singletons

This commit is contained in:
2026-04-17 21:27:30 +02:00
parent 5889df2a47
commit 513eacf356
27 changed files with 536 additions and 505 deletions

View File

@@ -5,35 +5,35 @@
namespace GlobalInputs {
auto handle(Screen *screen, Input *input) -> bool {
if (screen == nullptr || input == nullptr) { return false; }
auto handle() -> bool {
if (Screen::get() == nullptr || Input::get() == nullptr) { return false; }
if (input->checkInput(input_window_fullscreen, REPEAT_FALSE)) {
screen->toggleVideoMode();
if (Input::get()->checkInput(input_window_fullscreen, REPEAT_FALSE)) {
Screen::get()->toggleVideoMode();
return true;
}
if (input->checkInput(input_window_dec_size, REPEAT_FALSE)) {
screen->decWindowZoom();
if (Input::get()->checkInput(input_window_dec_size, REPEAT_FALSE)) {
Screen::get()->decWindowZoom();
return true;
}
if (input->checkInput(input_window_inc_size, REPEAT_FALSE)) {
screen->incWindowZoom();
if (Input::get()->checkInput(input_window_inc_size, REPEAT_FALSE)) {
Screen::get()->incWindowZoom();
return true;
}
if (input->checkInput(input_prev_preset, REPEAT_FALSE)) {
screen->prevPreset();
if (Input::get()->checkInput(input_prev_preset, REPEAT_FALSE)) {
Screen::get()->prevPreset();
return true;
}
if (input->checkInput(input_next_preset, REPEAT_FALSE)) {
screen->nextPreset();
if (Input::get()->checkInput(input_next_preset, REPEAT_FALSE)) {
Screen::get()->nextPreset();
return true;
}
if (input->checkInput(input_toggle_shader, REPEAT_FALSE)) {
screen->toggleShaderEnabled();
if (Input::get()->checkInput(input_toggle_shader, REPEAT_FALSE)) {
Screen::get()->toggleShaderEnabled();
return true;
}
if (input->checkInput(input_toggle_shader_type, REPEAT_FALSE)) {
screen->toggleActiveShader();
if (Input::get()->checkInput(input_toggle_shader_type, REPEAT_FALSE)) {
Screen::get()->toggleActiveShader();
return true;
}
return false;

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@@ -1,13 +1,10 @@
#pragma once
class Input;
class Screen;
namespace GlobalInputs {
// Gestiona els atalls globals disponibles en qualsevol escena: zoom de
// finestra (F1/F2), fullscreen (F3), presets de shader (F8/F9), toggle
// shader (F10) i tipus de shader POSTFX↔CRTPI (F11). Retorna true si ha
// consumit alguna tecla (per si la capa cridant vol suprimir-la del
// processament específic de l'escena).
auto handle(Screen *screen, Input *input) -> bool;
auto handle() -> bool;
} // namespace GlobalInputs

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@@ -39,6 +39,23 @@ static void installWebStandardMapping(SDL_JoystickID jid) {
#endif
}
// Instancia única
Input *Input::instance = nullptr;
// Singleton API
void Input::init(const std::string &gameControllerDbPath) {
Input::instance = new Input(gameControllerDbPath);
}
void Input::destroy() {
delete Input::instance;
Input::instance = nullptr;
}
auto Input::get() -> Input * {
return Input::instance;
}
// Constructor
Input::Input(std::string file) {
// Fichero gamecontrollerdb.txt

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@@ -79,10 +79,18 @@ class Input {
// Construye el nombre visible de un mando (name truncado + sufijo #N)
std::string buildControllerName(SDL_Gamepad *pad, int padIndex);
public:
// Constructor
// Constructor privado (usar Input::init)
Input(std::string file);
// Instancia única
static Input *instance;
public:
// Singleton API
static void init(const std::string &gameControllerDbPath); // Crea la instancia
static void destroy(); // Libera la instancia
static auto get() -> Input *; // Obtiene el puntero a la instancia
// Destructor
~Input();

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@@ -6,9 +6,25 @@
#include "core/resources/asset.h" // for Asset
#include "core/resources/resource_helper.h"
// Instancia única
Lang *Lang::instance = nullptr;
// Singleton API
void Lang::init() {
Lang::instance = new Lang();
}
void Lang::destroy() {
delete Lang::instance;
Lang::instance = nullptr;
}
auto Lang::get() -> Lang * {
return Lang::instance;
}
// Constructor
Lang::Lang(Asset *mAsset) {
this->mAsset = mAsset;
Lang::Lang() {
}
// Destructor
@@ -21,19 +37,19 @@ bool Lang::setLang(Uint8 lang) {
switch (lang) {
case es_ES:
file = mAsset->get("es_ES.txt");
file = Asset::get()->get("es_ES.txt");
break;
case en_UK:
file = mAsset->get("en_UK.txt");
file = Asset::get()->get("en_UK.txt");
break;
case ba_BA:
file = mAsset->get("ba_BA.txt");
file = Asset::get()->get("ba_BA.txt");
break;
default:
file = mAsset->get("en_UK.txt");
file = Asset::get()->get("en_UK.txt");
break;
}

View File

@@ -3,7 +3,6 @@
#include <SDL3/SDL.h>
#include <string> // for string, basic_string
class Asset;
// Códigos de idioma
constexpr int es_ES = 0;
@@ -17,12 +16,19 @@ constexpr int MAX_TEXT_STRINGS = 100;
// Clase Lang
class Lang {
private:
Asset *mAsset; // Objeto que gestiona todos los ficheros de recursos
std::string mTextStrings[MAX_TEXT_STRINGS]; // Vector con los textos
// Constructor privado (usar Lang::init)
Lang();
// Instancia única
static Lang *instance;
public:
// Constructor
Lang(Asset *mAsset);
// Singleton API
static void init(); // Crea la instancia
static void destroy(); // Libera la instancia
static auto get() -> Lang *; // Obtiene el puntero a la instancia
// Destructor
~Lang();

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@@ -7,9 +7,8 @@
#include <iostream> // for basic_ostream, operator<<, cout, endl
#include <string> // for basic_string, char_traits, string
#include "core/input/mouse.hpp" // for Mouse::cursorVisible, Mouse::lastMouseMoveTime
#include "core/rendering/text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_STROKE
#include "core/resources/asset.h" // for Asset
#include "core/input/mouse.hpp" // for Mouse::cursorVisible, Mouse::lastMouseMoveTime
#include "core/rendering/text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_STROKE
#include "core/resources/resource.h"
#include "game/defaults.hpp" // for GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT
#include "game/options.hpp" // for Options::video, Options::settings
@@ -60,12 +59,28 @@ namespace {
} // namespace
#endif // __EMSCRIPTEN__
// Instancia única
Screen *Screen::instance = nullptr;
// Singleton API
void Screen::init(SDL_Window *window, SDL_Renderer *renderer) {
Screen::instance = new Screen(window, renderer);
}
void Screen::destroy() {
delete Screen::instance;
Screen::instance = nullptr;
}
auto Screen::get() -> Screen * {
return Screen::instance;
}
// Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset) {
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer) {
// Inicializa variables
this->window = window;
this->renderer = renderer;
this->asset = asset;
gameCanvasWidth = GAMECANVAS_WIDTH;
gameCanvasHeight = GAMECANVAS_HEIGHT;
@@ -586,8 +601,7 @@ void Screen::applyCurrentPostFXPreset() {
#ifndef NO_SHADERS
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) { return; }
if (Options::postfx_presets.empty()) { return; }
if (Options::current_postfx_preset < 0
|| Options::current_postfx_preset >= static_cast<int>(Options::postfx_presets.size())) {
if (Options::current_postfx_preset < 0 || Options::current_postfx_preset >= static_cast<int>(Options::postfx_presets.size())) {
Options::current_postfx_preset = 0;
}
const auto &PRESET = Options::postfx_presets[Options::current_postfx_preset];
@@ -608,8 +622,7 @@ void Screen::applyCurrentCrtPiPreset() {
#ifndef NO_SHADERS
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) { return; }
if (Options::crtpi_presets.empty()) { return; }
if (Options::current_crtpi_preset < 0
|| Options::current_crtpi_preset >= static_cast<int>(Options::crtpi_presets.size())) {
if (Options::current_crtpi_preset < 0 || Options::current_crtpi_preset >= static_cast<int>(Options::crtpi_presets.size())) {
Options::current_crtpi_preset = 0;
}
const auto &PRESET = Options::crtpi_presets[Options::current_crtpi_preset];
@@ -632,17 +645,15 @@ void Screen::applyCurrentCrtPiPreset() {
#endif
}
auto Screen::getCurrentPresetName() const -> const char* {
auto Screen::getCurrentPresetName() const -> const char * {
#ifndef NO_SHADERS
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) { return "---"; }
if (Options::video.shader.current_shader == Rendering::ShaderType::POSTFX) {
if (Options::current_postfx_preset >= 0
&& Options::current_postfx_preset < static_cast<int>(Options::postfx_presets.size())) {
if (Options::current_postfx_preset >= 0 && Options::current_postfx_preset < static_cast<int>(Options::postfx_presets.size())) {
return Options::postfx_presets[Options::current_postfx_preset].name.c_str();
}
} else {
if (Options::current_crtpi_preset >= 0
&& Options::current_crtpi_preset < static_cast<int>(Options::crtpi_presets.size())) {
if (Options::current_crtpi_preset >= 0 && Options::current_crtpi_preset < static_cast<int>(Options::crtpi_presets.size())) {
return Options::crtpi_presets[Options::current_crtpi_preset].name.c_str();
}
}

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@@ -15,7 +15,6 @@ namespace Rendering {
}
#endif
class Asset;
class Text;
class Screen {
@@ -30,8 +29,12 @@ class Screen {
static constexpr int WASM_RENDER_SCALE = 3;
#endif
// Constructor y destructor
Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset);
// Singleton API
static void init(SDL_Window *window, SDL_Renderer *renderer); // Crea la instancia
static void destroy(); // Libera la instancia
static auto get() -> Screen *; // Obtiene el puntero a la instancia
// Destructor (público por requisitos de `delete` desde destroy())
~Screen();
// Render loop
@@ -77,11 +80,17 @@ class Screen {
// Retornen false si GPU off / shaders off / llista buida (igual que a aee_plus).
auto nextPreset() -> bool;
auto prevPreset() -> bool;
auto getCurrentPresetName() const -> const char*;
auto getCurrentPresetName() const -> const char *;
void applyCurrentPostFXPreset(); // Escriu el preset PostFX actiu al backend
void applyCurrentCrtPiPreset(); // Escriu el preset CrtPi actiu al backend
private:
// Constructor privado (usar Screen::init)
Screen(SDL_Window *window, SDL_Renderer *renderer);
// Instancia única
static Screen *instance;
// Helpers internos de setVideoMode
void applyFullscreen(bool fullscreen); // SDL_SetWindowFullscreen + visibilidad del cursor
void applyWindowedLayout(); // Calcula windowWidth/Height/dest + SDL_SetWindowSize + SDL_SetWindowPosition
@@ -104,7 +113,6 @@ class Screen {
// Objetos y punteros
SDL_Window *window; // Ventana de la aplicación
SDL_Renderer *renderer; // El renderizador de la ventana
Asset *asset; // Objeto con el listado de recursos
SDL_Texture *gameCanvas; // Textura para completar la ventana de juego hasta la pantalla completa
// Variables

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@@ -7,6 +7,23 @@
#include "core/resources/resource_helper.h"
// Instancia única
Asset *Asset::instance = nullptr;
// Singleton API
void Asset::init(const std::string &executablePath) {
Asset::instance = new Asset(executablePath);
}
void Asset::destroy() {
delete Asset::instance;
Asset::instance = nullptr;
}
auto Asset::get() -> Asset * {
return Asset::instance;
}
// Constructor
Asset::Asset(std::string executablePath) {
this->executablePath = executablePath.substr(0, executablePath.find_last_of("\\/"));

