444 lines
15 KiB
C++
444 lines
15 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/input/key_config.hpp" // Para KeyConfig
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#include "core/locale/locale.hpp" // Para Locale
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#include "core/rendering/render_info.hpp" // Para RenderInfo
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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 "core/system/event_buffer.hpp" // Para EventBuffer
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#include "game/gameplay/cheevos.hpp" // Para Cheevos
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#include "game/gameplay/zone_manager.hpp" // Para ZoneManager
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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/console.hpp" // Para Console
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#include "game/ui/notifier.hpp" // Para Notifier
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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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#include "game/editor/map_editor.hpp" // Para MapEditor
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#endif
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#if !defined(_WIN32) && !defined(__EMSCRIPTEN__)
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#include <pwd.h>
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#endif
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// Constructor
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Director::Director() {
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std::cout << "Game start" << '\n';
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#ifdef __EMSCRIPTEN__
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// En Emscripten los assets están en el root del filesystem virtual (/data, /config)
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executable_path_ = "";
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#else
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// Obtiene la ruta del ejecutable
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std::string base = SDL_GetBasePath();
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if (!base.empty() && base.back() == '/') {
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base.pop_back();
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}
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executable_path_ = base;
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#endif
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// Crea la carpeta del sistema donde guardar datos
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createSystemFolder("jailgames");
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createSystemFolder("jailgames/projecte_2026");
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// Crea el subdirectorio shaders/ dentro de system_folder_ sin modificar system_folder_
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{
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std::string shaders_dir = system_folder_ + "/shaders";
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struct stat st = {.st_dev = 0};
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if (stat(shaders_dir.c_str(), &st) == -1) {
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errno = 0;
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#ifdef _WIN32
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mkdir(shaders_dir.c_str());
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#else
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mkdir(shaders_dir.c_str(), S_IRWXU);
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#endif
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}
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}
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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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#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
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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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#ifdef __EMSCRIPTEN__
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// A la versión web el navegador gestiona la ventana: forzamos zoom x4
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// para que la textura 256x192 no se vea minúscula en el canvas HTML,
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// y activamos el borde para aprovechar al máximo el espacio del canvas.
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Options::video.fullscreen = false;
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Options::video.integer_scale = true;
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Options::window.zoom = 4;
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Options::video.border.enabled = true;
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Options::video.border.height = 8;
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Options::video.border.width = 8;
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#endif
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// Configura la ruta y carga los presets de PostFX
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Options::setPostFXFile(Resource::List::get()->get("postfx.yaml"));
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Options::loadPostFXFromFile();
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// Configura la ruta y carga los presets del shader CrtPi
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Options::setCrtPiFile(Resource::List::get()->get("crtpi.yaml"));
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Options::loadCrtPiFromFile();
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// En mode quiosc, forçar pantalla completa independentment de la configuració
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if (Options::kiosk.enabled) {
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Options::video.fullscreen = true;
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}
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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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#ifdef _DEBUG
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// En debug inicializamos Debug antes de Cache para leer el flag lazy_loading
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Debug::init();
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Debug::get()->setDebugFile(Resource::List::get()->get("debug.yaml"));
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Debug::get()->loadFromFile();
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#endif
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// ZoneManager debe inicializarse antes que Resource::Cache: el cache carga
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// las rooms en eager loading, y RoomFormat necesita consultar las zonas para
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// resolver tileSetFile/music. ZoneManager carga su yaml directamente del
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// filesystem (vía Resource::Helper::loadFile) así que no depende del cache.
