr float VOLUME_STEP = 0.05F; // Pas estàndard per a UI (5%)
static constexpr int FREQUENCY = 48000; // Frecuencia de audio
static constexpr int DEFAULT_CROSSFADE_MS = 1500; // Duració del crossfade per defecte (ms)
// --- Singleton ---
static void init(); // Inicializa el objeto Audio
static void destroy(); // Libera el objeto Audio
static auto get() -> Audio*; // Obtiene el puntero al objeto Audio
Audio(const Audio&) = delete; // Evitar copia
auto operator=(const Audio&) -> Audio& = delete; // Evitar asignación
static void update(); // Actualización del sistema de audio
// --- Control de música ---
void playMusic(const std::string& name, int loop = -1, int crossfade_ms = 0); // Reproducir música por nombre (con crossfade opcional)
void playMusic(struct JA_Music_t* music, int loop = -1, int crossfade_ms = 0); // Reproducir música por puntero (con crossfade opcional)
void pauseMusic(); // Pausar reproducción de música
void resumeMusic(); // Continua la música pausada
void stopMusic(); // Detener completamente la música
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
// --- Control de sonidos ---
void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual por nombre
void playSound(struct JA_Sound_t* sound, Group group = Group::GAME) const; // Reproducir sonido puntual por puntero
void stopAllSounds() const; // Detener todos los sonidos
// --- Control de volumen (API interna: float 0.0..1.0) ---
void setSoundVolume(float volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
void setMusicVolume(float volume) const; // Ajustar volumen de música
// --- Helpers de conversió per a la capa de presentació ---
// UI (menús, notificacions) manega enters 0..100; internament viu float 0..1.
static constexpr auto toPercent(float volume) -> int {
return static_cast<int>(volume * 100.0F + 0.5F);
}
static constexpr auto fromPercent(int percent) -> float {
return static_cast<float>(percent) / 100.0F;
}
// --- Configuración general ---
void enable(bool value); // Establecer estado general
void toggleEnabled() { enabled_ = !enabled_; } // Alternar estado general
void applySettings(); // Aplica la configuración
// --- Configuración de sonidos ---
void enableSound() { sound_enabled_ = true; } // Habilitar sonidos
void disableSound() { sound_enabled_ = false; } // Deshabilitar sonidos
void enableSound(bool value) { sound_enabled_ = value; } // Establecer estado de sonidos
void toggleSound() { sound_enabled_ = !sound_enabled_; } // Alternar estado de sonidos
// --- Configuración de música ---
void enableMusic() { music_enabled_ = true; } // Habilitar música
void disableMusic() { music_enabled_ = false; } // Deshabilitar música
void enableMusic(bool value) { music_enabled_ = value; } // Establecer estado de música
void toggleMusic() { music_enabled_ = !music_enabled_; } // Alternar estado de música
// --- Consultas de estado ---
[[nodiscard]] auto isEnabled() const -> bool { return enabled_; }
[[nodiscard]] auto isSoundEnabled() const -> bool { return sound_enabled_; }
[[nodiscard]] auto isMusicEnabled() const -> bool { return music_enabled_; }
[[nodiscard]] auto getMusicState() const -> MusicState { return music_.state; }
[[nodiscard]] static auto getRealMusicState() -> MusicState;
[[nodiscard]] auto getCurrentMusicName() const -> const std::string& { return music_.name; }
private:
// --- Tipos anidados ---
struct Music {
MusicState state{MusicState::STOPPED}; // Estado actual de la música
std::string name; // Última pista de música reproducida
bool loop{false}; // Indica si se reproduce en bucle
};
// --- Métodos ---
Audio(); // Constructor privado
~Audio(); // Destructor privado
void initSDLAudio(); // Inicializa SDL Audio
// --- Variables miembro ---
static Audio* instance; // Instancia única de Audio
Music music_; // Estado de la música
bool enabled_{true}; // Estado general del audio
bool sound_enabled_{true}; // Estado de los efectos de sonido
bool music_enabled_{true}; // Estado de la música
};

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@@ -0,0 +1,15 @@
#include "core/audio/audio_adapter.hpp"
#include "core/resources/resource_cache.hpp"
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name) {
return Resource::Cache::get()->getMusic(name);
}
JA_Sound_t* getSound(const std::string& name) {
return Resource::Cache::get()->getSound(name);
}
} // namespace AudioResource

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@@ -0,0 +1,17 @@
#pragma once
// --- Audio Resource Adapter ---
// Aquest fitxer exposa una interfície comuna a Audio per obtenir JA_Music_t* /
// JA_Sound_t* per nom. Cada projecte la implementa en audio_adapter.cpp
// delegant al seu singleton de recursos (Resource::get(), Resource::Cache::get(),
// etc.). Això permet que audio.hpp/audio.cpp siguin idèntics entre projectes.
#include <string> // Para string
struct JA_Music_t;
struct JA_Sound_t;
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name);
JA_Sound_t* getSound(const std::string& name);
} // namespace AudioResource

