308 lines
10 KiB
C++
308 lines
10 KiB
C++
#include "core/system/director.hpp"
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#include <SDL3/SDL.h>
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#include <sys/stat.h> // Para mkdir, stat, S_IRWXU
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#include <unistd.h> // Para getuid
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#include <cerrno> // Para errno, EEXIST, EACCES, ENAMETOO...
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#include <cstdio> // Para printf, perror
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#include <cstdlib> // Para exit, EXIT_FAILURE, srand
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#include <iostream> // Para basic_ostream, operator<<, cout
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#include <memory> // Para make_unique, unique_ptr
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#include <string> // Para operator+, allocator, char_traits
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#include "core/audio/audio.hpp" // Para Audio
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#include "core/input/input.hpp" // Para Input, InputAction
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#include "core/rendering/screen.hpp" // Para Screen
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#include "core/resources/resource_cache.hpp" // Para Resource
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#include "core/resources/resource_helper.hpp" // Para ResourceHelper
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#include "core/resources/resource_list.hpp" // Para Asset, AssetType
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#include "core/resources/resource_loader.hpp" // Para ResourceLoader
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#include "game/options.hpp" // Para Options, options, OptionsVideo
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#include "game/scene_manager.hpp" // Para SceneManager
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#include "game/scenes/game.hpp" // Para Game, GameMode
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#include "game/scenes/logo.hpp" // Para Logo
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#include "game/scenes/title.hpp" // Para Title
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#include "game/ui/notifier.hpp" // Para Notifier
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#include "project.h"
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#include "utils/defines.hpp" // Para WINDOW_CAPTION
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#ifdef _DEBUG
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#include "core/system/debug.hpp" // Para Debug
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#endif
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#ifndef _WIN32
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#include <pwd.h>
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#endif
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// Constructor
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Director::Director(std::vector<std::string> const& args) {
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std::cout << "Game start" << '\n';
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// Crea e inicializa las opciones del programa
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Options::init();
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// Comprueba los parametros del programa
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executable_path_ = getPath(checkProgramArguments(args));
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// Crea la carpeta del sistema donde guardar datos
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createSystemFolder("jailgames");
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createSystemFolder(std::string("jailgames/") + Project::NAME);
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// Determinar el prefijo de ruta según la plataforma
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#ifdef MACOS_BUNDLE
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const std::string PREFIX = "/../Resources";
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#else
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const std::string PREFIX;
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#endif
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// Preparar ruta al pack (en macOS bundle está en Contents/Resources/)
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std::string pack_path = executable_path_ + PREFIX + "/resources.pack";
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#ifdef RELEASE_BUILD
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// ============================================================
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// RELEASE BUILD: Pack-first architecture
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// ============================================================
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std::cout << "\n** RELEASE MODE: Pack-first initialization\n";
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// 1. Initialize resource pack system (required, no fallback)
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std::cout << "Initializing resource pack: " << pack_path << '\n';
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if (!Resource::Helper::initializeResourceSystem(pack_path, false)) {
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std::cerr << "ERROR: Failed to load resources.pack (required in release builds)\n";
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exit(EXIT_FAILURE);
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}
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// 2. Validate pack integrity
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std::cout << "Validating pack integrity..." << '\n';
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if (!Resource::Loader::get().validatePack()) {
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std::cerr << "ERROR: Pack validation failed\n";
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exit(EXIT_FAILURE);
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}
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// 3. Load assets.yaml from pack
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std::cout << "Loading assets configuration from pack..." << '\n';
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std::string assets_config = Resource::Loader::get().loadAssetsConfig();
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if (assets_config.empty()) {
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std::cerr << "ERROR: Failed to load assets.yaml from pack\n";
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exit(EXIT_FAILURE);
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}
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// 4. Initialize Asset system with config from pack
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// NOTE: In release, don't use executable_path or PREFIX - paths in pack are relative
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// Pass empty string to avoid issues when running from different directories
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Resource::List::init(""); // Empty executable_path in release
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Resource::List::get()->loadFromString(assets_config, "", system_folder_); // Empty PREFIX for pack
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std::cout << "Asset system initialized from pack\n";
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#else
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// ============================================================
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// DEVELOPMENT BUILD: Filesystem-first architecture
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// ============================================================
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std::cout << "\n** DEVELOPMENT MODE: Filesystem-first initialization\n";
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// 1. Initialize Asset system from filesystem
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Resource::List::init(executable_path_);
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// 2. Load asset configuration from disk
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// Note: Asset verification happens during Resource::Cache::load()
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setFileList();
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// 3. Initialize resource pack system (optional, with fallback)
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std::cout << "Initializing resource pack (development mode): " << pack_path << '\n';
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Resource::Helper::initializeResourceSystem(pack_path, true);
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#endif
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// Configura la ruta y carga las opciones desde un fichero
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Options::setConfigFile(Resource::List::get()->get("config.yaml"));
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Options::loadFromFile();
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// Inicializa JailAudio
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Audio::init();
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// Crea los objetos
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Screen::init();
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// Initialize resources (works for both release and development)
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Resource::Cache::init();
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Notifier::init("", "8bithud");
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Screen::get()->setNotificationsEnabled(true);
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// Special handling for gamecontrollerdb.txt - SDL needs filesystem path
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#ifdef RELEASE_BUILD
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// In release, construct the path manually (not from Asset which has empty executable_path)
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std::string gamecontroller_db = executable_path_ + PREFIX + "/gamecontrollerdb.txt";
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Input::init(gamecontroller_db);
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#else
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// In development, use Asset as normal
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Input::init(Resource::List::get()->get("gamecontrollerdb.txt")); // Carga configuración de controles
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#endif
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// Aplica las teclas y botones del gamepad configurados desde Options
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Input::get()->applyKeyboardBindingsFromOptions();
