se va la luz

This commit is contained in:
2022-09-26 18:18:27 +02:00
parent b092d3f86a
commit 35e7abcd3c
19 changed files with 1261 additions and 528 deletions

View File

@@ -9,7 +9,7 @@ Director::Director(std::string path)
{
// Crea el objeto que controla los ficheros de recursos
mAsset = new Asset(path.substr(0, path.find_last_of("\\/")) + "../");
asset = new Asset(path.substr(0, path.find_last_of("\\/")) + "../");
// Establece la lista de ficheros
Uint8 section = PROG_SECTION_LOGO;
@@ -19,26 +19,26 @@ Director::Director(std::string path)
}
// Crea el objeto de idioma
mLang = new Lang(mAsset);
lang = new Lang(asset);
// Crea el puntero a la estructura y carga el fichero de configuración
mOptions = new options_t;
options = new options_t;
loadConfigFile();
// Crea los objetos
mInput = new Input(mAsset->get("controllerdb.txt"));
input = new Input(asset->get("controllerdb.txt"));
// Inicializa SDL
initSDL();
// Crea el objeto para dibujar en pantalla (Requiere initSDL)
mScreen = new Screen(mWindow, mRenderer, mOptions);
screen = new Screen(window, renderer, options, GAME_WIDTH, GAME_HEIGHT);
// Inicializa JailAudio
initJailAudio();
// Aplica las opciones
mLang->setLang(mOptions->language);
lang->setLang(options->language);
// Inicializa el resto de variables
init(section);
@@ -48,25 +48,25 @@ Director::~Director()
{
saveConfigFile();
delete mAsset;
mAsset = nullptr;
delete asset;
asset = nullptr;
delete mInput;
mInput = nullptr;
delete input;
input = nullptr;
delete mScreen;
mScreen = nullptr;
delete screen;
screen = nullptr;
delete mLang;
mLang = nullptr;
delete lang;
lang = nullptr;
delete mOptions;
mOptions = nullptr;
delete options;
options = nullptr;
SDL_DestroyRenderer(mRenderer);
SDL_DestroyWindow(mWindow);
mRenderer = nullptr;
mWindow = nullptr;
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
renderer = nullptr;
window = nullptr;
SDL_Quit();
}
@@ -75,36 +75,36 @@ Director::~Director()
void Director::init(Uint8 name)
{
// Sección
mSection.name = name;
mSection.subsection = 0;
section.name = name;
section.subsection = 0;
// Textos
mLang->setLang(mOptions->language);
lang->setLang(options->language);
// Controles
mInput->bindKey(INPUT_UP, SDL_SCANCODE_UP);
mInput->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
mInput->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
mInput->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
mInput->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
mInput->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
mInput->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_Q);
mInput->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_W);
mInput->bindKey(INPUT_BUTTON_3, SDL_SCANCODE_E);
mInput->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE); // PAUSE
mInput->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE); // ESCAPE
input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_Q);
input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_W);
input->bindKey(INPUT_BUTTON_3, SDL_SCANCODE_E);
input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE); // PAUSE
input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE); // ESCAPE
mInput->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
mInput->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
mInput->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
mInput->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
mInput->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
mInput->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
mInput->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_X);
