pasaeta loca de clang-format (despres m'arrepentiré pero bueno)

This commit is contained in:
2025-07-18 20:01:13 +02:00
parent 734c220fb0
commit dabba41179
112 changed files with 22361 additions and 26474 deletions

View File

@@ -1,20 +1,21 @@
#include "resource.h"
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_L...
#include <stdlib.h> // Para exit
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_L...
#include <stdlib.h> // Para exit
#include <algorithm> // Para find_if
#include <array> // Para array
#include <stdexcept> // Para runtime_error
#include "asset.h" // Para Asset, AssetType
#include "external/jail_audio.h" // Para JA_DeleteMusic, JA_DeleteSound, JA_...
#include "lang.h" // Para getText
#include "param.h" // Para Param, param, ParamResource, ParamGame
#include "screen.h" // Para Screen
#include "text.h" // Para Text, loadTextFile, TextFile (ptr o...
#include "asset.h" // Para Asset, AssetType
#include "external/jail_audio.h" // Para JA_DeleteMusic, JA_DeleteSound, JA_...
#include "lang.h" // Para getText
#include "param.h" // Para Param, param, ParamResource, ParamGame
#include "screen.h" // Para Screen
#include "text.h" // Para Text, loadTextFile, TextFile (ptr o...
struct JA_Music_t; // lines 11-11
struct JA_Sound_t; // lines 12-12
struct JA_Music_t; // lines 11-11
struct JA_Sound_t; // lines 12-12
// Singleton
Resource *Resource::instance_ = nullptr;
@@ -35,8 +36,7 @@ Resource::Resource() : loading_text_(Screen::get()->getText()) { load(); }
Resource::~Resource() { clear(); }
// Vacia todos los vectores de recursos
void Resource::clear()
{
void Resource::clear() {
clearSounds();
clearMusics();
textures_.clear();
@@ -47,8 +47,7 @@ void Resource::clear()
}
// Carga todos los recursos del juego y muestra el progreso de carga
void Resource::load()
{
void Resource::load() {
// Prepara la gestión del progreso de carga
calculateTotalResources();
initProgressBar();
@@ -59,15 +58,15 @@ void Resource::load()
screen->setVSync(false);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** LOADING RESOURCES");
loadSounds(); // Carga sonidos
loadMusics(); // Carga músicas
loadTextures(); // Carga texturas
loadTextFiles(); // Carga ficheros de texto
loadAnimations(); // Carga animaciones
loadDemoData(); // Carga datos de demo
addPalettes(); // Añade paletas a las texturas
createText(); // Crea objetos de texto
createTextures(); // Crea texturas a partir de texto
loadSounds(); // Carga sonidos
loadMusics(); // Carga músicas
loadTextures(); // Carga texturas
loadTextFiles(); // Carga ficheros de texto
loadAnimations(); // Carga animaciones
loadDemoData(); // Carga datos de demo
addPalettes(); // Añade paletas a las texturas
createText(); // Crea objetos de texto
createTextures(); // Crea texturas a partir de texto
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** RESOURCES LOADED");
// Restablece el sincronismo vertical a su valor original
@@ -75,28 +74,23 @@ void Resource::load()
}
// Recarga todos los recursos (limpia y vuelve a cargar)
void Resource::reload()
{
void Resource::reload() {
clear();
load();
}
// Recarga solo las texturas y paletas
void Resource::reloadTextures()
{
void Resource::reloadTextures() {
loadTextures();
addPalettes();
createTextures();
}
// Obtiene el sonido a partir de un nombre. Lanza excepción si no existe.
JA_Sound_t *Resource::getSound(const std::string &name)
{
auto it = std::find_if(sounds_.begin(), sounds_.end(), [&name](const auto &s)
{ return s.name == name; });
JA_Sound_t *Resource::getSound(const std::string &name) {
auto it = std::find_if(sounds_.begin(), sounds_.end(), [&name](const auto &s) { return s.name == name; });
if (it != sounds_.end())
{
if (it != sounds_.end()) {
return it->sound;
}
@@ -105,13 +99,10 @@ JA_Sound_t *Resource::getSound(const std::string &name)
}
// Obtiene la música a partir de un nombre. Lanza excepción si no existe.
