canvi de pc

This commit is contained in:
2025-02-21 19:45:29 +01:00
parent 5f68c6256f
commit 7a0bc5c9ae
18 changed files with 918 additions and 889 deletions

View File

@@ -12,59 +12,54 @@
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "text.h" // Para Text, TXT_CENTER, TXT_COLOR
#include "asset.h"
class Asset;
// Constructor
Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)
{
// Copia la dirección de los objetos
this->renderer = renderer;
this->screen = screen;
this->resource = resource;
this->asset = asset;
this->input = input;
this->options = options;
this->section = section;
Credits::Credits(Resource *resource, options_t *options, section_t *section)
: screen_(Screen::get()),
renderer_(Screen::get()->getRenderer()),
resource_(resource),
asset_(Asset::get()),
input_(Input::get()),
options_(options),
section_(section)
{
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
sprite = new AnimatedSprite(renderer, resource->getAnimation("shine.ani"));
event_handler_ = new SDL_Event();
text_ = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer_);
sprite_ = new AnimatedSprite(renderer_, resource->getAnimation("shine.ani"));
// Inicializa variables
counter = 0;
counterEnabled = true;
subCounter = 0;
section->name = SECTION_CREDITS;
section->subsection = 0;
ticks = 0;
ticksSpeed = 15;
sprite->setRect({194, 174, 8, 8});
sprite_->setRect({194, 174, 8, 8});
// Cambia el color del borde
screen->setBorderColor(stringToColor(options->palette, "black"));
screen_->setBorderColor(stringToColor(options->palette, "black"));
// Crea la textura para el texto que se escribe en pantalla
textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (textTexture == nullptr)
text_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (text_texture_ == nullptr)
{
if (options->console)
{
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
// Crea la textura para cubrir el rexto
coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (coverTexture == nullptr)
cover_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (cover_texture_ == nullptr)
{
if (options->console)
{
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND);
// Escribe el texto en la textura
fillTexture();
@@ -73,23 +68,23 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Ass
// Destructor
Credits::~Credits()
{
delete eventHandler;
delete text;
delete sprite;
SDL_DestroyTexture(textTexture);
SDL_DestroyTexture(coverTexture);
delete event_handler_;
delete text_;
delete sprite_;
SDL_DestroyTexture(text_texture_);
SDL_DestroyTexture(cover_texture_);
}
// Comprueba el manejador de eventos
void Credits::checkEvents()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
while (SDL_PollEvent(event_handler_) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
if (event_handler_->type == SDL_QUIT)
{
section->name = SECTION_QUIT;
section_->name = SECTION_QUIT;
break;
}
}
@@ -99,40 +94,40 @@ void Credits::checkEvents()
void Credits::checkInput()
{
if (input->checkInput(input_exit, REPEAT_FALSE))
if (input_->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_QUIT;
section_->name = SECTION_QUIT;
}
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
else if (input_->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen->toggleBorder();
screen_->toggleBorder();
}
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
else if (input_->checkInput(input_toggle_videomode, REPEAT_FALSE))
{
screen->toggleVideoMode();
screen_->toggleVideoMode();
}
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
else if (input_->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen->decWindowSize();
screen_->decWindowSize();
}
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
else if (input_->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen->incWindowSize();
screen_->incWindowSize();
}
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
else if (input_->checkInput(input_toggle_palette, REPEAT_FALSE))
{
switchPalette();
}
else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_jump, REPEAT_FALSE))
else if (input_->checkInput(input_pause, REPEAT_FALSE) || input_->checkInput(input_accept, REPEAT_FALSE) || input_->checkInput(input_jump, REPEAT_FALSE))
{
section->name = SECTION_TITLE;
section->subsection = 0;
section_->name = SECTION_TITLE;
section_->subsection = 0;
}
}
@@ -140,11 +135,11 @@ void Credits::checkInput()
void Credits::iniTexts()
{
std::string keys = "";
if (options->keys == ctrl_cursor)
if (options_->keys == ctrl_cursor)
{
keys = "CURSORS";
}
else if (options->keys == ctrl_opqa)
else if (options_->keys == ctrl_opqa)
{
keys = "O,P AND Q";
}
@@ -154,34 +149,34 @@ void Credits::iniTexts()
}
#ifndef GAME_CONSOLE
texts.clear();
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor(options->palette, "white")});
texts.push_back({"HIS PROJECTS AND GO TO THE", stringToColor(options->palette, "white")});
texts.push_back({"JAIL TO FINISH THEM", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts_.clear();
texts_.push_back({"", stringToColor(options_->palette, "white")});
texts_.push_back({"INSTRUCTIONS:", stringToColor(options_->palette, "yellow")});
texts_.push_back({"", stringToColor(options_->palette, "white")});
texts_.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor(options_->palette, "white")});
texts_.push_back({"HIS PROJECTS AND GO TO THE", stringToColor(options_->palette, "white")});
texts_.push_back({"JAIL TO FINISH THEM", stringToColor(options_->palette, "white")});
texts_.push_back({"", stringToColor(options_->palette, "white")});
texts_.push_back({"", stringToColor(options_->palette, "white")});
texts.push_back({"KEYS:", stringToColor(options->palette, "yellow")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({keys + " TO MOVE AND JUMP", stringToColor(options->palette, "white")});
texts.push_back({"M TO SWITCH THE MUSIC", stringToColor(options->palette, "white")});
texts.push_back({"H TO PAUSE THE GAME", stringToColor(options->palette, "white")});
texts.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", stringToColor(options->palette, "white")});
texts.push_back({"F3 TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")});
texts.push_back({"B TO TOOGLE THE BORDER SCREEN", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts_.push_back({"KEYS:", stringToColor(options_->palette, "yellow")});
texts_.push_back({"", stringToColor(options_->palette, "white")});
texts_.push_back({keys + " TO MOVE AND JUMP", stringToColor(options_->palette, "white")});
texts_.push_back({"M TO SWITCH THE MUSIC", stringToColor(options_->palette, "white")});
texts_.push_back({"H TO PAUSE THE GAME", stringToColor(options_->palette, "white")});
texts_.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", stringToColor(options_->palette, "white")});
texts_.push_back({"F3 TO SWITCH TO FULLSCREEN", stringToColor(options_->palette, "white")});
texts_.push_back({"B TO TOOGLE THE BORDER SCREEN", stringToColor(options_->palette, "white")});
texts_.push_back({"", stringToColor(options_->palette, "white")});
texts_.push_back({"", stringToColor(options_->palette, "white")});
texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options->palette, "yellow")});
texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options->palette, "yellow")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts_.push_back({"A GAME BY JAILDESIGNER", stringToColor(options_->palette, "yellow")});
texts_.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options_->palette, "yellow")});
texts_.push_back({"", stringToColor(options_->palette, "white")});
texts_.push_back({"", stringToColor(options_->palette, "white")});
texts.push_back({"I LOVE JAILGAMES! ", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts_.push_back({"I LOVE JAILGAMES! ", stringToColor(options_->palette, "white")});
texts_.push_back({"", stringToColor(options_->palette, "white")});
#else
texts.clear();
texts.push_back({"", stringToColor(options->palette, "white")});
@@ -221,82 +216,82 @@ void Credits::fillTexture()
iniTexts();
// Rellena la textura de texto
SDL_SetRenderTarget(renderer, textTexture);
color_t c = stringToColor(options->palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer_, text_texture_);
color_t c = stringToColor(options_->palette, "black");
SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
SDL_RenderClear(renderer_);
// Escribe el texto en la textura
const int size = text->getCharacterSize();
const int size = text_->getCharacterSize();
int i = 0;
for (auto t : texts)
for (auto t : texts_)
{
text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color);
text_->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color);
i++;
}
// Escribe el corazón
const int textLenght = text->lenght(texts[22].label, 1) - text->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
const int textLenght = text_->lenght(texts_[22].label, 1) - text_->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
const int posX = ((PLAY_AREA_WIDTH - textLenght) / 2) + textLenght;
text->writeColored(posX, 176, "}", stringToColor(options->palette, "bright_red"));
text_->writeColored(posX, 176, "}", stringToColor(options_->palette, "bright_red"));
// Recoloca el sprite del brillo
sprite->setPosX(posX + 2);
sprite_->setPosX(posX + 2);
SDL_SetRenderTarget(renderer, nullptr);
SDL_SetRenderTarget(renderer_, nullptr);
// Rellena la textura que cubre el texto con color transparente
SDL_SetRenderTarget(renderer, coverTexture);
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer_, cover_texture_);
SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0x00);
SDL_RenderClear(renderer_);
// Los primeros 8 pixels crea una malla
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
for (int i = 0; i < 256; i += 2)
{
SDL_RenderDrawPoint(renderer, i, 0);
SDL_RenderDrawPoint(renderer, i, 2);
SDL_RenderDrawPoint(renderer, i, 4);
SDL_RenderDrawPoint(renderer, i, 6);
SDL_RenderDrawPoint(renderer_, i, 0);
SDL_RenderDrawPoint(renderer_, i, 2);
SDL_RenderDrawPoint(renderer_, i, 4);
SDL_RenderDrawPoint(renderer_, i, 6);
SDL_RenderDrawPoint(renderer, i + 1, 5);
SDL_RenderDrawPoint(renderer, i + 1, 7);
SDL_RenderDrawPoint(renderer_, i + 1, 5);
SDL_RenderDrawPoint(renderer_, i + 1, 7);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, 256, 192};
SDL_RenderFillRect(renderer, &rect);
SDL_RenderFillRect(renderer_, &rect);
SDL_SetRenderTarget(renderer, nullptr);
SDL_SetRenderTarget(renderer_, nullptr);
}
// Actualiza el contador
void Credits::updateCounter()
{
// Incrementa el contador
if (counterEnabled)
if (counter_enabled_)
{
counter++;
if (counter == 224 || counter == 544 || counter == 672)
counter_++;
if (counter_ == 224 || counter_ == 544 || counter_ == 672)
{
counterEnabled = false;
counter_enabled_ = false;
}
}
else
{
subCounter++;
if (subCounter == 100)
sub_counter_++;
if (sub_counter_ == 100)
{
counterEnabled = true;
subCounter = 0;
counter_enabled_ = true;
sub_counter_ = 0;
}
}
// Comprueba si ha terminado la sección
if (counter > 1200)
if (counter_ > 1200)
{
section->name = SECTION_DEMO;
section_->name = SECTION_DEMO;
}
}
@@ -304,10 +299,10 @@ void Credits::updateCounter()
void Credits::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
if (SDL_GetTicks() - ticks_ > ticks_speed_)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
ticks_ = SDL_GetTicks();
// Comprueba las entradas
checkInput();
@@ -316,12 +311,12 @@ void Credits::update()
updateCounter();
// Actualiza las notificaciones
screen->updateNotifier();
screen_->updateNotifier();
// Actualiza el sprite con el brillo
if (counter > 770)
if (counter_ > 770)
{
sprite->update();
sprite_->update();
}
}
}
@@ -330,34 +325,34 @@ void Credits::update()
void Credits::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
screen_->start();
// Limpia la pantalla
screen->clean();
screen_->clean();
if (counter < 1150)
if (counter_ < 1150)
{
// Dibuja la textura con el texto en pantalla
SDL_RenderCopy(renderer, textTexture, nullptr, nullptr);
SDL_RenderCopy(renderer_, text_texture_, nullptr, nullptr);
// Dibuja la textura que cubre el texto
const int offset = std::min(counter / 8, 192 / 2);
const int offset = std::min(counter_ / 8, 192 / 2);
SDL_Rect srcRect = {0, 0, 256, 192 - (offset * 2)};
SDL_Rect dstRect = {0, offset * 2, 256, 192 - (offset * 2)};
SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect);
SDL_RenderCopy(renderer_, cover_texture_, &srcRect, &dstRect);
// Dibuja el sprite con el brillo
sprite->render();
sprite_->render();
}
// Vuelca el contenido del renderizador en pantalla
screen->render();
screen_->render();
}
// Bucle para el logo del juego
void Credits::run()
{
while (section->name == SECTION_CREDITS)
while (section_->name == SECTION_CREDITS)
{
update();
checkEvents();
@@ -368,6 +363,6 @@ void Credits::run()
// Cambia la paleta
void Credits::switchPalette()
{
options->palette = options->palette == p_zxspectrum ? p_zxarne : p_zxspectrum;
options_->palette = options_->palette == p_zxspectrum ? p_zxarne : p_zxspectrum;
fillTexture();
}

