Asset: passat a unordered_map i carrega desde fitxer
This commit is contained in:
@@ -82,7 +82,7 @@ Director::~Director() {
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void Director::init() {
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// Configuración inicial de parametros
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Asset::init(executable_path_); // Inicializa el sistema de gestión de archivos
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setFileList(); // Crea el índice de archivos
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loadAssets(); // Crea el índice de archivos
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Input::init(
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Asset::get()->get("gamecontrollerdb.txt"),
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@@ -152,295 +152,19 @@ void Director::loadScoreFile() {
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#endif
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}
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// Asigna los botones y teclas al objeto Input
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void Director::bindInputs() {
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/*static auto input = Input::get();
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// Teclado - Movimiento del jugador
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input->bindKey(Input::Action::UP, SDL_SCANCODE_UP);
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input->bindKey(Input::Action::DOWN, SDL_SCANCODE_DOWN);
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input->bindKey(Input::Action::LEFT, SDL_SCANCODE_LEFT);
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input->bindKey(Input::Action::RIGHT, SDL_SCANCODE_RIGHT);
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// Teclado - Disparo del jugador
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input->bindKey(Input::Action::FIRE_LEFT, SDL_SCANCODE_Q);
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input->bindKey(Input::Action::FIRE_CENTER, SDL_SCANCODE_W);
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input->bindKey(Input::Action::FIRE_RIGHT, SDL_SCANCODE_E);
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// Teclado - Interfaz
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input->bindKey(Input::Action::START, SDL_SCANCODE_RETURN);
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// Teclado - Menu de servicio
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input->bindKey(Input::Action::SERVICE, SDL_SCANCODE_0);
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input->bindKey(Input::Action::SM_SELECT, SDL_SCANCODE_RETURN);
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input->bindKey(Input::Action::SM_BACK, SDL_SCANCODE_BACKSPACE);
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// Teclado - Control del programa
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input->bindKey(Input::Action::EXIT, SDL_SCANCODE_ESCAPE);
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input->bindKey(Input::Action::PAUSE, SDL_SCANCODE_P);
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input->bindKey(Input::Action::BACK, SDL_SCANCODE_BACKSPACE);
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input->bindKey(Input::Action::WINDOW_DEC_SIZE, SDL_SCANCODE_F1);
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input->bindKey(Input::Action::WINDOW_INC_SIZE, SDL_SCANCODE_F2);
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input->bindKey(Input::Action::WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
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input->bindKey(Input::Action::TOGGLE_VIDEO_SHADERS, SDL_SCANCODE_F4);
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input->bindKey(Input::Action::TOGGLE_VIDEO_INTEGER_SCALE, SDL_SCANCODE_F5);
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input->bindKey(Input::Action::TOGGLE_VIDEO_VSYNC, SDL_SCANCODE_F6);
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input->bindKey(Input::Action::TOGGLE_AUDIO, SDL_SCANCODE_F7);
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input->bindKey(Input::Action::TOGGLE_AUTO_FIRE, SDL_SCANCODE_F8);
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input->bindKey(Input::Action::CHANGE_LANG, SDL_SCANCODE_F9);
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input->bindKey(Input::Action::RESET, SDL_SCANCODE_F10);
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input->bindKey(Input::Action::SHOW_INFO, SDL_SCANCODE_F12);
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// Asigna botones a inputs
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auto gamepads = input->getGamepads();
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for (auto &gamepad : gamepads) {
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// Mando - Movimiento del jugador
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input->bindGameControllerButton(gamepad, Input::Action::UP, SDL_GAMEPAD_BUTTON_DPAD_UP);
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input->bindGameControllerButton(gamepad, Input::Action::DOWN, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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input->bindGameControllerButton(gamepad, Input::Action::LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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input->bindGameControllerButton(gamepad, Input::Action::RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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// Mando - Disparo del jugador
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input->bindGameControllerButton(gamepad, Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST);
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input->bindGameControllerButton(gamepad, Input::Action::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH);
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input->bindGameControllerButton(gamepad, Input::Action::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST);
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// Mando - Interfaz
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input->bindGameControllerButton(gamepad, Input::Action::START, SDL_GAMEPAD_BUTTON_START);
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input->bindGameControllerButton(gamepad, Input::Action::SERVICE, SDL_GAMEPAD_BUTTON_BACK);
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}
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// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
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const size_t MAX_CONTROLLERS = std::min(2, NUM_GAMEPADS);
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for (size_t i = 0; i < MAX_CONTROLLERS; ++i) {
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for (auto &controller : Options::controllers) {
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if (input->getControllerName(i) == controller.name) {
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for (size_t j = 0; j < controller.inputs.size(); ++j) {
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input->bindGameControllerButton(i, controller.inputs.at(j), controller.buttons.at(j));
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}
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}
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}
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}
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// Asigna botones a inputs desde otros inputs
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for (auto &gamepad : gamepads) {
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// Mando - Menu de servicio
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input->bindGameControllerButton(gamepad, Input::Action::SM_SELECT, Input::Action::FIRE_LEFT);
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input->bindGameControllerButton(gamepad, Input::Action::SM_BACK, Input::Action::FIRE_CENTER);
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}
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// Guarda las asignaciones de botones en las opciones de los dos primeros mandos
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for (size_t i = 0; i < MAX_CONTROLLERS; ++i) {
