bbbb8d47ae
Identifier-naming: rename de métodos públicos y cross-file al inglés
(camelBack), traducción de campos y locales en el proceso (TitleShip,
StageManager, SpawnController, ShipAnimator, helpers de PlayArea, etc.).
Refactor por cognitive-complexity (>25): GameScene::draw (59→3) con 9
helpers de estado, PhysicsWorld::resolveBodyCollisions (35→5) extrayendo
resolveBodyPair, Options::load{Window,Physics,Audio}ConfigFromYaml
(32/49/57→5/2/3) con templates readField, TitleScene::update (68→4) con
5 sub-pasos por estado + handleSkipInput/handleStartInput +
triggerExitForJoinedPlayers, DebrisManager::explode (39→3) con
extractSegments/spawnDebris/applyAngularVelocity/applyVisualRotation.
use-anyofallof: bucles → std::ranges::any_of/all_of en Input,
ShipAnimator y SpawnController.
readability-static-accessed-through-instance: Director::run y
VectorText::getTextWidth/Height invocados por clase.
readability-convert-member-functions-to-static: ResourcePack::decryptData.
unused-includes: eliminación de <utility>, <cstdint>, <vector>,
<iostream>, defaults.hpp y otros no usados directamente en headers y
unidades de traducción. Restablecido core/defaults.hpp en title_scene.cpp
(falsa "unused" del header).
Bug fix: eliminado isActive() duplicado en Bullet (redeclaración tras
rename de esta_activa→isActive que chocaba con el override de Entity).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
144 lines
4.1 KiB
C++
144 lines
4.1 KiB
C++
// resource_loader.cpp - Implementació del carregador de recursos
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// © 2026 JailDesigner
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#include "resource_loader.hpp"
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#include <filesystem>
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#include <fstream>
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#include <iostream>
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namespace Resource {
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// Singleton
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auto Loader::get() -> Loader& {
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static Loader instance_;
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return instance_;
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}
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// Inicialitzar el sistema de recursos
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auto Loader::initialize(const std::string& pack_file, bool enable_fallback) -> bool {
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fallback_enabled_ = enable_fallback;
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// Intentar load el paquet
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pack_ = std::make_unique<Pack>();
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if (!pack_->loadPack(pack_file)) {
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if (!fallback_enabled_) {
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std::cerr << "[ResourceLoader] ERROR FATAL: No es pot load " << pack_file
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<< " y el fallback está desactivat\n";
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return false;
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}
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std::cout << "[ResourceLoader] Paquet no trobat, usant fallback al sistema de archivos\n";
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pack_.reset(); // No hay paquet
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return true;
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}
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std::cout << "[ResourceLoader] Paquet carregat: " << pack_file << "\n";
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return true;
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}
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// Carregar un recurs
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auto Loader::loadResource(const std::string& filename) -> std::vector<uint8_t> {
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// Intentar load del paquet primer
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if (pack_) {
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if (pack_->hasResource(filename)) {
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auto data = pack_->getResource(filename);
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if (!data.empty()) {
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return data;
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}
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std::cerr << "[ResourceLoader] Advertència: recurs buit al paquet: " << filename
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<< "\n";
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}
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// Si no está al paquet y no hay fallback, falla
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if (!fallback_enabled_) {
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std::cerr << "[ResourceLoader] ERROR: Recurs no trobat al paquet i fallback desactivat: "
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<< filename << "\n";
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return {};
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}
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}
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// Fallback al sistema de archivos
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if (fallback_enabled_) {
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return loadFromFilesystem(filename);
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}
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return {};
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}
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// Comprovar si existeix un recurs
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auto Loader::resourceExists(const std::string& filename) -> bool {
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// Comprovar al paquet
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if (pack_ && pack_->hasResource(filename)) {
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return true;
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}
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// Comprovar al sistema de archivos si está activat el fallback
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if (fallback_enabled_) {
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std::string fullpath = base_path_.empty() ? "data/" + filename : base_path_ + "/data/" + filename;
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return std::filesystem::exists(fullpath);
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}
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return false;
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}
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// Validar el paquet
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auto Loader::validatePack() -> bool {
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if (!pack_) {
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std::cerr << "[ResourceLoader] Advertència: no hay paquet carregat per validar\n";
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return false;
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}
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return pack_->validatePack();
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}
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// Comprovar si hay paquet carregat
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auto Loader::isPackLoaded() const -> bool {
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return pack_ != nullptr;
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}
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// Establir la ruta base
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void Loader::setBasePath(const std::string& path) {
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base_path_ = path;
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std::cout << "[ResourceLoader] Ruta base establerta: " << base_path_ << "\n";
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}
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// Obtenir la ruta base
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auto Loader::getBasePath() const -> const std::string& {
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return base_path_;
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}
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// Carregar des del sistema de archivos (fallback)
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auto Loader::loadFromFilesystem(const std::string& filename) -> std::vector<uint8_t> {
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// The filename is already normalized (e.g., "shapes/logo/letra_j.shp")
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// We need to prepend base_path + "data/"
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std::string fullpath;
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if (base_path_.empty()) {
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fullpath = "data/" + filename;
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} else {
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fullpath = base_path_ + "/data/" + filename;
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}
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std::ifstream file(fullpath, std::ios::binary | std::ios::ate);
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if (!file) {
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std::cerr << "[ResourceLoader] Error: no es pot obrir " << fullpath << "\n";
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return {};
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}
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std::streamsize file_size = file.tellg();
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file.seekg(0, std::ios::beg);
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std::vector<uint8_t> data(file_size);
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if (!file.read(reinterpret_cast<char*>(data.data()), file_size)) {
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std::cerr << "[ResourceLoader] Error: no es pot llegir " << fullpath << "\n";
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return {};
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}
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std::cout << "[ResourceLoader] Carregat des del sistema de archivos: " << fullpath << "\n";
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return data;
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}
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} // namespace Resource
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