Pasaeta de "include-what-you-use" per arreglar els includes
Renombrats alguns fitxers per consistencia
This commit is contained in:
@@ -1,7 +1,8 @@
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#include "animatedsprite.h"
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include "animated_sprite.h"
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#include <fstream> // for basic_ostream, operator<<, basic_istream, basic...
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#include <iostream> // for cout
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#include <sstream> // for basic_stringstream
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#include "texture.h" // for Texture
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// Carga la animación desde un fichero
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animatedSprite_t loadAnimationFromFile(Texture *texture, std::string filePath, bool verbose)
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@@ -1,9 +1,11 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "movingsprite.h"
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#include <string>
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#include <vector>
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_stdinc.h> // for Uint8
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#include <string> // for string, basic_string
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#include <vector> // for vector
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#include "moving_sprite.h" // for MovingSprite
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class Texture;
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struct animation_t
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{
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@@ -1,5 +1,8 @@
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#include "asset.h"
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#include <iostream>
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#include <SDL2/SDL_rwops.h> // for SDL_RWFromFile, SDL_RWclose, SDL_RWops
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#include <SDL2/SDL_stdinc.h> // for SDL_max
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#include <stddef.h> // for size_t
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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Asset *Asset::asset = nullptr;
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@@ -1,8 +1,7 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include <string>
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#include <vector>
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#include <string> // for string, basic_string
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#include <vector> // for vector
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enum assetType
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{
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@@ -1,5 +1,13 @@
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#include "background.h"
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#include "param.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <algorithm> // for max, min
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#include <string> // for basic_string
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#include "asset.h" // for Asset
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#include "moving_sprite.h" // for MovingSprite
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#include "param.h" // for param
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#include "sprite.h" // for Sprite
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#include "texture.h" // for Texture
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// Constructor
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Background::Background(SDL_Renderer *renderer)
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@@ -1,9 +1,12 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "asset.h"
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#include "movingsprite.h"
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#include "utils.h"
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
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#include "utils.h" // for color_t
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class Asset;
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class MovingSprite;
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class Sprite;
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class Texture;
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/*
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Esta clase es la encargada de dibujar el fondo que aparece durante la sección
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@@ -1,5 +1,11 @@
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#include "balloon.h"
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#include "param.h"
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#include <bits/std_abs.h> // for abs
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#include <math.h> // for abs
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#include "animated_sprite.h" // for AnimatedSprite
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#include "moving_sprite.h" // for MovingSprite
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#include "param.h" // for param
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#include "sprite.h" // for Sprite
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#include "texture.h" // for Texture
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// Constructor
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Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, Texture *texture, std::vector<std::string> *animation)
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@@ -1,10 +1,11 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "animatedsprite.h"
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#include "utils.h"
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#include <sstream>
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#include <vector>
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#include <SDL2/SDL_stdinc.h> // for Uint8, Uint16, Uint32
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#include <string> // for string
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#include <vector> // for vector
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#include "utils.h" // for circle_t
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class AnimatedSprite;
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class Texture;
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// Cantidad de elementos del vector con los valores de la deformación del globo al rebotar
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#define MAX_BOUNCE 10
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@@ -1,5 +1,7 @@
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#include "bullet.h"
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#include "param.h"
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#include "param.h" // for param
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#include "sprite.h" // for Sprite
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class Texture;
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// Constructor
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Bullet::Bullet(int x, int y, int kind, bool poweredUp, int owner, SDL_Rect *playArea, Texture *texture)
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@@ -1,8 +1,10 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "sprite.h"
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#include "utils.h"
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_stdinc.h> // for Uint8
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#include "utils.h" // for circle_t
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class Sprite;
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class Texture;
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// Tipos de bala
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#define BULLET_UP 1
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@@ -1,9 +1,12 @@
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#include "dbgtxt.h"
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_rwops.h> // for SDL_RWFromMem
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#include <SDL2/SDL_surface.h> // for SDL_LoadBMP_RW
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namespace
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{
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SDL_Texture *dbg_tex = NULL;
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SDL_Renderer *dbg_ren = NULL;
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SDL_Texture *dbg_tex = nullptr;
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SDL_Renderer *dbg_ren = nullptr;
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}
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void dbg_init(SDL_Renderer *renderer)
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@@ -1,6 +1,7 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_render.h> // for SDL_Renderer
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#include <SDL2/SDL_stdinc.h> // for Uint8
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void dbg_init(SDL_Renderer *renderer);
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void dbg_print(int x, int y, const char *text, Uint8 r, Uint8 g, Uint8 b);
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@@ -1,7 +1,10 @@
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#include "define_buttons.h"
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#include "param.h"
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#include "options.h"
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#include "section.h"
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#include "lang.h" // for getText
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#include "options.h" // for options
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#include "param.h" // for param
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#include "section.h" // for name, name_e, options, options_e
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#include "text.h" // for Text
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#include "utils.h" // for op_controller_t, options_t, param_t, paramGame_t
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// Constructor
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DefineButtons::DefineButtons(Text *text)
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@@ -1,9 +1,11 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "input.h"
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#include "text.h"
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#include "lang.h"
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#include <SDL2/SDL_events.h> // for SDL_ControllerButtonEvent
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#include <SDL2/SDL_gamecontroller.h> // for SDL_GameControllerButton
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#include <string> // for string, basic_string
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#include <vector> // for vector
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#include "input.h" // for inputs_e
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class Text;
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struct db_button_t
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{
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@@ -1,17 +1,38 @@
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#include "director.h"
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#include "utils.h"
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#include "options.h"
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#include "section.h"
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#include <iostream>
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#include <fstream>
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#include <string>
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#include <sys/stat.h>
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#include <unistd.h>
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#include "dbgtxt.h"
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#ifndef _WIN32
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#include <pwd.h>
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#endif
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#include <SDL2/SDL.h> // for SDL_Init, SDL_Quit, SDL_INIT_EV...
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#include <SDL2/SDL_audio.h> // for AUDIO_S16
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_gamecontroller.h> // for SDL_CONTROLLER_BUTTON_B, SDL_CO...
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#include <SDL2/SDL_hints.h> // for SDL_SetHint, SDL_HINT_RENDER_DR...