View File

@@ -23,26 +23,26 @@ private:
};
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Resource *resource; // Objeto con los recursos
Asset *asset; // Objeto con los ficheros de recursos
Input *input; // Objeto pata gestionar la entrada
SDL_Event *eventHandler; // Manejador de eventos
Text *text; // Objeto para escribir texto en pantalla
SDL_Texture *textTexture; // Textura para dibujar el texto
SDL_Texture *coverTexture; // Textura para cubrir el texto
AnimatedSprite *sprite; // Sprite para el brillo del corazón
options_t *options; // Puntero a las opciones del juego
section_t *section; // Estado del bucle principal para saber si continua o se sale
Screen *screen_; // Objeto encargado de dibujar en pantalla
SDL_Renderer *renderer_; // El renderizador de la ventana
Resource *resource_; // Objeto con los recursos
Asset *asset_; // Objeto con los ficheros de recursos
Input *input_; // Objeto pata gestionar la entrada
SDL_Event *event_handler_; // Manejador de eventos
Text *text_; // Objeto para escribir texto en pantalla
SDL_Texture *text_texture_; // Textura para dibujar el texto
SDL_Texture *cover_texture_; // Textura para cubrir el texto
AnimatedSprite *sprite_; // Sprite para el brillo del corazón
options_t *options_; // Puntero a las opciones del juego
section_t *section_; // Estado del bucle principal para saber si continua o se sale
// Variables
int counter; // Contador
bool counterEnabled; // Indica si esta activo el contador
int subCounter; // Contador secundario
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
std::vector<captions_t> texts; // Vector con los textos
int counter_ = 0; // Contador
bool counter_enabled_ = true; // Indica si esta activo el contador
int sub_counter_ = 0; // Contador secundario
Uint32 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticks_speed_ = 15; // Velocidad a la que se repiten los bucles del programa
std::vector<captions_t> texts_; // Vector con los textos
// Actualiza las variables
void update();
@@ -70,7 +70,7 @@ private:
public:
// Constructor
Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section);
Credits(Resource *resource, options_t *options, section_t *section);
// Destructor
~Credits();

View File

@@ -4,31 +4,26 @@
#include "text.h" // Para Text
#include "texture.h" // Para Texture
#include "utils.h"
class Screen;
#include "screen.h"
#include "asset.h"
// Constructor
Debug::Debug(SDL_Renderer *renderer, Screen *screen, Asset *asset)
{
Debug::Debug()
// Copia la dirección de los objetos
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
: screen_(Screen::get()),
renderer_(Screen::get()->getRenderer()),
asset_(Asset::get())
{
// Reserva memoria para los punteros
texture = new Texture(renderer, asset->get("debug.png"));
text = new Text(asset->get("debug.txt"), texture, renderer);
// Inicializa variables
x = 0;
y = 0;
enabled = false;
texture_ = new Texture(renderer_, asset_->get("debug.png"));
text_ = new Text(asset_->get("debug.txt"), texture_, renderer_);
}
// Destructor
Debug::~Debug()
{
delete texture;
delete text;
delete texture_;
delete text_;
}
// Actualiza las variables
@@ -39,74 +34,74 @@ void Debug::update()
// Dibuja en pantalla
void Debug::render()
{
int y = this->y;
int y = y_;
int w = 0;
for (auto s : slot)
for (auto s : slot_)
{
text->write(x, y, s);
text_->write(x_, y, s);
w = (std::max(w, (int)s.length()));
y += text->getCharacterSize() + 1;
if (y > 192 - text->getCharacterSize())
y += text_->getCharacterSize() + 1;
if (y > 192 - text_->getCharacterSize())
{
y = this->y;
x += w * text->getCharacterSize() + 2;
y = y_;
x_ += w * text_->getCharacterSize() + 2;
}
}
y = 0;
for (auto l : log)
for (auto l : log_)
{
text->writeColored(x + 10, y, l, color_t(255, 255, 255));
y += text->getCharacterSize() + 1;
text_->writeColored(x_ + 10, y, l, color_t(255, 255, 255));
y += text_->getCharacterSize() + 1;
}
}
// Establece la posición donde se colocará la información de debug
void Debug::setPos(SDL_Point p)
{
x = p.x;
y = p.y;
x_ = p.x;
y_ = p.y;
}
// Añade un texto para mostrar
void Debug::add(std::string text)
{
slot.push_back(text);
slot_.push_back(text);
}
// Borra la información de debug
void Debug::clear()
{
slot.clear();
slot_.clear();
}
// Añade un texto para mostrar en el apartado log
void Debug::addToLog(std::string text)
{
log.push_back(text);
log_.push_back(text);
}
// Borra la información de debug del apartado log
void Debug::clearLog()
{
log.clear();
log_.clear();
}
// Establece el valor de la variable
void Debug::setEnabled(bool value)
{
enabled = value;
enabled_ = value;
}
// Obtiene el valor de la variable
bool Debug::getEnabled()
{
return enabled;
return enabled_;
}
// Cambia el valor de la variable
void Debug::switchEnabled()
{
enabled = !enabled;
enabled_ = !enabled_;
}

View File

@@ -14,22 +14,22 @@ class Debug
{
private:
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Asset *asset; // Objeto con los ficheros de recursos
Text *text; // Objeto encargado de escribir texto en pantalla
Texture *texture; // Textura para el texto
Screen *screen_; // Objeto encargado de dibujar en pantalla
SDL_Renderer *renderer_; // El renderizador de la ventana
Asset *asset_; // Objeto con los ficheros de recursos
Text *text_; // Objeto encargado de escribir texto en pantalla
Texture *texture_; // Textura para el texto
// Variables
std::vector<std::string> slot; // Vector con los textos a escribir
std::vector<std::string> log; // Vector con los textos a escribir
int x; // Posicion donde escribir el texto de debug
int y; // Posición donde escribir el texto de debug
bool enabled; // Indica si esta activo el modo debug
std::vector<std::string> slot_; // Vector con los textos a escribir
std::vector<std::string> log_; // Vector con los textos a escribir
int x_ = 0; // Posicion donde escribir el texto de debug
int y_ = 0; // Posición donde escribir el texto de debug
bool enabled_ = false; // Indica si esta activo el modo debug
public:
// Constructor
Debug(SDL_Renderer *renderer, Screen *screen, Asset *asset);
Debug();
// Destructor
~Debug();

