#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 mAsset = new Asset(mExecutablePath); // Establece la lista de ficheros setFileList(); // Si falta algún fichero no inicia el programa Uint8 section = SECTION_PROG_GAME; if (!mAsset->check()) section = SECTION_PROG_QUIT; // Inicializa el objeto de idioma mLang = new Lang(mAsset); // Crea el puntero a la estructura y carga el fichero de configuración mOptions = new options_t; if (!loadConfigFile()) { mOptions->fullScreenMode = 0; mOptions->windowSize = 3; mOptions->language = en_UK; mOptions->difficulty = DIFFICULTY_NORMAL; mOptions->input[0].deviceType = INPUT_USE_KEYBOARD; mOptions->input[1].deviceType = INPUT_USE_GAMECONTROLLER; mOptions->filter = FILTER_NEAREST; mOptions->vSync = true; } // Crea los objetos mInput = new Input(mAsset->get("gamecontrollerdb.txt")); // Inicializa SDL initSDL(); // Inicializa JailAudio initJailAudio(); // Aplica las opciones SDL_SetWindowFullscreen(mWindow, mOptions->fullScreenMode); SDL_SetWindowSize(mWindow, SCREEN_WIDTH * mOptions->windowSize, SCREEN_HEIGHT * mOptions->windowSize); mLang->setLang(mOptions->language); // Inicializa el resto de variables init(section); } Director::~Director() { saveConfigFile(); delete mInput; mInput = nullptr; delete mLang; mLang = nullptr; delete mOptions; mOptions = nullptr; delete mAsset; mAsset = nullptr; SDL_DestroyRenderer(mRenderer); SDL_DestroyWindow(mWindow); mRenderer = nullptr; mWindow = nullptr; SDL_Quit(); } // Inicia las variables necesarias para arrancar el programa void Director::init(Uint8 name) { // Sección mSection.name = name; mSection.subsection = 0; // Textos mLang->setLang(mOptions->language); // Controles mInput->bindKey(INPUT_UP, SDL_SCANCODE_UP); mInput->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN); mInput->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT); mInput->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT); mInput->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN); mInput->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE); mInput->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_Z); mInput->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_X); mInput->bindKey(INPUT_BUTTON_3, SDL_SCANCODE_C); mInput->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE); mInput->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE); mInput->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP); mInput->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN); mInput->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT); mInput->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); mInput->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B); mInput->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A); mInput->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_X); mInput->bindGameControllerButton(INPUT_BUTTON_2, SDL_CONTROLLER_BUTTON_Y); mInput->bindGameControllerButton(INPUT_BUTTON_3, SDL_CONTROLLER_BUTTON_B); mInput->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE); mInput->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(mOptions->filter).c_str())) { printf("Warning: Nearest texture filtering not enabled!\n"); } // Crea la ventana mWindow = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, VIEW_WIDTH, VIEW_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI); if (mWindow == 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 (mOptions->vSync) mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); else mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED); if (mRenderer == NULL) { printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicializa el color de renderizado SDL_SetRenderDrawColor(mRenderer, 0x00, 0x00, 0x00, 0xFF); // Establece el tamaño del buffer de renderizado SDL_RenderSetLogicalSize(mRenderer, SCREEN_WIDTH, SCREEN_HEIGHT); // Establece el modo de mezcla SDL_SetRenderDrawBlendMode(mRenderer, SDL_BLENDMODE_BLEND); } } } printf("\n"); return success; } // Crea el indice de ficheros void Director::setFileList() { mAsset->add("/media/font/8bithud.png", font); mAsset->add("/media/font/8bithud.txt", font); mAsset->add("/media/font/nokia.png", font); mAsset->add("/media/font/nokia.txt", font); mAsset->add("/media/font/nokia2.png", font); mAsset->add("/media/font/nokia2.txt", font); mAsset->add("/media/font/smb2.png", font); mAsset->add("/media/font/smb2.txt", font); mAsset->add("/media/lang/es_ES.txt", lang); mAsset->add("/media/lang/en_UK.txt", lang); mAsset->add("/media/lang/ba_BA.txt", lang); mAsset->add("/data/gamecontrollerdb.txt", data); mAsset->add("/data/config.bin", data, false); } // Carga el fichero de configuración bool Director::loadConfigFile() { // Pone unos valores por defecto mOptions->fullScreenMode = 0; mOptions->windowSize = 3; mOptions->language = en_UK; mOptions->difficulty = DIFFICULTY_NORMAL; mOptions->input[0].deviceType = INPUT_USE_KEYBOARD; mOptions->input[1].deviceType = INPUT_USE_GAMECONTROLLER; mOptions->filter = FILTER_NEAREST; mOptions->vSync = true; // Indicador de éxito en la carga bool success = true; const std::string p = mAsset->get("config.bin"); std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b"); // El fichero no existe if (file == NULL) { printf("Warning: Unable to open %s file\n", filename.c_str()); // Crea el fichero para escritura file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != NULL) { printf("New file (%s) created!\n", filename.c_str()); // Escribe los datos SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1); SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1); SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1); SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1); SDL_RWwrite(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1); SDL_RWwrite(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1); SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1); SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1); // Cierra el fichero SDL_RWclose(file); } else { printf("Error: Unable to create file %s\n", filename.c_str()); success = false; } } // El fichero existe else { // Carga los datos printf("Reading file %s\n", filename.c_str()); SDL_RWread(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1); SDL_RWread(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1); SDL_RWread(file, &mOptions->language, sizeof(mOptions->language), 1); SDL_RWread(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1); SDL_RWread(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1); SDL_RWread(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1); SDL_RWread(file, &mOptions->filter, sizeof(mOptions->filter), 1); SDL_RWread(file, &mOptions->vSync, sizeof(mOptions->vSync), 1); // Normaliza los valores if (!((mOptions->fullScreenMode == 0) || (mOptions->fullScreenMode == SDL_WINDOW_FULLSCREEN) || (mOptions->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP))) mOptions->fullScreenMode = 0; if ((mOptions->windowSize < 1) || (mOptions->windowSize > 4)) mOptions->windowSize = 3; if ((mOptions->language < 0) || (mOptions->language > MAX_LANGUAGES)) mOptions->language = en_UK; // Cierra el fichero SDL_RWclose(file); } return success; } // Guarda el fichero de configuración bool Director::saveConfigFile() { bool success = true; const std::string p = mAsset->get("config.bin"); std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != NULL) { // Guarda los datos SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1); SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1); SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1); SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1); SDL_RWwrite(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1); SDL_RWwrite(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1); SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1); SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1); printf("Writing file %s\n", filename.c_str()); // Cierra el fichero SDL_RWclose(file); } else { printf("Error: Unable to save %s file! %s\n", filename.c_str(), SDL_GetError()); } return success; } // Establece el valor de la variable void Director::setExecutablePath(std::string path) { mExecutablePath = path.substr(0, path.find_last_of("\\/")); } // Obtiene el valor de la variable Uint8 Director::getSubsection() { return mSection.subsection; } // Obtiene el valor de la variable Uint8 Director::getSection() { return mSection.name; } // Establece el valor de la variable void Director::setSection(section_t section) { mSection = section; } void Director::runLogo() { } void Director::runIntro() { } void Director::runTitle() { } void Director::runGame() { mGame = new Game(mWindow, mRenderer, mAsset, mLang, mInput); setSection(mGame->run()); delete mGame; } 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; } } }