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@@ -39,10 +39,18 @@ class Asset {
// Devuelve el nombre del tipo de recurso
std::string getTypeName(int type);
public:
// Constructor
// Constructor privado (usar Asset::init)
Asset(std::string path);
// Instancia única
static Asset *instance;
public:
// Singleton API
static void init(const std::string &executablePath); // Crea la instancia
static void destroy(); // Libera la instancia
static auto get() -> Asset *; // Obtiene el puntero a la instancia
// Añade un elemento a la lista
void add(std::string file, enum assetType type, bool required = true, bool absolute = false);

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@@ -12,6 +12,9 @@
#include "core/resources/resource_helper.h"
#include "game/ui/menu.h"
// Nota: Asset::get() e Input::get() se consultan en preloadAll y al construir
// los menús; no se guardan punteros en el objeto Resource.
Resource *Resource::instance_ = nullptr;
static std::string basename(const std::string &path) {
@@ -25,9 +28,9 @@ static std::string stem(const std::string &path) {
return b.substr(0, dot);
}
void Resource::init(SDL_Renderer *renderer, Asset *asset, Input *input) {
void Resource::init(SDL_Renderer *renderer) {
if (instance_ == nullptr) {
instance_ = new Resource(renderer, asset, input);
instance_ = new Resource(renderer);
instance_->preloadAll();
}
}
@@ -41,10 +44,8 @@ Resource *Resource::get() {
return instance_;
}
Resource::Resource(SDL_Renderer *renderer, Asset *asset, Input *input)
: renderer_(renderer),
asset_(asset),
input_(input) {}
Resource::Resource(SDL_Renderer *renderer)
: renderer_(renderer) {}
Resource::~Resource() {
for (auto &[name, m] : menus_) delete m;
@@ -64,7 +65,7 @@ Resource::~Resource() {
}
void Resource::preloadAll() {
const auto &items = asset_->getAll();
const auto &items = Asset::get()->getAll();
// Pass 1: texturas, sonidos, músicas, animaciones (raw lines), demo, lenguajes
for (const auto &it : items) {
@@ -155,7 +156,7 @@ void Resource::preloadAll() {
if (bname.size() < 4 || bname.substr(bname.size() - 4) != ".men") continue;
auto bytes = ResourceHelper::loadFile(it.file);
if (bytes.empty()) continue;
Menu *m = new Menu(renderer_, asset_, input_, "");
Menu *m = new Menu(renderer_, "");
m->loadFromBytes(bytes, bname);
const std::string s = stem(it.file);
menus_[s] = m;

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@@ -7,8 +7,6 @@
#include <unordered_map>
#include <vector>
class Asset;
class Input;
class Menu;
class Text;
class Texture;
@@ -19,7 +17,7 @@ struct JA_Sound_t;
// Singleton inicializado desde Director; las escenas consultan handles via get*().
class Resource {
public:
static void init(SDL_Renderer *renderer, Asset *asset, Input *input);
static void init(SDL_Renderer *renderer);
static void destroy();
static Resource *get();
@@ -32,14 +30,12 @@ class Resource {
const std::vector<uint8_t> &getDemoBytes() const { return demoBytes_; }
private:
Resource(SDL_Renderer *renderer, Asset *asset, Input *input);
Resource(SDL_Renderer *renderer);
~Resource();
void preloadAll();
SDL_Renderer *renderer_;
Asset *asset_;
Input *input_;
std::unordered_map<std::string, Texture *> textures_;
std::unordered_map<std::string, JA_Sound_t *> sounds_;

