From 5a02518de3c5b8a0ae592916982d962c17e738c8 Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Sat, 9 Aug 2025 14:30:59 +0200 Subject: [PATCH] Asset: passat a unordered_map i carrega desde fitxer --- data/config/assets.txt | 190 +++++++++++++++++++++++++ source/asset.cpp | 309 ++++++++++++++++++++++++++++++----------- source/asset.h | 91 ++++++------ source/director.cpp | 300 ++------------------------------------- source/director.h | 3 +- source/resource.cpp | 24 ++-- 6 files changed, 489 insertions(+), 428 deletions(-) create mode 100644 data/config/assets.txt diff --git a/data/config/assets.txt b/data/config/assets.txt new file mode 100644 index 0000000..9f0c6d6 --- /dev/null +++ b/data/config/assets.txt @@ -0,0 +1,190 @@ +# Coffee Crisis - Asset Configuration +# Formato: TIPO|RUTA [|OPCIONES] +# Opciones: optional, absolute (separadas por comas) +# Variables: ${PREFIX}, ${SYSTEM_FOLDER} + +# Archivos de configuración del sistema (absolutos y opcionales) +DATA|${SYSTEM_FOLDER}/config.txt|optional,absolute +DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute +DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute + +# Archivos de configuración del juego +DATA|${PREFIX}/data/config/param_320x240.txt +DATA|${PREFIX}/data/config/param_320x256.txt +DEMODATA|${PREFIX}/data/config/demo1.bin +DEMODATA|${PREFIX}/data/config/demo2.bin +DATA|${PREFIX}/data/config/gamecontrollerdb.txt +DATA|${PREFIX}/data/config/formations.txt +DATA|${PREFIX}/data/config/pools.txt + +# Música +MUSIC|${PREFIX}/data/music/intro.ogg +MUSIC|${PREFIX}/data/music/playing.ogg +MUSIC|${PREFIX}/data/music/title.ogg +MUSIC|${PREFIX}/data/music/credits.ogg + +# Sonidos +SOUND|${PREFIX}/data/sound/balloon_pop0.wav +SOUND|${PREFIX}/data/sound/balloon_pop1.wav +SOUND|${PREFIX}/data/sound/balloon_pop2.wav +SOUND|${PREFIX}/data/sound/balloon_pop3.wav +SOUND|${PREFIX}/data/sound/balloon_bounce0.wav +SOUND|${PREFIX}/data/sound/balloon_bounce1.wav +SOUND|${PREFIX}/data/sound/balloon_bounce2.wav +SOUND|${PREFIX}/data/sound/balloon_bounce3.wav +SOUND|${PREFIX}/data/sound/bullet.wav +SOUND|${PREFIX}/data/sound/clock.wav +SOUND|${PREFIX}/data/sound/coffee_out.wav +SOUND|${PREFIX}/data/sound/continue_clock.wav +SOUND|${PREFIX}/data/sound/debian_drop.wav +SOUND|${PREFIX}/data/sound/debian_pickup.wav +SOUND|${PREFIX}/data/sound/hi_score_achieved.wav +SOUND|${PREFIX}/data/sound/item_drop.wav +SOUND|${PREFIX}/data/sound/item_pickup.wav +SOUND|${PREFIX}/data/sound/jump.wav +SOUND|${PREFIX}/data/sound/logo.wav +SOUND|${PREFIX}/data/sound/notify.wav +SOUND|${PREFIX}/data/sound/player_collision.wav +SOUND|${PREFIX}/data/sound/power_ball_explosion.wav +SOUND|${PREFIX}/data/sound/service_menu_adjust.wav +SOUND|${PREFIX}/data/sound/service_menu_move.wav +SOUND|${PREFIX}/data/sound/service_menu_select.wav +SOUND|${PREFIX}/data/sound/stage_change.wav +SOUND|${PREFIX}/data/sound/tabe_hit.wav +SOUND|${PREFIX}/data/sound/tabe.wav +SOUND|${PREFIX}/data/sound/title.wav +SOUND|${PREFIX}/data/sound/voice_aw_aw_aw.wav +SOUND|${PREFIX}/data/sound/voice_coffee.wav +SOUND|${PREFIX}/data/sound/voice_get_ready.wav +SOUND|${PREFIX}/data/sound/voice_no.wav +SOUND|${PREFIX}/data/sound/voice_power_up.wav +SOUND|${PREFIX}/data/sound/voice_thankyou.wav +SOUND|${PREFIX}/data/sound/walk.wav + +# Shaders +DATA|${PREFIX}/data/shaders/crtpi_256.glsl +DATA|${PREFIX}/data/shaders/crtpi_240.glsl + +# Texturas - Balloons +BITMAP|${PREFIX}/data/gfx/balloon/balloon0.png +ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani +BITMAP|${PREFIX}/data/gfx/balloon/balloon1.png +ANIMATION|${PREFIX}/data/gfx/balloon/balloon1.ani +BITMAP|${PREFIX}/data/gfx/balloon/balloon2.png +ANIMATION|${PREFIX}/data/gfx/balloon/balloon2.ani +BITMAP|${PREFIX}/data/gfx/balloon/balloon3.png +ANIMATION|${PREFIX}/data/gfx/balloon/balloon3.ani + +# Texturas - Explosiones +BITMAP|${PREFIX}/data/gfx/balloon/explosion0.png +ANIMATION|${PREFIX}/data/gfx/balloon/explosion0.ani +BITMAP|${PREFIX}/data/gfx/balloon/explosion1.png +ANIMATION|${PREFIX}/data/gfx/balloon/explosion1.ani +BITMAP|${PREFIX}/data/gfx/balloon/explosion2.png +ANIMATION|${PREFIX}/data/gfx/balloon/explosion2.ani +BITMAP|${PREFIX}/data/gfx/balloon/explosion3.png +ANIMATION|${PREFIX}/data/gfx/balloon/explosion3.ani + +# Texturas - Power Ball +BITMAP|${PREFIX}/data/gfx/balloon/powerball.png +ANIMATION|${PREFIX}/data/gfx/balloon/powerball.ani + +# Texturas - Bala +BITMAP|${PREFIX}/data/gfx/bullet/bullet.png +ANIMATION|${PREFIX}/data/gfx/bullet/bullet.ani + +# Texturas - Tabe +BITMAP|${PREFIX}/data/gfx/tabe/tabe.png +ANIMATION|${PREFIX}/data/gfx/tabe/tabe.ani + +# Texturas - Juego +BITMAP|${PREFIX}/data/gfx/game/game_buildings.png +BITMAP|${PREFIX}/data/gfx/game/game_clouds1.png +BITMAP|${PREFIX}/data/gfx/game/game_clouds2.png +BITMAP|${PREFIX}/data/gfx/game/game_grass.png +BITMAP|${PREFIX}/data/gfx/game/game_power_meter.png +BITMAP|${PREFIX}/data/gfx/game/game_sky_colors.png +BITMAP|${PREFIX}/data/gfx/game/game_sun.png +BITMAP|${PREFIX}/data/gfx/game/game_moon.png + +# Texturas - Intro +BITMAP|${PREFIX}/data/gfx/intro/intro1.png +BITMAP|${PREFIX}/data/gfx/intro/intro2.png +BITMAP|${PREFIX}/data/gfx/intro/intro3.png +BITMAP|${PREFIX}/data/gfx/intro/intro4.png +BITMAP|${PREFIX}/data/gfx/intro/intro5.png +BITMAP|${PREFIX}/data/gfx/intro/intro6.png + +# Texturas - Logo +BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames.png +BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames_mini.png +BITMAP|${PREFIX}/data/gfx/logo/logo_since_1998.png + +# Texturas - Items +BITMAP|${PREFIX}/data/gfx/item/item_points1_disk.png +ANIMATION|${PREFIX}/data/gfx/item/item_points1_disk.ani +BITMAP|${PREFIX}/data/gfx/item/item_points2_gavina.png +ANIMATION|${PREFIX}/data/gfx/item/item_points2_gavina.ani +BITMAP|${PREFIX}/data/gfx/item/item_points3_pacmar.png +ANIMATION|${PREFIX}/data/gfx/item/item_points3_pacmar.ani +BITMAP|${PREFIX}/data/gfx/item/item_clock.png +ANIMATION|${PREFIX}/data/gfx/item/item_clock.ani +BITMAP|${PREFIX}/data/gfx/item/item_coffee.png +ANIMATION|${PREFIX}/data/gfx/item/item_coffee.ani +BITMAP|${PREFIX}/data/gfx/item/item_debian.png +ANIMATION|${PREFIX}/data/gfx/item/item_debian.ani +BITMAP|${PREFIX}/data/gfx/item/item_coffee_machine.png +ANIMATION|${PREFIX}/data/gfx/item/item_coffee_machine.ani + +# Texturas - Titulo +BITMAP|${PREFIX}/data/gfx/title/title_bg_tile.png +BITMAP|${PREFIX}/data/gfx/title/title_coffee.png +BITMAP|${PREFIX}/data/gfx/title/title_crisis.png +BITMAP|${PREFIX}/data/gfx/title/title_arcade_edition.png +BITMAP|${PREFIX}/data/gfx/title/title_dust.png +ANIMATION|${PREFIX}/data/gfx/title/title_dust.ani + +# Texturas - Jugador 1 +BITMAP|${PREFIX}/data/gfx/player/player1.gif +PALETTE|${PREFIX}/data/gfx/player/player1_coffee1.pal +PALETTE|${PREFIX}/data/gfx/player/player1_coffee2.pal +PALETTE|${PREFIX}/data/gfx/player/player1_invencible.pal +BITMAP|${PREFIX}/data/gfx/player/player1_power.png + +# Texturas - Jugador 2 +BITMAP|${PREFIX}/data/gfx/player/player2.gif +PALETTE|${PREFIX}/data/gfx/player/player2_coffee1.pal +PALETTE|${PREFIX}/data/gfx/player/player2_coffee2.pal +PALETTE|${PREFIX}/data/gfx/player/player2_invencible.pal +BITMAP|${PREFIX}/data/gfx/player/player2_power.png + +# Animaciones del jugador +ANIMATION|${PREFIX}/data/gfx/player/player.ani +ANIMATION|${PREFIX}/data/gfx/player/player_power.ani + +# Texturas - Golpe del jugador +BITMAP|${PREFIX}/data/gfx/player/hit.png + +# Fuentes de texto +BITMAP|${PREFIX}/data/font/8bithud.png +FONT|${PREFIX}/data/font/8bithud.txt +BITMAP|${PREFIX}/data/font/aseprite.png +FONT|${PREFIX}/data/font/aseprite.txt +BITMAP|${PREFIX}/data/font/smb2.png +BITMAP|${PREFIX}/data/font/smb2_grad.png +FONT|${PREFIX}/data/font/smb2.txt +BITMAP|${PREFIX}/data/font/04b_25.png +FONT|${PREFIX}/data/font/04b_25.txt +BITMAP|${PREFIX}/data/font/04b_25_2x.png +FONT|${PREFIX}/data/font/04b_25_2x.txt +BITMAP|${PREFIX}/data/font/04b_25_metal.png +BITMAP|${PREFIX}/data/font/04b_25_grey.png +BITMAP|${PREFIX}/data/font/04b_25_flat.png +BITMAP|${PREFIX}/data/font/04b_25_reversed.png +BITMAP|${PREFIX}/data/font/04b_25_flat_2x.png +BITMAP|${PREFIX}/data/font/04b_25_reversed_2x.png + +# Idiomas +LANG|${PREFIX}/data/lang/es_ES.json +LANG|${PREFIX}/data/lang/en_UK.json +LANG|${PREFIX}/data/lang/ba_BA.json \ No newline at end of file diff --git a/source/asset.cpp b/source/asset.cpp index 4cb274e..07c6986 100644 --- a/source/asset.cpp +++ b/source/asset.cpp @@ -1,85 +1,185 @@ #include "asset.h" -#include // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError, SDL_LogWarn +#include +#include +#include +#include +#include -#include // Para max -#include // Para basic_ifstream, ifstream -#include // Para identity -#include // Para __find_if_fn, find_if -#include // Para allocator, string, operator==, operator+, char_traits, basic_string - -#include "utils.h" // Para getFileName +#include "utils.h" // Singleton Asset *Asset::instance = nullptr; -// Inicializa la instancia única del singleton -void Asset::init(const std::string &executable_path) { Asset::instance = new Asset(executable_path); } - -// Libera la instancia -void Asset::destroy() { delete Asset::instance; } - -// Obtiene la instancia -auto Asset::get() -> Asset * { return Asset::instance; } - -// Añade un elemento a la lista -void Asset::add(const std::string &file, AssetType type, bool required, bool absolute) { - file_list_.emplace_back(absolute ? file : executable_path_ + file, type, required); - longest_name_ = std::max(longest_name_, static_cast(file_list_.back().file.size())); +void Asset::init(const std::string &executable_path) { + Asset::instance = new Asset(executable_path); } -// Devuelve la ruta completa a un fichero a partir de una cadena -auto Asset::get(const std::string &text) const -> std::string { - auto iterator = std::ranges::find_if(file_list_, [&text](const auto &file) { - return getFileName(file.file) == text; - }); +void Asset::destroy() { + delete Asset::instance; +} - if (iterator != file_list_.end()) { - return iterator->file; +auto Asset::get() -> Asset * { + return Asset::instance; +} + +// Añade un elemento al mapa (función auxiliar) +void Asset::addToMap(const std::string &file_path, Type type, bool required, bool absolute) { + std::string full_path = absolute ? file_path : executable_path_ + file_path; + std::string filename = getFileName(full_path); + + // Verificar si ya existe el archivo + if (file_list_.find(filename) != file_list_.end()) { + SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, + "Warning: Asset '%s' already exists, overwriting", filename.c_str()); } - SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Warning: file %s not found", text.c_str()); + + file_list_.emplace(filename, Item{std::move(full_path), type, required}); +} + +// Añade un elemento a la lista +void Asset::add(const std::string &file_path, Type type, bool required, bool absolute) { + addToMap(file_path, type, required, absolute); +} + +// Carga recursos desde un