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// Variables asociadas al mando
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Options::controllers.at(i).index = i;
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Options::controllers.at(i).name = input->getControllerName(i);
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Options::controllers.at(i).plugged = true;
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// Asignaciones de botones
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for (size_t j = 0; j < Options::controllers.at(i).inputs.size(); ++j) {
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Options::controllers.at(i).buttons.at(j) = input->getControllerBinding(i, Options::controllers.at(i).inputs.at(j));
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}
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}
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// Asegura que algún jugador tenga el teclado asignado
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if (Options::getPlayerWhoUsesKeyboard() == 0) {
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Options::setKeyboardToPlayer(1);
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}*/
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}
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// Crea el indice de ficheros
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void Director::setFileList() {
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// Carga el indice de ficheros desde un fichero
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void Director::loadAssets() {
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#ifdef MACOS_BUNDLE
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const std::string prefix = "/../Resources";
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#else
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const std::string PREFIX;
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const std::string prefix = "";
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#endif
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// Ficheros de configuración
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Asset::get()->add(system_folder_ + "/config.txt", AssetType::DATA, false, true);
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Asset::get()->add(system_folder_ + "/controllers.json", AssetType::DATA, false, true);
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Asset::get()->add(system_folder_ + "/score.bin", AssetType::DATA, false, true);
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Asset::get()->add(PREFIX + "/data/config/param_320x240.txt", AssetType::DATA);
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Asset::get()->add(PREFIX + "/data/config/param_320x256.txt", AssetType::DATA);
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Asset::get()->add(PREFIX + "/data/config/demo1.bin", AssetType::DEMODATA);
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Asset::get()->add(PREFIX + "/data/config/demo2.bin", AssetType::DEMODATA);
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Asset::get()->add(PREFIX + "/data/config/gamecontrollerdb.txt", AssetType::DATA);
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Asset::get()->add(PREFIX + "/data/config/formations.txt", AssetType::DATA);
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Asset::get()->add(PREFIX + "/data/config/pools.txt", AssetType::DATA);
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// Musicas
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Asset::get()->add(PREFIX + "/data/music/intro.ogg", AssetType::MUSIC);
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Asset::get()->add(PREFIX + "/data/music/playing.ogg", AssetType::MUSIC);
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Asset::get()->add(PREFIX + "/data/music/title.ogg", AssetType::MUSIC);
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Asset::get()->add(PREFIX + "/data/music/credits.ogg", AssetType::MUSIC);
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// Sonidos
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Asset::get()->add(PREFIX + "/data/sound/balloon_pop0.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_pop1.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_pop2.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_pop3.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_bounce0.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_bounce1.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_bounce2.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_bounce3.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/bullet.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/clock.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/coffee_out.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/continue_clock.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/debian_drop.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/debian_pickup.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/hi_score_achieved.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/item_drop.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/item_pickup.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/jump.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/logo.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/notify.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/player_collision.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/power_ball_explosion.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/service_menu_adjust.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/service_menu_move.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/service_menu_select.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/stage_change.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/tabe_hit.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/tabe.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/title.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_aw_aw_aw.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_coffee.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_get_ready.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_no.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_power_up.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_thankyou.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/walk.wav", AssetType::SOUND);
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// Shaders
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Asset::get()->add(PREFIX + "/data/shaders/crtpi_256.glsl", AssetType::DATA);
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Asset::get()->add(PREFIX + "/data/shaders/crtpi_240.glsl", AssetType::DATA);
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// Texturas - Balloons
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon0.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon0.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon1.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon1.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon2.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon2.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon3.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon3.ani", AssetType::ANIMATION);
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// Texturas - Explosiones
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion0.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion0.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion1.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion1.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion2.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion2.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion3.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion3.ani", AssetType::ANIMATION);
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// Texturas - Power Ball
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Asset::get()->add(PREFIX + "/data/gfx/balloon/powerball.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/powerball.ani", AssetType::ANIMATION);
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// Texturas - Bala