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@@ -88,8 +88,8 @@ Director::Director(int argc, const char *argv[]) {
}
// Crea el objeto que controla los ficheros de recursos
asset = new Asset(executablePath);
asset->setVerbose(Options::settings.console);
Asset::init(executablePath);
Asset::get()->setVerbose(Options::settings.console);
// Si falta algún fichero no inicia el programa
if (!setFileList()) {
@@ -106,18 +106,18 @@ Director::Director(int argc, const char *argv[]) {
Texture::setGlobalScaleMode(Options::video.scale_mode);
// Crea los objetos
lang = new Lang(asset);
lang->setLang(Options::settings.language);
Lang::init();
Lang::get()->setLang(Options::settings.language);
#ifdef __EMSCRIPTEN__
input = new Input("/gamecontrollerdb.txt");
Input::init("/gamecontrollerdb.txt");
#else
{
const std::string binDir = std::filesystem::path(executablePath).parent_path().string();
#ifdef MACOS_BUNDLE
input = new Input(binDir + "/../Resources/gamecontrollerdb.txt");
Input::init(binDir + "/../Resources/gamecontrollerdb.txt");
#else
input = new Input(binDir + "/gamecontrollerdb.txt");
Input::init(binDir + "/gamecontrollerdb.txt");
#endif
}
#endif
@@ -130,22 +130,22 @@ Director::Director(int argc, const char *argv[]) {
// intenta reclamar la ventana para el dispositivo SDL3 GPU.
//
// Por eso el constructor de Screen NO carga notificationText desde
// Resource; se enlaza después vía `screen->initNotifications()`.
screen = new Screen(window, renderer, asset);
// Resource; se enlaza después vía `Screen::get()->initNotifications()`.
Screen::init(window, renderer);
#ifndef NO_SHADERS
if (Options::video.gpu.acceleration) {
screen->initShaders();
Screen::get()->initShaders();
}
#endif
// Ahora sí, precarga todos los recursos en memoria (texturas, sonidos,
// música, ...). Vivirán durante toda la vida de la app.
Resource::init(renderer, asset, input);
Resource::init(renderer);
// Completa el enlazado de Screen con recursos que necesitan Resource
// inicializado (actualmente sólo el Text de las notificaciones).
screen->initNotifications();
Screen::get()->initNotifications();
activeSection = ActiveSection::None;
}
@@ -163,14 +163,14 @@ Director::~Director() {
// Screen puede tener referencias a Text propiedad de Resource: destruir
// Screen antes que Resource.
delete screen;
Screen::destroy();
// Libera todos los recursos precargados antes de cerrar SDL.
Resource::destroy();
delete asset;
delete input;
delete lang;
Asset::destroy();
Input::destroy();
Lang::destroy();
delete section;
SDL_DestroyRenderer(renderer);
@@ -186,51 +186,51 @@ Director::~Director() {
// Inicializa el objeto input
void Director::initInput() {
// Establece si ha de mostrar mensajes
input->setVerbose(Options::settings.console);
Input::get()->setVerbose(Options::settings.console);
// Busca si hay un mando conectado
input->discoverGameController();
Input::get()->discoverGameController();
// Teclado - Movimiento del jugador
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_fire_left, SDL_SCANCODE_Q);
input->bindKey(input_fire_center, SDL_SCANCODE_W);
input->bindKey(input_fire_right, SDL_SCANCODE_E);
Input::get()->bindKey(input_up, SDL_SCANCODE_UP);
Input::get()->bindKey(input_down, SDL_SCANCODE_DOWN);
Input::get()->bindKey(input_left, SDL_SCANCODE_LEFT);
Input::get()->bindKey(input_right, SDL_SCANCODE_RIGHT);
Input::get()->bindKey(input_fire_left, SDL_SCANCODE_Q);
Input::get()->bindKey(input_fire_center, SDL_SCANCODE_W);
Input::get()->bindKey(input_fire_right, SDL_SCANCODE_E);
// Teclado - Otros
input->bindKey(input_accept, SDL_SCANCODE_RETURN);
input->bindKey(input_cancel, SDL_SCANCODE_ESCAPE);
input->bindKey(input_pause, SDL_SCANCODE_ESCAPE);
input->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
input->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
input->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
input->bindKey(input_window_fullscreen, SDL_SCANCODE_F3);
input->bindKey(input_prev_preset, SDL_SCANCODE_F8);
input->bindKey(input_next_preset, SDL_SCANCODE_F9);
input->bindKey(input_toggle_shader, SDL_SCANCODE_F10);
input->bindKey(input_toggle_shader_type, SDL_SCANCODE_F11);
Input::get()->bindKey(input_accept, SDL_SCANCODE_RETURN);
Input::get()->bindKey(input_cancel, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(input_pause, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
Input::get()->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
Input::get()->bindKey(input_window_fullscreen, SDL_SCANCODE_F3);
Input::get()->bindKey(input_prev_preset, SDL_SCANCODE_F8);
Input::get()->bindKey(input_next_preset, SDL_SCANCODE_F9);
Input::get()->bindKey(input_toggle_shader, SDL_SCANCODE_F10);
Input::get()->bindKey(input_toggle_shader_type, SDL_SCANCODE_F11);
// Mando - Movimiento del jugador
input->bindGameControllerButton(input_up, SDL_GAMEPAD_BUTTON_DPAD_UP);
input->bindGameControllerButton(input_down, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
input->bindGameControllerButton(input_left, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
input->bindGameControllerButton(input_right, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
input->bindGameControllerButton(input_fire_left, SDL_GAMEPAD_BUTTON_WEST);
input->bindGameControllerButton(input_fire_center, SDL_GAMEPAD_BUTTON_NORTH);
input->bindGameControllerButton(input_fire_right, SDL_GAMEPAD_BUTTON_EAST);
Input::get()->bindGameControllerButton(input_up, SDL_GAMEPAD_BUTTON_DPAD_UP);
Input::get()->bindGameControllerButton(input_down, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
Input::get()->bindGameControllerButton(input_left, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
Input::get()->bindGameControllerButton(input_right, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
Input::get()->bindGameControllerButton(input_fire_left, SDL_GAMEPAD_BUTTON_WEST);
Input::get()->bindGameControllerButton(input_fire_center, SDL_GAMEPAD_BUTTON_NORTH);
Input::get()->bindGameControllerButton(input_fire_right, SDL_GAMEPAD_BUTTON_EAST);
// Mando - Otros
// SOUTH queda sin asignar para evitar salidas accidentales: pausa/cancel se hace con START/BACK.
input->bindGameControllerButton(input_accept, SDL_GAMEPAD_BUTTON_EAST);
Input::get()->bindGameControllerButton(input_accept, SDL_GAMEPAD_BUTTON_EAST);
#ifdef GAME_CONSOLE
input->bindGameControllerButton(input_pause, SDL_GAMEPAD_BUTTON_BACK);
input->bindGameControllerButton(input_exit, SDL_GAMEPAD_BUTTON_START);
Input::get()->bindGameControllerButton(input_pause, SDL_GAMEPAD_BUTTON_BACK);
Input::get()->bindGameControllerButton(input_exit, SDL_GAMEPAD_BUTTON_START);
#else
input->bindGameControllerButton(input_pause, SDL_GAMEPAD_BUTTON_START);
input->bindGameControllerButton(input_exit, SDL_GAMEPAD_BUTTON_BACK);
Input::get()->bindGameControllerButton(input_pause, SDL_GAMEPAD_BUTTON_START);
Input::get()->bindGameControllerButton(input_exit, SDL_GAMEPAD_BUTTON_BACK);
#endif
}
@@ -313,123 +313,123 @@ bool Director::setFileList() {
#endif
// Ficheros de configuración
asset->add(systemFolder + "/score.bin", t_data, false, true);
asset->add(prefix + "/data/demo/demo.bin", t_data);
Asset::get()->add(systemFolder + "/score.bin", t_data, false, true);
Asset::get()->add(prefix + "/data/demo/demo.bin", t_data);
// Musicas
asset->add(prefix + "/data/music/intro.ogg", t_music);
asset->add(prefix + "/data/music/playing.ogg", t_music);
asset->add(prefix + "/data/music/title.ogg", t_music);
Asset::get()->add(prefix + "/data/music/intro.ogg", t_music);
Asset::get()->add(prefix + "/data/music/playing.ogg", t_music);
Asset::get()->add(prefix + "/data/music/title.ogg", t_music);
// Sonidos
asset->add(prefix + "/data/sound/balloon.wav", t_sound);
asset->add(prefix + "/data/sound/bubble1.wav", t_sound);
asset->add(prefix + "/data/sound/bubble2.wav", t_sound);
asset->add(prefix + "/data/sound/bubble3.wav", t_sound);
asset->add(prefix + "/data/sound/bubble4.wav", t_sound);
asset->add(prefix + "/data/sound/bullet.wav", t_sound);
asset->add(prefix + "/data/sound/coffeeout.wav", t_sound);
asset->add(prefix + "/data/sound/hiscore.wav", t_sound);
asset->add(prefix + "/data/sound/itemdrop.wav", t_sound);
asset->add(prefix + "/data/sound/itempickup.wav", t_sound);
asset->add(prefix + "/data/sound/menu_move.wav", t_sound);
asset->add(prefix + "/data/sound/menu_select.wav", t_sound);
asset->add(prefix + "/data/sound/player_collision.wav", t_sound);
asset->add(prefix + "/data/sound/stage_change.wav", t_sound);
asset->add(prefix + "/data/sound/title.wav", t_sound);
asset->add(prefix + "/data/sound/clock.wav", t_sound);
asset->add(prefix + "/data/sound/powerball.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/balloon.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/bubble1.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/bubble2.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/bubble3.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/bubble4.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/bullet.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/coffeeout.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/hiscore.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/itemdrop.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/itempickup.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/menu_move.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/menu_select.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/player_collision.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/stage_change.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/title.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/clock.wav", t_sound);
Asset::get()->add(prefix + "/data/sound/powerball.wav", t_sound);
// Texturas
asset->add(prefix + "/data/gfx/balloon1.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon1.ani", t_data);
asset->add(prefix + "/data/gfx/balloon2.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon2.ani", t_data);
asset->add(prefix + "/data/gfx/balloon3.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon3.ani", t_data);
asset->add(prefix + "/data/gfx/balloon4.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon4.ani", t_data);
asset->add(prefix + "/data/gfx/bullet.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/balloon1.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/balloon1.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/balloon2.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/balloon2.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/balloon3.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/balloon3.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/balloon4.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/balloon4.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/bullet.png", t_bitmap);
asset->add(prefix + "/data/gfx/game_buildings.png", t_bitmap);
asset->add(prefix + "/data/gfx/game_clouds.png", t_bitmap);
asset->add(prefix + "/data/gfx/game_grass.png", t_bitmap);
asset->add(prefix + "/data/gfx/game_power_meter.png", t_bitmap);
asset->add(prefix + "/data/gfx/game_sky_colors.png", t_bitmap);
asset->add(prefix + "/data/gfx/game_text.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/game_buildings.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/game_clouds.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/game_grass.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/game_power_meter.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/game_sky_colors.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/game_text.png", t_bitmap);
asset->add(prefix + "/data/gfx/intro.png", t_bitmap);
asset->add(prefix + "/data/gfx/logo.png", t_bitmap);
asset->add(prefix + "/data/gfx/menu_game_over.png", t_bitmap);
asset->add(prefix + "/data/gfx/menu_game_over_end.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/intro.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/logo.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/menu_game_over.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/menu_game_over_end.png", t_bitmap);
asset->add(prefix + "/data/gfx/item_points1_disk.png", t_bitmap);
asset->add(prefix + "/data/gfx/item_points1_disk.ani", t_data);
asset->add(prefix + "/data/gfx/item_points2_gavina.png", t_bitmap);
asset->add(prefix + "/data/gfx/item_points2_gavina.ani", t_data);
asset->add(prefix + "/data/gfx/item_points3_pacmar.png", t_bitmap);
asset->add(prefix + "/data/gfx/item_points3_pacmar.ani", t_data);
asset->add(prefix + "/data/gfx/item_clock.png", t_bitmap);
asset->add(prefix + "/data/gfx/item_clock.ani", t_data);
asset->add(prefix + "/data/gfx/item_coffee.png", t_bitmap);
asset->add(prefix + "/data/gfx/item_coffee.ani", t_data);
asset->add(prefix + "/data/gfx/item_coffee_machine.png", t_bitmap);
asset->add(prefix + "/data/gfx/item_coffee_machine.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/item_points1_disk.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/item_points1_disk.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/item_points2_gavina.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/item_points2_gavina.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/item_points3_pacmar.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/item_points3_pacmar.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/item_clock.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/item_clock.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/item_coffee.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/item_coffee.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/item_coffee_machine.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/item_coffee_machine.ani", t_data);
asset->add(prefix + "/data/gfx/title_bg_tile.png", t_bitmap);
asset->add(prefix + "/data/gfx/title_coffee.png", t_bitmap);
asset->add(prefix + "/data/gfx/title_crisis.png", t_bitmap);
asset->add(prefix + "/data/gfx/title_dust.png", t_bitmap);
asset->add(prefix + "/data/gfx/title_dust.ani", t_data);
asset->add(prefix + "/data/gfx/title_gradient.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/title_bg_tile.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/title_coffee.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/title_crisis.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/title_dust.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/title_dust.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/title_gradient.png", t_bitmap);
asset->add(prefix + "/data/gfx/player_head.ani", t_data);
asset->add(prefix + "/data/gfx/player_body.ani", t_data);
asset->add(prefix + "/data/gfx/player_legs.ani", t_data);
asset->add(prefix + "/data/gfx/player_death.ani", t_data);
asset->add(prefix + "/data/gfx/player_fire.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/player_head.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/player_body.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/player_legs.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/player_death.ani", t_data);
Asset::get()->add(prefix + "/data/gfx/player_fire.ani", t_data);
asset->add(prefix + "/data/gfx/player_bal1_head.png", t_bitmap);
asset->add(prefix + "/data/gfx/player_bal1_body.png", t_bitmap);
asset->add(prefix + "/data/gfx/player_bal1_legs.png", t_bitmap);
asset->add(prefix + "/data/gfx/player_bal1_death.png", t_bitmap);
asset->add(prefix + "/data/gfx/player_bal1_fire.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/player_bal1_head.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/player_bal1_body.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/player_bal1_legs.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/player_bal1_death.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/player_bal1_fire.png", t_bitmap);
asset->add(prefix + "/data/gfx/player_arounder_head.png", t_bitmap);
asset->add(prefix + "/data/gfx/player_arounder_body.png", t_bitmap);
asset->add(prefix + "/data/gfx/player_arounder_legs.png", t_bitmap);
asset->add(prefix + "/data/gfx/player_arounder_death.png", t_bitmap);
asset->add(prefix + "/data/gfx/player_arounder_fire.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/player_arounder_head.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/player_arounder_body.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/player_arounder_legs.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/player_arounder_death.png", t_bitmap);
Asset::get()->add(prefix + "/data/gfx/player_arounder_fire.png", t_bitmap);
// Fuentes
asset->add(prefix + "/data/font/8bithud.png", t_font);
asset->add(prefix + "/data/font/8bithud.txt", t_font);
asset->add(prefix + "/data/font/nokia.png", t_font);
asset->add(prefix + "/data/font/nokia_big2.png", t_font);
asset->add(prefix + "/data/font/nokia.txt", t_font);
asset->add(prefix + "/data/font/nokia2.png", t_font);
asset->add(prefix + "/data/font/nokia2.txt", t_font);
asset->add(prefix + "/data/font/nokia_big2.txt", t_font);
asset->add(prefix + "/data/font/smb2_big.png", t_font);
asset->add(prefix + "/data/font/smb2_big.txt", t_font);
asset->add(prefix + "/data/font/smb2.png", t_font);
asset->add(prefix + "/data/font/smb2.txt", t_font);
Asset::get()->add(prefix + "/data/font/8bithud.png", t_font);
Asset::get()->add(prefix + "/data/font/8bithud.txt", t_font);
Asset::get()->add(prefix + "/data/font/nokia.png", t_font);
Asset::get()->add(prefix + "/data/font/nokia_big2.png", t_font);
Asset::get()->add(prefix + "/data/font/nokia.txt", t_font);
Asset::get()->add(prefix + "/data/font/nokia2.png", t_font);
Asset::get()->add(prefix + "/data/font/nokia2.txt", t_font);
Asset::get()->add(prefix + "/data/font/nokia_big2.txt", t_font);
Asset::get()->add(prefix + "/data/font/smb2_big.png", t_font);
Asset::get()->add(prefix + "/data/font/smb2_big.txt", t_font);
Asset::get()->add(prefix + "/data/font/smb2.png", t_font);
Asset::get()->add(prefix + "/data/font/smb2.txt", t_font);
// Textos
asset->add(prefix + "/data/lang/es_ES.txt", t_lang);
asset->add(prefix + "/data/lang/en_UK.txt", t_lang);
asset->add(prefix + "/data/lang/ba_BA.txt", t_lang);
Asset::get()->add(prefix + "/data/lang/es_ES.txt", t_lang);
Asset::get()->add(prefix + "/data/lang/en_UK.txt", t_lang);
Asset::get()->add(prefix + "/data/lang/ba_BA.txt", t_lang);
// Menus
asset->add(prefix + "/data/menu/title.men", t_data);
asset->add(prefix + "/data/menu/title_gc.men", t_data);
asset->add(prefix + "/data/menu/options.men", t_data);
asset->add(prefix + "/data/menu/options_gc.men", t_data);
asset->add(prefix + "/data/menu/pause.men", t_data);
asset->add(prefix + "/data/menu/gameover.men", t_data);
asset->add(prefix + "/data/menu/player_select.men", t_data);
Asset::get()->add(prefix + "/data/menu/title.men", t_data);
Asset::get()->add(prefix + "/data/menu/title_gc.men", t_data);
Asset::get()->add(prefix + "/data/menu/options.men", t_data);
Asset::get()->add(prefix + "/data/menu/options_gc.men", t_data);
Asset::get()->add(prefix + "/data/menu/pause.men", t_data);
Asset::get()->add(prefix + "/data/menu/gameover.men", t_data);
Asset::get()->add(prefix + "/data/menu/player_select.men", t_data);
return asset->check();
return Asset::get()->check();
}
// Comprueba los parametros del programa
@@ -540,17 +540,17 @@ void Director::handleSectionTransition() {
activeSection = targetSection;
switch (activeSection) {
case ActiveSection::Logo:
logo = std::make_unique<Logo>(renderer, screen, asset, input, section);
logo = std::make_unique<Logo>(renderer, section);
break;
case ActiveSection::Intro:
intro = std::make_unique<Intro>(renderer, screen, asset, input, lang, section);
intro = std::make_unique<Intro>(renderer, section);
break;
case ActiveSection::Title:
title = std::make_unique<Title>(renderer, screen, input, asset, lang, section);
title = std::make_unique<Title>(renderer, section);
break;
case ActiveSection::Game: {
const int numPlayers = section->subsection == SUBSECTION_GAME_PLAY_1P ? 1 : 2;
game = std::make_unique<Game>(numPlayers, 0, renderer, screen, asset, lang, input, false, section);
game = std::make_unique<Game>(numPlayers, 0, renderer, false, section);
break;
}
case ActiveSection::None:
@@ -611,16 +611,16 @@ SDL_AppResult Director::handleEvent(SDL_Event *event) {
// Hot-plug de mandos
if (event->type == SDL_EVENT_GAMEPAD_ADDED) {
std::string name;
if (input->handleGamepadAdded(event->gdevice.which, name)) {
screen->notify(name + " " + lang->getText(94),
if (Input::get()->handleGamepadAdded(event->gdevice.which, name)) {
Screen::get()->notify(name + " " + Lang::get()->getText(94),
color_t{0x40, 0xFF, 0x40},
color_t{0, 0, 0},
2500);
}
} else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
std::string name;
if (input->handleGamepadRemoved(event->gdevice.which, name)) {
screen->notify(name + " " + lang->getText(95),
if (Input::get()->handleGamepadRemoved(event->gdevice.which, name)) {
Screen::get()->notify(name + " " + Lang::get()->getText(95),
color_t{0xFF, 0x50, 0x50},
color_t{0, 0, 0},
2500);
@@ -650,4 +650,3 @@ SDL_AppResult Director::handleEvent(SDL_Event *event) {
return SDL_APP_CONTINUE;
}