archivo de configuración con soporte para variables +// Carga recursos desde un archivo de configuración con soporte para variables +void Asset::loadFromFile(const std::string &config_file_path, const std::string &prefix, const std::string &system_folder) { + std::ifstream file(config_file_path); + if (!file.is_open()) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, + "Error: Cannot open config file: %s", config_file_path.c_str()); + return; + } + + std::string line; + int line_number = 0; + + while (std::getline(file, line)) { + ++line_number; + + // Limpiar espacios en blanco al principio y final + line.erase(0, line.find_first_not_of(" \t\r")); + line.erase(line.find_last_not_of(" \t\r") + 1); + + // DEBUG: mostrar línea leída (opcional, puedes comentar esta línea) + // SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Line %d: '%s'", line_number, line.c_str()); + + // Ignorar líneas vacías y comentarios + if (line.empty() || line[0] == '#' || line[0] == ';') { + continue; + } + + // Dividir la línea por el separador '|' + std::vector parts; + std::istringstream iss(line); + std::string part; + + while (std::getline(iss, part, '|')) { + parts.push_back(part); + } + + // Verificar que tenemos al menos tipo y ruta + if (parts.size() < 2) { + SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, + "Warning: Malformed line %d in config file (insufficient fields)", line_number); + continue; + } + + try { + std::string type_str = parts[0]; + std::string path = parts[1]; + + // Valores por defecto + bool required = true; + bool absolute = false; + + // Si hay opciones en el tercer campo, parsearlas + if (parts.size() >= 3) { + parseOptions(parts[2], required, absolute); + } + + // Reemplazar variables en la ruta + path = replaceVariables(path, prefix, system_folder); + + // Parsear el tipo de asset + Type type = parseAssetType(type_str); + + // Añadir al mapa + addToMap(path, type, required, absolute); + + } catch (const std::exception &e) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, + "Error parsing line %d in config file: %s", line_number, e.what()); + } + } + + SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, + "Loaded %d assets from config file", static_cast(file_list_.size())); + + file.close(); +} + +// Devuelve la ruta completa a un fichero (búsqueda O(1)) +auto Asset::get(const std::string &filename) const -> std::string { + auto it = file_list_.find(filename); + if (it != file_list_.end()) { + return it->second.file; + } + + SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Warning: file %s not found", filename.c_str()); return ""; } +// Verifica si un recurso existe +auto Asset::exists(const std::string &filename) const -> bool { + return file_list_.find(filename) != file_list_.end(); +} + // Comprueba que existen todos los elementos auto Asset::check() const -> bool { bool success = true; - + SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES"); - - // Comprueba la lista de ficheros clasificándolos por tipo - for (int type = 0; type < static_cast(AssetType::COUNT); ++type) { - // Comprueba si hay ficheros de ese tipo - bool any = false; - - for (const auto &file : file_list_) { - if (file.required && file.type == static_cast(type)) { - any = true; - } + + // Agrupar por tipo para mostrar organizado + std::unordered_map> by_type; + + for (const auto &[filename, item] : file_list_) { + if (item.required) { + by_type[item.type].push_back(&item); } - - // Si hay ficheros de ese tipo, comprueba si existen - if (any) { - SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> %s FILES", getTypeName(static_cast(type)).c_str()); - - for (const auto &file : file_list_) { - if (file.required && file.type == static_cast(type)) { - success &= checkFile(file.file); + } + + // Verificar por tipo + for (int type = 0; type < static_cast(Type::SIZE); ++type) { + Type asset_type = static_cast(type); + + if (by_type.find(asset_type) != by_type.end()) { + SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, + "\n>> %s FILES", getTypeName(asset_type).c_str()); + + bool type_success = true; + for (const auto *item : by_type[asset_type]) { + if (!checkFile(item->file)) { + success = false; + type_success = false; } } - if (success) { + + if (type_success) { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, " All files are OK."); } } } - + // Resultado if (success) { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES COMPLETED.\n"); } else { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES FAILED.\n"); } - + return success; } @@ -88,49 +188,96 @@ auto Asset::checkFile(const std::string &path) -> bool { std::ifstream file(path); bool success = file.good(); file.close(); - + if (!success) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Checking file: %s [ ERROR ]", getFileName(path).c_str()); + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, + "Checking file: %s [ ERROR ]", getFileName(path).c_str()); } - + return success; } +// Parsea string a Type +auto Asset::parseAssetType(const std::string &type_str) -> Type { + 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; + if (type_str == "LANG") return Type::LANG; + if (type_str == "DATA") return Type::DATA; + if (type_str == "DEMODATA") return Type::DEMODATA; + if (type_str == "ANIMATION") return Type::ANIMATION; + if (type_str == "PALETTE") return Type::PALETTE; + + throw std::runtime_error("Unknown asset type: " + type_str); +} + // Devuelve el nombre del tipo de recurso -auto