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@@ -2,17 +2,17 @@
// --- Includes --- // --- Includes ---
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <stdint.h> #include <stdint.h> // Para uint32_t, uint8_t
#include <stdio.h> #include <stdio.h> // Para NULL, fseek, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> #include <stdlib.h> // Para free, malloc
#include <string.h>
#include <memory> #include <iostream> // Para std::cout
#include <string> #include <memory> // Para std::unique_ptr
#include <vector> #include <string> // Para std::string
#include <vector> // Para std::vector
#define STB_VORBIS_HEADER_ONLY #define STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h" #include "external/stb_vorbis.c" // Para stb_vorbis_open_memory i streaming
// Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`. // Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`.
// Compatible amb `std::unique_ptr<Uint8[], SDLFreeDeleter>` — zero size // Compatible amb `std::unique_ptr<Uint8[], SDLFreeDeleter>` — zero size
@@ -90,15 +90,27 @@ inline bool JA_musicEnabled{true};
inline bool JA_soundEnabled{true}; inline bool JA_soundEnabled{true};
inline SDL_AudioDeviceID sdlAudioDevice{0}; inline SDL_AudioDeviceID sdlAudioDevice{0};
inline bool fading{false}; // --- Crossfade / Fade State ---
inline int fade_start_time{0}; struct JA_FadeState {
inline int fade_duration{0}; bool active{false};
inline float fade_initial_volume{0.0f}; Uint64 start_time{0};
int duration_ms{0};
float initial_volume{0.0f};
};
struct JA_OutgoingMusic {
SDL_AudioStream* stream{nullptr};
JA_FadeState fade;
};
inline JA_OutgoingMusic outgoing_music;
inline JA_FadeState incoming_fade;
// --- Forward Declarations --- // --- Forward Declarations ---
inline void JA_StopMusic(); inline void JA_StopMusic();
inline void JA_StopChannel(const int channel); 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);
inline void JA_CrossfadeMusic(JA_Music_t* music, int crossfade_ms, int loop = -1);
// --- Music streaming internals --- // --- Music streaming internals ---
// Bytes-per-sample per canal (sempre s16) // Bytes-per-sample per canal (sempre s16)
@@ -106,7 +118,7 @@ static constexpr int JA_MUSIC_BYTES_PER_SAMPLE = 2;
// Quants shorts decodifiquem per crida a get_samples_short_interleaved. // Quants shorts decodifiquem per crida a get_samples_short_interleaved.
// 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz. // 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz.
static constexpr int JA_MUSIC_CHUNK_SHORTS = 8192; static constexpr int JA_MUSIC_CHUNK_SHORTS = 8192;
// Umbral d'àudio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a // Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a
// l'SDL_AudioStream per absorbir jitter de frame i evitar underruns. // l'SDL_AudioStream per absorbir jitter de frame i evitar underruns.
static constexpr float JA_MUSIC_LOW_WATER_SECONDS = 0.5f; static constexpr float JA_MUSIC_LOW_WATER_SECONDS = 0.5f;
@@ -116,15 +128,15 @@ inline int JA_FeedMusicChunk(JA_Music_t* music) {
if (!music || !music->vorbis || !music->stream) return 0; if (!music || !music->vorbis || !music->stream) return 0;
short chunk[JA_MUSIC_CHUNK_SHORTS]; short chunk[JA_MUSIC_CHUNK_SHORTS];
const int channels = music->spec.channels; const int num_channels = music->spec.channels;
const int samples_per_channel = stb_vorbis_get_samples_short_interleaved( const int samples_per_channel = stb_vorbis_get_samples_short_interleaved(
music->vorbis, music->vorbis,
channels, num_channels,
chunk, chunk,
JA_MUSIC_CHUNK_SHORTS); JA_MUSIC_CHUNK_SHORTS);
if (samples_per_channel <= 0) return 0; if (samples_per_channel <= 0) return 0;
const int bytes = samples_per_channel * channels * JA_MUSIC_BYTES_PER_SAMPLE; const int bytes = samples_per_channel * num_channels * JA_MUSIC_BYTES_PER_SAMPLE;
SDL_PutAudioStreamData(music->stream, chunk, bytes); SDL_PutAudioStreamData(music->stream, chunk, bytes);
return samples_per_channel; return samples_per_channel;
} }
@@ -151,23 +163,51 @@ inline void JA_PumpMusic(JA_Music_t* music) {
} }
} }
// Pre-carrega `duration_ms` de so dins l'stream actual abans que l'stream
// siga robat per outgoing_music (crossfade o fade-out). Imprescindible amb
// streaming: l'stream robat no es pot re-alimentar perquè perd la referència
// al seu vorbis decoder. No aplica loop — si el vorbis s'esgota abans, parem.
inline void JA_PreFillOutgoing(JA_Music_t* music, int duration_ms) {
if (!music || !music->vorbis || !music->stream) return;
const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE;
const int needed_bytes = static_cast<int>((static_cast<int64_t>(duration_ms) * bytes_per_second) / 1000);
while (SDL_GetAudioStreamAvailable(music->stream) < needed_bytes) {
const int decoded = JA_FeedMusicChunk(music);
if (decoded <= 0) break; // EOF: deixem drenar el que hi haja
}
}
// --- Core Functions --- // --- Core Functions ---
// Crida-la una vegada per frame des del main loop (Director). Substituïx
// el callback asíncron SDL_AddTimer de la versió antiga — imprescindible
// per al port a emscripten/SDL_AppIterate.
inline void JA_Update() { inline void JA_Update() {
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) { // --- Outgoing music fade-out (crossfade o fade-out a silencio) ---
if (fading) { if (outgoing_music.stream && outgoing_music.fade.active) {
int time = SDL_GetTicks(); Uint64 now = SDL_GetTicks();
if (time > (fade_start_time + fade_duration)) { Uint64 elapsed = now - outgoing_music.fade.start_time;
fading = false; if (elapsed >= (Uint64)outgoing_music.fade.duration_ms) {
JA_StopMusic(); SDL_DestroyAudioStream(outgoing_music.stream);
return; outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
} else { } else {
const int time_passed = time - fade_start_time; float percent = (float)elapsed / (float)outgoing_music.fade.duration_ms;
const float percent = (float)time_passed / (float)fade_duration; SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0f - percent));
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * (1.0f - percent)); }
}
// --- Current music ---
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
// Fade-in (parte de un crossfade)
if (incoming_fade.active) {
Uint64 now = SDL_GetTicks();
Uint64 elapsed = now - incoming_fade.start_time;
if (elapsed >= (Uint64)incoming_fade.duration_ms) {
incoming_fade.active = false;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
} else {
float percent = (float)elapsed / (float)incoming_fade.duration_ms;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * percent);
} }
} }
@@ -179,6 +219,7 @@ inline void JA_Update() {
} }
} }
// --- Sound channels ---
if (JA_soundEnabled) { if (JA_soundEnabled) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
if (channels[i].state == JA_CHANNEL_PLAYING) { if (channels[i].state == JA_CHANNEL_PLAYING) {
@@ -195,19 +236,19 @@ inline void JA_Update() {
} }
inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) { 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}; JA_audioSpec = {format, num_channels, freq};
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec); sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
if (sdlAudioDevice == 0) SDL_Log("Failed to initialize SDL audio!"); if (sdlAudioDevice == 0) std::cout << "Failed to initialize SDL audio!" << '\n';
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE; 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; for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
} }
inline void JA_Quit() { inline void JA_Quit() {
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
}
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = 0; sdlAudioDevice = 0;
} }
@@ -230,7 +271,7 @@ inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
&error, &error,
nullptr); nullptr);
if (!music->vorbis) { if (!music->vorbis) {
SDL_Log("JA_LoadMusic: stb_vorbis_open_memory failed (error %d)", error); std::cout << "JA_LoadMusic: stb_vorbis_open_memory failed (error " << error << ")" << '\n';
delete music; delete music;
return nullptr; return nullptr;
} }
@@ -252,6 +293,35 @@ inline JA_Music_t* JA_LoadMusic(Uint8* buffer, Uint32 length, const char* filena
return music; return music;
} }
inline JA_Music_t* JA_LoadMusic(const char* filename) {
// Carreguem primer el arxiu en memòria i després el descomprimim.
FILE* f = fopen(filename, "rb");
if (!f) return nullptr;
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
auto* buffer = static_cast<Uint8*>(malloc(fsize + 1));
if (!buffer) {
fclose(f);
return nullptr;
}
if (fread(buffer, fsize, 1, f) != 1) {
fclose(f);
free(buffer);
return nullptr;
}
fclose(f);
JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), static_cast<Uint32>(fsize));
if (music) {
music->filename = filename;
}
free(buffer);
return music;
}
inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) { inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
if (!JA_musicEnabled || !music || !music->vorbis) return; if (!JA_musicEnabled || !music || !music->vorbis) return;
@@ -267,7 +337,7 @@ inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec); current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) { if (!current_music->stream) {
SDL_Log("Failed to create audio stream!"); std::cout << "Failed to create audio stream!" << '\n';
current_music->state = JA_MUSIC_STOPPED; current_music->state = JA_MUSIC_STOPPED;
return; return;
} }
@@ -276,10 +346,12 @@ inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial. // Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
JA_PumpMusic(current_music); JA_PumpMusic(current_music);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n"); if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) {
std::cout << "[ERROR] SDL_BindAudioStream failed!" << '\n';
}
} }
inline const char* JA_GetMusicFilename(JA_Music_t* music = nullptr) { inline const char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
if (!music) music = current_music; if (!music) music = current_music;
if (!music || music->filename.empty()) return nullptr; if (!music || music->filename.empty()) return nullptr;
return music->filename.c_str(); return music->filename.c_str();
@@ -302,6 +374,14 @@ inline void JA_ResumeMusic() {
} }
inline void JA_StopMusic() { inline void JA_StopMusic() {
// Limpiar outgoing crossfade si existe
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
}
incoming_fade.active = false;
if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return; if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
current_music->state = JA_MUSIC_STOPPED; current_music->state = JA_MUSIC_STOPPED;
@@ -318,12 +398,69 @@ inline void JA_StopMusic() {
inline void JA_FadeOutMusic(const int milliseconds) { inline void JA_FadeOutMusic(const int milliseconds) {
if (!JA_musicEnabled) return; if (!JA_musicEnabled) return;
if (!current_music || current_music->state == JA_MUSIC_INVALID) return; if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
fading = true; // Destruir outgoing anterior si existe
fade_start_time = SDL_GetTicks(); if (outgoing_music.stream) {
fade_duration = milliseconds; SDL_DestroyAudioStream(outgoing_music.stream);
fade_initial_volume = JA_musicVolume; outgoing_music.stream = nullptr;
}
// Pre-omplim l'stream amb `milliseconds` de so: un cop robat, ja no
// tindrà accés al vorbis decoder i només podrà drenar el que tinga.
JA_PreFillOutgoing(current_music, milliseconds);
// Robar el stream del current_music al outgoing
outgoing_music.stream = current_music->stream;
outgoing_music.fade = {true, SDL_GetTicks(), milliseconds, JA_musicVolume};
// Dejar current_music sin stream (ya lo tiene outgoing)
current_music->stream = nullptr;
current_music->state = JA_MUSIC_STOPPED;
if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis);
incoming_fade.active = false;
}
inline void JA_CrossfadeMusic(JA_Music_t* music, const int crossfade_ms, const int loop) {
if (!JA_musicEnabled || !music || !music->vorbis) return;
// Destruir outgoing anterior si existe (crossfade durante crossfade)
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
}
// Robar el stream de la musica actual al outgoing para el fade-out.
// Pre-omplim amb `crossfade_ms` de so perquè no es quede en silenci
// abans d'acabar el fade (l'stream robat ja no pot alimentar-se).
if (current_music && current_music->state == JA_MUSIC_PLAYING && current_music->stream) {
JA_PreFillOutgoing(current_music, crossfade_ms);
outgoing_music.stream = current_music->stream;
outgoing_music.fade = {true, SDL_GetTicks(), crossfade_ms, JA_musicVolume};
current_music->stream = nullptr;
current_music->state = JA_MUSIC_STOPPED;
if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis);
}
// Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente)
current_music = music;
current_music->state = JA_MUSIC_PLAYING;
current_music->times = loop;
stb_vorbis_seek_start(current_music->vorbis);
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) {
std::cout << "Failed to create audio stream for crossfade!" << '\n';
current_music->state = JA_MUSIC_STOPPED;
return;
}
SDL_SetAudioStreamGain(current_music->stream, 0.0f);
JA_PumpMusic(current_music); // pre-carrega abans de bindejar
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
// Configurar fade-in
incoming_fade = {true, SDL_GetTicks(), crossfade_ms, 0.0f};
} }
inline JA_Music_state JA_GetMusicState() { inline JA_Music_state JA_GetMusicState() {
@@ -373,7 +510,7 @@ inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
auto sound = std::make_unique<JA_Sound_t>(); auto sound = std::make_unique<JA_Sound_t>();
Uint8* raw = nullptr; Uint8* raw = nullptr;
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &raw, &sound->length)) { if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &raw, &sound->length)) {
SDL_Log("Failed to load WAV from memory: %s", SDL_GetError()); std::cout << "Failed to load WAV from memory: " << SDL_GetError() << '\n';
return nullptr; return nullptr;
} }
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
@@ -384,7 +521,7 @@ inline JA_Sound_t* JA_LoadSound(const char* filename) {
auto sound = std::make_unique<JA_Sound_t>(); auto sound = std::make_unique<JA_Sound_t>();
Uint8* raw = nullptr; Uint8* raw = nullptr;
if (!SDL_LoadWAV(filename, &sound->spec, &raw, &sound->length)) { if (!SDL_LoadWAV(filename, &sound->spec, &raw, &sound->length)) {
SDL_Log("Failed to load WAV file: %s", SDL_GetError()); std::cout << "Failed to load WAV file: " << SDL_GetError() << '\n';
return nullptr; return nullptr;
} }
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
@@ -396,7 +533,10 @@ inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group =
int channel = 0; int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; } while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0; if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) {
// No hay canal libre, reemplazamos el primero
channel = 0;
}
return JA_PlaySoundOnChannel(sound, channel, loop, group); return JA_PlaySoundOnChannel(sound, channel, loop, group);
} }
@@ -415,7 +555,7 @@ inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec); channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
if (!channels[channel].stream) { if (!channels[channel].stream) {
SDL_Log("Failed to create audio stream for sound!"); std::cout << "Failed to create audio stream for sound!" << '\n';
channels[channel].state = JA_CHANNEL_FREE; channels[channel].state = JA_CHANNEL_FREE;
return -1; return -1;
} }