View File

@@ -4,13 +4,9 @@
#include <memory>
#include <string> // for string, basic_string
class Asset;
class Game;
class Input;
class Intro;
class Lang;
class Logo;
class Screen;
class Title;
struct section_t;
@@ -26,10 +22,6 @@ class Director {
// Objetos y punteros
SDL_Window *window; // La ventana donde dibujamos
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Input *input; // Objeto Input para gestionar las entradas
Lang *lang; // Objeto para gestionar los textos en diferentes idiomas
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
section_t *section; // Sección y subsección actual del programa;
// Secciones del juego

View File

@@ -30,13 +30,9 @@
struct JA_Sound_t;
// Constructor
Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, section_t *section) {
Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, bool demo, section_t *section) {
// Copia los punteros
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->lang = lang;
this->input = input;
this->section = section;
// Pasa variables
@@ -404,15 +400,15 @@ void Game::loadMedia() {
// Menus
gameOverMenu = R->getMenu("gameover");
gameOverMenu->setItemCaption(0, lang->getText(48));
gameOverMenu->setItemCaption(1, lang->getText(49));
const int w = text->getCharacterSize() * lang->getText(45).length();
gameOverMenu->setItemCaption(0, Lang::get()->getText(48));
gameOverMenu->setItemCaption(1, Lang::get()->getText(49));
const int w = text->getCharacterSize() * Lang::get()->getText(45).length();
gameOverMenu->setRectSize(w, 0);
gameOverMenu->centerMenuOnX(199);
pauseMenu = R->getMenu("pause");
pauseMenu->setItemCaption(0, lang->getText(41));
pauseMenu->setItemCaption(1, lang->getText(46));
pauseMenu->setItemCaption(2, lang->getText(47));
pauseMenu->setItemCaption(0, Lang::get()->getText(41));
pauseMenu->setItemCaption(1, Lang::get()->getText(46));
pauseMenu->setItemCaption(2, Lang::get()->getText(47));
// Sonidos
balloonSound = R->getSound("balloon.wav");
@@ -444,7 +440,7 @@ void Game::loadMedia() {
bool Game::loadScoreFile() {
// Indicador de éxito en la carga
bool success = true;
const std::string p = asset->get("score.bin");
const std::string p = Asset::get()->get("score.bin");
const std::string filename = p.substr(p.find_last_of("\\/") + 1);
SDL_IOStream *file = SDL_IOFromFile(p.c_str(), "r+b");
@@ -536,7 +532,7 @@ bool Game::loadDemoFile() {
// Guarda el fichero de puntos
bool Game::saveScoreFile() {
bool success = true;
const std::string p = asset->get("score.bin");
const std::string p = Asset::get()->get("score.bin");
const std::string filename = p.substr(p.find_last_of("\\/") + 1);
SDL_IOStream *file = SDL_IOFromFile(p.c_str(), "w+b");
if (file != nullptr) {
@@ -562,7 +558,7 @@ bool Game::saveScoreFile() {
// Guarda el fichero de datos para la demo
bool Game::saveDemoFile() {
bool success = true;
const std::string p = asset->get("demo.bin");
const std::string p = Asset::get()->get("demo.bin");
const std::string filename = p.substr(p.find_last_of("\\/") + 1);
if (demo.recording) {
SDL_IOStream *file = SDL_IOFromFile(p.c_str(), "w+b");
@@ -1375,33 +1371,33 @@ void Game::renderScoreBoard() {
const int offsetRight = PLAY_AREA_RIGHT - 45;
// PLAYER1 - SCORE
textScoreBoard->writeCentered(offsetLeft, offset1, lang->getText(53));
textScoreBoard->writeCentered(offsetLeft, offset1, Lang::get()->getText(53));
textScoreBoard->writeCentered(offsetLeft, offset2, updateScoreText(players[0]->getScore()));
// PLAYER1 - MULT
textScoreBoard->writeCentered(offsetLeft, offset3, lang->getText(55));
textScoreBoard->writeCentered(offsetLeft, offset3, Lang::get()->getText(55));
textScoreBoard->writeCentered(offsetLeft, offset4, std::to_string(players[0]->getScoreMultiplier()).substr(0, 3));
if (numPlayers == 2) {
// PLAYER2 - SCORE
textScoreBoard->writeCentered(offsetRight, offset1, lang->getText(54));
textScoreBoard->writeCentered(offsetRight, offset1, Lang::get()->getText(54));
textScoreBoard->writeCentered(offsetRight, offset2, updateScoreText(players[1]->getScore()));
// PLAYER2 - MULT
textScoreBoard->writeCentered(offsetRight, offset3, lang->getText(55));
textScoreBoard->writeCentered(offsetRight, offset3, Lang::get()->getText(55));
textScoreBoard->writeCentered(offsetRight, offset4, std::to_string(players[1]->getScoreMultiplier()).substr(0, 3));
} else {
// PLAYER2 - SCORE
textScoreBoard->writeCentered(offsetRight, offset1, lang->getText(54));
textScoreBoard->writeCentered(offsetRight, offset1, Lang::get()->getText(54));
textScoreBoard->writeCentered(offsetRight, offset2, "0000000");
// PLAYER2 - MULT
textScoreBoard->writeCentered(offsetRight, offset3, lang->getText(55));
textScoreBoard->writeCentered(offsetRight, offset3, Lang::get()->getText(55));
textScoreBoard->writeCentered(offsetRight, offset4, "1.0");
}
// STAGE
textScoreBoard->writeCentered(PLAY_AREA_CENTER_X, offset1, lang->getText(57) + std::to_string(stage[currentStage].number));
textScoreBoard->writeCentered(PLAY_AREA_CENTER_X, offset1, Lang::get()->getText(57) + std::to_string(stage[currentStage].number));
// POWERMETER
powerMeterSprite->setPosY(offset2);
@@ -1412,7 +1408,7 @@ void Game::renderScoreBoard() {
powerMeterSprite->render();
// HI-SCORE
textScoreBoard->writeCentered(PLAY_AREA_CENTER_X, offset3, lang->getText(56));
textScoreBoard->writeCentered(PLAY_AREA_CENTER_X, offset3, Lang::get()->getText(56));
textScoreBoard->writeCentered(PLAY_AREA_CENTER_X, offset4, hiScoreName + updateScoreText(hiScore));
}
@@ -2458,10 +2454,10 @@ void Game::renderBackground() {
// Dibuja el juego
void Game::render() {
// Prepara para empezar a dibujar en la textura de juego
screen->start();
Screen::get()->start();
// Limpia la pantalla
screen->clean(bgColor);
Screen::get()->clean(bgColor);
// Dibuja los objetos
renderBackground();
@@ -2484,7 +2480,7 @@ void Game::render() {
renderFlashEffect();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
Screen::get()->blit();
}
// Gestiona el nivel de amenaza
@@ -2519,7 +2515,7 @@ void Game::checkGameInput() {
demo.keys.fireRight = 0;
// Atalls globals (zoom finestra, fullscreen, shaders, presets, ...)
GlobalInputs::handle(screen, input);
GlobalInputs::handle();
// Modo Demo activo
if (demo.enabled) {
@@ -2561,7 +2557,7 @@ void Game::checkGameInput() {
}
// Si se pulsa cualquier tecla, se sale del modo demo
if (input->checkAnyInput()) {
if (Input::get()->checkAnyInput()) {
section->name = SECTION_PROG_TITLE;
}
@@ -2579,12 +2575,12 @@ void Game::checkGameInput() {
for (auto player : players) {
if (player->isAlive()) {
// Input a la izquierda
if (input->checkInput(input_left, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (Input::get()->checkInput(input_left, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
player->setInput(input_left);
demo.keys.left = 1;
} else {
// Input a la derecha
if (input->checkInput(input_right, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (Input::get()->checkInput(input_right, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
player->setInput(input_right);
demo.keys.right = 1;
} else {
@@ -2594,7 +2590,7 @@ void Game::checkGameInput() {
}
}
// Comprueba el input de disparar al centro
if (input->checkInput(input_fire_center, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (Input::get()->checkInput(input_fire_center, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (player->canFire()) {
player->setInput(input_fire_center);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_UP, player->isPowerUp(), i);
@@ -2608,7 +2604,7 @@ void Game::checkGameInput() {
}
// Comprueba el input de disparar a la izquierda
if (input->checkInput(input_fire_left, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (Input::get()->checkInput(input_fire_left, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (player->canFire()) {
player->setInput(input_fire_left);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_LEFT, player->isPowerUp(), i);
@@ -2622,7 +2618,7 @@ void Game::checkGameInput() {
}
// Comprueba el input de disparar a la derecha
if (input->checkInput(input_fire_right, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (Input::get()->checkInput(input_fire_right, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (player->canFire()) {
player->setInput(input_fire_right);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), BULLET_RIGHT, player->isPowerUp(), i);
@@ -2636,7 +2632,7 @@ void Game::checkGameInput() {
}
// Comprueba el input de pausa
if (input->checkInput(input_pause, REPEAT_FALSE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (Input::get()->checkInput(input_pause, REPEAT_FALSE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
section->subsection = SUBSECTION_GAME_PAUSE;
}
@@ -2659,13 +2655,13 @@ void Game::checkGameInput() {
void Game::renderMessages() {
// GetReady
if ((counter < STAGE_COUNTER) && (!demo.enabled)) {
textNokiaBig2->write((int)getReadyBitmapPath[counter], PLAY_AREA_CENTER_Y - 8, lang->getText(75), -2);
textNokiaBig2->write((int)getReadyBitmapPath[counter], PLAY_AREA_CENTER_Y - 8, Lang::get()->getText(75), -2);
}
// Time Stopped
if (timeStopped) {
if ((timeStoppedCounter > 100) || (timeStoppedCounter % 10 > 4)) {
textNokia2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, lang->getText(36) + std::to_string(timeStoppedCounter / 10), -1, noColor, 1, shdwTxtColor);
textNokia2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, Lang::get()->getText(36) + std::to_string(timeStoppedCounter / 10), -1, noColor, 1, shdwTxtColor);
}
if (timeStoppedCounter > 100) {
@@ -2682,7 +2678,7 @@ void Game::renderMessages() {
// D E M O
if (demo.enabled) {
if (demo.counter % 30 > 14) {
textNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, lang->getText(37), 0, noColor, 2, shdwTxtColor);
textNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, Lang::get()->getText(37), 0, noColor, 2, shdwTxtColor);
}
}
@@ -2692,17 +2688,17 @@ void Game::renderMessages() {
std::string text;
if (stageNum == 10) { // Ultima fase
text = lang->getText(79);
text = Lang::get()->getText(79);
} else { // X fases restantes
text = std::to_string(11 - stage[currentStage].number) + lang->getText(38);
text = std::to_string(11 - stage[currentStage].number) + Lang::get()->getText(38);
}
if (!gameCompleted) { // Escribe el numero de fases restantes
textNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stageBitmapPath[stageBitmapCounter], text, -2, noColor, 2, shdwTxtColor);
} else { // Escribe el texto de juego completado
text = lang->getText(50);
text = Lang::get()->getText(50);
textNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stageBitmapPath[stageBitmapCounter], text, -2, noColor, 1, shdwTxtColor);
textNokia2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stageBitmapPath[stageBitmapCounter] + textNokiaBig2->getCharacterSize() + 2, lang->getText(76), -1, noColor, 1, shdwTxtColor);
textNokia2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stageBitmapPath[stageBitmapCounter] + textNokiaBig2->getCharacterSize() + 2, Lang::get()->getText(76), -1, noColor, 1, shdwTxtColor);
}
}
}
@@ -2861,6 +2857,9 @@ void Game::updatePausedGame() {
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Atalls globals (zoom finestra, fullscreen, shaders, presets, ...)
GlobalInputs::handle();
if (leavingPauseMenu) {
if (pauseCounter > 0) { // El contador está descendiendo
const bool a = pauseCounter == 90;
@@ -2913,10 +2912,10 @@ void Game::updatePausedGame() {
// Dibuja el menu de pausa del juego
void Game::renderPausedGame() {
// Prepara para empezar a dibujar en la textura de juego
screen->start();
Screen::get()->start();
// Limpia la pantalla
screen->clean(bgColor);
Screen::get()->clean(bgColor);
// Pinta el escenario
{
@@ -2948,7 +2947,7 @@ void Game::renderPausedGame() {
fade->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
Screen::get()->blit();
}
// Inicializa el estado de pausa del juego
@@ -2974,6 +2973,9 @@ void Game::updateGameOverScreen() {
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Atalls globals (zoom finestra, fullscreen, shaders, presets, ...)
GlobalInputs::handle();
// Actualiza la lógica del menu
gameOverMenu->update();
@@ -3043,10 +3045,10 @@ void Game::checkGameOverEvents() {
// Dibuja los elementos de la pantalla de game over
void Game::renderGameOverScreen() {
// Prepara para empezar a dibujar en la textura de juego
screen->start();
Screen::get()->start();
// Limpia la pantalla
screen->clean(bgColor);
Screen::get()->clean(bgColor);
// Dibujo
if (!gameCompleted) { // Dibujo de haber perdido la partida
@@ -3059,33 +3061,33 @@ void Game::renderGameOverScreen() {
if (numPlayers == 1) {
// Congratulations!!
if (gameCompleted) {
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 8), lang->getText(50));
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 8), Lang::get()->getText(50));
}
// Game Over
textBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 6), lang->getText(43));
textBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 6), Lang::get()->getText(43));
// Your Score
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 3), lang->getText(44) + std::to_string(players[0]->getScore()));
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 3), Lang::get()->getText(44) + std::to_string(players[0]->getScore()));
} else {
// Congratulations!!
if (gameCompleted) {
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 9), lang->getText(50));
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 9), Lang::get()->getText(50));
}
// Game Over
textBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 7), lang->getText(43));
textBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 7), Lang::get()->getText(43));
// Player1 Score
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), lang->getText(77) + std::to_string(players[0]->getScore()));
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), Lang::get()->getText(77) + std::to_string(players[0]->getScore()));
// Player2 Score
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 2), lang->getText(78) + std::to_string(players[1]->getScore()));
text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 2), Lang::get()->getText(78) + std::to_string(players[1]->getScore()));
}
// Continue?
if (!gameCompleted) { // Solo dibuja el menu de continuar en el caso de no haber completado la partida
text->writeCentered(199, PLAY_AREA_CENTER_Y + BLOCK * 3, lang->getText(45));
text->writeCentered(199, PLAY_AREA_CENTER_Y + BLOCK * 3, Lang::get()->getText(45));
gameOverMenu->render();
}
@@ -3093,7 +3095,7 @@ void Game::renderGameOverScreen() {
fade->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
Screen::get()->blit();
}
// Inicializa el estado de game over
@@ -3158,7 +3160,7 @@ void Game::initPaths() {
}
// Letrero de GetReady
const int size = textNokiaBig2->lenght(lang->getText(75), -2);
const int size = textNokiaBig2->lenght(Lang::get()->getText(75), -2);
const float start1 = PLAY_AREA_LEFT - size;
const float finish1 = PLAY_AREA_CENTER_X - (size / 2);

