Files
coffee_crisis_arcade_edition/source/resource.cpp

506 lines
16 KiB
C++

#include "resource.h"
#include <SDL3/SDL_log.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError
#include <SDL3/SDL.h>
#include <algorithm> // Para find_if
#include <array>
#include <stdexcept> // Para runtime_error
#include "asset.h" // Para Asset, AssetType
#include "external/jail_audio.h" // Para JA_DeleteMusic, JA_DeleteSound, JA_LoadMusic
#include "lang.h" // Para getText
#include "screen.h" // Para Screen
#include "text.h" // Para Text, loadTextFile
struct JA_Music_t; // lines 11-11
struct JA_Sound_t; // lines 12-12
// Singleton
Resource *Resource::instance_ = nullptr;
// Inicializa la instancia única del singleton
void Resource::init() { Resource::instance_ = new Resource(); }
// Libera la instancia
void Resource::destroy() { delete Resource::instance_; }
// Obtiene la instancia
Resource *Resource::get() { return Resource::instance_; }
// Constructor
Resource::Resource() : loading_text_(Screen::get()->getText()) { 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 del juego y muestra el progreso de carga
void Resource::load()
{
// Prepara la gestión del progreso de carga
calculateTotalResources();
initProgressBar();
// Muerstra la ventana y desactiva el sincronismo vertical
auto screen = Screen::get();
auto vsync = screen->getVSync();
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
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** RESOURCES LOADED");
// Restablece el sincronismo vertical a su valor original
screen->setVSync(vsync);
}
// Recarga todos los recursos (limpia y vuelve a cargar)
void Resource::reload()
{
clear();
load();
}
// Recarga solo las texturas y paletas
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; });
if (it != sounds_.end())
{
return it->sound;
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Sonido no encontrado %s", name.c_str());
throw std::runtime_error("Sonido no encontrado: " + 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; });
if (it != musics_.end())
{
return it->music;
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Música no encontrada %s", name.c_str());
throw std::runtime_error("Música no encontrada: " + 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; });
if (it != textures_.end())
{
return it->texture;
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Imagen no encontrada %s", name.c_str());
throw std::runtime_error("Imagen no encontrada: " + 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; });
if (it != text_files_.end())
{
return it->text_file;
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: TextFile no encontrado %s", name.c_str());
throw std::runtime_error("TextFile no encontrado: " + 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; });
if (it != texts_.end())
{
return it->text;
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Text no encontrado %s", name.c_str());
throw std::runtime_error("Text no encontrado: " + 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; });
if (it != animations_.end())
{
return it->animation;
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Animación no encontrada %s", name.c_str());
throw std::runtime_error("Animación no encontrada: " + name);
}
// Obtiene el fichero con los datos para el modo demostración a partir de un índice
DemoData &Resource::getDemoData(int index)
{
return demos_.at(index);
}
// Carga los sonidos del juego
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)
{
auto name = getFileName(l);
sounds_.emplace_back(Resource::ResourceSound(name, JA_LoadSound(l.c_str())));
printWithDots("Sound : ", name, "[ LOADED ]");
updateLoadingProgress(name);
}
}
// Carga las músicas del juego
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)
{
auto name = getFileName(l);
musics_.emplace_back(Resource::ResourceMusic(name, JA_LoadMusic(l.c_str())));
printWithDots("Music : ", name, "[ LOADED ]");
updateLoadingProgress(name);
}
}
// Carga las texturas del juego
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)
{
auto name = getFileName(l);
textures_.emplace_back(Resource::ResourceTexture(name, std::make_shared<Texture>(Screen::get()->getRenderer(), l)));
updateLoadingProgress(name);
}
}
// Carga los ficheros de texto del juego
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)
{
auto name = getFileName(l);
text_files_.emplace_back(Resource::ResourceTextFile(name, loadTextFile(l)));
updateLoadingProgress(name);
}
}
// Carga las animaciones del juego
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)
{
auto name = getFileName(l);
animations_.emplace_back(Resource::ResourceAnimation(name, loadAnimationsFromFile(l)));
updateLoadingProgress(name);
}
}
// Carga los datos para el modo demostración
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)
{
demos_.emplace_back(loadDemoDataFromFile(Asset::get()->get(file)));
updateLoadingProgress(file);
}
}