View File

@@ -1,12 +0,0 @@
// Aquest fitxer existeix per a albergar la implementació completa de
// stb_vorbis en una única unitat de compilació. Totes les funcions JA_*
// viuen `inline` a jail_audio.hpp (header-only, inspirat en el motor de
// jaildoctors_dilemma). Sense aquest stub tindríem múltiples definicions
// de les funcions de stb_vorbis si més d'un .cpp inclou el header.
// clang-format off
#undef STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h"
// clang-format on
#include "core/jail/jail_audio.hpp"

View File

@@ -1,7 +1,9 @@
#include "core/jail/jdraw8.hpp" #include "core/jail/jdraw8.hpp"
#include <fstream> #include <fstream>
#include <string>
#include "core/resources/resource_cache.hpp"
#include "core/resources/resource_helper.hpp" #include "core/resources/resource_helper.hpp"
#if defined(__clang__) #if defined(__clang__)
#pragma clang diagnostic push #pragma clang diagnostic push
@@ -43,25 +45,57 @@ JD8_Surface JD8_NewSurface() {
return surface; return surface;
} }
JD8_Surface JD8_LoadSurface(const char* file) { // Helper intern: deriva el basename d'una ruta per a buscar al Cache.
auto buffer = ResourceHelper::loadFile(file); static std::string jd8_basename(const char* file) {
std::string s = file;
auto pos = s.find_last_of("/\\");
return pos == std::string::npos ? s : s.substr(pos + 1);
}
JD8_Surface JD8_LoadSurface(const char* file) {
// Prova primer el Resource::Cache. Si l'asset és precarregat, copiem
// els 64KB des del cache (microsegons) i ens estalviem la decodificació
// GIF. Mantenim el contracte de la funció: el caller rep un buffer
// fresc que ha d'alliberar amb JD8_FreeSurface.
if (Resource::Cache::get() != nullptr) {
try {
const auto& cached = Resource::Cache::get()->getSurfacePixels(jd8_basename(file));
JD8_Surface image = JD8_NewSurface();
memcpy(image, cached.data(), 64000);
return image;
} catch (const std::exception&) {
// No està al cache (asset no llistat al manifest). Fallback.
}
}
auto buffer = ResourceHelper::loadFile(file);
unsigned short w, h; unsigned short w, h;
Uint8* pixels = LoadGif(buffer.data(), &w, &h); Uint8* pixels = LoadGif(buffer.data(), &w, &h);
if (pixels == NULL) { if (pixels == NULL) {
printf("Unable to load bitmap: %s\n", SDL_GetError()); printf("Unable to load bitmap: %s\n", SDL_GetError());
exit(1); exit(1);
} }
JD8_Surface image = JD8_NewSurface(); JD8_Surface image = JD8_NewSurface();
memcpy(image, pixels, 64000); memcpy(image, pixels, 64000);
free(pixels); free(pixels);
return image; return image;
} }
JD8_Palette JD8_LoadPalette(const char* file) { JD8_Palette JD8_LoadPalette(const char* file) {
if (Resource::Cache::get() != nullptr) {
try {
const auto& cached = Resource::Cache::get()->getPaletteBytes(jd8_basename(file));
// Reservem un buffer 768 bytes (256 * RGB) que el caller ha
// d'alliberar amb free() — mateixa convenció que el LoadPalette
// original (retornava un malloc).
JD8_Palette palette = (JD8_Palette)malloc(768);
memcpy(palette, cached.data(), 768);
return palette;
} catch (const std::exception&) {
// No està al cache.
}
}
auto buffer = ResourceHelper::loadFile(file); auto buffer = ResourceHelper::loadFile(file);
return (JD8_Palette)LoadPalette(buffer.data()); return (JD8_Palette)LoadPalette(buffer.data());
} }
@@ -78,6 +112,23 @@ void JD8_FillSquare(int ini, int height, Uint8 color) {
memset(&screen[offset], color, size); memset(&screen[offset], color, size);
} }
void JD8_FillRect(int x, int y, int w, int h, Uint8 color) {
if (x < 0) {
w += x;
x = 0;
}
if (y < 0) {
h += y;
y = 0;
}
if (x + w > 320) w = 320 - x;
if (y + h > 200) h = 200 - y;
if (w <= 0 || h <= 0) return;
for (int row = y; row < y + h; ++row) {
memset(&screen[x + (row * 320)], color, w);
}
}
void JD8_Blit(JD8_Surface surface) { void JD8_Blit(JD8_Surface surface) {
memcpy(screen, surface, 64000); memcpy(screen, surface, 64000);
} }

View File

@@ -26,6 +26,10 @@ void JD8_SetScreenPalette(JD8_Palette palette);
void JD8_FillSquare(int ini, int height, Uint8 color); void JD8_FillSquare(int ini, int height, Uint8 color);
// Omple un rectangle arbitrari de la pantalla amb un color paletat.
// Pensat per a UI senzilla (barra de progrés del BootLoader, etc.).
void JD8_FillRect(int x, int y, int w, int h, Uint8 color);
void JD8_Blit(JD8_Surface surface); void JD8_Blit(JD8_Surface surface);
void JD8_Blit(int x, int y, JD8_Surface surface, int sx, int sy, int sw, int sh); void JD8_Blit(int x, int y, JD8_Surface surface, int sx, int sy, int sw, int sh);