mInput->bindGameControllerButton(INPUT_BUTTON_2, SDL_CONTROLLER_BUTTON_Y);
mInput->bindGameControllerButton(INPUT_BUTTON_3, SDL_CONTROLLER_BUTTON_B);
mInput->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE); // PAUSE
mInput->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE); // ESCAPE
input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_X);
input->bindGameControllerButton(INPUT_BUTTON_2, SDL_CONTROLLER_BUTTON_Y);
input->bindGameControllerButton(INPUT_BUTTON_3, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE); // PAUSE
input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE); // ESCAPE
}
// Inicializa JailAudio
@@ -131,14 +131,14 @@ bool Director::initSDL()
std::srand(static_cast<unsigned int>(SDL_GetTicks()));
// Establece el filtro de la textura
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(mOptions->filter).c_str()))
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str()))
{
printf("Warning: Nearest texture filtering not enabled!\n");
}
// Crea la ventana
mWindow = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, mOptions->screenWidth * mOptions->windowSize, mOptions->screenHeight * mOptions->windowSize, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
if (mWindow == nullptr)
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, options->screenWidth * options->windowSize, options->screenHeight * options->windowSize, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
if (window == nullptr)
{
printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError());
success = false;
@@ -146,12 +146,12 @@ bool Director::initSDL()
else
{
// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
if (mOptions->vSync)
mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (options->vSync)
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
else
mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (mRenderer == nullptr)
if (renderer == nullptr)
{
printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
success = false;
@@ -159,13 +159,13 @@ bool Director::initSDL()
else
{
// Inicializa el color de renderizado
SDL_SetRenderDrawColor(mRenderer, 0x00, 0x00, 0x00, 0xFF);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
// Establece el tamaño del buffer de renderizado
SDL_RenderSetLogicalSize(mRenderer, mOptions->screenWidth, mOptions->screenHeight);
SDL_RenderSetLogicalSize(renderer, options->screenWidth, options->screenHeight);
// Establece el modo de mezcla
SDL_SetRenderDrawBlendMode(mRenderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
}
}
}
@@ -178,174 +178,101 @@ bool Director::initSDL()
bool Director::setFileList()
{
// Ficheros binarios
mAsset->add("data/score.bin", data, false);
mAsset->add("data/demo.bin", data);
mAsset->add("data/config.bin", data, false);
asset->add("data/score.bin", t_data, false);
asset->add("data/demo.bin", t_data);
asset->add("data/config.bin", t_data, false);
// Musicas
mAsset->add("media/music/intro.ogg", music);
mAsset->add("media/music/playing.ogg", music);
mAsset->add("media/music/title.ogg", music);
asset->add("media/music/intro.ogg", t_music);
asset->add("media/music/playing.ogg", t_music);
asset->add("media/music/title.ogg", t_music);
// Sonidos
mAsset->add("media/sound/balloon.wav", sound);
mAsset->add("media/sound/bubble1.wav", sound);
mAsset->add("media/sound/bubble2.wav", sound);
mAsset->add("media/sound/bubble3.wav", sound);
mAsset->add("media/sound/bubble4.wav", sound);
mAsset->add("media/sound/bullet.wav", sound);
mAsset->add("media/sound/coffeeout.wav", sound);
mAsset->add("media/sound/hiscore.wav", sound);
mAsset->add("media/sound/itemdrop.wav", sound);
mAsset->add("media/sound/itempickup.wav", sound);