View File

@@ -53,6 +53,7 @@ Director::Director(int argc, const char *argv[])
#ifdef DEBUG
section->name = SECTION_TITLE;
#endif
Asset::init(argv[0]); // Crea el objeto que controla los ficheros de recursos
// Crea e inicializa las opciones del programa
@@ -88,13 +89,13 @@ Director::Director(int argc, const char *argv[])
initJailAudio();
// Crea los objetos
resource = new Resource(renderer, Asset::get(), options);
input = new Input(Asset::get()->get("gamecontrollerdb.txt"));
Screen::init(window_, renderer_);
Screen::get()->setBorderColor(borderColor);
resource_ = new Resource(options);
Input::init(Asset::get()->get("gamecontrollerdb.txt"));
initInput();
screen = new Screen(window, renderer, Asset::get(), options);
screen->setBorderColor(borderColor);
debug = new Debug(renderer, screen, Asset::get());
music = JA_LoadMusic(Asset::get()->get("title.ogg").c_str());
debug_ = new Debug();
title_music_ = JA_LoadMusic(Asset::get()->get("title.ogg").c_str());
}
Director::~Director()
@@ -105,14 +106,12 @@ Director::~Director()
// Libera la memoria
delete section;
delete options;
delete input;
delete screen;
delete debug;
delete resource;
JA_DeleteMusic(music);
delete debug_;
delete resource_;
JA_DeleteMusic(title_music_);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer_);
SDL_DestroyWindow(window_);
SDL_Quit();
std::cout << "\nBye!" << std::endl;
@@ -172,7 +171,7 @@ void Director::initOptions()
void Director::checkProgramArguments(int argc, const char *argv[])
{
// Establece la ruta del programa
executablePath = argv[0];
executable_path_ = argv[0];
// Comprueba el resto de parametros
for (int i = 1; i < argc; ++i)
@@ -413,7 +412,7 @@ bool Director::saveConfig()
void Director::createSystemFolder(const std::string &folder)
{
#ifdef _WIN32
systemFolder = std::string(getenv("APPDATA")) + "/" + folder;
system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
#elif __APPLE__
struct passwd *pw = getpwuid(getuid());
const char *homedir = pw->pw_dir;
@@ -436,11 +435,11 @@ void Director::createSystemFolder(const std::string &folder)
#endif
struct stat st = {0};
if (stat(systemFolder.c_str(), &st) == -1)
if (stat(system_folder_.c_str(), &st) == -1)
{
errno = 0;
#ifdef _WIN32
int ret = mkdir(systemFolder.c_str());
int ret = mkdir(system_folder_.c_str());
#else
int ret = mkdir(systemFolder.c_str(), S_IRWXU);
#endif
@@ -483,7 +482,7 @@ void Director::loadResources(section_t *section)
textureList.push_back("jailgames.png");
textureList.push_back("since_1998.png");
resource->loadTextures(textureList);
resource_->loadTextures(textureList);
}
else if (section->name == SECTION_LOADING_SCREEN)
@@ -494,7 +493,7 @@ void Director::loadResources(section_t *section)
textureList.push_back("loading_screen_bn_zxarne.png");
textureList.push_back("loading_screen_color_zxarne.png");
resource->loadTextures(textureList);
resource_->loadTextures(textureList);
}
else if (section->name == SECTION_TITLE)
@@ -507,14 +506,14 @@ void Director::loadResources(section_t *section)
textureList.push_back("notify.png");
textureList.push_back("title_logo.png");
resource->loadTextures(textureList);
resource_->loadTextures(textureList);
// Offsets
std::vector<std::string> offsetsList;
offsetsList.push_back("smb2.txt");
offsetsList.push_back("subatomic.txt");
resource->loadOffsets(offsetsList);
resource_->loadOffsets(offsetsList);
}
else if (section->name == SECTION_CREDITS)
@@ -524,19 +523,19 @@ void Director::loadResources(section_t *section)
textureList.push_back("shine.png");
textureList.push_back("smb2.png");
resource->loadTextures(textureList);
resource_->loadTextures(textureList);
// Animaciones
std::vector<std::string> animationList;
animationList.push_back("shine.ani");
resource->loadAnimations(animationList);
resource_->loadAnimations(animationList);
// Offsets
std::vector<std::string> offsetsList;
offsetsList.push_back("smb2.txt");
resource->loadOffsets(offsetsList);
resource_->loadOffsets(offsetsList);
}
else if (section->name == SECTION_ENDING)
@@ -555,13 +554,13 @@ void Director::loadResources(section_t *section)
textureList.push_back("ending5_zxarne.png");
textureList.push_back("smb2.png");
resource->loadTextures(textureList);
resource_->loadTextures(textureList);
// Offsets
std::vector<std::string> offsetsList;
offsetsList.push_back("smb2.txt");
resource->loadOffsets(offsetsList);
resource_->loadOffsets(offsetsList);
}
else if (section->name == SECTION_ENDING2)
@@ -630,7 +629,7 @@ void Director::loadResources(section_t *section)
// Player
textureList.push_back("player.png");
resource->loadTextures(textureList);
resource_->loadTextures(textureList);
// Animaciones
std::vector<std::string> animationList;
@@ -693,13 +692,13 @@ void Director::loadResources(section_t *section)
// Player
animationList.push_back("player.ani");
resource->loadAnimations(animationList);
resource_->loadAnimations(animationList);
// Offsets
std::vector<std::string> offsetsList;
offsetsList.push_back("smb2.txt");
resource->loadOffsets(offsetsList);
resource_->loadOffsets(offsetsList);
}
else if (section->name == SECTION_GAME_OVER)
@@ -710,20 +709,20 @@ void Director::loadResources(section_t *section)
textureList.push_back("player_game_over.png");
textureList.push_back("tv.png");
resource->loadTextures(textureList);
resource_->loadTextures(textureList);
// Animaciones
std::vector<std::string> animationList;
animationList.push_back("player_game_over.ani");
animationList.push_back("tv.ani");
resource->loadAnimations(animationList);
resource_->loadAnimations(animationList);
// Offsets
std::vector<std::string> offsetsList;
offsetsList.push_back("smb2.txt");
resource->loadOffsets(offsetsList);
resource_->loadOffsets(offsetsList);
}
else if (section->name == SECTION_GAME || section->name == SECTION_DEMO)
@@ -811,7 +810,7 @@ void Director::loadResources(section_t *section)
textureList.push_back("smb2.png");
textureList.push_back("debug.png");
resource->loadTextures(textureList);
resource_->loadTextures(textureList);
// Animaciones
std::vector<std::string> animationList;
@@ -885,14 +884,14 @@ void Director::loadResources(section_t *section)
animationList.push_back("wave.ani");
animationList.push_back("z80.ani");
resource->loadAnimations(animationList);
resource_->loadAnimations(animationList);
// Offsets
std::vector<std::string> offsetsList;
offsetsList.push_back("smb2.txt");
offsetsList.push_back("debug.txt");
resource->loadOffsets(offsetsList);
resource_->loadOffsets(offsetsList);
// TileMaps
std::vector<std::string> tileMapList;
@@ -957,7 +956,7 @@ void Director::loadResources(section_t *section)
tileMapList.push_back("59.tmx");
tileMapList.push_back("60.tmx");
resource->loadTileMaps(tileMapList);
resource_->loadTileMaps(tileMapList);
// Habitaciones
std::vector<std::string> roomList;
@@ -1022,7 +1021,7 @@ void Director::loadResources(section_t *section)
roomList.push_back("59.room");
roomList.push_back("60.room");
resource->loadRooms(roomList);
resource_->loadRooms(roomList);
}
if (options->console)
@@ -1194,68 +1193,68 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
void Director::initInput()
{
// Establece si ha de mostrar mensajes
input->setVerbose(options->console);
Input::get()->setVerbose(options->console);
// Busca si hay un mando conectado
input->discoverGameController();
Input::get()->discoverGameController();
// Teclado - Movimiento
if (options->keys == ctrl_cursor)
{
input->bindKey(input_jump, SDL_SCANCODE_UP);
input->bindKey(input_left, SDL_SCANCODE_LEFT);
input->bindKey(input_right, SDL_SCANCODE_RIGHT);
input->bindKey(input_up, SDL_SCANCODE_UP);
input->bindKey(input_down, SDL_SCANCODE_DOWN);
Input::get()->bindKey(input_jump, SDL_SCANCODE_UP);
Input::get()->bindKey(input_left, SDL_SCANCODE_LEFT);
Input::get()->bindKey(input_right, SDL_SCANCODE_RIGHT);
Input::get()->bindKey(input_up, SDL_SCANCODE_UP);
Input::get()->bindKey(input_down, SDL_SCANCODE_DOWN);
}
else if (options->keys == ctrl_opqa)
{
input->bindKey(input_jump, SDL_SCANCODE_Q);
input->bindKey(input_left, SDL_SCANCODE_O);
input->bindKey(input_right, SDL_SCANCODE_P);
input->bindKey(input_up, SDL_SCANCODE_Q);
input->bindKey(input_down, SDL_SCANCODE_A);
Input::get()->bindKey(input_jump, SDL_SCANCODE_Q);
Input::get()->bindKey(input_left, SDL_SCANCODE_O);
Input::get()->bindKey(input_right, SDL_SCANCODE_P);
Input::get()->bindKey(input_up, SDL_SCANCODE_Q);
Input::get()->bindKey(input_down, SDL_SCANCODE_A);
}
else if (options->keys == ctrl_wasd)
{
input->bindKey(input_jump, SDL_SCANCODE_W);
input->bindKey(input_left, SDL_SCANCODE_A);
input->bindKey(input_right, SDL_SCANCODE_D);
input->bindKey(input_up, SDL_SCANCODE_W);
input->bindKey(input_down, SDL_SCANCODE_S);
Input::get()->bindKey(input_jump, SDL_SCANCODE_W);
Input::get()->bindKey(input_left, SDL_SCANCODE_A);
Input::get()->bindKey(input_right, SDL_SCANCODE_D);
Input::get()->bindKey(input_up, SDL_SCANCODE_W);
Input::get()->bindKey(input_down, SDL_SCANCODE_S);
}
// Teclado - Otros
input->bindKey(input_accept, SDL_SCANCODE_RETURN);
input->bindKey(input_cancel, SDL_SCANCODE_ESCAPE);
input->bindKey(input_pause, SDL_SCANCODE_H);
input->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
input->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
input->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
input->bindKey(input_toggle_videomode, SDL_SCANCODE_F3);
input->bindKey(input_toggle_shaders, SDL_SCANCODE_F4);
input->bindKey(input_toggle_palette, SDL_SCANCODE_F5);
input->bindKey(input_toggle_music, SDL_SCANCODE_M);
input->bindKey(input_toggle_border, SDL_SCANCODE_B);
Input::get()->bindKey(input_accept, SDL_SCANCODE_RETURN);
Input::get()->bindKey(input_cancel, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(input_pause, SDL_SCANCODE_H);
Input::get()->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
Input::get()->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
Input::get()->bindKey(input_toggle_videomode, SDL_SCANCODE_F3);
Input::get()->bindKey(input_toggle_shaders, SDL_SCANCODE_F4);
Input::get()->bindKey(input_toggle_palette, SDL_SCANCODE_F5);
Input::get()->bindKey(input_toggle_music, SDL_SCANCODE_M);
Input::get()->bindKey(input_toggle_border, SDL_SCANCODE_B);
// Mando - Movimiento
input->bindGameControllerButton(input_jump, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
input->bindGameControllerButton(input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
Input::get()->bindGameControllerButton(input_jump, SDL_CONTROLLER_BUTTON_B);
Input::get()->bindGameControllerButton(input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
Input::get()->bindGameControllerButton(input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
// Mando - Otros
input->bindGameControllerButton(input_accept, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(input_cancel, SDL_CONTROLLER_BUTTON_A);
Input::get()->bindGameControllerButton(input_accept, SDL_CONTROLLER_BUTTON_B);
Input::get()->bindGameControllerButton(input_cancel, SDL_CONTROLLER_BUTTON_A);
#ifdef GAME_CONSOLE
input->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_BACK);
input->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_START);
Input::get()->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_BACK);
Input::get()->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_START);
#else
input->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_START);
input->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_BACK);
Input::get()->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_START);
Input::get()->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_BACK);
#endif
input->bindGameControllerButton(input_toggle_palette, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
input->bindGameControllerButton(input_toggle_music, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
input->bindGameControllerButton(input_toggle_border, SDL_CONTROLLER_BUTTON_X);
Input::get()->bindGameControllerButton(input_toggle_palette, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
Input::get()->bindGameControllerButton(input_toggle_music, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
Input::get()->bindGameControllerButton(input_toggle_border, SDL_CONTROLLER_BUTTON_X);
}
// Inicializa JailAudio
@@ -1308,8 +1307,8 @@ bool Director::initSDL()
incH = options->borderHeight * 2;
}
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, SDL_WINDOW_HIDDEN);
if (window == nullptr)
window_ = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, SDL_WINDOW_HIDDEN);
if (window_ == nullptr)
{
if (options->console)
{
@@ -1325,9 +1324,9 @@ bool Director::initSDL()
{
flags = flags | SDL_RENDERER_PRESENTVSYNC;
}
renderer = SDL_CreateRenderer(window, -1, flags);
renderer_ = SDL_CreateRenderer(window_, -1, flags);
if (renderer == nullptr)
if (renderer_ == nullptr)
{
if (options->console)
{
@@ -1338,13 +1337,13 @@ bool Director::initSDL()
else
{
// Inicializa el color de renderizado
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
// Establece el tamaño del buffer de renderizado
SDL_RenderSetLogicalSize(renderer, options->gameWidth, options->gameHeight);
SDL_RenderSetLogicalSize(renderer_, options->gameWidth, options->gameHeight);
// Establece el modo de mezcla
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
}
}
}
@@ -1383,10 +1382,10 @@ bool Director::setFileList()
Asset::get()->add(prefix + "/data/input/gamecontrollerdb.txt", t_data);
// Ficheros de sistema
Asset::get()->add(systemFolder + "/config.txt", t_data, false, true);
Asset::get()->add(systemFolder + "/stats_buffer.csv", t_data, false, true);
Asset::get()->add(systemFolder + "/stats.csv", t_data, false, true);
Asset::get()->add(systemFolder + "/cheevos.bin", t_data, false, true);
Asset::get()->add(system_folder_ + "/config.txt", t_data, false, true);
Asset::get()->add(system_folder_ + "/stats_buffer.csv", t_data, false, true);
Asset::get()->add(system_folder_ + "/stats.csv", t_data, false, true);
Asset::get()->add(system_folder_ + "/cheevos.bin", t_data, false, true);
// Notificaciones
Asset::get()->add(prefix + "/data/notifications/notify.png", t_bitmap);
@@ -1724,9 +1723,9 @@ void Director::runLogo()
std::cout << "\n* SECTION: LOGO" << std::endl;
}
loadResources(section);
auto logo = std::make_unique<Logo>(renderer, screen, resource, Asset::get(), input, options, section);
auto logo = std::make_unique<Logo>(resource_, options, section);
logo->run();
resource->free();
resource_->free();
}
// Ejecuta la seccion de juego de la pantalla de carga
@@ -1737,9 +1736,9 @@ void Director::runLoadingScreen()
std::cout << "\n* SECTION: INTRO" << std::endl;
}
loadResources(section);
auto loadingScreen = std::make_unique<LoadingScreen>(renderer, screen, resource, Asset::get(), input, options, section);
auto loadingScreen = std::make_unique<LoadingScreen>(resource_, options, section);
loadingScreen->run();
resource->free();
resource_->free();
}
// Ejecuta la seccion de juego con el titulo y los menus
@@ -1751,12 +1750,12 @@ void Director::runTitle()
}
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
{
JA_PlayMusic(music);
JA_PlayMusic(title_music_);
}
loadResources(section);
auto title = std::make_unique<Title>(renderer, screen, resource, input, options, section);
auto title = std::make_unique<Title>(resource_, options, section);
title->run();
resource->free();
resource_->free();
}
// Ejecuta la seccion de los creditos del juego
@@ -1767,9 +1766,9 @@ void Director::runCredits()
std::cout << "\n* SECTION: CREDITS" << std::endl;
}
loadResources(section);
auto credits = std::make_unique<Credits>(renderer, screen, resource, Asset::get(), input, options, section);
auto credits = std::make_unique<Credits>(resource_, options, section);
credits->run();
resource->free();
resource_->free();
}
// Ejecuta la seccion de la demo, donde se ven pantallas del juego
@@ -1780,9 +1779,9 @@ void Director::runDemo()
std::cout << "\n* SECTION: DEMO" << std::endl;
}
loadResources(section);
auto demo = std::make_unique<Demo>(renderer, screen, resource, Asset::get(), input, options, section, debug);
auto demo = std::make_unique<Demo>(resource_, options, section, debug_);
demo->run();
resource->free();
resource_->free();
}
// Ejecuta la seccion del final del juego
@@ -1793,9 +1792,9 @@ void Director::runEnding()
std::cout << "\n* SECTION: ENDING" << std::endl;
}
loadResources(section);
auto ending = std::make_unique<Ending>(renderer, screen, resource, Asset::get(), input, options, section);
auto ending = std::make_unique<Ending>(resource_, options, section);
ending->run();
resource->free();
resource_->free();
}
// Ejecuta la seccion del final del juego
@@ -1806,9 +1805,9 @@ void Director::runEnding2()
std::cout << "\n* SECTION: ENDING2" << std::endl;
}
loadResources(section);
auto ending2 = std::make_unique<Ending2>(renderer, screen, resource, Asset::get(), input, options, section);
auto ending2 = std::make_unique<Ending2>(resource_, options, section);
ending2->run();
resource->free();
resource_->free();
}
// Ejecuta la seccion del final de la partida
@@ -1819,9 +1818,9 @@ void Director::runGameOver()
std::cout << "\n* SECTION: GAME OVER" << std::endl;
}
loadResources(section);
auto gameOver = std::make_unique<GameOver>(renderer, screen, resource, Asset::get(), input, options, section);
auto gameOver = std::make_unique<GameOver>(resource_, options, section);
gameOver->run();
resource->free();
resource_->free();
}
// Ejecuta la seccion de juego donde se juega
@@ -1833,9 +1832,9 @@ void Director::runGame()
}
JA_StopMusic();
loadResources(section);
auto game = std::make_unique<Game>(renderer, screen, resource, Asset::get(), options, input, section, debug);
auto game = std::make_unique<Game>(resource_, options, section, debug_);
game->run();
resource->free();
resource_->free();
}
int Director::run()