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#include <SDL2/SDL_scancode.h> // for SDL_SCANCODE_DOWN, SDL_SCANCODE_E
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#include <SDL2/SDL_stdinc.h> // for Uint32
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <errno.h> // for errno, EACCES, EEXIST, ENAMETOO...
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#include <pwd.h> // for getpwuid, passwd
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#include <stdio.h> // for printf, perror, size_t
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#include <string.h> // for strcmp
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#include <sys/stat.h> // for stat, mkdir, S_IRWXU
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#include <unistd.h> // for getuid
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#include <cstdlib> // for exit, EXIT_FAILURE, rand, srand
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#include <iostream> // for basic_ostream, operator<<, cout
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#include <string> // for basic_string, operator+, allocator
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#include "asset.h" // for Asset, assetType
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#include "dbgtxt.h" // for dbg_init
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#include "game.h" // for Game, GAME_MODE_DEMO_OFF, GAME_...
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#include "hiscore_table.h" // for HiScoreTable
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#include "input.h" // for inputs_e, Input
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#include "instructions.h" // for Instructions
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#include "intro.h" // for Intro
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#include "jail_audio.h" // for JA_DeleteMusic, JA_DeleteSound
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#include "logo.h" // for Logo
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#include "manage_hiscore_table.h" // for ManageHiScoreTable
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#include "options.h" // for options, loadOptionsFile, saveO...
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#include "param.h" // for param, loadParamsFromFile
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#include "screen.h" // for Screen
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#include "section.h" // for name_e, name, options, options_e
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#include "title.h" // for Title
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#include "utils.h" // for music_file_t, sound_file_t, opt...
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// Constructor
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Director::Director(int argc, char *argv[])
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@@ -1,22 +1,20 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "asset.h"
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#include "input.h"
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#include "jail_audio.h"
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#include "screen.h"
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#include "text.h"
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#include "utils.h"
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#include "fade.h"
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#include "game.h"
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#include "intro.h"
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#include "item.h"
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#include "lang.h"
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#include "logo.h"
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#include "player.h"
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#include "title.h"
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#include "param.h"
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#include "manage_hiscore_table.h"
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#include <SDL2/SDL_render.h> // for SDL_Renderer
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#include <SDL2/SDL_video.h> // for SDL_Window
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#include <string> // for string, basic_string
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#include <vector> // for vector
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#include "lang.h" // for lang_e
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#include "utils.h" // for music_file_t, sound_file_t
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class Asset;
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class Game;
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class HiScoreTable;
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class Input;
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class Instructions;
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class Intro;
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class Logo;
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class Screen;
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class Title;
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// Textos
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#define WINDOW_CAPTION "Coffee Crisis Arcade Edition"
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@@ -1,5 +1,7 @@
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#include "enemy_formations.h"
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#include "param.h"
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#include "balloon.h" // for BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
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#include "param.h" // for param
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#include "utils.h" // for paramGame_t, param_t, zone_t, BLOCK
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// Constructor
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EnemyFormations::EnemyFormations()
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@@ -1,9 +1,5 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "utils.h"
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#include "balloon.h"
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#define NUMBER_OF_ENEMY_FORMATIONS 100
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#define MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION 50
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@@ -1,4 +1,5 @@
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#include "enter_name.h"
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#include <algorithm> // for max, min
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// Constructor
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EnterName::EnterName(std::string *name)
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@@ -1,4 +1,6 @@
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#include "explosions.h"
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#include "animated_sprite.h" // for AnimatedSprite
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class Texture;
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// Constructor
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Explosions::Explosions()
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@@ -1,9 +1,9 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "texture.h"
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#include "animatedsprite.h"
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#include <vector>
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#include <string> // for string
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#include <vector> // for vector
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class AnimatedSprite;
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class Texture;
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struct explosion_texture_t
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{
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@@ -1,6 +1,10 @@
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#include "fade.h"
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#include "param.h"
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#include <iostream>
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND, SDL_BLENDMODE_NONE
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <stdlib.h> // for rand
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#include <algorithm> // for min, max
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#include "param.h" // for param
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#include "utils.h" // for param_t, paramGame_t, paramFade_t
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// Constructor
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Fade::Fade(SDL_Renderer *renderer)
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@@ -1,8 +1,9 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "texture.h"
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#include "utils.h"
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
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#include <SDL2/SDL_stdinc.h> // for Uint8, Uint16
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#include <vector> // for vector
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// Tipos de fundido
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#define FADE_FULLSCREEN 0
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@@ -1,7 +1,36 @@
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#include "game.h"
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#include "param.h"
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#include "options.h"
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#include <fstream>
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3, SDLK_h
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rwops.h> // for SDL_RWFromFile, SDL_RWclose, SDL_R...
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_FOCUS_GAINED, SDL_...
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#include <stdlib.h> // for rand
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#include <algorithm> // for min
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#include <fstream> // for basic_ifstream
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#include <iostream> // for char_traits, basic_istream, ifstream
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#include "asset.h" // for Asset
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#include "background.h" // for Background
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#include "balloon.h" // for Balloon, BALLOON_SPEED_1, BALLOON_...
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#include "bullet.h" // for Bullet, BULLET_LEFT, BULLET_RIGHT
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#include "enemy_formations.h" // for stage_t, EnemyFormations, enemyIni...
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#include "explosions.h" // for Explosions
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#include "fade.h" // for Fade, FADE_RANDOM_SQUARE, FADE_VEN...
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#include "input.h" // for inputs_e, Input, INPUT_DO_NOT_ALLO...
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#include "item.h" // for Item, ITEM_COFFEE_MACHINE, ITEM_CLOCK
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#include "jail_audio.h" // for JA_PlaySound, JA_DeleteSound, JA_L...
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#include "lang.h" // for getText
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#include "manage_hiscore_table.h" // for ManageHiScoreTable
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#include "options.h" // for options
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#include "param.h" // for param
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#include "player.h" // for Player, PLAYER_STATUS_PLAYING, PLA...