mAsset->add("media/sound/menu_cancel.wav", sound);
mAsset->add("media/sound/menu_move.wav", sound);
mAsset->add("media/sound/menu_select.wav", sound);
mAsset->add("media/sound/player_collision.wav", sound);
mAsset->add("media/sound/stage_change.wav", sound);
mAsset->add("media/sound/title.wav", sound);
mAsset->add("media/sound/clock.wav", sound);
mAsset->add("media/sound/powerball.wav", sound);
asset->add("media/sound/balloon.wav", t_sound);
asset->add("media/sound/bubble1.wav", t_sound);
asset->add("media/sound/bubble2.wav", t_sound);
asset->add("media/sound/bubble3.wav", t_sound);
asset->add("media/sound/bubble4.wav", t_sound);
asset->add("media/sound/bullet.wav", t_sound);
asset->add("media/sound/coffeeout.wav", t_sound);
asset->add("media/sound/hiscore.wav", t_sound);
asset->add("media/sound/itemdrop.wav", t_sound);
asset->add("media/sound/itempickup.wav", t_sound);
asset->add("media/sound/menu_cancel.wav", t_sound);
asset->add("media/sound/menu_move.wav", t_sound);
asset->add("media/sound/menu_select.wav", t_sound);
asset->add("media/sound/player_collision.wav", t_sound);
asset->add("media/sound/stage_change.wav", t_sound);
asset->add("media/sound/title.wav", t_sound);
asset->add("media/sound/clock.wav", t_sound);
asset->add("media/sound/powerball.wav", t_sound);
// Texturas
mAsset->add("media/gfx/balloon.png", bitmap);
mAsset->add("media/gfx/bullet.png", bitmap);
mAsset->add("media/gfx/game_bg.png", bitmap);
mAsset->add("media/gfx/game_text.png", bitmap);
mAsset->add("media/gfx/intro.png", bitmap);
mAsset->add("media/gfx/items.png", bitmap);
mAsset->add("media/gfx/logo.png", bitmap);
mAsset->add("media/gfx/player1_body.png", bitmap);
mAsset->add("media/gfx/player1_death.png", bitmap);
mAsset->add("media/gfx/player1_legs.png", bitmap);
mAsset->add("media/gfx/title.png", bitmap);
mAsset->add("media/gfx/player1_head.png", bitmap);
mAsset->add("media/gfx/player2_body.png", bitmap);
mAsset->add("media/gfx/player2_death.png", bitmap);
mAsset->add("media/gfx/player2_legs.png", bitmap);
mAsset->add("media/gfx/player2_head.png", bitmap);
asset->add("media/gfx/balloon.png", t_bitmap);
asset->add("media/gfx/bullet.png", t_bitmap);
asset->add("media/gfx/game_bg.png", t_bitmap);
asset->add("media/gfx/game_text.png", t_bitmap);
asset->add("media/gfx/intro.png", t_bitmap);
asset->add("media/gfx/items.png", t_bitmap);
asset->add("media/gfx/logo.png", t_bitmap);
asset->add("media/gfx/player1_body.png", t_bitmap);
asset->add("media/gfx/player1_death.png", t_bitmap);
asset->add("media/gfx/player1_legs.png", t_bitmap);
asset->add("media/gfx/title.png", t_bitmap);
asset->add("media/gfx/player1_head.png", t_bitmap);
asset->add("media/gfx/player2_body.png", t_bitmap);
asset->add("media/gfx/player2_death.png", t_bitmap);
asset->add("media/gfx/player2_legs.png", t_bitmap);
asset->add("media/gfx/player2_head.png", t_bitmap);
// Fuentes
mAsset->add("media/font/8bithud.png", font);
mAsset->add("media/font/8bithud.txt", font);
mAsset->add("media/font/nokia.png", font);
mAsset->add("media/font/nokia_big2.png", font);
mAsset->add("media/font/nokia.txt", font);
mAsset->add("media/font/nokia2.png", font);
mAsset->add("media/font/nokia2.txt", font);
mAsset->add("media/font/nokia_big2.txt", font);
mAsset->add("media/font/smb2_big.png", font);
mAsset->add("media/font/smb2_big.txt", font);
mAsset->add("media/font/smb2.png", font);
mAsset->add("media/font/smb2.txt", font);
asset->add("media/font/8bithud.png", t_font);
asset->add("media/font/8bithud.txt", t_font);
asset->add("media/font/nokia.png", t_font);
asset->add("media/font/nokia_big2.png", t_font);
asset->add("media/font/nokia.txt", t_font);