Asset::getTypeName(AssetType type) -> std::string { +auto Asset::getTypeName(Type type) -> std::string { switch (type) { - case AssetType::BITMAP: - return "BITMAP"; - case AssetType::MUSIC: - return "MUSIC"; - case AssetType::SOUND: - return "SOUND"; - case AssetType::FONT: - return "FONT"; - case AssetType::LANG: - return "LANG"; - case AssetType::DATA: - return "DATA"; - case AssetType::DEMODATA: - return "DEMODATA"; - case AssetType::ANIMATION: - return "ANIMATION"; - case AssetType::PALETTE: - return "PALETTE"; - default: - return "ERROR"; + case Type::BITMAP: return "BITMAP"; + case Type::MUSIC: return "MUSIC"; + case Type::SOUND: return "SOUND"; + case Type::FONT: return "FONT"; + case Type::LANG: return "LANG"; + case Type::DATA: return "DATA"; + case Type::DEMODATA: return "DEMODATA"; + case Type::ANIMATION: return "ANIMATION"; + case Type::PALETTE: return "PALETTE"; + default: return "ERROR"; } } // Devuelve la lista de recursos de un tipo -auto Asset::getListByType(AssetType type) const -> std::vector { +auto Asset::getListByType(Type type) const -> std::vector { std::vector list; - - for (auto file : file_list_) { - if (file.type == type) { - list.push_back(file.file); + + for (const auto &[filename, item] : file_list_) { + if (item.type == type) { + list.push_back(item.file); } } - + return list; +} + +// Reemplaza variables en las rutas +auto Asset::replaceVariables(const std::string &path, const std::string &prefix, const std::string &system_folder) -> std::string { + std::string result = path; + + // Reemplazar ${PREFIX} + size_t pos = 0; + while ((pos = result.find("${PREFIX}", pos)) != std::string::npos) { + result.replace(pos, 9, prefix); // 9 = longitud de "${PREFIX}" + pos += prefix.length(); + } + + // Reemplazar ${SYSTEM_FOLDER} + pos = 0; + while ((pos = result.find("${SYSTEM_FOLDER}", pos)) != std::string::npos) { + result.replace(pos, 16, system_folder); // 16 = longitud de "${SYSTEM_FOLDER}" + pos += system_folder.length(); + } + + return result; +} + +// Parsea las opciones de una línea de configuración +auto Asset::parseOptions(const std::string &options, bool &required, bool &absolute) -> void { + if (options.empty()) return; + + std::istringstream iss(options); + std::string option; + + while (std::getline(iss, option, ',')) { + // Eliminar espacios + option.erase(0, option.find_first_not_of(" \t")); + option.erase(option.find_last_not_of(" \t") + 1); + + if (option == "optional") { + required = false; + } else if (option == "absolute") { + absolute = true; + } + } } \ No newline at end of file diff --git a/source/asset.h b/source/asset.h index 5f5bce6..1f44080 100644 --- a/source/asset.h +++ b/source/asset.h @@ -1,64 +1,69 @@ #pragma once -#include // Para string -#include // Para move -#include // Para vector +#include +#include +#include +#include -// Tipos de recursos gestionados por Asset -enum class AssetType : int { - BITMAP, - MUSIC, - SOUND, - FONT, - LANG, - DATA, - DEMODATA, - ANIMATION, - PALETTE, - COUNT, -}; - -// Clase Asset: gestor de recursos (singleton) -class Asset { // Gestor de recursos (singleton) +// Clase Asset: gestor optimizado de recursos (singleton) +class Asset { public: + // Tipos de recursos + enum class Type : int { + BITMAP, + MUSIC, + SOUND, + FONT, + LANG, + DATA, + DEMODATA, + ANIMATION, + PALETTE, + SIZE, + }; + // --- Métodos de singleton --- - static void init(const std::string &executable_path); // Inicializa el objeto Asset - static void destroy(); // Libera el objeto Asset - static auto get() -> Asset *; // Obtiene el puntero al objeto Asset - Asset(const Asset &) = delete; // No se permite copiar - auto operator=(const Asset &) -> Asset & = delete; // No se permite asignar + static void init(const std::string &executable_path); + static void destroy(); + static auto get() -> Asset *; + Asset(const Asset &) = delete; + auto operator=(const Asset &) -> Asset & = delete; // --- Métodos para la gestión de recursos --- - void add(const std::string &file, AssetType type, bool required = true, bool absolute = false); // Añade un recurso a la lista - [[nodiscard]] auto get(const std::string &text) const -> std::string; // Obtiene la ruta completa de un recurso a partir de su nombre - [[nodiscard]] auto check() const -> bool; // Verifica la existencia de todos los recursos requeridos - [[nodiscard]] auto getListByType(AssetType type) const -> std::vector; // Devuelve una lista de archivos de un tipo concreto + void add(const std::string &file_path, Type type, bool required = true, bool absolute = false); + void loadFromFile(const std::string &config_file_path, const std::string &prefix = "", const std::string &system_folder = ""); // Con soporte para variables + [[nodiscard]] auto get(const std::string &filename) const -> std::string; // Mantener nombre original + [[nodiscard]] auto check() const -> bool; + [[nodiscard]] auto getListByType(Type type) const -> std::vector; + [[nodiscard]] auto exists(const std::string &filename) const -> bool; // Nueva función para verificar existencia private: // --- Estructura interna para almacenar información de cada recurso --- - struct AssetItem { // Estructura para cada recurso - std::string file; // Ruta del fichero desde la raíz del directorio - AssetType type; // Tipo de recurso - bool required; // Indica si el fichero es obligatorio + struct Item { + std::string file; // Ruta completa del archivo (mantener nombre original) + Type type; // Tipo de recurso + bool