510 lines
16 KiB
C++
510 lines
16 KiB
C++
#include "resource.h"
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#include <SDL3/SDL_log.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError
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#include <SDL3/SDL.h>
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#include <algorithm> // Para find_if
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#include <array>
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#include <stdexcept> // Para runtime_error
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#include "asset.h" // Para Asset, AssetType
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#include "jail_audio.h" // Para JA_DeleteMusic, JA_DeleteSound, JA_LoadMusic
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#include "lang.h" // Para getText
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#include "screen.h" // Para Screen
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#include "text.h" // Para Text, loadTextFile
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struct JA_Music_t; // lines 11-11
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struct JA_Sound_t; // lines 12-12
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// Singleton
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Resource *Resource::instance_ = nullptr;
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// Inicializa la instancia única del singleton
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void Resource::init() { Resource::instance_ = new Resource(); }
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// Libera la instancia
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void Resource::destroy() { delete Resource::instance_; }
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// Obtiene la instancia
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Resource *Resource::get() { return Resource::instance_; }
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// Constructor
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Resource::Resource() : loading_text_(Screen::get()->getText()) { load(); }
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// Vacia todos los vectores de recursos
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void Resource::clear()
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{
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clearSounds();
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clearMusics();
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textures_.clear();
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text_files_.clear();
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texts_.clear();
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animations_.clear();
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demos_.clear();
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}
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// Carga todos los recursos del juego y muestra el progreso de carga
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void Resource::load()
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{
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// Prepara la gestión del progreso de carga
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calculateTotalResources();
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initProgressBar();
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// Muerstra la ventana y desactiva el sincronismo vertical
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auto screen = Screen::get();
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auto vsync = screen->getVSync();
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screen->show();
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screen->setVSync(false);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** LOADING RESOURCES");
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loadSounds(); // Carga sonidos
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loadMusics(); // Carga músicas
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loadTextures(); // Carga texturas
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loadTextFiles(); // Carga ficheros de texto
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loadAnimations(); // Carga animaciones
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loadDemoData(); // Carga datos de demo
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addPalettes(); // Añade paletas a las texturas
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createText(); // Crea objetos de texto
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createTextures(); // Crea texturas a partir de texto
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** RESOURCES LOADED");
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// Restablece el sincronismo vertical a su valor original
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screen->setVSync(vsync);
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SDL_Delay(1000);
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}
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// Recarga todos los recursos (limpia y vuelve a cargar)
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void Resource::reload()
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{
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clear();
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load();
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}
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// Recarga solo las texturas y paletas
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void Resource::reloadTextures()
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{
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loadTextures();
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addPalettes();
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createTextures();
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}
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// Obtiene el sonido a partir de un nombre. Lanza excepción si no existe.
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JA_Sound_t *Resource::getSound(const std::string &name)
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{
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auto it = std::find_if(sounds_.begin(), sounds_.end(), [&name](const auto &s)
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{ return s.name == name; });
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if (it != sounds_.end())
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{
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return it->sound;
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}
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Sonido no encontrado %s", name.c_str());
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throw std::runtime_error("Sonido no encontrado: " + name);
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}
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// Obtiene la música a partir de un nombre. Lanza excepción si no existe.
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JA_Music_t *Resource::getMusic(const std::string &name)
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{
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auto it = std::find_if(musics_.begin(), musics_.end(), [&name](const auto &m)
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{ return m.name == name; });
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if (it != musics_.end())
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{
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return it->music;
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}
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Música no encontrada %s", name.c_str());
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throw std::runtime_error("Música no encontrada: " + name);
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}
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// Obtiene la textura a partir de un nombre. Lanza excepción si no existe.
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std::shared_ptr<Texture> Resource::getTexture(const std::string &name)
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{
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auto it = std::find_if(textures_.begin(), textures_.end(), [&name](const auto &t)
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{ return t.name == name; });
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if (it != textures_.end())
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{
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return it->texture;
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}
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Imagen no encontrada %s", name.c_str());
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throw std::runtime_error("Imagen no encontrada: " + name);
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}
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// Obtiene el fichero de texto a partir de un nombre. Lanza excepción si no existe.
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std::shared_ptr<TextFile> Resource::getTextFile(const std::string &name)
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{
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auto it = std::find_if(text_files_.begin(), text_files_.end(), [&name](const auto &t)
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{ return t.name == name; });
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if (it != text_files_.end())
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{
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return it->text_file;
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}
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: TextFile no encontrado %s", name.c_str());
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throw std::runtime_error("TextFile no encontrado: " + name);
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}
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// Obtiene el objeto de texto a partir de un nombre. Lanza excepción si no existe.
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std::shared_ptr<Text> Resource::getText(const std::string &name)
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{
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auto it = std::find_if(texts_.begin(), texts_.end(), [&name](const auto &t)
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{ return t.name == name; });
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if (it != texts_.end())
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{
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return it->text;
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}
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Text no encontrado %s", name.c_str());
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throw std::runtime_error("Text no encontrado: " + name);
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}
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// Obtiene la animación a partir de un nombre. Lanza excepción si no existe.
