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