View File

@@ -16,19 +16,18 @@ class Director
{
private:
// Objetos y punteros
SDL_Window *window; // La ventana donde dibujamos
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Resource *resource; // Objeto con los recursos
Input *input; // Objeto Input para gestionar las entradas
Debug *debug; // Objeto para getsionar la información de debug
SDL_Window *window_; // La ventana donde dibujamos
SDL_Renderer *renderer_; // El renderizador de la ventana
Resource *resource_; // Objeto con los recursos
Debug *debug_; // Objeto para gestionar la información de debug
struct options_t *options; // Variable con todas las opciones del programa
section_t *section; // Sección y subsección actual del programa;
// Variables
JA_Music_t *music; // Musica del titulo
std::string executablePath; // Path del ejecutable
std::string systemFolder; // Carpeta del sistema donde guardar datos
JA_Music_t *title_music_; // Musica del titulo
std::string executable_path_; // Path del ejecutable
std::string system_folder_; // Carpeta del sistema donde guardar datos
// Crea e inicializa las opciones del programa
void initOptions();

View File

@@ -6,31 +6,47 @@
#include <SDL2/SDL_keyboard.h> // Para SDL_GetKeyboardState
#include <iostream> // Para basic_ostream, operator<<, cout, basi...
// Constructor
Input::Input(std::string file)
{
// Fichero gamecontrollerdb.txt
dbPath = file;
// [SINGLETON]
Input *Input::input_ = nullptr;
// [SINGLETON] Crearemos el objeto con esta función estática
void Input::init(const std::string &game_controller_db_path)
{
Input::input_ = new Input(game_controller_db_path);
}
// [SINGLETON] Destruiremos el objeto con esta función estática
void Input::destroy()
{
delete Input::input_;
}
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
Input *Input::get()
{
return Input::input_;
}
// Constructor
Input::Input(const std::string &game_controller_db_path)
: db_path_(game_controller_db_path)
{
// Inicializa las variables
keyBindings_t kb;
kb.scancode = 0;
kb.active = false;
keyBindings.resize(input_number_of_inputs, kb);
key_bindings_.resize(input_number_of_inputs, kb);
GameControllerBindings_t gcb;
gcb.button = SDL_CONTROLLER_BUTTON_INVALID;
gcb.active = false;
gameControllerBindings.resize(input_number_of_inputs, gcb);
verbose = true;
enabled = true;
game_controller_bindings_.resize(input_number_of_inputs, gcb);
}
// Actualiza el estado del objeto
void Input::update()
{
if (disabledUntil == d_keyPressed && !checkAnyInput())
if (disabled_until_ == d_keyPressed && !checkAnyInput())
{
enable();
}
@@ -39,19 +55,19 @@ void Input::update()
// Asigna inputs a teclas
void Input::bindKey(Uint8 input, SDL_Scancode code)
{
keyBindings[input].scancode = code;
key_bindings_[input].scancode = code;
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
{
gameControllerBindings[input].button = button;
game_controller_bindings_[input].button = button;
}
// Comprueba si un input esta activo
bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
{
if (!enabled)
if (!enabled_)
{
return false;
}
@@ -70,7 +86,7 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
if (repeat)
{
if (keyStates[keyBindings[input].scancode] != 0)
if (keyStates[key_bindings_[input].scancode] != 0)
{
successKeyboard = true;
}
@@ -81,11 +97,11 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (!keyBindings[input].active)
if (!key_bindings_[input].active)
{
if (keyStates[keyBindings[input].scancode] != 0)
if (keyStates[key_bindings_[input].scancode] != 0)
{
keyBindings[input].active = true;
key_bindings_[input].active = true;
successKeyboard = true;
}
else
@@ -95,9 +111,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (keyStates[keyBindings[input].scancode] == 0)
if (keyStates[key_bindings_[input].scancode] == 0)
{
keyBindings[input].active = false;
key_bindings_[input].active = false;
successKeyboard = false;
}
else
@@ -113,7 +129,7 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
{
if (repeat)
{
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
if (SDL_GameControllerGetButton(connected_controllers_[index], game_controller_bindings_[input].button) != 0)
{
successGameController = true;
}
@@ -124,11 +140,11 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (!gameControllerBindings[input].active)
if (!game_controller_bindings_[input].active)
{
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
if (SDL_GameControllerGetButton(connected_controllers_[index], game_controller_bindings_[input].button) != 0)
{
gameControllerBindings[input].active = true;
game_controller_bindings_[input].active = true;
successGameController = true;
}
else
@@ -138,9 +154,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) == 0)
if (SDL_GameControllerGetButton(connected_controllers_[index], game_controller_bindings_[input].button) == 0)
{
gameControllerBindings[input].active = false;
game_controller_bindings_[input].active = false;
successGameController = false;
}
else
@@ -166,9 +182,9 @@ bool Input::checkAnyInput(int device, int index)
{
const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
for (int i = 0; i < (int)keyBindings.size(); ++i)
for (int i = 0; i < (int)key_bindings_.size(); ++i)
{
if (mKeystates[keyBindings[i].scancode] != 0)
if (mKeystates[key_bindings_[i].scancode] != 0)
{
return true;
}
@@ -179,9 +195,9 @@ bool Input::checkAnyInput(int device, int index)
{
if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY)
{
for (int i = 0; i < (int)gameControllerBindings.size(); ++i)
for (int i = 0; i < (int)game_controller_bindings_.size(); ++i)
{
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[i].button) != 0)
if (SDL_GameControllerGetButton(connected_controllers_[index], game_controller_bindings_[i].button) != 0)
{
return true;
}
@@ -202,56 +218,56 @@ bool Input::discoverGameController()
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
}
if (SDL_GameControllerAddMappingsFromFile(dbPath.c_str()) < 0)
if (SDL_GameControllerAddMappingsFromFile(db_path_.c_str()) < 0)
{
if (verbose)
if (verbose_)
{
std::cout << "Error, could not load " << dbPath.c_str() << " file: " << SDL_GetError() << std::endl;
std::cout << "Error, could not load " << db_path_.c_str() << " file: " << SDL_GetError() << std::endl;
}
}
const int nJoysticks = SDL_NumJoysticks();
numGamepads = 0;
num_gamepads_ = 0;
// Cuenta el numero de mandos
for (int i = 0; i < nJoysticks; ++i)
{
if (SDL_IsGameController(i))
{
numGamepads++;
num_gamepads_++;
}
}
if (verbose)
if (verbose_)
{
std::cout << "\nChecking for game controllers...\n";
std::cout << nJoysticks << " joysticks found, " << numGamepads << " are gamepads\n";
std::cout << nJoysticks << " joysticks found, " << num_gamepads_ << " are gamepads\n";
}
if (numGamepads > 0)
if (num_gamepads_ > 0)
{
found = true;
for (int i = 0; i < numGamepads; i++)
for (int i = 0; i < num_gamepads_; i++)
{
// Abre el mando y lo añade a la lista
SDL_GameController *pad = SDL_GameControllerOpen(i);
if (SDL_GameControllerGetAttached(pad) == 1)
{
connectedControllers.push_back(pad);
connected_controllers_.push_back(pad);
const std::string separator(" #");
std::string name = SDL_GameControllerNameForIndex(i);
name.resize(25);
name = name + separator + std::to_string(i);
if (verbose)
if (verbose_)
{
std::cout << name << std::endl;
}
controllerNames.push_back(name);
controller_names_.push_back(name);
}
else
{
if (verbose)
if (verbose_)
{
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
}
@@ -267,7 +283,7 @@ bool Input::discoverGameController()
// Comprueba si hay algun mando conectado
bool Input::gameControllerFound()
{
if (numGamepads > 0)
if (num_gamepads_ > 0)
{
return true;
}
@@ -280,9 +296,9 @@ bool Input::gameControllerFound()
// Obten el nombre de un mando de juego
std::string Input::getControllerName(int index)
{
if (numGamepads > 0)
if (num_gamepads_ > 0)
{
return controllerNames[index];
return controller_names_[index];
}
else
{
@@ -293,25 +309,25 @@ std::string Input::getControllerName(int index)
// Obten el numero de mandos conectados
int Input::getNumControllers()
{
return numGamepads;
return num_gamepads_;
}
// Establece si ha de mostrar mensajes
void Input::setVerbose(bool value)
{
verbose = value;
verbose_ = value;
}
// Deshabilita las entradas durante un periodo de tiempo
void Input::disableUntil(i_disable_e value)
{
disabledUntil = value;
enabled = false;
disabled_until_ = value;
enabled_ = false;
}
// Hablita las entradas
void Input::enable()
{
enabled = true;
disabledUntil = d_notDisabled;
enabled_ = true;
disabled_until_ = d_notDisabled;
}