asset->add("media/font/nokia2.png", t_font);
asset->add("media/font/nokia2.txt", t_font);
asset->add("media/font/nokia_big2.txt", t_font);
asset->add("media/font/smb2_big.png", t_font);
asset->add("media/font/smb2_big.txt", t_font);
asset->add("media/font/smb2.png", t_font);
asset->add("media/font/smb2.txt", t_font);
// Textos
mAsset->add("media/lang/es_ES.txt", lang);
mAsset->add("media/lang/en_UK.txt", lang);
mAsset->add("media/lang/ba_BA.txt", lang);
asset->add("media/lang/es_ES.txt", t_lang);
asset->add("media/lang/en_UK.txt", t_lang);
asset->add("media/lang/ba_BA.txt", t_lang);
// DATA
mAsset->add("data/gamecontrollerdb.txt", data);
asset->add("data/gamecontrollerdb.txt", t_data);
return mAsset->check();
// Inicializa el vector
/*for (int i = 0; i < MAX_FILE_LIST; i++)
mFileList[i] = "";
// Ficheros binarios
mFileList[0] = mExecutablePath + "/" + "../data/score.bin";
mFileList[1] = mExecutablePath + "/" + "../data/demo.bin";
mFileList[2] = mExecutablePath + "/" + "../data/config.bin";
// Musicas
mFileList[3] = mExecutablePath + "/" + "../media/music/intro.ogg";
mFileList[4] = mExecutablePath + "/" + "../media/music/playing.ogg";
mFileList[5] = mExecutablePath + "/" + "../media/music/title.ogg";
// Sonidos
mFileList[6] = mExecutablePath + "/" + "../media/sound/balloon.wav";
mFileList[7] = mExecutablePath + "/" + "../media/sound/bubble1.wav";
mFileList[8] = mExecutablePath + "/" + "../media/sound/bubble2.wav";
mFileList[9] = mExecutablePath + "/" + "../media/sound/bubble3.wav";
mFileList[10] = mExecutablePath + "/" + "../media/sound/bubble4.wav";
mFileList[11] = mExecutablePath + "/" + "../media/sound/bullet.wav";
mFileList[12] = mExecutablePath + "/" + "../media/sound/coffeeout.wav";
mFileList[13] = mExecutablePath + "/" + "../media/sound/hiscore.wav";
mFileList[14] = mExecutablePath + "/" + "../media/sound/itemdrop.wav";
mFileList[15] = mExecutablePath + "/" + "../media/sound/itempickup.wav";
mFileList[16] = mExecutablePath + "/" + "../media/sound/menu_cancel.wav";
mFileList[17] = mExecutablePath + "/" + "../media/sound/menu_move.wav";
mFileList[18] = mExecutablePath + "/" + "../media/sound/menu_select.wav";
mFileList[19] = mExecutablePath + "/" + "../media/sound/player_collision.wav";
mFileList[20] = mExecutablePath + "/" + "../media/sound/stage_change.wav";
mFileList[21] = mExecutablePath + "/" + "../media/sound/title.wav";
mFileList[22] = mExecutablePath + "/" + "../media/sound/clock.wav";
mFileList[23] = mExecutablePath + "/" + "../media/sound/powerball.wav";
// Texturas
mFileList[24] = mExecutablePath + "/" + "../media/gfx/balloon.png";
mFileList[25] = mExecutablePath + "/" + "../media/gfx/bullet.png";
mFileList[31] = mExecutablePath + "/" + "../media/gfx/game_bg.png";
mFileList[32] = mExecutablePath + "/" + "../media/gfx/game_text.png";
mFileList[33] = mExecutablePath + "/" + "../media/gfx/intro.png";
mFileList[34] = mExecutablePath + "/" + "../media/gfx/items.png";
mFileList[35] = mExecutablePath + "/" + "../media/gfx/logo.png";
mFileList[37] = mExecutablePath + "/" + "../media/gfx/player1_body.png";
mFileList[38] = mExecutablePath + "/" + "../media/gfx/player1_death.png";
mFileList[39] = mExecutablePath + "/" + "../media/gfx/player1_legs.png";
mFileList[40] = mExecutablePath + "/" + "../media/gfx/title.png";
mFileList[41] = mExecutablePath + "/" + "../media/gfx/player1_head.png";
mFileList[42] = mExecutablePath + "/" + "../media/gfx/player2_body.png";
mFileList[43] = mExecutablePath + "/" + "../media/gfx/player2_death.png";
mFileList[44] = mExecutablePath + "/" + "../media/gfx/player2_legs.png";
mFileList[45] = mExecutablePath + "/" + "../media/gfx/player2_head.png";
