#include "core/resources/resource.hpp" #include #include // Para find_if #include // Para exit, size_t #include // Para basic_ostream, operator<<, endl, cout #include // Para runtime_error #include #include "core/rendering/screen.hpp" // Para Screen #include "core/rendering/text.hpp" // Para Text, loadTextFile #include "core/resources/asset.hpp" // Para AssetType, Asset #include "core/resources/resource_helper.hpp" // Para ResourceHelper #include "external/jail_audio.h" // Para JA_DeleteMusic, JA_DeleteSound, JA_Loa... #include "game/gameplay/room.hpp" // Para RoomData, loadRoomFile, loadRoomTileFile #include "game/options.hpp" // Para Options, OptionsGame, options #include "utils/utils.hpp" // Para getFileName, printWithDots, PaletteColor struct JA_Music_t; // lines 17-17 struct JA_Sound_t; // lines 18-18 // [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado Resource* Resource::resource = nullptr; // [SINGLETON] Crearemos el objeto screen con esta función estática void Resource::init() { Resource::resource = new Resource(); } // [SINGLETON] Destruiremos el objeto screen con esta función estática void Resource::destroy() { delete Resource::resource; } // [SINGLETON] Con este método obtenemos el objeto screen y podemos trabajar con él auto Resource::get() -> Resource* { return Resource::resource; } // Constructor Resource::Resource() { load(); } // Vacia todos los vectores de recursos void Resource::clear() { clearSounds(); clearMusics(); surfaces_.clear(); palettes_.clear(); text_files_.clear(); texts_.clear(); animations_.clear(); } // Carga todos los recursos void Resource::load() { calculateTotal(); Screen::get()->setBorderColor(static_cast(PaletteColor::BLACK)); std::cout << "** LOADING RESOURCES" << '\n'; loadSounds(); loadMusics(); loadSurfaces(); loadPalettes(); loadTextFiles(); loadAnimations(); loadTileMaps(); loadRooms(); createText(); std::cout << "\n** RESOURCES LOADED" << '\n'; } // Recarga todos los recursos void Resource::reload() { clear(); load(); } // Obtiene el sonido a partir de un nombre auto Resource::getSound(const std::string& name) -> JA_Sound_t* { auto it = std::ranges::find_if(sounds_, [&name](const auto& s) { return s.name == name; }); if (it != sounds_.end()) { return it->sound; } std::cerr << "Error: Sonido no encontrado " << name << '\n'; throw std::runtime_error("Sonido no encontrado: " + name); } // Obtiene la música a partir de un nombre auto Resource::getMusic(const std::string& name) -> JA_Music_t* { auto it = std::ranges::find_if(musics_, [&name](const auto& m) { return m.name == name; }); if (it != musics_.end()) { return it->music; } std::cerr << "Error: Música no encontrada " << name << '\n'; throw std::runtime_error("Música no encontrada: " + name); } // Obtiene la surface a partir de un nombre auto Resource::getSurface(const std::string& name) -> std::shared_ptr { auto it = std::ranges::find_if(surfaces_, [&name](const auto& t) { return t.name == name; }); if (it != surfaces_.end()) { return it->surface; } std::cerr << "Error: Imagen no encontrada " << name << '\n'; throw std::runtime_error("Imagen no encontrada: " + name); } // Obtiene la paleta a partir de un nombre auto Resource::getPalette(const std::string& name) -> Palette { auto it = std::ranges::find_if(palettes_, [&name](const auto& t) { return t.name == name; }); if (it != palettes_.end()) { return it->palette; } std::cerr << "Error: Paleta no encontrada " << name << '\n'; throw std::runtime_error("Paleta no encontrada: " + name); } // Obtiene el fichero de texto a partir de un nombre auto Resource::getTextFile(const std::string& name) -> std::shared_ptr { auto it = std::ranges::find_if(text_files_, [&name](const auto& t) { return t.name == name; }); if (it != text_files_.end()) { return it->text_file; } std::cerr << "Error: TextFile no encontrado " << name << '\n'; throw std::runtime_error("TextFile no encontrado: " + name); } // Obtiene el objeto de texto a partir de un nombre auto Resource::getText(const std::string& name) -> std::shared_ptr { auto it = std::ranges::find_if(texts_, [&name](const auto& t) { return t.name == name; }); if (it != texts_.end()) { return