Files
jaildoctors_dilemma/source/resource.cpp

452 lines
13 KiB
C++

#include "resource.h"
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_KEYDOWN
#include <SDL2/SDL_keycode.h> // for SDLK_ESCAPE
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_RenderDrawRect, SDL_RenderFillRect
#include <stdlib.h> // for exit, size_t
#include <algorithm> // for find_if
#include <iostream> // for basic_ostream, operator<<, endl, cout
#include <stdexcept> // for runtime_error
#include "asset.h" // for AssetType, Asset
#include "jail_audio.h" // for JA_DeleteMusic, JA_DeleteSound, JA_Loa...
#include "options.h" // for Options, OptionsGame, options
#include "screen.h" // for Screen
#include "text.h" // for Text, loadTextFile
#include "utils.h" // for getFileName, printWithDots, Color
struct JA_Music_t; // lines 12-12
struct JA_Sound_t; // lines 13-13
// [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
Resource *Resource::get()
{
return Resource::resource_;
}
// Constructor
Resource::Resource()
{
load();
}
// Vacia todos los vectores de recursos
void Resource::clear()
{
clearSounds();
clearMusics();
surfaces_.clear();
text_files_.clear();
texts_.clear();
animations_.clear();
}
// Carga todos los recursos
void Resource::load()
{
calculateTotal();
Screen::get()->show();
Screen::get()->setBorderColor(1);
std::cout << "** LOADING RESOURCES" << std::endl;
loadSounds();
loadMusics();
loadSurfaces();
loadTextFiles();
loadAnimations();
loadTileMaps();
loadRooms();
createText();
std::cout << "\n** RESOURCES LOADED" << std::endl;
}
// Recarga todos los recursos
void Resource::reload()
{
clear();
load();
}
// Obtiene el sonido a partir de un nombre
JA_Sound_t *Resource::getSound(const std::string &name)
{
auto it = std::find_if(sounds_.begin(), sounds_.end(), [&name](const auto &s)
{ return s.name == name; });
if (it != sounds_.end())
{
return it->sound;
}
std::cerr << "Error: Sonido no encontrado " << name << std::endl;
throw std::runtime_error("Sonido no encontrado: " + name);
}
// Obtiene la música a partir de un nombre
JA_Music_t *Resource::getMusic(const std::string &name)
{
auto it = std::find_if(musics_.begin(), musics_.end(), [&name](const auto &m)
{ return m.name == name; });
if (it != musics_.end())
{
return it->music;
}
std::cerr << "Error: Música no encontrada " << name << std::endl;
throw std::runtime_error("Música no encontrada: " + name);
}
// Obtiene la textura a partir de un nombre
std::shared_ptr<Surface> Resource::getSurface(const std::string &name)
{
auto it = std::find_if(surfaces_.begin(), surfaces_.end(), [&name](const auto &t)
{ return t.name == name; });
if (it != surfaces_.end())
{
return it->surface;
}
std::cerr << "Error: Imagen no encontrada " << name << std::endl;
throw std::runtime_error("Imagen no encontrada: " + name);
}
// Obtiene el fichero de texto a partir de un nombre
std::shared_ptr<TextFile> Resource::getTextFile(const std::string &name)
{
auto it = std::find_if(text_files_.begin(), text_files_.end(), [&name](const auto &t)
{ return t.name == name; });
if (it != text_files_.end())
{
return it->text_file;
}
std::cerr << "Error: TextFile no encontrado " << name << std::endl;
throw std::runtime_error("TextFile no encontrado: " + name);
}
// Obtiene el objeto de texto a partir de un nombre
std::shared_ptr<Text> Resource::getText(const std::string &name)
{
auto it = std::find_if(texts_.begin(), texts_.end(), [&name](const auto &t)
{ return t.name == name; });
if (it != texts_.end())
{
return it->text;
}
std::cerr << "Error: Text no encontrado " << name << std::endl;
throw std::runtime_error("Texto no encontrado: " + name);
}
// Obtiene la animación a partir de un nombre
Animations &Resource::getAnimations(const std::string &name)
{
auto it = std::find_if(animations_.begin(), animations_.end(), [&name](const auto &a)
{ return a.name == name; });
if (it != animations_.end())
{
return it->animation;
}
std::cerr << "Error: Animación no encontrada " << name << std::endl;
throw std::runtime_error("Animación no encontrada: " + name);
}
// Obtiene el mapa de tiles a partir de un nombre
std::vector<int> &Resource::getTileMap(const std::string &name)
{
auto it = std::find_if(tile_maps_.begin(), tile_maps_.end(), [&name](const auto &t)
{ return t.name == name; });
if (it != tile_maps_.end())
{
return it->tileMap;
}
std::cerr << "Error: Mapa de tiles no encontrado " << name << std::endl;
throw std::runtime_error("Mapa de tiles no encontrado: " + name);
}
// Obtiene la habitación a partir de un nombre
std::shared_ptr<RoomData> Resource::getRoom(const std::string &name)
{
auto it = std::find_if(rooms_.begin(), rooms_.end(), [&name](const auto &r)
{ return r.name == name; });
if (it != rooms_.end())
{
return it->room;
}
std::cerr << "Error: Habitación no encontrada " << name << std::endl;
throw std::runtime_error("Habitación no encontrada: " + name);
}
// Obtiene todas las habitaciones
std::vector<ResourceRoom> &Resource::getRooms()
{
return rooms_;
}
// Carga los sonidos