// Fuentes
mFileList[27] = mExecutablePath + "/" + "../media/font/8bithud.png";
mFileList[46] = mExecutablePath + "/" + "../media/font/8bithud.txt";
mFileList[28] = mExecutablePath + "/" + "../media/font/nokia.png";
mFileList[54] = mExecutablePath + "/" + "../media/font/nokia_big2.png";
mFileList[52] = mExecutablePath + "/" + "../media/font/nokia.txt";
mFileList[56] = mExecutablePath + "/" + "../media/font/nokia2.png";
mFileList[57] = mExecutablePath + "/" + "../media/font/nokia2.txt";
mFileList[55] = mExecutablePath + "/" + "../media/font/nokia_big2.txt";
mFileList[29] = mExecutablePath + "/" + "../media/font/smb2_big.png";
mFileList[47] = mExecutablePath + "/" + "../media/font/smb2_big.txt";
mFileList[30] = mExecutablePath + "/" + "../media/font/smb2.png";
mFileList[48] = mExecutablePath + "/" + "../media/font/smb2.txt";
// Textos
mFileList[49] = mExecutablePath + "/" + "../media/lang/es_ES.txt";
mFileList[50] = mExecutablePath + "/" + "../media/lang/en_UK.txt";
mFileList[51] = mExecutablePath + "/" + "../media/lang/ba_BA.txt";
// DATA
mFileList[53] = mExecutablePath + "/" + "../data/gamecontrollerdb.txt";
*/
return asset->check();
}
// Carga el fichero de configuración
bool Director::loadConfigFile()
{
// Pone unos valores por defecto
mOptions->fullScreenMode = 0;
mOptions->windowSize = 3;
mOptions->language = ba_BA;
mOptions->difficulty = DIFFICULTY_NORMAL;
mOptions->input[0].deviceType = INPUT_USE_KEYBOARD;
mOptions->input[1].deviceType = INPUT_USE_GAMECONTROLLER;
mOptions->filter = FILTER_NEAREST;
mOptions->vSync = true;
mOptions->screenWidth = SCREEN_WIDTH;
mOptions->screenHeight = SCREEN_HEIGHT;
mOptions->integerScale = true;
mOptions->keepAspect = true;
options->fullScreenMode = 0;
options->windowSize = 3;
options->language = ba_BA;
options->difficulty = DIFFICULTY_NORMAL;
options->input[0].deviceType = INPUT_USE_KEYBOARD;
options->input[1].deviceType = INPUT_USE_GAMECONTROLLER;
options->filter = FILTER_NEAREST;
options->vSync = true;
options->screenWidth = GAME_WIDTH;
options->screenHeight = GAME_HEIGHT;
options->integerScale = true;
options->keepAspect = true;
options->borderSize = 0.0f;
options->borderEnabled = false;
// Indicador de éxito en la carga
bool success = true;
const std::string p = mAsset->get("config.bin");
const std::string p = asset->get("config.bin");
std::string filename = p.substr(p.find_last_of("\\/") + 1);
SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b");
@@ -361,18 +288,18 @@ bool Director::loadConfigFile()
printf("New file (%s) created!\n", filename.c_str());
// Escribe los datos
SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1);
SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1);
SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1);
SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1);
SDL_RWwrite(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1);
SDL_RWwrite(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1);
SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1);
SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1);
SDL_RWwrite(file, &mOptions->screenWidth, sizeof(mOptions->screenWidth), 1);
SDL_RWwrite(file, &mOptions->screenHeight, sizeof(mOptions->screenHeight), 1);
SDL_RWwrite(file, &mOptions->integerScale, sizeof(mOptions->integerScale), 1);
SDL_RWwrite(file, &mOptions->keepAspect, sizeof(mOptions->keepAspect), 1);
SDL_RWwrite(file, &options->fullScreenMode, sizeof(options->fullScreenMode), 1);
SDL_RWwrite(file, &options->windowSize, sizeof(options->windowSize), 1);
SDL_RWwrite(file, &options->language, sizeof(options->language), 1);
SDL_RWwrite(file, &options->difficulty, sizeof(options->difficulty), 1);