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ZoneManager::init();
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// Initialize resources (works for both release and development)
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#ifdef _DEBUG
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Resource::Cache::init(Debug::get()->getLazyLoading()
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? Resource::Cache::LoadingMode::LAZY
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: Resource::Cache::LoadingMode::EAGER);
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#else
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Resource::Cache::init();
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#endif
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Notifier::init("", "8bithud");
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RenderInfo::init();
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#ifdef _DEBUG
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if (Debug::get()->getRenderInfoEnabled()) { RenderInfo::get()->toggle(); }
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#endif
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Console::init("8bithud");
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Screen::get()->setNotificationsEnabled(true);
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// Cargar configuración de teclas desde YAML (fuente única de verdad)
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KeyConfig::init("data/input/keys.yaml");
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// Special handling for gamecontrollerdb.txt - SDL needs filesystem path
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#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
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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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// Aplicar teclas globales desde KeyConfig al sistema de Input
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KeyConfig::get()->applyGlobalBindings();
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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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SceneManager::current = Debug::get()->getInitialScene();
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MapEditor::init();
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#endif
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std::cout << "\n"; // Fin de inicialización de sistemas
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// Inicializa el sistema de localización (antes de Cheevos que usa textos traducidos)
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#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
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{
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// En release el locale está en el pack, no en el filesystem
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std::string locale_key = Resource::List::get()->get(Options::language + ".yaml");
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auto locale_bytes = Resource::Helper::loadFile(locale_key);
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std::string locale_content(locale_bytes.begin(), locale_bytes.end());
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Locale::initFromContent(locale_content);
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}
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#else
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Locale::init(Resource::List::get()->get(Options::language + ".yaml"));
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#endif
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// Special handling for cheevos.bin - also needs filesystem path
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#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
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std::string cheevos_path = system_folder_ + "/cheevos.bin";
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Cheevos::init(cheevos_path);
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#else
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Cheevos::init(Resource::List::get()->get("cheevos.bin"));
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#endif
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}
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Director::~Director() {
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// Destruye las escenas primero (pueden usar singletones como Audio en sus destructores)
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logo_.reset();
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title_.reset();
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game_.reset();
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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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Cheevos::destroy();
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Locale::destroy();
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#ifdef _DEBUG
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MapEditor::destroy();
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Debug::destroy();
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#endif
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Input::destroy();
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KeyConfig::destroy();
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Console::destroy();
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RenderInfo::destroy();
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Notifier::destroy();
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Resource::Cache::destroy();
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ZoneManager::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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// Crea la carpeta del sistema donde guardar datos
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void Director::createSystemFolder(const std::string& folder) {
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#ifdef __EMSCRIPTEN__
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// En Emscripten utilizamos MEMFS (no persistente entre sesiones).
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// No hace falta crear directorios: MEMFS los crea automáticamente al escribir.
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system_folder_ = "/config/" + folder;
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return;
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#else
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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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#endif // __EMSCRIPTEN__
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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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// Destruye la escena activa
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void Director::destroyCurrentScene() {
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logo_.reset();
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title_.reset();
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game_.reset();
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active_scene_ = SceneManager::Scene::QUIT;
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}
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// Crea la escena indicada
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void Director::createScene(SceneManager::Scene scene) {
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destroyCurrentScene();
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switch (scene) {
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case SceneManager::Scene::LOGO:
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logo_ = std::make_unique<Logo>();
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break;
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case SceneManager::Scene::TITLE:
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title_ = std::make_unique<Title>();
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break;
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case SceneManager::Scene::GAME:
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Audio::get()->stopMusic();
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game_ = std::make_unique<Game>(Game::Mode::GAME);
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break;
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default:
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break;
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}
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active_scene_ = scene;
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}
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// Una iteración del bucle principal (callback model)
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auto Director::iterate() -> SDL_AppResult {
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// Resolver RESTART_CURRENT antes de comprobar escena
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if (SceneManager::current == SceneManager::Scene::RESTART_CURRENT) {
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SceneManager::current = SceneManager::scene_before_restart;
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}
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// Salir si se ha pedido QUIT
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if (SceneManager::current == SceneManager::Scene::QUIT) {
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EventBuffer::events.clear();
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return SDL_APP_SUCCESS;
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}
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// Si la escena solicitada no coincide con la activa, crear la nueva
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if (SceneManager::current != active_scene_) {
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createScene(SceneManager::current);
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}
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// Ejecutar un frame de la escena activa
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switch (active_scene_) {
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case SceneManager::Scene::LOGO:
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logo_->update();
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logo_->render();
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break;
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case SceneManager::Scene::TITLE:
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title_->update();
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title_->render();
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break;
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case SceneManager::Scene::GAME:
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game_->update();
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game_->render();
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break;
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default:
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break;
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}
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// Limpiar el buffer de eventos tras cada frame
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EventBuffer::events.clear();
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return SDL_APP_CONTINUE;
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} |