bf83f161b0
Tres tareas de pulido para cerrar la Fase 1 por completo: #pragma once uniforme: - sdl_manager.hpp y game_scene.hpp pasan de #ifndef/#define guards a #pragma once. Los archivos externos (stb_vorbis.h, fkyaml_node.hpp) se mantienen intactos (codigo de terceros). Variables locales y parametros restantes (catalan -> ingles): - fitxer -> file, moviment -> movement, inici -> start - comptador -> counter, escalada -> scaled - missatges -> messages, llista -> list - alçada -> height, amplada -> width, llargada -> length - origen -> origin, distancia -> distance, valor -> value, desti -> target - neteja -> clear, presenta -> present (SDLManager) - total_enemics -> total_enemies, configurar -> configure, iniciar -> start Comentarios catalan -> castellano: - Cabeceras de fichero actualizadas con nombres nuevos (escena_joc.hpp -> game_scene.hpp, etc.) - Palabras tecnicas: trasllacio->traslacion, col-lisio->colision, inicialitzacio->inicializacion, posicio->posicion, rotacio->rotacion, velocitat->velocidad, acceleracio->aceleracion, explosio->explosion, renderitzat->renderizado, calcul->calculo, transicio->transicion, comprovacio->comprobacion, substitucio->sustitucion, utilitzacio->utilizacion, opcio->opcion, configuracio->configuracion, funcio->funcion, distancia, animacio->animacion - Determinantes y conectores: aquest->este, aquesta->esta, amb->con, sense->sin, pero->pero, mai->nunca, nomes->solo, tambe->tambien, sempre->siempre, ja->ya, mateix->mismo, vegada->vez, dintre->dentro, fora->fuera, dreta->derecha, esquerra->izquierda, sortir->salir, sortida->salida, petit->pequeno, gran->grande, nou->nuevo, vell->viejo, molt->mucho, els->los, les->las, totes les->todas las, d'->de, com->como, quan->cuando, mentre->mientras, despres->despues, abans->antes, durant->durante, fins->hasta, encara->aun, llavors->entonces, aixi->asi, perque->porque - Sustantivos: classe->clase, metode->metodo, parametre->parametro, versio->version, entitat->entidad, joc->juego, nivell->nivel, enemic->enemigo, naus->naves, bales->balas, fitxer->archivo, pentagon->pentagono, pun- tuacio->puntuacion, flotant->flotante, titol->titulo, objectiu->objetivo, mostra->muestra, tipus->tipo Strings literales preservados en valenciano segun decision del usuario: el texto del HUD del juego (puntuaciones, mensajes en pantalla, archivo de config) se mantiene en valenciano original. 70 fitxers tocats, +1117 / -1123. Compila i enllaca. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
143 lines
4.3 KiB
C++
143 lines
4.3 KiB
C++
// audio_cache.cpp - Implementació del caché de sons i música
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// © 2025 Port a C++20 con SDL3
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#include "core/audio/audio_cache.hpp"
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#include <iostream>
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#include "core/resources/resource_helper.hpp"
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// Inicialización de variables estàtiques
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std::unordered_map<std::string, JA_Sound_t*> AudioCache::sounds_;
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std::unordered_map<std::string, JA_Music_t*> AudioCache::musics_;
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std::string AudioCache::sounds_base_path_ = "data/sounds/";
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std::string AudioCache::music_base_path_ = "data/music/";
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JA_Sound_t* AudioCache::getSound(const std::string& name) {
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// Cache hit
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auto it = sounds_.find(name);
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if (it != sounds_.end()) {
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std::cout << "[AudioCache] Sound cache hit: " << name << std::endl;
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return it->second;
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}
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// Normalize path: "laser_shoot.wav" → "sounds/laser_shoot.wav"
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std::string normalized = name;
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if (normalized.find("sounds/") != 0) {
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normalized = "sounds/" + normalized;
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}
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// Load from resource system
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std::vector<uint8_t> data = Resource::Helper::loadFile(normalized);
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if (data.empty()) {
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std::cerr << "[AudioCache] Error: no s'ha pogut load " << normalized << std::endl;
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return nullptr;
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}
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// Load sound from memory
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JA_Sound_t* sound = JA_LoadSound(data.data(), static_cast<uint32_t>(data.size()));
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if (sound == nullptr) {
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std::cerr << "[AudioCache] Error: no s'ha pogut decodificar " << normalized
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<< std::endl;
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return nullptr;
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}
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std::cout << "[AudioCache] Sound loaded: " << normalized << std::endl;
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sounds_[name] = sound;
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return sound;
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}
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JA_Music_t* AudioCache::getMusic(const std::string& name) {
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// Cache hit
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auto it = musics_.find(name);
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if (it != musics_.end()) {
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std::cout << "[AudioCache] Music cache hit: " << name << std::endl;
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return it->second;
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}
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// Normalize path: "title.ogg" → "music/title.ogg"
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std::string normalized = name;
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if (normalized.find("music/") != 0) {
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normalized = "music/" + normalized;
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}
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// Load from resource system
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std::vector<uint8_t> data = Resource::Helper::loadFile(normalized);
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if (data.empty()) {
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std::cerr << "[AudioCache] Error: no s'ha pogut load " << normalized << std::endl;
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return nullptr;
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}
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// Load music from memory
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JA_Music_t* music = JA_LoadMusic(data.data(), static_cast<uint32_t>(data.size()));
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if (music == nullptr) {
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std::cerr << "[AudioCache] Error: no s'ha pogut decodificar " << normalized
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<< std::endl;
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return nullptr;
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}
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std::cout << "[AudioCache] Music loaded: " << normalized << std::endl;
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musics_[name] = music;
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return music;
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}
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void AudioCache::clear() {
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std::cout << "[AudioCache] Clearing cache (" << sounds_.size() << " sounds, "
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<< musics_.size() << " music)" << std::endl;
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// Liberar memoria de sonidos
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for (auto& [name, sound] : sounds_) {
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if (sound && sound->buffer) {
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SDL_free(sound->buffer);
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}
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delete sound;
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}
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sounds_.clear();
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// Liberar memoria de música
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for (auto& [name, music] : musics_) {
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if (music && music->buffer) {
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SDL_free(music->buffer);
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}
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if (music && music->filename) {
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free(music->filename);
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}
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delete music;
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}
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musics_.clear();
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}
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size_t AudioCache::getSoundCacheSize() { return sounds_.size(); }
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size_t AudioCache::getMusicCacheSize() { return musics_.size(); }
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std::string AudioCache::resolveSoundPath(const std::string& name) {
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// Si es un path absoluto (comienza con '/'), usarlo directamente
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if (!name.empty() && name[0] == '/') {
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return name;
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}
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// Si ya contiene el prefix base_path, usarlo directamente
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if (name.find(sounds_base_path_) == 0) {
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return name;
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}
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// Caso contrario, añadir base_path
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return sounds_base_path_ + name;
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}
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std::string AudioCache::resolveMusicPath(const std::string& name) {
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// Si es un path absoluto (comienza con '/'), usarlo directamente
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if (!name.empty() && name[0] == '/') {
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return name;
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}
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// Si ya contiene el prefix base_path, usarlo directamente
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if (name.find(music_base_path_) == 0) {
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return name;
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}
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// Caso contrario, añadir base_path
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return music_base_path_ + name;
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}
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