View File

@@ -249,17 +249,17 @@ namespace Menu {
p.items.push_back({Locale::get("menu.items.master_volume"), ItemKind::IntRange, [] { return volPct(Options::audio.volume); }, [](int dir) { stepVolume(Options::audio.volume, dir); }, nullptr}); p.items.push_back({Locale::get("menu.items.master_volume"), ItemKind::IntRange, [] { return volPct(Options::audio.volume); }, [](int dir) { stepVolume(Options::audio.volume, dir); }, nullptr});
p.items.push_back({Locale::get("menu.items.music"), ItemKind::Toggle, [] { return onOff(Options::audio.music_enabled); }, [](int) { p.items.push_back({Locale::get("menu.items.music"), ItemKind::Toggle, [] { return onOff(Options::audio.music.enabled); }, [](int) {
Options::audio.music_enabled = !Options::audio.music_enabled; Options::audio.music.enabled = !Options::audio.music.enabled;
Options::applyAudio(); }, nullptr}); Options::applyAudio(); }, nullptr});
p.items.push_back({Locale::get("menu.items.music_volume"), ItemKind::IntRange, [] { return volPct(Options::audio.music_volume); }, [](int dir) { stepVolume(Options::audio.music_volume, dir); }, nullptr}); p.items.push_back({Locale::get("menu.items.music_volume"), ItemKind::IntRange, [] { return volPct(Options::audio.music.volume); }, [](int dir) { stepVolume(Options::audio.music.volume, dir); }, nullptr});
p.items.push_back({Locale::get("menu.items.sounds"), ItemKind::Toggle, [] { return onOff(Options::audio.sound_enabled); }, [](int) { p.items.push_back({Locale::get("menu.items.sounds"), ItemKind::Toggle, [] { return onOff(Options::audio.sound.enabled); }, [](int) {
Options::audio.sound_enabled = !Options::audio.sound_enabled; Options::audio.sound.enabled = !Options::audio.sound.enabled;
Options::applyAudio(); }, nullptr}); Options::applyAudio(); }, nullptr});
p.items.push_back({Locale::get("menu.items.sounds_volume"), ItemKind::IntRange, [] { return volPct(Options::audio.sound_volume); }, [](int dir) { stepVolume(Options::audio.sound_volume, dir); }, nullptr}); p.items.push_back({Locale::get("menu.items.sounds_volume"), ItemKind::IntRange, [] { return volPct(Options::audio.sound.volume); }, [](int dir) { stepVolume(Options::audio.sound.volume, dir); }, nullptr});
return p; return p;
} }

View File

@@ -0,0 +1,272 @@
#include "core/resources/resource_cache.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstdlib>
#include <iostream>
#include <stdexcept>
#include "core/audio/jail_audio.hpp"
#include "core/resources/resource_helper.hpp"
#include "core/resources/resource_list.hpp"
// gif.h ja s'inclou des de jdraw8.cpp i text.cpp; el seu codi no és static
// ni inline, així que no podem tornar-lo a incloure aquí. Ens fiem de les
// declaracions extern dels símbols que ens calen (linkatge C++ normal,
// igual que fa text.cpp).
extern unsigned char* LoadGif(unsigned char* data, unsigned short* w, unsigned short* h);
extern unsigned char* LoadPalette(unsigned char* data);
namespace Resource {
Cache* Cache::instance = nullptr;
void Cache::init() { instance = new Cache(); }
void Cache::destroy() {
delete instance;
instance = nullptr;
}
auto Cache::get() -> Cache* { return instance; }
namespace {
auto basename(const std::string& path) -> std::string {
auto pos = path.find_last_of("/\\");
return pos == std::string::npos ? path : path.substr(pos + 1);
}
} // namespace
auto Cache::getMusic(const std::string& name) -> JA_Music_t* {
auto it = std::ranges::find_if(musics_, [&](const auto& m) { return m.name == name; });
if (it != musics_.end()) {
return it->music.get();
}
std::cerr << "Resource::Cache: música no trobada: " << name << '\n';
throw std::runtime_error("Music not found: " + name);
}
auto Cache::getSound(const std::string& name) -> JA_Sound_t* {
auto it = std::ranges::find_if(sounds_, [&](const auto& s) { return s.name == name; });
if (it != sounds_.end()) {
return it->sound.get();
}
std::cerr << "Resource::Cache: so no trobat: " << name << '\n';
throw std::runtime_error("Sound not found: " + name);
}
auto Cache::getSurfacePixels(const std::string& name) -> const std::vector<Uint8>& {
auto it = std::ranges::find_if(surfaces_, [&](const auto& s) { return s.name == name; });
if (it != surfaces_.end()) {
return it->pixels;
}
std::cerr << "Resource::Cache: surface no trobada: " << name << '\n';
throw std::runtime_error("Surface not found: " + name);
}
auto Cache::getPaletteBytes(const std::string& name) -> const std::vector<Uint8>& {
auto it = std::ranges::find_if(surfaces_, [&](const auto& s) { return s.name == name; });
if (it != surfaces_.end()) {
return it->palette;
}
std::cerr << "Resource::Cache: paleta no trobada: " << name << '\n';
throw std::runtime_error("Palette not found: " + name);
}
auto Cache::getTextFile(const std::string& name) -> const std::vector<uint8_t>& {
auto it = std::ranges::find_if(text_files_, [&](const auto& t) { return t.name == name; });
if (it != text_files_.end()) {
return it->bytes;
}
std::cerr << "Resource::Cache: text file no trobat: " << name << '\n';
throw std::runtime_error("TextFile not found: " + name);
}
void Cache::calculateTotal() {
auto* list = List::get();
total_count_ = static_cast<int>(
list->getListByType(List::Type::MUSIC).size() +
list->getListByType(List::Type::SOUND).size() +
list->getListByType(List::Type::BITMAP).size() +
list->getListByType(List::Type::DATA).size() +
list->getListByType(List::Type::FONT).size());
loaded_count_ = 0;
}
auto Cache::getProgress() const -> float {
if (total_count_ == 0) return 1.0F;
return static_cast<float>(loaded_count_) / static_cast<float>(total_count_);
}
void Cache::beginLoad() {
calculateTotal();
stage_ = LoadStage::MUSICS;
stage_index_ = 0;
std::cout << "Resource::Cache: precarregant " << total_count_ << " assets\n";
}
auto Cache::loadStep(int budget_ms) -> bool {
if (stage_ == LoadStage::DONE) return true;
const Uint64 start_ns = SDL_GetTicksNS();
const Uint64 budget_ns = static_cast<Uint64>(budget_ms) * 1'000'000ULL;
auto* list = List::get();
while (stage_ != LoadStage::DONE) {
switch (stage_) {
case LoadStage::MUSICS: {
auto items = list->getListByType(List::Type::MUSIC);
if (stage_index_ == 0) musics_.clear();
if (stage_index_ >= items.size()) {
stage_ = LoadStage::SOUNDS;
stage_index_ = 0;
break;
}
loadOneMusic(stage_index_++);
break;
}
case LoadStage::SOUNDS: {
auto items = list->getListByType(List::Type::SOUND);
if (stage_index_ == 0) sounds_.clear();
if (stage_index_ >= items.size()) {
stage_ = LoadStage::BITMAPS;
stage_index_ = 0;
break;
}
loadOneSound(stage_index_++);
break;
}
case LoadStage::BITMAPS: {
auto items = list->getListByType(List::Type::BITMAP);
if (stage_index_ == 0) surfaces_.clear();
if (stage_index_ >= items.size()) {
stage_ = LoadStage::TEXT_FILES;
stage_index_ = 0;
break;
}
loadOneBitmap(stage_index_++);
break;
}
case LoadStage::TEXT_FILES: {
auto data_items = list->getListByType(List::Type::DATA);
auto font_items = list->getListByType(List::Type::FONT);
auto items = data_items;
items.insert(items.end(), font_items.begin(), font_items.end());
if (stage_index_ == 0) text_files_.clear();
if (stage_index_ >= items.size()) {
stage_ = LoadStage::DONE;
stage_index_ = 0;
std::cout << "Resource::Cache: precarrega completada (" << loaded_count_ << "/" << total_count_ << ")\n";
break;
}
loadOneTextFile(stage_index_++);
break;
}
case LoadStage::DONE:
break;
}
if ((SDL_GetTicksNS() - start_ns) >= budget_ns) break;
}
return stage_ == LoadStage::DONE;
}
void Cache::loadOneMusic(size_t index) {
auto items = List::get()->getListByType(List::Type::MUSIC);
const auto& path = items[index];
auto name = basename(path);
current_loading_name_ = name;
auto bytes = ResourceHelper::loadFile(path);
if (bytes.empty()) {
std::cerr << "Resource::Cache: no s'ha pogut llegir " << path << '\n';
return;
}
JA_Music_t* music = JA_LoadMusic(bytes.data(), static_cast<Uint32>(bytes.size()), path.c_str());
if (music == nullptr) {
std::cerr << "Resource::Cache: JA_LoadMusic ha fallat per " << path << '\n';
return;
}
musics_.push_back(MusicResource{.name = name, .music = std::unique_ptr<JA_Music_t, MusicDeleter>(music)});
++loaded_count_;
std::cout << " [music ] " << name << '\n';
}
void Cache::loadOneSound(size_t index) {
auto items = List::get()->getListByType(List::Type::SOUND);
const auto& path = items[index];
auto name = basename(path);
current_loading_name_ = name;
auto bytes = ResourceHelper::loadFile(path);
if (bytes.empty()) {
std::cerr << "Resource::Cache: no s'ha pogut llegir " << path << '\n';
return;
}
JA_Sound_t* sound = JA_LoadSound(bytes.data(), static_cast<uint32_t>(bytes.size()));
if (sound == nullptr) {
std::cerr << "Resource::Cache: JA_LoadSound ha fallat per " << path << '\n';
return;
}
sounds_.push_back(SoundResource{.name = name, .sound = std::unique_ptr<JA_Sound_t, SoundDeleter>(sound)});
++loaded_count_;
std::cout << " [sound ] " << name << '\n';
}
void Cache::loadOneBitmap(size_t index) {
auto items = List::get()->getListByType(List::Type::BITMAP);
const auto& path = items[index];
auto name = basename(path);
current_loading_name_ = name;
auto bytes = ResourceHelper::loadFile(path);
if (bytes.empty()) {
std::cerr << "Resource::Cache: no s'ha pogut llegir " << path << '\n';
return;
}
// Decodifica píxels.
unsigned short w = 0;
unsigned short h = 0;
unsigned char* pixels = LoadGif(bytes.data(), &w, &h);
if (pixels == nullptr) {
std::cerr << "Resource::Cache: LoadGif ha fallat per " << path << '\n';
return;
}
SurfaceResource res;
res.name = name;
res.pixels.assign(pixels, pixels + 64000);
std::free(pixels);
// Decodifica paleta des del mateix GIF (necessita una segona passada
// perquè LoadGif no exposa la paleta).
unsigned char* palette = LoadPalette(bytes.data());
if (palette != nullptr) {
res.palette.assign(palette, palette + 768);
std::free(palette);
}
surfaces_.push_back(std::move(res));
++loaded_count_;
std::cout << " [bitmap] " << name << '\n';
}
void Cache::loadOneTextFile(size_t index) {
auto data_items = List::get()->getListByType(List::Type::DATA);
auto font_items = List::get()->getListByType(List::Type::FONT);
auto items = data_items;
items.insert(items.end(), font_items.begin(), font_items.end());
const auto& path = items[index];
auto name = basename(path);
current_loading_name_ = name;
auto bytes = ResourceHelper::loadFile(path);
if (bytes.empty()) {
std::cerr << "Resource::Cache: no s'ha pogut llegir " << path << '\n';
return;
}
text_files_.push_back(TextFileResource{.name = name, .bytes = std::move(bytes)});
++loaded_count_;
std::cout << " [text ] " << name << '\n';
}
} // namespace Resource