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#include "scoreboard.h" // for Scoreboard, scoreboard_modes_e
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#include "screen.h" // for Screen
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#include "smart_sprite.h" // for SmartSprite
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#include "text.h" // for Text, TXT_CENTER
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#include "texture.h" // for Texture
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struct JA_Music_t;
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struct JA_Sound_t;
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#define GAME_OVER_COUNTER 350
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@@ -1,28 +1,29 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "balloon.h"
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#include "bullet.h"
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#include "asset.h"
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#include "input.h"
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#include "jail_audio.h"
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#include "movingsprite.h"
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#include "screen.h"
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#include "smartsprite.h"
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#include "sprite.h"
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#include "text.h"
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#include "utils.h"
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#include "fade.h"
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#include "item.h"
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#include "player.h"
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#include "scoreboard.h"
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#include "background.h"
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#include "lang.h"
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#include "manage_hiscore_table.h"
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#include "explosions.h"
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#include "enemy_formations.h"
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#include "section.h"
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#include <iostream>
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#include <SDL2/SDL_events.h> // for SDL_Event
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#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
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#include <SDL2/SDL_stdinc.h> // for Uint32
|
||||
#include <string> // for string
|
||||
#include <vector> // for vector
|
||||
#include "section.h" // for options_e
|
||||
#include "utils.h" // for demoKeys_t, color_t, hiScoreEntry_t
|
||||
class Asset;
|
||||
class Background;
|
||||
class Balloon;
|
||||
class Bullet;
|
||||
class EnemyFormations;
|
||||
class Explosions;
|
||||
class Fade;
|
||||
class Input;
|
||||
class Item;
|
||||
class Player;
|
||||
class Scoreboard;
|
||||
class Screen;
|
||||
class SmartSprite;
|
||||
class Text;
|
||||
class Texture;
|
||||
struct JA_Music_t;
|
||||
struct JA_Sound_t;
|
||||
|
||||
#define GAME_MODE_DEMO_OFF false
|
||||
#define GAME_MODE_DEMO_ON true
|
||||
|
||||
@@ -1,5 +1,15 @@
|
||||
#include "game_logo.h"
|
||||
#include "param.h"
|
||||
#include <algorithm> // for max
|
||||
#include <string> // for basic_string
|
||||
#include "animated_sprite.h" // for AnimatedSprite
|
||||
#include "asset.h" // for Asset
|
||||
#include "jail_audio.h" // for JA_DeleteSound, JA_LoadSound, JA_PlaySound
|
||||
#include "param.h" // for param
|
||||
#include "screen.h" // for Screen
|
||||
#include "smart_sprite.h" // for SmartSprite
|
||||
#include "sprite.h" // for Sprite
|
||||
#include "texture.h" // for Texture
|
||||
#include "utils.h" // for param_t, paramGame_t, paramTitle_t
|
||||
|
||||
// Constructor
|
||||
GameLogo::GameLogo(int x, int y)
|
||||
|
||||
@@ -1,10 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "asset.h"
|
||||
#include "screen.h"
|
||||
#include "smartsprite.h"
|
||||
#include "jail_audio.h"
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer
|
||||
class AnimatedSprite;
|
||||
class Asset;
|
||||
class Screen;
|
||||
class SmartSprite;
|
||||
class Sprite;
|
||||
class Texture;
|
||||
struct JA_Sound_t;
|
||||
|
||||
// Clase GameLogo
|
||||
class GameLogo
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
#include "global_inputs.h"
|
||||
#include "section.h"
|
||||
#include "screen.h"
|
||||
#include "input.h"
|
||||
#include "lang.h"
|
||||
#include "options.h"
|
||||
#include <string> // for basic_string, operator+
|
||||
#include "input.h" // for Input, inputs_e, INPUT_DO_NOT_ALLOW_REPEAT
|
||||
#include "jail_audio.h" // for JA_EnableMusic, JA_EnableSound
|
||||
#include "lang.h" // for getText
|
||||
#include "options.h" // for options
|
||||
#include "screen.h" // for Screen
|
||||
#include "section.h" // for options_e, name, name_e, options
|
||||
#include "utils.h" // for op_audio_t, options_t, op_music_t, boolToOnOff
|
||||
|
||||
// Termina
|
||||
void quit(section::options_e code)
|
||||
|
||||
@@ -1,8 +1,22 @@
|
||||
#include <iostream>
|
||||
#include "global_inputs.h"
|
||||
#include "hiscore_table.h"
|
||||
#include "options.h"
|
||||
#include "param.h"
|
||||
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
|
||||
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
|
||||
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
|
||||
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
|
||||
#include <algorithm> // for max
|
||||
#include <vector> // for vector
|
||||
#include "asset.h" // for Asset
|
||||
#include "background.h" // for Background
|
||||
#include "fade.h" // for Fade, FADE_IN, FADE_OUT, FADE_RANDOM...
|
||||
#include "global_inputs.h" // for checkGlobalInputs
|
||||
#include "input.h" // for Input
|
||||
#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state
|
||||
#include "lang.h" // for getText
|
||||
#include "options.h" // for options
|
||||
#include "param.h" // for param
|
||||
#include "screen.h" // for Screen
|
||||
#include "text.h" // for Text, TXT_CENTER, TXT_SHADOW, TXT_COLOR
|
||||
#include "utils.h" // for param_t, paramGame_t, hiScoreEntry_t
|
||||
|
||||
// Constructor
|
||||
HiScoreTable::HiScoreTable(JA_Music_t *music)
|
||||
|
||||
@@ -1,17 +1,18 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "asset.h"
|
||||
#include "input.h"
|
||||
#include "jail_audio.h"
|
||||
#include "screen.h"
|
||||
#include "sprite.h"
|
||||
#include "text.h"
|
||||
#include "utils.h"
|
||||
#include "lang.h"
|
||||
#include "fade.h"
|
||||
#include "background.h"
|
||||
#include "section.h"
|
||||
#include <SDL2/SDL_events.h> // for SDL_Event
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Rect
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint16, Uint32
|
||||
#include <string> // for string
|
||||
#include "section.h" // for options_e
|
||||
class Asset;
|
||||
class Background;
|
||||
class Fade;
|
||||
class Input;
|
||||
class Screen;
|
||||
class Text;
|
||||
struct JA_Music_t;
|
||||
|
||||
/*
|
||||
Esta clase gestiona un estado del programa. Se encarga de mostrar la tabla con las puntuaciones
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
#include "input.h"
|
||||
#include <iostream>
|
||||
#include <SDL2/SDL.h> // for SDL_INIT_GAMECONTROLLER, SDL_InitSubS...
