493 lines
16 KiB
C++
493 lines
16 KiB
C++
#include "core/resources/resource_cache.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm> // Para find_if
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#include <cstdlib> // Para exit, size_t
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#include <iostream> // Para basic_ostream, operator<<, endl, cout
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#include <stdexcept> // Para runtime_error
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#include <utility>
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#include "core/audio/jail_audio.hpp" // Para JA_DeleteMusic, JA_DeleteSound, JA_Loa...
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#include "core/rendering/screen.hpp" // Para Screen
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#include "core/rendering/text.hpp" // Para Text, loadTextFile
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#include "core/resources/resource_helper.hpp" // Para Helper
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#include "core/resources/resource_list.hpp" // Para List, List::Type
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#include "game/defaults.hpp" // Para Defaults namespace
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#include "game/gameplay/room.hpp" // Para RoomData, loadRoomFile, loadRoomTileFile
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#include "game/options.hpp" // Para Options, OptionsGame, options
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#include "project.h" // Para Project::GIT_HASH
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#include "utils/color.hpp" // Para Color
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#include "utils/utils.hpp" // Para getFileName, printWithDots
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struct JA_Music_t; // lines 17-17
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struct JA_Sound_t; // lines 18-18
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namespace Resource {
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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Cache* Cache::cache = nullptr;
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// [SINGLETON] Crearemos el objeto cache con esta función estática
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void Cache::init() { Cache::cache = new Cache(); }
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// [SINGLETON] Destruiremos el objeto cache con esta función estática
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void Cache::destroy() { delete Cache::cache; }
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// [SINGLETON] Con este método obtenemos el objeto cache y podemos trabajar con él
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auto Cache::get() -> Cache* { return Cache::cache; }
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// Constructor
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Cache::Cache()
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: loading_text_(Screen::get()->getText()) {
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load();
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}
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// Vacia todos los vectores de recursos
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void Cache::clear() {
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clearSounds();
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clearMusics();
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surfaces_.clear();
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palettes_.clear();
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text_files_.clear();
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texts_.clear();
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animations_.clear();
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}
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// Carga todos los recursos
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void Cache::load() {
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calculateTotal();
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Screen::get()->setBorderColor(Color::index(Color::Cpc::BLACK));
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std::cout << "\n** LOADING RESOURCES" << '\n';
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loadSounds();
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loadMusics();
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loadSurfaces();
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loadPalettes();
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loadTextFiles();
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loadAnimations();
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loadRooms();
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createText();
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std::cout << "\n** RESOURCES LOADED" << '\n';
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}
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// Recarga todos los recursos
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void Cache::reload() {
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clear();
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load();
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}
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// Obtiene el sonido a partir de un nombre
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auto Cache::getSound(const std::string& name) -> JA_Sound_t* {
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auto it = std::ranges::find_if(sounds_, [&name](const auto& s) { return s.name == name; });
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if (it != sounds_.end()) {
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return it->sound;
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}
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std::cerr << "Error: Sonido no encontrado " << name << '\n';
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throw std::runtime_error("Sonido no encontrado: " + name);
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}
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// Obtiene la música a partir de un nombre
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auto Cache::getMusic(const std::string& name) -> JA_Music_t* {
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auto it = std::ranges::find_if(musics_, [&name](const auto& m) { return m.name == name; });
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if (it != musics_.end()) {
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return it->music;
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}
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std::cerr << "Error: Música no encontrada " << name << '\n';
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throw std::runtime_error("Música no encontrada: " + name);
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}
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// Obtiene la surface a partir de un nombre
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auto Cache::getSurface(const std::string& name) -> std::shared_ptr<Surface> {
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auto it = std::ranges::find_if(surfaces_, [&name](const auto& t) { return t.name == name; });
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if (it != surfaces_.end()) {
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return it->surface;
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}
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std::cerr << "Error: Imagen no encontrada " << name << '\n';
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throw std::runtime_error("Imagen no encontrada: " + name);
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}
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// Obtiene la paleta a partir de un nombre
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auto Cache::getPalette(const std::string& name) -> Palette {
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auto it = std::ranges::find_if(palettes_, [&name](const auto& t) { return t.name == name; });
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if (it != palettes_.end()) {
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return it->palette;
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}
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std::cerr << "Error: Paleta no encontrada " << name << '\n';
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throw std::runtime_error("Paleta no encontrada: " + name);
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}
