#include "director.h" // Constructor Director::Director(std::string path) { // Crea el objeto que controla los ficheros de recursos asset = new Asset(path.substr(0, path.find_last_of("\\/"))); // Si falta algún fichero no inicia el programa if (!setFileList()) { section.name = SECTION_PROG_QUIT; } else { section.name = SECTION_PROG_GAME; section.subsection = 0; } // Inicializa variables desde el fichero de configuración loadConfig(); // Inicializa SDL initSDL(); // Inicializa JailAudio initJailAudio(); // Crea los objetos input = new Input(asset->get("gamecontrollerdb.txt")); initInput(); screen = new Screen(window, renderer, options, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); screen->setBorderColor(borderColor); screen->setVideoMode(options->fullScreenMode); debug = new Debug(renderer, screen, asset); } Director::~Director() { // Guarda las opciones de configuración saveConfig(); delete options; delete asset; delete input; delete screen; delete debug; SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); } // Carga el fichero de configuración bool Director::loadConfig() { // Crea el puntero a la estructura de opciones e inicializa valores options = new options_t; options->fullScreenMode = 0; options->windowSize = 3; options->filter = FILTER_NEAREST; options->vSync = true; options->integerScale = true; options->keepAspect = true; options->borderEnabled = false; options->borderSize = 0.1f; // Indicador de éxito en la carga bool success = true; // Variables para manejar el fichero std::string line; std::ifstream file(asset->get("config.txt")); // Si el fichero se puede abrir if (file.good()) { // Procesa el fichero linea a linea printf("Reading file config.txt\n"); while (std::getline(file, line)) { // Comprueba que la linea no sea un comentario if (line.substr(0, 1) != "#") { // Encuentra la posición del caracter '=' int pos = line.find("="); // Procesa las dos subcadenas if (!setOptions(options, line.substr(0, pos), line.substr(pos + 1, line.length()))) { printf("Warning: file %s\n, unknown parameter \"%s\"\n", "config.txt", line.substr(0, pos).c_str()); success = false; } } } // Cierra el fichero printf("Closing file config.txt\n\n"); file.close(); } // El fichero no existe else { // Crea el fichero con los valores por defecto saveConfig(); } // Aplica opciones if (options->borderEnabled) { const int incWidth = GAMECANVAS_WIDTH * options->borderSize; const int incHeight = GAMECANVAS_HEIGHT * options->borderSize; options->screenWidth = (GAMECANVAS_WIDTH + incWidth) * options->windowSize; options->screenHeight = (GAMECANVAS_HEIGHT + incHeight) * options->windowSize; } else { options->screenWidth = GAMECANVAS_WIDTH * options->windowSize; options->screenHeight = GAMECANVAS_HEIGHT * options->windowSize; } return success; } // Guarda el fichero de configuración bool Director::saveConfig() { bool success = true; // Crea y abre el fichero de texto std::ofstream file(asset->get("config.txt")); // Escribe en el fichero if (options->fullScreenMode == 0) { file << "fullScreenMode=0\n"; } else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN) { file << "fullScreenMode=SDL_WINDOW_FULLSCREEN\n"; } else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP) { file << "fullScreenMode=SDL_WINDOW_FULLSCREEN_DESKTOP\n"; } file << "windowSize=" + std::to_string(options->windowSize) + "\n"; if (options->filter == FILTER_NEAREST) { file << "filter=FILTER_NEAREST\n"; } else { file << "filter=FILTER_LINEAL\n"; } file << "vSync=" + boolToString(options->vSync) + "\n"; file << "integerScale=" + boolToString(options->integerScale) + "\n"; file << "keepAspect=" + boolToString(options->keepAspect) + "\n"; file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n"; file << "borderSize=" + std::to_string(options->borderSize) + "\n"; // Cierra el fichero file.close(); return success; } // Asigna variables a partir de dos cadenas bool Director::setOptions(options_t *options, std::string var, std::string value) { // Indicador de éxito en la asignación bool success = true; if (var == "fullScreenMode") { if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP") { options->fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP; } else if (value == "SDL_WINDOW_FULLSCREEN") { options->fullScreenMode = SDL_WINDOW_FULLSCREEN; } else { options->fullScreenMode = 0; } } else if (var == "windowSize") { options->windowSize = std::stoi(value); if ((options->windowSize < 1) || (options->windowSize > 4)) { options->windowSize = 3; } } else if (var == "filter") { if (value == "FILTER_LINEAL") { options->filter = FILTER_LINEAL; } else { options->filter = FILTER_NEAREST; } } else if (var == "vSync") { options->vSync = stringToBool(value); } else if (var == "integerScale") { options->integerScale = stringToBool(value); } else if (var == "keepAspect") { options->keepAspect = stringToBool(value); } else if (var == "borderEnabled") { options->borderEnabled = stringToBool(value); } else if (var == "borderSize") { options->borderSize = std::stof(value); if (options->borderSize < 0.0f || options->borderSize > 0.5f) { options->borderSize = 0.1f; } } else if (var == "") { } else { success = false; } return success; } // Inicializa JailAudio void Director::initJailAudio() { JA_Init(44100, AUDIO_S16, 2); } // Arranca SDL y crea la ventana bool Director::initSDL() { // Indicador de éxito bool success = true; // Inicializa SDL if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0) { printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicia el generador de numeros aleatorios std::srand(static_cast(SDL_GetTicks())); // Establece el filtro de la textura if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str())) { printf("Warning: Nearest texture filtering not enabled!\n"); } // Crea la ventana window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, options->screenWidth, options->screenHeight, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI); if (window == NULL) { printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones if (options->vSync) renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); else renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); if (renderer == NULL) { printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicializa el color de renderizado SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF); // Establece el tamaño del buffer de renderizado SDL_RenderSetLogicalSize(renderer, options->screenWidth, options->screenHeight); // Establece el modo de mezcla SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); } } } printf("SDL is running...