|
||||
#include <SDL2/SDL_error.h> // for SDL_GetError
|
||||
#include <SDL2/SDL_events.h> // for SDL_ENABLE
|
||||
#include <SDL2/SDL_keyboard.h> // for SDL_GetKeyboardState
|
||||
#include <iostream> // for basic_ostream, operator<<, cout, basi...
|
||||
|
||||
// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
|
||||
Input *Input::input = nullptr;
|
||||
|
||||
@@ -1,8 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <SDL2/SDL_gamecontroller.h> // for SDL_GameControllerButton, SDL_G...
|
||||
#include <SDL2/SDL_joystick.h> // for SDL_Joystick
|
||||
#include <SDL2/SDL_scancode.h> // for SDL_Scancode
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint8
|
||||
#include <string> // for string, basic_string
|
||||
#include <vector> // for vector
|
||||
|
||||
/*
|
||||
connectedControllers es un vector donde estan todos los mandos encontrados [0 .. n]
|
||||
|
||||
@@ -1,8 +1,25 @@
|
||||
#include "instructions.h"
|
||||
#include "param.h"
|
||||
#include "options.h"
|
||||
#include "global_inputs.h"
|
||||
#include <iostream>
|
||||
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
|
||||
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
|
||||
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
|
||||
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
|
||||
#include <algorithm> // for max
|
||||
#include <string> // for basic_string
|
||||
#include "asset.h" // for Asset
|
||||
#include "fade.h" // for Fade, FADE_FULLSCREEN, FADE_IN
|
||||
#include "global_inputs.h" // for checkGlobalInputs
|
||||
#include "input.h" // for Input
|
||||
#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state
|
||||
#include "lang.h" // for getText
|
||||
#include "param.h" // for param
|
||||
#include "screen.h" // for Screen
|
||||
#include "section.h" // for name, name_e, options, options_e
|
||||
#include "sprite.h" // for Sprite
|
||||
#include "text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_SHADOW
|
||||
#include "texture.h" // for Texture
|
||||
#include "tiled_bg.h" // for Tiledbg, TILED_MODE_STATIC
|
||||
#include "utils.h" // for param_t, paramGame_t, color_t, shdwT...
|
||||
struct JA_Music_t;
|
||||
|
||||
// Constructor
|
||||
Instructions::Instructions(JA_Music_t *music)
|
||||
|
||||
@@ -1,17 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "asset.h"
|
||||
#include "input.h"
|
||||
#include "jail_audio.h"
|
||||
#include "screen.h"
|
||||
#include "sprite.h"
|
||||
#include "text.h"
|
||||
#include "utils.h"
|
||||
#include "lang.h"
|
||||
#include "tiledbg.h"
|
||||
#include "fade.h"
|
||||
#include "section.h"
|
||||
#include <SDL2/SDL_events.h> // for SDL_Event
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect
|
||||
#include <SDL2/SDL_render.h> // for SDL_Texture, SDL_Renderer
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint32
|
||||
#include <vector> // for vector
|
||||
class Asset;
|
||||
class Fade;
|
||||
class Input;
|
||||
class Screen;
|
||||
class Sprite;
|
||||
class Text;
|
||||
class Texture;
|
||||
class Tiledbg;
|
||||
struct JA_Music_t;
|
||||
|
||||
/*
|
||||
Esta clase gestiona un estado del programa. Se encarga de poner en pantalla
|
||||
|
||||
@@ -1,7 +1,22 @@
|
||||
#include "global_inputs.h"
|
||||
#include "intro.h"
|
||||
#include "options.h"
|
||||
#include "param.h"
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer
|
||||
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
|
||||
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
|
||||
#include <string> // for basic_string
|
||||
#include "asset.h" // for Asset
|
||||
#include "global_inputs.h" // for checkGlobalInputs
|
||||
#include "input.h" // for Input
|
||||
#include "jail_audio.h" // for JA_StopMusic, JA_PlayMusic
|
||||
#include "lang.h" // for getText
|
||||
#include "param.h" // for param
|
||||
#include "screen.h" // for Screen
|
||||
#include "section.h" // for name, name_e, options, options_e
|
||||
#include "smart_sprite.h" // for SmartSprite
|
||||
#include "text.h" // for Text
|
||||
#include "texture.h" // for Texture
|
||||
#include "utils.h" // for paramGame_t, param_t, zone_t, BLOCK
|
||||
#include "writer.h" // for Writer
|
||||
struct JA_Music_t;
|
||||
|
||||
// Constructor
|
||||
Intro::Intro(JA_Music_t *music)
|
||||
|
||||
@@ -1,16 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "asset.h"
|
||||
#include "input.h"
|
||||
#include "jail_audio.h"
|
||||
#include "screen.h"
|
||||
#include "smartsprite.h"
|
||||
#include "utils.h"
|
||||
#include "writer.h"
|
||||
#include "lang.h"
|
||||
#include <vector>
|
||||
#include "section.h"
|
||||
#include <SDL2/SDL_events.h> // for SDL_Event
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
|
||||
#include <vector> // for vector
|
||||
class Asset;
|
||||
class Input;
|
||||
class Screen;
|
||||
class SmartSprite;
|
||||
class Text;
|
||||
class Texture;
|
||||
class Writer;
|
||||
struct JA_Music_t;
|
||||
|
||||
/*
|
||||
Esta clase gestiona un estado del programa. Se encarga de mostrar la secuencia
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
#include "item.h"
|
||||
#include "param.h"
|
||||
#include <stdlib.h> // for rand
|
||||
#include "animated_sprite.h" // for AnimatedSprite
|
||||
#include "param.h" // for param
|
||||
class Texture;
|
||||
|
||||
// Constructor
|
||||
Item::Item(int kind, float x, float y, SDL_Rect *playArea, Texture *texture, std::vector<std::string> *animation)
|
||||
|
||||
@@ -1,8 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "animatedsprite.h"
|
||||
#include "utils.h"
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Rect
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint16
|
||||
#include <string> // for string
|
||||
#include <vector> // for vector
|
||||
#include "utils.h" // for circle_t
|
||||
class AnimatedSprite;
|
||||
class Texture;
|
||||
|
||||
// Tipos de objetos
|
||||
#define ITEM_POINTS_1_DISK 1
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
#ifndef JA_USESDLMIXER
|
||||
|
||||
#include "jail_audio.h"
|
||||
#include "stb_vorbis.c"
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stdio.h>
|
||||
#include <stdint.h> // for uint8_t
|
||||
