Añadiendo la clase asset
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@@ -7,26 +7,26 @@
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// Constructor
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Director::Director(std::string path)
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{
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// Inicializa la ruta
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setExecutablePath(path);
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// Crea el objeto que controla los ficheros de recursos
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mAsset = new Asset(path.substr(0, path.find_last_of("\\/")) + "../");
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// Establece la lista de ficheros
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setFileList();
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// Si falta algún fichero no inicies el programa
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Uint8 section = PROG_SECTION_LOGO;
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if (!checkFileList())
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if (!setFileList())
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{// Si falta algún fichero no inicies el programa
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section = PROG_SECTION_QUIT;
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}
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// Crea el objeto de idioma
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mLang = new Lang(mFileList);
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mLang = new Lang(mAsset);
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// Crea el puntero a la estructura y carga el fichero de configuración
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mOptions = new options_t;
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loadConfigFile();
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// Crea los objetos
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mInput = new Input(mFileList[53]);
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mInput = new Input(mAsset->get("controllerdb.txt"));
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// Inicializa SDL
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initSDL();
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@@ -48,6 +48,9 @@ Director::~Director()
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{
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saveConfigFile();
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delete mAsset;
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mAsset = nullptr;
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delete mInput;
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mInput = nullptr;
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@@ -172,10 +175,82 @@ bool Director::initSDL()
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}
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// Crea el indice de ficheros
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void Director::setFileList()
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bool Director::setFileList()
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{
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// Ficheros binarios
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mAsset->add("data/score.bin", data, false);
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mAsset->add("data/demo.bin", data);
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mAsset->add("data/config.bin", data, false);
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// Musicas
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mAsset->add("media/music/intro.ogg", music);
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mAsset->add("media/music/playing.ogg", music);
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mAsset->add("media/music/title.ogg", music);
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// Sonidos
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mAsset->add("media/sound/balloon.wav", sound);
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mAsset->add("media/sound/bubble1.wav", sound);
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mAsset->add("media/sound/bubble2.wav", sound);
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mAsset->add("media/sound/bubble3.wav", sound);
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mAsset->add("media/sound/bubble4.wav", sound);
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mAsset->add("media/sound/bullet.wav", sound);
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mAsset->add("media/sound/coffeeout.wav", sound);
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mAsset->add("media/sound/hiscore.wav", sound);
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mAsset->add("media/sound/itemdrop.wav", sound);
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mAsset->add("media/sound/itempickup.wav", sound);
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mAsset->add("media/sound/menu_cancel.wav", sound);
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mAsset->add("media/sound/menu_move.wav", sound);
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mAsset->add("media/sound/menu_select.wav", sound);
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mAsset->add("media/sound/player_collision.wav", sound);
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mAsset->add("media/sound/stage_change.wav", sound);
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mAsset->add("media/sound/title.wav", sound);
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mAsset->add("media/sound/clock.wav", sound);
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mAsset->add("media/sound/powerball.wav", sound);
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// Texturas
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mAsset->add("media/gfx/balloon.png", bitmap);
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mAsset->add("media/gfx/bullet.png", bitmap);
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mAsset->add("media/gfx/game_bg.png", bitmap);
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mAsset->add("media/gfx/game_text.png", bitmap);
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mAsset->add("media/gfx/intro.png", bitmap);
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mAsset->add("media/gfx/items.png", bitmap);
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mAsset->add("media/gfx/logo.png", bitmap);
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mAsset->add("media/gfx/player1_body.png", bitmap);
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mAsset->add("media/gfx/player1_death.png", bitmap);
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mAsset->add("media/gfx/player1_legs.png", bitmap);
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mAsset->add("media/gfx/title.png", bitmap);
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mAsset->add("media/gfx/player1_head.png", bitmap);
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mAsset->add("media/gfx/player2_body.png", bitmap);
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mAsset->add("media/gfx/player2_death.png", bitmap);
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mAsset->add("media/gfx/player2_legs.png", bitmap);
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mAsset->add("media/gfx/player2_head.png", bitmap);
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// Fuentes
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mAsset->add("media/font/8bithud.png", font);
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mAsset->add("media/font/8bithud.txt", font);
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mAsset->add("media/font/nokia.png", font);
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mAsset->add("media/font/nokia_big2.png", font);
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mAsset->add("media/font/nokia.txt", font);
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mAsset->add("media/font/nokia2.png", font);
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mAsset->add("media/font/nokia2.txt", font);
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mAsset->add("media/font/nokia_big2.txt", font);
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mAsset->add("media/font/smb2_big.png", font);
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mAsset->add("media/font/smb2_big.txt", font);
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mAsset->add("media/font/smb2.png", font);
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mAsset->add("media/font/smb2.txt", font);
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// Textos
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mAsset->add("media/lang/es_ES.txt", lang);
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mAsset->add("media/lang/en_UK.txt", lang);
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mAsset->add("media/lang/ba_BA.txt", lang);
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// DATA
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mAsset->add("data/gamecontrollerdb.txt", data);
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return mAsset->check();
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// Inicializa el vector
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for (int i = 0; i < MAX_FILE_LIST; i++)
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/*for (int i = 0; i < MAX_FILE_LIST; i++)
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mFileList[i] = "";
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// Ficheros binarios
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@@ -247,69 +322,7 @@ void Director::setFileList()
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// DATA
