canviat Options de struct a namespace

This commit is contained in:
2025-10-26 14:01:08 +01:00
parent 8f49e442de
commit df4965a84b
59 changed files with 1470 additions and 1533 deletions

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@@ -6,18 +6,18 @@
#include <vector> // Para vector
#include "core/input/input.hpp" // Para Input, InputAction, INPUT_DO_NOT_ALLOW_REPEAT
#include "game/gameplay/options.hpp" // Para Options, options, OptionsVideo, Section
#include "core/rendering/screen.hpp" // Para Screen
#include "game/gameplay/options.hpp" // Para Options, options, OptionsVideo, Section
#include "game/ui/notifier.hpp" // Para Notifier, NotificationText
#include "utils/utils.hpp" // Para stringInVector
namespace globalInputs {
void quit() {
const std::string code = options.section.section == Section::GAME ? "PRESS AGAIN TO RETURN TO MENU" : "PRESS AGAIN TO EXIT";
const std::string code = Options::section.section == Options::Scene::GAME ? "PRESS AGAIN TO RETURN TO MENU" : "PRESS AGAIN TO EXIT";
auto code_found = stringInVector(Notifier::get()->getCodes(), code);
if (code_found) {
// Si la notificación de salir está activa, cambia de sección
options.section.section = options.section.section == Section::GAME ? Section::TITLE : Section::QUIT;
Options::section.section = Options::section.section == Options::Scene::GAME ? Options::Scene::TITLE : Options::Scene::QUIT;
} else {
// Si la notificación de salir no está activa, muestra la notificación
Notifier::get()->show({code}, NotificationText::CENTER, 2000, -1, true, code);
@@ -26,16 +26,16 @@ void quit() {
// Cambia de seccion
void skip_section() {
switch (options.section.section) {
case Section::LOGO:
case Section::LOADING_SCREEN:
case Section::CREDITS:
case Section::DEMO:
case Section::GAME_OVER:
case Section::ENDING:
case Section::ENDING2:
options.section.section = Section::TITLE;
options.section.subsection = Subsection::NONE;
switch (Options::section.section) {
case Options::Scene::LOGO:
case Options::Scene::LOADING_SCREEN:
case Options::Scene::CREDITS:
case Options::Scene::DEMO:
case Options::Scene::GAME_OVER:
case Options::Scene::ENDING:
case Options::Scene::ENDING2:
Options::section.section = Options::Scene::TITLE;
Options::section.subsection = Options::SceneOptions::NONE;
break;
default:
@@ -55,45 +55,45 @@ void check() {
else if (Input::get()->checkInput(InputAction::TOGGLE_BORDER, INPUT_DO_NOT_ALLOW_REPEAT)) {
Screen::get()->toggleBorder();
Notifier::get()->show({"BORDER " + std::string(options.video.border.enabled ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
Notifier::get()->show({"BORDER " + std::string(Options::video.border.enabled ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
}
else if (Input::get()->checkInput(InputAction::TOGGLE_VIDEOMODE, INPUT_DO_NOT_ALLOW_REPEAT)) {
Screen::get()->toggleVideoMode();
Notifier::get()->show({"FULLSCREEN " + std::string(options.video.fullscreen == 0 ? "DISABLED" : "ENABLED")}, NotificationText::CENTER);
Notifier::get()->show({"FULLSCREEN " + std::string(Options::video.fullscreen == 0 ? "DISABLED" : "ENABLED")}, NotificationText::CENTER);
}
else if (Input::get()->checkInput(InputAction::WINDOW_DEC_ZOOM, INPUT_DO_NOT_ALLOW_REPEAT)) {
if (Screen::get()->decWindowZoom()) {
Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(options.window.zoom)}, NotificationText::CENTER);
Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(Options::window.zoom)}, NotificationText::CENTER);
}
}
else if (Input::get()->checkInput(InputAction::WINDOW_INC_ZOOM, INPUT_DO_NOT_ALLOW_REPEAT)) {
if (Screen::get()->incWindowZoom()) {
Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(options.window.zoom)}, NotificationText::CENTER);
Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(Options::window.zoom)}, NotificationText::CENTER);
}
}
else if (Input::get()->checkInput(InputAction::TOGGLE_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT)) {
Screen::get()->toggleShaders();
Notifier::get()->show({"SHADERS " + std::string(options.video.shaders ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
Notifier::get()->show({"SHADERS " + std::string(Options::video.shaders ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
}
else if (Input::get()->checkInput(InputAction::NEXT_PALETTE, INPUT_DO_NOT_ALLOW_REPEAT)) {
Screen::get()->nextPalette();
Notifier::get()->show({"PALETTE " + options.video.palette}, NotificationText::CENTER);
Notifier::get()->show({"PALETTE " + Options::video.palette}, NotificationText::CENTER);
}
else if (Input::get()->checkInput(InputAction::PREVIOUS_PALETTE, INPUT_DO_NOT_ALLOW_REPEAT)) {
Screen::get()->previousPalette();
Notifier::get()->show({"PALETTE " + options.video.palette}, NotificationText::CENTER);
Notifier::get()->show({"PALETTE " + Options::video.palette}, NotificationText::CENTER);
}
else if (Input::get()->checkInput(InputAction::TOGGLE_INTEGER_SCALE, INPUT_DO_NOT_ALLOW_REPEAT)) {
Screen::get()->toggleIntegerScale();
Screen::get()->setVideoMode(options.video.fullscreen);
Notifier::get()->show({"INTEGER SCALE " + std::string(options.video.integer_scale ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
Screen::get()->setVideoMode(Options::video.fullscreen);
Notifier::get()->show({"INTEGER SCALE " + std::string(Options::video.integer_scale ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
}
else if (Input::get()->checkInput(InputAction::SHOW_DEBUG_INFO, INPUT_DO_NOT_ALLOW_REPEAT)) {

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@@ -1,7 +1,6 @@
#pragma once
namespace globalInputs
{
// Comprueba los inputs que se pueden introducir en cualquier sección del juego
void check();
}
namespace globalInputs {
// Comprueba los inputs que se pueden introducir en cualquier sección del juego
void check();
} // namespace globalInputs

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@@ -119,7 +119,7 @@ bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device,
// Comprueba si hay almenos un input activo
bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) {
if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) {
const bool *key_states = SDL_GetKeyboardState(nullptr);
const bool* key_states = SDL_GetKeyboardState(nullptr);
for (int i = 0; i < (int)key_bindings_.size(); ++i) {
if (key_states[key_bindings_[i].scancode] != 0 && !key_bindings_[i].active) {
@@ -213,7 +213,6 @@ bool Input::discoverGameControllers() {
return found;
}
// Comprueba si hay algun mando conectado
bool Input::gameControllerFound() { return num_gamepads_ > 0 ? true : false; }

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@@ -1,6 +1,5 @@
#include "core/input/mouse.hpp"
namespace Mouse {
Uint32 cursor_hide_time = 3000; // Tiempo en milisegundos para ocultar el cursor
Uint32 last_mouse_move_time = 0; // Última vez que el ratón se movió

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@@ -1,25 +1,22 @@
#include "core/rendering/gif.hpp"
#include <iostream> // Para std::cout
#include <cstring> // Para memcpy, size_t
#include <iostream> // Para std::cout
#include <stdexcept> // Para runtime_error
#include <string> // Para allocator, char_traits, operator==, basic_string
namespace GIF
{
namespace GIF {
// Función inline para reemplazar el macro READ.
// Actualiza el puntero 'buffer' tras copiar 'size' bytes a 'dst'.
inline void readBytes(const uint8_t *&buffer, void *dst, size_t size)
{
// Función inline para reemplazar el macro READ.
// Actualiza el puntero 'buffer' tras copiar 'size' bytes a 'dst'.
inline void readBytes(const uint8_t*& buffer, void* dst, size_t size) {
std::memcpy(dst, buffer, size);
buffer += size;
}
}
void Gif::decompress(int code_length, const uint8_t *input, int input_length, uint8_t *out)
{
void Gif::decompress(int code_length, const uint8_t* input, int input_length, uint8_t* out) {
// Verifica que el code_length tenga un rango razonable.
if (code_length < 2 || code_length > 12)
{
if (code_length < 2 || code_length > 12) {
throw std::runtime_error("Invalid LZW code length");
}
@@ -35,8 +32,7 @@ namespace GIF
// Inicializamos el diccionario con el tamaño correspondiente.
dictionary.resize(1 << (code_length + 1));
for (dictionary_ind = 0; dictionary_ind < (1 << code_length); dictionary_ind++)
{
for (dictionary_ind = 0; dictionary_ind < (1 << code_length); dictionary_ind++) {
dictionary[dictionary_ind].byte = static_cast<uint8_t>(dictionary_ind);
dictionary[dictionary_ind].prev = -1;
dictionary[dictionary_ind].len = 1;
@@ -44,20 +40,16 @@ namespace GIF
dictionary_ind += 2; // Reservamos espacio para clear y stop codes
// Bucle principal: procesar el stream comprimido.
while (input_length > 0)
{
while (input_length > 0) {
int code = 0;
// Lee (code_length + 1) bits para formar el código.
for (i = 0; i < (code_length + 1); i++)
{
if (input_length <= 0)
{
for (i = 0; i < (code_length + 1); i++) {
if (input_length <= 0) {
throw std::runtime_error("Unexpected end of input in decompress");
}
bit = ((*input & mask) != 0) ? 1 : 0;
mask <<= 1;
if (mask == 0x100)
{
if (mask == 0x100) {
mask = 0x01;
input++;
input_length--;
@@ -65,13 +57,11 @@ namespace GIF
code |= (bit << i);
}
if (code == clear_code)
{
if (code == clear_code) {
// Reinicia el diccionario.
code_length = reset_code_length;
dictionary.resize(1 << (code_length + 1));
for (dictionary_ind = 0; dictionary_ind < (1 << code_length); dictionary_ind++)
{
for (dictionary_ind = 0; dictionary_ind < (1 << code_length); dictionary_ind++) {
dictionary[dictionary_ind].byte = static_cast<uint8_t>(dictionary_ind);
dictionary[dictionary_ind].prev = -1;
dictionary[dictionary_ind].len = 1;
@@ -79,31 +69,24 @@ namespace GIF
dictionary_ind += 2;
prev = -1;
continue;
}
else if (code == stop_code)
{
} else if (code == stop_code) {
break;
}
if (prev > -1 && code_length < 12)
{
if (code > dictionary_ind)
{
if (prev > -1 && code_length < 12) {
if (code > dictionary_ind) {
std::cerr << "code = " << std::hex << code
<< ", but dictionary_ind = " << dictionary_ind << std::endl;
throw std::runtime_error("LZW error: code exceeds dictionary_ind.");
}
int ptr;
if (code == dictionary_ind)
{
if (code == dictionary_ind) {
ptr = prev;
while (dictionary[ptr].prev != -1)
ptr = dictionary[ptr].prev;
dictionary[dictionary_ind].byte = dictionary[ptr].byte;
}
else
{
} else {
ptr = code;
while (dictionary[ptr].prev != -1)
ptr = dictionary[ptr].prev;
@@ -113,8 +96,7 @@ namespace GIF
dictionary[dictionary_ind].len = dictionary[prev].len + 1;
dictionary_ind++;
if ((dictionary_ind == (1 << (code_length + 1))) && (code_length < 11))
{
if ((dictionary_ind == (1 << (code_length + 1))) && (code_length < 11)) {
code_length++;
dictionary.resize(1 << (code_length + 1));
}
@@ -123,8 +105,7 @@ namespace GIF
prev = code;
// Verifica que 'code' sea un índice válido antes de usarlo.
if (code < 0 || static_cast<size_t>(code) >= dictionary.size())
{
if (code < 0 || static_cast<size_t>(code) >= dictionary.size()) {
std::cerr << "Invalid LZW code " << code
<< ", dictionary size " << dictionary.size() << std::endl;
throw std::runtime_error("LZW error: invalid code encountered");
@@ -132,12 +113,10 @@ namespace GIF
int curCode = code; // Variable temporal para recorrer la cadena.
match_len = dictionary[curCode].len;
while (curCode != -1)
{
while (curCode != -1) {
// Se asume que dictionary[curCode].len > 0.
out[dictionary[curCode].len - 1] = dictionary[curCode].byte;
if (dictionary[curCode].prev == curCode)
{
if (dictionary[curCode].prev == curCode) {
std::cerr << "Internal error; self-reference detected." << std::endl;
throw std::runtime_error("Internal error in decompress: self-reference");
}
@@ -145,25 +124,22 @@ namespace GIF
}
out += match_len;
}
}
}
std::vector<uint8_t> Gif::readSubBlocks(const uint8_t *&buffer)
{
std::vector<uint8_t> Gif::readSubBlocks(const uint8_t*& buffer) {
std::vector<uint8_t> data;
uint8_t block_size = *buffer;
buffer++;
while (block_size != 0)
{
while (block_size != 0) {
data.insert(data.end(), buffer, buffer + block_size);
buffer += block_size;
block_size = *buffer;
buffer++;
}
return data;
}
}
std::vector<uint8_t> Gif::processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> &gct, int resolution_bits)
{
std::vector<uint8_t> Gif::processImageDescriptor(const uint8_t*& buffer, const std::vector<RGB>& gct, int resolution_bits) {
ImageDescriptor image_descriptor;
// Lee 9 bytes para el image descriptor.
readBytes(buffer, &image_descriptor, sizeof(ImageDescriptor));
@@ -177,10 +153,9 @@ namespace GIF
decompress(lzw_code_size, compressed_data.data(), static_cast<int>(compressed_data.size()), uncompressed_data.data());
return uncompressed_data;
}
}
std::vector<uint32_t> Gif::loadPalette(const uint8_t *buffer)
{
std::vector<uint32_t> Gif::loadPalette(const uint8_t* buffer) {
uint8_t header[6];
std::memcpy(header, buffer, 6);
buffer += 6;
@@ -190,12 +165,10 @@ namespace GIF
buffer += sizeof(ScreenDescriptor);
std::vector<uint32_t> global_color_table;
if (screen_descriptor.fields & 0x80)
{
if (screen_descriptor.fields & 0x80) {
int global_color_table_size = 1 << (((screen_descriptor.fields & 0x07) + 1));
global_color_table.resize(global_color_table_size);
for (int i = 0; i < global_color_table_size; ++i)
{
for (int i = 0; i < global_color_table_size; ++i) {
uint8_t r = buffer[0];
uint8_t g = buffer[1];
uint8_t b = buffer[2];
@@ -204,19 +177,17 @@ namespace GIF
}
}
return global_color_table;
}
}
std::vector<uint8_t> Gif::processGifStream(const uint8_t *buffer, uint16_t &w, uint16_t &h)
{
std::vector<uint8_t> Gif::processGifStream(const uint8_t* buffer, uint16_t& w, uint16_t& h) {
// Leer la cabecera de 6 bytes ("GIF87a" o "GIF89a")
uint8_t header[6];
std::memcpy(header, buffer, 6);
buffer += 6;
// Opcional: Validar header
std::string headerStr(reinterpret_cast<char *>(header), 6);
if (headerStr != "GIF87a" && headerStr != "GIF89a")
{
std::string headerStr(reinterpret_cast<char*>(header), 6);
if (headerStr != "GIF87a" && headerStr != "GIF89a") {
throw std::runtime_error("Formato de archivo GIF inválido.");
}
@@ -230,8 +201,7 @@ namespace GIF
int color_resolution_bits = ((screen_descriptor.fields & 0x70) >> 4) + 1;
std::vector<RGB> global_color_table;
if (screen_descriptor.fields & 0x80)
{
if (screen_descriptor.fields & 0x80) {
int global_color_table_size = 1 << (((screen_descriptor.fields & 0x07) + 1));
global_color_table.resize(global_color_table_size);
std::memcpy(global_color_table.data(), buffer, 3 * global_color_table_size);
@@ -240,14 +210,12 @@ namespace GIF
// Supongamos que 'buffer' es el puntero actual y TRAILER es 0x3B
uint8_t block_type = *buffer++;
while (block_type != TRAILER)
{
while (block_type != TRAILER) {
if (block_type == EXTENSION_INTRODUCER) // 0x21
{
// Se lee la etiqueta de extensión, la cual indica el tipo de extensión.
uint8_t extension_label = *buffer++;
switch (extension_label)
{
switch (extension_label) {
case GRAPHIC_CONTROL: // 0xF9
{
// Procesar Graphic Control Extension:
@@ -255,8 +223,7 @@ namespace GIF
buffer += blockSize; // Saltamos los 4 bytes del bloque fijo
// Saltar los sub-bloques
uint8_t subBlockSize = *buffer++;
while (subBlockSize != 0)
{
while (subBlockSize != 0) {
buffer += subBlockSize;
subBlockSize = *buffer++;
}
@@ -270,35 +237,28 @@ namespace GIF
uint8_t blockSize = *buffer++;
buffer += blockSize;
uint8_t subBlockSize = *buffer++;
while (subBlockSize != 0)
{
while (subBlockSize != 0) {
buffer += subBlockSize;
subBlockSize = *buffer++;
}
break;
}
default:
{
default: {
// Si la etiqueta de extensión es desconocida, saltarla también:
uint8_t blockSize = *buffer++;
buffer += blockSize;
uint8_t subBlockSize = *buffer++;
while (subBlockSize != 0)
{
while (subBlockSize != 0) {
buffer += subBlockSize;
subBlockSize = *buffer++;
}
break;
}
}
}
else if (block_type == IMAGE_DESCRIPTOR)
{
} else if (block_type == IMAGE_DESCRIPTOR) {
// Procesar el Image Descriptor y retornar los datos de imagen
return processImageDescriptor(buffer, global_color_table, color_resolution_bits);
}
else
{
} else {
std::cerr << "Unrecognized block type " << std::hex << static_cast<int>(block_type) << std::endl;
return std::vector<uint8_t>{};
}
@@ -306,11 +266,10 @@ namespace GIF
}
return std::vector<uint8_t>{};
}
}
std::vector<uint8_t> Gif::loadGif(const uint8_t *buffer, uint16_t &w, uint16_t &h)
{
std::vector<uint8_t> Gif::loadGif(const uint8_t* buffer, uint16_t& w, uint16_t& h) {
return processGifStream(buffer, w, h);
}
}
} // namespace GIF