JA_Music_t *Resource::getMusic(const std::string &name)
{
auto it = std::find_if(musics_.begin(), musics_.end(), [&name](const auto &m)
{ return m.name == name; });
JA_Music_t *Resource::getMusic(const std::string &name) {
auto it = std::find_if(musics_.begin(), musics_.end(), [&name](const auto &m) { return m.name == name; });
if (it != musics_.end())
{
if (it != musics_.end()) {
return it->music;
}
@@ -120,13 +111,10 @@ JA_Music_t *Resource::getMusic(const std::string &name)
}
// Obtiene la textura a partir de un nombre. Lanza excepción si no existe.
std::shared_ptr<Texture> Resource::getTexture(const std::string &name)
{
auto it = std::find_if(textures_.begin(), textures_.end(), [&name](const auto &t)
{ return t.name == name; });
std::shared_ptr<Texture> Resource::getTexture(const std::string &name) {
auto it = std::find_if(textures_.begin(), textures_.end(), [&name](const auto &t) { return t.name == name; });
if (it != textures_.end())
{
if (it != textures_.end()) {
return it->texture;
}
@@ -135,13 +123,10 @@ std::shared_ptr<Texture> Resource::getTexture(const std::string &name)
}
// Obtiene el fichero de texto a partir de un nombre. Lanza excepción si no existe.
std::shared_ptr<TextFile> Resource::getTextFile(const std::string &name)
{
auto it = std::find_if(text_files_.begin(), text_files_.end(), [&name](const auto &t)
{ return t.name == name; });
std::shared_ptr<TextFile> Resource::getTextFile(const std::string &name) {
auto it = std::find_if(text_files_.begin(), text_files_.end(), [&name](const auto &t) { return t.name == name; });
if (it != text_files_.end())
{
if (it != text_files_.end()) {
return it->text_file;
}
@@ -150,13 +135,10 @@ std::shared_ptr<TextFile> Resource::getTextFile(const std::string &name)
}
// Obtiene el objeto de texto a partir de un nombre. Lanza excepción si no existe.
std::shared_ptr<Text> Resource::getText(const std::string &name)
{
auto it = std::find_if(texts_.begin(), texts_.end(), [&name](const auto &t)
{ return t.name == name; });
std::shared_ptr<Text> Resource::getText(const std::string &name) {
auto it = std::find_if(texts_.begin(), texts_.end(), [&name](const auto &t) { return t.name == name; });
if (it != texts_.end())
{
if (it != texts_.end()) {
return it->text;
}
@@ -165,13 +147,10 @@ std::shared_ptr<Text> Resource::getText(const std::string &name)
}
// Obtiene la animación a partir de un nombre. Lanza excepción si no existe.