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mFileList[53] = mExecutablePath + "/" + "../data/gamecontrollerdb.txt";
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}
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// Comprueba los ficheros del vector de ficheros que coinciden con una ruta dada
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bool Director::checkFolder(std::string name, std::string path)
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{
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bool success = true;
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std::string p;
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std::string filename;
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SDL_RWops *file;
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// Comprueba los ficheros de la carpeta
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printf("\n>> %s FILES\n", name.c_str());
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for (int i = 3; i < MAX_FILE_LIST; i++)
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{
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if (mFileList[i].find(path.c_str()) != std::string::npos)
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{
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p = mFileList[i].c_str();
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filename = p.substr(p.find_last_of("\\/") + 1);
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file = SDL_RWFromFile(p.c_str(), "r+b");
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if (file != nullptr)
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{
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printf("Checking file %-20s [OK]\n", filename.c_str());
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}
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else
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{
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printf("Checking file %-20s [ERROR]\n", filename.c_str());
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success = false;
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break;
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}
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SDL_RWclose(file);
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}
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}
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return success;
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}
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// Comprueba que todos los ficheros existen
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bool Director::checkFileList()
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{
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bool success = true;
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printf("Checking files...\n");
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if (success)
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success &= checkFolder("MUSIC", "/media/music/");
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if (success)
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success &= checkFolder("SOUND", "/media/sound/");
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if (success)
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success &= checkFolder("BITMAP", "/media/gfx/");
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if (success)
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success &= checkFolder("FONT", "/media/font/");
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if (success)
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success &= checkFolder("LANG", "/media/lang/");
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// Resultado
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if (success)
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printf("\n** All files OK.\n\n");
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else
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printf("\n** A file is missing. Exiting.\n\n");
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return success;
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*/
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}
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// Carga el fichero de configuración
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@@ -332,7 +345,7 @@ bool Director::loadConfigFile()
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// Indicador de éxito en la carga
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bool success = true;
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const std::string p = mFileList[2];
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const std::string p = mAsset->get("config.bin");
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std::string filename = p.substr(p.find_last_of("\\/") + 1);
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SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b");
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@@ -409,7 +422,7 @@ bool Director::loadConfigFile()
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bool Director::saveConfigFile()
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{
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bool success = true;
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const std::string p = mFileList[2];
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const std::string p = mAsset->get("config.bin");
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std::string filename = p.substr(p.find_last_of("\\/") + 1);
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SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b");
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if (file != nullptr)
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@@ -440,12 +453,6 @@ bool Director::saveConfigFile()
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return success;
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}
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// Establece el valor de la variable
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void Director::setExecutablePath(std::string path)
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{
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mExecutablePath = path.substr(0, path.find_last_of("\\/"));
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}
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// Obtiene el valor de la variable
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Uint8 Director::getSubsection()
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{
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@@ -466,21 +473,21 @@ void Director::setSection(section_t section)
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void Director::runLogo()
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{
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mLogo = new Logo(mRenderer, mScreen, mFileList);
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mLogo = new Logo(mRenderer, mScreen, mAsset);
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setSection(mLogo->run());
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delete mLogo;
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}
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void Director::runIntro()
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{
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mIntro = new Intro(mRenderer, mScreen, mFileList, mLang);
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mIntro = new Intro(mRenderer, mScreen, mAsset, mLang);
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setSection(mIntro->run());
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delete mIntro;
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}
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void Director::runTitle()
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{
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mTitle = new Title(mWindow, mRenderer, mScreen, mInput, mFileList, mOptions, mLang);
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mTitle = new Title(mWindow, mRenderer, mScreen, mInput, mAsset, mOptions, mLang);
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setSection(mTitle->run(mSection.subsection));
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delete mTitle;
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}
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@@ -489,14 +496,14 @@ void Director::runGame()
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{
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if (mSection.subsection == GAME_SECTION_PLAY_1P)
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{
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mGame = new Game(1, 8, mRenderer, mScreen, mFileList, mLang, mInput, false, mOptions);
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mGame = new Game(1, 0, mRenderer, mScreen, mAsset, mLang, mInput, false, mOptions);
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}
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else if (mSection.subsection == GAME_SECTION_PLAY_2P)
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{
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mGame = new Game(2, 0, mRenderer, mScreen, mFileList, mLang, mInput, false, mOptions);
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mGame = new Game(2, 0, mRenderer, mScreen, mAsset, mLang, mInput, false, mOptions);
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}
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setSection(mGame->run());
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delete mGame;
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}
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