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@@ -3,100 +3,90 @@
#include <cstdint> // Para uint8_t, uint16_t, uint32_t
#include <vector> // Para vector
namespace GIF
{
namespace GIF {
// Constantes definidas con constexpr, en lugar de macros
constexpr uint8_t EXTENSION_INTRODUCER = 0x21;
constexpr uint8_t IMAGE_DESCRIPTOR = 0x2C;
constexpr uint8_t TRAILER = 0x3B;
constexpr uint8_t GRAPHIC_CONTROL = 0xF9;
constexpr uint8_t APPLICATION_EXTENSION = 0xFF;
constexpr uint8_t COMMENT_EXTENSION = 0xFE;
constexpr uint8_t PLAINTEXT_EXTENSION = 0x01;
// Constantes definidas con constexpr, en lugar de macros
constexpr uint8_t EXTENSION_INTRODUCER = 0x21;
constexpr uint8_t IMAGE_DESCRIPTOR = 0x2C;
constexpr uint8_t TRAILER = 0x3B;
constexpr uint8_t GRAPHIC_CONTROL = 0xF9;
constexpr uint8_t APPLICATION_EXTENSION = 0xFF;
constexpr uint8_t COMMENT_EXTENSION = 0xFE;
constexpr uint8_t PLAINTEXT_EXTENSION = 0x01;
#pragma pack(push, 1)
struct ScreenDescriptor
{
struct ScreenDescriptor {
uint16_t width;
uint16_t height;
uint8_t fields;
uint8_t background_color_index;
uint8_t pixel_aspect_ratio;
};
};
struct RGB
{
struct RGB {
uint8_t r, g, b;
};
};
struct ImageDescriptor
{
struct ImageDescriptor {
uint16_t image_left_position;
uint16_t image_top_position;
uint16_t image_width;
uint16_t image_height;
uint8_t fields;
};
};
#pragma pack(pop)
struct DictionaryEntry
{
struct DictionaryEntry {
uint8_t byte;
int prev;
int len;
};
};
struct Extension
{
struct Extension {
uint8_t extension_code;
uint8_t block_size;
};
};
struct GraphicControlExtension
{
struct GraphicControlExtension {
uint8_t fields;
uint16_t delay_time;
uint8_t transparent_color_index;
};
};
struct ApplicationExtension
{
struct ApplicationExtension {
uint8_t application_id[8];
uint8_t version[3];
};
};
struct PlaintextExtension
{
struct PlaintextExtension {
uint16_t left, top, width, height;
uint8_t cell_width, cell_height;
uint8_t foreground_color, background_color;
};
};
class Gif
{
class Gif {
public:
// Descompone (uncompress) el bloque comprimido usando LZW.
// Este método puede lanzar std::runtime_error en caso de error.
void decompress(int code_length, const uint8_t *input, int input_length, uint8_t *out);
void decompress(int code_length, const uint8_t* input, int input_length, uint8_t* out);
// Carga la paleta (global color table) a partir de un buffer,
// retornándola en un vector de uint32_t (cada color se compone de R, G, B).
std::vector<uint32_t> loadPalette(const uint8_t *buffer);
std::vector<uint32_t> loadPalette(const uint8_t* buffer);
// Carga el stream GIF; devuelve un vector con los datos de imagen sin comprimir y
// asigna el ancho y alto mediante referencias.
std::vector<uint8_t> loadGif(const uint8_t *buffer, uint16_t &w, uint16_t &h);
std::vector<uint8_t> loadGif(const uint8_t* buffer, uint16_t& w, uint16_t& h);
private:
// Lee los sub-bloques de datos y los acumula en un std::vector<uint8_t>.
std::vector<uint8_t> readSubBlocks(const uint8_t *&buffer);
std::vector<uint8_t> readSubBlocks(const uint8_t*& buffer);
// Procesa el Image Descriptor y retorna el vector de datos sin comprimir.
std::vector<uint8_t> processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> &gct, int resolution_bits);
std::vector<uint8_t> processImageDescriptor(const uint8_t*& buffer, const std::vector<RGB>& gct, int resolution_bits);
// Procesa el stream completo del GIF y devuelve los datos sin comprimir.
std::vector<uint8_t> processGifStream(const uint8_t *buffer, uint16_t &w, uint16_t &h);
};
std::vector<uint8_t> processGifStream(const uint8_t* buffer, uint16_t& w, uint16_t& h);
};
} // namespace GIF

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@@ -1,6 +1,7 @@
#include "core/rendering/opengl/opengl_shader.hpp"
#include <SDL3/SDL.h>
#include <cstring>
#include <stdexcept>
#include <vector>
@@ -53,7 +54,9 @@ void OpenGLShader::checkGLError(const char* operation) {
GLenum error = glGetError();
if (error != GL_NO_ERROR) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error OpenGL en %s: 0x%x", operation, error);
"Error OpenGL en %s: 0x%x",
operation,
error);
}
}
@@ -90,7 +93,8 @@ GLuint OpenGLShader::compileShader(const std::string& source, GLenum shader_type
std::vector<char> log(log_length);
glGetShaderInfoLog(shader_id, log_length, &log_length, log.data());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Log de compilación: %s", log.data());
"Log de compilación: %s",
log.data());
}
glDeleteShader(shader_id);
return 0;
@@ -127,7 +131,8 @@ GLuint OpenGLShader::linkProgram(GLuint vertex_shader, GLuint fragment_shader) {
std::vector<char> log(log_length);
glGetProgramInfoLog(program, log_length, &log_length, log.data());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Log de enlace: %s", log.data());
"Log de enlace: %s",
log.data());
}
glDeleteProgram(program);
return 0;
@@ -144,16 +149,32 @@ void OpenGLShader::createQuadGeometry() {
// Formato: x, y, u, v
float vertices[] = {
// Posición // TexCoords
-1.0f, -1.0f, 0.0f, 0.0f, // Inferior izquierda
1.0f, -1.0f, 1.0f, 0.0f, // Inferior derecha
1.0f, 1.0f, 1.0f, 1.0f, // Superior derecha
-1.0f, 1.0f, 0.0f, 1.0f // Superior izquierda
-1.0f,
-1.0f,
0.0f,
0.0f, // Inferior izquierda
1.0f,
-1.0f,
1.0f,
0.0f, // Inferior derecha
1.0f,
1.0f,
1.0f,
1.0f, // Superior derecha
-1.0f,
1.0f,
0.0f,
1.0f // Superior izquierda
};
// Índices para dibujar el quad con dos triángulos
unsigned int indices[] = {
0, 1, 2, // Primer triángulo
2, 3, 0 // Segundo triángulo
0,
1,
2, // Primer triángulo
2,
3,
0 // Segundo triángulo
};
// Generar y configurar VAO
@@ -234,13 +255,17 @@ bool OpenGLShader::init(SDL_Window* window,
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Inicializando shaders: ventana=%dx%d, textura=%.0fx%.0f",
window_width_, window_height_, texture_width_, texture_height_);
window_width_,
window_height_,
texture_width_,
texture_height_);
// Verificar que es OpenGL
const char* renderer_name = SDL_GetRendererName(renderer_);
if (!renderer_name || strncmp(renderer_name, "opengl", 6) != 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Renderer no es OpenGL: %s", renderer_name ? renderer_name : "unknown");
"Renderer no es OpenGL: %s",
renderer_name ? renderer_name : "unknown");
return false;
}
@@ -293,7 +318,8 @@ bool OpenGLShader::init(SDL_Window* window,
if (texture_size_location_ != -1) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Configurando TextureSize uniform: %.0fx%.0f",
texture_width_, texture_height_);
texture_width_,
texture_height_);
glUniform2f(texture_size_location_, texture_width_, texture_height_);
checkGLError("glUniform2f(TextureSize)");
} else {

View File

@@ -19,7 +19,7 @@ namespace Rendering {
* - Shaders GLSL #version 330 core
*/
class OpenGLShader : public ShaderBackend {
public:
public:
OpenGLShader() = default;
~OpenGLShader() override;
@@ -33,7 +33,7 @@ public:
void cleanup() override;
bool isHardwareAccelerated() const override { return is_initialized_; }
private:
private:
// Funciones auxiliares
bool initGLExtensions();
GLuint compileShader(const std::string& source, GLenum shader_type);

View File

@@ -9,13 +9,13 @@
#include <iterator> // Para istreambuf_iterator, operator==
#include <string> // Para char_traits, string, operator+, operator==
#include "core/resources/asset.hpp" // Para Asset, AssetType
#include "core/input/mouse.hpp" // Para updateCursorVisibility
#include "game/gameplay/options.hpp" // Para Options, options, OptionsVideo, Border
#include "core/rendering/opengl/opengl_shader.hpp" // Para OpenGLShader
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/surface.hpp" // Para Surface, readPalFile
#include "core/rendering/text.hpp" // Para Text
#include "core/resources/asset.hpp" // Para Asset, AssetType
#include "core/resources/resource.hpp" // Para Resource
#include "game/gameplay/options.hpp" // Para Options, options, OptionsVideo, Border
#include "game/ui/notifier.hpp" // Para Notifier
// [SINGLETON]
@@ -43,40 +43,40 @@ Screen::Screen()
initSDLVideo();
// Ajusta los tamaños
game_surface_dstrect_ = {options.video.border.width, options.video.border.height, options.game.width, options.game.height};
//adjustWindowSize();
current_palette_ = findPalette(options.video.palette);
game_surface_dstrect_ = {Options::video.border.width, Options::video.border.height, Options::game.width, Options::game.height};
// adjustWindowSize();
current_palette_ = findPalette(Options::video.palette);
// Define el color del borde para el modo de pantalla completa
border_color_ = static_cast<Uint8>(PaletteColor::BLACK);
// Crea la textura donde se dibujan los graficos del juego
game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, options.game.width, options.game.height);
game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Options::game.width, Options::game.height);
if (!game_texture_) {
// Registrar el error si está habilitado
if (options.console) {
if (Options::console) {
std::cerr << "Error: game_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureScaleMode(game_texture_, SDL_SCALEMODE_NEAREST);
// Crea la textura donde se dibuja el borde que rodea el area de juego
border_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
border_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Options::game.width + Options::video.border.width * 2, Options::game.height + Options::video.border.height * 2);
if (!border_texture_) {
// Registrar el error si está habilitado
if (options.console) {
if (Options::console) {
std::cerr << "Error: border_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureScaleMode(border_texture_, SDL_SCALEMODE_NEAREST);
// Crea la surface donde se dibujan los graficos del juego
game_surface_ = std::make_shared<Surface>(options.game.width, options.game.height);
game_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height);
game_surface_->setPalette(readPalFile(palettes_.at(current_palette_)));
game_surface_->clear(static_cast<Uint8>(PaletteColor::BLACK));
// Crea la surface para el borde de colores
border_surface_ = std::make_shared<Surface>(options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
border_surface_ = std::make_shared<Surface>(Options::game.width + Options::video.border.width * 2, Options::game.height + Options::video.border.height * 2);
border_surface_->setPalette(readPalFile(palettes_.at(current_palette_)));
border_surface_->clear(border_color_);
@@ -127,29 +127,29 @@ void Screen::render() {
// Establece el modo de video
void Screen::setVideoMode(bool mode) {
// Actualiza las opciones
options.video.fullscreen = mode;
Options::video.fullscreen = mode;
// Configura el modo de pantalla y ajusta la ventana
SDL_SetWindowFullscreen(window_, options.video.fullscreen);
SDL_SetWindowFullscreen(window_, Options::video.fullscreen);
adjustWindowSize();
adjustRenderLogicalSize();
}
// Camibia entre pantalla completa y ventana
void Screen::toggleVideoMode() {
options.video.fullscreen = !options.video.fullscreen;
setVideoMode(options.video.fullscreen);
Options::video.fullscreen = !Options::video.fullscreen;
setVideoMode(Options::video.fullscreen);
}
// Reduce el tamaño de la ventana
bool Screen::decWindowZoom() {
if (options.video.fullscreen == 0) {
const int PREVIOUS_ZOOM = options.window.zoom;
--options.window.zoom;
options.window.zoom = std::max(options.window.zoom, 1);
if (Options::video.fullscreen == 0) {
const int PREVIOUS_ZOOM = Options::window.zoom;
--Options::window.zoom;
Options::window.zoom = std::max(Options::window.zoom, 1);
if (options.window.zoom != PREVIOUS_ZOOM) {
setVideoMode(options.video.fullscreen);
if (Options::window.zoom != PREVIOUS_ZOOM) {
setVideoMode(Options::video.fullscreen);
return true;
}
}
@@ -159,13 +159,13 @@ bool Screen::decWindowZoom() {
// Aumenta el tamaño de la ventana
bool Screen::incWindowZoom() {
if (options.video.fullscreen == 0) {
const int PREVIOUS_ZOOM = options.window.zoom;
++options.window.zoom;
options.window.zoom = std::min(options.window.zoom, options.window.max_zoom);
if (Options::video.fullscreen == 0) {
const int PREVIOUS_ZOOM = Options::window.zoom;
++Options::window.zoom;
Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom);
if (options.window.zoom != PREVIOUS_ZOOM) {
setVideoMode(options.video.fullscreen);
if (Options::window.zoom != PREVIOUS_ZOOM) {
setVideoMode(Options::video.fullscreen);
return true;
}
}
@@ -181,8 +181,8 @@ void Screen::setBorderColor(Uint8 color) {
// Cambia entre borde visible y no visible
void Screen::toggleBorder() {
options.video.border.enabled = !options.video.border.enabled;
setVideoMode(options.video.fullscreen);
Options::video.border.enabled = !Options::video.border.enabled;
setVideoMode(Options::video.fullscreen);
initShaders();
}
@@ -195,7 +195,7 @@ void Screen::renderNotifications() {
// Cambia el estado de los shaders
void Screen::toggleShaders() {
options.video.shaders = !options.video.shaders;
Options::video.shaders = !Options::video.shaders;
initShaders();
}
@@ -208,28 +208,28 @@ void Screen::update() {
// Calcula el tamaño de la ventana
void Screen::adjustWindowSize() {
window_width_ = options.game.width + (options.video.border.enabled ? options.video.border.width * 2 : 0);
window_height_ = options.game.height + (options.video.border.enabled ? options.video.border.height * 2 : 0);
window_width_ = Options::game.width + (Options::video.border.enabled ? Options::video.border.width * 2 : 0);
window_height_ = Options::game.height + (Options::video.border.enabled ? Options::video.border.height * 2 : 0);
// Establece el nuevo tamaño
if (options.video.fullscreen == 0) {
if (Options::video.fullscreen == 0) {
int old_width, old_height;
SDL_GetWindowSize(window_, &old_width, &old_height);
int old_pos_x, old_pos_y;
SDL_GetWindowPosition(window_, &old_pos_x, &old_pos_y);
const int NEW_POS_X = old_pos_x + (old_width - (window_width_ * options.window.zoom)) / 2;
const int NEW_POS_Y = old_pos_y + (old_height - (window_height_ * options.window.zoom)) / 2;
const int NEW_POS_X = old_pos_x + (old_width - (window_width_ * Options::window.zoom)) / 2;
const int NEW_POS_Y = old_pos_y + (old_height - (window_height_ * Options::window.zoom)) / 2;
SDL_SetWindowSize(window_, window_width_ * options.window.zoom, window_height_ * options.window.zoom);
SDL_SetWindowSize(window_, window_width_ * Options::window.zoom, window_height_ * Options::window.zoom);
SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS), std::max(NEW_POS_Y, 0));
}
}
// Ajusta el tamaño lógico del renderizador
void Screen::adjustRenderLogicalSize() {
SDL_SetRenderLogicalPresentation(renderer_, window_width_, window_height_, options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
SDL_SetRenderLogicalPresentation(renderer_, window_width_, window_height_, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
}
// Establece el renderizador para las surfaces
@@ -263,16 +263,16 @@ void Screen::setPalete() {
game_surface_->loadPalette(Resource::get()->getPalette(palettes_.at(current_palette_)));
border_surface_->loadPalette(Resource::get()->getPalette(palettes_.at(current_palette_)));
options.video.palette = palettes_.at(current_palette_);
Options::video.palette = palettes_.at(current_palette_);
// Eliminar ".gif"
size_t pos = options.video.palette.find(".pal");
size_t pos = Options::video.palette.find(".pal");
if (pos != std::string::npos) {
options.video.palette.erase(pos, 4);
Options::video.palette.erase(pos, 4);
}
// Convertir a mayúsculas
std::transform(options.video.palette.begin(), options.video.palette.end(), options.video.palette.begin(), ::toupper);
std::transform(Options::video.palette.begin(), Options::video.palette.end(), Options::video.palette.begin(), ::toupper);
}
// Extrae los nombres de las paletas
@@ -284,7 +284,7 @@ void Screen::processPaletteList() {
// Copia la surface a la textura
void Screen::surfaceToTexture() {
if (options.video.border.enabled) {
if (Options::video.border.enabled) {
border_surface_->copyToTexture(renderer_, border_texture_);
game_surface_->copyToTexture(renderer_, border_texture_, nullptr, &game_surface_dstrect_);
} else {
@@ -294,9 +294,9 @@ void Screen::surfaceToTexture() {
// Copia la textura al renderizador
void Screen::textureToRenderer() {
SDL_Texture* texture_to_render = options.video.border.enabled ? border_texture_ : game_texture_;
SDL_Texture* texture_to_render = Options::video.border.enabled ? border_texture_ : game_texture_;
if (options.video.shaders && shader_backend_) {
if (Options::video.shaders && shader_backend_) {
shader_backend_->render();
} else {
SDL_SetRenderTarget(renderer_, nullptr);
@@ -333,7 +333,7 @@ void Screen::renderInfo() {
// FPS
const std::string FPS_TEXT = std::to_string(fps_.lastValue) + " FPS";
text->writeColored(options.game.width - text->lenght(FPS_TEXT), 0, FPS_TEXT, color);
text->writeColored(Options::game.width - text->lenght(FPS_TEXT), 0, FPS_TEXT, color);
// Resolution
text->writeColored(0, 0, info_resolution_, color);
@@ -344,13 +344,13 @@ void Screen::renderInfo() {
void Screen::clearSurface(Uint8 index) { game_surface_->clear(index); }
// Establece el tamaño del borde
void Screen::setBorderWidth(int width) { options.video.border.width = width; }
void Screen::setBorderWidth(int width) { Options::video.border.width = width; }
// Establece el tamaño del borde
void Screen::setBorderHeight(int height) { options.video.border.height = height; }
void Screen::setBorderHeight(int height) { Options::video.border.height = height; }
// Establece si se ha de ver el borde en el modo ventana
void Screen::setBorderEnabled(bool value) { options.video.border.enabled = value; }
void Screen::setBorderEnabled(bool value) { Options::video.border.enabled = value; }
// Muestra la ventana
void Screen::show() { SDL_ShowWindow(window_); }
@@ -366,8 +366,8 @@ void Screen::toggleDebugInfo() { show_debug_info_ = !show_debug_info_; }
// Alterna entre activar y desactivar el escalado entero
void Screen::toggleIntegerScale() {
options.video.integer_scale = !options.video.integer_scale;
SDL_SetRenderLogicalPresentation(renderer_, options.game.width, options.game.height, options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
Options::video.integer_scale = !Options::video.integer_scale;
SDL_SetRenderLogicalPresentation(renderer_, Options::game.width, Options::game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
}
// Getters
@@ -436,13 +436,13 @@ void Screen::loadShaders() {
// Inicializa los shaders
void Screen::initShaders() {
#ifndef __APPLE__
if (options.video.shaders) {
if (Options::video.shaders) {
loadShaders();
if (!shader_backend_) {
shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
}
shader_backend_->init(window_, options.video.border.enabled ? border_texture_ : game_texture_, vertex_shader_source_, fragment_shader_source_);
//shader_backend_->init(window_, shaders_texture_, vertex_shader_source_, fragment_shader_source_);
shader_backend_->init(window_, Options::video.border.enabled ? border_texture_ : game_texture_, vertex_shader_source_, fragment_shader_source_);
// shader_backend_->init(window_, shaders_texture_, vertex_shader_source_, fragment_shader_source_);
}
#else
// En macOS, OpenGL está deprecated y rinde mal
@@ -475,23 +475,23 @@ void Screen::getDisplayInfo() {
display_monitor_.refresh_rate = static_cast<int>(dm->refresh_rate);
// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
options.window.max_zoom = std::min(dm->w / options.game.width, dm->h / options.game.height);
options.window.zoom = std::min(options.window.zoom, options.window.max_zoom);
Options::window.max_zoom = std::min(dm->w / Options::game.width, dm->h / Options::game.height);
Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom);
// Muestra información sobre el tamaño de la pantalla y de la ventana de juego
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Current display mode: %dx%d @ %dHz", static_cast<int>(dm->w), static_cast<int>(dm->h), static_cast<int>(dm->refresh_rate));
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Window resolution: %dx%d x%d", static_cast<int>(options.game.width), static_cast<int>(options.game.height), options.window.zoom);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Window resolution: %dx%d x%d", static_cast<int>(Options::game.width), static_cast<int>(Options::game.height), Options::window.zoom);
options.video.info = std::to_string(static_cast<int>(dm->w)) + "x" +
Options::video.info = std::to_string(static_cast<int>(dm->w)) + "x" +
std::to_string(static_cast<int>(dm->h)) + " @ " +
std::to_string(static_cast<int>(dm->refresh_rate)) + " Hz";
// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
const int MAX_ZOOM = std::min(dm->w / options.game.width, (dm->h - WINDOWS_DECORATIONS) / options.game.height);
const int MAX_ZOOM = std::min(dm->w / Options::game.width, (dm->h - WINDOWS_DECORATIONS) / Options::game.height);
// Normaliza los valores de zoom
options.window.zoom = std::min(options.window.zoom, MAX_ZOOM);
Options::window.zoom = std::min(Options::window.zoom, MAX_ZOOM);
SDL_free(displays);
}
@@ -536,17 +536,17 @@ auto Screen::initSDLVideo() -> bool {
#endif
// Crear ventana
const auto WINDOW_WIDTH = options.video.border.enabled ? options.game.width + options.video.border.width * 2 : options.game.width;
const auto WINDOW_HEIGHT = options.video.border.enabled ? options.game.height + options.video.border.height * 2 : options.game.height;
const auto WINDOW_WIDTH = Options::video.border.enabled ? Options::game.width + Options::video.border.width * 2 : Options::game.width;
const auto WINDOW_HEIGHT = Options::video.border.enabled ? Options::game.height + Options::video.border.height * 2 : Options::game.height;
#ifdef __APPLE__
SDL_WindowFlags window_flags = SDL_WINDOW_METAL;
#else
SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL;
#endif
if (options.video.fullscreen) {
if (Options::video.fullscreen) {
window_flags |= SDL_WINDOW_FULLSCREEN;
}
window_ = SDL_CreateWindow(options.window.caption.c_str(), WINDOW_WIDTH * options.window.zoom, WINDOW_HEIGHT * options.window.zoom, window_flags);
window_ = SDL_CreateWindow(Options::window.caption.c_str(), WINDOW_WIDTH * Options::window.zoom, WINDOW_HEIGHT * Options::window.zoom, window_flags);
if (window_ == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -569,16 +569,16 @@ auto Screen::initSDLVideo() -> bool {
}
// Configurar renderer
const int EXTRA_WIDTH = options.video.border.enabled ? options.video.border.width * 2 : 0;
const int EXTRA_HEIGHT = options.video.border.enabled ? options.video.border.height * 2 : 0;
const int EXTRA_WIDTH = Options::video.border.enabled ? Options::video.border.width * 2 : 0;
const int EXTRA_HEIGHT = Options::video.border.enabled ? Options::video.border.height * 2 : 0;
SDL_SetRenderLogicalPresentation(
renderer_,
options.game.width + EXTRA_WIDTH,
options.game.height + EXTRA_HEIGHT,
options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
Options::game.width + EXTRA_WIDTH,
Options::game.height + EXTRA_HEIGHT,
Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
SDL_SetRenderVSync(renderer_, options.video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
SDL_SetRenderVSync(renderer_, Options::video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Video system initialized successfully");
return true;

