359 lines
9.1 KiB
C++
359 lines
9.1 KiB
C++
#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 "global_inputs.h" // for globalInputs::check
|
|
#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
|
|
|
|
struct JA_Music_t;
|
|
|
|
// Constructor
|
|
Title::Title(JA_Music_t *music) : music(music)
|
|
{
|
|
// Copia las direcciones de los punteros y objetos
|
|
input = Input::get();
|
|
asset = Asset::get();
|
|
screen = Screen::get();
|
|
SDL_Renderer *renderer = screen->getRenderer();
|
|
|
|
// Reserva memoria y crea los objetos
|
|
eventHandler = std::make_unique<SDL_Event>();
|
|
fade = std::make_unique<Fade>(renderer);
|
|
|
|
text1 = std::make_unique<Text>(asset->get("smb2.gif"), asset->get("smb2.txt"), renderer);
|
|
text1->addPalette(asset->get("smb2_pal1.gif"));
|
|
text1->setPalette(1);
|
|
text2 = std::make_unique<Text>(asset->get("8bithud.png"), asset->get("8bithud.txt"), renderer);
|
|
|
|
miniLogoTexture = std::make_unique<Texture>(renderer, asset->get("logo_jailgames_mini.png"));
|
|
miniLogoSprite = std::make_unique<Sprite>(param.game.gameArea.centerX - miniLogoTexture->getWidth() / 2, 0, miniLogoTexture->getWidth(), miniLogoTexture->getHeight(), miniLogoTexture.get());
|
|
|
|
tiledbg = std::make_unique<Tiledbg>(asset->get("title_bg_tile.png"), (SDL_Rect){0, 0, param.game.width, param.game.height}, TILED_MODE_RANDOM);
|
|
|
|
gameLogo = std::make_unique<GameLogo>(param.game.gameArea.centerX, param.title.titleCCPosition);
|
|
gameLogo->enable();
|
|
|
|
defineButtons = std::make_unique<DefineButtons>(text2.get());
|
|
|
|
// Inicializa los valores
|
|
init();
|
|
}
|
|
|
|
// Inicializa los valores de las variables
|
|
void Title::init()
|
|
{
|
|
// Inicializa variables
|
|
section::options = section::OPTIONS_TITLE_1;
|
|
counter = 0;
|
|
nextSection.name = section::NAME_GAME;
|
|
postFade = 0;
|
|
ticks = 0;
|
|
ticksSpeed = 15;
|
|
fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
|
|
fade->setType(FADE_RANDOM_SQUARE);
|
|
fade->setPost(param.fade.postDuration);
|
|
demo = true;
|
|
numControllers = input->getNumControllers();
|
|
}
|
|
|
|
// Actualiza las variables del objeto
|
|
void Title::update()
|
|
{
|
|
// Calcula la lógica de los objetos
|
|
if (SDL_GetTicks() - ticks > ticksSpeed)
|
|
{
|
|
// Actualiza el contador de ticks
|
|
ticks = SDL_GetTicks();
|
|
|
|
// Actualiza el objeto screen
|
|
screen->update();
|
|
|
|
// Actualiza el objeto 'defineButtons'
|
|
defineButtons->update();
|
|
|
|
// Comprueba el fade y si se ha acabado
|
|
fade->update();
|
|
if (fade->hasEnded())
|
|
{
|
|
if (postFade == -1)
|
|
{
|
|
section::name = section::NAME_GAME_DEMO;
|
|
}
|
|
else
|
|
{
|
|
section::name = section::NAME_GAME;
|
|
section::options = postFade == 1 ? section::OPTIONS_GAME_PLAY_1P : section::OPTIONS_GAME_PLAY_2P;
|
|
JA_StopMusic();
|
|
}
|
|
}
|
|
|
|
// Sección 1 - Titulo animandose
|
|
if (section::options == section::OPTIONS_TITLE_1)
|
|
{
|
|
gameLogo->update();
|
|
if (gameLogo->hasFinished())
|
|
{
|
|
section::options = section::OPTIONS_TITLE_2;
|
|
}
|
|
}
|
|
|
|
// Sección 2 - La pantalla con el titulo, el fondo animado y la música
