#include "const.h" #include "utils.h" #include "director.h" #include #include // Constructor Director::Director(std::string path) { // Inicializa la ruta setExecutablePath(path); // Crea el objeto que controla los ficheros de recursos asset = new Asset(executablePath); // Establece la lista de ficheros setFileList(); // Si falta algún fichero no inicia el programa Uint8 section = SECTION_PROG_GAME; if (!asset->check()) section = SECTION_PROG_QUIT; // Crea el puntero a la estructura y carga el fichero de configuración options = new options_t; options->fullScreenMode = 0; options->windowSize = 2; options->filter = FILTER_NEAREST; options->vSync = true; options->screenWidth = GAME_WIDTH * options->windowSize; options->screenHeight = GAME_HEIGHT * options->windowSize; options->integerScale = true; options->keepAspect = true; // Crea los objetos input = new Input(asset->get("gamecontrollerdb.txt")); // Inicializa SDL initSDL(); // Inicializa JailAudio initJailAudio(); // Aplica las opciones SDL_SetWindowFullscreen(window, options->fullScreenMode); SDL_SetWindowSize(window, SCREEN_WIDTH * options->windowSize, SCREEN_HEIGHT * options->windowSize); // Inicializa el resto de variables init(section); } Director::~Director() { delete options; delete asset; delete input; delete screen; SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); } // Inicia las variables necesarias para arrancar el programa void Director::init(Uint8 name) { // Sección section.name = name; section.subsection = 0; // Controles input->bindKey(INPUT_UP, SDL_SCANCODE_UP); input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN); input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT); input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT); input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN); input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE); input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE); input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_D); input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE); input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE); input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP); input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN); input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT); input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B); input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A); input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B); input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE); input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE); } // Inicializa JailAudio void Director::initJailAudio() { JA_Init(48000, AUDIO_S16, 2); } // Arranca SDL y crea la ventana bool Director::initSDL() { // Indicador de éxito bool success = true; // Inicializa SDL if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0) //if (SDL_Init(SDL_INIT_EVERYTHING) < 0) { printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicia el generador de numeros aleatorios std::srand(static_cast(SDL_GetTicks())); // Establece el filtro de la textura a nearest if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str())) { printf("Warning: Nearest texture filtering not enabled!\n"); } // Crea la ventana window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, VIEW_WIDTH, VIEW_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI); if (window == NULL) { printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones if (options->vSync) renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); else renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); if (renderer == NULL) { printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicializa el color de renderizado SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF); // Establece el tamaño del buffer de renderizado SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT); // Establece el modo de mezcla SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); } } } printf("\n"); return success; } // Crea el indice de ficheros void Director::setFileList() { asset->add("/media/font/smb2.png", font); asset->add("/media/font/smb2.txt", font); asset->add("/media/font/debug.png", font); asset->add("/media/font/debug.txt", font); asset->add("/data/gamecontrollerdb.txt", data); asset->add("/data/room/01.room", room); asset->add("/data/room/02.room", room); asset->add("/data/room/03.room", room); asset->add("/data/room/04.room", room); asset->add("/data/room/05.room", room); asset->add("/data/room/01.tmx", room); asset->add("/data/room/02.tmx", room); asset->add("/data/room/03.tmx", room); asset->add("/data/room/04.tmx", room); asset->add("/data/room/05.tmx", room); asset->add("/media/tilesets/standard.png", bitmap); asset->add("/media/enemies/paco.png", bitmap); asset->add("/media/enemies/paco.ani", data); asset->add("/media/enemies/chip.png", bitmap); asset->add("/media/enemies/chip.ani", data); asset->add("/media/enemies/wave.png", bitmap); asset->add("/media/enemies/wave.ani", data); asset->add("/media/player/player01.png", bitmap); asset->add("/media/player/player01.ani", data); asset->add("/media/items/items.png", bitmap); } // Establece el valor de la variable void Director::setExecutablePath(std::string path) { executablePath = path.substr(0, path.find_last_of("\\/")); } // Obtiene el valor de la variable Uint8 Director::getSubsection() { return section.subsection; } // Obtiene el valor de la variable Uint8 Director::getSection() { return section.name; } // Establece el valor de la variable void Director::setSection(section_t section) { section = section; } void Director::runLogo() { } void Director::runIntro() { } void Director::runTitle() { } void Director::runGame() { game = new Game(renderer, screen, asset, input); setSection(game->run()); delete game; } void Director::run() { // Bucle principal while (!(getSection() == SECTION_PROG_QUIT)) { switch (getSection()) { case SECTION_PROG_LOGO: runLogo(); break; case SECTION_PROG_INTRO: runIntro(); break; case SECTION_PROG_TITLE: runTitle(); break; case SECTION_PROG_GAME: runGame(); break; } } }