View File

@@ -52,6 +52,9 @@ enum i_disable_e
class Input
{
private:
// [SINGLETON] Objeto privado
static Input *input_;
struct keyBindings_t
{
Uint8 scancode; // Scancode asociado
@@ -65,21 +68,33 @@ private:
};
// Objetos y punteros
std::vector<SDL_GameController *> connectedControllers; // Vector con todos los mandos conectados
std::vector<SDL_GameController *> connected_controllers_; // Vector con todos los mandos conectados
// Variables
std::vector<keyBindings_t> keyBindings; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<GameControllerBindings_t> gameControllerBindings; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
int numGamepads; // Numero de mandos conectados
std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
bool verbose; // Indica si ha de mostrar mensajes
i_disable_e disabledUntil; // Tiempo que esta deshabilitado
bool enabled; // Indica si está habilitado
std::vector<keyBindings_t> key_bindings_; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<GameControllerBindings_t> game_controller_bindings_; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<std::string> controller_names_; // Vector con los nombres de los mandos
int num_gamepads_; // Numero de mandos conectados
std::string db_path_; // Ruta al archivo gamecontrollerdb.txt
bool verbose_ = true; // Indica si ha de mostrar mensajes
i_disable_e disabled_until_; // Tiempo que esta deshabilitado
bool enabled_ = true; // Indica si está habilitado
// Constructor
explicit Input(const std::string &game_controller_db_path);
// Destructor
~Input() = default;
public:
// Constructor
Input(std::string file);
// [SINGLETON] Crearemos el objeto con esta función estática
static void init(const std::string &game_controller_db_path);
// [SINGLETON] Destruiremos el objeto con esta función estática
static void destroy();
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
static Input *get();
// Actualiza el estado del objeto
void update();

View File

@@ -12,78 +12,70 @@
#include "utils.h" // for options_t, section_t, color_t, stringToC...
// Constructor
LoadingScreen::LoadingScreen(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)
{
// Copia la dirección de los objetos
this->resource = resource;
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->input = input;
this->options = options;
this->section = section;
LoadingScreen::LoadingScreen(Resource *resource, options_t *options, section_t *section)
: resource_(resource),
screen_(Screen::get()),
renderer_(Screen::get()->getRenderer()),
asset_(Asset::get()),
input_(Input::get()),
options_(options),
section_(section)
{
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
if (options->palette == p_zxspectrum)
{
loadingScreenTexture1 = resource->getTexture("loading_screen_bn.png");
loadingScreenTexture2 = resource->getTexture("loading_screen_color.png");
mono_loading_screen_texture_ = resource->getTexture("loading_screen_bn.png");
color_loading_screen_texture_ = resource->getTexture("loading_screen_color.png");
}
else if (options->palette == p_zxarne)
{
loadingScreenTexture1 = resource->getTexture("loading_screen_bn_zxarne.png");
loadingScreenTexture2 = resource->getTexture("loading_screen_color_zxarne.png");
mono_loading_screen_texture_ = resource->getTexture("loading_screen_bn_zxarne.png");
color_loading_screen_texture_ = resource->getTexture("loading_screen_color_zxarne.png");
}
sprite1 = new Sprite(0, 0, loadingScreenTexture1->getWidth(), loadingScreenTexture1->getHeight(), loadingScreenTexture1, renderer);
sprite2 = new Sprite(0, 0, loadingScreenTexture2->getWidth(), loadingScreenTexture2->getHeight(), loadingScreenTexture2, renderer);
loadingSound1 = JA_LoadMusic(asset->get("loading_sound1.ogg").c_str());
loadingSound2 = JA_LoadMusic(asset->get("loading_sound2.ogg").c_str());
loadingSound3 = JA_LoadMusic(asset->get("loading_sound3.ogg").c_str());
mono_loading_screen_sprite_ = new Sprite(0, 0, mono_loading_screen_texture_->getWidth(), mono_loading_screen_texture_->getHeight(), mono_loading_screen_texture_, renderer_);
color_loading_screen_sprite_ = new Sprite(0, 0, color_loading_screen_texture_->getWidth(), color_loading_screen_texture_->getHeight(), color_loading_screen_texture_, renderer_);
loading_sound1_ = JA_LoadMusic(asset_->get("loading_sound1.ogg").c_str());
loading_sound2_ = JA_LoadMusic(asset_->get("loading_sound2.ogg").c_str());
loading_sound3_ = JA_LoadMusic(asset_->get("loading_sound3.ogg").c_str());
// Inicializa variables
preCounter = 0;
counter = 0;
section->name = SECTION_LOADING_SCREEN;
section->subsection = 0;
ticks = 0;
ticksSpeed = 15;
loadCounter = 0;
loadingFirstPart = true;
loadRect = {0, 0, 51, 1};
// Establece el orden de las lineas para imitar el direccionamiento de memoria del spectrum
for (int i = 0; i < 192; ++i)
{
if (i < 64)
{ // Primer bloque de 2K
lineIndex[i] = ((i % 8) * 8) + (i / 8);
line_index_[i] = ((i % 8) * 8) + (i / 8);
}
else if (i >= 64 && i < 128)
{ // Segundo bloque de 2K
lineIndex[i] = 64 + ((i % 8) * 8) + ((i - 64) / 8);
line_index_[i] = 64 + ((i % 8) * 8) + ((i - 64) / 8);
}
else if (i >= 128 && i < 192)
{ // tercer bloque de 2K
lineIndex[i] = 128 + ((i % 8) * 8) + ((i - 128) / 8);
line_index_[i] = 128 + ((i % 8) * 8) + ((i - 128) / 8);
}
}
// Cambia el color del borde
screen->setBorderColor(stringToColor(options->palette, "black"));
screen_->setBorderColor(stringToColor(options->palette, "black"));
}
// Destructor
LoadingScreen::~LoadingScreen()
{
delete sprite1;
delete sprite2;
delete mono_loading_screen_sprite_;
delete color_loading_screen_sprite_;
delete eventHandler;
JA_DeleteMusic(loadingSound1);
JA_DeleteMusic(loadingSound2);
JA_DeleteMusic(loadingSound3);
JA_DeleteMusic(loading_sound1_);
JA_DeleteMusic(loading_sound2_);
JA_DeleteMusic(loading_sound3_);
}
// Comprueba el manejador de eventos
@@ -95,7 +87,7 @@ void LoadingScreen::checkEvents()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section->name = SECTION_QUIT;
section_->name = SECTION_QUIT;
break;
}
}
@@ -105,40 +97,40 @@ void LoadingScreen::checkEvents()
void LoadingScreen::checkInput()
{
if (input->checkInput(input_exit, REPEAT_FALSE))
if (input_->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_QUIT;
section_->name = SECTION_QUIT;
}
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
else if (input_->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen->toggleBorder();
screen_->toggleBorder();
}
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
else if (input_->checkInput(input_toggle_videomode, REPEAT_FALSE))
{
screen->toggleVideoMode();
screen_->toggleVideoMode();
}
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
else if (input_->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen->decWindowSize();
screen_->decWindowSize();
}
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
else if (input_->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen->incWindowSize();
screen_->incWindowSize();
}
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
else if (input_->checkInput(input_toggle_palette, REPEAT_FALSE))
{
switchPalette();
}
else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_jump, REPEAT_FALSE))
else if (input_->checkInput(input_pause, REPEAT_FALSE) || input_->checkInput(input_accept, REPEAT_FALSE) || input_->checkInput(input_jump, REPEAT_FALSE))
{
section->name = SECTION_TITLE;
section->subsection = 0;
section_->name = SECTION_TITLE;
section_->subsection = 0;
}
}
@@ -146,45 +138,45 @@ void LoadingScreen::checkInput()
void LoadingScreen::updateLoad()
{
// Primera parte de la carga, la parte en blanco y negro
if (loadingFirstPart)
if (loading_first_part_)
{
// Cada 5 pasos el loadCounter se incrementa en uno
const int numSteps = 5;
const int step = 51;
loadCounter = counter / numSteps;
load_counter_ = counter_ / numSteps;
if (loadCounter < 192)
if (load_counter_ < 192)
{
loadRect.x = step * (counter % numSteps);
loadRect.y = lineIndex[loadCounter];
sprite1->setSpriteClip(loadRect);
sprite1->setRect(loadRect);
load_rect_.x = step * (counter_ % numSteps);
load_rect_.y = line_index_[load_counter_];
mono_loading_screen_sprite_->setSpriteClip(load_rect_);
mono_loading_screen_sprite_->setRect(load_rect_);
}
// Una vez actualizadas las 192 lineas, pasa a la segunda fase de la carga
else if (loadCounter == 192)
else if (load_counter_ == 192)
{
loadingFirstPart = false;
loadCounter = 0;
loadRect = {0, 0, 16, 8};
sprite2->setRect(loadRect);
sprite2->setSpriteClip(loadRect);
JA_PlayMusic(loadingSound3);
loading_first_part_ = false;
load_counter_ = 0;
load_rect_ = {0, 0, 16, 8};
color_loading_screen_sprite_->setRect(load_rect_);
color_loading_screen_sprite_->setSpriteClip(load_rect_);
JA_PlayMusic(loading_sound3_);
}
}
// Segunda parte de la carga, la parte de los bloques en color
else
{
loadCounter += 2;
loadRect.x = (loadCounter * 8) % 256;
loadRect.y = (loadCounter / 32) * 8;
sprite2->setSpriteClip(loadRect);
sprite2->setRect(loadRect);
load_counter_ += 2;
load_rect_.x = (load_counter_ * 8) % 256;
load_rect_.y = (load_counter_ / 32) * 8;
color_loading_screen_sprite_->setSpriteClip(load_rect_);
color_loading_screen_sprite_->setRect(load_rect_);
// Comprueba si ha terminado la intro
if (loadCounter >= 768)
if (load_counter_ >= 768)
{
section->name = SECTION_TITLE;
section->subsection = SUBSECTION_TITLE_WITH_LOADING_SCREEN;
section_->name = SECTION_TITLE;
section_->subsection = SUBSECTION_TITLE_WITH_LOADING_SCREEN;
JA_StopMusic();
}
}
@@ -193,33 +185,33 @@ void LoadingScreen::updateLoad()
// Gestiona el contador interno
void LoadingScreen::updateCounter()
{
(preCounter >= 50) ? counter++ : preCounter++;
(pre_counter_ >= 50) ? counter_++ : pre_counter_++;
if (counter == 1)
if (counter_ == 1)
{
JA_PlayMusic(loadingSound2);
JA_PlayMusic(loading_sound2_);
}
}
// Dibuja la pantalla de carga
void LoadingScreen::renderLoad()
{
loadingFirstPart ? sprite1->render() : sprite2->render();
loading_first_part_ ? mono_loading_screen_sprite_->render() : color_loading_screen_sprite_->render();
}
// Dibuja el efecto de carga en el borde
void LoadingScreen::renderBorder()
{
// Pinta el borde de colro azul
color_t color = stringToColor(options->palette, "blue");
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderClear(renderer);
color_t color = stringToColor(options_->palette, "blue");
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
SDL_RenderClear(renderer_);
// Añade lineas amarillas
color = stringToColor(options->palette, "yellow");
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
const int width = GAMECANVAS_WIDTH + (options->borderWidth * 2);
const int height = GAMECANVAS_HEIGHT + (options->borderHeight * 2);
color = stringToColor(options_->palette, "yellow");
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
const int width = GAMECANVAS_WIDTH + (options_->borderWidth * 2);
const int height = GAMECANVAS_HEIGHT + (options_->borderHeight * 2);
bool drawEnabled = rand() % 2 == 0 ? true : false;
// Para (int i = 0; i < height; ++i)
//{
@@ -236,7 +228,7 @@ void LoadingScreen::renderBorder()
if (drawEnabled)
for (int i = row; i < row + rowSize; ++i)
{
SDL_RenderDrawLine(renderer, 0, i, width, i);
SDL_RenderDrawLine(renderer_, 0, i, width, i);
}
row += rowSize;
drawEnabled = !drawEnabled;
@@ -247,10 +239,10 @@ void LoadingScreen::renderBorder()
void LoadingScreen::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
if (SDL_GetTicks() - ticks_ > ticks_speed_)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
ticks_ = SDL_GetTicks();
// Comprueba las entradas
checkInput();
@@ -262,30 +254,30 @@ void LoadingScreen::update()
updateLoad();
// Actualiza las notificaciones
screen->updateNotifier();
screen_->updateNotifier();
}
}
// Dibuja en pantalla
void LoadingScreen::render()
{
if (options->borderEnabled)
if (options_->borderEnabled)
{
// Prepara para empezar a dibujar en la textura del borde
screen->startDrawOnBorder();
screen_->startDrawOnBorder();
// Dibuja el efecto de carga en el borde
renderBorder();
}
// Prepara para empezar a dibujar en la textura de juego
screen->start();
screen_->start();
// Dibuja la pantalla de carga
renderLoad();
// Vuelca el contenido del renderizador en pantalla
screen->render();
screen_->render();
}
// Bucle para el logo del juego
@@ -293,14 +285,14 @@ void LoadingScreen::run()
{
// Inicia el sonido de carga
JA_SetVolume(64);
JA_PlayMusic(loadingSound1);
JA_PlayMusic(loading_sound1_);
// Limpia la pantalla
screen->start();
screen->clean();
screen->render();
screen_->start();
screen_->clean();
screen_->render();
while (section->name == SECTION_LOADING_SCREEN)
while (section_->name == SECTION_LOADING_SCREEN)
{
update();
checkEvents();
@@ -313,17 +305,17 @@ void LoadingScreen::run()
// Cambia la paleta
void LoadingScreen::switchPalette()
{
if (options->palette == p_zxspectrum)
if (options_->palette == p_zxspectrum)
{
options->palette = p_zxarne;
sprite1->setTexture(resource->getTexture("loading_screen_bn_zxarne.png"));
sprite2->setTexture(resource->getTexture("loading_screen_color_zxarne.png"));
options_->palette = p_zxarne;
mono_loading_screen_sprite_->setTexture(resource_->getTexture("loading_screen_bn_zxarne.png"));
color_loading_screen_sprite_->setTexture(resource_->getTexture("loading_screen_color_zxarne.png"));
}
else
{
options->palette = p_zxspectrum;
sprite1->setTexture(resource->getTexture("loading_screen_bn.png"));
sprite2->setTexture(resource->getTexture("loading_screen_color.png"));
options_->palette = p_zxspectrum;
mono_loading_screen_sprite_->setTexture(resource_->getTexture("loading_screen_bn.png"));
color_loading_screen_sprite_->setTexture(resource_->getTexture("loading_screen_color.png"));
}
recreateLoadingScreen();
@@ -333,37 +325,37 @@ void LoadingScreen::switchPalette()
void LoadingScreen::recreateLoadingScreen()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
screen_->start();
// Primera parte de la carga, la parte en blanco y negro
if (loadingFirstPart)
if (loading_first_part_)
{
const int numSteps = 5;
const int step = 51;
for (int i = 0; i <= counter; i++)
for (int i = 0; i <= counter_; i++)
{
loadCounter = i / numSteps;
loadRect.x = step * (i % numSteps);
loadRect.y = lineIndex[loadCounter];
sprite1->setSpriteClip(loadRect);
sprite1->setRect(loadRect);
sprite1->render();
load_counter_ = i / numSteps;
load_rect_.x = step * (i % numSteps);
load_rect_.y = line_index_[load_counter_];
mono_loading_screen_sprite_->setSpriteClip(load_rect_);
mono_loading_screen_sprite_->setRect(load_rect_);
mono_loading_screen_sprite_->render();
}
}
// Segunda parte de la carga, la parte de los bloques en color
else
{
for (int i = 0; i <= loadCounter; i++)
for (int i = 0; i <= load_counter_; i++)
{
loadRect.x = (i * 8) % 256;
loadRect.y = (i / 32) * 8;
sprite2->setSpriteClip(loadRect);
sprite2->setRect(loadRect);
sprite2->render();
load_rect_.x = (i * 8) % 256;
load_rect_.y = (i / 32) * 8;
color_loading_screen_sprite_->setSpriteClip(load_rect_);
color_loading_screen_sprite_->setRect(load_rect_);
color_loading_screen_sprite_->render();
}
}
// Vuelca el contenido del renderizador en pantalla
screen->render();
screen_->render();
}

