#include "const.h" #include "director.h" #include "utils.h" #include #include // Constructor Director::Director(std::string path) { // Inicializa variables section.name = PROG_SECTION_TITLE; section.subsection = TITLE_SECTION_1; // Crea el objeto que controla los ficheros de recursos asset = new Asset(path.substr(0, path.find_last_of("\\/")) + "/../"); // Establece la lista de ficheros if (!setFileList()) { // Si falta algún fichero no inicia el programa section.name = PROG_SECTION_QUIT; } // Crea el puntero a la estructura y carga el fichero de configuración options = new options_t; loadConfigFile(); // Inicializa SDL initSDL(); // Inicializa JailAudio initJailAudio(); // Crea los objetos lang = new Lang(asset); lang->setLang(options->language); input = new Input(asset->get("controllerdb.txt")); initInput(); screen = new Screen(window, renderer, options, GAME_WIDTH, GAME_HEIGHT); } Director::~Director() { saveConfigFile(); delete asset; delete input; delete screen; delete lang; delete options; SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); } // Inicializa el objeto input void Director::initInput() { // Teclado input->bindKey(INPUT_UP, SDL_SCANCODE_UP); input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN); input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT); input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT); input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN); input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE); input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_Q); input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_W); input->bindKey(INPUT_BUTTON_3, SDL_SCANCODE_E); input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE); // PAUSE input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE); // ESCAPE // Mando input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP); input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN); input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT); input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B); input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A); input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_X); input->bindGameControllerButton(INPUT_BUTTON_2, SDL_CONTROLLER_BUTTON_Y); input->bindGameControllerButton(INPUT_BUTTON_3, SDL_CONTROLLER_BUTTON_B); input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE); // PAUSE input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE); // ESCAPE } // Inicializa JailAudio void Director::initJailAudio() { JA_Init(48000, 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_GAMECONTROLLER | SDL_INIT_AUDIO) < 0) { printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicia el generador de numeros aleatorios std::srand(static_cast(SDL_GetTicks())); // Establece el filtro de la textura if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str())) { printf("Warning: Nearest texture filtering not enabled!\n"); } // Crea la ventana window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, options->screenWidth * options->windowSize, options->screenHeight * options->windowSize, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI); if (window == nullptr) { printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones if (options->vSync) renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); else renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); if (renderer == nullptr) { printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicializa el color de renderizado SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF); // Establece el tamaño del buffer de renderizado SDL_RenderSetLogicalSize(renderer, options->screenWidth, options->screenHeight); // Establece el modo de mezcla SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); } } } printf("\n"); return success; } // Crea el indice de ficheros bool Director::setFileList() { // Ficheros de configuración asset->add("data/config/score.bin", t_data, false); asset->add("data/config/demo.bin", t_data); asset->add("data/config/config.bin", t_data, false); asset->add("data/config/gamecontrollerdb.txt", t_data); // Musicas asset->add("data/music/intro.ogg", t_music); asset->add("data/music/playing.ogg", t_music); asset->add("data/music/title.ogg", t_music); // Sonidos