|
|
else if (section::options == section::OPTIONS_TITLE_2)
|
|
{
|
|
// El contador solo sube si no estamos definiendo botones
|
|
counter = defineButtons->isEnabled() ? 0 : counter + 1;
|
|
|
|
// Reproduce la música
|
|
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
|
|
{
|
|
JA_PlayMusic(music);
|
|
}
|
|
|
|
// Actualiza el logo con el título del juego
|
|
gameLogo->update();
|
|
|
|
// Actualiza el mosaico de fondo
|
|
tiledbg->update();
|
|
|
|
if (counter == param.title.titleDuration)
|
|
{
|
|
fade->activate();
|
|
postFade = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Dibuja el objeto en pantalla
|
|
void Title::render()
|
|
{
|
|
// Prepara para empezar a dibujar en la textura de juego
|
|
screen->start();
|
|
|
|
// Limpia la pantalla
|
|
screen->clean(bgColor);
|
|
|
|
// Dibuja el mosacico de fondo
|
|
tiledbg->render();
|
|
|
|
// Dibuja el logo con el título del juego
|
|
gameLogo->render();
|
|
|
|
if (section::options == section::OPTIONS_TITLE_2)
|
|
{
|
|
constexpr color_t shadow = {0x14, 0x87, 0xc4};
|
|
|
|
// 'PRESS TO PLAY'
|
|
if (counter % 50 > 14 && !defineButtons->isEnabled())
|
|
{
|
|
text1->writeDX(TXT_CENTER | TXT_SHADOW, param.game.gameArea.centerX, param.title.pressStartPosition, lang::getText(23), 1, noColor, 1, shadow);
|
|
}
|
|
|
|
// Mini logo
|
|
const int pos1 = (param.game.height / 5 * 4) + BLOCK;
|
|
const int pos2 = pos1 + miniLogoSprite->getHeight() + 3;
|
|
miniLogoSprite->setPosY(pos1);
|
|
miniLogoSprite->render();
|
|
|
|
// Texto con el copyright
|
|
text1->writeDX(TXT_CENTER | TXT_SHADOW, param.game.gameArea.centerX, pos2, TEXT_COPYRIGHT, 1, noColor, 1, shadow);
|
|
}
|
|
|
|
// Define Buttons
|
|
defineButtons->render();
|
|
|
|
// Fade
|
|
fade->render();
|
|
|
|
// Vuelca el contenido del renderizador en pantalla
|
|
screen->blit();
|
|
}
|
|
|
|
// Comprueba los eventos
|
|
void Title::checkEvents()
|
|
{
|
|
// Si defineButtons está habilitado, es él quien gestiona los eventos
|
|
if (!defineButtons->isEnabled())
|
|
{
|
|
// Comprueba los eventos que hay en la cola
|
|
while (SDL_PollEvent(eventHandler.get()) != 0)
|
|
{
|
|
// Evento de salida de la aplicación
|
|
if (eventHandler->type == SDL_QUIT)
|
|
{
|
|
section::name = section::NAME_QUIT;
|
|
break;
|
|
}
|
|
|
|
// Recarga las texturas
|
|
else if (eventHandler->type == SDL_RENDER_DEVICE_RESET || eventHandler->type == SDL_RENDER_TARGETS_RESET)
|
|
{
|
|
reLoadTextures();
|
|
}
|
|
|
|
else if (eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0)
|
|
{
|
|
switch (eventHandler->key.keysym.sym)
|
|
{
|
|
case SDLK_1:
|
|
{
|
|
if (defineButtons->enable(0))
|
|
resetCounter();
|
|
break;
|
|
}
|
|
|
|
case SDLK_2:
|
|
{
|
|
if (defineButtons->enable(1))
|
|
resetCounter();
|
|
break;
|
|
}
|
|
|
|
case SDLK_3:
|
|
{
|
|
swapControllers();
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Comprueba las entradas
|
|
void Title::checkInput()
|
|
{
|
|
// Comprueba los controladores solo si no se estan definiendo los botones
|
|
if (!defineButtons->isEnabled())
|
|
{
|
|
// Comprueba el teclado para empezar a jugar
|
|
if (input->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