SDL_RWwrite(file, &options->input[0].deviceType, sizeof(options->input[0].deviceType), 1);
SDL_RWwrite(file, &options->input[1].deviceType, sizeof(options->input[1].deviceType), 1);
SDL_RWwrite(file, &options->filter, sizeof(options->filter), 1);
SDL_RWwrite(file, &options->vSync, sizeof(options->vSync), 1);
SDL_RWwrite(file, &options->screenWidth, sizeof(options->screenWidth), 1);
SDL_RWwrite(file, &options->screenHeight, sizeof(options->screenHeight), 1);
SDL_RWwrite(file, &options->integerScale, sizeof(options->integerScale), 1);
SDL_RWwrite(file, &options->keepAspect, sizeof(options->keepAspect), 1);
// Cierra el fichero
SDL_RWclose(file);
@@ -388,28 +315,28 @@ bool Director::loadConfigFile()
{
// Carga los datos
printf("Reading file %s\n", filename.c_str());
SDL_RWread(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1);
SDL_RWread(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1);
SDL_RWread(file, &mOptions->language, sizeof(mOptions->language), 1);
SDL_RWread(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1);
SDL_RWread(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1);
SDL_RWread(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1);
SDL_RWread(file, &mOptions->filter, sizeof(mOptions->filter), 1);
SDL_RWread(file, &mOptions->vSync, sizeof(mOptions->vSync), 1);
SDL_RWread(file, &mOptions->screenWidth, sizeof(mOptions->screenWidth), 1);
SDL_RWread(file, &mOptions->screenHeight, sizeof(mOptions->screenHeight), 1);
SDL_RWread(file, &mOptions->integerScale, sizeof(mOptions->integerScale), 1);
SDL_RWread(file, &mOptions->keepAspect, sizeof(mOptions->keepAspect), 1);
SDL_RWread(file, &options->fullScreenMode, sizeof(options->fullScreenMode), 1);
SDL_RWread(file, &options->windowSize, sizeof(options->windowSize), 1);
SDL_RWread(file, &options->language, sizeof(options->language), 1);
SDL_RWread(file, &options->difficulty, sizeof(options->difficulty), 1);
SDL_RWread(file, &options->input[0].deviceType, sizeof(options->input[0].deviceType), 1);
SDL_RWread(file, &options->input[1].deviceType, sizeof(options->input[1].deviceType), 1);
SDL_RWread(file, &options->filter, sizeof(options->filter), 1);
SDL_RWread(file, &options->vSync, sizeof(options->vSync), 1);
SDL_RWread(file, &options->screenWidth, sizeof(options->screenWidth), 1);
SDL_RWread(file, &options->screenHeight, sizeof(options->screenHeight), 1);
SDL_RWread(file, &options->integerScale, sizeof(options->integerScale), 1);
SDL_RWread(file, &options->keepAspect, sizeof(options->keepAspect), 1);
// Normaliza los valores
if (!((mOptions->fullScreenMode == 0) ||
(mOptions->fullScreenMode == SDL_WINDOW_FULLSCREEN) ||
(mOptions->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)))
mOptions->fullScreenMode = 0;
if ((mOptions->windowSize < 1) || (mOptions->windowSize > 4))
mOptions->windowSize = 3;
if ((mOptions->language < 0) || (mOptions->language > MAX_LANGUAGES))
mOptions->language = en_UK;
if (!((options->fullScreenMode == 0) ||
(options->fullScreenMode == SDL_WINDOW_FULLSCREEN) ||
(options->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)))
options->fullScreenMode = 0;
if ((options->windowSize < 1) || (options->windowSize > 4))
options->windowSize = 3;
if ((options->language < 0) || (options->language > MAX_LANGUAGES))
options->language = en_UK;
// Cierra el fichero
SDL_RWclose(file);
@@ -422,24 +349,24 @@ bool Director::loadConfigFile()
bool Director::saveConfigFile()
{
bool success = true;
const std::string p = mAsset->get("config.bin");
const std::string p = asset->get("config.bin");
std::string filename = p.substr(p.find_last_of("\\/") + 1);
SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b");
if (file != nullptr)
{
// Guarda los datos
SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1);
SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1);
SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1);
SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1);
SDL_RWwrite(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1);
SDL_RWwrite(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1);
SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1);
SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1);
SDL_RWwrite(file, &mOptions->screenWidth, sizeof(mOptions->screenWidth), 1);
SDL_RWwrite(file, &mOptions->screenHeight, sizeof(mOptions->screenHeight), 1);
SDL_RWwrite(file, &mOptions->integerScale, sizeof(mOptions->integerScale), 1);
SDL_RWwrite(file, &mOptions->keepAspect, sizeof(mOptions->keepAspect), 1);
SDL_RWwrite(file, &options->fullScreenMode, sizeof(options->fullScreenMode), 1);
SDL_RWwrite(file, &options->windowSize, sizeof(options->windowSize), 1);
SDL_RWwrite(file, &options->language, sizeof(options->language), 1);
SDL_RWwrite(file, &options->difficulty, sizeof(options->difficulty), 1);
SDL_RWwrite(file, &options->input[0].deviceType, sizeof(options->input[0].deviceType), 1);
SDL_RWwrite(file, &options->input[1].deviceType, sizeof(options->input[1].deviceType), 1);
SDL_RWwrite(file, &options->filter, sizeof(options->filter), 1);
SDL_RWwrite(file, &options->vSync, sizeof(options->vSync), 1);
SDL_RWwrite(file, &options->screenWidth, sizeof(options->screenWidth), 1);
SDL_RWwrite(file, &options->screenHeight, sizeof(options->screenHeight), 1);
SDL_RWwrite(file, &options->integerScale, sizeof(options->integerScale), 1);
SDL_RWwrite(file, &options->keepAspect, sizeof(options->keepAspect), 1);
printf("Writing file %s\n", filename.c_str());
@@ -456,56 +383,56 @@ bool Director::saveConfigFile()
// Obtiene el valor de la variable
Uint8 Director::getSubsection()
{
return mSection.subsection;
return section.subsection;
}
// Obtiene el valor de la variable
Uint8 Director::getSection()
{
return mSection.name;
return section.name;
}
// Establece el valor de la variable
void Director::setSection(section_t section)
{
mSection = section;
section = section;
}
void Director::runLogo()
{
mLogo = new Logo(mRenderer, mScreen, mAsset);
setSection(mLogo->run());
delete mLogo;
logo = new Logo(renderer, screen, asset);
setSection(logo->run());
delete logo;
}
void Director::runIntro()
{
mIntro = new Intro(mRenderer, mScreen, mAsset, mLang);
setSection(mIntro->run());
delete mIntro;
intro = new Intro(renderer, screen, asset, lang);
setSection(intro->run());
delete intro;
}
void Director::runTitle()
{
mTitle = new Title(mWindow, mRenderer, mScreen, mInput, mAsset, mOptions, mLang);
setSection(mTitle->run(mSection.subsection));
delete mTitle;
title = new Title(window, renderer, screen, input, asset, options, lang);
setSection(title->run(section.subsection));
delete title;
}
void Director::runGame()
{
if (mSection.subsection == GAME_SECTION_PLAY_1P)
if (section.subsection == GAME_SECTION_PLAY_1P)
{
mGame = new Game(1, 0, mRenderer, mScreen, mAsset, mLang, mInput, false, mOptions);
game = new Game(1, 0, renderer, screen, asset, lang, input, false, options);
}
else if (mSection.subsection == GAME_SECTION_PLAY_2P)
else if (section.subsection == GAME_SECTION_PLAY_2P)
{
mGame = new Game(2, 0, mRenderer, mScreen, mAsset, mLang, mInput, false, mOptions);
game = new Game(2, 0, renderer, screen, asset, lang, input, false, options);
}
setSection(mGame->run());
delete mGame;
setSection(game->run());
delete game;
}
void Director::run()