asset->add("data/sound/balloon.wav", t_sound); asset->add("data/sound/bubble1.wav", t_sound); asset->add("data/sound/bubble2.wav", t_sound); asset->add("data/sound/bubble3.wav", t_sound); asset->add("data/sound/bubble4.wav", t_sound); asset->add("data/sound/bullet.wav", t_sound); asset->add("data/sound/coffeeout.wav", t_sound); asset->add("data/sound/hiscore.wav", t_sound); asset->add("data/sound/itemdrop.wav", t_sound); asset->add("data/sound/itempickup.wav", t_sound); asset->add("data/sound/menu_cancel.wav", t_sound); asset->add("data/sound/menu_move.wav", t_sound); asset->add("data/sound/menu_select.wav", t_sound); asset->add("data/sound/player_collision.wav", t_sound); asset->add("data/sound/stage_change.wav", t_sound); asset->add("data/sound/title.wav", t_sound); asset->add("data/sound/clock.wav", t_sound); asset->add("data/sound/powerball.wav", t_sound); // Texturas asset->add("data/gfx/balloon.png", t_bitmap); asset->add("data/gfx/bullet.png", t_bitmap); asset->add("data/gfx/game_bg.png", t_bitmap); asset->add("data/gfx/game_text.png", t_bitmap); asset->add("data/gfx/intro.png", t_bitmap); asset->add("data/gfx/items.png", t_bitmap); asset->add("data/gfx/logo.png", t_bitmap); asset->add("data/gfx/title_bg_tile.png", t_bitmap); asset->add("data/gfx/title_coffee.png", t_bitmap); asset->add("data/gfx/title_crisis.png", t_bitmap); asset->add("data/gfx/title_dust.png", t_bitmap); asset->add("data/gfx/title_dust.ani", t_data); asset->add("data/gfx/title_gradient.png", t_bitmap); asset->add("data/gfx/player1_head.png", t_bitmap); asset->add("data/gfx/player1_body.png", t_bitmap); asset->add("data/gfx/player1_legs.png", t_bitmap); asset->add("data/gfx/player1_death.png", t_bitmap); asset->add("data/gfx/player2_head.png", t_bitmap); asset->add("data/gfx/player2_body.png", t_bitmap); asset->add("data/gfx/player2_legs.png", t_bitmap); asset->add("data/gfx/player2_death.png", t_bitmap); // Fuentes asset->add("data/font/8bithud.png", t_font); asset->add("data/font/8bithud.txt", t_font); asset->add("data/font/nokia.png", t_font); asset->add("data/font/nokia_big2.png", t_font); asset->add("data/font/nokia.txt", t_font); asset->add("data/font/nokia2.png", t_font); asset->add("data/font/nokia2.txt", t_font); asset->add("data/font/nokia_big2.txt", t_font); asset->add("data/font/smb2_big.png", t_font); asset->add("data/font/smb2_big.txt", t_font); asset->add("data/font/smb2.png", t_font); asset->add("data/font/smb2.txt", t_font); // Textos asset->add("data/lang/es_ES.txt", t_lang); asset->add("data/lang/en_UK.txt", t_lang); asset->add("data/lang/ba_BA.txt", t_lang); // Menus asset->add("data/menu/title.men", t_data); asset->add("data/menu/options.men", t_data); return asset->check(); } // Carga el fichero de configuración bool Director::loadConfigFile() { // Pone unos valores por defecto options->fullScreenMode = 0; options->windowSize = 3; options->language = ba_BA; options->difficulty = DIFFICULTY_NORMAL; options->input[0].deviceType = INPUT_USE_KEYBOARD; options->input[1].deviceType = INPUT_USE_GAMECONTROLLER; options->filter = FILTER_NEAREST; options->vSync = true; options->screenWidth = GAME_WIDTH; options->screenHeight = GAME_HEIGHT; options->integerScale = true; options->keepAspect = true; options->borderSize = 0.0f; options->borderEnabled = false; // Indicador de éxito en la carga bool success = true; const std::string p = asset->get("config.bin"); std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b"); // El fichero no existe if (file == nullptr) { printf("Warning: Unable to open %s file\n", filename.c_str()); // Crea el fichero para escritura file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != nullptr) { // Ha podido crear el fichero printf("New file (%s) created!