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Asset::get()->add(PREFIX + "/data/gfx/bullet/bullet.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/bullet/bullet.ani", AssetType::ANIMATION);
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// Texturas - Tabe
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Asset::get()->add(PREFIX + "/data/gfx/tabe/tabe.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/tabe/tabe.ani", AssetType::ANIMATION);
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// Texturas - Juego
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Asset::get()->add(PREFIX + "/data/gfx/game/game_buildings.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/game/game_clouds1.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/game/game_clouds2.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/game/game_grass.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/game/game_power_meter.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/game/game_sky_colors.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/game/game_sun.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/game/game_moon.png", AssetType::BITMAP);
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// Texturas - Intro
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Asset::get()->add(PREFIX + "/data/gfx/intro/intro1.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/intro/intro2.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/intro/intro3.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/intro/intro4.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/intro/intro5.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/intro/intro6.png", AssetType::BITMAP);
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// Texturas - Logo
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Asset::get()->add(PREFIX + "/data/gfx/logo/logo_jailgames.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/logo/logo_jailgames_mini.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/logo/logo_since_1998.png", AssetType::BITMAP);
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// Texturas - Items
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Asset::get()->add(PREFIX + "/data/gfx/item/item_points1_disk.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_points1_disk.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_points2_gavina.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_points2_gavina.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_points3_pacmar.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_points3_pacmar.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_clock.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_clock.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_debian.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_debian.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee_machine.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee_machine.ani", AssetType::ANIMATION);
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// Texturas - Titulo
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Asset::get()->add(PREFIX + "/data/gfx/title/title_bg_tile.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/title/title_coffee.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/title/title_crisis.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/title/title_arcade_edition.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/title/title_dust.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/title/title_dust.ani", AssetType::ANIMATION);
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// Texturas - Jugador 1
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Asset::get()->add(PREFIX + "/data/gfx/player/player1.gif", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/player/player1_coffee1.pal", AssetType::PALETTE);
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Asset::get()->add(PREFIX + "/data/gfx/player/player1_coffee2.pal", AssetType::PALETTE);
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Asset::get()->add(PREFIX + "/data/gfx/player/player1_invencible.pal", AssetType::PALETTE);
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Asset::get()->add(PREFIX + "/data/gfx/player/player1_power.png", AssetType::BITMAP);
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// Texturas - Jugador 2
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Asset::get()->add(PREFIX + "/data/gfx/player/player2.gif", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/player/player2_coffee1.pal", AssetType::PALETTE);
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Asset::get()->add(PREFIX + "/data/gfx/player/player2_coffee2.pal", AssetType::PALETTE);
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Asset::get()->add(PREFIX + "/data/gfx/player/player2_invencible.pal", AssetType::PALETTE);
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Asset::get()->add(PREFIX + "/data/gfx/player/player2_power.png", AssetType::BITMAP);
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// Animaciones del jugador
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Asset::get()->add(PREFIX + "/data/gfx/player/player.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/player/player_power.ani", AssetType::ANIMATION);
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// Texturas - Golpe del jugador
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Asset::get()->add(PREFIX + "/data/gfx/player/hit.png", AssetType::BITMAP);
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// Fuentes de texto
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Asset::get()->add(PREFIX + "/data/font/8bithud.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/font/8bithud.txt", AssetType::FONT);
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Asset::get()->add(PREFIX + "/data/font/aseprite.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/font/aseprite.txt", AssetType::FONT);
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Asset::get()->add(PREFIX + "/data/font/smb2.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/font/smb2_grad.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/font/smb2.txt", AssetType::FONT);
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Asset::get()->add(PREFIX + "/data/font/04b_25.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/font/04b_25.txt", AssetType::FONT);
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Asset::get()->add(PREFIX + "/data/font/04b_25_2x.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/font/04b_25_2x.txt", AssetType::FONT);
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Asset::get()->add(PREFIX + "/data/font/04b_25_metal.png", AssetType::BITMAP);
|
||||
Asset::get()->add(PREFIX + "/data/font/04b_25_grey.png", AssetType::BITMAP);
|
||||
Asset::get()->add(PREFIX + "/data/font/04b_25_flat.png", AssetType::BITMAP);
|
||||
Asset::get()->add(PREFIX + "/data/font/04b_25_reversed.png", AssetType::BITMAP);
|
||||
Asset::get()->add(PREFIX + "/data/font/04b_25_flat_2x.png", AssetType::BITMAP);
|
||||
Asset::get()->add(PREFIX + "/data/font/04b_25_reversed_2x.png", AssetType::BITMAP);
|
||||
|
||||
// Textos
|
||||
Asset::get()->add(PREFIX + "/data/lang/es_ES.json", AssetType::LANG);
|
||||
Asset::get()->add(PREFIX + "/data/lang/en_UK.json", AssetType::LANG);
|
||||
Asset::get()->add(PREFIX + "/data/lang/ba_BA.json", AssetType::LANG);
|
||||
// Cargar la configuración de assets (también aplicar el prefijo al archivo de configuración)
|
||||
std::string config_path = executable_path_ + prefix + "/data/config/assets.txt";
|
||||
Asset::get()->loadFromFile(config_path, prefix, system_folder_);
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Assets configuration loaded successfully");
|
||||
|
||||
// Si falta algun fichero, sale del programa
|
||||
if (!Asset::get()->check()) {
|
||||
@@ -598,11 +322,7 @@ void Director::reset() {
|
||||
Lang::setLanguage(Options::settings.language);
|
||||
Audio::get()->stopMusic();
|
||||
Audio::get()->stopAllSounds();
|
||||
{
|
||||
Resource::get()->reload();
|
||||
}
|
||||
// Input::get()->discoverGameControllers();
|
||||
bindInputs();
|
||||
Resource::get()->reload();
|
||||
ServiceMenu::get()->reset();
|
||||
Section::name = Section::Name::LOGO;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user