View File

@@ -0,0 +1,72 @@
#pragma once
#include <SDL3/SDL.h>
#include <cstddef>
#include <string>
#include <vector>
#include "core/resources/resource_types.hpp"
namespace Resource {
// Cache singleton: precarga + decode dels assets llistats al
// `Resource::List`. Implementa carrega incremental amb pressupost
// de temps per frame (`loadStep`) per a poder mostrar una barra de
// progrés des de l'escena `BootLoader`.
class Cache {
public:
static void init();
static void destroy();
static auto get() -> Cache*;
Cache(const Cache&) = delete;
auto operator=(const Cache&) -> Cache& = delete;
// Getters: throw runtime_error si el nom no existeix al cache.
auto getMusic(const std::string& name) -> JA_Music_t*;
auto getSound(const std::string& name) -> JA_Sound_t*;
auto getSurfacePixels(const std::string& name) -> const std::vector<Uint8>&;
auto getPaletteBytes(const std::string& name) -> const std::vector<Uint8>&;
auto getTextFile(const std::string& name) -> const std::vector<uint8_t>&;
// Loader incremental.
void beginLoad();
auto loadStep(int budget_ms) -> bool; // true → DONE
[[nodiscard]] auto isLoadDone() const -> bool { return stage_ == LoadStage::DONE; }
[[nodiscard]] auto getProgress() const -> float; // 0.0..1.0
[[nodiscard]] auto getCurrentLoadingName() const -> const std::string& { return current_loading_name_; }
private:
Cache() = default;
~Cache() = default;
enum class LoadStage {
MUSICS,
SOUNDS,
BITMAPS,
TEXT_FILES,
DONE,
};
void calculateTotal();
void loadOneMusic(size_t index);
void loadOneSound(size_t index);
void loadOneBitmap(size_t index);
void loadOneTextFile(size_t index);
std::vector<MusicResource> musics_;
std::vector<SoundResource> sounds_;
std::vector<SurfaceResource> surfaces_;
std::vector<TextFileResource> text_files_;
LoadStage stage_{LoadStage::DONE};
size_t stage_index_{0};
int total_count_{0};
int loaded_count_{0};
std::string current_loading_name_;
static Cache* instance;
};
} // namespace Resource

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@@ -0,0 +1,114 @@
#include "core/resources/resource_list.hpp"
#include <algorithm>
#include <iostream>
#include <stdexcept>
#include "core/resources/resource_helper.hpp"
#include "external/fkyaml_node.hpp"
namespace Resource {
List* List::instance = nullptr;
void List::init(const std::string& yaml_path) {
instance = new List();
instance->loadFromYaml(yaml_path);
}
void List::destroy() {
delete instance;
instance = nullptr;
}
auto List::get() -> List* { return instance; }
void List::loadFromYaml(const std::string& yaml_path) {
auto bytes = ResourceHelper::loadFile(yaml_path);
if (bytes.empty()) {
std::cout << "Resource::List: cannot load manifest " << yaml_path << '\n';
return;
}
std::string content(bytes.begin(), bytes.end());
loadFromString(content);
}
void List::loadFromString(const std::string& yaml_content) {
try {
auto yaml = fkyaml::node::deserialize(yaml_content);
if (!yaml.contains("assets")) {
std::cout << "Resource::List: missing 'assets' root key\n";
return;
}
const auto& assets = yaml["assets"];
for (auto cat_it = assets.begin(); cat_it != assets.end(); ++cat_it) {
const auto& category_node = cat_it.value();
if (!category_node.is_mapping()) {
continue;
}
for (auto type_it = category_node.begin(); type_it != category_node.end(); ++type_it) {
auto type_str = type_it.key().get_value<std::string>();
Type type = parseAssetType(type_str);
const auto& items = type_it.value();
if (!items.is_sequence()) {
continue;
}
for (const auto& item : items) {
if (item.is_string()) {
addToMap(item.get_value<std::string>(), type);
}
}
}
}
std::cout << "Resource::List: loaded " << file_list_.size() << " assets from manifest\n";
} catch (const std::exception& e) {
std::cout << "Resource::List: YAML parse error: " << e.what() << '\n';
}
}
void List::addToMap(const std::string& path, Type type) {
auto key = basename(path);
if (file_list_.contains(key)) {
std::cout << "Resource::List: duplicate asset key '" << key << "', overwriting\n";
}
file_list_.emplace(key, Item{path, type});
}
auto List::get(const std::string& filename) const -> std::string {
auto it = file_list_.find(filename);
if (it != file_list_.end()) {
return it->second.path;
}
return "";
}
auto List::getListByType(Type type) const -> std::vector<std::string> {
std::vector<std::string> list;
for (const auto& [filename, item] : file_list_) {
if (item.type == type) {
list.push_back(item.path);
}
}
std::ranges::sort(list);
return list;
}
auto List::exists(const std::string& filename) const -> bool {
return file_list_.contains(filename);
}
auto List::parseAssetType(const std::string& type_str) -> Type {
if (type_str == "DATA") return Type::DATA;
if (type_str == "BITMAP") return Type::BITMAP;
if (type_str == "MUSIC") return Type::MUSIC;
if (type_str == "SOUND") return Type::SOUND;
if (type_str == "FONT") return Type::FONT;
throw std::runtime_error("Unknown asset type: " + type_str);
}
auto List::basename(const std::string& path) -> std::string {
auto pos = path.find_last_of("/\\");
return pos == std::string::npos ? path : path.substr(pos + 1);
}
} // namespace Resource