View File

@@ -1,6 +1,7 @@
#pragma once
#include <SDL3/SDL.h>
#include <string>
namespace Rendering {
@@ -12,7 +13,7 @@ namespace Rendering {
* deben cumplir (OpenGL, Metal, Vulkan, etc.)
*/
class ShaderBackend {
public:
public:
virtual ~ShaderBackend() = default;
/**

View File

@@ -8,8 +8,8 @@
#include <stdexcept> // Para runtime_error
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "utils/utils.hpp" // Para getFileName, stringToColor, printWithDots
// Llena una estructuta TextFile desde un fichero

View File

@@ -1,7 +1,7 @@
#include "core/rendering/texture.hpp"
#include <SDL3/SDL.h>
#include <SDL3/SDL.h>
#include <iostream> // Para basic_ostream, operator<<, endl, cout
#include <stdexcept> // Para runtime_error
@@ -64,7 +64,7 @@ bool Texture::loadFromFile(const std::string& file_path) {
SDL_Texture* newTexture = nullptr;
// Carga la imagen desde una ruta específica
auto *loaded_surface = SDL_CreateSurfaceFrom(width, height, pixel_format, static_cast<void *>(data), pitch);
auto* loaded_surface = SDL_CreateSurfaceFrom(width, height, pixel_format, static_cast<void*>(data), pitch);
if (loaded_surface == nullptr) {
std::cout << "Unable to load image " << file_path << std::endl;
} else {

View File

@@ -1,61 +1,52 @@
#include "core/resources/asset.hpp"
#include <algorithm> // Para find_if, max
#include <fstream> // Para basic_ostream, operator<<, basic_ifstream, endl
#include <iostream> // Para cout
#include <string> // Para allocator, char_traits, string, operator+, oper...
#include "utils/utils.hpp" // Para getFileName, printWithDots
// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
Asset *Asset::asset_ = nullptr;
Asset* Asset::asset_ = nullptr;
// [SINGLETON] Crearemos el objeto asset con esta función estática
void Asset::init(const std::string &executable_path)
{
void Asset::init(const std::string& executable_path) {
Asset::asset_ = new Asset(executable_path);
}
// [SINGLETON] Destruiremos el objeto asset con esta función estática
void Asset::destroy()
{
void Asset::destroy() {
delete Asset::asset_;
}
// [SINGLETON] Con este método obtenemos el objeto asset y podemos trabajar con él
Asset *Asset::get()
{
Asset* Asset::get() {
return Asset::asset_;
}
// Añade un elemento a la lista
void Asset::add(const std::string &file, AssetType type, bool required, bool absolute)
{
void Asset::add(const std::string& file, AssetType type, bool required, bool absolute) {
file_list_.emplace_back(absolute ? file : executable_path_ + file, type, required);
longest_name_ = std::max(longest_name_, static_cast<int>(file_list_.back().file.size()));
}
// Devuelve la ruta completa a un fichero a partir de una cadena
std::string Asset::get(const std::string &text) const
{
auto it = std::find_if(file_list_.begin(), file_list_.end(),
[&text](const auto &f)
{
std::string Asset::get(const std::string& text) const {
auto it = std::find_if(file_list_.begin(), file_list_.end(), [&text](const auto& f) {
return getFileName(f.file) == text;
});
if (it != file_list_.end())
{
if (it != file_list_.end()) {
return it->file;
}
else
{
} else {
std::cout << "Warning: file " << text << " not found" << std::endl;
return "";
}
}
// Comprueba que existen todos los elementos
bool Asset::check() const
{
bool Asset::check() const {
bool success = true;
std::cout << "\n** CHECKING FILES" << std::endl;
@@ -64,28 +55,22 @@ bool Asset::check() const
// std::cout << "Sample filepath: " << file_list_.back().file << std::endl;
// Comprueba la lista de ficheros clasificandolos por tipo
for (int type = 0; type < static_cast<int>(AssetType::MAX_ASSET_TYPE); ++type)
{
for (int type = 0; type < static_cast<int>(AssetType::MAX_ASSET_TYPE); ++type) {
// Comprueba si hay ficheros de ese tipo
bool any = false;
for (const auto &f : file_list_)
{
if (f.required && f.type == static_cast<AssetType>(type))
{
for (const auto& f : file_list_) {
if (f.required && f.type == static_cast<AssetType>(type)) {
any = true;
}
}
// Si hay ficheros de ese tipo, comprueba si existen
if (any)
{
if (any) {
std::cout << "\n>> " << getTypeName(static_cast<AssetType>(type)).c_str() << " FILES" << std::endl;
for (const auto &f : file_list_)
{
if (f.required && f.type == static_cast<AssetType>(type))
{
for (const auto& f : file_list_) {
if (f.required && f.type == static_cast<AssetType>(type)) {
success &= checkFile(f.file);
}
}
@@ -101,14 +86,12 @@ bool Asset::check() const
}
// Comprueba que existe un fichero
bool Asset::checkFile(const std::string &path) const
{
bool Asset::checkFile(const std::string& path) const {
std::ifstream file(path);
bool success = file.good();
file.close();
if (!success)
{
if (!success) {
printWithDots("Checking file : ", getFileName(path), "[ ERROR ]");
}
@@ -116,10 +99,8 @@ bool Asset::checkFile(const std::string &path) const
}
// Devuelve el nombre del tipo de recurso
std::string Asset::getTypeName(AssetType type) const
{
switch (type)
{
std::string Asset::getTypeName(AssetType type) const {
switch (type) {
case AssetType::DATA:
return "DATA";
break;
@@ -163,14 +144,11 @@ std::string Asset::getTypeName(AssetType type) const
}
// Devuelve la lista de recursos de un tipo
std::vector<std::string> Asset::getListByType(AssetType type) const
{
std::vector<std::string> Asset::getListByType(AssetType type) const {
std::vector<std::string> list;
for (auto f : file_list_)
{
if (f.type == type)
{
for (auto f : file_list_) {
if (f.type == type) {
list.push_back(f.file);
}
}

View File

@@ -2,10 +2,10 @@
#include <string> // para string, basic_string
#include <vector> // para vector
#include "utils/utils.hpp"
enum class AssetType : int
{
enum class AssetType : int {
DATA,
BITMAP,
ANIMATION,
@@ -19,22 +19,22 @@ enum class AssetType : int
};
// Clase Asset
class Asset
{
private:
class Asset {
private:
// [SINGLETON] Objeto asset privado para Don Melitón
static Asset *asset_;
static Asset* asset_;
// Estructura para definir un item
struct AssetItem
{
struct AssetItem {
std::string file; // Ruta del fichero desde la raíz del directorio
AssetType type; // Indica el tipo de recurso
bool required; // Indica si es un fichero que debe de existir
// Constructor
AssetItem(const std::string &filePath, AssetType assetType, bool isRequired)
: file(filePath), type(assetType), required(isRequired) {}
AssetItem(const std::string& filePath, AssetType assetType, bool isRequired)
: file(filePath),
type(assetType),
required(isRequired) {}
};
// Variables
@@ -43,33 +43,33 @@ private:
std::string executable_path_; // Ruta al ejecutable
// Comprueba que existe un fichero
bool checkFile(const std::string &path) const;
bool checkFile(const std::string& path) const;
// Devuelve el nombre del tipo de recurso
std::string getTypeName(AssetType type) const;
// Constructor
explicit Asset(const std::string &executable_path)
explicit Asset(const std::string& executable_path)
: executable_path_(getPath(executable_path)) {}
// Destructor
~Asset() = default;
public:
public:
// [SINGLETON] Crearemos el objeto con esta función estática
static void init(const std::string &executable_path);
static void init(const std::string& executable_path);
// [SINGLETON] Destruiremos el objeto con esta función estática
static void destroy();
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
static Asset *get();
static Asset* get();
// Añade un elemento a la lista
void add(const std::string &file, AssetType type, bool required = true, bool absolute = false);
void add(const std::string& file, AssetType type, bool required = true, bool absolute = false);
// Devuelve la ruta completa a un fichero a partir de una cadena
std::string get(const std::string &text) const;
std::string get(const std::string& text) const;
// Comprueba que existen todos los elementos
bool check() const;

View File

@@ -7,12 +7,12 @@
#include <iostream> // Para basic_ostream, operator<<, endl, cout
#include <stdexcept> // Para runtime_error
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/text.hpp" // Para Text, loadTextFile
#include "core/resources/asset.hpp" // Para AssetType, Asset
#include "external/jail_audio.h" // Para JA_DeleteMusic, JA_DeleteSound, JA_Loa...
#include "game/gameplay/options.hpp" // Para Options, OptionsGame, options
#include "game/gameplay/room.hpp" // Para RoomData, loadRoomFile, loadRoomTileFile
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/text.hpp" // Para Text, loadTextFile
#include "utils/utils.hpp" // Para getFileName, printWithDots, PaletteColor
struct JA_Music_t; // lines 17-17
struct JA_Sound_t; // lines 18-18
@@ -375,12 +375,12 @@ void Resource::renderProgress() {
constexpr float X_PADDING = 10;
constexpr float Y_PADDING = 10;
constexpr float BAR_HEIGHT = 10;
const float bar_position = options.game.height - BAR_HEIGHT - Y_PADDING;
const float bar_position = Options::game.height - BAR_HEIGHT - Y_PADDING;
Screen::get()->start();
Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
auto surface = Screen::get()->getRendererSurface();
const float WIRED_BAR_WIDTH = options.game.width - (X_PADDING * 2);
const float WIRED_BAR_WIDTH = Options::game.width - (X_PADDING * 2);
SDL_FRect rect_wired = {X_PADDING, bar_position, WIRED_BAR_WIDTH, X_PADDING};
surface->drawRectBorder(&rect_wired, static_cast<Uint8>(PaletteColor::WHITE));

View File

@@ -4,10 +4,10 @@
#include <string> // Para string
#include <vector> // Para vector
#include "game/gameplay/room.hpp" // Para room_t
#include "core/rendering/surface_animated_sprite.hpp" // Para AnimationsFileBuffer
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_animated_sprite.hpp" // Para AnimationsFileBuffer
#include "core/rendering/text.hpp" // Para Text, TextFile
#include "game/gameplay/room.hpp" // Para room_t
struct JA_Music_t; // lines 11-11
struct JA_Sound_t; // lines 12-12

View File

@@ -3,8 +3,8 @@
#include <algorithm> // Para max
#include <memory> // Para __shared_ptr_access, shared_ptr
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/text.hpp" // Para Text
#include "core/resources/resource.hpp" // Para Resource
#include "utils/utils.hpp" // Para Color
// [SINGLETON]

View File

@@ -11,15 +11,14 @@
#include <memory> // Para make_unique, unique_ptr
#include <string> // Para operator+, allocator, char_traits
#include "core/resources/asset.hpp" // Para Asset, AssetType
#include "game/gameplay/cheevos.hpp" // Para Cheevos
#include "core/system/debug.hpp" // Para Debug
#include "utils/defines.hpp" // Para WINDOW_CAPTION
#include "external/jail_audio.h" // Para JA_SetMusicVolume, JA_SetSoundV...
#include "core/input/input.hpp" // Para Input, InputAction
#include "game/gameplay/options.hpp" // Para Options, options, OptionsVideo
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/screen.hpp" // Para Screen
#include "core/resources/asset.hpp" // Para Asset, AssetType
#include "core/resources/resource.hpp" // Para Resource
#include "core/system/debug.hpp" // Para Debug
#include "external/jail_audio.h" // Para JA_SetMusicVolume, JA_SetSoundV...
#include "game/gameplay/cheevos.hpp" // Para Cheevos
#include "game/gameplay/options.hpp" // Para Options, options, OptionsVideo
#include "game/scenes/credits.hpp" // Para Credits
#include "game/scenes/ending.hpp" // Para Ending
#include "game/scenes/ending2.hpp" // Para Ending2
@@ -29,6 +28,7 @@
#include "game/scenes/logo.hpp" // Para Logo
#include "game/scenes/title.hpp" // Para Title
#include "game/ui/notifier.hpp" // Para Notifier
#include "utils/defines.hpp" // Para WINDOW_CAPTION
#ifndef _WIN32
#include <pwd.h>
@@ -39,7 +39,7 @@ Director::Director(int argc, const char* argv[]) {
std::cout << "Game start" << std::endl;
// Crea e inicializa las opciones del programa
initOptions();
Options::init();
// Comprueba los parametros del programa
executable_path_ = checkProgramArguments(argc, argv);
@@ -57,7 +57,7 @@ Director::Director(int argc, const char* argv[]) {
}
// Carga las opciones desde un fichero
loadOptionsFromFile(Asset::get()->get("config.txt"));
Options::loadFromFile(Asset::get()->get("config.txt"));
// Inicializa JailAudio
initJailAudio();
@@ -76,7 +76,7 @@ Director::Director(int argc, const char* argv[]) {
Director::~Director() {
// Guarda las opciones a un fichero
saveOptionsToFile(Asset::get()->get("config.txt"));
Options::saveToFile(Asset::get()->get("config.txt"));
// Destruye los singletones
Cheevos::destroy();
@@ -99,15 +99,15 @@ std::string Director::checkProgramArguments(int argc, const char* argv[]) {
std::string argument(argv[i]);
if (argument == "--console") {
options.console = true;
Options::console = true;
} else if (argument == "--infiniteLives") {
options.cheats.infinite_lives = Cheat::CheatState::ENABLED;
Options::cheats.infinite_lives = Options::Cheat::State::ENABLED;
} else if (argument == "--invincible") {
options.cheats.invincible = Cheat::CheatState::ENABLED;
Options::cheats.invincible = Options::Cheat::State::ENABLED;
} else if (argument == "--jailEnabled") {
options.cheats.jail_is_open = Cheat::CheatState::ENABLED;
Options::cheats.jail_is_open = Options::Cheat::State::ENABLED;
} else if (argument == "--altSkin") {
options.cheats.alternate_skin = Cheat::CheatState::ENABLED;
Options::cheats.alternate_skin = Options::Cheat::State::ENABLED;
}
}
@@ -175,19 +175,19 @@ void Director::initInput() {
Input::get()->discoverGameControllers();
// Teclado - Movimiento
if (options.keys == ControlScheme::CURSOR) {
if (Options::keys == Options::ControlScheme::CURSOR) {
Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_UP);
Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_LEFT);
Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_RIGHT);
Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_UP);
Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_DOWN);
} else if (options.keys == ControlScheme::OPQA) {
} else if (Options::keys == Options::ControlScheme::OPQA) {
Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_Q);
Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_O);
Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_P);
Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_Q);
Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_A);
} else if (options.keys == ControlScheme::WASD) {
} else if (Options::keys == Options::ControlScheme::WASD) {
Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_W);
Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_A);
Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_D);
@@ -241,9 +241,9 @@ void Director::initJailAudio() {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
} else {
JA_Init(48000, SDL_AUDIO_S16LE, 2);
if (options.audio.enabled) {
JA_SetMusicVolume(options.audio.music.volume);
JA_SetSoundVolume(options.audio.sound.volume);
if (Options::audio.enabled) {
JA_SetMusicVolume(Options::audio.music.volume);
JA_SetSoundVolume(Options::audio.sound.volume);
} else {
JA_SetMusicVolume(0);
JA_SetSoundVolume(0);
@@ -542,41 +542,41 @@ void Director::runGame() {
int Director::run() {
// Bucle principal
while (options.section.section != Section::QUIT) {
switch (options.section.section) {
case Section::LOGO:
while (Options::section.section != Options::Scene::QUIT) {
switch (Options::section.section) {
case Options::Scene::LOGO:
runLogo();
break;
case Section::LOADING_SCREEN:
case Options::Scene::LOADING_SCREEN:
runLoadingScreen();
break;
case Section::TITLE:
case Options::Scene::TITLE:
runTitle();
break;
case Section::CREDITS:
case Options::Scene::CREDITS:
runCredits();
break;
case Section::DEMO:
case Options::Scene::DEMO:
runDemo();
break;
case Section::GAME:
case Options::Scene::GAME:
runGame();
break;
case Section::GAME_OVER:
case Options::Scene::GAME_OVER:
runGameOver();
break;
case Section::ENDING:
case Options::Scene::ENDING:
runEnding();
break;
case Section::ENDING2:
case Options::Scene::ENDING2:
runEnding2();
break;