#include <stdio.h> // for NULL, fseek, fclose, fopen, fread, ftell, FILE
|
||||
#include <stdlib.h> // for free, malloc
|
||||
#include "stb_vorbis.c" // for stb_vorbis_decode_memory
|
||||
|
||||
#define JA_MAX_SIMULTANEOUS_CHANNELS 5
|
||||
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
#pragma once
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include <SDL2/SDL_audio.h> // for SDL_AudioFormat
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
|
||||
struct JA_Music_t; // lines 5-5
|
||||
struct JA_Sound_t; // lines 6-6
|
||||
|
||||
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED, JA_SOUND_DISABLED };
|
||||
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED, JA_MUSIC_DISABLED };
|
||||
|
||||
struct JA_Sound_t;
|
||||
struct JA_Music_t;
|
||||
|
||||
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels);
|
||||
void JA_Quit();
|
||||
|
||||
|
||||
@@ -1,7 +1,10 @@
|
||||
#ifndef NO_SHADERS
|
||||
#include "jshader.h"
|
||||
|
||||
#include <iostream>
|
||||
#include "jail_shader.h"
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Point
|
||||
#include <stdlib.h> // for NULL, free, malloc, exit
|
||||
#include <string.h> // for strncmp
|
||||
#include <iostream> // for basic_ostream, char_traits, operator<<
|
||||
|
||||
#ifdef __APPLE__
|
||||
#include "CoreFoundation/CoreFoundation.h"
|
||||
@@ -14,7 +17,6 @@
|
||||
#endif //!ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
|
||||
#else
|
||||
#include <SDL2/SDL_opengl.h>
|
||||
#include <SDL2/SDL_opengl_glext.h>
|
||||
#endif
|
||||
|
||||
namespace shader
|
||||
@@ -2,7 +2,8 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_render.h> // for SDL_Texture
|
||||
#include <SDL2/SDL_video.h> // for SDL_Window
|
||||
|
||||
// TIPS:
|
||||
// =======================================================================
|
||||
@@ -1,6 +1,6 @@
|
||||
#include "lang.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <fstream> // for basic_ifstream, basic_istream, ifstream
|
||||
#include <vector> // for vector
|
||||
|
||||
namespace lang
|
||||
{
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <string> // for string
|
||||
|
||||
namespace lang
|
||||
{
|
||||
|
||||
@@ -1,8 +1,17 @@
|
||||
#include "logo.h"
|
||||
#include "param.h"
|
||||
#include "options.h"
|
||||
#include "global_inputs.h"
|
||||
#include <iostream>
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer
|
||||
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
|
||||
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
|
||||
#include <string> // for basic_string
|
||||
#include "asset.h" // for Asset
|
||||
#include "global_inputs.h" // for checkGlobalInputs
|
||||
#include "input.h" // for Input
|
||||
#include "jail_audio.h" // for JA_StopMusic
|
||||
#include "param.h" // for param
|
||||
#include "screen.h" // for Screen
|
||||
#include "section.h" // for name, name_e, options, options_e
|
||||
#include "sprite.h" // for Sprite
|
||||
#include "texture.h" // for Texture
|
||||
|
||||
// Constructor
|
||||
Logo::Logo()
|
||||
|
||||
@@ -1,15 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <vector>
|
||||
#include "asset.h"
|
||||
#include "input.h"
|
||||
#include "jail_audio.h"
|
||||
#include "lang.h"
|
||||
#include "screen.h"
|
||||
#include "section.h"
|
||||
#include "sprite.h"
|
||||
#include "utils.h"
|
||||
#include <SDL2/SDL_events.h> // for SDL_Event
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Point
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint32
|
||||
#include <vector> // for vector
|
||||
#include "utils.h" // for color_t
|
||||
class Asset;
|
||||
class Input;
|
||||
class Screen;
|
||||
class Sprite;
|
||||
class Texture;
|
||||
|
||||
/*
|
||||
Esta clase gestiona un estado del programa. Se encarga de dibujar por pantalla el
|
||||
|
||||
@@ -7,8 +7,9 @@ Actualizando a la versión "Arcade Edition" en 08/05/2024
|
||||
|
||||
*/
|
||||
|
||||
#include "director.h"
|
||||
#include <stdio.h>
|
||||
#include <iostream> // for basic_ostream, char_traits, operator<<, cout
|
||||
#include <string> // for basic_string, operator<<, string
|
||||
#include "director.h" // for Director
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
#include "manage_hiscore_table.h"
|
||||
#include <iostream>
|
||||
#include <SDL2/SDL_error.h> // for SDL_GetError
|
||||
#include <SDL2/SDL_rwops.h> // for SDL_RWread, SDL_RWwrite, SDL_RWFromFile
|
||||
#include <stdlib.h> // for free, malloc
|
||||
#include <algorithm> // for sort
|
||||
#include <iostream> // for basic_ostream, char_traits, operator<<
|
||||
#include "utils.h" // for hiScoreEntry_t
|
||||
|
||||
// Constructor
|
||||
ManageHiScoreTable::ManageHiScoreTable(std::vector<hiScoreEntry_t> *table)
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
#include <algorithm>
|
||||
#include "utils.h"
|
||||
#include <string> // for string
|
||||
#include <vector> // for vector
|
||||
struct hiScoreEntry_t;
|
||||
|
||||
/*
|
||||
Esta clase sirve para añadir elementos hiScoreEntry_r a un vector (tabla), de manera
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "movingsprite.h"
|
||||
#include "moving_sprite.h"
|
||||
#include "texture.h" // for Texture
|
||||
|
||||
// Constructor
|
||||
MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, Texture *texture)
|
||||
@@ -1,7 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "sprite.h"
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point
|
||||
#include <SDL2/SDL_render.h> // for SDL_RendererFlip
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint16
|
||||
#include "sprite.h" // for Sprite
|
||||
class Texture;
|
||||
|
||||
// Clase MovingSprite. Añade posicion y velocidad en punto flotante
|
||||
class MovingSprite : public Sprite
|
||||
@@ -1,8 +1,12 @@
|
||||
#include "notify.h"
|
||||
#include "options.h"
|
||||
#include <string>
|
||||
#include <stdio.h>
|
||||
#include <iostream>
|
||||
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
|
||||
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
|
||||
#include <string> // for basic_string, char_traits, string
|
||||
#include "jail_audio.h" // for JA_DeleteSound, JA_LoadSound, JA_Pla...