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AnimationsFileBuffer &Resource::getAnimation(const std::string &name)
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{
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auto it = std::find_if(animations_.begin(), animations_.end(), [&name](const auto &a)
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{ return a.name == name; });
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if (it != animations_.end())
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{
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return it->animation;
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}
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Animación no encontrada %s", name.c_str());
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throw std::runtime_error("Animación no encontrada: " + name);
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}
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// Obtiene el fichero con los datos para el modo demostración a partir de un índice
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DemoData &Resource::getDemoData(int index)
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{
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return demos_.at(index);
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}
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// Carga los sonidos del juego
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void Resource::loadSounds()
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{
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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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sounds_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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sounds_.emplace_back(Resource::ResourceSound(name, JA_LoadSound(l.c_str())));
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printWithDots("Sound : ", name, "[ LOADED ]");
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updateLoadingProgress(name);
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}
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}
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// Carga las músicas del juego
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void Resource::loadMusics()
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{
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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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musics_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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musics_.emplace_back(Resource::ResourceMusic(name, JA_LoadMusic(l.c_str())));
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printWithDots("Music : ", name, "[ LOADED ]");
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updateLoadingProgress(name);
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}
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}
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// Carga las texturas del juego
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void Resource::loadTextures()
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{
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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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textures_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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textures_.emplace_back(Resource::ResourceTexture(name, std::make_shared<Texture>(Screen::get()->getRenderer(), l)));
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updateLoadingProgress(name);
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}
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}
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// Carga los ficheros de texto del juego
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void Resource::loadTextFiles()
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{
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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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text_files_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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text_files_.emplace_back(Resource::ResourceTextFile(name, loadTextFile(l)));
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updateLoadingProgress(name);
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}
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}
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// Carga las animaciones del juego
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void Resource::loadAnimations()
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{
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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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animations_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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animations_.emplace_back(Resource::ResourceAnimation(name, loadAnimationsFromFile(l)));
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updateLoadingProgress(name);
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}
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}
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// Carga los datos para el modo demostración
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void Resource::loadDemoData()
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{
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> DEMO FILES");
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constexpr std::array<const char *, 2> demo_files = {"demo1.bin", "demo2.bin"};
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for (const auto &file : demo_files)
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{
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demos_.emplace_back(loadDemoDataFromFile(Asset::get()->get(file)));
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updateLoadingProgress(file);
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}
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}
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// Añade paletas de colores a las texturas principales
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void Resource::addPalettes()
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{
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> PALETTES");
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// Paletas para el jugador 1
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getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_1_coffee_palette.gif"));
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getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_2_coffee_palette.gif"));
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getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_invencible_palette.gif"));
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// Paletas para el jugador 2
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getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_1_coffee_palette.gif"));
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getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_2_coffee_palette.gif"));
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getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_invencible_palette.gif"));
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// Paleta para la fuente SMB2
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getTexture("smb2.gif")->addPaletteFromFile(Asset::get()->get("smb2_palette1.pal"));
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}
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// Crea texturas a partir de textos para mostrar puntuaciones y mensajes
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void Resource::createTextures()
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{
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struct NameAndText
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{
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std::string name;
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std::string text;
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NameAndText(const std::string &name_init, const std::string &text_init)
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: name(name_init), text(text_init) {}
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};
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING TEXTURES");
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// Texturas de tamaño normal
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std::vector<NameAndText> strings = {
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{"game_text_1000_points", "1.000"},
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{"game_text_2500_points", "2.500"},
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{"game_text_5000_points", "5.000"},
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{"game_text_powerup", lang::getText("[GAME_TEXT] 4")},
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{"game_text_one_hit", lang::getText("[GAME_TEXT] 5")},
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{"game_text_stop", lang::getText("[GAME_TEXT] 6")},
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{"game_text_1000000_points", lang::getText("[GAME_TEXT] 8")}};
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auto text = getText("04b_25");
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for (const auto &s : strings)
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{
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textures_.emplace_back(Resource::ResourceTexture(s.name, text->writeToTexture(s.text, 1, -2)));
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printWithDots("Texture : ", s.name, "[ DONE ]");
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}
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// Texturas de tamaño doble
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std::vector<NameAndText> strings2X = {
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{"game_text_100000_points", "100.000"},
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{"game_text_get_ready", lang::getText("[GAME_TEXT] 7")},
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{"game_text_last_stage", lang::getText("[GAME_TEXT] 3")},
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{"game_text_congratulations", lang::getText("[GAME_TEXT] 1")},
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{"game_text_game_over", "Game Over"}};
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auto text2 = getText("04b_25_2x");
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for (const auto &s : strings2X)
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{