View File

@@ -3,8 +3,8 @@
#include <SDL3/SDL.h>
#include <stdlib.h> // Para rand
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/resources/resource.hpp" // Para Resource
#include "utils/utils.hpp" // Para stringToColor
// Constructor

View File

@@ -1,7 +1,7 @@
#include "game/entities/item.hpp"
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/resources/resource.hpp" // Para Resource
// Constructor
Item::Item(ItemData item)

View File

@@ -4,14 +4,14 @@
#include <algorithm> // Para max, min
#include <cmath> // Para ceil, abs
#include "core/system/debug.hpp" // Para Debug
#include "utils/defines.hpp" // Para RoomBorder::BOTTOM, RoomBorder::LEFT, RoomBorder::RIGHT
#include "external/jail_audio.h" // Para JA_PlaySound
#include "core/input/input.hpp" // Para Input, InputAction
#include "game/gameplay/options.hpp" // Para Cheat, Options, options
#include "core/resources/resource.hpp" // Para Resource
#include "game/gameplay/room.hpp" // Para Room, TileType
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/resources/resource.hpp" // Para Resource
#include "core/system/debug.hpp" // Para Debug
#include "external/jail_audio.h" // Para JA_PlaySound
#include "game/gameplay/options.hpp" // Para Cheat, Options, options
#include "game/gameplay/room.hpp" // Para Room, TileType
#include "utils/defines.hpp" // Para RoomBorder::BOTTOM, RoomBorder::LEFT, RoomBorder::RIGHT
// Constructor
Player::Player(const PlayerData& player)
@@ -549,9 +549,9 @@ bool Player::checkKillingTiles() {
// Establece el color del jugador
void Player::setColor() {
if (options.cheats.invincible == Cheat::CheatState::ENABLED) {
if (Options::cheats.invincible == Options::Cheat::State::ENABLED) {
color_ = static_cast<Uint8>(PaletteColor::CYAN);
} else if (options.cheats.infinite_lives == Cheat::CheatState::ENABLED) {
} else if (Options::cheats.infinite_lives == Options::Cheat::State::ENABLED) {
color_ = static_cast<Uint8>(PaletteColor::YELLOW);
} else {
color_ = static_cast<Uint8>(PaletteColor::WHITE);

View File

@@ -6,9 +6,9 @@
#include <string> // Para string
#include <vector> // Para vector
#include "utils/defines.hpp" // Para BORDER_TOP, BLOCK
#include "game/gameplay/room.hpp"
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "game/gameplay/room.hpp"
#include "utils/defines.hpp" // Para BORDER_TOP, BLOCK
#include "utils/utils.hpp" // Para Color
struct JA_Sound_t; // lines 13-13

View File

@@ -102,7 +102,7 @@ void Cheevos::loadFromFile() {
// El fichero no existe
if (!file) {
if (options.console) {
if (Options::console) {
std::cout << "Warning: Unable to open " << file_ << "! Creating new file..." << std::endl;
}
@@ -110,7 +110,7 @@ void Cheevos::loadFromFile() {
std::ofstream newFile(file_, std::ios::binary);
if (newFile) {
if (options.console) {
if (Options::console) {
std::cout << "New " << file_ << " created!" << std::endl;
}
@@ -119,14 +119,14 @@ void Cheevos::loadFromFile() {
newFile.write(reinterpret_cast<const char*>(&cheevo.completed), sizeof(bool));
}
} else {
if (options.console) {
if (Options::console) {
std::cerr << "Error: Unable to create " << file_ << "!" << std::endl;
}
}
}
// El fichero existe
else {
if (options.console) {
if (Options::console) {
std::cout << "Reading " << file_ << std::endl;
}
@@ -150,7 +150,7 @@ void Cheevos::saveToFile() {
// Cierra el fichero
SDL_CloseIO(file);
} else {
if (options.console) {
if (Options::console) {
std::cout << "Error: Unable to save file! " << SDL_GetError() << std::endl;
}
}

View File

@@ -4,8 +4,7 @@
#include <vector> // Para vector
// Struct para los logros
struct Achievement
{
struct Achievement {
int id; // Identificador del logro
std::string caption; // Texto con el nombre del logro
std::string description; // Texto que describe el logro
@@ -14,18 +13,26 @@ struct Achievement
bool obtainable; // Indica si se puede obtener el logro
// Constructor vacío
Achievement() : id(0), icon(0), completed(false), obtainable(true) {}
Achievement()
: id(0),
icon(0),
completed(false),
obtainable(true) {}
// Constructor parametrizado
Achievement(int id, const std::string &caption, const std::string &description, int icon, bool completed = false, bool obtainable = true)
: id(id), caption(caption), description(description), icon(icon), completed(completed), obtainable(obtainable) {}
Achievement(int id, const std::string& caption, const std::string& description, int icon, bool completed = false, bool obtainable = true)
: id(id),
caption(caption),
description(description),
icon(icon),
completed(completed),
obtainable(obtainable) {}
};
class Cheevos
{
private:
class Cheevos {
private:
// [SINGLETON] Objeto privado
static Cheevos *cheevos_;
static Cheevos* cheevos_;
// Variables
std::vector<Achievement> cheevos_list_; // Listado de logros
@@ -45,20 +52,20 @@ private:
void saveToFile();
// Constructor
explicit Cheevos(const std::string &file);
explicit Cheevos(const std::string& file);
// Destructor
~Cheevos();
public:
public:
// [SINGLETON] Crearemos el objeto con esta función estática
static void init(const std::string &file);
static void init(const std::string& file);
// [SINGLETON] Destruiremos el objeto con esta función estática
static void destroy();
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
static Cheevos *get();
static Cheevos* get();
// Desbloquea un logro
void unlock(int id);

View File

@@ -0,0 +1,85 @@
#pragma once
#include <SDL3/SDL.h>
#include "core/rendering/screen.hpp" // Para ScreenFilter
#include "utils/utils.hpp" // Para PaletteColor
// Forward declarations from Options namespace
namespace Options {
enum class Scene;
enum class SceneOptions;
enum class ControlScheme;
enum class NotificationPosition;
} // namespace Options
namespace GameDefaults {
// =============================================================================
// GAME
// =============================================================================
constexpr int GAME_WIDTH = 256; // Ancho de la ventana por defecto
constexpr int GAME_HEIGHT = 192; // Alto de la ventana por defecto
// =============================================================================
// WINDOW
// =============================================================================
constexpr int WINDOW_ZOOM = 2; // Zoom de la ventana por defecto
// =============================================================================
// VIDEO
// =============================================================================
constexpr bool VIDEO_MODE = false; // Modo de pantalla completa por defecto (false = ventana)
constexpr ScreenFilter VIDEO_FILTER = ScreenFilter::NEAREST; // Filtro por defecto
constexpr bool VIDEO_VERTICAL_SYNC = true; // Vsync activado por defecto
constexpr bool VIDEO_SHADERS = false; // Shaders desactivados por defecto
constexpr bool VIDEO_INTEGER_SCALE = true; // Escalado entero activado por defecto
constexpr bool VIDEO_KEEP_ASPECT = true; // Mantener aspecto activado por defecto
constexpr const char* PALETTE_NAME = "zx-spectrum"; // Paleta por defecto
// =============================================================================
// BORDER
// =============================================================================
constexpr bool BORDER_ENABLED = true; // Borde activado por defecto
constexpr int BORDER_WIDTH = 32; // Ancho del borde por defecto
constexpr int BORDER_HEIGHT = 24; // Alto del borde por defecto
// =============================================================================
// AUDIO
// =============================================================================
constexpr int AUDIO_VOLUME = 100; // Volumen por defecto
constexpr bool AUDIO_ENABLED = true; // Audio por defecto
// MUSIC
constexpr int MUSIC_VOLUME = 80; // Volumen por defecto de la musica
constexpr bool MUSIC_ENABLED = true; // Musica habilitada por defecto
// SOUND
constexpr int SOUND_VOLUME = 100; // Volumen por defecto de los efectos de sonido
constexpr bool SOUND_ENABLED = true; // Sonido habilitado por defecto
// =============================================================================
// NOTIFICATIONS
// =============================================================================
constexpr Options::NotificationPosition NOTIFICATION_POSITION = Options::NotificationPosition::UPPER_LEFT; // Posición de las notificaciones por defecto
constexpr bool NOTIFICATION_SOUND = true; // Sonido de las notificaciones por defecto
const Uint8 NOTIFICATION_COLOR = static_cast<Uint8>(PaletteColor::BLUE); // Color de las notificaciones por defecto
// =============================================================================
// SCENE
// =============================================================================
constexpr Options::Scene SCENE = Options::Scene::LOGO; // Sección por defecto
constexpr Options::SceneOptions SUBSECTION = Options::SceneOptions::LOGO_TO_INTRO; // Subsección por defecto
// =============================================================================
// CONTROL
// =============================================================================
constexpr Options::ControlScheme CONTROL_SCHEME = Options::ControlScheme::CURSOR; // Control por defecto
// =============================================================================
// OTHER
// =============================================================================
constexpr bool CONSOLE = false; // Consola desactivada por defecto
constexpr const char* VERSION = "1.10"; // Versión por defecto
} // namespace GameDefaults

View File

@@ -12,32 +12,44 @@
#include <unordered_map> // Para unordered_map, operator==, _Node_const_i...
#include <utility> // Para pair
// Variables
Options options;
#include "utils/utils.hpp" // Para stringToBool, boolToString, safeStoi
namespace Options {
// --- Variables globales ---
std::string version; // Versión del fichero de configuración. Sirve para saber si las opciones son compatibles
bool console; // Indica si ha de mostrar información por la consola de texto
Cheat cheats; // Contiene trucos y ventajas para el juego
Game game; // Opciones de juego
Video video; // Opciones de video
Stats stats; // Datos con las estadisticas de juego
Notification notifications; // Opciones relativas a las notificaciones;
Window window; // Opciones relativas a la ventana
Audio audio; // Opciones relativas al audio
ControlScheme keys; // Teclas usadas para jugar
SceneState section; // Sección actual del programa
bool setOptions(const std::string& var, const std::string& value);
// Crea e inicializa las opciones del programa
void initOptions() {
options = Options();
void init() {
#ifdef DEBUG
options.section = SectionState(Section::ENDING2, Subsection::LOGO_TO_INTRO);
options.console = true;
section = SceneState(Scene::ENDING2, SceneOptions::LOGO_TO_INTRO);
console = true;
#else
options.section = SectionState(Section::LOGO, Subsection::LOGO_TO_INTRO);
options.console = false;
section = SceneState(Scene::LOGO, SceneOptions::LOGO_TO_INTRO);
console = false;
#endif
}
// Carga las opciones desde un fichero
bool loadOptionsFromFile(const std::string& file_path) {
bool loadFromFile(const std::string& file_path) {
// Indicador de éxito en la carga
bool success = true;
// Versión actual del fichero
const std::string configVersion = options.version;
options.version = "";
const std::string configVersion = version;
version = "";
// Variables para manejar el fichero
std::ifstream file(file_path);
@@ -45,7 +57,7 @@ bool loadOptionsFromFile(const std::string& file_path) {
// Si el fichero se puede abrir
if (file.good()) {
// Procesa el fichero línea a línea
if (options.console) {
if (console) {
std::cout << "Reading file config.txt\n";
}
std::string line;
@@ -68,7 +80,7 @@ bool loadOptionsFromFile(const std::string& file_path) {
if (iss >> key >> value) {
if (!setOptions(key, value)) {
if (options.console) {
if (console) {
std::cout << "Warning: file config.txt\n";
std::cout << "unknown parameter " << key << std::endl;
}
@@ -78,21 +90,21 @@ bool loadOptionsFromFile(const std::string& file_path) {
}
// Cierra el fichero
if (options.console) {
if (console) {
std::cout << "Closing file config.txt\n\n";
}
file.close();
} else {
// Crea el fichero con los valores por defecto
saveOptionsToFile(file_path);
saveToFile(file_path);
}
// Si la versión de fichero no coincide, crea un fichero nuevo con los valores por defecto
if (configVersion != options.version) {
initOptions();
saveOptionsToFile(file_path);
if (options.console) {
std::cout << "Wrong config file: initializing options.\n\n";
if (configVersion != version) {
init();
saveToFile(file_path);
if (console) {
std::cout << "Wrong config file: initializing \n\n";
}
}
@@ -100,56 +112,56 @@ bool loadOptionsFromFile(const std::string& file_path) {
}
// Guarda las opciones en un fichero
bool saveOptionsToFile(const std::string& file_path) {
bool saveToFile(const std::string& file_path) {
// Crea y abre el fichero de texto
std::ofstream file(file_path);
bool success = file.is_open(); // Verifica si el archivo se abrió correctamente
if (!success) // Si no se pudo abrir el archivo, muestra un mensaje de error y devuelve false
{
if (options.console) {
if (console) {
std::cerr << "Error: Unable to open file " << file_path << " for writing." << std::endl;
}
return false;
}
if (options.console) {
if (console) {
std::cout << file_path << " open for writing" << std::endl;
}
// Escribe en el fichero
file << "# Versión de la configuración\n";
file << "version " << options.version << "\n";
file << "version " << version << "\n";
file << "\n## CONTROL\n";
file << "# Esquema de control: 0 = Cursores, 1 = OPQ, 2 = WAD\n";
file << "keys " << static_cast<int>(options.keys) << "\n";
file << "keys " << static_cast<int>(keys) << "\n";
file << "\n## WINDOW\n";
file << "# Zoom de la ventana: 1 = Normal, 2 = Doble, 3 = Triple, ...\n";
file << "window.zoom " << options.window.zoom << "\n";
file << "window.zoom " << window.zoom << "\n";
file << "\n## VIDEO\n";
file << "# Modo de video: 0 = Ventana, 1 = Pantalla completa, 2 = Pantalla completa (escritorio)\n";
file << "video.mode " << options.video.fullscreen << "\n\n";
file << "video.mode " << video.fullscreen << "\n\n";
file << "# Filtro de pantalla: 0 = Nearest, 1 = Linear\n";
file << "video.filter " << static_cast<int>(options.video.filter) << "\n\n";
file << "video.filter " << static_cast<int>(video.filter) << "\n\n";
file << "# Shaders: 1 = Activado, 0 = Desactivado\n";
file << "video.shaders " << boolToString(options.video.shaders) << "\n\n";
file << "video.shaders " << boolToString(video.shaders) << "\n\n";
file << "# Sincronización vertical: 1 = Activado, 0 = Desactivado\n";
file << "video.vertical_sync " << boolToString(options.video.vertical_sync) << "\n\n";
file << "video.vertical_sync " << boolToString(video.vertical_sync) << "\n\n";
file << "# Escalado entero: 1 = Activado, 0 = Desactivado\n";
file << "video.integer_scale " << boolToString(options.video.integer_scale) << "\n\n";
file << "video.integer_scale " << boolToString(video.integer_scale) << "\n\n";
file << "# Mantener aspecto: 1 = Activado, 0 = Desactivado\n";
file << "video.keep_aspect " << boolToString(options.video.keep_aspect) << "\n\n";
file << "video.keep_aspect " << boolToString(video.keep_aspect) << "\n\n";
file << "# Borde: 1 = Activado, 0 = Desactivado\n";
file << "video.border.enabled " << boolToString(options.video.border.enabled) << "\n\n";
file << "video.border.enabled " << boolToString(video.border.enabled) << "\n\n";
file << "# Ancho del borde\n";
file << "video.border.width " << options.video.border.width << "\n\n";
file << "video.border.width " << video.border.width << "\n\n";
file << "# Alto del borde\n";
file << "video.border.height " << options.video.border.height << "\n\n";
file << "video.border.height " << video.border.height << "\n\n";
file << "# Paleta\n";
file << "video.palette " << options.video.palette << "\n";
file << "video.palette " << video.palette << "\n";
// Cierra el fichero
file.close();
@@ -159,55 +171,55 @@ bool saveOptionsToFile(const std::string& file_path) {
bool setOptions(const std::string& var, const std::string& value) {
static const std::unordered_map<std::string, std::function<void(const std::string&)>> optionHandlers = {
{"version", [](const std::string& v) { options.version = v; }},
{"version", [](const std::string& v) { version = v; }},
{"keys", [](const std::string& v) {
int val = safeStoi(v, static_cast<int>(DEFAULT_CONTROL_SCHEME));
int val = safeStoi(v, static_cast<int>(GameDefaults::CONTROL_SCHEME));
if (val == static_cast<int>(ControlScheme::CURSOR) || val == static_cast<int>(ControlScheme::OPQA) || val == static_cast<int>(ControlScheme::WASD)) {
options.keys = static_cast<ControlScheme>(val);
keys = static_cast<ControlScheme>(val);
} else {
options.keys = DEFAULT_CONTROL_SCHEME;
keys = GameDefaults::CONTROL_SCHEME;
}
}},
{"window.zoom", [](const std::string& v) {
int val = safeStoi(v, DEFAULT_WINDOW_ZOOM);
int val = safeStoi(v, GameDefaults::WINDOW_ZOOM);
if (val > 0) {
options.window.zoom = val;
window.zoom = val;
} else {
options.window.zoom = DEFAULT_WINDOW_ZOOM;
window.zoom = GameDefaults::WINDOW_ZOOM;
}
}},
{"video.mode", [](const std::string& v) { options.video.fullscreen = stringToBool(v); }},
{"video.mode", [](const std::string& v) { video.fullscreen = stringToBool(v); }},
{"video.filter", [](const std::string& v) {
int val = safeStoi(v, static_cast<int>(DEFAULT_VIDEO_FILTER));
int val = safeStoi(v, static_cast<int>(GameDefaults::VIDEO_FILTER));
if (val == static_cast<int>(ScreenFilter::NEAREST) || val == static_cast<int>(ScreenFilter::LINEAR)) {
options.video.filter = static_cast<ScreenFilter>(val);
video.filter = static_cast<ScreenFilter>(val);
} else {
options.video.filter = DEFAULT_VIDEO_FILTER;
video.filter = GameDefaults::VIDEO_FILTER;
}
}},
{"video.shaders", [](const std::string& v) { options.video.shaders = stringToBool(v); }},
{"video.vertical_sync", [](const std::string& v) { options.video.vertical_sync = stringToBool(v); }},
{"video.integer_scale", [](const std::string& v) { options.video.integer_scale = stringToBool(v); }},
{"video.keep_aspect", [](const std::string& v) { options.video.keep_aspect = stringToBool(v); }},
{"video.border.enabled", [](const std::string& v) { options.video.border.enabled = stringToBool(v); }},
{"video.shaders", [](const std::string& v) { video.shaders = stringToBool(v); }},
{"video.vertical_sync", [](const std::string& v) { video.vertical_sync = stringToBool(v); }},
{"video.integer_scale", [](const std::string& v) { video.integer_scale = stringToBool(v); }},
{"video.keep_aspect", [](const std::string& v) { video.keep_aspect = stringToBool(v); }},
{"video.border.enabled", [](const std::string& v) { video.border.enabled = stringToBool(v); }},
{"video.border.width", [](const std::string& v) {
int val = safeStoi(v, DEFAULT_BORDER_WIDTH);
int val = safeStoi(v, GameDefaults::BORDER_WIDTH);
if (val > 0) {
options.video.border.width = val;
video.border.width = val;
} else {
options.video.border.width = DEFAULT_BORDER_WIDTH;
video.border.width = GameDefaults::BORDER_WIDTH;
}
}},
{"video.border.height", [](const std::string& v) {
int val = safeStoi(v, DEFAULT_BORDER_HEIGHT);
int val = safeStoi(v, GameDefaults::BORDER_HEIGHT);
if (val > 0) {
options.video.border.height = val;
video.border.height = val;
} else {
options.video.border.height = DEFAULT_BORDER_HEIGHT;
video.border.height = GameDefaults::BORDER_HEIGHT;
}
}},
{"video.palette", [](const std::string& v) {
options.video.palette = v;
video.palette = v;
}}};
auto it = optionHandlers.find(var);
@@ -217,3 +229,4 @@ bool setOptions(const std::string& var, const std::string& value) {
}
return false;
}
}