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// Obtiene el fichero de texto a partir de un nombre
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auto Cache::getTextFile(const std::string& name) -> std::shared_ptr<Text::File> {
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auto it = std::ranges::find_if(text_files_, [&name](const auto& t) { return t.name == name; });
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if (it != text_files_.end()) {
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return it->text_file;
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}
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std::cerr << "Error: TextFile no encontrado " << name << '\n';
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throw std::runtime_error("TextFile no encontrado: " + name);
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}
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// Obtiene el objeto de texto a partir de un nombre
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auto Cache::getText(const std::string& name) -> std::shared_ptr<Text> {
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auto it = std::ranges::find_if(texts_, [&name](const auto& t) { return t.name == name; });
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if (it != texts_.end()) {
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return it->text;
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}
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std::cerr << "Error: Text no encontrado " << name << '\n';
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throw std::runtime_error("Texto no encontrado: " + name);
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}
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// Obtiene los datos de animación parseados a partir de un nombre
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auto Cache::getAnimationData(const std::string& name) -> const AnimationResource& {
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auto it = std::ranges::find_if(animations_, [&name](const auto& a) { return a.name == name; });
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if (it != animations_.end()) {
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return *it;
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}
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std::cerr << "Error: Animación no encontrada " << name << '\n';
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throw std::runtime_error("Animación no encontrada: " + name);
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}
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// Obtiene la habitación a partir de un nombre
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auto Cache::getRoom(const std::string& name) -> std::shared_ptr<Room::Data> {
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auto it = std::ranges::find_if(rooms_, [&name](const auto& r) { return r.name == name; });
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if (it != rooms_.end()) {
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return it->room;
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}
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std::cerr << "Error: Habitación no encontrada " << name << '\n';
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throw std::runtime_error("Habitación no encontrada: " + name);
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}
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// Obtiene todas las habitaciones
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auto Cache::getRooms() -> std::vector<RoomResource>& {
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return rooms_;
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}
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// Helper para lanzar errores de carga con formato consistente
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[[noreturn]] void Cache::throwLoadError(const std::string& asset_type, const std::string& file_path, const std::exception& e) {
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std::cerr << "\n[ ERROR ] Failed to load " << asset_type << ": " << getFileName(file_path) << '\n';
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std::cerr << "[ ERROR ] Path: " << file_path << '\n';
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std::cerr << "[ ERROR ] Reason: " << e.what() << '\n';
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std::cerr << "[ ERROR ] Check config/assets.yaml configuration\n";
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throw;
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}
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// Carga los sonidos
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void Cache::loadSounds() {
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std::cout << "\n>> SOUND FILES" << '\n';
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auto list = List::get()->getListByType(List::Type::SOUND);
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sounds_.clear();
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for (const auto& l : list) {
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try {
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auto name = getFileName(l);
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JA_Sound_t* sound = nullptr;
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// Try loading from resource pack first
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auto audio_data = Helper::loadFile(l);
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if (!audio_data.empty()) {
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sound = JA_LoadSound(audio_data.data(), static_cast<Uint32>(audio_data.size()));
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}
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// Fallback to file path if memory loading failed
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if (sound == nullptr) {
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sound = JA_LoadSound(l.c_str());
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}
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if (sound == nullptr) {
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throw std::runtime_error("Failed to decode audio file");
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}
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sounds_.emplace_back(SoundResource{.name = name, .sound = sound});
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printWithDots("Sound : ", name, "[ LOADED ]");
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updateLoadingProgress();
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} catch (const std::exception& e) {
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throwLoadError("SOUND", l, e);
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}
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}
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}
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// Carga las musicas
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void Cache::loadMusics() {
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std::cout << "\n>> MUSIC FILES" << '\n';
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auto list = List::get()->getListByType(List::Type::MUSIC);
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musics_.clear();
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for (const auto& l : list) {
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try {
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auto name = getFileName(l);
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JA_Music_t* music = nullptr;
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// Try loading from resource pack first
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auto audio_data = Helper::loadFile(l);
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if (!audio_data.empty()) {
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music = JA_LoadMusic(audio_data.data(), static_cast<Uint32>(audio_data.size()));
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}
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// Fallback to file path if memory loading failed
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if (music == nullptr) {
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music = JA_LoadMusic(l.c_str());
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}
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if (music == nullptr) {
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throw std::runtime_error("Failed to decode music file");