void Resource::loadSounds()
{
std::cout << "\n>> SOUND FILES" << std::endl;
auto list = Asset::get()->getListByType(AssetType::SOUND);
sounds_.clear();
for (const auto &l : list)
{
auto name = getFileName(l);
sounds_.emplace_back(ResourceSound(name, JA_LoadSound(l.c_str())));
printWithDots("Sound : ", name, "[ LOADED ]");
updateLoadingProgress();
}
}
// Carga las musicas
void Resource::loadMusics()
{
std::cout << "\n>> MUSIC FILES" << std::endl;
auto list = Asset::get()->getListByType(AssetType::MUSIC);
musics_.clear();
for (const auto &l : list)
{
auto name = getFileName(l);
musics_.emplace_back(ResourceMusic(name, JA_LoadMusic(l.c_str())));
printWithDots("Music : ", name, "[ LOADED ]");
updateLoadingProgress();
}
}
// Carga las texturas
void Resource::loadSurfaces()
{
std::cout << "\n>> SURFACES" << std::endl;
auto list = Asset::get()->getListByType(AssetType::BITMAP);
surfaces_.clear();
for (const auto &l : list)
{
auto name = getFileName(l);
surfaces_.emplace_back(ResourceSurface(name, std::make_shared<Surface>(Screen::get()->getRendererSurface(), l)));
updateLoadingProgress();
}
}
// Carga los ficheros de texto
void Resource::loadTextFiles()
{
std::cout << "\n>> TEXT FILES" << std::endl;
auto list = Asset::get()->getListByType(AssetType::FONT);
text_files_.clear();
for (const auto &l : list)
{
auto name = getFileName(l);
text_files_.emplace_back(ResourceTextFile(name, loadTextFile(l)));
updateLoadingProgress();
}
}
// Carga las animaciones
void Resource::loadAnimations()
{
std::cout << "\n>> ANIMATIONS" << std::endl;
auto list = Asset::get()->getListByType(AssetType::ANIMATION);
animations_.clear();
for (const auto &l : list)
{
auto name = getFileName(l);
animations_.emplace_back(ResourceAnimation(name, loadAnimationsFromFile(l)));
updateLoadingProgress();
}
}
// Carga los mapas de tiles
void Resource::loadTileMaps()
{
std::cout << "\n>> TILE MAPS" << std::endl;
auto list = Asset::get()->getListByType(AssetType::TILEMAP);
tile_maps_.clear();
for (const auto &l : list)
{
auto name = getFileName(l);
tile_maps_.emplace_back(ResourceTileMap(name, loadRoomTileFile(l)));
printWithDots("TileMap : ", name, "[ LOADED ]");
updateLoadingProgress();
}
}
// Carga las habitaciones
void Resource::loadRooms()
{
std::cout << "\n>> ROOMS" << std::endl;
auto list = Asset::get()->getListByType(AssetType::ROOM);
rooms_.clear();
for (const auto &l : list)
{
auto name = getFileName(l);
rooms_.emplace_back(ResourceRoom(name, std::make_shared<RoomData>(loadRoomFile(l))));
printWithDots("Room : ", name, "[ LOADED ]");
updateLoadingProgress();
}
}
void Resource::createText()
{
struct ResourceInfo
{
std::string key; // Identificador del recurso
std::string textureFile; // Nombre del archivo de textura
std::string textFile; // Nombre del archivo de texto
// Constructor para facilitar la creación de objetos ResourceInfo
ResourceInfo(const std::string &k, const std::string &tFile, const std::string &txtFile)
: key(k), textureFile(tFile), textFile(txtFile) {}
};
std::cout << "\n>> CREATING TEXT_OBJECTS" << std::endl;
std::vector<ResourceInfo> resources = {
{"debug", "debug.gif", "debug.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(ResourceText(resource.key, std::make_shared<Text>(
getSurface(resource.textureFile),
getTextFile(resource.textFile))));
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)
{
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)
{
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<AssetType> assetTypes = {
AssetType::SOUND,
AssetType::MUSIC,
AssetType::BITMAP,
AssetType::FONT,
AssetType::ANIMATION,
AssetType::TILEMAP,
AssetType::ROOM};
size_t total = 0;
for (const auto &assetType : assetTypes)
{
auto list = Asset::get()->getListByType(assetType);
total += list.size();
}
count_ = ResourceCount(total, 0);
}
// Muestra el progreso de carga
void Resource::renderProgress()
{
constexpr int X_PADDING = 10;
constexpr int Y_PADDING = 10;
constexpr int BAR_HEIGHT = 10;
const int bar_position = options.game.height - BAR_HEIGHT - Y_PADDING;
Screen::get()->start();
Screen::get()->clearSurface();
auto surface = Screen::get()->getRendererSurface();
const int wired_bar_width = options.game.width - (X_PADDING * 2);
SDL_Rect rect_wired = {X_PADDING, bar_position, wired_bar_width, X_PADDING};
surface->fillRect(&rect_wired, stringToColor("blue"));
const int full_bar_width = wired_bar_width * count_.getPercentage();
SDL_Rect rect_full = {X_PADDING, bar_position, full_bar_width, X_PADDING};
surface->fillRect(&rect_full, stringToColor("white"));
Screen::get()->renderWithoutNotifier();
}
// Comprueba los eventos de la pantalla de carga
void Resource::checkEvents()
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
exit(0);
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE)
{
exit(0);
}
break;
}
}
}
// Actualiza el progreso de carga
void Resource::updateLoadingProgress()
{
count_.add(1);
if (count_.loaded % 5 == 0 || count_.loaded == count_.total)
{
renderProgress();
}
checkEvents();
}