\n"); return success; } // Inicia las variables necesarias para arrancar el programa void Director::initInput() { // Inicializa los controles input->bindKey(INPUT_UP, SDL_SCANCODE_UP); input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN); input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT); input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT); input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN); input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE); input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE); input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_D); input->bindKey(INPUT_BUTTON_3, SDL_SCANCODE_R); input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE); input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE); input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP); input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN); input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT); input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B); input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A); input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B); input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE); input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE); } // Crea el indice de ficheros de recursos bool Director::setFileList() { // Ficheros del mapa asset->add("/data/map/01.map", data); asset->add("/data/map/01.tmx", data); asset->add("/data/map/01.ene", data); asset->add("/data/map/02.map", data); asset->add("/data/map/02.tmx", data); asset->add("/data/map/02.ene", data); asset->add("/data/map/03.map", data); asset->add("/data/map/03.tmx", data); asset->add("/data/map/03.ene", data); asset->add("/data/map/04.map", data); asset->add("/data/map/04.tmx", data); asset->add("/data/map/05.map", data); asset->add("/data/map/05.tmx", data); asset->add("/data/map/06.map", data); asset->add("/data/map/06.tmx", data); asset->add("/data/map/07.map", data); asset->add("/data/map/07.tmx", data); asset->add("/data/map/08.map", data); asset->add("/data/map/08.tmx", data); asset->add("/data/map/09.map", data); asset->add("/data/map/09.tmx", data); asset->add("/data/map/10.map", data); asset->add("/data/map/10.tmx", data); asset->add("/data/map/tiles_surface.png", bitmap); // Ficheros de configuración asset->add("/data/config/config.txt", data, false); asset->add("/data/input/gamecontrollerdb.txt", data); // Ficheros del jugador asset->add("/data/player/player.png", bitmap); asset->add("/data/player/player.ani", data); // Ficheros de sonido asset->add("/data/sound/sound_player_coin.wav", sound); asset->add("/data/sound/sound_player_death.wav", sound); asset->add("/data/sound/sound_drop_enemy.wav", sound); asset->add("/data/sound/sound_drop_splat.wav", sound); asset->add("/data/sound/sound_player_jump.wav", sound); asset->add("/data/sound/sound_menu_logo.wav", sound); asset->add("/data/sound/sound_menu_start.wav", sound); asset->add("/data/sound/sound_menu_select.wav", sound); asset->add("/data/sound/sound_menu_cancel.wav", sound); asset->add("/data/sound/sound_menu_move.wav", sound); // Ficheros con musica asset->add("/data/music/music_title.ogg", music); asset->add("/data/music/music_surface.ogg", music); asset->add("/data/music/music_volcano.ogg", music); // Ficheros de fuentes de texto asset->add("/data/font/debug.png", font); asset->add("/data/font/debug.txt", font); asset->add("/data/font/dogica.png", font); asset->add("/data/font/dogica.txt", font); asset->add("/data/font/smb2.png", font); asset->add("/data/font/smb2.txt", font); // Ficheros de enemigos asset->add("/data/actors/enemies/walking_eye.png", bitmap); asset->add("/data/actors/enemies/walking_eye.ani", data); asset->add("/data/actors/enemies/bug.png", bitmap); asset->add("/data/actors/enemies/bug.ani", data); asset->add("/data/actors/enemies/flying_eye.png", bitmap); asset->add("/data/actors/enemies/flying_eye.ani", data); asset->add("/data/actors/enemies/flying_eye_horn.png", bitmap); asset->add("/data/actors/enemies/flying_eye_horn.ani", data); asset->add("/data/actors/enemies/manzana.png", bitmap); asset->add("/data/actors/enemies/manzana.ani", data); // Ficheros de actores asset->add("/data/actors/moving_platform.png", bitmap); asset->add("/data/actors/moving_platform.ani", data); asset->add("/data/actors/items/diamond.png", bitmap); asset->add("/data/actors/items/diamond.ani", data); // Ficheros del logo asset->add("/data/logo/logo.png", bitmap); // Ficheros de la intro asset->add("/data/intro/intro.png", bitmap); asset->add("/data/intro/intro.ani", data); // Ficheros de menu asset->add("/data/menu/title.men", data); return asset->check(); } // Obtiene el valor de la variable Uint8 Director::getSection() { return section.name; } // Establece el valor de la variable void Director::setSection(section_t section) { this->section = section; } // Ejecuta la seccion de juego con el logo void Director::runLogo() { logo = new Logo(renderer, screen, asset); setSection(logo->run()); delete logo; } // Ejecuta la seccion de juego de la introducción void Director::runIntro() { intro = new Intro(renderer, screen, asset); setSection(intro->run()); delete intro; } // Ejecuta la seccion de juego con el titulo y los menus void Director::runTitle() { title = new Title(renderer, screen, asset, input); setSection(title->run()); delete title; } // Ejecuta la seccion de juego donde se juega void Director::runGame() { game = new Game(renderer, screen, asset, input, debug); setSection(game->run()); delete game; } void Director::run() { // Bucle principal while (!(getSection() == SECTION_PROG_QUIT)) { switch (getSection()) { case SECTION_PROG_LOGO: runLogo(); break; case SECTION_PROG_INTRO: runIntro(); break; case SECTION_PROG_TITLE: runTitle(); break; case SECTION_PROG_GAME: runGame(); break; } } }