|
||||
#include "options.h" // for options
|
||||
#include "sprite.h" // for Sprite
|
||||
#include "text.h" // for Text
|
||||
#include "texture.h" // for Texture
|
||||
|
||||
// Constructor
|
||||
Notify::Notify(SDL_Renderer *renderer, std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile)
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "jail_audio.h"
|
||||
#include "sprite.h"
|
||||
#include "text.h"
|
||||
#include "texture.h"
|
||||
#include "utils.h"
|
||||
#include <vector>
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Rect
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer
|
||||
#include <string> // for basic_string, string
|
||||
#include <vector> // for vector
|
||||
#include "utils.h" // for color_t
|
||||
class Sprite;
|
||||
class Text;
|
||||
class Texture;
|
||||
struct JA_Sound_t;
|
||||
|
||||
#ifndef NOTIFY_H
|
||||
#define NOTIFY_H
|
||||
|
||||
@@ -1,8 +1,14 @@
|
||||
#include "options.h"
|
||||
#include "screen.h"
|
||||
#include "lang.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <SDL2/SDL_gamecontroller.h> // for SDL_GameControllerButton, SDL_C...
|
||||
#include <SDL2/SDL_video.h> // for SDL_WINDOW_FULLSCREEN, SDL_WIND...
|
||||
#include <algorithm> // for max, min
|
||||
#include <fstream> // for char_traits, basic_ostream, ope...
|
||||
#include <iostream> // for cout
|
||||
#include <vector> // for vector
|
||||
#include "input.h" // for inputs_e, INPUT_USE_ANY, INPUT_...
|
||||
#include "lang.h" // for lang_e
|
||||
#include "screen.h" // for SCREEN_FILTER_NEAREST, SCREEN_V...
|
||||
#include "utils.h" // for op_controller_t, options_t, op_...
|
||||
|
||||
// Variables
|
||||
options_t options;
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include <string> // for string
|
||||
struct options_t;
|
||||
|
||||
// Variables
|
||||
extern options_t options;
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "param.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <fstream> // for char_traits, basic_ostream, basic_ifstream, basi...
|
||||
#include <iostream> // for cout
|
||||
#include "utils.h" // for param_t, paramGame_t, zone_t, paramBalloon_t
|
||||
|
||||
param_t param;
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include <string> // for string
|
||||
struct param_t;
|
||||
|
||||
extern param_t param;
|
||||
|
||||
|
||||
@@ -1,5 +1,12 @@
|
||||
#include "player.h"
|
||||
#include "param.h"
|
||||
#include <SDL2/SDL_render.h> // for SDL_FLIP_HORIZONTAL, SDL_FLIP_NONE, SDL...
|
||||
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
|
||||
#include <stdlib.h> // for rand
|
||||
#include <algorithm> // for max, min
|
||||
#include "animated_sprite.h" // for AnimatedSprite
|
||||
#include "input.h" // for inputs_e
|
||||
#include "param.h" // for param
|
||||
#include "texture.h" // for Texture
|
||||
|
||||
// Constructor
|
||||
Player::Player(int id, float x, int y, SDL_Rect *playArea, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations)
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "animatedsprite.h"
|
||||
#include "asset.h"
|
||||
#include "input.h"
|
||||
#include "texture.h"
|
||||
#include "utils.h"
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Rect
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint32
|
||||
#include <string> // for string, basic_string
|
||||
#include <vector> // for vector
|
||||
#include "utils.h" // for circle_t
|
||||
class AnimatedSprite;
|
||||
class Texture;
|
||||
|
||||
// Estados del jugador
|
||||
#define PLAYER_STATUS_WALKING_LEFT 0
|
||||
|
||||
@@ -1,5 +1,13 @@
|
||||
#include "scoreboard.h"
|
||||
#include <math.h>
|
||||
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
|
||||
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
|
||||
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
|
||||
#include <math.h> // for roundf
|
||||
#include "asset.h" // for Asset
|
||||
#include "lang.h" // for getText
|
||||
#include "sprite.h" // for Sprite
|
||||
#include "text.h" // for Text
|
||||
#include "texture.h" // for Texture
|
||||
|
||||
// Constructor
|
||||
Scoreboard::Scoreboard(SDL_Renderer *renderer)
|
||||
|
||||
@@ -1,12 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "asset.h"
|
||||
#include "screen.h"
|
||||
#include "sprite.h"
|
||||
#include "text.h"
|
||||
#include "utils.h"
|
||||
#include "lang.h"
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint32
|
||||
#include <string> // for string, basic_string
|
||||
#include <vector> // for vector
|
||||
#include "utils.h" // for color_t
|
||||
class Asset;
|
||||
class Sprite;
|
||||
class Text;
|
||||
class Texture;
|
||||
|
||||
// Defines
|
||||
#define SCOREBOARD_LEFT_PANEL 0
|
||||
|
||||
@@ -1,13 +1,21 @@
|
||||
#include "screen.h"
|
||||
#include "options.h"
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <streambuf>
|
||||
#include <SDL2/SDL_events.h> // for SDL_DISABLE, SDL_ENABLE
|
||||
#include <SDL2/SDL_mouse.h> // for SDL_ShowCursor
|
||||
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
|
||||
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
|
||||
#include <algorithm> // for max, min
|
||||
#include <fstream> // for basic_ifstream, ifstream
|
||||
#include <iterator> // for istreambuf_iterator, operator!=
|
||||
#include <string> // for basic_string, operator+, to_string, cha...
