1 Commits

Author SHA1 Message Date
1e73a3159f Sanejar codi 2025-02-21 15:13:57 +01:00
5 changed files with 35 additions and 44 deletions

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@@ -10,7 +10,7 @@ if(WIN32 AND NOT CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
endif()
# Establecer estándar de C++
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)
# Configuración global de flags de compilación

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@@ -11,15 +11,18 @@ macosIntelRelease = $(executable)-$(version)-macos-intel.dmg
macosAppleSiliconRelease = $(executable)-$(version)-macos-apple-silicon.dmg
linuxRelease = $(executable)-$(version)-linux.tar.gz
# Specify the C++ standard
cpp_standard = c++20
windows:
@echo off
windres release/coffee.rc -O coff -o $(resource_file)
g++ $(source) $(resource_file) -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable).exe"
g++ $(source) $(resource_file) -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable).exe"
strip -s -R .comment -R .gnu.version "$(executable).exe" --strip-unneeded
windows_debug:
@echo off
g++ $(source) -D DEBUG -D PAUSE -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable)_debug.exe"
g++ $(source) -D DEBUG -D PAUSE -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable)_debug.exe"
strip -s -R .comment -R .gnu.version "$(executable)_debug.exe" --strip-unneeded
windows_release:
@@ -38,7 +41,7 @@ windows_release:
powershell Copy-Item "release\*.dll" -Destination "$(releaseFolder)"
# Build
g++ $(source) $(resource_file) -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
g++ $(source) $(resource_file) -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable).exe" --strip-unneeded
# Create ZIP
@@ -49,10 +52,10 @@ windows_release:
powershell if (Test-Path "$(releaseFolder)") {Remove-Item "$(releaseFolder)" -Recurse -Force}
macos:
clang++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)"
clang++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)"
macos_debug:
clang++ $(source) -D DEBUG -D PAUSE -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)_debug"
clang++ $(source) -D DEBUG -D PAUSE -std=$(cpp_standard) -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)_debug"
macos_release:
# Remove data and possible data from previous builds
@@ -83,7 +86,7 @@ macos_release:
ln -s /Applications "$(releaseFolder)"/Applications
# Build INTEL
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
clang++ $(source) -D MACOS_BUNDLE -std=$(cpp_standard) -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
# Build INTEL DMG
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
@@ -91,7 +94,7 @@ macos_release:
rm -f tmp.dmg
# Build APPLE SILICON
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
clang++ $(source) -D MACOS_BUNDLE -std=$(cpp_standard) -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# Build APPLE SILICON DMG
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
@@ -103,11 +106,11 @@ macos_release:
rm -rdf "$(releaseFolder)"
linux:
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)"
g++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)"
strip -s -R .comment -R .gnu.version "$(executable)" --strip-unneeded
linux_debug:
g++ $(source) -D DEBUG -D PAUSE -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)_debug"
g++ $(source) -D DEBUG -D PAUSE -std=$(cpp_standard) -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)_debug"
strip -s -R .comment -R .gnu.version "$(executable)_debug" --strip-unneeded
linux_release:
@@ -123,7 +126,7 @@ linux_release:
cp README.md "$(releaseFolder)"
# Build
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(releaseFolder)/$(executable)"
g++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(releaseFolder)/$(executable)"
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable)" --strip-unneeded
# Pack files

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@@ -18,6 +18,7 @@
#include <iostream> // for cout
#include <string> // for basic_string, operator+, char_t...
#include <vector> // for vector
#include <memory>
#include "asset.h" // for Asset, assetType
#include "const.h" // for SECTION_PROG_LOGO, GAMECANVAS_H...
#include "game.h" // for Game
@@ -35,8 +36,9 @@
#endif
// Constructor
Director::Director(int argc, char *argv[])
Director::Director(int argc, const char *argv[])
{
std::cout << "Game start" << std::endl;
// Inicializa variables
section = new section_t();
section->name = SECTION_PROG_LOGO;
@@ -99,6 +101,8 @@ Director::~Director()
SDL_DestroyWindow(window);
SDL_Quit();
std::cout << "\nBye!" << std::endl;
}
// Inicializa el objeto input
@@ -416,7 +420,7 @@ void Director::initOptions()
}
// Comprueba los parametros del programa
void Director::checkProgramArguments(int argc, char *argv[])
void Director::checkProgramArguments(int argc, const char *argv[])
{
// Establece la ruta del programa
executablePath = argv[0];
@@ -639,34 +643,30 @@ bool Director::saveConfigFile()
void Director::runLogo()
{
logo = new Logo(renderer, screen, asset, input, section);
auto logo = std::make_unique<Logo>(renderer, screen, asset, input, section);
logo->run();
delete logo;
}
void Director::runIntro()
{
intro = new Intro(renderer, screen, asset, input, lang, section);
auto intro = std::make_unique<Intro>(renderer, screen, asset, input, lang, section);
intro->run();
delete intro;
}
void Director::runTitle()
{
title = new Title(renderer, screen, input, asset, options, lang, section);
auto title = std::make_unique<Title>(renderer, screen, input, asset, options, lang, section);
title->run();
delete title;
}
void Director::runGame()
{
const int numPlayers = section->subsection == SUBSECTION_GAME_PLAY_1P ? 1 : 2;
game = new Game(numPlayers, 0, renderer, screen, asset, lang, input, false, options, section);
auto game = std::make_unique<Game>(numPlayers, 0, renderer, screen, asset, lang, input, false, options, section);
game->run();
delete game;
}
void Director::run()
int Director::run()
{
// Bucle principal
while (section->name != SECTION_PROG_QUIT)
@@ -690,6 +690,8 @@ void Director::run()
break;
}
}
return 0;
}
// Asigna variables a partir de dos cadenas

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@@ -24,10 +24,6 @@ private:
SDL_Window *window; // La ventana donde dibujamos
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Logo *logo; // Objeto para la sección del logo
Intro *intro; // Objeto para la sección de la intro
Title *title; // Objeto para la sección del titulo y el menu de opciones
Game *game; // Objeto para la sección del juego
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
@@ -63,7 +59,7 @@ private:
bool saveConfigFile();
// Comprueba los parametros del programa
void checkProgramArguments(int argc, char *argv[]);
void checkProgramArguments(int argc, const char *argv[]);
// Crea la carpeta del sistema donde guardar datos
void createSystemFolder(const std::string &folder);
@@ -82,11 +78,11 @@ private:
public:
// Constructor
Director(int argc, char *argv[]);
Director(int argc, const char *argv[]);
// Destructor
~Director();
// Bucle principal
void run();
int run();
};

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@@ -39,24 +39,14 @@ Reescribiendo el código el 27/09/2022
*/
#include <iostream> // for char_traits, basic_ostream, operator<<, endl
#include "director.h" // for Director
#include <memory>
#include "director.h"
int main(int argc, char *argv[])
{
std::cout << "Starting the game..." << std::endl
<< std::endl;
// Crea el objeto Director
Director *director = new Director(argc, argv);
auto director = std::make_unique<Director>(argc, const_cast<const char **>(argv));
// Bucle principal
director->run();
// Destruye el objeto Director
delete director;
std::cout << "\nShutting down the game..." << std::endl;
return 0;
return director->run();
}