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@@ -0,0 +1,61 @@
#pragma once
#include <string>
#include <unordered_map>
#include <utility>
#include <vector>
namespace Resource {
// Registre lleuger d'assets carregat des de `data/config/assets.yaml`.
// Map<basename → Item> per a lookup O(1). Cache l'utilitza per a
// iterar per categoria a l'hora de carregar.
class List {
public:
enum class Type : int {
DATA,
BITMAP,
MUSIC,
SOUND,
FONT,
SIZE,
};
static void init(const std::string& yaml_path);
static void destroy();
static auto get() -> List*;
List(const List&) = delete;
auto operator=(const List&) -> List& = delete;
[[nodiscard]] auto get(const std::string& filename) const -> std::string;
[[nodiscard]] auto getListByType(Type type) const -> std::vector<std::string>;
[[nodiscard]] auto exists(const std::string& filename) const -> bool;
[[nodiscard]] auto totalCount() const -> int { return static_cast<int>(file_list_.size()); }
private:
struct Item {
std::string path; // ruta relativa al pack (ex: "music/menu.ogg")
Type type;
Item(std::string p, Type t)
: path(std::move(p)),
type(t) {}
};
List() = default;
~List() = default;
void loadFromYaml(const std::string& yaml_path);
void loadFromString(const std::string& yaml_content);
void addToMap(const std::string& path, Type type);
[[nodiscard]] static auto parseAssetType(const std::string& type_str) -> Type;
[[nodiscard]] static auto basename(const std::string& path) -> std::string;
std::unordered_map<std::string, Item> file_list_;
static List* instance;
};
} // namespace Resource

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@@ -0,0 +1,61 @@
#pragma once
#include <SDL3/SDL.h>
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
// Forward declarations to keep this header light.
struct JA_Music_t;
struct JA_Sound_t;
void JA_DeleteMusic(JA_Music_t* music);
void JA_DeleteSound(JA_Sound_t* sound);
namespace Resource {
struct MusicDeleter {
void operator()(JA_Music_t* music) const noexcept {
if (music != nullptr) {
JA_DeleteMusic(music);
}
}
};
struct SoundDeleter {
void operator()(JA_Sound_t* sound) const noexcept {
if (sound != nullptr) {
JA_DeleteSound(sound);
}
}
};
struct MusicResource {
std::string name;
std::unique_ptr<JA_Music_t, MusicDeleter> music;
};
struct SoundResource {
std::string name;
std::unique_ptr<JA_Sound_t, SoundDeleter> sound;
};
// Una entrada BITMAP descodifica un GIF i emmagatzema els seus
// 64000 bytes de píxels paletats + la paleta de 256 colors (768
// bytes RGB). Així `getSurface(name)` i `getPalette(name)` comparteixen
// el mateix decode.
struct SurfaceResource {
std::string name;
std::vector<Uint8> pixels; // 64000 bytes (320 * 200) paletats
std::vector<Uint8> palette; // 768 bytes (256 * R G B)
};
// Per a fitxers de text generals (locale.yaml, keys.yaml, *.fnt).
struct TextFileResource {
std::string name;
std::vector<uint8_t> bytes;
};
} // namespace Resource

View File

@@ -3,12 +3,12 @@
#include <cstring> #include <cstring>
#include <iostream> #include <iostream>
#include "core/audio/audio.hpp"
#include "core/input/gamepad.hpp" #include "core/input/gamepad.hpp"
#include "core/input/global_inputs.hpp" #include "core/input/global_inputs.hpp"
#include "core/input/key_config.hpp" #include "core/input/key_config.hpp"
#include "core/input/key_remap.hpp" #include "core/input/key_remap.hpp"
#include "core/input/mouse.hpp" #include "core/input/mouse.hpp"
#include "core/jail/jail_audio.hpp"
#include "core/jail/jdraw8.hpp" #include "core/jail/jdraw8.hpp"
#include "core/jail/jgame.hpp" #include "core/jail/jgame.hpp"
#include "core/jail/jinput.hpp" #include "core/jail/jinput.hpp"
@@ -16,10 +16,12 @@
#include "core/rendering/menu.hpp" #include "core/rendering/menu.hpp"
#include "core/rendering/overlay.hpp" #include "core/rendering/overlay.hpp"
#include "core/rendering/screen.hpp" #include "core/rendering/screen.hpp"
#include "core/resources/resource_cache.hpp"
#include "game/info.hpp" #include "game/info.hpp"
#include "game/modulegame.hpp" #include "game/modulegame.hpp"
#include "game/options.hpp" #include "game/options.hpp"
#include "scenes/banner_scene.hpp" #include "scenes/banner_scene.hpp"
#include "scenes/boot_loader_scene.hpp"
#include "scenes/credits_scene.hpp" #include "scenes/credits_scene.hpp"
#include "scenes/intro_new_logo_scene.hpp" #include "scenes/intro_new_logo_scene.hpp"
#include "scenes/intro_scene.hpp" #include "scenes/intro_scene.hpp"
@@ -55,6 +57,13 @@ void Director::initGameContext() {
} }
std::unique_ptr<scenes::Scene> Director::createNextScene() { std::unique_ptr<scenes::Scene> Director::createNextScene() {
// Mentre el Resource::Cache no haja acabat de precarregar, executem
// el BootLoaderScene — pinta una barra de progrés i avança la
// càrrega per pressupost de temps. Quan acaba, retorna i tornem ací
// amb el cache plenament disponible per a la resta d'escenes.
if (Resource::Cache::get() != nullptr && !Resource::Cache::get()->isLoadDone()) {
return std::make_unique<scenes::BootLoaderScene>();
}
if (game_state_ == 0) { if (game_state_ == 0) {
// Gameplay. ModuleGame és una scenes::Scene des de la Phase A. // Gameplay. ModuleGame és una scenes::Scene des de la Phase A.
return std::make_unique<ModuleGame>(); return std::make_unique<ModuleGame>();
@@ -118,9 +127,9 @@ auto Director::get() -> Director* {
void Director::togglePause() { void Director::togglePause() {
paused_ = !paused_; paused_ = !paused_;
if (paused_) { if (paused_) {
JA_PauseMusic(); Audio::get()->pauseMusic();
} else { } else {
JA_ResumeMusic(); Audio::get()->resumeMusic();
} }
} }
@@ -142,8 +151,8 @@ bool Director::iterate() {
// l'escena des d'una lambda del menú mentre encara s'està executant. // l'escena des d'una lambda del menú mentre encara s'està executant.
if (restart_requested_) { if (restart_requested_) {
restart_requested_ = false; restart_requested_ = false;
JA_StopMusic(); Audio::get()->stopMusic();
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) JA_StopChannel(i); Audio::get()->stopAllSounds();
// Reinicialitza info::ctx des d'Options (vides, diners, diamants...) // Reinicialitza info::ctx des d'Options (vides, diners, diamants...)
// en lloc de ctx.reset() pla que deixaria vida=0 → jugador mort. // en lloc de ctx.reset() pla que deixaria vida=0 → jugador mort.
initGameContext(); initGameContext();
@@ -175,7 +184,7 @@ bool Director::iterate() {
// Bombeig de l'àudio: reomple l'stream de música i para els canals // Bombeig de l'àudio: reomple l'stream de música i para els canals
// drenats. Substituïx el callback de SDL_AddTimer de la versió // drenats. Substituïx el callback de SDL_AddTimer de la versió
// antiga — imprescindible per al port a emscripten. // antiga — imprescindible per al port a emscripten.
JA_Update(); Audio::update();
// Dispara els crèdits cinematogràfics la primera vegada que el joc // Dispara els crèdits cinematogràfics la primera vegada que el joc
// arriba al menú del títol (info::ctx.num_piramide == 0). // arriba al menú del títol (info::ctx.num_piramide == 0).

