Files
coffee_crisis_arcade_edition/source/resource.cpp

382 lines
11 KiB
C++

#include "resource.h"
#include <SDL3/SDL_log.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError
#include <algorithm> // Para find_if
#include <stdexcept> // Para runtime_error
#include "asset.h" // Para Asset, AssetType
#include "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] 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()
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** LOADING RESOURCES");
loadSounds();
loadMusics();
loadTextures();
loadTextFiles();
loadAnimations();
loadDemoData();
addPalettes();
createText();
createTextures();
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** RESOURCES LOADED");
}
// Recarga todos los recursos
void Resource::reload()
{
clear();
load();
}
// Recarga las texturas
void Resource::reloadTextures()
{
loadTextures();
addPalettes();
createTextures();
}
// 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;
}
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
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
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
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
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
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 çindice
DemoData &Resource::getDemoData(int index)
{
return demos_.at(index);
}
// Carga los sonidos
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(ResourceSound(name, JA_LoadSound(l.c_str())));
printWithDots("Sound : ", name, "[ LOADED ]");
}
}
// Carga las músicas
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(ResourceMusic(name, JA_LoadMusic(l.c_str())));
printWithDots("Music : ", name, "[ LOADED ]");
}
}
// Carga las texturas
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(ResourceTexture(name, std::make_shared<Texture>(Screen::get()->getRenderer(), l)));
}
}
// Carga los ficheros de texto
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(ResourceTextFile(name, loadTextFile(l)));
}
}
// Carga las animaciones
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(ResourceAnimation(name, loadAnimationsFromFile(l)));
}
}
// Carga los datos para el modo demostración
void Resource::loadDemoData()
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> DEMO FILES");
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()
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> PALETTES");
// 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"));
// 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;
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");
// 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(117)},
{"game_text_one_hit", lang::getText(118)},
{"game_text_stop", lang::getText(119)},
{"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<NameAndText> strings2X = {
{"game_text_100000_points", "100.000"},
{"game_text_get_ready", lang::getText(75)},
{"game_text_last_stage", lang::getText(79)},
{"game_text_congratulations", lang::getText(50)},
{"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 ]");
}
}
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"},
{"8bithud", "8bithud.png", "8bithud.txt"},
{"smb2", "smb2.gif", "smb2.txt"}};
for (const auto &resource : resources)
{
texts_.emplace_back(ResourceText(resource.key, std::make_shared<Text>(
getTexture(resource.textureFile),
getTextFile(resource.textFile))));
printWithDots("Text : ", resource.key, "[ DONE ]");
}
}
// Vacía el vector de sonidos
void Resource::clearSounds()
{
for (auto &sound : sounds_)
{
if (sound.sound)
{
JA_DeleteSound(sound.sound);
sound.sound = nullptr;
}
}
sounds_.clear();
}
// Vacía el vector de músicas
void Resource::clearMusics()
{
for (auto &music : musics_)
{
if (music.music)
{
JA_DeleteMusic(music.music);
music.music = nullptr;
}
}
musics_.clear();
}