|
|
{
|
|
if (section::options == section::OPTIONS_TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
|
|
{
|
|
fade->activate();
|
|
postFade = options.controller[0].playerId;
|
|
}
|
|
}
|
|
|
|
// Comprueba los mandos
|
|
for (int i = 0; i < input->getNumControllers(); ++i)
|
|
{
|
|
// Comprueba si se va a intercambiar la asignación de mandos a jugadores
|
|
if (input->checkModInput(input_service, input_swap_controllers, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
|
|
{
|
|
swapControllers();
|
|
return;
|
|
}
|
|
|
|
// Comprueba si algun mando quiere ser configurado
|
|
if (input->checkModInput(input_service, input_config, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
|
|
{
|
|
defineButtons->enable(i);
|
|
return;
|
|
}
|
|
|
|
// Comprueba el botón de START de los mandos
|
|
if (input->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
|
|
{
|
|
// Si no está el botón de servicio activo
|
|
if (!input->checkInput(input_service, INPUT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
|
|
{
|
|
if (section::options == section::OPTIONS_TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
|
|
{
|
|
fade->activate();
|
|
postFade = options.controller[i].playerId;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Comprueba el input para el resto de objetos
|
|
screen->checkInput();
|
|
defineButtons->checkInput();
|
|
|
|
// Comprueba los inputs que se pueden introducir en cualquier sección del juego
|
|
globalInputs::check();
|
|
}
|
|
|
|
// Bucle para el titulo del juego
|
|
void Title::run()
|
|
{
|
|
while (section::name == section::NAME_TITLE)
|
|
{
|
|
checkInput();
|
|
update();
|
|
checkEvents(); // Tiene que ir antes del render
|
|
render();
|
|
}
|
|
}
|
|
|
|
// Recarga las texturas
|
|
void Title::reLoadTextures()
|
|
{
|
|
gameLogo->reLoad();
|
|
tiledbg->reLoad();
|
|
}
|
|
|
|
// Reinicia el contador interno
|
|
void Title::resetCounter()
|
|
{
|
|
counter = 0;
|
|
}
|
|
|
|
// Intercambia la asignación de mandos a los jugadores
|
|
void Title::swapControllers()
|
|
{
|
|
const int numControllers = input->getNumControllers();
|
|
|
|
if (numControllers == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
defineButtons->swapControllers();
|
|
|
|
// Crea cadenas de texto vacias para un numero máximo de mandos
|
|
constexpr int MAX_CONTROLLERS = 2;
|
|
std::string text[MAX_CONTROLLERS];
|
|
int playerControllerIndex[MAX_CONTROLLERS];
|
|
for (int i = 0; i < MAX_CONTROLLERS; ++i)
|
|
{
|
|
text[i] = "";
|
|
playerControllerIndex[i] = -1;
|
|
}
|
|
|
|
// Obtiene para cada jugador el índice del mando correspondiente
|
|
for (int i = 0; i < MAX_CONTROLLERS; ++i)
|
|
{
|
|
playerControllerIndex[options.controller[i].playerId - 1] = i;
|
|
}
|
|
|
|
// Genera el texto correspondiente
|
|
for (int i = 0; i < MAX_CONTROLLERS; ++i)
|
|
{
|
|
const int index = playerControllerIndex[i];
|
|
if (options.controller[index].plugged)
|
|
{
|
|
text[i] = lang::getText(101) + std::to_string(i + 1) + ": " + options.controller[index].name;
|
|
}
|
|
}
|
|
|
|
screen->showNotification(text[0], text[1]);
|
|
|
|
resetCounter();
|
|
} |