View File

@@ -1,10 +1,9 @@
#include "game/modulegame.hpp" #include "game/modulegame.hpp"
#include "core/jail/jail_audio.hpp" #include "core/audio/audio.hpp"
#include "core/jail/jdraw8.hpp" #include "core/jail/jdraw8.hpp"
#include "core/jail/jgame.hpp" #include "core/jail/jgame.hpp"
#include "core/jail/jinput.hpp" #include "core/jail/jinput.hpp"
#include "core/resources/resource_helper.hpp"
ModuleGame::ModuleGame() { ModuleGame::ModuleGame() {
this->gfx = JD8_LoadSurface(info::ctx.pepe_activat ? "gfx/frames2.gif" : "gfx/frames.gif"); this->gfx = JD8_LoadSurface(info::ctx.pepe_activat ? "gfx/frames2.gif" : "gfx/frames.gif");
@@ -42,18 +41,14 @@ void ModuleGame::onEnter() {
// fade interpolarien cap a una paleta amb pantalla buida. // fade interpolarien cap a una paleta amb pantalla buida.
this->Draw(); this->Draw();
const char* music = info::ctx.num_piramide == 3 ? "music/piramide_3.ogg" // Audio::playMusic ja és idempotent: si la pista actual coincideix amb la
: info::ctx.num_piramide == 2 ? "music/piramide_2.ogg" // demanada, no fa res. Per això podem cridar-lo cada onEnter sense
: info::ctx.num_piramide == 6 ? "music/secreta.ogg" // desencadenar restarts indesitjats.
: "music/piramide_1_4_5.ogg"; const char* music_name = info::ctx.num_piramide == 3 ? "piramide_3.ogg"
const char* current_music = JA_GetMusicFilename(); : info::ctx.num_piramide == 2 ? "piramide_2.ogg"
if ((JA_GetMusicState() != JA_MUSIC_PLAYING) || !current_music || : info::ctx.num_piramide == 6 ? "secreta.ogg"
strcmp(music, current_music) != 0) { : "piramide_1_4_5.ogg";
auto buffer = ResourceHelper::loadFile(music); Audio::get()->playMusic(music_name);
JA_PlayMusic(JA_LoadMusic(buffer.data(),
static_cast<Uint32>(buffer.size()),
music));
}
// Arranca el fade-in tick-based. El `PaletteFade` avança un pas (de // Arranca el fade-in tick-based. El `PaletteFade` avança un pas (de
// 32) per cada tick; durant aquesta fase el gameplay no corre, // 32) per cada tick; durant aquesta fase el gameplay no corre,

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@@ -4,7 +4,7 @@
#include <iostream> #include <iostream>
#include <string> #include <string>
#include "core/jail/jail_audio.hpp" #include "core/audio/audio.hpp"
#include "external/fkyaml_node.hpp" #include "external/fkyaml_node.hpp"
#include "game/defaults.hpp" #include "game/defaults.hpp"
#include "game/defines.hpp" #include "game/defines.hpp"
@@ -76,12 +76,16 @@ namespace Options {
} }
} }
// Delega tots els canvis de l'estat d'àudio al wrapper Audio. Es manté
// com a punt d'entrada únic per als callsites legacy del menú; el cos
// ja no toca jail_audio directament.
void applyAudio() { void applyAudio() {
const float master = audio.enabled ? audio.volume : 0.0F; if (::Audio::get() == nullptr) return;
JA_EnableMusic(audio.music_enabled); ::Audio::get()->enable(audio.enabled);
JA_EnableSound(audio.sound_enabled); ::Audio::get()->enableMusic(audio.music.enabled);
JA_SetMusicVolume(master * audio.music_volume); ::Audio::get()->enableSound(audio.sound.enabled);
JA_SetSoundVolume(master * audio.sound_volume); ::Audio::get()->setMusicVolume(audio.music.volume);
::Audio::get()->setSoundVolume(audio.sound.volume);
} }
// --- Funcions helper de càrrega --- // --- Funcions helper de càrrega ---
@@ -99,17 +103,17 @@ namespace Options {
if (node.contains("music")) { if (node.contains("music")) {
const auto& music = node["music"]; const auto& music = node["music"];
if (music.contains("enabled")) if (music.contains("enabled"))
audio.music_enabled = music["enabled"].get_value<bool>(); audio.music.enabled = music["enabled"].get_value<bool>();
if (music.contains("volume")) if (music.contains("volume"))
audio.music_volume = music["volume"].get_value<float>(); audio.music.volume = music["volume"].get_value<float>();
} }
if (node.contains("sound")) { if (node.contains("sound")) {
const auto& sound = node["sound"]; const auto& sound = node["sound"];
if (sound.contains("enabled")) if (sound.contains("enabled"))
audio.sound_enabled = sound["enabled"].get_value<bool>(); audio.sound.enabled = sound["enabled"].get_value<bool>();
if (sound.contains("volume")) if (sound.contains("volume"))
audio.sound_volume = sound["volume"].get_value<float>(); audio.sound.volume = sound["volume"].get_value<float>();
} }
} }
@@ -352,11 +356,11 @@ namespace Options {
file << " enabled: " << (audio.enabled ? "true" : "false") << "\n"; file << " enabled: " << (audio.enabled ? "true" : "false") << "\n";
file << " volume: " << audio.volume << "\n"; file << " volume: " << audio.volume << "\n";
file << " music:\n"; file << " music:\n";
file << " enabled: " << (audio.music_enabled ? "true" : "false") << "\n"; file << " enabled: " << (audio.music.enabled ? "true" : "false") << "\n";
file << " volume: " << audio.music_volume << "\n"; file << " volume: " << audio.music.volume << "\n";
file << " sound:\n"; file << " sound:\n";
file << " enabled: " << (audio.sound_enabled ? "true" : "false") << "\n"; file << " enabled: " << (audio.sound.enabled ? "true" : "false") << "\n";
file << " volume: " << audio.sound_volume << "\n"; file << " volume: " << audio.sound.volume << "\n";
file << "\n"; file << "\n";
// GAME // GAME

View File

@@ -59,13 +59,19 @@ namespace Options {
Uint32 shadow_color{0xFF005A6B}; // Ombra daurada fosca (ABGR) Uint32 shadow_color{0xFF005A6B}; // Ombra daurada fosca (ABGR)
}; };
// Opcions d'àudio // Opcions d'àudio (estructura compartida amb la resta de projectes)
struct Music {
bool enabled{Defaults::Audio::MUSIC_ENABLED};
float volume{Defaults::Audio::MUSIC_VOLUME};
};
struct Sound {
bool enabled{Defaults::Audio::SOUND_ENABLED};
float volume{Defaults::Audio::SOUND_VOLUME};
};
struct Audio { struct Audio {
Music music{};
Sound sound{};
bool enabled{Defaults::Audio::ENABLED}; // master enable bool enabled{Defaults::Audio::ENABLED}; // master enable
bool music_enabled{Defaults::Audio::MUSIC_ENABLED};
float music_volume{Defaults::Audio::MUSIC_VOLUME};
bool sound_enabled{Defaults::Audio::SOUND_ENABLED};
float sound_volume{Defaults::Audio::SOUND_VOLUME};
float volume{Defaults::Audio::VOLUME}; float volume{Defaults::Audio::VOLUME};
}; };

View File

@@ -11,8 +11,8 @@
#include <ctime> #include <ctime>
#include <string> #include <string>
#include "core/audio/audio.hpp"
#include "core/input/key_config.hpp" #include "core/input/key_config.hpp"
#include "core/jail/jail_audio.hpp"
#include "core/jail/jdraw8.hpp" #include "core/jail/jdraw8.hpp"
#include "core/jail/jfile.hpp" #include "core/jail/jfile.hpp"
#include "core/jail/jgame.hpp" #include "core/jail/jgame.hpp"
@@ -20,7 +20,9 @@
#include "core/rendering/menu.hpp" #include "core/rendering/menu.hpp"
#include "core/rendering/overlay.hpp" #include "core/rendering/overlay.hpp"
#include "core/rendering/screen.hpp" #include "core/rendering/screen.hpp"
#include "core/resources/resource_cache.hpp"
#include "core/resources/resource_helper.hpp" #include "core/resources/resource_helper.hpp"
#include "core/resources/resource_list.hpp"
#include "core/system/director.hpp" #include "core/system/director.hpp"
#include "game/options.hpp" #include "game/options.hpp"
@@ -90,10 +92,17 @@ SDL_AppResult SDL_AppInit(void** /*appstate*/, int /*argc*/, char* /*argv*/[]) {
JG_Init(); JG_Init();
Screen::init(); Screen::init();
JD8_Init(); JD8_Init();
JA_Init(48000, SDL_AUDIO_S16, 2); Audio::init(); // crida internament JA_Init i aplica Options::audio
Options::applyAudio();
Overlay::init(); Overlay::init();
Menu::init(); Menu::init();
// Manifest d'assets (data/config/assets.yaml) + Cache. La precarga
// real es fa al BootLoaderScene, que el Director arrenca automàticament
// mentre `Resource::Cache::isLoadDone()` siga fals.
Resource::List::init("config/assets.yaml");
Resource::Cache::init();
Resource::Cache::get()->beginLoad();
Director::init(); Director::init();
Director::get()->setup(); Director::get()->setup();
@@ -133,7 +142,9 @@ void SDL_AppQuit(void* /*appstate*/, SDL_AppResult /*result*/) {
KeyConfig::destroy(); KeyConfig::destroy();
Menu::destroy(); Menu::destroy();
Overlay::destroy(); Overlay::destroy();
JA_Quit(); Resource::Cache::destroy();
Resource::List::destroy();
Audio::destroy(); // el destructor del singleton crida JA_Quit
JD8_Quit(); JD8_Quit();
Screen::destroy(); Screen::destroy();
JG_Finalize(); JG_Finalize();

