#include "resource.h" #include // Para find_if #include // Para basic_ostream, operator<<, endl, cout, cerr #include // Para runtime_error #include // Para pair #include "asset.h" // Para Asset, AssetType #include "jail_audio.h" // Para JA_LoadMusic, JA_LoadSound #include "lang.h" // Para getText #include "screen.h" // Para Screen #include "text.h" // Para Text, loadTextFile struct JA_Music_t; // lines 10-10 struct JA_Sound_t; // lines 11-11 // [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado Resource *Resource::resource_ = nullptr; // [SINGLETON] Crearemos el objeto screen con esta función estática void Resource::init() { Resource::resource_ = new Resource(); } // [SINGLETON] Destruiremos el objeto screen con esta función estática void Resource::destroy() { delete Resource::resource_; } // [SINGLETON] Con este método obtenemos el objeto screen y podemos trabajar con él Resource *Resource::get() { return Resource::resource_; } // Constructor Resource::Resource() { load(); } // Vacia todos los vectores de recursos void Resource::clear() { clearSounds(); clearMusics(); textures_.clear(); text_files_.clear(); texts_.clear(); animations_.clear(); demos_.clear(); } // Carga todos los recursos void Resource::load() { std::cout << "** LOADING RESOURCES" << std::endl; loadSounds(); loadMusics(); loadTextures(); loadTextFiles(); loadAnimations(); loadDemoData(); addPalettes(); createText(); createTextures(); std::cout << "\n** RESOURCES LOADED" << std::endl; } // Recarga todos los recursos void Resource::reload() { clear(); load(); } // Obtiene el sonido a partir de un nombre 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()) { return it->sound; } std::cerr << "Error: Sonido no encontrado " << name << std::endl; throw std::runtime_error("Sonido no encontrado: " + name); } // Obtiene la música a partir de un nombre 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()) { return it->music; } std::cerr << "Error: Música no encontrada " << name << std::endl; throw std::runtime_error("Música no encontrada: " + name); } // Obtiene la textura a partir de un nombre std::shared_ptr 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()) { return it->texture; } std::cerr << "Error: Imagen no encontrada " << name << std::endl; throw std::runtime_error("Imagen no encontrada: " + name); } // Obtiene el fichero de texto a partir de un nombre std::shared_ptr 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()) { return it->text_file; } std::cerr << "Error: TextFile no encontrado " << name << std::endl; throw std::runtime_error("TextFile no encontrado: " + name); } // Obtiene el objeto de texto a partir de un nombre std::shared_ptr 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()) { return it->text; } std::cerr << "Error: Text no encontrado " << name << std::endl; throw std::runtime_error("Text no encontrado: " + name); } // Obtiene la animación a partir de un nombre 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()) { return it->animation; } std::cerr << "Error: Animación no encontrada " << name << std::endl; throw std::runtime_error("Animación no encontrada: " + name); } // Obtiene el fichero con los datos para el modo demostración a partir de un çindice DemoData &Resource::getDemoData(int index) { return demos_.at(index); } // Carga los sonidos void Resource::loadSounds() { std::cout << "\n>> SOUND FILES" << std::endl; auto list = Asset::get()->getListByType(AssetType::SOUND); sounds_.clear(); for (const auto &l : list) { auto name = getFileName(l); sounds_.emplace_back(ResourceSound(name, JA_LoadSound(l.c_str()))); printWithDots("Sound : ", name, "[ LOADED ]"); } } // Carga las musicas void Resource::loadMusics() { std::cout << "\n>> MUSIC FILES" << std::endl; auto list = Asset::get()->getListByType(AssetType::MUSIC); musics_.clear(); for (const auto &l : list) { auto name = getFileName(l); musics_.emplace_back(ResourceMusic(name, JA_LoadMusic(l.c_str()))); printWithDots("Music : ", name, "[ LOADED ]"); } } // Carga las texturas void Resource::loadTextures() { std::cout << "\n>> TEXTURES" << std::endl; auto list = Asset::get()->getListByType(AssetType::BITMAP); textures_.clear(); for (const auto &l : list) { auto name = getFileName(l); textures_.emplace_back(ResourceTexture(name, std::make_shared(Screen::get()->getRenderer(), l))); } } // Carga los ficheros de texto void Resource::loadTextFiles() { std::cout << "\n>> TEXT FILES" << std::endl; auto list = Asset::get()->getListByType(AssetType::FONT); text_files_.clear(); for (const auto &l : list) { auto name = getFileName(l); text_files_.emplace_back(ResourceTextFile(name, loadTextFile(l))); } } // Carga las animaciones void Resource::loadAnimations() { std::cout << "\n>> ANIMATIONS" << std::endl; auto list = Asset::get()->getListByType(AssetType::ANIMATION); animations_.clear(); for (const auto &l : list) { auto name = getFileName(l); animations_.emplace_back(ResourceAnimation(name, loadAnimationsFromFile(l))); } } // Carga los datos para el modo demostración void Resource::loadDemoData() { std::cout << "\n>> DEMO_FILES" << std::endl; demos_.emplace_back(loadDemoDataFromFile(Asset::get()->get("demo1.bin"))); demos_.emplace_back(loadDemoDataFromFile(Asset::get()->get("demo2.bin"))); } // Añade paletas a las texturas void Resource::addPalettes() { // Jugador 1 std::cout << "\n>> PALETTES" << std::endl; getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_1_coffee_palette.gif")); getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_2_coffee_palette.gif")); getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_invencible_palette.gif")); // Jugador 2 getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_1_coffee_palette.gif")); getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_2_coffee_palette.gif")); getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_invencible_palette.gif")); // Fuentes getTexture("smb2.gif")->addPaletteFromFile(Asset::get()->get("smb2_palette1.pal")); } // Crea texturas void Resource::createTextures() { struct NameAndText { std::string name; std::string text; // Constructor NameAndText(const std::string &name_init, const std::string &text_init) : name(name_init), text(text_init) {} }; std::cout << "\n>> CREATING TEXTURES" << std::endl; // Tamaño normal std::vector strings = { NameAndText("game_text_1000_points", "1.000"), NameAndText("game_text_2500_points", "2.500"), NameAndText("game_text_5000_points", "5.000"), NameAndText("game_text_powerup", lang::getText(117)), NameAndText("game_text_one_hit", lang::getText(118)), NameAndText("game_text_stop", lang::getText(119)), NameAndText("game_text_1000000_points", lang::getText(76))}; auto text = getText("04b_25"); for (const auto &s : strings) { textures_.emplace_back(ResourceTexture(s.name, text->writeToTexture(s.text, 1, -2))); printWithDots("Texture : ", s.name, "[ DONE ]"); } // Tamaño doble std::vector strings2X = { NameAndText("game_text_100000_points", "100.000"), NameAndText("game_text_get_ready", lang::getText(75)), NameAndText("game_text_last_stage", lang::getText(79)), NameAndText("game_text_congratulations", lang::getText(50)), NameAndText("game_text_game_over", "Game Over")}; auto text2 = getText("04b_25_2x"); for (const auto &s : strings2X) { textures_.emplace_back(ResourceTexture(s.name, text2->writeToTexture(s.text, 1, -4))); printWithDots("Texture : ", s.name, "[ DONE ]"); } } // Crea los objetos de texto void Resource::createText() { std::cout << "\n>> CREATING TEXT_OBJECTS" << std::endl; std::vector> resources = { {"04b_25", "04b_25.png"}, {"04b_25_2x", "04b_25_2x.png"}, {"8bithud", "8bithud.png"}, {"nokia", "nokia.png"}, {"smb2", "smb2.gif"}}; for (const auto &resource : resources) { texts_.emplace_back(ResourceText(resource.first, std::make_shared(getTexture(resource.second), getTextFile(resource.first + ".txt")))); printWithDots("Text : ", resource.first, "[ DONE ]"); } } // Vacía el vector de sonidos void Resource::clearSounds() { // Itera sobre el vector y libera los recursos asociados a cada JA_Sound_t for (auto &sound : sounds_) { if (sound.sound) { JA_DeleteSound(sound.sound); sound.sound = nullptr; } } sounds_.clear(); // Limpia el vector después de liberar todos los recursos } // Vacía el vector de musicas void Resource::clearMusics() { // Itera sobre el vector y libera los recursos asociados a cada JA_Music_t for (auto &music : musics_) { if (music.music) { JA_DeleteMusic(music.music); music.music = nullptr; } } musics_.clear(); // Limpia el vector después de liberar todos los recursos }