it->text; } std::cerr << "Error: Text no encontrado " << name << '\n'; throw std::runtime_error("Texto no encontrado: " + name); } // Obtiene la animación a partir de un nombre auto Resource::getAnimations(const std::string& name) -> Animations& { auto it = std::ranges::find_if(animations_, [&name](const auto& a) { return a.name == name; }); if (it != animations_.end()) { return it->animation; } std::cerr << "Error: Animación no encontrada " << name << '\n'; throw std::runtime_error("Animación no encontrada: " + name); } // Obtiene el mapa de tiles a partir de un nombre auto Resource::getTileMap(const std::string& name) -> std::vector& { auto it = std::ranges::find_if(tile_maps_, [&name](const auto& t) { return t.name == name; }); if (it != tile_maps_.end()) { return it->tile_map; } std::cerr << "Error: Mapa de tiles no encontrado " << name << '\n'; throw std::runtime_error("Mapa de tiles no encontrado: " + name); } // Obtiene la habitación a partir de un nombre auto Resource::getRoom(const std::string& name) -> std::shared_ptr { auto it = std::ranges::find_if(rooms_, [&name](const auto& r) { return r.name == name; }); if (it != rooms_.end()) { return it->room; } std::cerr << "Error: Habitación no encontrada " << name << '\n'; throw std::runtime_error("Habitación no encontrada: " + name); } // Obtiene todas las habitaciones auto Resource::getRooms() -> std::vector& { return rooms_; } // Carga los sonidos void Resource::loadSounds() { std::cout << "\n>> SOUND FILES" << '\n'; auto list = Asset::get()->getListByType(Asset::Type::SOUND); sounds_.clear(); for (const auto& l : list) { auto name = getFileName(l); JA_Sound_t* sound = nullptr; // Try loading from resource pack first auto audio_data = jdd::ResourceHelper::loadFile(l); if (!audio_data.empty()) { sound = JA_LoadSound(audio_data.data(), static_cast(audio_data.size())); } // Fallback to file path if memory loading failed if (sound == nullptr) { sound = JA_LoadSound(l.c_str()); } sounds_.emplace_back(name, sound); printWithDots("Sound : ", name, "[ LOADED ]"); updateLoadingProgress(); } } // Carga las musicas void Resource::loadMusics() { std::cout << "\n>> MUSIC FILES" << '\n'; auto list = Asset::get()->getListByType(Asset::Type::MUSIC); musics_.clear(); for (const auto& l : list) { auto name = getFileName(l); JA_Music_t* music = nullptr; // Try loading from resource pack first auto audio_data = jdd::ResourceHelper::loadFile(l); if (!audio_data.empty()) { music = JA_LoadMusic(audio_data.data(), static_cast(audio_data.size())); } // Fallback to file path if memory loading failed if (music == nullptr) { music = JA_LoadMusic(l.c_str()); } musics_.emplace_back(name, music); printWithDots("Music : ", name, "[ LOADED ]"); updateLoadingProgress(1); } } // Carga las texturas void Resource::loadSurfaces() { std::cout << "\n>> SURFACES" << '\n'; auto list = Asset::get()->getListByType(Asset::Type::BITMAP); surfaces_.clear(); for (const auto& l : list) { auto name = getFileName(l); surfaces_.emplace_back(name, std::make_shared(l)); surfaces_.back().surface->setTransparentColor(0); updateLoadingProgress(); } // Reconfigura el color transparente de algunas surfaces getSurface("loading_screen_color.gif")->setTransparentColor(); getSurface("ending1.gif")->setTransparentColor(); getSurface("ending2.gif")->setTransparentColor(); getSurface("ending3.gif")->setTransparentColor(); getSurface("ending4.gif")->setTransparentColor(); getSurface("ending5.gif")->setTransparentColor(); getSurface("standard.gif")->setTransparentColor(16); } // Carga las paletas void Resource::loadPalettes() { std::cout << "\n>> PALETTES" << '\n'; auto list = Asset::get()->getListByType(Asset::Type::PALETTE); palettes_.clear(); for (const auto& l : list) { auto name = getFileName(l); palettes_.emplace_back(name, readPalFile(l)); updateLoadingProgress(); } } // Carga los ficheros de texto void Resource::loadTextFiles() { std::cout << "\n>> TEXT FILES" << '\n'; auto list = Asset::get()->getListByType(Asset::Type::FONT); text_files_.clear(); for (const auto& l : list) { auto name = getFileName(l); text_files_.emplace_back(name, loadTextFile(l)); updateLoadingProgress(); } } // Carga