// Añade paletas de colores a las texturas principales
void Resource::addPalettes()
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> PALETTES");
// Paletas para el jugador 1
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"));
// Paletas para el 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"));
// Paleta para la fuente SMB2
getTexture("smb2.gif")->addPaletteFromFile(Asset::get()->get("smb2_palette1.pal"));
}
// Crea texturas a partir de textos para mostrar puntuaciones y mensajes
void Resource::createTextures()
{
struct NameAndText
{
std::string name;
std::string text;
NameAndText(const std::string &name_init, const std::string &text_init)
: name(name_init), text(text_init) {}
};
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING TEXTURES");
// Texturas de tamaño normal
std::vector<NameAndText> strings = {
{"game_text_1000_points", "1.000"},
{"game_text_2500_points", "2.500"},
{"game_text_5000_points", "5.000"},
{"game_text_powerup", Lang::getText("[GAME_TEXT] 4")},
{"game_text_one_hit", Lang::getText("[GAME_TEXT] 5")},
{"game_text_stop", Lang::getText("[GAME_TEXT] 6")},
{"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")}};
auto text = getText("04b_25");
for (const auto &s : strings)
{
textures_.emplace_back(Resource::ResourceTexture(s.name, text->writeToTexture(s.text, 1, -2)));
printWithDots("Texture : ", s.name, "[ DONE ]");
}
// Texturas de tamaño doble
std::vector<NameAndText> strings2X = {
{"game_text_100000_points", "100.000"},
{"game_text_get_ready", Lang::getText("[GAME_TEXT] 7")},
{"game_text_last_stage", Lang::getText("[GAME_TEXT] 3")},
{"game_text_congratulations", Lang::getText("[GAME_TEXT] 1")},
{"game_text_game_over", "Game Over"}};
auto text2 = getText("04b_25_2x");
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
{
std::string key;
std::string textureFile;
std::string textFile;
ResourceInfo(const std::string &k, const std::string &tFile, const std::string &txtFile)
: key(k), textureFile(tFile), textFile(txtFile) {}
};
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING TEXT OBJECTS");
std::vector<ResourceInfo> resources = {
{"04b_25", "04b_25.png", "04b_25.txt"},
{"04b_25_2x", "04b_25_2x.png", "04b_25_2x.txt"},
{"04b_25_metal", "04b_25_metal.png", "04b_25.txt"},
{"04b_25_grey", "04b_25_grey.png", "04b_25.txt"},
{"04b_25_flat", "04b_25_flat.png", "04b_25.txt"},
{"04b_25_reversed", "04b_25_reversed.png", "04b_25.txt"},
{"04b_25_flat_2x", "04b_25_flat_2x.png", "04b_25_2x.txt"},
{"04b_25_reversed_2x", "04b_25_reversed_2x.png", "04b_25_2x.txt"},
{"8bithud", "8bithud.png", "8bithud.txt"},
{"aseprite", "aseprite.png", "aseprite.txt"},
{"smb2", "smb2.gif", "smb2.txt"}};
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)
{
JA_DeleteSound(sound.sound);
sound.sound = nullptr;
}
}
sounds_.clear();
}
// Vacía el vector de músicas y libera la memoria asociada
void Resource::clearMusics()
{
for (auto &music : musics_)
{
if (music.music)
{
JA_DeleteMusic(music.music);
music.music = nullptr;
}
}
musics_.clear();
}
// Calcula el número total de recursos a cargar y reinicia el contador de carga
void Resource::calculateTotalResources()
{
const std::array<AssetType, 6> ASSET_TYPES = {
AssetType::SOUND,
AssetType::MUSIC,
AssetType::BITMAP,
AssetType::FONT,
AssetType::ANIMATION,
AssetType::DEMODATA};
size_t total = 0;
for (const auto &asset_type : ASSET_TYPES)
{
auto list = Asset::get()->getListByType(asset_type);
total += list.size();
}
loading_count_ = ResourceCount(total);
}
// Muestra el progreso de carga en pantalla (barra y texto)
void Resource::renderProgress()
{
// Obtiene la pantalla y el renderer
auto screen = Screen::get();
auto renderer = screen->getRenderer();
// Actualiza la lógica principal de la pantalla (input, etc.)
screen->coreUpdate();
// Inicia el frame y limpia la pantalla
screen->start();
screen->clean();
// Establece el color de dibujo a blanco
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
// Dibuja la barra de progreso (marco y barra llena)
SDL_RenderRect(renderer, &loading_wired_rect_);
SDL_RenderFillRect(renderer, &loading_full_rect_);
// Escribe el texto de carga encima de la barra
loading_text_->write(
loading_wired_rect_.x,
loading_wired_rect_.y - 9,
Lang::getText("[RESOURCE] LOADING") + " : " + loading_resource_name_
);
// Renderiza el frame en pantalla
screen->coreRender();
}
// Comprueba los eventos durante la carga (permite salir con ESC o cerrar ventana)
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)
{
exit(0);
}
break;
}
}
}
// Actualiza el progreso de carga, muestra la barra y procesa eventos
void Resource::updateLoadingProgress(std::string name)
{
loading_resource_name_ = name;
loading_count_.increase();
updateProgressBar();
renderProgress();
checkEvents();
}
// Inicializa los rectangulos que definen la barra de progreso
void Resource::initProgressBar()
{
constexpr float X_PADDING = 20.0f;
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();
}