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}
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musics_.emplace_back(MusicResource{.name = name, .music = music});
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printWithDots("Music : ", name, "[ LOADED ]");
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updateLoadingProgress(1);
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} catch (const std::exception& e) {
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throwLoadError("MUSIC", l, e);
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}
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}
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}
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// Carga las texturas
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void Cache::loadSurfaces() {
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std::cout << "\n>> SURFACES" << '\n';
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auto list = List::get()->getListByType(List::Type::BITMAP);
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surfaces_.clear();
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for (const auto& l : list) {
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try {
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auto name = getFileName(l);
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surfaces_.emplace_back(SurfaceResource{.name = name, .surface = std::make_shared<Surface>(l)});
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surfaces_.back().surface->setTransparentColor(0);
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updateLoadingProgress();
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} catch (const std::exception& e) {
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throwLoadError("BITMAP", l, e);
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}
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}
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}
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// Carga las paletas
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void Cache::loadPalettes() {
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std::cout << "\n>> PALETTES" << '\n';
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auto list = List::get()->getListByType(List::Type::PALETTE);
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palettes_.clear();
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for (const auto& l : list) {
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try {
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auto name = getFileName(l);
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palettes_.emplace_back(ResourcePalette{.name = name, .palette = readPalFile(l)});
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updateLoadingProgress();
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} catch (const std::exception& e) {
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throwLoadError("PALETTE", l, e);
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}
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}
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}
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// Carga los ficheros de texto
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void Cache::loadTextFiles() {
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std::cout << "\n>> TEXT FILES" << '\n';
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auto list = List::get()->getListByType(List::Type::FONT);
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text_files_.clear();
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for (const auto& l : list) {
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try {
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auto name = getFileName(l);
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text_files_.emplace_back(TextFileResource{.name = name, .text_file = Text::loadTextFile(l)});
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updateLoadingProgress();
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} catch (const std::exception& e) {
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throwLoadError("FONT", l, e);
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}
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}
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}
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// Carga las animaciones
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void Cache::loadAnimations() {
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std::cout << "\n>> ANIMATIONS" << '\n';
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auto list = List::get()->getListByType(List::Type::ANIMATION);
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animations_.clear();
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for (const auto& l : list) {
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try {
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auto name = getFileName(l);
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// Cargar bytes del archivo YAML sin parsear (carga lazy)
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auto yaml_bytes = Helper::loadFile(l);
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if (yaml_bytes.empty()) {
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throw std::runtime_error("File is empty or could not be loaded");
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}
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animations_.emplace_back(AnimationResource{.name = name, .yaml_data = yaml_bytes});
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printWithDots("Animation : ", name, "[ LOADED ]");
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updateLoadingProgress();
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} catch (const std::exception& e) {
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throwLoadError("ANIMATION", l, e);
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}
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}
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}
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// Carga las habitaciones desde archivos YAML
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void Cache::loadRooms() {
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std::cout << "\n>> ROOMS" << '\n';
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auto list = List::get()->getListByType(List::Type::ROOM);
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rooms_.clear();
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for (const auto& l : list) {
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try {
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auto name = getFileName(l);
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rooms_.emplace_back(RoomResource{.name = name, .room = std::make_shared<Room::Data>(Room::loadYAML(l))});
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printWithDots("Room : ", name, "[ LOADED ]");
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updateLoadingProgress();
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} catch (const std::exception& e) {
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throwLoadError("ROOM", l, e);
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}
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}
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}
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void Cache::createText() {
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struct ResourceInfo {
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std::string key; // Identificador del recurso
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std::string texture_file; // Nombre del archivo de textura
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std::string text_file; // Nombre del archivo de texto
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};
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std::cout << "\n>> CREATING TEXT_OBJECTS" << '\n';
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std::vector<ResourceInfo> resources = {
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{.key = "aseprite", .texture_file = "aseprite.gif", .text_file = "aseprite.txt"},
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{.key = "gauntlet", .texture_file = "gauntlet.gif", .text_file = "gauntlet.txt"},
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{.key = "smb2", .texture_file = "smb2.gif", .text_file = "smb2.txt"},
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{.key = "subatomic", .texture_file = "subatomic.gif", .text_file = "subatomic.txt"},