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textures_.emplace_back(Resource::ResourceTexture(s.name, text2->writeToTexture(s.text, 1, -4)));
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printWithDots("Texture : ", s.name, "[ DONE ]");
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}
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}
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// Crea los objetos de texto a partir de los archivos de textura y texto
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void Resource::createText()
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{
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struct ResourceInfo
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{
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std::string key;
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std::string textureFile;
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std::string textFile;
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ResourceInfo(const std::string &k, const std::string &tFile, const std::string &txtFile)
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: key(k), textureFile(tFile), textFile(txtFile) {}
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};
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING TEXT OBJECTS");
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std::vector<ResourceInfo> resources = {
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{"04b_25", "04b_25.png", "04b_25.txt"},
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{"04b_25_2x", "04b_25_2x.png", "04b_25_2x.txt"},
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{"04b_25_metal", "04b_25_metal.png", "04b_25.txt"},
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{"04b_25_grey", "04b_25_grey.png", "04b_25.txt"},
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{"04b_25_flat", "04b_25_flat.png", "04b_25.txt"},
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{"04b_25_reversed", "04b_25_reversed.png", "04b_25.txt"},
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{"04b_25_flat_2x", "04b_25_flat_2x.png", "04b_25_2x.txt"},
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{"04b_25_reversed_2x", "04b_25_reversed_2x.png", "04b_25_2x.txt"},
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{"8bithud", "8bithud.png", "8bithud.txt"},
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{"aseprite", "aseprite.png", "aseprite.txt"},
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{"smb2", "smb2.gif", "smb2.txt"}};
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for (const auto &resource : resources)
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{
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texts_.emplace_back(Resource::ResourceText(resource.key, std::make_shared<Text>(
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getTexture(resource.textureFile),
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getTextFile(resource.textFile))));
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printWithDots("Text : ", resource.key, "[ DONE ]");
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}
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}
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// Vacía el vector de sonidos y libera la memoria asociada
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void Resource::clearSounds()
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{
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for (auto &sound : sounds_)
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{
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if (sound.sound)
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{
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JA_DeleteSound(sound.sound);
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sound.sound = nullptr;
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}
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}
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sounds_.clear();
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}
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// Vacía el vector de músicas y libera la memoria asociada
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void Resource::clearMusics()
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{
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for (auto &music : musics_)
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{
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if (music.music)
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{
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JA_DeleteMusic(music.music);
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music.music = nullptr;
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}
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}
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musics_.clear();
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}
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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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{
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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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size_t total = 0;
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for (const auto &asset_type : ASSET_TYPES)
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{
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auto list = Asset::get()->getListByType(asset_type);
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total += list.size();
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std::string log = std::to_string(list.size()) + " - " + std::to_string(total);
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SDL_Log("%s", log.c_str());
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}
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loading_count_ = ResourceCount(total);
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}
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// Muestra el progreso de carga en pantalla (barra y texto)
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void Resource::renderProgress()
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{
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// Obtiene la pantalla y el renderer
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auto screen = Screen::get();
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auto renderer = screen->getRenderer();
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// Actualiza la lógica principal de la pantalla (input, etc.)
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screen->coreUpdate();
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// Inicia el frame y limpia la pantalla
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screen->start();
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screen->clean();
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// Establece el color de dibujo a blanco
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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// Dibuja la barra de progreso (marco y barra llena)
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SDL_RenderRect(renderer, &loading_wired_rect_);
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SDL_RenderFillRect(renderer, &loading_full_rect_);
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// Escribe el texto de carga encima de la barra
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loading_text_->write(
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loading_wired_rect_.x,
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loading_wired_rect_.y - 9,
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lang::getText("[RESOURCE] LOADING") + " : " + loading_resource_name_
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);
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// Renderiza el frame en pantalla
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screen->coreRender();
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}
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// Comprueba los eventos durante la carga (permite salir con ESC o cerrar ventana)
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void Resource::checkEvents()
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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case SDL_EVENT_QUIT:
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exit(0);
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break;
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case SDL_EVENT_KEY_DOWN:
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if (event.key.key == SDLK_ESCAPE)
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{
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exit(0);
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}
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break;
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}
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}
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}
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// Actualiza el progreso de carga, muestra la barra y procesa eventos
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void Resource::updateLoadingProgress(std::string name)
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{
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loading_resource_name_ = name;
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loading_count_.increase();
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updateProgressBar();
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renderProgress();
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|
checkEvents();
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}
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|
|
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// Inicializa los rectangulos que definen la barra de progreso
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|
void Resource::initProgressBar()
|
|
{
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|
constexpr float X_PADDING = 20.0f;
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|
constexpr float Y_PADDING = 20.0f;
|
|
constexpr float BAR_HEIGHT = 10.0f;
|
|
const float BAR_Y_POSITION = param.game.height - BAR_HEIGHT - Y_PADDING;
|
|
|
|
const float WIRED_BAR_WIDTH = param.game.width - (X_PADDING * 2);
|
|
loading_wired_rect_ = {X_PADDING, BAR_Y_POSITION, WIRED_BAR_WIDTH, BAR_HEIGHT};
|
|
|
|
const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * loading_count_.getPercentage();
|
|
loading_full_rect_ = {X_PADDING, BAR_Y_POSITION, FULL_BAR_WIDTH, BAR_HEIGHT};
|
|
}
|
|
|
|
// Actualiza la barra de estado
|
|
void Resource::updateProgressBar()
|
|
{
|
|
loading_full_rect_.w = loading_wired_rect_.w * loading_count_.getPercentage();
|
|
} |