\n", filename.c_str()); // Escribe los datos SDL_RWwrite(file, &options->fullScreenMode, sizeof(options->fullScreenMode), 1); SDL_RWwrite(file, &options->windowSize, sizeof(options->windowSize), 1); SDL_RWwrite(file, &options->language, sizeof(options->language), 1); SDL_RWwrite(file, &options->difficulty, sizeof(options->difficulty), 1); SDL_RWwrite(file, &options->input[0].deviceType, sizeof(options->input[0].deviceType), 1); SDL_RWwrite(file, &options->input[1].deviceType, sizeof(options->input[1].deviceType), 1); SDL_RWwrite(file, &options->filter, sizeof(options->filter), 1); SDL_RWwrite(file, &options->vSync, sizeof(options->vSync), 1); SDL_RWwrite(file, &options->screenWidth, sizeof(options->screenWidth), 1); SDL_RWwrite(file, &options->screenHeight, sizeof(options->screenHeight), 1); SDL_RWwrite(file, &options->integerScale, sizeof(options->integerScale), 1); SDL_RWwrite(file, &options->keepAspect, sizeof(options->keepAspect), 1); // Cierra el fichero SDL_RWclose(file); } else { // No ha podido crear el fichero printf("Error: Unable to create file %s\n", filename.c_str()); success = false; } } // El fichero existe else { // Carga los datos printf("Reading file %s\n", filename.c_str()); SDL_RWread(file, &options->fullScreenMode, sizeof(options->fullScreenMode), 1); SDL_RWread(file, &options->windowSize, sizeof(options->windowSize), 1); SDL_RWread(file, &options->language, sizeof(options->language), 1); SDL_RWread(file, &options->difficulty, sizeof(options->difficulty), 1); SDL_RWread(file, &options->input[0].deviceType, sizeof(options->input[0].deviceType), 1); SDL_RWread(file, &options->input[1].deviceType, sizeof(options->input[1].deviceType), 1); SDL_RWread(file, &options->filter, sizeof(options->filter), 1); SDL_RWread(file, &options->vSync, sizeof(options->vSync), 1); SDL_RWread(file, &options->screenWidth, sizeof(options->screenWidth), 1); SDL_RWread(file, &options->screenHeight, sizeof(options->screenHeight), 1); SDL_RWread(file, &options->integerScale, sizeof(options->integerScale), 1); SDL_RWread(file, &options->keepAspect, sizeof(options->keepAspect), 1); // Normaliza los valores const bool a = options->fullScreenMode == 0; const bool b = options->fullScreenMode == SDL_WINDOW_FULLSCREEN; const bool c = options->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP; if (!(a || b || c)) { options->fullScreenMode = 0; } if (options->windowSize < 1 || options->windowSize > 4) { options->windowSize = 3; } if (options->language < 0 || options->language > MAX_LANGUAGES) { options->language = en_UK; } // Cierra el fichero SDL_RWclose(file); } return success; } // Guarda el fichero de configuración bool Director::saveConfigFile() { bool success = true; const std::string p = asset->get("config.bin"); std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != nullptr) { // Guarda los datos SDL_RWwrite(file, &options->fullScreenMode, sizeof(options->fullScreenMode), 1); SDL_RWwrite(file, &options->windowSize, sizeof(options->windowSize), 1); SDL_RWwrite(file, &options->language, sizeof(options->language), 1); SDL_RWwrite(file, &options->difficulty, sizeof(options->difficulty), 1); SDL_RWwrite(file, &options->input[0].deviceType, sizeof(options->input[0].deviceType), 1); SDL_RWwrite(file, &options->input[1].deviceType, sizeof(options->input[1].deviceType), 1); SDL_RWwrite(file, &options->filter, sizeof(options->filter), 1); SDL_RWwrite(file, &options->vSync, sizeof(options->vSync), 1); SDL_RWwrite(file, &options->screenWidth, sizeof(options->screenWidth), 1); SDL_RWwrite(file, &options->screenHeight, sizeof(options->screenHeight), 1); SDL_RWwrite(file, &options->integerScale, sizeof(options->integerScale), 1); SDL_RWwrite(file, &options->keepAspect, sizeof(options->keepAspect), 1); printf("Writing file %s\n", filename.c_str()); // Cierra el fichero SDL_RWclose(file); } else { printf("Error: Unable to save %s file! %s\n", filename.c_str(), SDL_GetError()); success = false; } return success; } // Establece el valor de la variable void Director::setSection(section_t section) { this->section = section; } void Director::runLogo() { logo = new Logo(renderer, screen, asset); setSection(logo->run()); delete logo; } void Director::runIntro() { intro = new Intro(renderer, screen, asset, lang); setSection(intro->run()); delete intro; } void Director::runTitle() { title = new Title(renderer, screen, input, asset, options, lang, section); setSection(title->run()); delete title; } void Director::runGame() { const int numPlayers = section.subsection == GAME_SECTION_PLAY_1P ? 1 : 2; game = new Game(numPlayers, 0, renderer, screen, asset, lang, input, false, options); setSection(game->run()); delete game; } void Director::run() { // Bucle principal while (section.name != PROG_SECTION_QUIT) { switch (section.name) { case PROG_SECTION_LOGO: runLogo(); break; case PROG_SECTION_INTRO: runIntro(); break; case PROG_SECTION_TITLE: runTitle(); break; case PROG_SECTION_GAME: runGame(); break; } } }