View File

@@ -8,8 +8,20 @@
#include "core/rendering/screen.hpp" // Para ScreenFilter
#include "utils/utils.hpp" // Para Color, Palette
// --- Namespace Options: gestión de configuración y opciones del juego ---
namespace Options {
// =============================================================================
// VOLUME HELPERS - Conversión de volumen 0-100 a 0-128
// =============================================================================
namespace VolumeHelpers {
constexpr int convertVolume(int volume_percent) {
return (volume_percent * 128) / 100;
}
} // namespace VolumeHelpers
// Secciones del programa
enum class Section {
enum class Scene {
LOGO,
LOADING_SCREEN,
TITLE,
@@ -23,7 +35,7 @@ enum class Section {
};
// Subsecciones
enum class Subsection {
enum class SceneOptions {
NONE,
LOGO_TO_INTRO,
LOGO_TO_TITLE,
@@ -54,49 +66,27 @@ enum class ControlScheme {
WASD
};
// Constantes
constexpr int DEFAULT_GAME_WIDTH = 256; // Ancho de la ventana por defecto
constexpr int DEFAULT_GAME_HEIGHT = 192; // Alto de la ventana por defecto
constexpr int DEFAULT_WINDOW_ZOOM = 2; // Zoom de la ventana por defecto
constexpr bool DEFAULT_VIDEO_MODE = false; // Modo de pantalla completa por defecto
constexpr ScreenFilter DEFAULT_VIDEO_FILTER = ScreenFilter::NEAREST; // Filtro por defecto
constexpr bool DEFAULT_VIDEO_VERTICAL_SYNC = true; // Vsync activado por defecto
constexpr bool DEFAULT_VIDEO_SHADERS = false; // Shaders desactivados por defecto
constexpr bool DEFAULT_VIDEO_INTEGER_SCALE = true; // Escalado entero activado por defecto
constexpr bool DEFAULT_VIDEO_KEEP_ASPECT = true; // Mantener aspecto activado por defecto
constexpr bool DEFAULT_BORDER_ENABLED = true; // Borde activado por defecto
constexpr int DEFAULT_BORDER_WIDTH = 32; // Ancho del borde por defecto
constexpr int DEFAULT_BORDER_HEIGHT = 24; // Alto del borde por defecto
constexpr int DEFAULT_SOUND_VOLUME = 100; // Volumen por defecto de los efectos de sonido
constexpr bool DEFAULT_SOUND_ENABLED = true; // Sonido habilitado por defecto
constexpr int DEFAULT_MUSIC_VOLUME = 80; // Volumen por defecto de la musica
constexpr bool DEFAULT_MUSIC_ENABLED = true; // Musica habilitada por defecto
constexpr int DEFAULT_AUDIO_VOLUME = 100; // Volumen por defecto
constexpr bool DEFAULT_AUDIO_ENABLED = true; // Audio por defecto
constexpr const char* DEFAULT_PALETTE = "zx-spectrum"; // Paleta por defecto
constexpr Section DEFAULT_SECTION = Section::LOGO; // Sección por defecto
constexpr Subsection DEFAULT_SUBSECTION = Subsection::LOGO_TO_INTRO; // Subsección por defecto
constexpr ControlScheme DEFAULT_CONTROL_SCHEME = ControlScheme::CURSOR; // Control por defecto
constexpr NotificationPosition DEFAULT_NOTIFICATION_POSITION = NotificationPosition::UPPER_LEFT; // Posición de las notificaciones por defecto
constexpr bool DEFAULT_NOTIFICATION_SOUND = true; // Sonido de las notificaciones por defecto
const Uint8 DEFAULT_NOTIFICATION_COLOR = static_cast<Uint8>(PaletteColor::BLUE); // Color de las notificaciones por defecto
constexpr bool DEFAULT_CONSOLE = false; // Consola desactivada por defecto
constexpr const char* DEFAULT_VERSION = "1.10"; // Versión por defecto
} // namespace Options
// Incluir constantes por defecto después de declarar los enums
#include "game/gameplay/defaults.hpp"
namespace Options {
// Estructura para las opciones de las notificaciones
struct OptionsNotification {
struct Notification {
NotificationPosition pos; // Ubicación de las notificaciones en pantalla
bool sound; // Indica si las notificaciones suenan
Uint8 color; // Color de las notificaciones
// Constructor por defecto
OptionsNotification()
: pos(DEFAULT_NOTIFICATION_POSITION),
sound(DEFAULT_NOTIFICATION_SOUND),
color(DEFAULT_NOTIFICATION_COLOR) {}
Notification()
: pos(GameDefaults::NOTIFICATION_POSITION),
sound(GameDefaults::NOTIFICATION_SOUND),
color(GameDefaults::NOTIFICATION_COLOR) {}
// Constructor
OptionsNotification(NotificationPosition p, bool s, Uint8 c)
Notification(NotificationPosition p, bool s, Uint8 c)
: pos(p),
sound(s),
color(c) {}
@@ -116,7 +106,6 @@ struct OptionsNotification {
default:
return NotificationPosition::UNKNOWN;
}
return NotificationPosition::UNKNOWN;
}
// Método que devuelve la posición vertical
@@ -133,94 +122,95 @@ struct OptionsNotification {
default:
return NotificationPosition::UNKNOWN;
}
return NotificationPosition::UNKNOWN;
}
};
// Estructura para saber la seccion y subseccion del programa
struct SectionState {
Section section;
Subsection subsection;
struct SceneState {
Scene section;
SceneOptions subsection;
// Constructor por defecto
SectionState()
: section(DEFAULT_SECTION),
subsection(DEFAULT_SUBSECTION) {}
SceneState()
: section(GameDefaults::SCENE),
subsection(GameDefaults::SUBSECTION) {}
// Constructor
SectionState(Section s, Subsection ss)
: section(s),
subsection(ss) {}
SceneState(Scene scene, SceneOptions scene_options)
: section(scene),
subsection(scene_options) {}
};
// Estructura para albergar trucos
struct Cheat {
enum class CheatState : bool {
enum class State : bool {
DISABLED = false,
ENABLED = true
};
CheatState infinite_lives; // Indica si el jugador dispone de vidas infinitas
CheatState invincible; // Indica si el jugador puede morir
CheatState jail_is_open; // Indica si la Jail está abierta
CheatState alternate_skin; // Indica si se usa una skin diferente para el jugador
State infinite_lives; // Indica si el jugador dispone de vidas infinitas
State invincible; // Indica si el jugador puede morir
State jail_is_open; // Indica si la Jail está abierta
State alternate_skin; // Indica si se usa una skin diferente para el jugador
// Constructor por defecto
Cheat()
: infinite_lives(CheatState::DISABLED),
invincible(CheatState::DISABLED),
jail_is_open(CheatState::DISABLED),
alternate_skin(CheatState::DISABLED) {}
: infinite_lives(State::DISABLED),
invincible(State::DISABLED),
jail_is_open(State::DISABLED),
alternate_skin(State::DISABLED) {}
// Constructor
Cheat(CheatState il, CheatState i, CheatState je, CheatState as)
: infinite_lives(il),
invincible(i),
jail_is_open(je),
alternate_skin(as) {}
Cheat(State inf_lives, State is_invincible, State jail_enabled, State alt_skin)
: infinite_lives(inf_lives),
invincible(is_invincible),
jail_is_open(jail_enabled),
alternate_skin(alt_skin) {}
// Método para comprobar si alguno de los tres primeros trucos está activo
bool enabled() const {
return infinite_lives == CheatState::ENABLED ||
invincible == CheatState::ENABLED ||
jail_is_open == CheatState::ENABLED;
return infinite_lives == State::ENABLED ||
invincible == State::ENABLED ||
jail_is_open == State::ENABLED;
}
};
// Estructura para almacenar estadísticas
struct OptionsStats {
struct Stats {
int rooms; // Cantidad de habitaciones visitadas
int items; // Cantidad de items obtenidos
std::string worst_nightmare; // Habitación con más muertes acumuladas
// Constructor por defecto
OptionsStats()
Stats()
: rooms(0),
items(0),
worst_nightmare("") {}
// Constructor
OptionsStats(int r, int i, const std::string& wn)
: rooms(r),
items(i),
worst_nightmare(wn) {}
Stats(int room_count, int item_count, const std::string& worst_nightmare_room)
: rooms(room_count),
items(item_count),
worst_nightmare(worst_nightmare_room) {}
};
// Estructura con opciones de la ventana
struct OptionsWindow {
std::string caption = "JailDoctor's Dilemma"; // Texto que aparece en la barra de título de la ventana
struct Window {
std::string caption; // Texto que aparece en la barra de título de la ventana
int zoom; // Zoom de la ventana
int max_zoom; // Máximo tamaño de zoom para la ventana
// Constructor por defecto
OptionsWindow()
: zoom(DEFAULT_WINDOW_ZOOM),
max_zoom(DEFAULT_WINDOW_ZOOM) {}
Window()
: caption("JailDoctor's Dilemma"),
zoom(GameDefaults::WINDOW_ZOOM),
max_zoom(GameDefaults::WINDOW_ZOOM) {}
// Constructor
OptionsWindow(int z, int mz)
: zoom(z),
max_zoom(mz) {}
Window(int window_zoom, int maximum_zoom)
: caption("JailDoctor's Dilemma"),
zoom(window_zoom),
max_zoom(maximum_zoom) {}
};
// Estructura para gestionar el borde de la pantalla
@@ -231,19 +221,19 @@ struct Border {
// Constructor por defecto
Border()
: enabled(DEFAULT_BORDER_ENABLED),
width(DEFAULT_BORDER_WIDTH),
height(DEFAULT_BORDER_HEIGHT) {}
: enabled(GameDefaults::BORDER_ENABLED),
width(GameDefaults::BORDER_WIDTH),
height(GameDefaults::BORDER_HEIGHT) {}
// Constructor
Border(bool e, float w, float h)
: enabled(e),
width(w),
height(h) {}
Border(bool is_enabled, float border_width, float border_height)
: enabled(is_enabled),
width(border_width),
height(border_height) {}
};
// Estructura para las opciones de video
struct OptionsVideo {
struct Video {
bool fullscreen; // Contiene el valor del modo de pantalla completa
ScreenFilter filter; // Filtro usado para el escalado de la imagen
bool vertical_sync; // Indica si se quiere usar vsync o no
@@ -255,170 +245,128 @@ struct OptionsVideo {
std::string info; // Información sobre el modo de vídeo
// Constructor por defecto
OptionsVideo()
: fullscreen(DEFAULT_VIDEO_MODE),
filter(DEFAULT_VIDEO_FILTER),
vertical_sync(DEFAULT_VIDEO_VERTICAL_SYNC),
shaders(DEFAULT_VIDEO_SHADERS),
integer_scale(DEFAULT_VIDEO_INTEGER_SCALE),
keep_aspect(DEFAULT_VIDEO_KEEP_ASPECT),
Video()
: fullscreen(GameDefaults::VIDEO_MODE),
filter(GameDefaults::VIDEO_FILTER),
vertical_sync(GameDefaults::VIDEO_VERTICAL_SYNC),
shaders(GameDefaults::VIDEO_SHADERS),
integer_scale(GameDefaults::VIDEO_INTEGER_SCALE),
keep_aspect(GameDefaults::VIDEO_KEEP_ASPECT),
border(Border()),
palette(DEFAULT_PALETTE) {}
palette(GameDefaults::PALETTE_NAME),
info("") {}
// Constructor
OptionsVideo(Uint32 m, ScreenFilter f, bool vs, bool s, bool is, bool ka, Border b, const std::string& p)
: fullscreen(m),
filter(f),
vertical_sync(vs),
shaders(s),
integer_scale(is),
keep_aspect(ka),
border(b),
palette(p) {}
Video(bool is_fullscreen, ScreenFilter screen_filter, bool vsync, bool use_shaders, bool int_scale, bool keep_aspect_ratio, Border video_border, const std::string& palette_name)
: fullscreen(is_fullscreen),
filter(screen_filter),
vertical_sync(vsync),
shaders(use_shaders),
integer_scale(int_scale),
keep_aspect(keep_aspect_ratio),
border(video_border),
palette(palette_name),
info("") {}
};
// Estructura para las opciones de musica
struct OptionsMusic {
struct Music {
bool enabled; // Indica si la música suena o no
int volume; // Volumen al que suena la música (0 a 128 internamente)
// Constructor por defecto
OptionsMusic()
: enabled(DEFAULT_MUSIC_ENABLED),
volume(convertVolume(DEFAULT_MUSIC_VOLUME)) {} // Usa el método estático para la conversión
Music()
: enabled(GameDefaults::MUSIC_ENABLED),
volume(VolumeHelpers::convertVolume(GameDefaults::MUSIC_VOLUME)) {}
// Constructor con parámetros
OptionsMusic(bool e, int v)
: enabled(e),
volume(convertVolume(v)) {} // Convierte el volumen usando el método estático
Music(bool is_enabled, int volume_percent)
: enabled(is_enabled),
volume(VolumeHelpers::convertVolume(volume_percent)) {}
// Método para establecer el volumen
void setVolume(int v) {
v = std::clamp(v, 0, 100); // Ajusta v al rango [0, 100]
volume = convertVolume(v); // Convierte al rango interno
}
// Método estático para convertir de 0-100 a 0-128
static int convertVolume(int v) {
return (v * 128) / 100;
void setVolume(int volume_percent) {
volume_percent = std::clamp(volume_percent, 0, 100);
volume = VolumeHelpers::convertVolume(volume_percent);
}
};
// Estructura para las opciones de sonido
struct OptionsSound {
struct Sound {
bool enabled; // Indica si los sonidos suenan o no
int volume; // Volumen al que suenan los sonidos (0 a 128 internamente)
// Constructor por defecto
OptionsSound()
: enabled(DEFAULT_SOUND_ENABLED),
volume(convertVolume(DEFAULT_SOUND_VOLUME)) {} // Usa el método estático para la conversión
Sound()
: enabled(GameDefaults::SOUND_ENABLED),
volume(VolumeHelpers::convertVolume(GameDefaults::SOUND_VOLUME)) {}
// Constructor con parámetros
OptionsSound(bool e, int v)
: enabled(e),
volume(convertVolume(v)) {} // También lo integra aquí
Sound(bool is_enabled, int volume_percent)
: enabled(is_enabled),
volume(VolumeHelpers::convertVolume(volume_percent)) {}
// Método para establecer el volumen
void setVolume(int v) {
v = std::clamp(v, 0, 100); // Ajusta v al rango [0, 100]
volume = convertVolume(v); // Convierte al rango interno
}
// Método estático para convertir de 0-100 a 0-128
static int convertVolume(int v) {
return (v * 128) / 100;
void setVolume(int volume_percent) {
volume_percent = std::clamp(volume_percent, 0, 100);
volume = VolumeHelpers::convertVolume(volume_percent);
}
};
// Estructura para las opciones de audio
struct OptionsAudio {
OptionsMusic music; // Opciones para la música
OptionsSound sound; // Opciones para los efectos de sonido
struct Audio {
Music music; // Opciones para la música
Sound sound; // Opciones para los efectos de sonido
bool enabled; // Indica si el audio está activo o no
int volume; // Volumen al que suenan el audio
int volume; // Volumen al que suenan el audio (0-128 internamente)
// Constructor por defecto
OptionsAudio()
: music(OptionsMusic()),
sound(OptionsSound()),
enabled(DEFAULT_AUDIO_ENABLED),
volume(DEFAULT_AUDIO_VOLUME) {}
Audio()
: music(Music()),
sound(Sound()),
enabled(GameDefaults::AUDIO_ENABLED),
volume(VolumeHelpers::convertVolume(GameDefaults::AUDIO_VOLUME)) {}
// Constructor
OptionsAudio(OptionsMusic m, OptionsSound s, bool e, int v)
: music(m),
sound(s),
enabled(e),
volume(v) {}
Audio(Music audio_music, Sound audio_sound, bool is_enabled, int volume_percent)
: music(audio_music),
sound(audio_sound),
enabled(is_enabled),
volume(VolumeHelpers::convertVolume(volume_percent)) {}
};
// Estructura para las opciones de juego
struct OptionsGame {
struct Game {
float width; // Ancho de la resolucion del juego
float height; // Alto de la resolucion del juego
// Constructor por defecto
OptionsGame()
: width(DEFAULT_GAME_WIDTH),
height(DEFAULT_GAME_HEIGHT) {}
Game()
: width(GameDefaults::GAME_WIDTH),
height(GameDefaults::GAME_HEIGHT) {}
// Constructor
OptionsGame(float w, float h)
: width(w),
height(h) {}
Game(float game_width, float game_height)
: width(game_width),
height(game_height) {}
};
// Estructura con todas las opciones de configuración del programa
struct Options {
std::string version; // Versión del fichero de configuración. Sirve para saber si las opciones son compatibles
bool console; // Indica si ha de mostrar información por la consola de texto
Cheat cheats; // Contiene trucos y ventajas para el juego
OptionsGame game; // Opciones de juego
OptionsVideo video; // Opciones de video
OptionsStats stats; // Datos con las estadisticas de juego
OptionsNotification notifications; // Opciones relativas a las notificaciones;
OptionsWindow window; // Opciones relativas a la ventana
OptionsAudio audio; // Opciones relativas al audio
ControlScheme keys; // Teclas usadas para jugar
SectionState section; // Sección actual del programa
// --- Variables ---
extern std::string version; // Versión del fichero de configuración. Sirve para saber si las opciones son compatibles
extern bool console; // Indica si ha de mostrar información por la consola de texto
extern Cheat cheats; // Contiene trucos y ventajas para el juego
extern Game game; // Opciones de juego
extern Video video; // Opciones de video
extern Stats stats; // Datos con las estadisticas de juego
extern Notification notifications; // Opciones relativas a las notificaciones;
extern Window window; // Opciones relativas a la ventana
extern Audio audio; // Opciones relativas al audio
extern ControlScheme keys; // Teclas usadas para jugar
extern SceneState section; // Sección actual del programa
// Constructor por defecto
Options()
: version(DEFAULT_VERSION),
console(DEFAULT_CONSOLE),
cheats(Cheat()),
game(OptionsGame()),
video(OptionsVideo()),
stats(OptionsStats()),
notifications(OptionsNotification()),
window(OptionsWindow()),
audio(OptionsAudio()),
keys(DEFAULT_CONTROL_SCHEME),
section(SectionState()) {}
// --- Funciones ---
void init(); // Crea e inicializa las opciones del programa
bool loadFromFile(const std::string& file_path); // Carga las opciones desde un fichero
bool saveToFile(const std::string& file_path); // Guarda las opciones a un fichero
// Constructor
Options(std::string cv, bool c, Cheat ch, OptionsGame g, OptionsVideo v, OptionsStats s, OptionsNotification n, OptionsWindow sw, OptionsAudio a, ControlScheme k, SectionState sec)
: version(cv),
console(c),
cheats(ch),
game(g),
video(v),
stats(s),
notifications(n),
window(sw),
audio(a),
keys(k),
section(sec) {}
};
extern Options options;
// Crea e inicializa las opciones del programa
void initOptions();
// Carga las opciones desde un fichero
bool loadOptionsFromFile(const std::string& file_path);
// Guarda las opciones a un fichero
bool saveOptionsToFile(const std::string& file_path);
} // namespace Options

