134 lines
4.0 KiB
C++
134 lines
4.0 KiB
C++
#include "asset.h"
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#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_LogError
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#include <algorithm> // Para find_if, max
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#include <fstream> // Para basic_ifstream, ifstream
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#include <string> // Para allocator, string, char_traits, operator+
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#include "utils.h" // Para getFileName
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// Singleton
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Asset *Asset::instance_ = nullptr;
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// Inicializa la instancia única del singleton
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void Asset::init(const std::string &executable_path) { Asset::instance_ = new Asset(executable_path); }
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// Libera la instancia
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void Asset::destroy() { delete Asset::instance_; }
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// Obtiene la instancia
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Asset *Asset::get() { return Asset::instance_; }
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// Añade un elemento a la lista
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void Asset::add(const std::string &file, AssetType type, bool required, bool absolute) {
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file_list_.emplace_back(absolute ? file : executable_path_ + file, type, required);
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longest_name_ = std::max(longest_name_, static_cast<int>(file_list_.back().file.size()));
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}
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// Devuelve la ruta completa a un fichero a partir de una cadena
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std::string Asset::get(const std::string &text) const {
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auto it = std::find_if(file_list_.begin(), file_list_.end(), [&text](const auto &f) {
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return getFileName(f.file) == text;
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});
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if (it != file_list_.end()) {
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return it->file;
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} else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Warning: file %s not found", text.c_str());
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return "";
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}
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}
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// Comprueba que existen todos los elementos
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bool Asset::check() const {
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bool success = true;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES");
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// Comprueba la lista de ficheros clasificándolos por tipo
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for (int type = 0; type < static_cast<int>(AssetType::COUNT); ++type) {
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// Comprueba si hay ficheros de ese tipo
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bool any = false;
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for (const auto &f : file_list_) {
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if (f.required && f.type == static_cast<AssetType>(type)) {
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any = true;
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}
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}
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// Si hay ficheros de ese tipo, comprueba si existen
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if (any) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> %s FILES", getTypeName(static_cast<AssetType>(type)).c_str());
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for (const auto &f : file_list_) {
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if (f.required && f.type == static_cast<AssetType>(type)) {
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success &= checkFile(f.file);
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}
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}
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if (success)
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, " All files are OK.");
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}
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}
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// Resultado
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if (success) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES COMPLETED.\n");
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES FAILED.\n");
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}
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return success;
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}
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// Comprueba que existe un fichero
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bool Asset::checkFile(const std::string &path) const {
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std::ifstream file(path);
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bool success = file.good();
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file.close();
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if (!success) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Checking file: %s [ ERROR ]", getFileName(path).c_str());
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}
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return success;
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}
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// Devuelve el nombre del tipo de recurso
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std::string Asset::getTypeName(AssetType type) const {
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switch (type) {
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case AssetType::BITMAP:
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return "BITMAP";
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case AssetType::MUSIC:
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return "MUSIC";
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case AssetType::SOUND:
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return "SOUND";
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case AssetType::FONT:
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return "FONT";
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case AssetType::LANG:
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return "LANG";
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case AssetType::DATA:
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return "DATA";
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case AssetType::DEMODATA:
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return "DEMODATA";
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case AssetType::ANIMATION:
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return "ANIMATION";
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case AssetType::PALETTE:
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return "PALETTE";
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default:
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return "ERROR";
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}
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}
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// Devuelve la lista de recursos de un tipo
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std::vector<std::string> Asset::getListByType(AssetType type) const {
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std::vector<std::string> list;
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for (auto f : file_list_) {
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if (f.type == type) {
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list.push_back(f.file);
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}
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}
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return list;
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} |