reestructuració

This commit is contained in:
2026-04-17 17:15:38 +02:00
parent 55caef3210
commit 5fec0110b3
66 changed files with 221 additions and 217 deletions

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#include "core/system/director.h"
#include <SDL3/SDL.h>
#include <errno.h> // for errno, EEXIST, EACCES, ENAMETOO...
#include <stdio.h> // for printf, perror
#include <string.h> // for strcmp
#ifndef __EMSCRIPTEN__
#include <sys/stat.h> // for mkdir, stat, S_IRWXU
#include <unistd.h> // for getuid
#endif
#include <cstdlib> // for exit, EXIT_FAILURE, srand
#include <filesystem>
#include <fstream> // for basic_ostream, operator<<, basi...
#include <iostream> // for cout
#include <memory>
#include <string> // for basic_string, operator+, char_t...
#include <vector> // for vector
#include "core/audio/jail_audio.hpp" // for JA_Init
#include "core/input/input.h" // for Input, inputs_e, INPUT_USE_GAME...
#include "core/input/mouse.hpp" // for Mouse::handleEvent, Mouse::upda...
#include "core/locale/lang.h" // for Lang, MAX_LANGUAGES, ba_BA, en_UK
#include "core/rendering/screen.h" // for FILTER_NEAREST, Screen, FILTER_...
#include "core/rendering/texture.h" // for Texture
#include "core/resources/asset.h" // for Asset, assetType
#include "core/resources/resource.h"
#include "core/resources/resource_helper.h"
#include "game/defaults.hpp" // for SECTION_PROG_LOGO, GAMECANVAS_H...
#include "game/game.h" // for Game
#include "game/scenes/intro.h" // for Intro
#include "game/scenes/logo.h" // for Logo
#include "game/scenes/title.h" // for Title
#include "utils/utils.h" // for options_t, input_t, boolToString
#if !defined(_WIN32) && !defined(__EMSCRIPTEN__)
#include <pwd.h>
#endif
// Constructor
Director::Director(int argc, const char *argv[]) {
std::cout << "Game start" << std::endl;
// Inicializa variables
section = new section_t();
section->name = SECTION_PROG_LOGO;
// Inicializa las opciones del programa
initOptions();
// Comprueba los parametros del programa
checkProgramArguments(argc, argv);
// Crea la carpeta del sistema donde guardar datos
createSystemFolder("jailgames");
#ifndef DEBUG
createSystemFolder("jailgames/coffee_crisis");
#else
createSystemFolder("jailgames/coffee_crisis_debug");
#endif
// Inicializa el sistema de recursos (pack + fallback).
// En wasm siempre se usa filesystem (MEMFS) porque el propio --preload-file
// de emscripten ya empaqueta data/ — no hay resources.pack.
{
#if defined(__EMSCRIPTEN__)
const bool enable_fallback = true;
#elif defined(RELEASE_BUILD)
const bool enable_fallback = false;
#else
const bool enable_fallback = true;
#endif
if (!ResourceHelper::initializeResourceSystem("resources.pack", enable_fallback)) {
std::cerr << "Fatal: resource system init failed (missing resources.pack?)" << std::endl;
exit(EXIT_FAILURE);
}
}
// Crea el objeto que controla los ficheros de recursos
asset = new Asset(executablePath);
asset->setVerbose(options->console);
// Si falta algún fichero no inicia el programa
if (!setFileList()) {
exit(EXIT_FAILURE);
}
// Carga el fichero de configuración
loadConfigFile();
// Inicializa SDL
initSDL();
// Inicializa JailAudio
initJailAudio();
// Establece el modo de escalado de texturas
Texture::setGlobalScaleMode(options->filter == FILTER_NEAREST ? SDL_SCALEMODE_NEAREST : SDL_SCALEMODE_LINEAR);
// Crea los objetos
lang = new Lang(asset);
lang->setLang(options->language);
#ifdef __EMSCRIPTEN__
input = new Input("/gamecontrollerdb.txt");
#else
{
const std::string binDir = std::filesystem::path(executablePath).parent_path().string();
#ifdef MACOS_BUNDLE
input = new Input(binDir + "/../Resources/gamecontrollerdb.txt");
#else
input = new Input(binDir + "/gamecontrollerdb.txt");
#endif
}
#endif
initInput();
// Precarga todos los recursos en memoria (texturas, sonidos, música, ...).