las animaciones void Resource::loadAnimations() { std::cout << "\n>> ANIMATIONS" << '\n'; auto list = Asset::get()->getListByType(Asset::Type::ANIMATION); animations_.clear(); for (const auto& l : list) { auto name = getFileName(l); animations_.emplace_back(name, loadAnimationsFromFile(l)); updateLoadingProgress(); } } // Carga los mapas de tiles void Resource::loadTileMaps() { std::cout << "\n>> TILE MAPS" << '\n'; auto list = Asset::get()->getListByType(Asset::Type::TILEMAP); tile_maps_.clear(); for (const auto& l : list) { auto name = getFileName(l); tile_maps_.emplace_back(name, Room::loadRoomTileFile(l)); printWithDots("TileMap : ", name, "[ LOADED ]"); updateLoadingProgress(); } } // Carga las habitaciones void Resource::loadRooms() { std::cout << "\n>> ROOMS" << '\n'; auto list = Asset::get()->getListByType(Asset::Type::ROOM); rooms_.clear(); for (const auto& l : list) { auto name = getFileName(l); rooms_.emplace_back(name, std::make_shared(Room::loadRoomFile(l))); printWithDots("Room : ", name, "[ LOADED ]"); updateLoadingProgress(); } } void Resource::createText() { struct ResourceInfo { std::string key; // Identificador del recurso std::string texture_file; // Nombre del archivo de textura std::string text_file; // Nombre del archivo de texto // Constructor para facilitar la creación de objetos ResourceInfo ResourceInfo(std::string k, std::string t_file, std::string txt_file) : key(std::move(k)), texture_file(std::move(t_file)), text_file(std::move(txt_file)) {} }; std::cout << "\n>> CREATING TEXT_OBJECTS" << '\n'; std::vector resources = { {"aseprite", "aseprite.gif", "aseprite.txt"}, {"gauntlet", "gauntlet.gif", "gauntlet.txt"}, {"smb2", "smb2.gif", "smb2.txt"}, {"subatomic", "subatomic.gif", "subatomic.txt"}, {"8bithud", "8bithud.gif", "8bithud.txt"}}; for (const auto& resource : resources) { texts_.emplace_back(resource.key, std::make_shared(getSurface(resource.texture_file), getTextFile(resource.text_file))); printWithDots("Text : ", resource.key, "[ DONE ]"); } } // Vacía el vector de sonidos void Resource::clearSounds() { // Itera sobre el vector y libera los recursos asociados a cada JA_Sound_t for (auto& sound : sounds_) { if (sound.sound != nullptr) { JA_DeleteSound(sound.sound); sound.sound = nullptr; } } sounds_.clear(); // Limpia el vector después de liberar todos los recursos } // Vacía el vector de musicas void Resource::clearMusics() { // Itera sobre el vector y libera los recursos asociados a cada JA_Music_t for (auto& music : musics_) { if (music.music != nullptr) { JA_DeleteMusic(music.music); music.music = nullptr; } } musics_.clear(); // Limpia el vector después de liberar todos los recursos } // Calcula el numero de recursos para cargar void Resource::calculateTotal() { std::vector asset_types = { Asset::Type::SOUND, Asset::Type::MUSIC, Asset::Type::BITMAP, Asset::Type::PALETTE, Asset::Type::FONT, Asset::Type::ANIMATION, Asset::Type::TILEMAP, Asset::Type::ROOM}; size_t total = 0; for (const auto& asset_type : asset_types) { auto list = Asset::get()->getListByType(asset_type); total += list.size(); } count_ = ResourceCount(total, 0); } // Muestra el progreso de carga 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; Screen::get()->start(); Screen::get()->clearSurface(static_cast(PaletteColor::BLACK)); auto surface = Screen::get()->getRendererSurface(); 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(PaletteColor::WHITE)); const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * count_.getPercentage(); SDL_FRect rect_full = {X_PADDING, BAR_POSITION, FULL_BAR_WIDTH, X_PADDING}; surface->fillRect(&rect_full, static_cast(PaletteColor::WHITE)); Screen::get()->render(); } // Comprueba los eventos de la pantalla de carga void Resource::checkEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_EVENT_QUIT: exit(0); break; case SDL_EVENT_KEY_DOWN: if (event.key.key == SDLK_ESCAPE) { exit(0); } break; } } } // Actualiza el progreso de carga void Resource::updateLoadingProgress(int steps) { count_.add(1); if (count_.loaded % steps == 0 || count_.loaded == count_.total) { renderProgress(); } checkEvents(); }