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Input::get()->applyGamepadBindingsFromOptions();
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#ifdef _DEBUG
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Debug::init();
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#endif
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std::cout << "\n"; // Fin de inicialización de sistemas
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}
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Director::~Director() {
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// Guarda las opciones a un fichero
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Options::saveToFile();
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// Destruye los singletones
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#ifdef _DEBUG
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Debug::destroy();
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#endif
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Input::destroy();
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Notifier::destroy();
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Resource::Cache::destroy();
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Resource::Helper::shutdownResourceSystem(); // Shutdown resource pack system
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Audio::destroy();
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Screen::destroy();
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Resource::List::destroy();
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SDL_Quit();
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std::cout << "\nBye!" << '\n';
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}
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// Comprueba los parametros del programa
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auto Director::checkProgramArguments(std::vector<std::string> const& args) -> std::string {
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// Iterar sobre los argumentos del programa (saltando args[0] que es el ejecutable)
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for (std::size_t i = 1; i < args.size(); ++i) {
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const std::string& argument = args[i];
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if (argument == "--console") {
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Options::console = true;
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} else if (argument == "--infiniteLives") {
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Options::cheats.infinite_lives = Options::Cheat::State::ENABLED;
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} else if (argument == "--invincible") {
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Options::cheats.invincible = Options::Cheat::State::ENABLED;
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} else if (argument == "--jailEnabled") {
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Options::cheats.jail_is_open = Options::Cheat::State::ENABLED;
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} else if (argument == "--altSkin") {
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Options::cheats.alternate_skin = Options::Cheat::State::ENABLED;
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}
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}
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return args[0];
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}
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// Crea la carpeta del sistema donde guardar datos
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void Director::createSystemFolder(const std::string& folder) {
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#ifdef _WIN32
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system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
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#elif __APPLE__
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struct passwd* pw = getpwuid(getuid());
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const char* homedir = pw->pw_dir;
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system_folder_ = std::string(homedir) + "/Library/Application Support" + "/" + folder;
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#elif __linux__
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struct passwd* pw = getpwuid(getuid());
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const char* homedir = pw->pw_dir;
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system_folder_ = std::string(homedir) + "/.config/" + folder;
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{
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// Intenta crear ".config", per si no existeix
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std::string config_base_folder = std::string(homedir) + "/.config";
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int ret = mkdir(config_base_folder.c_str(), S_IRWXU);
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if (ret == -1 && errno != EEXIST) {
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printf("ERROR CREATING CONFIG BASE FOLDER.");
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exit(EXIT_FAILURE);
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}
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}
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#endif
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struct stat st = {.st_dev = 0};
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if (stat(system_folder_.c_str(), &st) == -1) {
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errno = 0;
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#ifdef _WIN32
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int ret = mkdir(system_folder_.c_str());
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#else
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int ret = mkdir(system_folder_.c_str(), S_IRWXU);
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#endif
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if (ret == -1) {
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switch (errno) {
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case EACCES:
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printf("the parent directory does not allow write");
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exit(EXIT_FAILURE);
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case EEXIST:
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printf("pathname already exists");
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exit(EXIT_FAILURE);
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case ENAMETOOLONG:
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printf("pathname is too long");
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exit(EXIT_FAILURE);
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default:
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perror("mkdir");
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exit(EXIT_FAILURE);
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}
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}
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}
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}
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// Carga la configuración de assets desde assets.yaml
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void Director::setFileList() {
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// Determinar el prefijo de ruta según la plataforma
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#ifdef MACOS_BUNDLE
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const std::string PREFIX = "/../Resources";
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#else
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const std::string PREFIX;
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#endif
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// Construir ruta al archivo de configuración de assets
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std::string config_path = executable_path_ + PREFIX + "/config/assets.yaml";
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// Cargar todos los assets desde el archivo de configuración
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// La verificación de existencia de archivos se realiza durante Resource::Cache::load()
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Resource::List::get()->loadFromFile(config_path, PREFIX, system_folder_);
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}
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// Ejecuta la seccion de juego con el logo
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void Director::runLogo() {
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auto logo = std::make_unique<Logo>();
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logo->run();
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}
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// Ejecuta la seccion de juego con el titulo y los menus
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void Director::runTitle() {
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auto title = std::make_unique<Title>();
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title->run();
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}
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// Ejecuta la seccion de juego donde se juega
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void Director::runGame() {
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Audio::get()->stopMusic();
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auto game = std::make_unique<Game>(Game::Mode::GAME);
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game->run();
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}
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auto Director::run() -> int {
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// Bucle principal
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while (SceneManager::current != SceneManager::Scene::QUIT) {
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switch (SceneManager::current) {
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case SceneManager::Scene::LOGO:
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runLogo();
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break;
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case SceneManager::Scene::TITLE:
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runTitle();
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break;
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case SceneManager::Scene::GAME:
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runGame();
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break;
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default:
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break;
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}
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}
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return 0;
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} |