required; // Indica si el archivo es obligatorio - AssetItem(std::string file_path, AssetType asset_type, bool is_required) - : file(std::move(file_path)), type(asset_type), required(is_required) {} // Constructor + Item(std::string path, Type asset_type, bool is_required) + : file(std::move(path)), type(asset_type), required(is_required) {} }; // --- Variables internas --- - int longest_name_ = 0; // Longitud del nombre más largo - std::vector file_list_; // Lista con todas las rutas de recursos - std::string executable_path_; // Ruta del ejecutable + std::unordered_map file_list_; // Mapa para búsqueda O(1) (mantener nombre original) + std::string executable_path_; // Ruta del ejecutable // --- Métodos internos --- - [[nodiscard]] static auto checkFile(const std::string &path) -> bool; // Verifica si un archivo existe (interno) - [[nodiscard]] static auto getTypeName(AssetType type) -> std::string; // Devuelve el nombre textual del tipo de recurso (interno) + [[nodiscard]] static auto checkFile(const std::string &path) -> bool; + [[nodiscard]] static auto getTypeName(Type type) -> std::string; + [[nodiscard]] static auto parseAssetType(const std::string &type_str) -> Type; + void addToMap(const std::string &file_path, Type type, bool required, bool absolute); + [[nodiscard]] static auto replaceVariables(const std::string &path, const std::string &prefix, const std::string &system_folder) -> std::string; + static auto parseOptions(const std::string &options, bool &required, bool &absolute) -> void; // --- Patrón Singleton --- explicit Asset(std::string executable_path) - : executable_path_(std::move(executable_path)) {} // Constructor privado - ~Asset() = default; // Destructor + : executable_path_(std::move(executable_path)) {} + ~Asset() = default; - // --- Singleton --- - static Asset *instance; // Instancia singleton + static Asset *instance; }; \ No newline at end of file diff --git a/source/director.cpp b/source/director.cpp index f0131aa..b94939b 100644 --- a/source/director.cpp +++ b/source/director.cpp @@ -82,7 +82,7 @@ Director::~Director() { void Director::init() { // Configuración inicial de parametros Asset::init(executable_path_); // Inicializa el sistema de gestión de archivos - setFileList(); // Crea el índice de archivos + loadAssets(); // Crea el índice de archivos Input::init( Asset::get()->get("gamecontrollerdb.txt"), @@ -152,295 +152,19 @@ void Director::loadScoreFile() { #endif } -// Asigna los botones y teclas al objeto Input -void Director::bindInputs() { - /*static auto input = Input::get(); - - // Teclado - Movimiento del jugador - input->bindKey(Input::Action::UP, SDL_SCANCODE_UP); - input->bindKey(Input::Action::DOWN, SDL_SCANCODE_DOWN); - input->bindKey(Input::Action::LEFT, SDL_SCANCODE_LEFT); - input->bindKey(Input::Action::RIGHT, SDL_SCANCODE_RIGHT); - - // Teclado - Disparo del jugador - input->bindKey(Input::Action::FIRE_LEFT, SDL_SCANCODE_Q); - input->bindKey(Input::Action::FIRE_CENTER, SDL_SCANCODE_W); - input->bindKey(Input::Action::FIRE_RIGHT, SDL_SCANCODE_E); - - // Teclado - Interfaz - input->bindKey(Input::Action::START, SDL_SCANCODE_RETURN); - - // Teclado - Menu de servicio - input->bindKey(Input::Action::SERVICE, SDL_SCANCODE_0); - input->bindKey(Input::Action::SM_SELECT, SDL_SCANCODE_RETURN); - input->bindKey(Input::Action::SM_BACK, SDL_SCANCODE_BACKSPACE); - - // Teclado - Control del programa - input->bindKey(Input::Action::EXIT, SDL_SCANCODE_ESCAPE); - input->bindKey(Input::Action::PAUSE, SDL_SCANCODE_P); - input->bindKey(Input::Action::BACK, SDL_SCANCODE_BACKSPACE); - - input->bindKey(Input::Action::WINDOW_DEC_SIZE, SDL_SCANCODE_F1); - input->bindKey(Input::Action::WINDOW_INC_SIZE, SDL_SCANCODE_F2); - input->bindKey(Input::Action::WINDOW_FULLSCREEN, SDL_SCANCODE_F3); - input->bindKey(Input::Action::TOGGLE_VIDEO_SHADERS, SDL_SCANCODE_F4); - input->bindKey(Input::Action::TOGGLE_VIDEO_INTEGER_SCALE, SDL_SCANCODE_F5); - input->bindKey(Input::Action::TOGGLE_VIDEO_VSYNC, SDL_SCANCODE_F6); - - input->bindKey(Input::Action::TOGGLE_AUDIO, SDL_SCANCODE_F7); - input->bindKey(Input::Action::TOGGLE_AUTO_FIRE, SDL_SCANCODE_F8); - input->bindKey(Input::Action::CHANGE_LANG, SDL_SCANCODE_F9); - - input->bindKey(Input::Action::RESET, SDL_SCANCODE_F10); - input->bindKey(Input::Action::SHOW_INFO, SDL_SCANCODE_F12); - - // Asigna botones a inputs - auto gamepads = input->getGamepads(); - for (auto &gamepad : gamepads) { - // Mando - Movimiento del jugador - input->bindGameControllerButton(gamepad, Input::Action::UP, SDL_GAMEPAD_BUTTON_DPAD_UP); - input->bindGameControllerButton(gamepad, Input::Action::DOWN, SDL_GAMEPAD_BUTTON_DPAD_DOWN); - input->bindGameControllerButton(gamepad, Input::Action::LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT); - input->bindGameControllerButton(gamepad, Input::Action::RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); - - // Mando - Disparo del jugador - input->bindGameControllerButton(gamepad, Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST); - input->bindGameControllerButton(gamepad, Input::Action::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH); - input->bindGameControllerButton(gamepad, Input::Action::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST); - - // Mando - Interfaz - input->bindGameControllerButton(gamepad, Input::Action::START, SDL_GAMEPAD_BUTTON_START); - input->bindGameControllerButton(gamepad, Input::Action::SERVICE, SDL_GAMEPAD_BUTTON_BACK); - } - - // Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso - const size_t MAX_CONTROLLERS = std::min(2, NUM_GAMEPADS); - for (size_t i = 0; i < MAX_CONTROLLERS; ++i) { - for (auto &controller : Options::controllers) { - if (input->getControllerName(i) == controller.name) { - for (size_t j = 0; j < controller.inputs.size(); ++j) { - input->bindGameControllerButton(i, controller.inputs.at(j), controller.buttons.at(j)); - } - } - } - } - - // Asigna botones a inputs desde otros inputs - for (auto &gamepad : gamepads) { - // Mando - Menu de servicio - input->bindGameControllerButton(gamepad, Input::Action::SM_SELECT, Input::Action::FIRE_LEFT); - input->bindGameControllerButton(gamepad, Input::Action::SM_BACK, Input::Action::FIRE_CENTER); - } - - // Guarda las asignaciones de botones en las opciones de los dos primeros mandos - for (size_t i = 0; i < MAX_CONTROLLERS; ++i) { - // Variables asociadas al mando - Options::controllers.at(i).index = i; - Options::controllers.at(i).name = input->getControllerName(i); - Options::controllers.at(i).plugged = true; - // Asignaciones de botones - for (size_t j = 0; j < Options::controllers.at(i).inputs.size(); ++j) { - Options::controllers.at(i).buttons.at(j) = input->getControllerBinding(i, Options::controllers.at(i).inputs.at(j)); - } - } - - // Asegura que algún jugador tenga el teclado asignado - if (Options::getPlayerWhoUsesKeyboard() == 0) { - Options::setKeyboardToPlayer(1); - }*/ -} - -// Crea el indice de ficheros -void Director::setFileList() { +// Carga el indice de ficheros desde un fichero +void Director::loadAssets() { #ifdef MACOS_BUNDLE const std::string prefix = "/../Resources"; #else - const std::string PREFIX; + const std::string prefix = ""; #endif - // Ficheros de configuración - Asset::get()->add(system_folder_ + "/config.txt", AssetType::DATA, false, true); - Asset::get()->add(system_folder_ + "/controllers.json", AssetType::DATA, false, true); - Asset::get()->add(system_folder_ + "/score.bin", AssetType::DATA, false, true); - Asset::get()->add(PREFIX + "/data/config/param_320x240.txt", AssetType::DATA); - Asset::get()->add(PREFIX + "/data/config/param_320x256.txt", AssetType::DATA); - Asset::get()->add(PREFIX + "/data/config/demo1.bin", AssetType::DEMODATA); - Asset::get()->add(PREFIX + "/data/config/demo2.bin", AssetType::DEMODATA); - Asset::get()->add(PREFIX + "/data/config/gamecontrollerdb.txt", AssetType::DATA); - Asset::get()->add(PREFIX + "/data/config/formations.txt", AssetType::DATA); - Asset::get()->add(PREFIX + "/data/config/pools.txt", AssetType::DATA); - - // Musicas - Asset::get()->add(PREFIX + "/data/music/intro.ogg", AssetType::MUSIC); - Asset::get()->add(PREFIX + "/data/music/playing.ogg", AssetType::MUSIC); - Asset::get()->add(PREFIX + "/data/music/title.ogg", AssetType::MUSIC); - Asset::get()->add(PREFIX + "/data/music/credits.ogg", AssetType::MUSIC); - - // Sonidos - Asset::get()->add(PREFIX + "/data/sound/balloon_pop0.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/balloon_pop1.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/balloon_pop2.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/balloon_pop3.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/balloon_bounce0.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/balloon_bounce1.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/balloon_bounce2.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/balloon_bounce3.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/bullet.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/clock.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/coffee_out.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/continue_clock.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/debian_drop.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/debian_pickup.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/hi_score_achieved.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/item_drop.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/item_pickup.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/jump.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/logo.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/notify.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/player_collision.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/power_ball_explosion.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/service_menu_adjust.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/service_menu_move.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/service_menu_select.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/stage_change.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/tabe_hit.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/tabe.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/title.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/voice_aw_aw_aw.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/voice_coffee.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/voice_get_ready.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/voice_no.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/voice_power_up.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/voice_thankyou.wav", AssetType::SOUND); - Asset::get()->add(PREFIX + "/data/sound/walk.wav", AssetType::SOUND); - - // Shaders - Asset::get()->add(PREFIX + "/data/shaders/crtpi_256.glsl", AssetType::DATA); - Asset::get()->add(PREFIX + "/data/shaders/crtpi_240.glsl", AssetType::DATA); - - // Texturas - Balloons - Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon0.