View File

@@ -18,31 +18,31 @@ class LoadingScreen
{
private:
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Resource *resource; // Objeto con los recursos
Asset *asset; // Objeto con los ficheros de recursos
Input *input; // Objeto pata gestionar la entrada
Texture *loadingScreenTexture1; // Textura con la pantalla de carga en blanco y negro
Texture *loadingScreenTexture2; // Textura con la pantalla de carga en color
SDL_Event *eventHandler; // Manejador de eventos
Sprite *sprite1; // Sprite para manejar la textura loadingScreenTexture1
Sprite *sprite2; // Sprite para manejar la textura loadingScreenTexture2
options_t *options; // Puntero a las opciones del juego
section_t *section; // Estado del bucle principal para saber si continua o se sale
SDL_Renderer *renderer_; // El renderizador de la ventana
Screen *screen_; // Objeto encargado de dibujar en pantalla
Resource *resource_; // Objeto con los recursos
Asset *asset_; // Objeto con los ficheros de recursos
Input *input_; // Objeto pata gestionar la entrada
Texture *mono_loading_screen_texture_; // Textura con la pantalla de carga en blanco y negro
Texture *color_loading_screen_texture_; // Textura con la pantalla de carga en color
SDL_Event *eventHandler; // Manejador de eventos
Sprite *mono_loading_screen_sprite_; // Sprite para manejar la textura loadingScreenTexture1
Sprite *color_loading_screen_sprite_; // Sprite para manejar la textura loadingScreenTexture2
options_t *options_; // Puntero a las opciones del juego
section_t *section_; // Estado del bucle principal para saber si continua o se sale
// Variables
int preCounter; // Contador previo para realizar una pausa inicial
int counter; // Contador
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
int loadCounter; // Contador para controlar las cargas
bool loadingFirstPart; // Para saber en que parte de la carga se encuentra
JA_Music_t *loadingSound1; // Sonidos para imitar la carga tipo spectrum
JA_Music_t *loadingSound2; // Sonidos para imitar la carga tipo spectrum
JA_Music_t *loadingSound3; // Sonidos para imitar la carga tipo spectrum
int lineIndex[192]; // El orden en el que se procesan las 192 lineas de la pantalla de carga
SDL_Rect loadRect; // Rectangulo para dibujar la pantalla de carga
int pre_counter_ = 0; // Contador previo para realizar una pausa inicial
int counter_ = 0; // Contador
Uint32 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticks_speed_ = 15; // Velocidad a la que se repiten los bucles del programa
int load_counter_ = 0; // Contador para controlar las cargas
bool loading_first_part_ = true; // Para saber en que parte de la carga se encuentra
JA_Music_t *loading_sound1_; // Sonidos para imitar la carga tipo spectrum
JA_Music_t *loading_sound2_; // Sonidos para imitar la carga tipo spectrum
JA_Music_t *loading_sound3_; // Sonidos para imitar la carga tipo spectrum
int line_index_[192]; // El orden en el que se procesan las 192 lineas de la pantalla de carga
SDL_Rect load_rect_ = {0, 0, 51, 1}; // Rectangulo para dibujar la pantalla de carga
// Actualiza las variables
void update();
@@ -76,7 +76,7 @@ private:
public:
// Constructor
LoadingScreen(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section);
LoadingScreen(Resource *resource, options_t *options, section_t *section);
// Destructor
~LoadingScreen();

