Files
jaildoctors_dilemma/source/resource.cpp
Sergio Valor Martínez fc01676df2 Singletonejant
Borrat menu.cpp que no estava gastantse...mmm.. desde mai
2025-02-22 18:27:23 +01:00

360 lines
8.7 KiB
C++

#include "resource.h"
#include <iostream> // Para basic_ostream, operator<<, cout, endl
#include "animatedsprite.h" // Para animatedSprite_t, loadAnimationFromFile
#include "asset.h" // Para Asset
#include "enemy.h" // Para enemy_t
#include "item.h" // Para item_t
#include "room.h" // Para room_t, loadRoomFile, loadRoomTileFile
#include "text.h" // Para textFile_t, LoadTextFile
#include "texture.h" // Para Texture
#include "utils.h" // Para options_t
#include "screen.h"
#include "options.h"
// [SINGLETON]
Resource *Resource::resource_ = nullptr;
// [SINGLETON] Crearemos el objeto con esta función estática
void Resource::init()
{
Resource::resource_ = new Resource();
}
// [SINGLETON] Destruiremos el objeto con esta función estática
void Resource::destroy()
{
delete Resource::resource_;
}
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
Resource *Resource::get()
{
return Resource::resource_;
}
// Carga las texturas de una lista
void Resource::loadTextures(std::vector<std::string> list)
{
for (auto l : list)
{
if (options.console)
{
std::cout << "\nLOAD TEXTURE: " << l << std::endl;
std::cout << "png: " << Asset::get()->get(l) << std::endl;
}
res_texture_t t;
t.name = l;
t.texture = new Texture(Screen::get()->getRenderer(), Asset::get()->get(t.name), options.console);
textures_.push_back(t);
}
}
// Vuelve a cargar las texturas
void Resource::reLoadTextures()
{
for (auto texture : textures_)
{
texture.texture->reLoad();
}
}
// Carga las animaciones desde una lista
void Resource::loadAnimations(std::vector<std::string> list)
{
for (auto l : list)
{
// Extrae el nombre del fichero sin la extension para crear el nombre del fichero de la textura
const std::string pngFile = l.substr(0, l.find_last_of(".")) + ".png";
if (options.console)
{
std::cout << "\nLOAD ANIMATION: " << l << std::endl;
std::cout << "png: " << Asset::get()->get(pngFile) << std::endl;
std::cout << "ani: " << Asset::get()->get(l) << std::endl;
}
res_animation_t as;
as.name = l;
as.animation = new animatedSprite_t(loadAnimationFromFile(getTexture(pngFile), Asset::get()->get(as.name), options.console));
animations_.push_back(as);
}
}
// Vuelve a cargar las animaciones
void Resource::reLoadAnimations()
{
// reLoadTextures();
for (auto &a : animations_)
{
// Extrae el nombre del fichero sin la extension para crear el nombre del fichero de la textura
const std::string pngFile = a.name.substr(0, a.name.find_last_of(".")) + ".png";
delete a.animation;
a.animation = new animatedSprite_t(loadAnimationFromFile(getTexture(pngFile), Asset::get()->get(a.name), options.console));
}
}
// Carga los offsets desde una lista
void Resource::loadOffsets(std::vector<std::string> list)
{
for (auto l : list)
{
res_textOffset_t to;
to.name = l;
to.textFile = new textFile_t(LoadTextFile(Asset::get()->get(l), options.console));
offsets_.push_back(to);
}
}
// Vuelve a cargar los offsets
void Resource::reLoadOffsets()
{
for (auto &o : offsets_)
{
delete o.textFile;
o.textFile = new textFile_t(LoadTextFile(Asset::get()->get(o.name), options.console));
}
}
// Carga los mapas de tiles desde una lista
void Resource::loadTileMaps(std::vector<std::string> list)
{
for (auto l : list)
{
res_tileMap_t tm;
tm.name = l;
tm.tileMap = new std::vector<int>(loadRoomTileFile(Asset::get()->get(l), options.console));
tile_maps_.push_back(tm);
}
}
// Vuelve a cargar los mapas de tiles
void Resource::reLoadTileMaps()
{
for (auto &tm : tile_maps_)
{
delete tm.tileMap;
tm.tileMap = new std::vector<int>(loadRoomTileFile(Asset::get()->get(tm.name), options.console));
}
}
// Carga las habitaciones desde una lista