View File

@@ -5,16 +5,16 @@
#include <iostream> // Para cout, cerr
#include <sstream> // Para basic_stringstream
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/resources/resource.hpp" // Para Resource
#include "core/system/debug.hpp" // Para Debug
#include "utils/defines.hpp" // Para BLOCK, PLAY_AREA_HEIGHT, PLAY_AREA_WIDTH
#include "external/jail_audio.h" // Para JA_PlaySound
#include "game/gameplay/item_tracker.hpp" // Para ItemTracker
#include "game/gameplay/options.hpp" // Para Options, OptionsStats, options
#include "core/resources/resource.hpp" // Para Resource
#include "game/gameplay/scoreboard.hpp" // Para ScoreboardData
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "utils/defines.hpp" // Para BLOCK, PLAY_AREA_HEIGHT, PLAY_AREA_WIDTH
#include "utils/utils.hpp" // Para LineHorizontal, LineDiagonal, LineVertical
// Carga las variables y texturas desde un fichero de mapa de tiles
@@ -579,7 +579,7 @@ bool Room::itemCollision(SDL_FRect& rect) {
items_.erase(items_.begin() + i);
JA_PlaySound(Resource::get()->getSound("item.wav"));
data_->items++;
options.stats.items = data_->items;
Options::stats.items = data_->items;
return true;
}
}

View File

@@ -1,12 +1,9 @@
#include "game/gameplay/room_tracker.hpp"
// Comprueba si la habitación ya ha sido visitada
bool RoomTracker::hasBeenVisited(const std::string &name)
{
for (const auto &l : list)
{
if (l == name)
{
bool RoomTracker::hasBeenVisited(const std::string& name) {
for (const auto& l : list) {
if (l == name) {
return true;
}
}
@@ -15,11 +12,9 @@ bool RoomTracker::hasBeenVisited(const std::string &name)
}
// Añade la habitación a la lista
bool RoomTracker::addRoom(const std::string &name)
{
bool RoomTracker::addRoom(const std::string& name) {
// Comprueba si la habitación ya ha sido visitada
if (!hasBeenVisited(name))
{
if (!hasBeenVisited(name)) {
// En caso contrario añádela a la lista
list.push_back(name);
return true;

View File

@@ -3,16 +3,15 @@
#include <string> // Para string
#include <vector> // Para vector
class RoomTracker
{
private:
class RoomTracker {
private:
// Variables
std::vector<std::string> list; // Lista con las habitaciones visitadas
// Comprueba si la habitación ya ha sido visitada
bool hasBeenVisited(const std::string &name);
bool hasBeenVisited(const std::string& name);
public:
public:
// Constructor
RoomTracker() = default;
@@ -20,5 +19,5 @@ public:
~RoomTracker() = default;
// Añade la habitación a la lista
bool addRoom(const std::string &name);
bool addRoom(const std::string& name);
};

View File

@@ -2,13 +2,13 @@
#include <SDL3/SDL.h>
#include "utils/defines.hpp" // Para BLOCK
#include "game/gameplay/options.hpp" // Para Options, options, Cheat, OptionsGame
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/rendering/text.hpp" // Para Text
#include "core/resources/resource.hpp" // Para Resource
#include "game/gameplay/options.hpp" // Para Options, options, Cheat, OptionsGame
#include "utils/defines.hpp" // Para BLOCK
#include "utils/utils.hpp" // Para stringToColor
// Constructor
@@ -16,17 +16,17 @@ Scoreboard::Scoreboard(std::shared_ptr<ScoreboardData> data)
: item_surface_(Resource::get()->getSurface("items.gif")),
data_(data),
clock_(ClockData()) {
const float SURFACE_WIDTH_ = options.game.width;
const float SURFACE_WIDTH_ = Options::game.width;
constexpr float SURFACE_HEIGHT_ = 6.0F * BLOCK;
// Reserva memoria para los objetos
auto player_texture = Resource::get()->getSurface(options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.gif" : "player.gif");
auto player_animations = Resource::get()->getAnimations(options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.ani" : "player.ani");
auto player_texture = Resource::get()->getSurface(Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.gif" : "player.gif");
auto player_animations = Resource::get()->getAnimations(Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.ani" : "player.ani");
player_sprite_ = std::make_shared<SAnimatedSprite>(player_texture, player_animations);
player_sprite_->setCurrentAnimation("walk_menu");
surface_ = std::make_shared<Surface>(SURFACE_WIDTH_, SURFACE_HEIGHT_);
surface_dest_ = {0, options.game.height - SURFACE_HEIGHT_, SURFACE_WIDTH_, SURFACE_HEIGHT_};
surface_dest_ = {0, Options::game.height - SURFACE_HEIGHT_, SURFACE_WIDTH_, SURFACE_HEIGHT_};
// Inicializa las variables
counter_ = 0;

View File

@@ -1,16 +1,17 @@
#include "game/gameplay/stats.hpp"
#include <fstream> // Para basic_ostream, basic_ifstream, basic_istream
#include <sstream> // Para basic_stringstream
#include "game/gameplay/options.hpp" // Para Options, OptionsStats, options
// Constructor
Stats::Stats(const std::string &file, const std::string &buffer)
Stats::Stats(const std::string& file, const std::string& buffer)
: bufferPath(buffer),
filePath(file) {}
// Destructor
Stats::~Stats()
{
Stats::~Stats() {
// Vuelca los datos del buffer en la lista de estadisticas
updateListFromBuffer();
@@ -38,18 +39,15 @@ void Stats::init()
}
// Añade una muerte a las estadisticas
void Stats::addDeath(const std::string &name)
{
void Stats::addDeath(const std::string& name) {
// Primero busca si ya hay una entrada con ese nombre
const int index = findByName(name, bufferList);
if (index != -1)
{
if (index != -1) {
bufferList[index].died++;
}
// En caso contrario crea la entrada
else
{
else {
StatsData item;
item.name = name;
item.visited = 0;
@@ -59,18 +57,15 @@ void Stats::addDeath(const std::string &name)
}
// Añade una visita a las estadisticas
void Stats::addVisit(const std::string &name)
{
void Stats::addVisit(const std::string& name) {
// Primero busca si ya hay una entrada con ese nombre
const int index = findByName(name, bufferList);
if (index != -1)
{
if (index != -1) {
bufferList[index].visited++;
}
// En caso contrario crea la entrada
else
{
else {
StatsData item;
item.name = name;
item.visited = 1;
@@ -80,14 +75,11 @@ void Stats::addVisit(const std::string &name)
}
// Busca una entrada en la lista por nombre
int Stats::findByName(const std::string &name, const std::vector<StatsData> &list)
{
int Stats::findByName(const std::string& name, const std::vector<StatsData>& list) {
int i = 0;
for (const auto &l : list)
{
if (l.name == name)
{
for (const auto& l : list) {
if (l.name == name) {
return i;
}
i++;
@@ -97,8 +89,7 @@ int Stats::findByName(const std::string &name, const std::vector<StatsData> &lis
}
// Carga las estadisticas desde un fichero
bool Stats::loadFromFile(const std::string &file_path, std::vector<StatsData> &list)
{
bool Stats::loadFromFile(const std::string& file_path, std::vector<StatsData>& list) {
list.clear();
// Indicador de éxito en la carga
@@ -108,15 +99,12 @@ bool Stats::loadFromFile(const std::string &file_path, std::vector<StatsData> &l
std::ifstream file(file_path);
// Si el fichero se puede abrir
if (file.good())
{
if (file.good()) {
std::string line;
// Procesa el fichero linea a linea
while (std::getline(file, line))
{
while (std::getline(file, line)) {
// Comprueba que la linea no sea un comentario
if (line.substr(0, 1) != "#")
{
if (line.substr(0, 1) != "#") {
StatsData stat;
std::stringstream ss(line);
std::string tmp;
@@ -142,8 +130,7 @@ bool Stats::loadFromFile(const std::string &file_path, std::vector<StatsData> &l
}
// El fichero no existe
else
{
else {
// Crea el fichero con los valores por defecto
saveToFile(file_path, list);
}
@@ -152,15 +139,13 @@ bool Stats::loadFromFile(const std::string &file_path, std::vector<StatsData> &l
}
// Guarda las estadisticas en un fichero
void Stats::saveToFile(const std::string &file_path, const std::vector<StatsData> &list)
{
void Stats::saveToFile(const std::string& file_path, const std::vector<StatsData>& list) {
// Crea y abre el fichero de texto
std::ofstream file(file_path);
// Escribe en el fichero
file << "# ROOM NAME;VISITS;DEATHS" << std::endl;
for (const auto &item : list)
{
for (const auto& item : list) {
file << item.name << ";" << item.visited << ";" << item.died << std::endl;
}
@@ -169,40 +154,31 @@ void Stats::saveToFile(const std::string &file_path, const std::vector<StatsData
}
// Calcula cual es la habitación con más muertes
void Stats::checkWorstNightmare()
{
void Stats::checkWorstNightmare() {
int deaths = 0;
for (const auto &item : list)
{
if (item.died > deaths)
{
for (const auto& item : list) {
if (item.died > deaths) {
deaths = item.died;
options.stats.worst_nightmare = item.name;
Options::stats.worst_nightmare = item.name;
}
}
}
// Añade una entrada al diccionario
void Stats::addDictionary(const std::string &number, const std::string &name)
{
void Stats::addDictionary(const std::string& number, const std::string& name) {
dictionary.push_back({number, name});
}
// Vuelca los datos del buffer en la lista de estadisticas
void Stats::updateListFromBuffer()
{
void Stats::updateListFromBuffer() {
// Actualiza list desde bufferList
for (const auto &buffer : bufferList)
{
for (const auto& buffer : bufferList) {
int index = findByName(buffer.name, list);
if (index != -1)
{ // Encontrado. Aumenta sus estadisticas
if (index != -1) { // Encontrado. Aumenta sus estadisticas
list[index].visited += buffer.visited;
list[index].died += buffer.died;
}
else
{ // En caso contrario crea la entrada
} else { // En caso contrario crea la entrada
StatsData item;
item.name = buffer.name;
item.visited = buffer.visited;

View File

@@ -3,18 +3,15 @@
#include <string> // Para string
#include <vector> // Para vector
class Stats
{
private:
struct StatsData
{
class Stats {
private:
struct StatsData {
std::string name; // Nombre de la habitación
int visited; // Cuenta las veces que se ha visitado una habitación
int died; // Cuenta las veces que se ha muerto en una habitación
};
struct StatsDictionary
{
struct StatsDictionary {
std::string number; // Numero de la habitación
std::string name; // Nombre de la habitación
};
@@ -27,13 +24,13 @@ private:
std::string filePath; // Fichero con las estadísticas completas
// Busca una entrada en la lista por nombre
int findByName(const std::string &name, const std::vector<StatsData> &list);
int findByName(const std::string& name, const std::vector<StatsData>& list);
// Carga las estadisticas desde un fichero
bool loadFromFile(const std::string &filePath, std::vector<StatsData> &list);
bool loadFromFile(const std::string& filePath, std::vector<StatsData>& list);
// Guarda las estadisticas en un fichero
void saveToFile(const std::string &filePath, const std::vector<StatsData> &list);
void saveToFile(const std::string& filePath, const std::vector<StatsData>& list);
// Calcula cual es la habitación con más muertes
void checkWorstNightmare();
@@ -41,9 +38,9 @@ private:
// Vuelca los datos del buffer en la lista de estadisticas
void updateListFromBuffer();
public:
public:
// Constructor
Stats(const std::string &file, const std::string &buffer);
Stats(const std::string& file, const std::string& buffer);
// Destructor
~Stats();
@@ -53,11 +50,11 @@ public:
void init();
// Añade una muerte a las estadisticas
void addDeath(const std::string &name);
void addDeath(const std::string& name);
// Añade una visita a las estadisticas
void addVisit(const std::string &name);
void addVisit(const std::string& name);
// Añade una entrada al diccionario
void addDictionary(const std::string &number, const std::string &name);
void addDictionary(const std::string& number, const std::string& name);
};

View File

@@ -4,33 +4,33 @@
#include <algorithm> // Para min
#include "core/input/global_inputs.hpp" // Para check
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/rendering/text.hpp" // Para Text, TEXT_CENTER, TEXT_COLOR
#include "core/resources/resource.hpp" // Para Resource
#include "game/gameplay/options.hpp" // Para Options, options, OptionsGame, Sectio...
#include "utils/defines.hpp" // Para GAME_SPEED, PLAY_AREA_CENTER_X, PLAY_...
#include "utils/global_events.hpp" // Para check
#include "core/input/global_inputs.hpp" // Para check
#include "game/gameplay/options.hpp" // Para Options, options, OptionsGame, Sectio...
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/text.hpp" // Para Text, TEXT_CENTER, TEXT_COLOR
#include "utils/utils.hpp" // Para PaletteColor
// Constructor
Credits::Credits()
: shining_sprite_(std::make_shared<SAnimatedSprite>(Resource::get()->getSurface("shine.gif"), Resource::get()->getAnimations("shine.ani"))) {
// Inicializa variables
options.section.section = Section::CREDITS;
options.section.subsection = Subsection::NONE;
Options::section.section = Options::Scene::CREDITS;
Options::section.subsection = Options::SceneOptions::NONE;
shining_sprite_->setPos({194, 174, 8, 8});
// Cambia el color del borde
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
// Crea la textura para el texto que se escribe en pantalla
text_surface_ = std::make_shared<Surface>(options.game.width, options.game.height);
text_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height);
// Crea la textura para cubrir el rexto
cover_surface_ = std::make_shared<Surface>(options.game.width, options.game.height);
cover_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height);
// Escribe el texto en la textura
fillTexture();
@@ -51,17 +51,16 @@ void Credits::checkInput() {
// Inicializa los textos
void Credits::iniTexts() {
#ifndef GAME_CONSOLE
std::string keys = "";
switch (options.keys) {
case ControlScheme::CURSOR:
switch (Options::keys) {
case Options::ControlScheme::CURSOR:
keys = "CURSORS";
break;
case ControlScheme::OPQA:
case Options::ControlScheme::OPQA:
keys = "O,P AND Q";
break;
case ControlScheme::WASD:
case Options::ControlScheme::WASD:
keys = "A,D AND W";
break;
default:
@@ -96,36 +95,6 @@ void Credits::iniTexts() {
texts_.push_back({"I LOVE JAILGAMES! ", static_cast<Uint8>(PaletteColor::WHITE)});
texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
#else
texts.clear();
texts.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"INSTRUCTIONS:", static_cast<Uint8>(PaletteColor::YELLOW)});
texts.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"HELP JAILDOC TO GET BACK ALL", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"HIS PROJECTS AND GO TO THE", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"JAIL TO FINISH THEM", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"KEYS:", static_cast<Uint8>(PaletteColor::YELLOW)});
texts.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"B TO JUMP", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"R TO SWITCH THE MUSIC", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"L TO SWAP THE COLOR PALETTE", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"START TO PAUSE", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"SELECT TO EXIT", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"A GAME BY JAILDESIGNER", static_cast<Uint8>(PaletteColor::YELLOW)});
texts.push_back({"MADE ON SUMMER/FALL 2022", static_cast<Uint8>(PaletteColor::YELLOW)});
texts.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"I LOVE JAILGAMES! ", static_cast<Uint8>(PaletteColor::WHITE)});
texts.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
#endif
}
// Escribe el texto en la textura
@@ -196,7 +165,7 @@ void Credits::updateCounter() {
// Comprueba si ha terminado la sección
if (counter_ > 1200) {
options.section.section = Section::DEMO;
Options::section.section = Options::Scene::DEMO;
}
}
@@ -249,7 +218,7 @@ void Credits::render() {
// Bucle para el logo del juego
void Credits::run() {
while (options.section.section == Section::CREDITS) {
while (Options::section.section == Options::Scene::CREDITS) {
update();
checkEvents();
render();

