#include "prog.h" // Constructor Prog::Prog(std::string executablePath) { // Establece las opciones por defecto options = new options_t; options->fullScreenMode = 0; options->windowSize = 2; options->filter = FILTER_NEAREST; options->vSync = true; options->screenWidth = GAME_WIDTH * options->windowSize; options->screenHeight = GAME_HEIGHT * options->windowSize; options->integerScale = true; options->keepAspect = true; // Inicia las librerias initSDL(); initJailAudio(); // Crea los objetos asset = new Asset(executablePath.substr(0, executablePath.find_last_of("\\/"))); if (!setFileList()) { section.name = SECTION_PROG_QUIT; } else { section.name = SECTION_PROG_GAME; } input = new Input(asset->get("gamecontrollerdb.txt")); screen = new Screen(window, renderer, options); // 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_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); } Prog::~Prog() { delete options; delete asset; delete input; delete screen; SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); } // Inicializa JailAudio void Prog::initJailAudio() { JA_Init(48000, AUDIO_S16, 2); } // Arranca SDL y crea la ventana bool Prog::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; } // Crea el indice de ficheros de recursos bool Prog::setFileList() { // Ficheros binarios asset->add("/data/map/01.map", data); asset->add("/data/map/01.tmx", data); asset->add("/data/config.bin", data, false); asset->add("/data/gamecontrollerdb.txt", data); asset->add("/data/animations/player.ani", data); // Texturas asset->add("/media/gfx/actors.png", bitmap); asset->add("/media/gfx/bg_surface.png", bitmap); asset->add("/media/gfx/filter.png", bitmap); asset->add("/media/gfx/hud.png", bitmap); asset->add("/media/gfx/menu_animation.png", bitmap); asset->add("/media/gfx/menu.png", bitmap); asset->add("/media/gfx/player.png", bitmap); asset->add("/media/gfx/tiles_surface.png", bitmap); asset->add("/media/gfx/tiles_volcano.png", bitmap); // Sonidos asset->add("/media/sound/sound_player_coin.wav", sound); asset->add("/media/sound/sound_player_death.wav", sound); asset->add("/media/sound/sound_drop_enemy.wav", sound); asset->add("/media/sound/sound_drop_splat.wav", sound); asset->add("/media/sound/sound_player_jump.wav", sound); asset->add("/media/sound/sound_menu_logo.wav", sound); asset->add("/media/sound/sound_menu_start.wav", sound); // Musicas asset->add("/media/music/music_menu.ogg", music); asset->add("/media/music/music_surface.ogg", music); asset->add("/media/music/music_volcano.ogg", music); return asset->check(); } // Obtiene el valor de la variable Uint8 Prog::getSection() { return section.name; } // Establece el valor de la variable void Prog::setSection(section_t section) { this->section = section; } void Prog::runGame() { game = new Game(renderer, asset, screen, input); setSection(game->run()); delete game; } void Prog::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; } } }