// Vivirán durante toda la vida de la app; las escenas leen handles compartidos.
// Debe ir antes de crear Screen porque Screen usa Text (propiedad de Resource).
Resource::init(renderer, asset, input);
screen = new Screen(window, renderer, asset, options);
activeSection = ActiveSection::None;
}
Director::~Director() {
saveConfigFile();
// Libera las secciones primero: sus destructores tocan audio/render SDL
// (p.ej. Intro::~Intro llama a JA_DeleteMusic) y deben ejecutarse antes
// de SDL_Quit().
logo.reset();
intro.reset();
title.reset();
game.reset();
// Screen puede tener referencias a Text propiedad de Resource: destruir
// Screen antes que Resource.
delete screen;
// Libera todos los recursos precargados antes de cerrar SDL.
Resource::destroy();
delete asset;
delete input;
delete lang;
delete options;
delete section;
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
ResourceHelper::shutdownResourceSystem();
std::cout << "\nBye!" << std::endl;
}
// Inicializa el objeto input
void Director::initInput() {
// Establece si ha de mostrar mensajes
input->setVerbose(options->console);
// Busca si hay un mando conectado
input->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);
// 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);
// 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);
// 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);
#ifdef GAME_CONSOLE
input->bindGameControllerButton(input_pause, SDL_GAMEPAD_BUTTON_BACK);
input->bindGameControllerButton(input_exit, SDL_GAMEPAD_BUTTON_START);
#else
input->bindGameControllerButton(input_pause, SDL_GAMEPAD_BUTTON_START);
input->bindGameControllerButton(input_exit, SDL_GAMEPAD_BUTTON_BACK);
#endif
}
// Inicializa JailAudio
void Director::initJailAudio() {
JA_Init(48000, SDL_AUDIO_S16, 2);
}
// Arranca SDL y crea la ventana
bool Director::initSDL() {
// Indicador de éxito
bool success = true;
// Inicializa SDL
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD)) {
if (options->console) {
std::cout << "SDL could not initialize!\nSDL Error: " << SDL_GetError() << std::endl;
}
success = false;
} else {
// Inicia el generador de numeros aleatorios
std::srand(static_cast<unsigned int>(SDL_GetTicks()));
// Crea la ventana
int incW = 0;
int incH = 0;
if (options->borderEnabled) {
incW = options->borderWidth * 2;
incH = options->borderHeight * 2;
}
window = SDL_CreateWindow(WINDOW_CAPTION, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, 0);
if (window == nullptr) {
if (options->console) {
std::cout << "Window could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
success = false;
} else {
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
// Crea un renderizador para la ventana
renderer = SDL_CreateRenderer(window, NULL);
if (renderer == nullptr) {
if (options->console) {
std::cout << "Renderer could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
success = false;
} else {
// Activa vsync si es necesario
if (options->vSync) {
SDL_SetRenderVSync(renderer, 1);
}
// Inicializa el color de renderizado
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
// Establece el tamaño del buffer de renderizado
SDL_SetRenderLogicalPresentation(renderer, options->gameWidth, options->gameHeight, SDL_LOGICAL_PRESENTATION_LETTERBOX);
// Establece el modo de mezcla
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
}
}
}
if (options->console) {
std::cout << std::endl;
}
return success;
}
// Crea el indice de ficheros
bool Director::setFileList() {
#ifdef MACOS_BUNDLE
const std::string prefix = "/../Resources";
#else
const std::string prefix = "";
#endif
// Ficheros de configuración
asset->add(systemFolder + "/config.txt", t_data, false, true);
asset->add(systemFolder + "/score.bin", t_data, false, true);