AnimationsFileBuffer &Resource::getAnimation(const std::string &name)
{
auto it = std::find_if(animations_.begin(), animations_.end(), [&name](const auto &a)
{ return a.name == name; });
AnimationsFileBuffer &Resource::getAnimation(const std::string &name) {
auto it = std::find_if(animations_.begin(), animations_.end(), [&name](const auto &a) { return a.name == name; });
if (it != animations_.end())
{
if (it != animations_.end()) {
return it->animation;
}
@@ -180,20 +159,17 @@ AnimationsFileBuffer &Resource::getAnimation(const std::string &name)
}
// Obtiene el fichero con los datos para el modo demostración a partir de un índice
DemoData &Resource::getDemoData(int index)
{
DemoData &Resource::getDemoData(int index) {
return demos_.at(index);
}
// Carga los sonidos del juego
void Resource::loadSounds()
{
void Resource::loadSounds() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> SOUND FILES");
auto list = Asset::get()->getListByType(AssetType::SOUND);
sounds_.clear();
for (const auto &l : list)
{
for (const auto &l : list) {
auto name = getFileName(l);
updateLoadingProgress(name);
sounds_.emplace_back(Resource::ResourceSound(name, JA_LoadSound(l.c_str())));
@@ -202,14 +178,12 @@ void Resource::loadSounds()
}
// Carga las músicas del juego
void Resource::loadMusics()
{
void Resource::loadMusics() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> MUSIC FILES");
auto list = Asset::get()->getListByType(AssetType::MUSIC);
musics_.clear();
for (const auto &l : list)
{
for (const auto &l : list) {
auto name = getFileName(l);
updateLoadingProgress(name);
musics_.emplace_back(Resource::ResourceMusic(name, JA_LoadMusic(l.c_str())));
@@ -218,14 +192,12 @@ void Resource::loadMusics()
}
// Carga las texturas del juego
void Resource::loadTextures()
{
void Resource::loadTextures() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> TEXTURES");
auto list = Asset::get()->getListByType(AssetType::BITMAP);
textures_.clear();
for (const auto &l : list)
{
for (const auto &l : list) {
auto name = getFileName(l);
updateLoadingProgress(name);
textures_.emplace_back(Resource::ResourceTexture(name, std::make_shared<Texture>(Screen::get()->getRenderer(), l)));
@@ -233,14 +205,12 @@ void Resource::loadTextures()
}
// Carga los ficheros de texto del juego
void Resource::loadTextFiles()
{
void Resource::loadTextFiles() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> TEXT FILES");
auto list = Asset::get()->getListByType(AssetType::FONT);
text_files_.clear();
for (const auto &l : list)
{
for (const auto &l : list) {
auto name = getFileName(l);
updateLoadingProgress(name);
text_files_.emplace_back(Resource::ResourceTextFile(name, loadTextFile(l)));
@@ -248,14 +218,12 @@ void Resource::loadTextFiles()
}
// Carga las animaciones del juego
void Resource::loadAnimations()
{
void Resource::loadAnimations() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> ANIMATIONS");
auto list = Asset::get()->getListByType(AssetType::ANIMATION);
animations_.clear();
for (const auto &l : list)
{
for (const auto &l : list) {
auto name = getFileName(l);
updateLoadingProgress(name);
animations_.emplace_back(Resource::ResourceAnimation(name, loadAnimationsFromFile(l)));
@@ -263,22 +231,19 @@ void Resource::loadAnimations()
}
// Carga los datos para el modo demostración
void Resource::loadDemoData()
{
void Resource::loadDemoData() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> DEMO FILES");
constexpr std::array<const char *, 2> demo_files = {"demo1.bin", "demo2.bin"};
for (const auto &file : demo_files)
{
for (const auto &file : demo_files) {
updateLoadingProgress(file);
demos_.emplace_back(loadDemoDataFromFile(Asset::get()->get(file)));
}
}
// Añade paletas de colores a las texturas principales
void Resource::addPalettes()
{
void Resource::addPalettes() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> PALETTES");
// Paletas para el jugador 1
@@ -293,10 +258,8 @@ void Resource::addPalettes()
}
// Crea texturas a partir de textos para mostrar puntuaciones y mensajes
void Resource::createTextures()
{
struct NameAndText
{
void Resource::createTextures() {
struct NameAndText {
std::string name;
std::string text;
@@ -317,8 +280,7 @@ void Resource::createTextures()
