Asset: passat a unordered_map i carrega desde fitxer
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@@ -174,7 +174,7 @@ auto Resource::getDemoData(int index) -> DemoData & {
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// Carga los sonidos del juego
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void Resource::loadSounds() {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> SOUND FILES");
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auto list = Asset::get()->getListByType(AssetType::SOUND);
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auto list = Asset::get()->getListByType(Asset::Type::SOUND);
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sounds_.clear();
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for (const auto &l : list) {
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@@ -190,7 +190,7 @@ void Resource::loadSounds() {
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// Carga las músicas del juego
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void Resource::loadMusics() {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> MUSIC FILES");
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auto list = Asset::get()->getListByType(AssetType::MUSIC);
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auto list = Asset::get()->getListByType(Asset::Type::MUSIC);
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musics_.clear();
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for (const auto &l : list) {
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@@ -206,7 +206,7 @@ void Resource::loadMusics() {
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// Carga las texturas del juego
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void Resource::loadTextures() {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> TEXTURES");
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auto list = Asset::get()->getListByType(AssetType::BITMAP);
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auto list = Asset::get()->getListByType(Asset::Type::BITMAP);
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textures_.clear();
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for (const auto &l : list) {
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@@ -219,7 +219,7 @@ void Resource::loadTextures() {
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// Carga los ficheros de texto del juego
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void Resource::loadTextFiles() {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> TEXT FILES");
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auto list = Asset::get()->getListByType(AssetType::FONT);
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auto list = Asset::get()->getListByType(Asset::Type::FONT);
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text_files_.clear();
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for (const auto &l : list) {
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@@ -232,7 +232,7 @@ void Resource::loadTextFiles() {
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// Carga las animaciones del juego
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void Resource::loadAnimations() {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> ANIMATIONS");
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auto list = Asset::get()->getListByType(AssetType::ANIMATION);
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auto list = Asset::get()->getListByType(Asset::Type::ANIMATION);
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animations_.clear();
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for (const auto &l : list) {
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@@ -373,13 +373,13 @@ void Resource::clearMusics() {
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// Calcula el número total de recursos a cargar y reinicia el contador de carga
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void Resource::calculateTotalResources() {
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const std::array<AssetType, 6> ASSET_TYPES = {
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AssetType::SOUND,
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AssetType::MUSIC,
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AssetType::BITMAP,
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AssetType::FONT,
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AssetType::ANIMATION,
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AssetType::DEMODATA};
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const std::array<Asset::Type, 6> ASSET_TYPES = {
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Asset::Type::SOUND,
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Asset::Type::MUSIC,
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Asset::Type::BITMAP,
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Asset::Type::FONT,
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Asset::Type::ANIMATION,
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Asset::Type::DEMODATA};
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size_t total = 0;
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for (const auto &asset_type : ASSET_TYPES) {
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