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon0.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon1.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon1.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon2.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon2.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon3.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon3.ani", AssetType::ANIMATION); - - // Texturas - Explosiones - Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion0.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion0.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion1.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion1.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion2.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion2.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion3.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion3.ani", AssetType::ANIMATION); - - // Texturas - Power Ball - Asset::get()->add(PREFIX + "/data/gfx/balloon/powerball.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/balloon/powerball.ani", AssetType::ANIMATION); - - // Texturas - Bala - Asset::get()->add(PREFIX + "/data/gfx/bullet/bullet.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/bullet/bullet.ani", AssetType::ANIMATION); - - // Texturas - Tabe - Asset::get()->add(PREFIX + "/data/gfx/tabe/tabe.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/tabe/tabe.ani", AssetType::ANIMATION); - - // Texturas - Juego - Asset::get()->add(PREFIX + "/data/gfx/game/game_buildings.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/game/game_clouds1.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/game/game_clouds2.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/game/game_grass.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/game/game_power_meter.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/game/game_sky_colors.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/game/game_sun.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/game/game_moon.png", AssetType::BITMAP); - - // Texturas - Intro - Asset::get()->add(PREFIX + "/data/gfx/intro/intro1.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/intro/intro2.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/intro/intro3.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/intro/intro4.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/intro/intro5.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/intro/intro6.png", AssetType::BITMAP); - - // Texturas - Logo - Asset::get()->add(PREFIX + "/data/gfx/logo/logo_jailgames.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/logo/logo_jailgames_mini.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/logo/logo_since_1998.png", AssetType::BITMAP); - - // Texturas - Items - Asset::get()->add(PREFIX + "/data/gfx/item/item_points1_disk.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/item/item_points1_disk.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/item/item_points2_gavina.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/item/item_points2_gavina.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/item/item_points3_pacmar.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/item/item_points3_pacmar.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/item/item_clock.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/item/item_clock.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/item/item_debian.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/item/item_debian.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee_machine.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee_machine.ani", AssetType::ANIMATION); - - // Texturas - Titulo - Asset::get()->add(PREFIX + "/data/gfx/title/title_bg_tile.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/title/title_coffee.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/title/title_crisis.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/title/title_arcade_edition.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/title/title_dust.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/title/title_dust.ani", AssetType::ANIMATION); - - // Texturas - Jugador 1 - Asset::get()->add(PREFIX + "/data/gfx/player/player1.gif", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/player/player1_coffee1.pal", AssetType::PALETTE); - Asset::get()->add(PREFIX + "/data/gfx/player/player1_coffee2.pal", AssetType::PALETTE); - Asset::get()->add(PREFIX + "/data/gfx/player/player1_invencible.pal", AssetType::PALETTE); - Asset::get()->add(PREFIX + "/data/gfx/player/player1_power.png", AssetType::BITMAP); - - // Texturas - Jugador 2 - Asset::get()->add(PREFIX + "/data/gfx/player/player2.gif", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/gfx/player/player2_coffee1.pal", AssetType::PALETTE); - Asset::get()->add(PREFIX + "/data/gfx/player/player2_coffee2.pal", AssetType::PALETTE); - Asset::get()->add(PREFIX + "/data/gfx/player/player2_invencible.pal", AssetType::PALETTE); - Asset::get()->add(PREFIX + "/data/gfx/player/player2_power.png", AssetType::BITMAP); - - // Animaciones del jugador - Asset::get()->add(PREFIX + "/data/gfx/player/player.ani", AssetType::ANIMATION); - Asset::get()->add(PREFIX + "/data/gfx/player/player_power.ani", AssetType::ANIMATION); - - // Texturas - Golpe del jugador - Asset::get()->add(PREFIX + "/data/gfx/player/hit.png", AssetType::BITMAP); - - // Fuentes de texto - Asset::get()->add(PREFIX + "/data/font/8bithud.