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@@ -2,7 +2,7 @@
#include <cstdlib> #include <cstdlib>
#include "core/jail/jail_audio.hpp" #include "core/audio/audio.hpp"
#include "core/jail/jdraw8.hpp" #include "core/jail/jdraw8.hpp"
#include "core/jail/jinput.hpp" #include "core/jail/jinput.hpp"
#include "game/info.hpp" #include "game/info.hpp"
@@ -52,7 +52,7 @@ namespace scenes {
remaining_ms_ -= delta_ms; remaining_ms_ -= delta_ms;
} }
if (remaining_ms_ <= 0) { if (remaining_ms_ <= 0) {
JA_FadeOutMusic(250); Audio::get()->fadeOutMusic(250);
fade_.startFadeOut(); fade_.startFadeOut();
phase_ = Phase::FadingOut; phase_ = Phase::FadingOut;
} }

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@@ -0,0 +1,55 @@
#include "scenes/boot_loader_scene.hpp"
#include "core/jail/jdraw8.hpp"
#include "core/resources/resource_cache.hpp"
namespace scenes {
namespace {
constexpr int SCREEN_W = 320;
constexpr Uint8 BG_COLOR = 0; // negre
constexpr Uint8 BAR_COLOR = 1; // blanc
constexpr int BAR_X = 60;
constexpr int BAR_Y = 170;
constexpr int BAR_W = SCREEN_W - (BAR_X * 2); // 200
constexpr int BAR_H = 6;
} // namespace
BootLoaderScene::BootLoaderScene() = default;
void BootLoaderScene::onEnter() {
// Inicialitza la paleta mínima per a la barra. La resta de
// colors queden a negre — després cada escena del joc carregarà
// la seua pròpia paleta.
JD8_SetPaletteColor(BG_COLOR, 0, 0, 0);
JD8_SetPaletteColor(BAR_COLOR, 63, 63, 63);
}
void BootLoaderScene::tick(int /*delta_ms*/) {
if (Resource::Cache::get()->loadStep(8)) {
done_ = true;
}
render();
}
void BootLoaderScene::render() const {
JD8_ClearScreen(BG_COLOR);
const float pct = Resource::Cache::get()->getProgress();
const int filled = static_cast<int>(static_cast<float>(BAR_W) * pct);
// Vora de la barra (línia 1 píxel a dalt i a baix).
JD8_FillRect(BAR_X - 1, BAR_Y - 1, BAR_W + 2, 1, BAR_COLOR);
JD8_FillRect(BAR_X - 1, BAR_Y + BAR_H, BAR_W + 2, 1, BAR_COLOR);
JD8_FillRect(BAR_X - 1, BAR_Y, 1, BAR_H, BAR_COLOR);
JD8_FillRect(BAR_X + BAR_W, BAR_Y, 1, BAR_H, BAR_COLOR);
// Ompliment proporcional al progrés.
if (filled > 0) {
JD8_FillRect(BAR_X, BAR_Y, filled, BAR_H, BAR_COLOR);
}
}
} // namespace scenes

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@@ -0,0 +1,27 @@
#pragma once
#include "scenes/scene.hpp"
namespace scenes {
// Escena de boot que conduix la càrrega incremental del Resource::Cache.
// tick() crida loadStep amb un pressupost de ~8ms i pinta una barra
// de progrés mentre dura. Quan el Cache marca isLoadDone, l'escena
// marca done() i el Director passa al següent state (intro = 255).
class BootLoaderScene : public Scene {
public:
BootLoaderScene();
~BootLoaderScene() override = default;
void onEnter() override;
void tick(int delta_ms) override;
bool done() const override { return done_; }
int nextState() const override { return 1; } // 1 → SceneRegistry::tryCreate(num_piramide=255 → intro)
private:
void render() const;
bool done_{false};
};
} // namespace scenes

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@@ -3,7 +3,7 @@
#include <cstdio> #include <cstdio>
#include <cstdlib> #include <cstdlib>
#include "core/jail/jail_audio.hpp" #include "core/audio/audio.hpp"
#include "core/jail/jdraw8.hpp" #include "core/jail/jdraw8.hpp"
#include "core/jail/jinput.hpp" #include "core/jail/jinput.hpp"
#include "game/info.hpp" #include "game/info.hpp"
@@ -46,7 +46,7 @@ namespace scenes {
// amb piramide_inicial=8) no hi ha res que heretar, així que // amb piramide_inicial=8) no hi ha res que heretar, així que
// arranquem la mateixa pista només si no sona res. Inocu en el // arranquem la mateixa pista només si no sona res. Inocu en el
// flux normal: JA_MUSIC_PLAYING fa que no la tornem a tocar. // flux normal: JA_MUSIC_PLAYING fa que no la tornem a tocar.
if (JA_GetMusicState() != JA_MUSIC_PLAYING) { if (Audio::getRealMusicState() != Audio::MusicState::PLAYING) {
playMusic("music/final.ogg"); playMusic("music/final.ogg");
} }

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@@ -1,22 +1,22 @@
#include "scenes/scene_utils.hpp" #include "scenes/scene_utils.hpp"
#include <SDL3/SDL.h> #include <string>
#include "core/jail/jail_audio.hpp" #include "core/audio/audio.hpp"
#include "core/resources/resource_helper.hpp"
namespace scenes { namespace scenes {
namespace {
std::string basename(const char* path) {
std::string s = path;
auto pos = s.find_last_of("/\\");
return pos == std::string::npos ? s : s.substr(pos + 1);
}
} // namespace
void playMusic(const char* filename, int loop) { void playMusic(const char* filename, int loop) {
if (!filename) return; if (!filename) return;
auto buffer = ResourceHelper::loadFile(filename); Audio::get()->playMusic(basename(filename), loop);
if (buffer.empty()) return;
// JA_LoadMusic fa una còpia interna del OGG comprimit (via SDL_malloc)
// per a stb_vorbis. El `buffer` local es destruirà en sortir d'àmbit.
JA_PlayMusic(JA_LoadMusic(buffer.data(),
static_cast<Uint32>(buffer.size()),
filename),
loop);
} }
} // namespace scenes } // namespace scenes

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@@ -4,7 +4,7 @@
#include <cstdlib> #include <cstdlib>
#include <cstring> #include <cstring>
#include "core/jail/jail_audio.hpp" #include "core/audio/audio.hpp"
#include "core/jail/jdraw8.hpp" #include "core/jail/jdraw8.hpp"
#include "core/jail/jinput.hpp" #include "core/jail/jinput.hpp"
#include "game/info.hpp" #include "game/info.hpp"
@@ -76,7 +76,7 @@ namespace scenes {
} }
void SecretaScene::beginFinalFade() { void SecretaScene::beginFinalFade() {
JA_FadeOutMusic(250); Audio::get()->fadeOutMusic(250);
fade_.startFadeOut(); fade_.startFadeOut();
phase_ = Phase::FinalFadeOut; phase_ = Phase::FinalFadeOut;
} }

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@@ -4,7 +4,7 @@
#include <cstdlib> #include <cstdlib>
#include <cstring> #include <cstring>
#include "core/jail/jail_audio.hpp" #include "core/audio/audio.hpp"
#include "core/jail/jdraw8.hpp" #include "core/jail/jdraw8.hpp"
#include "core/jail/jinput.hpp" #include "core/jail/jinput.hpp"
#include "game/info.hpp" #include "game/info.hpp"
@@ -93,7 +93,7 @@ namespace scenes {
void SlidesScene::beginFinalFade() { void SlidesScene::beginFinalFade() {
if (num_piramide_at_start_ != 7) { if (num_piramide_at_start_ != 7) {
JA_FadeOutMusic(250); Audio::get()->fadeOutMusic(250);
} }
fade_.startFadeOut(); fade_.startFadeOut();
phase_ = Phase::FadeFinal; phase_ = Phase::FadeFinal;
@@ -105,7 +105,7 @@ namespace scenes {
// el final natural crida JA_FadeOutMusic (beginFinalFade() distingeix). // el final natural crida JA_FadeOutMusic (beginFinalFade() distingeix).
if (!skip_triggered_ && JI_AnyKey()) { if (!skip_triggered_ && JI_AnyKey()) {
skip_triggered_ = true; skip_triggered_ = true;
if (num_piramide_at_start_ != 7) JA_FadeOutMusic(250); if (num_piramide_at_start_ != 7) Audio::get()->fadeOutMusic(250);
fade_.startFadeOut(); fade_.startFadeOut();
phase_ = Phase::FadeFinal; phase_ = Phase::FadeFinal;
} }