View File

@@ -6,17 +6,13 @@
#include <vector> // for vector
#include "utils/utils.h" // for demoKeys_t, color_t
class Asset;
class Balloon;
class Bullet;
class Fade;
class Input;
class Item;
class Lang;
class Menu;
class MovingSprite;
class Player;
class Screen;
class SmartSprite;
class Sprite;
class Text;
@@ -131,10 +127,6 @@ class Game {
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
Lang *lang; // Objeto para gestionar los textos en diferentes idiomas
Input *input; // Manejador de entrada
section_t *section; // Seccion actual dentro del juego
std::vector<Player *> players; // Vector con los jugadores
@@ -545,7 +537,7 @@ class Game {
public:
// Constructor
Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, section_t *section);
Game(int numPlayers, int currentStage, SDL_Renderer *renderer, bool demo, section_t *section);
// Destructor
~Game();

View File

@@ -7,8 +7,8 @@
#include <iostream>
#include <string>
#include "core/input/input.h" // for INPUT_USE_KEYBOARD, INPUT_USE_GAMECONTROLLER
#include "core/locale/lang.h" // for MAX_LANGUAGES, en_UK
#include "core/input/input.h" // for INPUT_USE_KEYBOARD, INPUT_USE_GAMECONTROLLER
#include "core/locale/lang.h" // for MAX_LANGUAGES, en_UK
#include "external/fkyaml_node.hpp" // for fkyaml::node
#include "utils/utils.h" // for boolToString
@@ -456,7 +456,9 @@ namespace Options {
for (const auto &p : yaml["presets"]) {
PostFXPreset preset;
if (p.contains("name")) {
try { preset.name = p["name"].get_value<std::string>(); } catch (...) {}
try {
preset.name = p["name"].get_value<std::string>();
} catch (...) {}
}
parseFloatField(p, "vignette", preset.vignette);
parseFloatField(p, "scanlines", preset.scanlines);
@@ -511,7 +513,9 @@ namespace Options {
for (const auto &p : yaml["presets"]) {
CrtPiPreset preset;
if (p.contains("name")) {
try { preset.name = p["name"].get_value<std::string>(); } catch (...) {}
try {
preset.name = p["name"].get_value<std::string>();
} catch (...) {}
}
parseFloatField(p, "scanline_weight", preset.scanline_weight);
parseFloatField(p, "scanline_gap_brightness", preset.scanline_gap_brightness);
@@ -522,22 +526,34 @@ namespace Options {
parseFloatField(p, "curvature_x", preset.curvature_x);
parseFloatField(p, "curvature_y", preset.curvature_y);
if (p.contains("mask_type")) {
try { preset.mask_type = p["mask_type"].get_value<int>(); } catch (...) {}
try {
preset.mask_type = p["mask_type"].get_value<int>();
} catch (...) {}
}
if (p.contains("enable_scanlines")) {
try { preset.enable_scanlines = p["enable_scanlines"].get_value<bool>(); } catch (...) {}
try {
preset.enable_scanlines = p["enable_scanlines"].get_value<bool>();
} catch (...) {}
}
if (p.contains("enable_multisample")) {
try { preset.enable_multisample = p["enable_multisample"].get_value<bool>(); } catch (...) {}
try {
preset.enable_multisample = p["enable_multisample"].get_value<bool>();
} catch (...) {}
}
if (p.contains("enable_gamma")) {
try { preset.enable_gamma = p["enable_gamma"].get_value<bool>(); } catch (...) {}
try {
preset.enable_gamma = p["enable_gamma"].get_value<bool>();
} catch (...) {}
}
if (p.contains("enable_curvature")) {
try { preset.enable_curvature = p["enable_curvature"].get_value<bool>(); } catch (...) {}
try {
preset.enable_curvature = p["enable_curvature"].get_value<bool>();
} catch (...) {}
}
if (p.contains("enable_sharper")) {
try { preset.enable_sharper = p["enable_sharper"].get_value<bool>(); } catch (...) {}
try {
preset.enable_sharper = p["enable_sharper"].get_value<bool>();
} catch (...) {}
}
crtpi_presets.push_back(preset);
}

View File

@@ -6,27 +6,22 @@
#include <iostream> // for char_traits, basic_ostream, operator<<
#include <string> // for basic_string
#include "core/audio/jail_audio.hpp" // for JA_StopMusic
#include "core/audio/jail_audio.hpp" // for JA_StopMusic
#include "core/input/global_inputs.hpp" // for GlobalInputs::handle
#include "core/input/input.h" // for Input, REPEAT_FALSE, inputs_e
#include "core/locale/lang.h" // for Lang
#include "core/rendering/screen.h" // for Screen
#include "core/rendering/sprite.h" // for Sprite
#include "core/rendering/text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_SHADOW
#include "core/rendering/texture.h" // for Texture
#include "core/resources/asset.h" // for Asset
#include "core/input/input.h" // for Input, REPEAT_FALSE, inputs_e
#include "core/locale/lang.h" // for Lang
#include "core/rendering/screen.h" // for Screen
#include "core/rendering/sprite.h" // for Sprite
#include "core/rendering/text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_SHADOW
#include "core/rendering/texture.h" // for Texture
#include "core/resources/resource.h"
#include "game/defaults.hpp" // for shdwTxtColor, GAMECANVAS_CENTER_X, GAME...
#include "utils/utils.h" // for color_t, section_t
// Constructor
Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, section_t *section) {
Instructions::Instructions(SDL_Renderer *renderer, section_t *section) {
// Copia los punteros
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->input = input;
this->lang = lang;
this->section = section;
// Texturas (handles compartidos de Resource)
@@ -122,21 +117,21 @@ void Instructions::render() {
SDL_RenderClear(renderer);
// Escribe el texto
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, lang->getText(11), 1, orangeColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 24, lang->getText(12), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 34, lang->getText(13), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 48, lang->getText(14), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 58, lang->getText(15), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 75, lang->getText(16), 1, orangeColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, Lang::get()->getText(11), 1, orangeColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 24, Lang::get()->getText(12), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 34, Lang::get()->getText(13), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 48, Lang::get()->getText(14), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 58, Lang::get()->getText(15), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 75, Lang::get()->getText(16), 1, orangeColor, 1, shdwTxtColor);
text->writeShadowed(84, 92, lang->getText(17), shdwTxtColor);
text->writeShadowed(84, 108, lang->getText(18), shdwTxtColor);
text->writeShadowed(84, 124, lang->getText(19), shdwTxtColor);
text->writeShadowed(84, 140, lang->getText(20), shdwTxtColor);
text->writeShadowed(84, 156, lang->getText(21), shdwTxtColor);
text->writeShadowed(84, 92, Lang::get()->getText(17), shdwTxtColor);
text->writeShadowed(84, 108, Lang::get()->getText(18), shdwTxtColor);
text->writeShadowed(84, 124, Lang::get()->getText(19), shdwTxtColor);
text->writeShadowed(84, 140, Lang::get()->getText(20), shdwTxtColor);
text->writeShadowed(84, 156, Lang::get()->getText(21), shdwTxtColor);
if ((mode == m_manual) && (counter % 50 > 14)) {
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, lang->getText(22), 1, orangeColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, Lang::get()->getText(22), 1, orangeColor, 1, shdwTxtColor);
}
// Disquito
@@ -178,10 +173,10 @@ void Instructions::render() {
SDL_SetRenderTarget(renderer, nullptr);
// Prepara para empezar a dibujar en la textura de juego
screen->start();
Screen::get()->start();
// Limpia la pantalla
screen->clean(bgColor);
Screen::get()->clean(bgColor);
// Establece la ventana del backbuffer
if (mode == m_auto) {
@@ -195,7 +190,7 @@ void Instructions::render() {
SDL_RenderTexture(renderer, backbuffer, nullptr, &fWindow);
// Vuelca el contenido del renderizador en pantalla
screen->blit();
Screen::get()->blit();
}
// Comprueba los eventos
@@ -216,15 +211,15 @@ void Instructions::checkEvents() {
// Comprueba las entradas
void Instructions::checkInput() {
#ifndef __EMSCRIPTEN__
if (input->checkInput(input_exit, REPEAT_FALSE)) {
if (Input::get()->checkInput(input_exit, REPEAT_FALSE)) {
quitRequested = true;
finished = true;
return;
}
#endif
if (GlobalInputs::handle(screen, input)) { return; }
if (GlobalInputs::handle()) { return; }
if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE)) {
if (Input::get()->checkInput(input_pause, REPEAT_FALSE) || Input::get()->checkInput(input_accept, REPEAT_FALSE) || Input::get()->checkInput(input_fire_left, REPEAT_FALSE) || Input::get()->checkInput(input_fire_center, REPEAT_FALSE) || Input::get()->checkInput(input_fire_right, REPEAT_FALSE)) {
if (mode == m_auto) {
finished = true;
} else {