asset->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);
// 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);
// 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->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->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->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->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->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->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->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);
// 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);
// 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);
// 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);
return asset->check();
}
// Inicializa las opciones del programa
void Director::initOptions() {
// Crea el puntero a la estructura de opciones
options = new options_t;
// Pone unos valores por defecto para las opciones de control
options->input.clear();
input_t inp;
inp.id = 0;
inp.name = "KEYBOARD";
inp.deviceType = INPUT_USE_KEYBOARD;
options->input.push_back(inp);
inp.id = 0;
inp.name = "GAME CONTROLLER";
inp.deviceType = INPUT_USE_GAMECONTROLLER;
options->input.push_back(inp);
// Opciones de video
options->gameWidth = GAMECANVAS_WIDTH;
options->gameHeight = GAMECANVAS_HEIGHT;
options->videoMode = 0;
options->windowSize = 3;
options->filter = FILTER_NEAREST;
options->vSync = true;
options->integerScale = true;
options->keepAspect = true;
options->borderWidth = 0;
options->borderHeight = 0;
options->borderEnabled = false;
// Opciones varios
options->playerSelected = 0;
options->difficulty = DIFFICULTY_NORMAL;
options->language = ba_BA;
options->console = false;
#ifdef __EMSCRIPTEN__
// En Emscripten la ventana la gestiona el navegador
options->windowSize = 4;
options->videoMode = 0;
options->integerScale = true;
#endif
}
// Comprueba los parametros del programa
void Director::checkProgramArguments(int argc, const char *argv[]) {
// Establece la ruta del programa
executablePath = argv[0];
// Comprueba el resto de parametros
for (int i = 1; i < argc; ++i) {
if (strcmp(argv[i], "--console") == 0) {
options->console = true;
}
}
}
// Crea la carpeta del sistema donde guardar datos
void Director::createSystemFolder(const std::string &folder) {
#ifdef __EMSCRIPTEN__
// En Emscripten usamos una carpeta en MEMFS (no persistente)
systemFolder = "/config/" + folder;
#elif _WIN32
systemFolder = std::string(getenv("APPDATA")) + "/" + folder;
#elif __APPLE__
struct passwd *pw = getpwuid(getuid());
const char *homedir = pw->pw_dir;
systemFolder = std::string(homedir) + "/Library/Application Support" + "/" + folder;
#elif __linux__
struct passwd *pw = getpwuid(getuid());
const char *homedir = pw->pw_dir;
systemFolder = std::string(homedir) + "/.config/" + folder;
{
// Intenta crear ".config", per si no existeix
std::string config_base_folder = std::string(homedir) + "/.config";
int ret = mkdir(config_base_folder.c_str(), S_IRWXU);
if (ret == -1 && errno != EEXIST) {
printf("ERROR CREATING CONFIG BASE FOLDER.");
exit(EXIT_FAILURE);
}
}
#endif
#ifdef __EMSCRIPTEN__
// En Emscripten no necesitamos crear carpetas (MEMFS las crea automáticamente)
(void)folder;
#else
struct stat st = {0};
if (stat(systemFolder.c_str(), &st) == -1) {
errno = 0;
#ifdef _WIN32
int ret = mkdir(systemFolder.c_str());
#else
int ret = mkdir(systemFolder.c_str(), S_IRWXU);
#endif
if (ret == -1) {
switch (errno) {
case EACCES:
printf("the parent directory does not allow write");
exit(EXIT_FAILURE);
case EEXIST:
printf("pathname already exists");
exit(EXIT_FAILURE);
case ENAMETOOLONG:
printf("pathname is too long");
exit(EXIT_FAILURE);
default:
perror("mkdir");
exit(EXIT_FAILURE);
}
}
}
#endif
}
// Carga el fichero de configuración