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{.key = "8bithud", .texture_file = "8bithud.gif", .text_file = "8bithud.txt"}};
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for (const auto& res_info : resources) {
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texts_.emplace_back(TextResource{.name = res_info.key, .text = std::make_shared<Text>(getSurface(res_info.texture_file), getTextFile(res_info.text_file))});
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printWithDots("Text : ", res_info.key, "[ DONE ]");
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}
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}
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// Vacía el vector de sonidos
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void Cache::clearSounds() {
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// Itera sobre el vector y libera los recursos asociados a cada JA_Sound_t
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for (auto& sound : sounds_) {
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if (sound.sound != nullptr) {
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JA_DeleteSound(sound.sound);
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sound.sound = nullptr;
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}
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}
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sounds_.clear(); // Limpia el vector después de liberar todos los recursos
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}
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// Vacía el vector de musicas
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void Cache::clearMusics() {
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// Itera sobre el vector y libera los recursos asociados a cada JA_Music_t
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for (auto& music : musics_) {
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if (music.music != nullptr) {
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JA_DeleteMusic(music.music);
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music.music = nullptr;
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}
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}
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musics_.clear(); // Limpia el vector después de liberar todos los recursos
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}
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// Calcula el numero de recursos para cargar
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void Cache::calculateTotal() {
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std::vector<List::Type> asset_types = {
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List::Type::SOUND,
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List::Type::MUSIC,
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List::Type::BITMAP,
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List::Type::PALETTE,
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List::Type::FONT,
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List::Type::ANIMATION,
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List::Type::ROOM};
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int total = 0;
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for (const auto& asset_type : asset_types) {
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auto list = List::get()->getListByType(asset_type);
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total += list.size();
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}
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count_ = ResourceCount{.total = total, .loaded = 0};
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}
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// Muestra el progreso de carga
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void Cache::renderProgress() {
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constexpr float X_PADDING = 60.0F;
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constexpr float Y_PADDING = 10.0F;
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constexpr float BAR_HEIGHT = 5.0F;
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const float BAR_POSITION = Options::game.height - BAR_HEIGHT - Y_PADDING;
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Screen::get()->start();
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Screen::get()->clearSurface(Color::index(Color::Cpc::BLACK));
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auto surface = Screen::get()->getRendererSurface();
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const auto LOADING_TEXT_COLOR = Color::index(Color::Cpc::ORANGE);
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const auto BAR_COLOR = Color::index(Color::Cpc::PASTEL_BLUE);
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const int TEXT_HEIGHT = loading_text_->getCharacterSize();
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const int CENTER_X = Options::game.width / 2;
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const int CENTER_Y = Options::game.height / 2;
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// Draw APP_NAME centered above center
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const std::string APP_NAME = spaceBetweenLetters(Project::LONG_NAME);
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loading_text_->writeColored(
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CENTER_X - (loading_text_->length(APP_NAME) / 2),
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CENTER_Y - TEXT_HEIGHT,
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APP_NAME,
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LOADING_TEXT_COLOR);
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// Draw VERSION centered below center
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const std::string VERSION_TEXT = "ver. " + std::string(Project::VERSION) + " (" + std::string(Project::GIT_HASH) + ")";
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loading_text_->writeColored(
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CENTER_X - (loading_text_->length(VERSION_TEXT) / 2),
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CENTER_Y + TEXT_HEIGHT,
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VERSION_TEXT,
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LOADING_TEXT_COLOR);
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// Draw progress bar border
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const float WIRED_BAR_WIDTH = Options::game.width - (X_PADDING * 2);
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SDL_FRect rect_wired = {X_PADDING, BAR_POSITION, WIRED_BAR_WIDTH, BAR_HEIGHT};
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surface->drawRectBorder(&rect_wired, BAR_COLOR);
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// Draw progress bar fill
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const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * count_.getPercentage();
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SDL_FRect rect_full = {X_PADDING, BAR_POSITION, FULL_BAR_WIDTH, BAR_HEIGHT};
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surface->fillRect(&rect_full, BAR_COLOR);
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Screen::get()->render();
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}
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// Comprueba los eventos de la pantalla de carga
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void Cache::checkEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_EVENT_QUIT:
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exit(0);
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break;
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case SDL_EVENT_KEY_DOWN:
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if (event.key.key == SDLK_ESCAPE) {
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exit(0);
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}
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break;
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}
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}
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}
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// Actualiza el progreso de carga
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void Cache::updateLoadingProgress(int steps) {
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count_.add(1);
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if (count_.loaded % steps == 0 || count_.loaded == count_.total) {
|
|
renderProgress();
|
|
}
|
|
checkEvents();
|
|
}
|
|
|
|
} // namespace Resource
|