View File

@@ -3,10 +3,6 @@
#include <SDL3/SDL.h>
#include <vector> // for vector
class Asset;
class Input;
class Lang;
class Screen;
class Sprite;
class Text;
class Texture;
@@ -22,14 +18,10 @@ class Instructions {
private:
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
std::vector<Texture *> itemTextures; // Vector con las texturas de los items
SDL_Event *eventHandler; // Manejador de eventos
SDL_Texture *backbuffer; // Textura para usar como backbuffer
Sprite *sprite; // Sprite con la textura de las instrucciones
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
Input *input; // Objeto pata gestionar la entrada
Lang *lang; // Objeto para gestionar los textos en diferentes idiomas
Text *text; // Objeto para escribir texto
section_t *section; // Estado del bucle principal para saber si continua o se sale
@@ -48,7 +40,7 @@ class Instructions {
public:
// Constructor
Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, section_t *section);
Instructions(SDL_Renderer *renderer, section_t *section);
// Destructor
~Instructions();

View File

@@ -4,28 +4,23 @@
#include <string> // for basic_string
#include "core/audio/jail_audio.hpp" // for JA_StopMusic, JA_DeleteMusic, JA_LoadMusic
#include "core/audio/jail_audio.hpp" // for JA_StopMusic, JA_DeleteMusic, JA_LoadMusic
#include "core/input/global_inputs.hpp" // for GlobalInputs::handle
#include "core/input/input.h" // for Input, REPEAT_FALSE, inputs_e
#include "core/input/input.h" // for Input, REPEAT_FALSE, inputs_e
#include "core/locale/lang.h" // for Lang
#include "core/rendering/screen.h" // for Screen
#include "core/rendering/smartsprite.h" // for SmartSprite
#include "core/rendering/text.h" // for Text
#include "core/rendering/texture.h" // for Texture
#include "core/rendering/writer.h" // for Writer
#include "core/resources/asset.h" // for Asset
#include "core/resources/resource.h"
#include "game/defaults.hpp" // for GAMECANVAS_CENTER_X, GAMECANVAS_FIRST_QU...
#include "utils/utils.h" // for section_t, color_t
// Constructor
Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, section_t *section) {
Intro::Intro(SDL_Renderer *renderer, section_t *section) {
// Copia los punteros
this->renderer = renderer;
this->screen = screen;
this->lang = lang;
this->asset = asset;
this->input = input;
this->section = section;
// Reserva memoria para los objetos
@@ -115,39 +110,39 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input,
}
// Un dia qualsevol de l'any 2000
texts[0]->setCaption(lang->getText(27));
texts[0]->setCaption(Lang::get()->getText(27));
texts[0]->setSpeed(8);
// Tot esta tranquil a la UPV
texts[1]->setCaption(lang->getText(28));
texts[1]->setCaption(Lang::get()->getText(28));
texts[1]->setSpeed(8);
// Fins que un desaprensiu...
texts[2]->setCaption(lang->getText(29));
texts[2]->setCaption(Lang::get()->getText(29));
texts[2]->setSpeed(12);
// HEY! ME ANE A FERME UN CORTAET...
texts[3]->setCaption(lang->getText(30));
texts[3]->setCaption(Lang::get()->getText(30));
texts[3]->setSpeed(8);
// UAAAAAAAAAAAAA!!!
texts[4]->setCaption(lang->getText(31));
texts[4]->setCaption(Lang::get()->getText(31));
texts[4]->setSpeed(1);
// Espera un moment...
texts[5]->setCaption(lang->getText(32));
texts[5]->setCaption(Lang::get()->getText(32));
texts[5]->setSpeed(16);
// Si resulta que no tinc solt!
texts[6]->setCaption(lang->getText(33));
texts[6]->setCaption(Lang::get()->getText(33));
texts[6]->setSpeed(2);
// MERDA DE MAQUINA!
texts[7]->setCaption(lang->getText(34));
texts[7]->setCaption(Lang::get()->getText(34));
texts[7]->setSpeed(3);
// Blop... blop... blop...
texts[8]->setCaption(lang->getText(35));
texts[8]->setCaption(Lang::get()->getText(35));
texts[8]->setSpeed(16);
for (auto text : texts) {
@@ -193,14 +188,14 @@ void Intro::checkEvents() {
// Comprueba las entradas
void Intro::checkInput() {
#ifndef __EMSCRIPTEN__
if (input->checkInput(input_exit, REPEAT_FALSE)) {
if (Input::get()->checkInput(input_exit, REPEAT_FALSE)) {
section->name = SECTION_PROG_QUIT;
return;
}
#endif
if (GlobalInputs::handle(screen, input)) { return; }
if (GlobalInputs::handle()) { return; }
if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE)) {
if (Input::get()->checkInput(input_pause, REPEAT_FALSE) || Input::get()->checkInput(input_accept, REPEAT_FALSE) || Input::get()->checkInput(input_fire_left, REPEAT_FALSE) || Input::get()->checkInput(input_fire_center, REPEAT_FALSE) || Input::get()->checkInput(input_fire_right, REPEAT_FALSE)) {
JA_StopMusic();
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
@@ -369,10 +364,10 @@ void Intro::update() {
// Dibuja el objeto en pantalla
void Intro::render() {
// Prepara para empezar a dibujar en la textura de juego
screen->start();
Screen::get()->start();
// Limpia la pantalla
screen->clean(bgColor);
Screen::get()->clean(bgColor);
// Dibuja los objetos
for (auto bitmap : bitmaps) {
@@ -384,7 +379,7 @@ void Intro::render() {
}
// Vuelca el contenido del renderizador en pantalla
screen->blit();
Screen::get()->blit();
}
// Bucle principal

View File

@@ -3,10 +3,6 @@
#include <SDL3/SDL.h>
#include <vector> // for vector
class Asset;
class Input;
class Lang;
class Screen;
class SmartSprite;
class Text;
class Texture;
@@ -19,12 +15,8 @@ class Intro {
private:
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Texture *texture; // Textura con los graficos
SDL_Event *eventHandler; // Manejador de eventos
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
Lang *lang; // Objeto para gestionar los textos en diferentes idiomas
Input *input; // Objeto pata gestionar la entrada
std::vector<SmartSprite *> bitmaps; // Vector con los sprites inteligentes para los dibujos de la intro
std::vector<Writer *> texts; // Textos de la intro
Text *text; // Textos de la intro
@@ -56,7 +48,7 @@ class Intro {
public:
// Constructor
Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, section_t *section);
Intro(SDL_Renderer *renderer, section_t *section);
// Destructor
~Intro();

View File

@@ -5,13 +5,13 @@
#include <algorithm> // for min
#include <string> // for basic_string
#include "core/audio/jail_audio.hpp" // for JA_StopMusic
#include "core/audio/jail_audio.hpp" // for JA_StopMusic
#include "core/input/global_inputs.hpp" // for GlobalInputs::handle
#include "core/input/input.h" // for Input, REPEAT_FALSE, inputs_e
#include "core/rendering/screen.h" // for Screen
#include "core/rendering/sprite.h" // for Sprite
#include "core/rendering/texture.h" // for Texture
#include "core/resources/asset.h" // for Asset
#include "core/input/input.h" // for Input, REPEAT_FALSE, inputs_e
#include "core/rendering/screen.h" // for Screen
#include "core/rendering/sprite.h" // for Sprite
#include "core/rendering/texture.h" // for Texture
#include "core/resources/asset.h" // for Asset
#include "core/resources/resource.h"
#include "game/defaults.hpp" // for bgColor, SECTION_PROG_LOGO, SECTION_PROG...
#include "utils/utils.h" // for section_t, color_t
@@ -21,12 +21,9 @@ constexpr int INIT_FADE = 100;
constexpr int END_LOGO = 200;
// Constructor
Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, section_t *section) {
Logo::Logo(SDL_Renderer *renderer, section_t *section) {
// Copia la dirección de los objetos
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->input = input;
this->section = section;
// Reserva memoria para los punteros
@@ -76,14 +73,14 @@ void Logo::checkEvents() {
// Comprueba las entradas
void Logo::checkInput() {
#ifndef __EMSCRIPTEN__
if (input->checkInput(input_exit, REPEAT_FALSE)) {
if (Input::get()->checkInput(input_exit, REPEAT_FALSE)) {
section->name = SECTION_PROG_QUIT;
return;
}
#endif
if (GlobalInputs::handle(screen, input)) { return; }
if (GlobalInputs::handle()) { return; }
if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE)) {
if (Input::get()->checkInput(input_pause, REPEAT_FALSE) || Input::get()->checkInput(input_accept, REPEAT_FALSE) || Input::get()->checkInput(input_fire_left, REPEAT_FALSE) || Input::get()->checkInput(input_fire_center, REPEAT_FALSE) || Input::get()->checkInput(input_fire_right, REPEAT_FALSE)) {
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
}
@@ -120,10 +117,10 @@ void Logo::update() {
// Dibuja el objeto en pantalla
void Logo::render() {
// Prepara para empezar a dibujar en la textura de juego
screen->start();
Screen::get()->start();
// Limpia la pantalla
screen->clean({238, 238, 238});
Screen::get()->clean({238, 238, 238});
// Dibuja los objetos
sprite->render();
@@ -132,7 +129,7 @@ void Logo::render() {
renderFade();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
Screen::get()->blit();
}
// Bucle para el logo del juego

View File

@@ -1,9 +1,6 @@
#pragma once
#include <SDL3/SDL.h>
class Asset;
class Input;
class Screen;
class Sprite;
class Texture;
struct section_t;
@@ -13,9 +10,6 @@ class Logo {
private:
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
Input *input; // Objeto pata gestionar la entrada
Texture *texture; // Textura con los graficos
SDL_Event *eventHandler; // Manejador de eventos
Sprite *sprite; // Sprite con la textura del logo
@@ -46,7 +40,7 @@ class Logo {
public:
// Constructor
Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, section_t *section);
Logo(SDL_Renderer *renderer, section_t *section);
// Destructor
~Logo();