bool Director::loadConfigFile() {
// Indicador de éxito en la carga
bool success = true;
// Variables para manejar el fichero
const std::string filePath = "config.txt";
std::string line;
std::ifstream file(asset->get(filePath));
// Si el fichero se puede abrir
if (file.good()) {
// Procesa el fichero linea a linea
if (options->console) {
std::cout << "Reading file " << filePath << std::endl;
}
while (std::getline(file, line)) {
// Comprueba que la linea no sea un comentario
if (line.substr(0, 1) != "#") {
// Encuentra la posición del caracter '='
int pos = line.find("=");
// Procesa las dos subcadenas
if (!setOptions(options, line.substr(0, pos), line.substr(pos + 1, line.length()))) {
if (options->console) {
std::cout << "Warning: file " << filePath << std::endl;
std::cout << "Unknown parameter " << line.substr(0, pos).c_str() << std::endl;
}
success = false;
}
}
}
// Cierra el fichero
if (options->console) {
std::cout << "Closing file " << filePath << std::endl;
}
file.close();
}
// El fichero no existe
else { // Crea el fichero con los valores por defecto
saveConfigFile();
}
// Normaliza los valores
if (options->videoMode != 0 && options->videoMode != SDL_WINDOW_FULLSCREEN) {
options->videoMode = 0;
}
if (options->windowSize < 1 || options->windowSize > 4) {
options->windowSize = 3;
}
if (options->language < 0 || options->language > MAX_LANGUAGES) {
options->language = en_UK;
}
return success;
}
// Guarda el fichero de configuración
bool Director::saveConfigFile() {
bool success = true;
// Crea y abre el fichero de texto
std::ofstream file(asset->get("config.txt"));
if (file.good()) {
if (options->console) {
std::cout << asset->get("config.txt") << " open for writing" << std::endl;
}
} else {
if (options->console) {
std::cout << asset->get("config.txt") << " can't be opened" << std::endl;
}
}
// Opciones g´raficas
file << "## VISUAL OPTIONS\n";
if (options->videoMode == 0) {
file << "videoMode=0\n";
}
else if (options->videoMode == SDL_WINDOW_FULLSCREEN) {
file << "videoMode=SDL_WINDOW_FULLSCREEN\n";
}
file << "windowSize=" + std::to_string(options->windowSize) + "\n";
if (options->filter == FILTER_NEAREST) {
file << "filter=FILTER_NEAREST\n";
} else {
file << "filter=FILTER_LINEAL\n";
}
file << "vSync=" + boolToString(options->vSync) + "\n";
file << "integerScale=" + boolToString(options->integerScale) + "\n";
file << "keepAspect=" + boolToString(options->keepAspect) + "\n";
file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n";
file << "borderWidth=" + std::to_string(options->borderWidth) + "\n";
file << "borderHeight=" + std::to_string(options->borderHeight) + "\n";
// Otras opciones del programa
file << "\n## OTHER OPTIONS\n";
file << "language=" + std::to_string(options->language) + "\n";
file << "difficulty=" + std::to_string(options->difficulty) + "\n";
file << "input0=" + std::to_string(options->input[0].deviceType) + "\n";
file << "input1=" + std::to_string(options->input[1].deviceType) + "\n";
// Cierra el fichero
file.close();
return success;
}
// Gestiona las transiciones entre secciones
void Director::handleSectionTransition() {
// Determina qué sección debería estar activa
ActiveSection targetSection = ActiveSection::None;
switch (section->name) {
case SECTION_PROG_LOGO:
targetSection = ActiveSection::Logo;
break;
case SECTION_PROG_INTRO:
targetSection = ActiveSection::Intro;
break;
case SECTION_PROG_TITLE:
targetSection = ActiveSection::Title;
break;
case SECTION_PROG_GAME:
targetSection = ActiveSection::Game;
break;
}
// Si no ha cambiado, no hay nada que hacer
if (targetSection == activeSection) return;
// Destruye la sección anterior
logo.reset();
intro.reset();
title.reset();
game.reset();
// Crea la nueva sección
activeSection = targetSection;
switch (activeSection) {