View File

@@ -9,86 +9,79 @@
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include "utils.h" // for color_t, section_t, options_t, stringToC...
class Asset; // lines 11-11
#include "asset.h"
class Asset; // lines 11-11
// Constructor
Logo::Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)
Logo::Logo(Resource *resource, options_t *options, section_t *section)
: resource_(resource),
screen_(Screen::get()),
renderer_(Screen::get()->getRenderer()),
asset_(Asset::get()),
input_(Input::get()),
options_(options),
section_(section)
{
// Copia la dirección de los objetos
this->resource = resource;
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->input = input;
this->options = options;
this->section = section;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
texture = resource->getTexture("jailgames.png");
texture2 = resource->getTexture("since_1998.png");
sprite2 = new Sprite((256 - texture2->getWidth()) / 2, 83 + texture->getHeight() + 5, texture2->getWidth(), texture2->getHeight(), texture2, renderer);
sprite2->setSpriteClip(0, 0, texture2->getWidth(), texture2->getHeight());
texture2->setColor(0, 0, 0);
event_handler_ = new SDL_Event();
jailgames_texture_ = resource->getTexture("jailgames.png");
since_1998_texture_ = resource->getTexture("since_1998.png");
since_1998_sprite_ = new Sprite((256 - since_1998_texture_->getWidth()) / 2, 83 + jailgames_texture_->getHeight() + 5, since_1998_texture_->getWidth(), since_1998_texture_->getHeight(), since_1998_texture_, renderer_);
since_1998_sprite_->setSpriteClip(0, 0, since_1998_texture_->getWidth(), since_1998_texture_->getHeight());
since_1998_texture_->setColor(0, 0, 0);
// Crea los sprites de cada linea
for (int i = 0; i < texture->getHeight(); ++i)
for (int i = 0; i < jailgames_texture_->getHeight(); ++i)
{
sprite.push_back(new Sprite(0, i, texture->getWidth(), 1, texture, renderer));
sprite.back()->setSpriteClip(0, i, texture->getWidth(), 1);
jailgames_sprite_.push_back(new Sprite(0, i, jailgames_texture_->getWidth(), 1, jailgames_texture_, renderer_));
jailgames_sprite_.back()->setSpriteClip(0, i, jailgames_texture_->getWidth(), 1);
if (i % 2 == 0)
{
sprite[i]->setPosX(256 + (i * 3));
jailgames_sprite_[i]->setPosX(256 + (i * 3));
}
else
{
sprite[i]->setPosX(-181 - (i * 3));
jailgames_sprite_[i]->setPosX(-181 - (i * 3));
}
sprite[i]->setPosY(83 + i);
jailgames_sprite_[i]->setPosY(83 + i);
}
// Inicializa variables
counter = 0;
section->name = SECTION_LOGO;
ticks = 0;
ticksSpeed = 15;
initFade = 300;
endLogo = 400;
postLogo = 20;
// Inicializa el vector de colores
const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
for (auto v : vColors)
{
color.push_back(stringToColor(options->palette, v));
color_.push_back(stringToColor(options->palette, v));
}
// Cambia el color del borde
screen->setBorderColor(stringToColor(options->palette, "black"));
screen_->setBorderColor(stringToColor(options->palette, "black"));
}
// Destructor
Logo::~Logo()
{
for (auto s : sprite)
for (auto s : jailgames_sprite_)
{
delete s;
}
delete sprite2;
delete eventHandler;
delete since_1998_sprite_;
delete event_handler_;
}
// Comprueba el manejador de eventos
void Logo::checkEvents()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
while (SDL_PollEvent(event_handler_) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
if (event_handler_->type == SDL_QUIT)
{
section->name = SECTION_QUIT;
section_->name = SECTION_QUIT;
break;
}
}
@@ -97,39 +90,39 @@ void Logo::checkEvents()
// Comprueba las entradas
void Logo::checkInput()
{
if (input->checkInput(input_exit, REPEAT_FALSE))
if (input_->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_TITLE;
section_->name = SECTION_TITLE;
}
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
else if (input_->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen->toggleBorder();
screen_->toggleBorder();
}
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
else if (input_->checkInput(input_toggle_videomode, REPEAT_FALSE))
{
screen->toggleVideoMode();
screen_->toggleVideoMode();
}
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
else if (input_->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen->decWindowSize();
screen_->decWindowSize();
}
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
else if (input_->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen->incWindowSize();
screen_->incWindowSize();
}
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
else if (input_->checkInput(input_toggle_palette, REPEAT_FALSE))
{
switchPalette();
}
else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_jump, REPEAT_FALSE))
else if (input_->checkInput(input_pause, REPEAT_FALSE) || input_->checkInput(input_accept, REPEAT_FALSE) || input_->checkInput(input_jump, REPEAT_FALSE))
{
section->subsection = SUBSECTION_LOGO_TO_TITLE;
section_->subsection = SUBSECTION_LOGO_TO_TITLE;
endSection();
}
}
@@ -137,28 +130,28 @@ void Logo::checkInput()
// Gestiona el logo de JAILGAME
void Logo::updateJAILGAMES()
{
if (counter > 30)
if (counter_ > 30)
{
for (int i = 1; i < (int)sprite.size(); ++i)
for (int i = 1; i < (int)jailgames_sprite_.size(); ++i)
{
const int speed = 8;
const int dest = 37;
if (sprite[i]->getPosX() != 37)
if (jailgames_sprite_[i]->getPosX() != 37)
{
if (i % 2 == 0)
{
sprite[i]->incPosX(-speed);
if (sprite[i]->getPosX() < dest)
jailgames_sprite_[i]->incPosX(-speed);
if (jailgames_sprite_[i]->getPosX() < dest)
{
sprite[i]->setPosX(dest);
jailgames_sprite_[i]->setPosX(dest);
}
}
else
{
sprite[i]->incPosX(speed);
if (sprite[i]->getPosX() > dest)
jailgames_sprite_[i]->incPosX(speed);
if (jailgames_sprite_[i]->getPosX() > dest)
{
sprite[i]->setPosX(dest);
jailgames_sprite_[i]->setPosX(dest);
}
}
}
@@ -172,86 +165,86 @@ void Logo::updateTextureColors()
const int ini = 70;
const int inc = 4;
if (counter == ini + inc * 0)
if (counter_ == ini + inc * 0)
{
texture2->setColor(color[0].r, color[0].g, color[0].b);
since_1998_texture_->setColor(color_[0].r, color_[0].g, color_[0].b);
}
else if (counter == ini + inc * 1)
else if (counter_ == ini + inc * 1)
{
texture2->setColor(color[1].r, color[1].g, color[1].b);
since_1998_texture_->setColor(color_[1].r, color_[1].g, color_[1].b);
}
else if (counter == ini + inc * 2)
else if (counter_ == ini + inc * 2)
{
texture2->setColor(color[2].r, color[2].g, color[2].b);
since_1998_texture_->setColor(color_[2].r, color_[2].g, color_[2].b);
}
else if (counter == ini + inc * 3)
else if (counter_ == ini + inc * 3)
{
texture2->setColor(color[3].r, color[3].g, color[3].b);
since_1998_texture_->setColor(color_[3].r, color_[3].g, color_[3].b);
}
else if (counter == ini + inc * 4)
else if (counter_ == ini + inc * 4)
{
texture2->setColor(color[4].r, color[4].g, color[4].b);
since_1998_texture_->setColor(color_[4].r, color_[4].g, color_[4].b);
}
else if (counter == ini + inc * 5)
else if (counter_ == ini + inc * 5)
{
texture2->setColor(color[5].r, color[5].g, color[5].b);
since_1998_texture_->setColor(color_[5].r, color_[5].g, color_[5].b);
}
else if (counter == ini + inc * 6)
else if (counter_ == ini + inc * 6)
{
texture2->setColor(color[6].r, color[6].g, color[6].b);
since_1998_texture_->setColor(color_[6].r, color_[6].g, color_[6].b);
}
else if (counter == ini + inc * 7)
else if (counter_ == ini + inc * 7)
{
texture2->setColor(color[7].r, color[7].g, color[7].b);
since_1998_texture_->setColor(color_[7].r, color_[7].g, color_[7].b);
}
else if (counter == initFade + inc * 0)
else if (counter_ == init_fade_ + inc * 0)
{
texture->setColor(color[6].r, color[6].g, color[6].b);
texture2->setColor(color[6].r, color[6].g, color[6].b);
jailgames_texture_->setColor(color_[6].r, color_[6].g, color_[6].b);
since_1998_texture_->setColor(color_[6].r, color_[6].g, color_[6].b);
}
else if (counter == initFade + inc * 1)
else if (counter_ == init_fade_ + inc * 1)
{
texture->setColor(color[5].r, color[5].g, color[5].b);
texture2->setColor(color[5].r, color[5].g, color[5].b);
jailgames_texture_->setColor(color_[5].r, color_[5].g, color_[5].b);
since_1998_texture_->setColor(color_[5].r, color_[5].g, color_[5].b);
}
else if (counter == initFade + inc * 2)
else if (counter_ == init_fade_ + inc * 2)
{
texture->setColor(color[4].r, color[4].g, color[4].b);
texture2->setColor(color[4].r, color[4].g, color[4].b);
jailgames_texture_->setColor(color_[4].r, color_[4].g, color_[4].b);
since_1998_texture_->setColor(color_[4].r, color_[4].g, color_[4].b);
}
else if (counter == initFade + inc * 3)
else if (counter_ == init_fade_ + inc * 3)
{
texture->setColor(color[3].r, color[3].g, color[3].b);
texture2->setColor(color[3].r, color[3].g, color[3].b);
jailgames_texture_->setColor(color_[3].r, color_[3].g, color_[3].b);
since_1998_texture_->setColor(color_[3].r, color_[3].g, color_[3].b);
}
else if (counter == initFade + inc * 4)
else if (counter_ == init_fade_ + inc * 4)
{
texture->setColor(color[2].r, color[2].g, color[2].b);
texture2->setColor(color[2].r, color[2].g, color[2].b);
jailgames_texture_->setColor(color_[2].r, color_[2].g, color_[2].b);
since_1998_texture_->setColor(color_[2].r, color_[2].g, color_[2].b);
}
else if (counter == initFade + inc * 5)
else if (counter_ == init_fade_ + inc * 5)
{
texture->setColor(color[1].r, color[1].g, color[1].b);
texture2->setColor(color[1].r, color[1].g, color[1].b);
jailgames_texture_->setColor(color_[1].r, color_[1].g, color_[1].b);
since_1998_texture_->setColor(color_[1].r, color_[1].g, color_[1].b);
}
else if (counter == initFade + inc * 6)
else if (counter_ == init_fade_ + inc * 6)
{
texture->setColor(color[0].r, color[0].g, color[0].b);
texture2->setColor(color[0].r, color[0].g, color[0].b);
jailgames_texture_->setColor(color_[0].r, color_[0].g, color_[0].b);
since_1998_texture_->setColor(color_[0].r, color_[0].g, color_[0].b);
}
}
@@ -259,16 +252,16 @@ void Logo::updateTextureColors()
void Logo::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
if (SDL_GetTicks() - ticks_ > ticks_speed_)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
ticks_ = SDL_GetTicks();
// Comprueba las entradas
checkInput();
// Incrementa el contador
counter++;
counter_++;
// Gestiona el logo de JAILGAME
updateJAILGAMES();
@@ -277,10 +270,10 @@ void Logo::update()
updateTextureColors();
// Actualiza las notificaciones
screen->updateNotifier();
screen_->updateNotifier();
// Comprueba si ha terminado el logo
if (counter == endLogo + postLogo)
if (counter_ == end_logo_ + post_logo_)
{
endSection();
}
@@ -291,20 +284,20 @@ void Logo::update()
void Logo::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
screen_->start();
// Limpia la pantalla
screen->clean();
screen_->clean();
// Dibuja los objetos
for (auto s : sprite)
for (auto s : jailgames_sprite_)
{
s->render();
}
sprite2->render();
since_1998_sprite_->render();
// Vuelca el contenido del renderizador en pantalla
screen->render();
screen_->render();
}
// Bucle para el logo del juego
@@ -313,7 +306,7 @@ void Logo::run()
// Detiene la música
JA_StopMusic();
while (section->name == SECTION_LOGO)
while (section_->name == SECTION_LOGO)
{
update();
checkEvents();
@@ -324,19 +317,19 @@ void Logo::run()
// Cambia la paleta
void Logo::switchPalette()
{
options->palette = options->palette == p_zxspectrum ? p_zxarne : p_zxspectrum;
options_->palette = options_->palette == p_zxspectrum ? p_zxarne : p_zxspectrum;
}
// Termina la sección
void Logo::endSection()
{
if (section->subsection == SUBSECTION_LOGO_TO_TITLE)
if (section_->subsection == SUBSECTION_LOGO_TO_TITLE)
{
section->name = SECTION_TITLE;
section_->name = SECTION_TITLE;
}
else if (section->subsection == SUBSECTION_LOGO_TO_INTRO)
else if (section_->subsection == SUBSECTION_LOGO_TO_INTRO)
{
section->name = SECTION_LOADING_SCREEN;
section_->name = SECTION_LOADING_SCREEN;
}
}