{"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")}};
auto text = getText("04b_25");
for (const auto &s : strings)
{
for (const auto &s : strings) {
textures_.emplace_back(Resource::ResourceTexture(s.name, text->writeToTexture(s.text, 1, -2)));
printWithDots("Texture : ", s.name, "[ DONE ]");
}
@@ -332,18 +294,15 @@ void Resource::createTextures()
{"game_text_game_over", "Game Over"}};
auto text2 = getText("04b_25_2x");
for (const auto &s : strings2X)
{
for (const auto &s : strings2X) {
textures_.emplace_back(Resource::ResourceTexture(s.name, text2->writeToTexture(s.text, 1, -4)));
printWithDots("Texture : ", s.name, "[ DONE ]");
}
}
// Crea los objetos de texto a partir de los archivos de textura y texto
void Resource::createText()
{
struct ResourceInfo
{
void Resource::createText() {
struct ResourceInfo {
std::string key;
std::string textureFile;
std::string textFile;
@@ -368,22 +327,16 @@ void Resource::createText()
{"smb2", "smb2.png", "smb2.txt"},
{"smb2_grad", "smb2_grad.png", "smb2.txt"}};
for (const auto &resource : resources)
{
texts_.emplace_back(Resource::ResourceText(resource.key, std::make_shared<Text>(
getTexture(resource.textureFile),
getTextFile(resource.textFile))));
for (const auto &resource : resources) {
texts_.emplace_back(Resource::ResourceText(resource.key, std::make_shared<Text>(getTexture(resource.textureFile), getTextFile(resource.textFile))));
printWithDots("Text : ", resource.key, "[ DONE ]");
}
}
// Vacía el vector de sonidos y libera la memoria asociada
void Resource::clearSounds()
{
for (auto &sound : sounds_)
{
if (sound.sound)
{
void Resource::clearSounds() {
for (auto &sound : sounds_) {
if (sound.sound) {
JA_DeleteSound(sound.sound);
sound.sound = nullptr;
}
@@ -392,12 +345,9 @@ void Resource::clearSounds()
}
// Vacía el vector de músicas y libera la memoria asociada
void Resource::clearMusics()
{
for (auto &music : musics_)
{
if (music.music)
{
void Resource::clearMusics() {
for (auto &music : musics_) {
if (music.music) {
JA_DeleteMusic(music.music);
music.music = nullptr;
}
@@ -406,8 +356,7 @@ void Resource::clearMusics()
}
// Calcula el número total de recursos a cargar y reinicia el contador de carga
void Resource::calculateTotalResources()
{
void Resource::calculateTotalResources() {
const std::array<AssetType, 6> ASSET_TYPES = {
AssetType::SOUND,
AssetType::MUSIC,
@@ -417,8 +366,7 @@ void Resource::calculateTotalResources()
AssetType::DEMODATA};
size_t total = 0;
for (const auto &asset_type : ASSET_TYPES)
{
for (const auto &asset_type : ASSET_TYPES) {
auto list = Asset::get()->getListByType(asset_type);
total += list.size();
}
@@ -427,8 +375,7 @@ void Resource::calculateTotalResources()
}
// Muestra el progreso de carga en pantalla (barra y texto)
void Resource::renderProgress()
{
void Resource::renderProgress() {
// Obtiene la pantalla y el renderer
auto screen = Screen::get();
auto renderer = screen->getRenderer();
@@ -462,29 +409,24 @@ void Resource::renderProgress()
}
// Comprueba los eventos durante la carga (permite salir con ESC o cerrar ventana)
void Resource::checkEvents()
{
void Resource::checkEvents() {
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_EVENT_QUIT:
exit(0);
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.key == SDLK_ESCAPE)
{
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT:
exit(0);
}
break;
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.key == SDLK_ESCAPE) {
exit(0);
}
break;
}
}
}
// Actualiza el progreso de carga, muestra la barra y procesa eventos
void Resource::updateLoadingProgress(std::string name)
{
void Resource::updateLoadingProgress(std::string name) {
loading_resource_name_ = name;
loading_count_.increase();
updateProgressBar();
@@ -493,8 +435,7 @@ void Resource::updateLoadingProgress(std::string name)
}
// Inicializa los rectangulos que definen la barra de progreso
void Resource::initProgressBar()
{
void Resource::initProgressBar() {
constexpr float X_PADDING = 20.0f;
constexpr float Y_PADDING = 20.0f;
constexpr float BAR_HEIGHT = 10.0f;
@@ -508,7 +449,6 @@ void Resource::initProgressBar()
}
// Actualiza la barra de estado
void Resource::updateProgressBar()
{
void Resource::updateProgressBar() {
loading_full_rect_.w = loading_wired_rect_.w * loading_count_.getPercentage();
}