View File

@@ -25,13 +25,9 @@
#include "game/ui/menu.h" // for Menu
// Constructor
Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset, Lang *lang, section_t *section) {
Title::Title(SDL_Renderer *renderer, section_t *section) {
// Copia las direcciones de los punteros
this->renderer = renderer;
this->screen = screen;
this->input = input;
this->asset = asset;
this->lang = lang;
this->section = section;
// Reserva memoria para los punteros
@@ -136,7 +132,7 @@ void Title::init() {
deviceIndex.push_back(0); // El primer mando encontrado. Si no ha encontrado ninguno es el teclado
// Si ha encontrado un mando se lo asigna al segundo jugador
if (input->gameControllerFound()) {
if (Input::get()->gameControllerFound()) {
Options::inputs[1].id = availableInputDevices[deviceIndex[1]].id;
Options::inputs[1].name = availableInputDevices[deviceIndex[1]].name;
Options::inputs[1].deviceType = availableInputDevices[deviceIndex[1]].deviceType;
@@ -241,10 +237,10 @@ void Title::update() {
// que Screen::blit() presente por la ruta activa (GPU o
// SDL_Renderer). Un `SDL_RenderPresent(renderer)` directe
// crasheja quan el SDL3 GPU ha reclamat la ventana.
screen->start();
Screen::get()->start();
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(renderer);
screen->blit();
Screen::get()->blit();
// Reproduce el efecto sonoro
JA_PlaySound(crashSound);
@@ -513,10 +509,10 @@ void Title::render() {
// Sección 1 - Titulo desplazandose
case SUBSECTION_TITLE_1: {
// Prepara para empezar a dibujar en la textura de juego
screen->start();
Screen::get()->start();
// Limpia la pantalla
screen->clean(bgColor);
Screen::get()->clean(bgColor);
// Dibuja el tileado de fondo
{
@@ -532,16 +528,16 @@ void Title::render() {
crisisBitmap->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
Screen::get()->blit();
} break;
// Sección 2 - Titulo vibrando
case SUBSECTION_TITLE_2: {
// Prepara para empezar a dibujar en la textura de juego
screen->start();
Screen::get()->start();
// Limpia la pantalla
screen->clean(bgColor);
Screen::get()->clean(bgColor);
// Dibuja el tileado de fondo
{
@@ -560,15 +556,15 @@ void Title::render() {
dustBitmapL->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
Screen::get()->blit();
} break;
// Sección 3 - La pantalla de titulo con el menú y la música
case SUBSECTION_TITLE_3: { // Prepara para empezar a dibujar en la textura de juego
screen->start();
Screen::get()->start();
// Limpia la pantalla
screen->clean(bgColor);
Screen::get()->clean(bgColor);
// Dibuja el tileado de fondo
{
@@ -598,14 +594,14 @@ void Title::render() {
// PRESS ANY KEY!
if ((counter % 50 > 14) && (menuVisible == false)) {
text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, PLAY_AREA_THIRD_QUARTER_Y + BLOCK, lang->getText(23), 1, noColor, 1, shdwTxtColor);
text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, PLAY_AREA_THIRD_QUARTER_Y + BLOCK, Lang::get()->getText(23), 1, noColor, 1, shdwTxtColor);
}
// Fade
fade->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
Screen::get()->blit();
} break;
default:
@@ -642,12 +638,12 @@ void Title::checkEvents() {
// Comprueba las entradas
void Title::checkInput() {
#ifndef __EMSCRIPTEN__
if (input->checkInput(input_exit, REPEAT_FALSE)) {
if (Input::get()->checkInput(input_exit, REPEAT_FALSE)) {
section->name = SECTION_PROG_QUIT;
return;
}
#endif
GlobalInputs::handle(screen, input);
GlobalInputs::handle();
}
// Actualiza el tileado de fondo
@@ -673,37 +669,37 @@ void Title::updateMenuLabels() {
// DIFFICULTY
switch (Options::settings.difficulty) {
case DIFFICULTY_EASY:
menu.options->setItemCaption(i, lang->getText(59) + ": " + lang->getText(66)); // EASY
menu.options->setItemCaption(i, Lang::get()->getText(59) + ": " + Lang::get()->getText(66)); // EASY
break;
case DIFFICULTY_NORMAL:
menu.options->setItemCaption(i, lang->getText(59) + ": " + lang->getText(67)); // NORMAL
menu.options->setItemCaption(i, Lang::get()->getText(59) + ": " + Lang::get()->getText(67)); // NORMAL
break;
case DIFFICULTY_HARD:
menu.options->setItemCaption(i, lang->getText(59) + ": " + lang->getText(68)); // HARD
menu.options->setItemCaption(i, Lang::get()->getText(59) + ": " + Lang::get()->getText(68)); // HARD
break;
default:
menu.options->setItemCaption(i, lang->getText(59) + ": " + lang->getText(67)); // NORMAL
menu.options->setItemCaption(i, Lang::get()->getText(59) + ": " + Lang::get()->getText(67)); // NORMAL
break;
}
i++;
// PLAYER 1 CONTROLS
menu.options->setItemCaption(i, lang->getText(62));
menu.options->setItemCaption(i, Lang::get()->getText(62));
i++;
// PLAYER 1 CONTROLS - OPTIONS
switch (Options::inputs[0].deviceType) {
case INPUT_USE_KEYBOARD:
menu.options->setItemCaption(i, lang->getText(69)); // KEYBOARD
menu.options->setItemCaption(i, Lang::get()->getText(69)); // KEYBOARD
menu.options->setGreyed(i, false);
break;
case INPUT_USE_GAMECONTROLLER:
menu.options->setItemCaption(i, lang->getText(70)); // GAME CONTROLLER
if (!input->gameControllerFound())
menu.options->setItemCaption(i, Lang::get()->getText(70)); // GAME CONTROLLER
if (!Input::get()->gameControllerFound())
menu.options->setGreyed(i, true);
else {
menu.options->setGreyed(i, false);
@@ -712,25 +708,25 @@ void Title::updateMenuLabels() {
break;
default:
menu.options->setItemCaption(i, lang->getText(69)); // KEYBOARD
menu.options->setItemCaption(i, Lang::get()->getText(69)); // KEYBOARD
break;
}
i++;
// PLAYER 2 CONTROLS
menu.options->setItemCaption(i, lang->getText(63));
menu.options->setItemCaption(i, Lang::get()->getText(63));
i++;
// PLAYER 2 CONTROLS - OPTIONS
switch (Options::inputs[1].deviceType) {
case INPUT_USE_KEYBOARD:
menu.options->setItemCaption(i, lang->getText(69)); // KEYBOARD
menu.options->setItemCaption(i, Lang::get()->getText(69)); // KEYBOARD
menu.options->setGreyed(i, false);
break;
case INPUT_USE_GAMECONTROLLER:
menu.options->setItemCaption(i, lang->getText(70)); // GAME CONTROLLER
if (!input->gameControllerFound())
menu.options->setItemCaption(i, Lang::get()->getText(70)); // GAME CONTROLLER
if (!Input::get()->gameControllerFound())
menu.options->setGreyed(i, true);
else {
menu.options->setGreyed(i, false);
@@ -739,7 +735,7 @@ void Title::updateMenuLabels() {
break;
default:
menu.options->setItemCaption(i, lang->getText(69)); // KEYBOARD
menu.options->setItemCaption(i, Lang::get()->getText(69)); // KEYBOARD
break;
}
@@ -747,59 +743,59 @@ void Title::updateMenuLabels() {
// LANGUAGE
switch (Options::settings.language) {
case es_ES:
menu.options->setItemCaption(i, lang->getText(8) + ": " + lang->getText(24)); // SPANISH
menu.options->setItemCaption(i, Lang::get()->getText(8) + ": " + Lang::get()->getText(24)); // SPANISH
break;
case ba_BA:
menu.options->setItemCaption(i, lang->getText(8) + ": " + lang->getText(25)); // VALENCIAN
menu.options->setItemCaption(i, Lang::get()->getText(8) + ": " + Lang::get()->getText(25)); // VALENCIAN
break;
case en_UK:
menu.options->setItemCaption(i, lang->getText(8) + ": " + lang->getText(26)); // ENGLISH
menu.options->setItemCaption(i, Lang::get()->getText(8) + ": " + Lang::get()->getText(26)); // ENGLISH
break;
default:
menu.options->setItemCaption(i, lang->getText(8) + ": " + lang->getText(26)); // ENGLISH
menu.options->setItemCaption(i, Lang::get()->getText(8) + ": " + Lang::get()->getText(26)); // ENGLISH
break;
}
i++;
// DISPLAY MODE
menu.options->setItemCaption(i, lang->getText(58));
menu.options->setItemCaption(i, Lang::get()->getText(58));
i++;
// DISPLAY MODE - OPTIONS
menu.options->setItemCaption(i, Options::video.fullscreen ? lang->getText(5) : lang->getText(4));
menu.options->setItemCaption(i, Options::video.fullscreen ? Lang::get()->getText(5) : Lang::get()->getText(4));
i++;
// WINDOW SIZE
menu.options->setItemCaption(i, lang->getText(7) + " x" + std::to_string(Options::window.zoom)); // WINDOW SIZE
menu.options->setItemCaption(i, Lang::get()->getText(7) + " x" + std::to_string(Options::window.zoom)); // WINDOW SIZE
i++;
// SCALE MODE
if (Options::video.scale_mode == SDL_SCALEMODE_LINEAR)
menu.options->setItemCaption(i, lang->getText(60) + ": " + lang->getText(71)); // BILINEAL
menu.options->setItemCaption(i, Lang::get()->getText(60) + ": " + Lang::get()->getText(71)); // BILINEAL
else
menu.options->setItemCaption(i, lang->getText(60) + ": " + lang->getText(72)); // LINEAL
menu.options->setItemCaption(i, Lang::get()->getText(60) + ": " + Lang::get()->getText(72)); // LINEAL
i++;
// VSYNC
if (Options::video.vsync)
menu.options->setItemCaption(i, lang->getText(61) + ": " + lang->getText(73)); // ON
menu.options->setItemCaption(i, Lang::get()->getText(61) + ": " + Lang::get()->getText(73)); // ON
else
menu.options->setItemCaption(i, lang->getText(61) + ": " + lang->getText(74)); // OFF
menu.options->setItemCaption(i, Lang::get()->getText(61) + ": " + Lang::get()->getText(74)); // OFF
i++;
// HOW TO PLAY
menu.options->setItemCaption(i, lang->getText(2));
menu.options->setItemCaption(i, Lang::get()->getText(2));
i++;
// ACCEPT
menu.options->setItemCaption(i, lang->getText(9)); // ACCEPT
menu.options->setItemCaption(i, Lang::get()->getText(9)); // ACCEPT
i++;
// CANCEL
menu.options->setItemCaption(i, lang->getText(10)); // CANCEL
menu.options->setItemCaption(i, Lang::get()->getText(10)); // CANCEL
// Recoloca el menu de opciones
menu.options->centerMenuOnX(GAMECANVAS_CENTER_X);
@@ -808,13 +804,13 @@ void Title::updateMenuLabels() {
// Establece las etiquetas del menu de titulo
#ifdef GAME_CONSOLE
menu.title->setItemCaption(0, lang->getText(0)); // PLAY
menu.title->setItemCaption(0, Lang::get()->getText(0)); // PLAY
#else
menu.title->setItemCaption(0, lang->getText(51)); // 1 PLAYER
menu.title->setItemCaption(0, Lang::get()->getText(51)); // 1 PLAYER
#endif
menu.title->setItemCaption(1, lang->getText(52)); // 2 PLAYERS
menu.title->setItemCaption(2, lang->getText(1)); // OPTIONS
menu.title->setItemCaption(3, lang->getText(3)); // QUIT
menu.title->setItemCaption(1, Lang::get()->getText(52)); // 2 PLAYERS
menu.title->setItemCaption(2, Lang::get()->getText(1)); // OPTIONS
menu.title->setItemCaption(3, Lang::get()->getText(3)); // QUIT
#ifdef __EMSCRIPTEN__
menu.title->setVisible(3, false);
menu.title->setSelectable(3, false);
@@ -825,8 +821,8 @@ void Title::updateMenuLabels() {
menu.title->centerMenuElementsOnX();
// Establece las etiquetas del menu de seleccion de jugador
menu.playerSelect->setItemCaption(0, lang->getText(39)); // SELECT PLAYER
menu.playerSelect->setItemCaption(3, lang->getText(40)); // BACK
menu.playerSelect->setItemCaption(0, Lang::get()->getText(39)); // SELECT PLAYER
menu.playerSelect->setItemCaption(3, Lang::get()->getText(40)); // BACK
// Recoloca el menu de selección de jugador
menu.playerSelect->centerMenuOnX(GAMECANVAS_CENTER_X);
@@ -846,11 +842,11 @@ void Title::updateMenuLabels() {
// Aplica las opciones de menu seleccionadas
void Title::applyOptions() {
screen->setVideoMode(Options::video.fullscreen);
screen->setWindowZoom(Options::window.zoom);
screen->setVSync(Options::video.vsync);
Screen::get()->setVideoMode(Options::video.fullscreen);
Screen::get()->setWindowZoom(Options::window.zoom);
Screen::get()->setVSync(Options::video.vsync);
lang->setLang(Options::settings.language);
Lang::get()->setLang(Options::settings.language);
updateMenuLabels();
createTiledBackground();
@@ -954,7 +950,7 @@ void Title::run() {
// Inicia la parte donde se muestran las instrucciones
void Title::runInstructions(mode_e mode) {
instructions = new Instructions(renderer, screen, asset, input, lang, section);
instructions = new Instructions(renderer, section);
instructions->start(mode);
instructionsActive = true;
instructionsMode = mode;
@@ -965,7 +961,7 @@ void Title::runDemoGame() {
// Temporalmente ponemos section para que el constructor de Game funcione
section->name = SECTION_PROG_GAME;
section->subsection = SUBSECTION_GAME_PLAY_1P;
demoGame = new Game(1, 0, renderer, screen, asset, lang, input, true, section);
demoGame = new Game(1, 0, renderer, true, section);
demoGameActive = true;
// Restauramos section para que Director no transicione fuera de Title
section->name = SECTION_PROG_TITLE;
@@ -975,7 +971,7 @@ void Title::runDemoGame() {
bool Title::updatePlayerInputs(int numPlayer) {
const int numDevices = availableInputDevices.size();
if (!input->gameControllerFound()) { // Si no hay mandos se deja todo de manera prefijada
if (!Input::get()->gameControllerFound()) { // Si no hay mandos se deja todo de manera prefijada
deviceIndex[0] = 0;
deviceIndex[1] = 0;
@@ -1035,7 +1031,7 @@ void Title::createTiledBackground() {
}
// Crea los objetos para pintar en la textura de fondo
Texture *bgTileTexture = new Texture(renderer, asset->get("title_bg_tile.png"));
Texture *bgTileTexture = new Texture(renderer, Asset::get()->get("title_bg_tile.png"));
Sprite *tile = new Sprite({0, 0, 64, 64}, bgTileTexture, renderer);
// Prepara para dibujar sobre la textura
@@ -1069,7 +1065,7 @@ void Title::checkInputDevices() {
if (Options::settings.console) {
std::cout << "Filling devices for options menu..." << std::endl;
}
const int numControllers = input->getNumControllers();
const int numControllers = Input::get()->getNumControllers();
availableInputDevices.clear();
input_t temp;
@@ -1077,7 +1073,7 @@ void Title::checkInputDevices() {
if (numControllers > 0)
for (int i = 0; i < numControllers; ++i) {
temp.id = i;
temp.name = input->getControllerName(i);
temp.name = Input::get()->getControllerName(i);
temp.deviceType = INPUT_USE_GAMECONTROLLER;
availableInputDevices.push_back(temp);
if (Options::settings.console) {