void Resource::loadRooms(std::vector<std::string> list)
{
for (auto l : list)
{
res_room_t r;
r.name = l;
r.room = new room_t(loadRoomFile(Asset::get()->get(l), options.console));
r.room->tileMap = getTileMap(r.room->tileMapFile);
for (auto &e : r.room->enemies)
{
e.animation = getAnimation(e.animationString);
}
for (auto &i : r.room->items)
{
i.texture = getTexture(i.tileSetFile);
}
r.room->textureA = getTexture("standard.png");
r.room->textureB = getTexture("standard_zxarne.png");
rooms_.push_back(r);
}
}
// Vuelve a cargar las habitaciones
void Resource::reLoadRooms()
{
reLoadTileMaps();
for (auto &r : rooms_)
{
delete r.room;
r.room = new room_t(loadRoomFile(Asset::get()->get(r.name)));
r.room->tileMap = getTileMap(r.room->tileMapFile);
for (auto &e : r.room->enemies)
{
e.animation = getAnimation(e.animationString);
}
for (auto &i : r.room->items)
{
i.texture = getTexture(i.tileSetFile);
}
r.room->textureA = getTexture("standard.png");
r.room->textureB = getTexture("standard_zxarne.png");
}
}
// Vuelve a cargar todos los recursos
void Resource::reLoad()
{
reLoadAnimations();
reLoadOffsets();
reLoadRooms();
}
// Libera las texturas
void Resource::freeTextures()
{
for (auto texture : textures_)
{
delete texture.texture;
}
textures_.clear();
}
// Libera las animaciones
void Resource::freeAnimations()
{
for (auto a : animations_)
{
delete a.animation;
}
animations_.clear();
}
// Libera los offsets
void Resource::freeOffsets()
{
for (auto o : offsets_)
{
delete o.textFile;
}
offsets_.clear();
}
// Libera los mapas de tiles
void Resource::freeTileMaps()
{
for (auto t : tile_maps_)
{
delete t.tileMap;
}
tile_maps_.clear();
}
// Libera las habitaciones
void Resource::freeRooms()
{
for (auto r : rooms_)
{
delete r.room;
}
rooms_.clear();
}
// Libera todos los recursos
void Resource::free()
{
freeTextures();
freeAnimations();
freeOffsets();
freeTileMaps();
freeRooms();
}
// Obtiene una textura
Texture *Resource::getTexture(std::string name)
{
for (auto texture : textures_)
{
// if (texture.name.find(name) != std::string::npos)
if (texture.name == name)
{
// std::cout << "\nTEXTURE REQUESTED: " << name << std::endl;
// std::cout << "served: " << texture.name << std::endl;
return texture.texture;
}
}
if (options.console)
{
std::cout << "NOT FOUND ON CACHE: " << name << std::endl;
}
return nullptr;
}
// Obtiene una animación
animatedSprite_t *Resource::getAnimation(std::string name)
{
for (auto animation : animations_)
{
// if (animation.name.find(name) != std::string::npos)
if (animation.name == name)
{
// std::cout << "\nANIMATION REQUESTED: " << name << std::endl;
// std::cout << "served: " << animation.name << std::endl;
return animation.animation;
}
}
if (options.console)
{
std::cout << "NOT FOUND ON CACHE: " << name << std::endl;
}
return nullptr;
}
// Obtiene un offset
textFile_t *Resource::getOffset(std::string name)
{
for (auto offset : offsets_)
{
// if (offset.name.find(name) != std::string::npos)
if (offset.name == name)
{
return offset.textFile;
}
}
if (options.console)
{
std::cout << "NOT FOUND ON CACHE: " << name << std::endl;
}
return nullptr;
}
// Obtiene un mapa de tiles
std::vector<int> *Resource::getTileMap(std::string name)
{
for (auto tileMap : tile_maps_)
{
// if (tileMap.name.find(name) != std::string::npos)
if (tileMap.name == name)
{
return tileMap.tileMap;
}
}
if (options.console)
{
std::cout << "NOT FOUND ON CACHE: " << name << std::endl;
}
return nullptr;
}
// Obtiene una habitacion
room_t *Resource::getRoom(std::string name)
{
for (auto room : rooms_)
{
// if (room.name.find(name) != std::string::npos)
if (room.name == name)
{
return room.room;
}
}
if (options.console)
{
std::cout << "NOT FOUND ON CACHE: " << name << std::endl;
}
return nullptr;
}
// Obtiene todas las habitaciones
std::vector<res_room_t> *Resource::getAllRooms()
{
return &rooms_;
}