|
||||
#include "asset.h" // for Asset
|
||||
#include "dbgtxt.h" // for dbg_print
|
||||
#include "input.h" // for Input, inputs_e, INPUT_DO_NOT_ALLOW_REPEAT
|
||||
#include "notify.h" // for Notify
|
||||
#include "options.h" // for options
|
||||
|
||||
#ifndef NO_SHADERS
|
||||
#include "jshader.h"
|
||||
#include "jail_shader.h" // for init, render
|
||||
#endif
|
||||
#include "dbgtxt.h"
|
||||
|
||||
// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
|
||||
Screen *Screen::screen = nullptr;
|
||||
|
||||
@@ -1,11 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <vector>
|
||||
#include "asset.h"
|
||||
#include "input.h"
|
||||
#include "notify.h"
|
||||
#include "utils.h"
|
||||
#include <SDL2/SDL_blendmode.h> // for SDL_BlendMode
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Rect
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint32
|
||||
#include <SDL2/SDL_video.h> // for SDL_Window
|
||||
#include <string> // for basic_string, string
|
||||
#include "utils.h" // for color_t
|
||||
class Asset;
|
||||
class Input;
|
||||
class Notify;
|
||||
|
||||
#define SCREEN_FILTER_NEAREST 0
|
||||
#define SCREEN_FILTER_LINEAL 1
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
namespace section
|
||||
{
|
||||
// Secciones del programa
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
#include "smartsprite.h"
|
||||
#include "smart_sprite.h"
|
||||
#include "moving_sprite.h" // for MovingSprite
|
||||
class Texture;
|
||||
|
||||
// Constructor
|
||||
SmartSprite::SmartSprite(Texture *texture)
|
||||
@@ -1,9 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "animatedsprite.h"
|
||||
#include "utils.h"
|
||||
#include <vector>
|
||||
#include "animated_sprite.h" // for AnimatedSprite
|
||||
class Texture;
|
||||
|
||||
// Clase SmartSprite
|
||||
class SmartSprite : public AnimatedSprite
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "sprite.h"
|
||||
#include "texture.h" // for Texture
|
||||
|
||||
// Constructor
|
||||
Sprite::Sprite(int x, int y, int w, int h, Texture *texture)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "texture.h"
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point
|
||||
class Texture;
|
||||
|
||||
// Clase sprite
|
||||
class Sprite
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
|
||||
#include "text.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <fstream> // for char_traits, basic_ostream, basic_ifstream, ope...
|
||||
#include <iostream> // for cout
|
||||
#include "sprite.h" // for Sprite
|
||||
#include "texture.h" // for Texture
|
||||
#include "utils.h" // for color_t
|
||||
|
||||
// Llena una estructuta textFile_t desde un fichero
|
||||
textFile_t LoadTextFile(std::string file, bool verbose)
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "sprite.h"
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint8
|
||||
#include <string> // for string
|
||||
#include "utils.h"
|
||||
class Sprite; // lines 6-6
|
||||
class Texture; // lines 7-7
|
||||
|
||||
#define TXT_COLOR 1
|
||||
#define TXT_SHADOW 2
|
||||
|
||||
@@ -1,12 +1,17 @@
|
||||
|
||||
#include "texture.h"
|
||||
#include <SDL2/SDL_error.h> // for SDL_GetError
|
||||
#include <SDL2/SDL_surface.h> // for SDL_CreateRGBSurfaceWithFormatFrom
|
||||
#include <fcntl.h> // for SEEK_END, SEEK_SET
|
||||
#include <stdio.h> // for fseek, fclose, fopen, fread, ftell, NULL
|
||||
#include <stdlib.h> // for malloc, free, exit
|
||||
#include <iostream> // for basic_ostream, operator<<, cout, endl
|
||||
#include "gif.c" // for LoadGif, LoadPalette
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
#include "gif.c"
|
||||
#include <iostream>
|
||||
#include "stb_image.h" // for stbi_failure_reason, stbi_image_free
|
||||
|
||||
// Constructor
|
||||
Texture::Texture(SDL_Renderer *renderer, std::string path, bool verbose)
|
||||
Texture::Texture(SDL_Renderer *renderer, std::string path)
|
||||
{
|
||||
// Copia punteros
|
||||
this->renderer = renderer;
|
||||
@@ -29,7 +34,7 @@ Texture::Texture(SDL_Renderer *renderer, std::string path, bool verbose)
|
||||
// .png
|
||||
if (extension == "png")
|
||||
{
|
||||
loadFromFile(path, verbose);
|
||||
loadFromFile(path);
|
||||
}
|
||||
|
||||
// .gif
|
||||
@@ -53,7 +58,7 @@ Texture::~Texture()
|
||||
}
|
||||
|
||||
// Carga una imagen desde un fichero
|
||||
bool Texture::loadFromFile(std::string path, bool verbose)
|
||||
bool Texture::loadFromFile(std::string path)
|
||||
{
|
||||
const std::string filename = path.substr(path.find_last_of("\\/") + 1);
|
||||
int req_format = STBI_rgb_alpha;
|
||||
@@ -61,15 +66,16 @@ bool Texture::loadFromFile(std::string path, bool verbose)
|
||||
unsigned char *data = stbi_load(path.c_str(), &width, &height, &orig_format, req_format);
|
||||
if (data == nullptr)
|
||||
{
|
||||
SDL_Log("Loading image failed: %s", stbi_failure_reason());
|
||||
#ifdef VERBOSE
|
||||
std::cout << "Loading image failed: " << stbi_failure_reason() << std::endl;
|
||||
#endif
|
||||
exit(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (verbose)
|
||||
{
|
||||
std::cout << "Image loaded: " << filename.c_str() << std::endl;
|
||||
}
|
||||
#ifdef VERBOSE
|
||||
std::cout << "Image loaded: " << filename.c_str() << std::endl;
|
||||
#endif
|
||||
}
|
||||
|
||||
int depth, pitch;
|
||||
@@ -97,10 +103,9 @@ bool Texture::loadFromFile(std::string path, bool verbose)
|
||||
SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
|
||||
if (loadedSurface == nullptr)
|
||||
{
|
||||
if (verbose)
|
||||
{
|
||||
std::cout << "Unable to load image " << path.c_str() << std::endl;
|
||||
}
|
||||
#ifdef VERBOSE
|
||||
std::cout << "Unable to load image " << path.c_str() << std::endl;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -108,10 +113,9 @@ bool Texture::loadFromFile(std::string path, bool verbose)
|
||||
newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
|
||||
if (newTexture == nullptr)
|
||||
{
|
||||
if (verbose)
|
||||
{
|
||||
std::cout << "Unable to create texture from " << path.c_str() << "! SDL Error: " << SDL_GetError() << std::endl;
|
||||
}
|
||||
#ifdef VERBOSE
|
||||
std::cout << "Unable to create texture from " << path.c_str() << "! SDL Error: " << SDL_GetError() << std::endl;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -227,7 +231,7 @@ int Texture::getHeight()
|
||||
// Recarga la textura
|
||||
bool Texture::reLoad()
|
||||
{
|
||||
return loadFromFile(path, renderer);
|
||||
return loadFromFile(path);
|
||||
}
|
||||
|
||||
// Obtiene la textura
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stdio.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <SDL2/SDL_blendmode.h> // for SDL_BlendMode
|
||||
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888, SDL_PixelF...