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/font/8bithud.txt", AssetType::FONT); - Asset::get()->add(PREFIX + "/data/font/aseprite.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/font/aseprite.txt", AssetType::FONT); - Asset::get()->add(PREFIX + "/data/font/smb2.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/font/smb2_grad.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/font/smb2.txt", AssetType::FONT); - Asset::get()->add(PREFIX + "/data/font/04b_25.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/font/04b_25.txt", AssetType::FONT); - Asset::get()->add(PREFIX + "/data/font/04b_25_2x.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/font/04b_25_2x.txt", AssetType::FONT); - Asset::get()->add(PREFIX + "/data/font/04b_25_metal.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/font/04b_25_grey.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/font/04b_25_flat.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/font/04b_25_reversed.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/font/04b_25_flat_2x.png", AssetType::BITMAP); - Asset::get()->add(PREFIX + "/data/font/04b_25_reversed_2x.png", AssetType::BITMAP); - - // Textos - Asset::get()->add(PREFIX + "/data/lang/es_ES.json", AssetType::LANG); - Asset::get()->add(PREFIX + "/data/lang/en_UK.json", AssetType::LANG); - Asset::get()->add(PREFIX + "/data/lang/ba_BA.json", AssetType::LANG); + // Cargar la configuración de assets (también aplicar el prefijo al archivo de configuración) + std::string config_path = executable_path_ + prefix + "/data/config/assets.txt"; + Asset::get()->loadFromFile(config_path, prefix, system_folder_); + + SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Assets configuration loaded successfully"); // Si falta algun fichero, sale del programa if (!Asset::get()->check()) { @@ -598,11 +322,7 @@ void Director::reset() { Lang::setLanguage(Options::settings.language); Audio::get()->stopMusic(); Audio::get()->stopAllSounds(); - { - Resource::get()->reload(); - } - // Input::get()->discoverGameControllers(); - bindInputs(); + Resource::get()->reload(); ServiceMenu::get()->reset(); Section::name = Section::Name::LOGO; } diff --git a/source/director.h b/source/director.h index 1da239e..9162bd1 100644 --- a/source/director.h +++ b/source/director.h @@ -31,8 +31,7 @@ class Director { void createSystemFolder(const std::string &folder); // Crea la carpeta del sistema // --- Gestión de entrada y archivos --- - static void bindInputs(); // Asigna botones y teclas al sistema de entrada - void setFileList(); // Crea el índice de archivos disponibles + void loadAssets(); // Crea el índice de archivos disponibles void checkProgramArguments(int argc, std::span argv); // Verifica los parámetros del programa // NOLINT(modernize-avoid-c-arrays) // --- Secciones del programa --- diff --git a/source/resource.cpp b/source/resource.cpp index efc7a40..f271992 100644 --- a/source/resource.cpp +++ b/source/resource.cpp @@ -174,7 +174,7 @@ auto Resource::getDemoData(int index) -> DemoData & { // Carga los sonidos del juego void Resource::loadSounds() { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> SOUND FILES"); - auto list = Asset::get()->getListByType(AssetType::SOUND); + auto list = Asset::get()->getListByType(Asset::Type::SOUND); sounds_.clear(); for (const auto &l : list) { @@ -190,7 +190,7 @@ void Resource::loadSounds() { // Carga las músicas del juego void Resource::loadMusics() { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> MUSIC FILES"); - auto list = Asset::get()->getListByType(AssetType::MUSIC); + auto list = Asset::get()->getListByType(Asset::Type::MUSIC); musics_.clear(); for (const auto &l : list) { @@ -206,7 +206,7 @@ void Resource::loadMusics() { // Carga las texturas del juego void Resource::loadTextures() { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> TEXTURES"); - auto list = Asset::get()->getListByType(AssetType::BITMAP); + auto list = Asset::get()->getListByType(Asset::Type::BITMAP); textures_.clear(); for (const auto &l : list) { @@ -219,7 +219,7 @@ void Resource::loadTextures() { // Carga los ficheros de texto del juego void Resource::loadTextFiles() { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> TEXT FILES"); - auto list = Asset::get()->getListByType(AssetType::FONT); + auto list = Asset::get()->getListByType(Asset::Type::FONT); text_files_.clear(); for (const auto &l : list) { @@ -232,7 +232,7 @@ void Resource::loadTextFiles() { // Carga las animaciones del juego void Resource::loadAnimations() { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> ANIMATIONS"); - auto list = Asset::get()->getListByType(AssetType::ANIMATION); + auto list = Asset::get()->getListByType(Asset::Type::ANIMATION); animations_.clear(); for (const auto &l : list) { @@ -373,13 +373,13 @@ void Resource::clearMusics() { // Calcula el número total de recursos a cargar y reinicia el contador de carga void Resource::calculateTotalResources() { - const std::array ASSET_TYPES = { - AssetType::SOUND, - AssetType::MUSIC, - AssetType::BITMAP, - AssetType::FONT, - AssetType::ANIMATION, - AssetType::DEMODATA}; + const std::array ASSET_TYPES = { + Asset::Type::SOUND, + Asset::Type::MUSIC, + Asset::Type::BITMAP, + Asset::Type::FONT, + Asset::Type::ANIMATION, + Asset::Type::DEMODATA}; size_t total = 0; for (const auto &asset_type : ASSET_TYPES) {