View File

@@ -4,16 +4,16 @@
#include <algorithm> // Para min
#include "utils/defines.hpp" // Para GAME_SPEED
#include "external/jail_audio.h" // Para JA_SetVolume, JA_PlayMusic, JA_StopMusic
#include "utils/global_events.hpp" // Para check
#include "core/input/global_inputs.hpp" // Para check
#include "game/gameplay/options.hpp" // Para Options, options, OptionsGame, SectionS...
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/text.hpp" // Para Text, TEXT_STROKE
#include "core/resources/resource.hpp" // Para Resource
#include "external/jail_audio.h" // Para JA_SetVolume, JA_PlayMusic, JA_StopMusic
#include "game/gameplay/options.hpp" // Para Options, options, OptionsGame, SectionS...
#include "utils/defines.hpp" // Para GAME_SPEED
#include "utils/global_events.hpp" // Para check
#include "utils/utils.hpp" // Para PaletteColor
// Constructor
@@ -23,8 +23,8 @@ Ending::Ending()
cover_counter_(0),
ticks_(0),
current_scene_(0) {
options.section.section = Section::ENDING;
options.section.subsection = Subsection::NONE;
Options::section.section = Options::Scene::ENDING;
Options::section.subsection = Options::SceneOptions::NONE;
// Inicializa los textos
iniTexts();
@@ -39,7 +39,7 @@ Ending::Ending()
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
// Crea la textura para cubrir el texto
cover_surface_ = std::make_shared<Surface>(options.game.width, options.game.height + 8);
cover_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height + 8);
// Rellena la textura para la cortinilla
fillCoverTexture();
@@ -167,7 +167,7 @@ void Ending::iniTexts() {
// Crea el sprite
st.image_sprite = std::make_shared<SSprite>(st.image_surface, 0, 0, st.image_surface->getWidth(), st.image_surface->getHeight());
st.image_sprite->setPosition((options.game.width - st.image_surface->getWidth()) / 2, txt.pos);
st.image_sprite->setPosition((Options::game.width - st.image_surface->getWidth()) / 2, txt.pos);
// Crea la cover_surface
st.cover_surface = std::make_shared<Surface>(WIDTH, HEIGHT + 8);
@@ -195,7 +195,7 @@ void Ending::iniTexts() {
// Crea el sprite
st.cover_sprite = std::make_shared<SSprite>(st.cover_surface, 0, 0, st.cover_surface->getWidth(), st.cover_surface->getHeight() - 8);
st.cover_sprite->setPosition((options.game.width - st.cover_surface->getWidth()) / 2, txt.pos);
st.cover_sprite->setPosition((Options::game.width - st.cover_surface->getWidth()) / 2, txt.pos);
st.cover_sprite->setClip(0, 8, st.cover_surface->getWidth(), st.cover_surface->getHeight());
// Inicializa variables
@@ -232,7 +232,7 @@ void Ending::iniPics() {
// Crea el sprite
sp.image_sprite = std::make_shared<SSprite>(sp.image_surface, 0, 0, WIDTH, HEIGHT);
sp.image_sprite->setPosition((options.game.width - WIDTH) / 2, pic.pos);
sp.image_sprite->setPosition((Options::game.width - WIDTH) / 2, pic.pos);
// Crea la cover_surface
sp.cover_surface = std::make_shared<Surface>(WIDTH, HEIGHT + 8);
@@ -261,7 +261,7 @@ void Ending::iniPics() {
// Crea el sprite
sp.cover_sprite = std::make_shared<SSprite>(sp.cover_surface, 0, 0, sp.cover_surface->getWidth(), sp.cover_surface->getHeight() - 8);
sp.cover_sprite->setPosition((options.game.width - sp.cover_surface->getWidth()) / 2, pic.pos);
sp.cover_sprite->setPosition((Options::game.width - sp.cover_surface->getWidth()) / 2, pic.pos);
sp.cover_sprite->setClip(0, 8, sp.cover_surface->getWidth(), sp.cover_surface->getHeight());
// Inicializa variables
@@ -359,7 +359,7 @@ void Ending::iniScenes() {
void Ending::run() {
JA_PlayMusic(Resource::get()->getMusic("ending1.ogg"));
while (options.section.section == Section::ENDING) {
while (Options::section.section == Options::Scene::ENDING) {
update();
checkEvents();
render();
@@ -423,7 +423,7 @@ void Ending::checkChangeScene() {
cover_counter_ = 0;
if (current_scene_ == 5) {
// Termina el bucle
options.section.section = Section::ENDING2;
Options::section.section = Options::Scene::ENDING2;
// Mantiene los valores anteriores
current_scene_ = 4;
@@ -443,17 +443,17 @@ void Ending::fillCoverTexture() {
const Uint8 color = static_cast<Uint8>(PaletteColor::BLACK);
auto surface = Screen::get()->getRendererSurface();
for (int i = 0; i < 256; i += 2) {
surface->putPixel(i + 0, options.game.height + 0, color);
surface->putPixel(i + 1, options.game.height + 1, color);
surface->putPixel(i + 0, options.game.height + 2, color);
surface->putPixel(i + 1, options.game.height + 3, color);
surface->putPixel(i + 0, Options::game.height + 0, color);
surface->putPixel(i + 1, Options::game.height + 1, color);
surface->putPixel(i + 0, Options::game.height + 2, color);
surface->putPixel(i + 1, Options::game.height + 3, color);
surface->putPixel(i, options.game.height + 4, color);
surface->putPixel(i, options.game.height + 6, color);
surface->putPixel(i, Options::game.height + 4, color);
surface->putPixel(i, Options::game.height + 6, color);
}
// El resto se rellena de color sólido
SDL_FRect rect = {0, 0, 256, options.game.height};
SDL_FRect rect = {0, 0, 256, Options::game.height};
surface->fillRect(&rect, color);
Screen::get()->setRendererSurface(previuos_renderer);

View File

@@ -4,24 +4,24 @@
#include <algorithm> // Para max, replace
#include "utils/defines.hpp" // Para GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y
#include "external/jail_audio.h" // Para JA_SetVolume, JA_PlayMusic, JA_StopMusic
#include "utils/global_events.hpp" // Para check
#include "core/input/global_inputs.hpp" // Para check
#include "game/gameplay/options.hpp" // Para Options, options, OptionsGame, Sectio...
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/rendering/surface_moving_sprite.hpp" // Para SMovingSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/text.hpp" // Para Text
#include "core/resources/resource.hpp" // Para Resource
#include "external/jail_audio.h" // Para JA_SetVolume, JA_PlayMusic, JA_StopMusic
#include "game/gameplay/options.hpp" // Para Options, options, OptionsGame, Sectio...
#include "utils/defines.hpp" // Para GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y
#include "utils/global_events.hpp" // Para check
#include "utils/utils.hpp" // Para PaletteColor, stringToColor
// Constructor
Ending2::Ending2()
: state_(EndingState::PRE_CREDITS, SDL_GetTicks(), STATE_PRE_CREDITS_DURATION_) {
options.section.section = Section::ENDING2;
options.section.subsection = Subsection::NONE;
Options::section.section = Options::Scene::ENDING2;
Options::section.subsection = Options::SceneOptions::NONE;
// Inicializa el vector de colores
const std::vector<std::string> COLORS = {"white", "yellow", "cyan", "green", "magenta", "red", "blue", "black"};
@@ -146,7 +146,7 @@ void Ending2::checkInput() {
void Ending2::run() {
JA_PlayMusic(Resource::get()->getMusic("ending2.ogg"));
while (options.section.section == Section::ENDING2) {
while (Options::section.section == Options::Scene::ENDING2) {
update();
checkEvents();
render();
@@ -179,8 +179,8 @@ void Ending2::updateState() {
case EndingState::FADING:
if (state_.hasEnded(EndingState::FADING)) {
options.section.section = Section::LOGO;
options.section.subsection = Subsection::LOGO_TO_INTRO;
Options::section.section = Options::Scene::LOGO;
Options::section.subsection = Options::SceneOptions::LOGO_TO_INTRO;
}
break;
@@ -306,7 +306,7 @@ void Ending2::renderSprites() {
const Uint8 colorA = static_cast<Uint8>(PaletteColor::RED);
for (auto sprite : sprites_) {
const bool A = sprite->getRect().y + sprite->getRect().h > 0;
const bool B = sprite->getRect().y < options.game.height;
const bool B = sprite->getRect().y < Options::game.height;
if (A && B) {
sprite->render(1, colorA);
}
@@ -322,7 +322,7 @@ void Ending2::renderSpriteTexts() {
const Uint8 color = static_cast<Uint8>(PaletteColor::WHITE);
for (auto sprite : sprite_texts_) {
const bool A = sprite->getRect().y + sprite->getRect().h > 0;
const bool B = sprite->getRect().y < options.game.height;
const bool B = sprite->getRect().y < Options::game.height;
if (A && B) {
sprite->render(1, color);
}
@@ -333,7 +333,7 @@ void Ending2::renderSpriteTexts() {
void Ending2::renderTexts() {
for (auto sprite : texts_) {
const bool A = sprite->getRect().y + sprite->getRect().h > 0;
const bool B = sprite->getRect().y < options.game.height;
const bool B = sprite->getRect().y < Options::game.height;
if (A && B) {
sprite->render();
}
@@ -344,7 +344,7 @@ void Ending2::renderTexts() {
void Ending2::placeSprites() {
for (int i = 0; i < static_cast<int>(sprites_.size()); ++i) {
const float X = i % 2 == 0 ? FIRST_COL_ : SECOND_COL_;
const float Y = (i / 1) * (sprite_max_height_ + DIST_SPRITE_TEXT_ + Resource::get()->getText("smb2")->getCharacterSize() + DIST_SPRITE_SPRITE_) + options.game.height + 40;
const float Y = (i / 1) * (sprite_max_height_ + DIST_SPRITE_TEXT_ + Resource::get()->getText("smb2")->getCharacterSize() + DIST_SPRITE_SPRITE_) + Options::game.height + 40;
const float W = sprites_.at(i)->getWidth();
const float H = sprites_.at(i)->getHeight();
const float DX = -(W / 2);
@@ -355,7 +355,7 @@ void Ending2::placeSprites() {
}
// Recoloca el sprite del jugador, que es el último de la lista
const float X = (options.game.width - sprites_.back()->getWidth()) / 2;
const float X = (Options::game.width - sprites_.back()->getWidth()) / 2;
const float Y = sprites_.back()->getPosY() + sprite_max_height_ * 2;
sprites_.back()->setPos(X, Y);
sprites_.back()->setCurrentAnimation("walk");
@@ -415,7 +415,7 @@ void Ending2::createTexts() {
const float H = text->getCharacterSize();
const float X = GAMECANVAS_CENTER_X;
const float DX = -(W / 2);
const float Y = options.game.height + (text->getCharacterSize() * (i * 2));
const float Y = Options::game.height + (text->getCharacterSize() * (i * 2));
// Crea la surface
auto surface = std::make_shared<Surface>(W, H);

View File

@@ -4,30 +4,30 @@
#include <vector> // Para vector
#include "core/resources/asset.hpp" // Para Asset
#include "game/gameplay/cheevos.hpp" // Para Cheevos
#include "core/system/debug.hpp" // Para Debug
#include "utils/defines.hpp" // Para BLOCK, PLAY_AREA_HEIGHT, RoomBorder::BOTTOM
#include "external/jail_audio.h" // Para JA_PauseMusic, JA_GetMusicState, JA_P...
#include "utils/global_events.hpp" // Para check
#include "core/input/global_inputs.hpp" // Para check
#include "core/input/input.hpp" // Para Input, InputAction, INPUT_DO_NOT_ALLOW_REPEAT
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/text.hpp" // Para Text, TEXT_CENTER, TEXT_COLOR
#include "core/resources/asset.hpp" // Para Asset
#include "core/resources/resource.hpp" // Para ResourceRoom, Resource
#include "core/system/debug.hpp" // Para Debug
#include "external/jail_audio.h" // Para JA_PauseMusic, JA_GetMusicState, JA_P...
#include "game/gameplay/cheevos.hpp" // Para Cheevos
#include "game/gameplay/item_tracker.hpp" // Para ItemTracker
#include "game/gameplay/options.hpp" // Para Options, options, Cheat, SectionState
#include "core/resources/resource.hpp" // Para ResourceRoom, Resource
#include "game/gameplay/room.hpp" // Para Room, RoomData
#include "game/gameplay/room_tracker.hpp" // Para RoomTracker
#include "game/gameplay/scoreboard.hpp" // Para ScoreboardData, Scoreboard
#include "core/rendering/screen.hpp" // Para Screen
#include "game/gameplay/stats.hpp" // Para Stats
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/text.hpp" // Para Text, TEXT_CENTER, TEXT_COLOR
#include "game/ui/notifier.hpp" // Para Notifier, NotificationText, CHEEVO_NO...
#include "utils/defines.hpp" // Para BLOCK, PLAY_AREA_HEIGHT, RoomBorder::BOTTOM
#include "utils/global_events.hpp" // Para check
#include "utils/utils.hpp" // Para PaletteColor, stringToColor
// Constructor
Game::Game(GameMode mode)
: board_(std::make_shared<ScoreboardData>(0, 9, 0, true, 0, SDL_GetTicks(), options.cheats.jail_is_open == Cheat::CheatState::ENABLED)),
: board_(std::make_shared<ScoreboardData>(0, 9, 0, true, 0, SDL_GetTicks(), Options::cheats.jail_is_open == Options::Cheat::State::ENABLED)),
scoreboard_(std::make_shared<Scoreboard>(board_)),
room_tracker_(std::make_shared<RoomTracker>()),
stats_(std::make_shared<Stats>(Asset::get()->get("stats.csv"), Asset::get()->get("stats_buffer.csv"))),
@@ -55,11 +55,11 @@ Game::Game(GameMode mode)
createRoomNameTexture();
changeRoom(current_room_);
Cheevos::get()->enable(!options.cheats.enabled()); // Deshabilita los logros si hay trucos activados
Cheevos::get()->enable(!Options::cheats.enabled()); // Deshabilita los logros si hay trucos activados
Cheevos::get()->clearUnobtainableState();
options.section.section = (mode_ == GameMode::GAME) ? Section::GAME : Section::DEMO;
options.section.subsection = Subsection::NONE;
Options::section.section = (mode_ == GameMode::GAME) ? Options::Scene::GAME : Options::Scene::DEMO;
Options::section.subsection = Options::SceneOptions::NONE;
}
Game::~Game() {
@@ -100,7 +100,7 @@ void Game::run() {
JA_PauseMusic();
}
while (options.section.section == Section::GAME || options.section.section == Section::DEMO) {
while (Options::section.section == Options::Scene::GAME || Options::section.section == Options::Scene::DEMO) {
update();
checkEvents();
render();
@@ -219,7 +219,7 @@ void Game::checkDebugEvents(const SDL_Event& event) {
switch (event.key.key) {
case SDL_SCANCODE_G:
Debug::get()->toggleEnabled();
options.cheats.invincible = static_cast<Cheat::CheatState>(Debug::get()->getEnabled());
Options::cheats.invincible = static_cast<Options::Cheat::State>(Debug::get()->getEnabled());
board_->music = !Debug::get()->getEnabled();
board_->music ? JA_ResumeMusic() : JA_PauseMusic();
break;
@@ -282,7 +282,7 @@ bool Game::changeRoom(const std::string& room_path) {
if (room_tracker_->addRoom(room_path)) {
// Incrementa el contador de habitaciones visitadas
board_->rooms++;
options.stats.rooms = board_->rooms;
Options::stats.rooms = board_->rooms;
// Actualiza las estadisticas
stats_->addVisit(room_->getName());
@@ -335,18 +335,18 @@ void Game::checkIfPlayerIsAlive() {
// Comprueba si ha terminado la partida
void Game::checkGameOver() {
if (board_->lives < 0 && black_screen_counter_ > 17) {
options.section.section = Section::GAME_OVER;
Options::section.section = Options::Scene::GAME_OVER;
}
}
// Mata al jugador
void Game::killPlayer() {
if (options.cheats.invincible == Cheat::CheatState::ENABLED) {
if (Options::cheats.invincible == Options::Cheat::State::ENABLED) {
return;
}
// Resta una vida al jugador
if (options.cheats.infinite_lives == Cheat::CheatState::DISABLED) {
if (Options::cheats.infinite_lives == Options::Cheat::State::DISABLED) {
--board_->lives;
}
@@ -416,7 +416,7 @@ void Game::setScoreBoardColor() {
// Comprueba si ha finalizado el juego
bool Game::checkEndGame() {
const bool isOnTheRoom = room_->getName() == "THE JAIL"; // Estar en la habitación que toca
const bool haveTheItems = board_->items >= int(total_items_ * 0.9f) || options.cheats.jail_is_open == Cheat::CheatState::ENABLED; // Con mas del 90% de los items recogidos
const bool haveTheItems = board_->items >= int(total_items_ * 0.9f) || Options::cheats.jail_is_open == Options::Cheat::State::ENABLED; // Con mas del 90% de los items recogidos
const bool isOnTheDoor = player_->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
if (haveTheItems) {
@@ -427,7 +427,7 @@ bool Game::checkEndGame() {
// Comprueba los logros de completar el juego
checkEndGameCheevos();
options.section.section = Section::ENDING;
Options::section.section = Options::Scene::ENDING;
return true;
}
@@ -569,8 +569,8 @@ void Game::checkEndGameCheevos() {
// Inicializa al jugador
void Game::initPlayer(const PlayerSpawn& spawn_point, std::shared_ptr<Room> room) {
std::string player_texture = options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.gif" : "player.gif";
std::string player_animations = options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.ani" : "player.ani";
std::string player_texture = Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.gif" : "player.gif";
std::string player_animations = Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.ani" : "player.ani";
const PlayerData player(spawn_point, player_texture, player_animations, room);
player_ = std::make_shared<Player>(player);
}
@@ -578,10 +578,10 @@ void Game::initPlayer(const PlayerSpawn& spawn_point, std::shared_ptr<Room> room
// Crea la textura para poner el nombre de la habitación
void Game::createRoomNameTexture() {
auto text = Resource::get()->getText("smb2");
room_name_surface_ = std::make_shared<Surface>(options.game.width, text->getCharacterSize() * 2);
room_name_surface_ = std::make_shared<Surface>(Options::game.width, text->getCharacterSize() * 2);
// Establece el destino de la textura
room_name_rect_ = {0.0F, PLAY_AREA_HEIGHT, options.game.width, text->getCharacterSize() * 2.0F};
room_name_rect_ = {0.0F, PLAY_AREA_HEIGHT, Options::game.width, text->getCharacterSize() * 2.0F};
}
// Hace sonar la música
@@ -610,8 +610,8 @@ void Game::DEMO_checkRoomChange() {
demo_.counter = 0;
demo_.room_index++;
if (demo_.room_index == (int)demo_.rooms.size()) {
options.section.section = Section::LOGO;
options.section.subsection = Subsection::LOGO_TO_TITLE;
Options::section.section = Options::Scene::LOGO;
Options::section.subsection = Options::SceneOptions::LOGO_TO_TITLE;
} else {
changeRoom(demo_.rooms[demo_.room_index]);
}