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_FLIP_NONE, SDL_TEX...
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint32, Uint16
|
||||
#include <string> // for string, basic_string
|
||||
#include <vector> // for vector
|
||||
|
||||
// Definiciones de tipos
|
||||
struct surface_s
|
||||
@@ -46,13 +49,13 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Texture(SDL_Renderer *renderer, std::string path = "", bool verbose = false);
|
||||
Texture(SDL_Renderer *renderer, std::string path = "");
|
||||
|
||||
// Destructor
|
||||
~Texture();
|
||||
|
||||
// Carga una imagen desde un fichero
|
||||
bool loadFromFile(std::string path, bool verbose = false);
|
||||
bool loadFromFile(std::string path);
|
||||
|
||||
// Crea una textura en blanco
|
||||
bool createBlank(int width, int height, SDL_PixelFormatEnum format = SDL_PIXELFORMAT_RGBA8888, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
#include "screen.h"
|
||||
#include "sprite.h"
|
||||
#include "tiledbg.h"
|
||||
#include "tiled_bg.h"
|
||||
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
|
||||
#include <SDL2/SDL_stdinc.h> // for SDL_sinf
|
||||
#include <stdlib.h> // for rand
|
||||
#include "screen.h" // for Screen
|
||||
#include "sprite.h" // for Sprite
|
||||
#include "texture.h" // for Texture
|
||||
|
||||
// Constructor
|
||||
Tiledbg::Tiledbg(std::string texturePath, SDL_Rect pos, int mode)
|
||||
@@ -1,6 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Rect
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
|
||||
#include <string> // for string, basic_string
|
||||
|
||||
// Modos de funcionamiento para el tileado de fondo
|
||||
#define TILED_MODE_CIRCLE 0
|
||||
@@ -1,7 +1,26 @@
|
||||
#include "global_inputs.h"
|
||||
#include "options.h"
|
||||
#include "param.h"
|
||||
#include "title.h"
|
||||
#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer
|
||||
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
|
||||
#include <string> // for allocator, basic_string, char_traits
|
||||
#include <vector> // for vector
|
||||
#include "asset.h" // for Asset
|
||||
#include "define_buttons.h" // for DefineButtons
|
||||
#include "fade.h" // for Fade, FADE_RANDOM_SQUARE
|
||||
#include "game_logo.h" // for GameLogo
|
||||
#include "global_inputs.h" // for checkGlobalInputs
|
||||
#include "input.h" // for Input, inputs_e, INPUT_DO_NOT_ALLOW_RE...
|
||||
#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state, JA_P...
|
||||
#include "lang.h" // for getText
|
||||
#include "options.h" // for options
|
||||
#include "param.h" // for param
|
||||
#include "screen.h" // for Screen
|
||||
#include "section.h" // for options_e, options, name_e, name
|
||||
#include "sprite.h" // for Sprite
|
||||
#include "text.h" // for Text, TXT_CENTER, TXT_SHADOW
|
||||
#include "texture.h" // for Texture
|
||||
#include "tiled_bg.h" // for Tiledbg, TILED_MODE_RANDOM
|
||||
struct JA_Music_t;
|
||||
|
||||
// Constructor
|
||||
Title::Title(JA_Music_t *music)
|
||||
|
||||
@@ -1,25 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "asset.h"
|
||||
#include "define_buttons.h"
|
||||
#include "fade.h"
|
||||
#include "game.h"
|
||||
#include "game_logo.h"
|
||||
#include "hiscore_table.h"
|
||||
#include "input.h"
|
||||
#include "instructions.h"
|
||||
#include "item.h"
|
||||
#include "jail_audio.h"
|
||||
#include "lang.h"
|
||||
#include "movingsprite.h"
|
||||
#include "screen.h"
|
||||
#include "section.h"
|
||||
#include "smartsprite.h"
|
||||
#include "sprite.h"
|
||||
#include "text.h"
|
||||
#include "tiledbg.h"
|
||||
#include "utils.h"
|
||||
#include <SDL2/SDL_events.h> // for SDL_Event
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint32
|
||||
#include "utils.h" // for section_t
|
||||
class Asset;
|
||||
class DefineButtons;
|
||||
class Fade;
|
||||
class GameLogo;
|
||||
class Input;
|
||||
class Screen;
|
||||
class Sprite;
|
||||
class Text;
|
||||
class Texture;
|
||||
class Tiledbg;
|
||||
struct JA_Music_t;
|
||||
|
||||
// Textos
|
||||
#define TEXT_COPYRIGHT "@2020,2024 JailDesigner"
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#include "utils.h"
|
||||
#include <math.h>
|
||||
#include <stdlib.h> // for free, malloc
|
||||
struct JA_Music_t;
|
||||
struct JA_Sound_t;
|
||||
|
||||
// Colores
|
||||
const color_t bgColor = {0x27, 0x27, 0x36};
|
||||
|
||||
@@ -1,10 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "input.h"
|
||||
#include "jail_audio.h"
|
||||
#include <SDL2/SDL_gamecontroller.h> // for SDL_GameControllerButton
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint32
|
||||
#include <stdint.h> // for int32_t
|
||||
#include <string> // for string, basic_string
|
||||
#include <vector> // for vector
|
||||
#include "input.h" // for inputs_e
|
||||
struct JA_Music_t;
|
||||
struct JA_Sound_t;
|
||||
|
||||
// Dificultad del juego
|
||||
#define DIFFICULTY_EASY 0
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "writer.h"
|
||||
#include "text.h" // for Text
|
||||
|
||||
// Constructor
|
||||
Writer::Writer(Text *text)
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "sprite.h"
|
||||
#include "text.h"
|
||||
#include <string> // for string, basic_string
|
||||
class Text;
|
||||
|
||||
// Clase Writer. Pinta texto en pantalla letra a letra a partir de una cadena y un bitmap
|
||||
class Writer
|
||||
|
||||
Reference in New Issue
Block a user