View File

@@ -8,13 +8,9 @@
#include "game/scenes/instructions.h" // for mode_e
#include "utils/utils.h" // for input_t, section_t
class AnimatedSprite;
class Asset;
class Fade;
class Game;
class Input;
class Lang;
class Menu;
class Screen;
class SmartSprite;
class Sprite;
class Text;
@@ -43,10 +39,6 @@ class Title {
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
Input *input; // Objeto para leer las entradas de teclado o mando
Lang *lang; // Objeto para gestionar los textos en diferentes idiomas
Instructions *instructions; // Objeto para la sección de las instrucciones
Game *demoGame; // Objeto para lanzar la demo del juego
SDL_Event *eventHandler; // Manejador de eventos
@@ -73,19 +65,19 @@ class Title {
Fade *fade; // Objeto para realizar fundidos en pantalla
// Variable
JA_Music_t *titleMusic; // Musica para el titulo
JA_Sound_t *crashSound; // Sonido con el impacto del título
int backgroundCounter; // Temporizador para el fondo de tiles de la pantalla de titulo
int counter; // Temporizador para la pantalla de titulo
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint8 backgroundMode; // Variable para almacenar el tipo de efecto que hará el fondo de la pantalla de titulo
float sin[360]; // Vector con los valores del seno precalculados
bool menuVisible; // Indicador para saber si se muestra el menu del titulo o la frase intermitente
bool demo; // Indica si el modo demo estará activo
section_t nextSection; // Indica cual es la siguiente sección a cargar cuando termine el contador del titulo
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
Uint8 postFade; // Opción a realizar cuando termina el fundido
menu_t menu; // Variable con todos los objetos menus y sus variables
JA_Music_t *titleMusic; // Musica para el titulo
JA_Sound_t *crashSound; // Sonido con el impacto del título
int backgroundCounter; // Temporizador para el fondo de tiles de la pantalla de titulo
int counter; // Temporizador para la pantalla de titulo
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint8 backgroundMode; // Variable para almacenar el tipo de efecto que hará el fondo de la pantalla de titulo
float sin[360]; // Vector con los valores del seno precalculados
bool menuVisible; // Indicador para saber si se muestra el menu del titulo o la frase intermitente
bool demo; // Indica si el modo demo estará activo
section_t nextSection; // Indica cual es la siguiente sección a cargar cuando termine el contador del titulo
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
Uint8 postFade; // Opción a realizar cuando termina el fundido
menu_t menu; // Variable con todos los objetos menus y sus variables
// Snapshot per a permetre CANCEL al menú d'opcions.
Options::Video prevVideo;
Options::Window prevWindow;
@@ -153,7 +145,7 @@ class Title {
public:
// Constructor
Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset, Lang *lang, section_t *section);
Title(SDL_Renderer *renderer, section_t *section);
// Destructor
~Title();

View File

@@ -11,11 +11,9 @@
#include "core/resources/resource_helper.h"
// Constructor
Menu::Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file) {
Menu::Menu(SDL_Renderer *renderer, std::string file) {
// Copia punteros
this->renderer = renderer;
this->asset = asset;
this->input = input;
// Inicializa punteros
soundMove = nullptr;
@@ -74,8 +72,6 @@ Menu::Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file)
Menu::~Menu() {
renderer = nullptr;
asset = nullptr;
input = nullptr;
if (soundMove) {
JA_DeleteSound(soundMove);
@@ -130,8 +126,8 @@ bool Menu::parseFromStream(std::istream &file, const std::string &filename) {
// Crea el objeto text tan pronto como se pueda. Necesario para añadir items.
// Carga via ResourceHelper para que funcione tanto con pack como con filesystem.
if (font_png != "" && font_txt != "" && !textAllocated) {
auto pngBytes = ResourceHelper::loadFile(asset->get(font_png));
auto txtBytes = ResourceHelper::loadFile(asset->get(font_txt));
auto pngBytes = ResourceHelper::loadFile(Asset::get()->get(font_png));
auto txtBytes = ResourceHelper::loadFile(Asset::get()->get(font_txt));
text = new Text(pngBytes, txtBytes, renderer);
textAllocated = true;
}
@@ -218,17 +214,17 @@ bool Menu::setVars(std::string var, std::string value) {
}
else if (var == "sound_cancel") {
auto bytes = ResourceHelper::loadFile(asset->get(value));
auto bytes = ResourceHelper::loadFile(Asset::get()->get(value));
if (!bytes.empty()) soundCancel = JA_LoadSound(bytes.data(), (uint32_t)bytes.size());
}
else if (var == "sound_accept") {
auto bytes = ResourceHelper::loadFile(asset->get(value));
auto bytes = ResourceHelper::loadFile(Asset::get()->get(value));
if (!bytes.empty()) soundAccept = JA_LoadSound(bytes.data(), (uint32_t)bytes.size());
}
else if (var == "sound_move") {
auto bytes = ResourceHelper::loadFile(asset->get(value));
auto bytes = ResourceHelper::loadFile(Asset::get()->get(value));
if (!bytes.empty()) soundMove = JA_LoadSound(bytes.data(), (uint32_t)bytes.size());
}
@@ -770,7 +766,7 @@ void Menu::setDefaultActionWhenCancel(int item) {
// Gestiona la entrada de teclado y mando durante el menu
void Menu::checkInput() {
if (input->checkInput(input_up, REPEAT_FALSE)) {
if (Input::get()->checkInput(input_up, REPEAT_FALSE)) {
if (decreaseSelectorIndex()) {
if (soundMove) {
JA_PlaySound(soundMove);
@@ -778,7 +774,7 @@ void Menu::checkInput() {
}
}
if (input->checkInput(input_down, REPEAT_FALSE)) {
if (Input::get()->checkInput(input_down, REPEAT_FALSE)) {
if (increaseSelectorIndex()) {
if (soundMove) {
JA_PlaySound(soundMove);
@@ -786,14 +782,14 @@ void Menu::checkInput() {
}
}
if (input->checkInput(input_accept, REPEAT_FALSE)) {
if (Input::get()->checkInput(input_accept, REPEAT_FALSE)) {
itemSelected = selector.index;
if (soundAccept) {
JA_PlaySound(soundAccept);
}
}
if (input->checkInput(input_cancel, REPEAT_FALSE)) {
if (Input::get()->checkInput(input_cancel, REPEAT_FALSE)) {
itemSelected = defaultActionWhenCancel;
if (soundCancel) {
JA_PlaySound(soundCancel);
@@ -875,7 +871,7 @@ void Menu::setBackgroundType(int value) {
// Establece la fuente de texto que se utilizará
void Menu::setText(std::string font_png, std::string font_txt) {
if (!text) {
text = new Text(asset->get(font_png), asset->get(font_txt), renderer);
text = new Text(Asset::get()->get(font_png), Asset::get()->get(font_txt), renderer);
}
}

View File

@@ -7,8 +7,6 @@
#include <vector> // for vector
#include "utils/utils.h" // for color_t
class Asset;
class Input;
class Text;
struct JA_Sound_t;
@@ -70,9 +68,7 @@ class Menu {
// Objetos y punteros
SDL_Renderer *renderer; // Puntero al renderizador de la ventana
Asset *asset; // Objeto para gestionar los ficheros de recursos
Text *text; // Texto para poder escribir los items del menu
Input *input; // Gestor de eventos de entrada de teclado o gamepad
// Variables
std::string name; // Nombre del menu
@@ -146,7 +142,7 @@ class Menu {
public:
// Constructor
Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file = "");
Menu(SDL_Renderer *renderer, std::string file = "");
// Destructor
~Menu();