case ActiveSection::Logo:
logo = std::make_unique<Logo>(renderer, screen, asset, input, section);
break;
case ActiveSection::Intro:
intro = std::make_unique<Intro>(renderer, screen, asset, input, lang, section);
break;
case ActiveSection::Title:
title = std::make_unique<Title>(renderer, screen, input, asset, options, lang, 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, options, section);
break;
}
case ActiveSection::None:
break;
}
}
// Ejecuta un frame del juego
SDL_AppResult Director::iterate() {
#ifdef __EMSCRIPTEN__
// En WASM no se puede salir: reinicia al logo
if (section->name == SECTION_PROG_QUIT) {
section->name = SECTION_PROG_LOGO;
}
#else
if (section->name == SECTION_PROG_QUIT) {
return SDL_APP_SUCCESS;
}
#endif
// Actualiza la visibilidad del cursor del ratón
Mouse::updateCursorVisibility(options->videoMode != 0);
// Gestiona las transiciones entre secciones
handleSectionTransition();
// Ejecuta un frame de la sección activa
switch (activeSection) {
case ActiveSection::Logo:
logo->iterate();
break;
case ActiveSection::Intro:
intro->iterate();
break;
case ActiveSection::Title:
title->iterate();
break;
case ActiveSection::Game:
game->iterate();
break;
case ActiveSection::None:
break;
}
return SDL_APP_CONTINUE;
}
// Procesa un evento
SDL_AppResult Director::handleEvent(SDL_Event *event) {
#ifndef __EMSCRIPTEN__
// Evento de salida de la aplicación
if (event->type == SDL_EVENT_QUIT) {
section->name = SECTION_PROG_QUIT;
return SDL_APP_SUCCESS;
}
#endif
// 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),
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),
color_t{0xFF, 0x50, 0x50},
color_t{0, 0, 0},
2500);
}
}
// Gestiona la visibilidad del cursor según el movimiento del ratón
Mouse::handleEvent(*event, options->videoMode != 0);
// Reenvía el evento a la sección activa
switch (activeSection) {
case ActiveSection::Logo:
logo->handleEvent(event);
break;
case ActiveSection::Intro:
intro->handleEvent(event);
break;
case ActiveSection::Title:
title->handleEvent(event);
break;
case ActiveSection::Game:
game->handleEvent(event);
break;
case ActiveSection::None:
break;
}
return SDL_APP_CONTINUE;
}
// Asigna variables a partir de dos cadenas
bool Director::setOptions(options_t *options, std::string var, std::string value) {
// Indicador de éxito en la asignación
bool success = true;
// Opciones de video
if (var == "videoMode") {
if (value == "SDL_WINDOW_FULLSCREEN" || value == "SDL_WINDOW_FULLSCREEN_DESKTOP") {
options->videoMode = SDL_WINDOW_FULLSCREEN;
} else {
options->videoMode = 0;
}
}
else if (var == "windowSize") {
options->windowSize = std::stoi(value);
if ((options->windowSize < 1) || (options->windowSize > 4)) {
options->windowSize = 3;
}
}
else if (var == "filter") {
if (value == "FILTER_LINEAL") {
options->filter = FILTER_LINEAL;
} else {
options->filter = FILTER_NEAREST;
}
}
else if (var == "vSync") {
options->vSync = stringToBool(value);
}
else if (var == "integerScale") {
options->integerScale = stringToBool(value);
}
else if (var == "keepAspect") {
options->keepAspect = stringToBool(value);
}
else if (var == "borderEnabled") {
options->borderEnabled = stringToBool(value);
}
else if (var == "borderWidth") {
options->borderWidth = std::stoi(value);
}
else if (var == "borderHeight") {
options->borderHeight = std::stoi(value);
}
// Opciones varias
else if (var == "language") {
options->language = std::stoi(value);
}
else if (var == "difficulty") {
options->difficulty = std::stoi(value);
}
else if (var == "input0") {
options->input[0].deviceType = std::stoi(value);
}
else if (var == "input1") {
options->input[1].deviceType = std::stoi(value);
}
// Lineas vacias o que empiezan por comentario
else if (var == "" || var.substr(0, 1) == "#") {
}
else {
success = false;
}
return success;
}