View File

@@ -5,15 +5,15 @@
#include <algorithm> // Para min, max
#include <string> // Para basic_string, operator+, to_string
#include "utils/defines.hpp" // Para GAMECANVAS_CENTER_X, GAME_SPEED
#include "external/jail_audio.h" // Para JA_PlayMusic
#include "utils/global_events.hpp" // Para check
#include "core/input/global_inputs.hpp" // Para check
#include "game/gameplay/options.hpp" // Para Options, options, OptionsStats, Secti...
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite
#include "core/rendering/text.hpp" // Para TEXT_CENTER, TEXT_COLOR, Text
#include "core/resources/resource.hpp" // Para Resource
#include "external/jail_audio.h" // Para JA_PlayMusic
#include "game/gameplay/options.hpp" // Para Options, options, OptionsStats, Secti...
#include "utils/defines.hpp" // Para GAMECANVAS_CENTER_X, GAME_SPEED
#include "utils/global_events.hpp" // Para check
#include "utils/utils.hpp" // Para PaletteColor, stringToColor
// Constructor
@@ -23,8 +23,8 @@ GameOver::GameOver()
pre_counter_(0),
counter_(0),
ticks_(0) {
options.section.section = Section::GAME_OVER;
options.section.subsection = Subsection::NONE;
Options::section.section = Options::Scene::GAME_OVER;
Options::section.subsection = Options::SceneOptions::NONE;
player_sprite_->setPosX(GAMECANVAS_CENTER_X + 10);
player_sprite_->setPosY(30);
@@ -84,14 +84,14 @@ void GameOver::render() {
renderSprites();
// Escribe el texto con las habitaciones y los items
const std::string ITEMS_TEXT = std::to_string(options.stats.items / 100) + std::to_string((options.stats.items % 100) / 10) + std::to_string(options.stats.items % 10);
const std::string ROOMS_TEXT = std::to_string(options.stats.rooms / 100) + std::to_string((options.stats.rooms % 100) / 10) + std::to_string(options.stats.rooms % 10);
const std::string ITEMS_TEXT = std::to_string(Options::stats.items / 100) + std::to_string((Options::stats.items % 100) / 10) + std::to_string(Options::stats.items % 10);
const std::string ROOMS_TEXT = std::to_string(Options::stats.rooms / 100) + std::to_string((Options::stats.rooms % 100) / 10) + std::to_string(Options::stats.rooms % 10);
text->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, Y + 80, "ITEMS: " + ITEMS_TEXT, 1, color_);
text->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, Y + 90, "ROOMS: " + ROOMS_TEXT, 1, color_);
// Escribe el texto con "Tu peor pesadilla"
text->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, Y + 110, "YOUR WORST NIGHTMARE IS", 1, color_);
text->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, Y + 120, options.stats.worst_nightmare, 1, color_);
text->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, Y + 120, Options::stats.worst_nightmare, 1, color_);
// Vuelca el contenido del renderizador en pantalla
Screen::get()->render();
@@ -112,7 +112,7 @@ void GameOver::checkInput() {
// Bucle principal
void GameOver::run() {
while (options.section.section == Section::GAME_OVER) {
while (Options::section.section == Options::Scene::GAME_OVER) {
update();
checkEvents();
render();
@@ -156,7 +156,7 @@ void GameOver::updateCounters() {
// Comprueba si ha terminado la sección
else if (counter_ == COUNTER_SECTION_END_) {
options.section.section = Section::LOGO;
options.section.subsection = Subsection::LOGO_TO_TITLE;
Options::section.section = Options::Scene::LOGO;
Options::section.subsection = Options::SceneOptions::LOGO_TO_TITLE;
}
}

View File

@@ -3,15 +3,15 @@
#include <SDL3/SDL.h>
#include <stdlib.h> // Para rand
#include "utils/defines.hpp" // Para GAME_SPEED
#include "external/jail_audio.h" // Para JA_PlayMusic, JA_SetVolume, JA_StopMusic
#include "utils/global_events.hpp" // Para check
#include "core/input/global_inputs.hpp" // Para check
#include "game/gameplay/options.hpp" // Para Options, options, SectionState, Options...
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/resources/resource.hpp" // Para Resource
#include "external/jail_audio.h" // Para JA_PlayMusic, JA_SetVolume, JA_StopMusic
#include "game/gameplay/options.hpp" // Para Options, options, SectionState, Options...
#include "utils/defines.hpp" // Para GAME_SPEED
#include "utils/global_events.hpp" // Para check
#include "utils/utils.hpp" // Para stringToColor, PaletteColor
// Constructor
@@ -20,13 +20,13 @@ LoadingScreen::LoadingScreen()
color_loading_screen_surface_(Resource::get()->getSurface("loading_screen_color.gif")),
mono_loading_screen_sprite_(std::make_shared<SSprite>(mono_loading_screen_surface_, 0, 0, mono_loading_screen_surface_->getWidth(), mono_loading_screen_surface_->getHeight())),
color_loading_screen_sprite_(std::make_shared<SSprite>(color_loading_screen_surface_, 0, 0, color_loading_screen_surface_->getWidth(), color_loading_screen_surface_->getHeight())),
screen_surface_(std::make_shared<Surface>(options.game.width, options.game.height)) {
screen_surface_(std::make_shared<Surface>(Options::game.width, Options::game.height)) {
// Configura la superficie donde se van a pintar los sprites
screen_surface_->clear(static_cast<Uint8>(PaletteColor::WHITE));
// Inicializa variables
options.section.section = Section::LOADING_SCREEN;
options.section.subsection = Subsection::NONE;
Options::section.section = Options::Scene::LOADING_SCREEN;
Options::section.subsection = Options::SceneOptions::NONE;
// Establece el orden de las lineas para imitar el direccionamiento de memoria del spectrum
for (int i = 0; i < 192; ++i) {
@@ -96,8 +96,8 @@ void LoadingScreen::updateLoad() {
// Comprueba si ha terminado la intro
if (load_counter_ >= 768) {
options.section.section = Section::TITLE;
options.section.subsection = Subsection::TITLE_WITH_LOADING_SCREEN;
Options::section.section = Options::Scene::TITLE;
Options::section.subsection = Options::SceneOptions::TITLE_WITH_LOADING_SCREEN;
JA_StopMusic();
}
}
@@ -130,8 +130,8 @@ void LoadingScreen::renderBorder() {
// Añade lineas amarillas
const Uint8 COLOR = static_cast<Uint8>(PaletteColor::YELLOW);
const int WIDTH = options.game.width + (options.video.border.width * 2);
const int HEIGHT = options.game.height + (options.video.border.height * 2);
const int WIDTH = Options::game.width + (Options::video.border.width * 2);
const int HEIGHT = Options::game.height + (Options::video.border.height * 2);
bool draw_enabled = rand() % 2 == 0 ? true : false;
int row = 0;
@@ -162,7 +162,7 @@ void LoadingScreen::update() {
// Dibuja en pantalla
void LoadingScreen::render() {
if (options.video.border.enabled) {
if (Options::video.border.enabled) {
// Dibuja el efecto de carga en el borde
renderBorder();
}
@@ -189,7 +189,7 @@ void LoadingScreen::run() {
Screen::get()->clearRenderer();
Screen::get()->render();
while (options.section.section == Section::LOADING_SCREEN) {
while (Options::section.section == Options::Scene::LOADING_SCREEN) {
update();
checkEvents();
render();

View File

@@ -2,14 +2,14 @@
#include <SDL3/SDL.h>
#include "core/input/global_inputs.hpp" // Para check
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/resources/resource.hpp" // Para Resource
#include "game/gameplay/options.hpp" // Para Options, SectionState, options, Section
#include "utils/defines.hpp" // Para GAME_SPEED
#include "utils/global_events.hpp" // Para check
#include "core/input/global_inputs.hpp" // Para check
#include "game/gameplay/options.hpp" // Para Options, SectionState, options, Section
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "utils/utils.hpp" // Para PaletteColor
// Constructor
@@ -30,7 +30,7 @@ Logo::Logo()
}
// Inicializa variables
options.section.section = Section::LOGO;
Options::section.section = Options::Scene::LOGO;
// Inicializa el vector de colores
const std::vector<Uint8> COLORS = {
@@ -206,7 +206,7 @@ void Logo::render() {
// Bucle para el logo del juego
void Logo::run() {
while (options.section.section == Section::LOGO) {
while (Options::section.section == Options::Scene::LOGO) {
update();
checkEvents();
render();
@@ -215,11 +215,11 @@ void Logo::run() {
// Termina la sección
void Logo::endSection() {
if (options.section.subsection == Subsection::LOGO_TO_TITLE) {
options.section.section = Section::TITLE;
if (Options::section.subsection == Options::SceneOptions::LOGO_TO_TITLE) {
Options::section.section = Options::Scene::TITLE;
}
else if (options.section.subsection == Subsection::LOGO_TO_INTRO) {
options.section.section = Section::LOADING_SCREEN;
else if (Options::section.subsection == Options::SceneOptions::LOGO_TO_INTRO) {
Options::section.section = Options::Scene::LOADING_SCREEN;
}
}

View File

@@ -4,17 +4,17 @@
#include <algorithm> // Para clamp
#include "game/gameplay/cheevos.hpp" // Para Cheevos, Achievement
#include "utils/defines.hpp" // Para PLAY_AREA_CENTER_X, GAMECANVAS_WIDTH
#include "utils/global_events.hpp" // Para check
#include "core/input/global_inputs.hpp" // Para check
#include "core/input/input.hpp" // Para Input, InputAction, INPUT_DO_NOT_ALLOW_REPEAT, REP...
#include "game/gameplay/options.hpp" // Para Options, options, SectionState, Section
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/text.hpp" // Para Text, TEXT_CENTER, TEXT_COLOR
#include "core/resources/resource.hpp" // Para Resource
#include "game/gameplay/cheevos.hpp" // Para Cheevos, Achievement
#include "game/gameplay/options.hpp" // Para Options, options, SectionState, Section
#include "utils/defines.hpp" // Para PLAY_AREA_CENTER_X, GAMECANVAS_WIDTH
#include "utils/global_events.hpp" // Para check
#include "utils/utils.hpp" // Para stringToColor, PaletteColor, playMusic
// Constructor
@@ -23,11 +23,11 @@ Title::Title()
title_logo_sprite_(std::make_shared<SSprite>(title_logo_surface_, 29, 9, title_logo_surface_->getWidth(), title_logo_surface_->getHeight())),
loading_screen_surface_(Resource::get()->getSurface("loading_screen_color.gif")),
loading_screen_sprite_(std::make_shared<SSprite>(loading_screen_surface_, 0, 0, loading_screen_surface_->getWidth(), loading_screen_surface_->getHeight())),
bg_surface_(std::make_shared<Surface>(options.game.width, options.game.height)) {
bg_surface_(std::make_shared<Surface>(Options::game.width, Options::game.height)) {
// Inicializa variables
state_ = options.section.subsection == Subsection::TITLE_WITH_LOADING_SCREEN ? TitleState::SHOW_LOADING_SCREEN : TitleState::SHOW_MENU;
options.section.section = Section::TITLE;
options.section.subsection = Subsection::NONE;
state_ = Options::section.subsection == Options::SceneOptions::TITLE_WITH_LOADING_SCREEN ? TitleState::SHOW_LOADING_SCREEN : TitleState::SHOW_MENU;
Options::section.section = Options::Scene::TITLE;
Options::section.subsection = Options::SceneOptions::NONE;
initMarquee();
// Crea y rellena la textura para mostrar los logros
@@ -68,8 +68,8 @@ void Title::checkEvents() {
if (!show_cheevos_) {
switch (event.key.key) {
case SDLK_1:
options.section.section = Section::GAME;
options.section.subsection = Subsection::NONE;
Options::section.section = Options::Scene::GAME;
Options::section.subsection = Options::SceneOptions::NONE;
break;
case SDLK_2:
@@ -180,8 +180,8 @@ void Title::update() {
// Si el contador alcanza cierto valor, termina la seccion
if (counter_ == 2200) {
if (!show_cheevos_) {
options.section.section = Section::CREDITS;
options.section.subsection = Subsection::NONE;
Options::section.section = Options::Scene::CREDITS;
Options::section.subsection = Options::SceneOptions::NONE;
}
}
break;
@@ -228,7 +228,7 @@ void Title::render() {
// Bucle para el logo del juego
void Title::run() {
while (options.section.section == Section::TITLE) {
while (Options::section.section == Options::Scene::TITLE) {
update();
checkEvents();
render();

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@@ -7,13 +7,13 @@
#include <string> // Para string, basic_string
#include <vector> // Para vector
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/text.hpp" // Para Text, TEXT_CENTER, TEXT_COLOR
#include "core/resources/resource.hpp" // Para Resource
#include "external/jail_audio.h" // Para JA_PlaySound
#include "game/gameplay/options.hpp" // Para Options, options, NotificationPosition
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/text.hpp" // Para Text, TEXT_CENTER, TEXT_COLOR
#include "utils/utils.hpp" // Para PaletteColor
// [SINGLETON]
@@ -38,7 +38,7 @@ Notifier* Notifier::get() {
Notifier::Notifier(const std::string& icon_file, const std::string& text)
: icon_surface_(!icon_file.empty() ? Resource::get()->getSurface(icon_file) : nullptr),
text_(Resource::get()->getText(text)),
bg_color_(options.notifications.color),
bg_color_(Options::notifications.color),
stack_(false),
has_icons_(!icon_file.empty()) {}
@@ -62,7 +62,7 @@ void Notifier::update() {
switch (notification.state) {
case NotificationStatus::RISING: {
const int DIRECTION = (options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? 1 : -1;
const int DIRECTION = (Options::notifications.getVerticalPosition() == Options::NotificationPosition::TOP) ? 1 : -1;
notification.rect.y += DIRECTION;
if (notification.rect.y == notification.y) {
@@ -80,7 +80,7 @@ void Notifier::update() {
}
case NotificationStatus::VANISHING: {
const int DIRECTION = (options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? -1 : 1;
const int DIRECTION = (Options::notifications.getVerticalPosition() == Options::NotificationPosition::TOP) ? -1 : 1;
notification.rect.y += DIRECTION;
if (notification.rect.y == notification.y - notification.travel_dist) {
@@ -140,23 +140,23 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, Ui
const auto PADDING_IN_V = text_size / 2;
const int ICON_SPACE = icon >= 0 ? ICON_SIZE_ + PADDING_IN_H : 0;
text_is = ICON_SPACE > 0 ? NotificationText::LEFT : text_is;
const float WIDTH = options.game.width - (PADDING_OUT_ * 2);
const float WIDTH = Options::game.width - (PADDING_OUT_ * 2);
const float HEIGHT = (text_size * texts.size()) + (PADDING_IN_V * 2);
const auto SHAPE = NotificationShape::SQUARED;
// Posición horizontal
float desp_h = 0;
switch (options.notifications.getHorizontalPosition()) {
case NotificationPosition::LEFT:
switch (Options::notifications.getHorizontalPosition()) {
case Options::NotificationPosition::LEFT:
desp_h = PADDING_OUT_;
break;
case NotificationPosition::CENTER:
desp_h = ((options.game.width / 2) - (WIDTH / 2));
case Options::NotificationPosition::CENTER:
desp_h = ((Options::game.width / 2) - (WIDTH / 2));
break;
case NotificationPosition::RIGHT:
desp_h = options.game.width - WIDTH - PADDING_OUT_;
case Options::NotificationPosition::RIGHT:
desp_h = Options::game.width - WIDTH - PADDING_OUT_;
break;
default:
@@ -165,11 +165,11 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, Ui
}
// Posición vertical
const int DESP_V = (options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? PADDING_OUT_ : options.game.height - HEIGHT - PADDING_OUT_;
const int DESP_V = (Options::notifications.getVerticalPosition() == Options::NotificationPosition::TOP) ? PADDING_OUT_ : Options::game.height - HEIGHT - PADDING_OUT_;
// Offset
const auto TRAVEL_DIST = HEIGHT + PADDING_OUT_;
const int TRAVEL_MOD = (options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? 1 : -1;
const int TRAVEL_MOD = (Options::notifications.getVerticalPosition() == Options::NotificationPosition::TOP) ? 1 : -1;
const int OFFSET = !notifications_.empty() ? notifications_.back().y + TRAVEL_MOD * notifications_.back().travel_dist : DESP_V;
// Crea la notificacion
@@ -183,7 +183,7 @@ void Notifier::show(std::vector<std::string> texts, NotificationText text_is, Ui
n.texts = texts;
n.shape = SHAPE;
n.display_duration = display_duration;
const float Y_POS = OFFSET + ((options.notifications.getVerticalPosition() == NotificationPosition::TOP) ? -TRAVEL_DIST : TRAVEL_DIST);
const float Y_POS = OFFSET + ((Options::notifications.getVerticalPosition() == Options::NotificationPosition::TOP) ? -TRAVEL_DIST : TRAVEL_DIST);
n.rect = {desp_h, Y_POS, WIDTH, HEIGHT};
// Crea la textura

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@@ -6,12 +6,12 @@ Empezado en Castalla el 01/07/2022.
*/
#include <memory>
#include "core/system/director.hpp"
int main(int argc, char *argv[])
{
int main(int argc, char* argv[]) {
// Crea el objeto Director
auto director = std::make_unique<Director>(argc, const_cast<const char **>(argv));
auto director = std::make_unique<Director>(argc, const_cast<const char**>(argv));
// Bucle principal
return director->run();

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@@ -1,24 +1,21 @@
#include "utils/global_events.hpp"
#include "game/gameplay/options.hpp" // Para Options, options, OptionsGame, OptionsAudio
#include "core/input/mouse.hpp"
namespace globalEvents
{
// Comprueba los eventos que se pueden producir en cualquier sección del juego
void check(const SDL_Event &event)
{
#include "core/input/mouse.hpp"
#include "game/gameplay/options.hpp" // Para Options, options, OptionsGame, OptionsAudio
namespace globalEvents {
// Comprueba los eventos que se pueden producir en cualquier sección del juego
void check(const SDL_Event& event) {
// Evento de salida de la aplicación
if (event.type == SDL_EVENT_QUIT)
{
options.section.section = Section::QUIT;
if (event.type == SDL_EVENT_QUIT) {
Options::section.section = Options::Scene::QUIT;
return;
}
if (event.type == SDL_EVENT_RENDER_DEVICE_RESET || event.type == SDL_EVENT_RENDER_TARGETS_RESET)
{
if (event.type == SDL_EVENT_RENDER_DEVICE_RESET || event.type == SDL_EVENT_RENDER_TARGETS_RESET) {
// reLoadTextures();
}
Mouse::handleEvent(event);
}
}
} // namespace globalEvents

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@@ -12,8 +12,8 @@
#include <unordered_map> // Para unordered_map, operator==, _Node_const_iter...
#include <utility> // Para pair
#include "external/jail_audio.h" // Para JA_GetMusicState, JA_Music_state, JA_PlayMusic
#include "core/resources/resource.hpp" // Para Resource
#include "external/jail_audio.h" // Para JA_GetMusicState, JA_Music_state, JA_PlayMusic
// Calcula el cuadrado de la distancia entre dos puntos
double distanceSquared(int x1, int y1, int x2, int y2) {

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@@ -1,6 +1,6 @@
#pragma once
namespace Version {
constexpr const char* GIT_HASH = "@GIT_HASH@";
constexpr const char* APP_NAME = "Coffee Crisis Arcade Edition";
}
constexpr const char* GIT_HASH = "@GIT_HASH@";
constexpr const char* APP_NAME = "Coffee Crisis Arcade Edition";
} // namespace Version