View File

@@ -18,27 +18,27 @@ class Logo
{
private:
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Resource *resource; // Objeto con los recursos
Asset *asset; // Objeto con los ficheros de recursos
Input *input; // Objeto pata gestionar la entrada
Texture *texture; // Textura con los graficos "JAILGAMES"
Texture *texture2; // Textura con los graficos "Since 1998"
SDL_Event *eventHandler; // Manejador de eventos
std::vector<Sprite *> sprite; // Vector con los sprites de cada linea que forman el bitmap JAILGAMES
Sprite *sprite2; // Sprite para manejar la textura2
options_t *options; // Puntero a las opciones del juego
section_t *section; // Estado del bucle principal para saber si continua o se sale
SDL_Renderer *renderer_; // El renderizador de la ventana
Screen *screen_; // Objeto encargado de dibujar en pantalla
Resource *resource_; // Objeto con los recursos
Asset *asset_; // Objeto con los ficheros de recursos
Input *input_; // Objeto pata gestionar la entrada
Texture *jailgames_texture_; // Textura con los graficos "JAILGAMES"
Texture *since_1998_texture_; // Textura con los graficos "Since 1998"
SDL_Event *event_handler_; // Manejador de eventos
std::vector<Sprite *> jailgames_sprite_; // Vector con los sprites de cada linea que forman el bitmap JAILGAMES
Sprite *since_1998_sprite_; // Sprite para manejar la textura2
options_t *options_; // Puntero a las opciones del juego
section_t *section_; // Estado del bucle principal para saber si continua o se sale
// Variables
std::vector<color_t> color; // Vector con los colores para el fade
int counter; // Contador
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
int initFade; // Tiempo del contador cuando inicia el fade a negro
int endLogo; // Tiempo del contador para terminar el logo
int postLogo; // Tiempo que dura el logo con el fade al maximo
std::vector<color_t> color_; // Vector con los colores para el fade
int counter_ = 0; // Contador
Uint32 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticks_speed_ = 15; // Velocidad a la que se repiten los bucles del programa
int init_fade_ = 300; // Tiempo del contador cuando inicia el fade a negro
int end_logo_ = 400; // Tiempo del contador para terminar el logo
int post_logo_ = 20; // Tiempo que dura el logo con el fade al maximo
// Actualiza las variables
void update();
@@ -66,7 +66,7 @@ private:
public:
// Constructor
Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section);
Logo(Resource *resource, options_t *options, section_t *section);
// Destructor
~Logo();

View File

@@ -8,37 +8,30 @@
#include "text.h" // Para textFile_t, LoadTextFile
#include "texture.h" // Para Texture
#include "utils.h" // Para options_t
// Constructor
Resource::Resource(SDL_Renderer *renderer, Asset *asset, options_t *options)
{
this->renderer = renderer;
this->asset = asset;
this->options = options;
}
#include "screen.h"
// Carga las texturas de una lista
void Resource::loadTextures(std::vector<std::string> list)
{
for (auto l : list)
{
if (options->console)
if (options_->console)
{
std::cout << "\nLOAD TEXTURE: " << l << std::endl;
std::cout << "png: " << asset->get(l) << std::endl;
std::cout << "png: " << Asset::get()->get(l) << std::endl;
}
res_texture_t t;
t.name = l;
t.texture = new Texture(renderer, asset->get(t.name), options->console);
textures.push_back(t);
t.texture = new Texture(Screen::get()->getRenderer(), Asset::get()->get(t.name), options_->console);
textures_.push_back(t);
}
}
// Vuelve a cargar las texturas
void Resource::reLoadTextures()
{
for (auto texture : textures)
for (auto texture : textures_)
{
texture.texture->reLoad();
}
@@ -52,17 +45,17 @@ void Resource::loadAnimations(std::vector<std::string> list)
// Extrae el nombre del fichero sin la extension para crear el nombre del fichero de la textura
const std::string pngFile = l.substr(0, l.find_last_of(".")) + ".png";
if (options->console)
if (options_->console)
{
std::cout << "\nLOAD ANIMATION: " << l << std::endl;
std::cout << "png: " << asset->get(pngFile) << std::endl;
std::cout << "ani: " << asset->get(l) << std::endl;
std::cout << "png: " << Asset::get()->get(pngFile) << std::endl;
std::cout << "ani: " << Asset::get()->get(l) << std::endl;
}
res_animation_t as;
as.name = l;
as.animation = new animatedSprite_t(loadAnimationFromFile(getTexture(pngFile), asset->get(as.name), options->console));
animations.push_back(as);
as.animation = new animatedSprite_t(loadAnimationFromFile(getTexture(pngFile), Asset::get()->get(as.name), options_->console));
animations_.push_back(as);
}
}
@@ -71,12 +64,12 @@ void Resource::reLoadAnimations()
{
// reLoadTextures();
for (auto &a : animations)
for (auto &a : animations_)
{
// Extrae el nombre del fichero sin la extension para crear el nombre del fichero de la textura
const std::string pngFile = a.name.substr(0, a.name.find_last_of(".")) + ".png";
delete a.animation;
a.animation = new animatedSprite_t(loadAnimationFromFile(getTexture(pngFile), asset->get(a.name), options->console));
a.animation = new animatedSprite_t(loadAnimationFromFile(getTexture(pngFile), Asset::get()->get(a.name), options_->console));
}
}
@@ -87,18 +80,18 @@ void Resource::loadOffsets(std::vector<std::string> list)
{
res_textOffset_t to;
to.name = l;
to.textFile = new textFile_t(LoadTextFile(asset->get(l), options->console));
offsets.push_back(to);
to.textFile = new textFile_t(LoadTextFile(Asset::get()->get(l), options_->console));
offsets_.push_back(to);
}
}
// Vuelve a cargar los offsets
void Resource::reLoadOffsets()
{
for (auto &o : offsets)
for (auto &o : offsets_)
{
delete o.textFile;
o.textFile = new textFile_t(LoadTextFile(asset->get(o.name), options->console));
o.textFile = new textFile_t(LoadTextFile(Asset::get()->get(o.name), options_->console));
}
}
@@ -109,18 +102,18 @@ void Resource::loadTileMaps(std::vector<std::string> list)
{
res_tileMap_t tm;
tm.name = l;
tm.tileMap = new std::vector<int>(loadRoomTileFile(asset->get(l), options->console));
tileMaps.push_back(tm);
tm.tileMap = new std::vector<int>(loadRoomTileFile(Asset::get()->get(l), options_->console));
tile_maps_.push_back(tm);
}
}
// Vuelve a cargar los mapas de tiles
void Resource::reLoadTileMaps()
{
for (auto &tm : tileMaps)
for (auto &tm : tile_maps_)
{
delete tm.tileMap;
tm.tileMap = new std::vector<int>(loadRoomTileFile(asset->get(tm.name), options->console));
tm.tileMap = new std::vector<int>(loadRoomTileFile(Asset::get()->get(tm.name), options_->console));
}
}
@@ -131,7 +124,7 @@ void Resource::loadRooms(std::vector<std::string> list)
{
res_room_t r;
r.name = l;
r.room = new room_t(loadRoomFile(asset->get(l), options->console));
r.room = new room_t(loadRoomFile(Asset::get()->get(l), options_->console));
r.room->tileMap = getTileMap(r.room->tileMapFile);
for (auto &e : r.room->enemies)
{
@@ -143,7 +136,7 @@ void Resource::loadRooms(std::vector<std::string> list)
}
r.room->textureA = getTexture("standard.png");
r.room->textureB = getTexture("standard_zxarne.png");
rooms.push_back(r);
rooms_.push_back(r);
}
}
@@ -152,10 +145,10 @@ void Resource::reLoadRooms()
{
reLoadTileMaps();
for (auto &r : rooms)
for (auto &r : rooms_)
{
delete r.room;
r.room = new room_t(loadRoomFile(asset->get(r.name)));
r.room = new room_t(loadRoomFile(Asset::get()->get(r.name)));
r.room->tileMap = getTileMap(r.room->tileMapFile);
for (auto &e : r.room->enemies)
{
@@ -181,51 +174,51 @@ void Resource::reLoad()
// Libera las texturas
void Resource::freeTextures()
{
for (auto texture : textures)
for (auto texture : textures_)
{
delete texture.texture;
}
textures.clear();
textures_.clear();
}
// Libera las animaciones
void Resource::freeAnimations()
{
for (auto a : animations)
for (auto a : animations_)
{
delete a.animation;
}
animations.clear();
animations_.clear();
}
// Libera los offsets
void Resource::freeOffsets()
{
for (auto o : offsets)
for (auto o : offsets_)
{
delete o.textFile;
}
offsets.clear();
offsets_.clear();
}
// Libera los mapas de tiles
void Resource::freeTileMaps()
{
for (auto t : tileMaps)
for (auto t : tile_maps_)
{
delete t.tileMap;
}
tileMaps.clear();
tile_maps_.clear();
}
// Libera las habitaciones
void Resource::freeRooms()
{
for (auto r : rooms)
for (auto r : rooms_)
{
delete r.room;
}
rooms.clear();
rooms_.clear();
}
// Libera todos los recursos
@@ -241,7 +234,7 @@ void Resource::free()
// Obtiene una textura
Texture *Resource::getTexture(std::string name)
{
for (auto texture : textures)
for (auto texture : textures_)
{
// if (texture.name.find(name) != std::string::npos)
if (texture.name == name)
@@ -253,7 +246,7 @@ Texture *Resource::getTexture(std::string name)
}
}
if (options->console)
if (options_->console)
{
std::cout << "NOT FOUND ON CACHE: " << name << std::endl;
}
@@ -263,7 +256,7 @@ Texture *Resource::getTexture(std::string name)
// Obtiene una animación
animatedSprite_t *Resource::getAnimation(std::string name)
{
for (auto animation : animations)
for (auto animation : animations_)
{
// if (animation.name.find(name) != std::string::npos)
if (animation.name == name)
@@ -274,7 +267,7 @@ animatedSprite_t *Resource::getAnimation(std::string name)
}
}
if (options->console)
if (options_->console)
{
std::cout << "NOT FOUND ON CACHE: " << name << std::endl;
}
@@ -284,7 +277,7 @@ animatedSprite_t *Resource::getAnimation(std::string name)
// Obtiene un offset
textFile_t *Resource::getOffset(std::string name)
{
for (auto offset : offsets)
for (auto offset : offsets_)
{
// if (offset.name.find(name) != std::string::npos)
if (offset.name == name)
@@ -293,7 +286,7 @@ textFile_t *Resource::getOffset(std::string name)
}
}
if (options->console)
if (options_->console)
{
std::cout << "NOT FOUND ON CACHE: " << name << std::endl;
}
@@ -303,7 +296,7 @@ textFile_t *Resource::getOffset(std::string name)
// Obtiene un mapa de tiles
std::vector<int> *Resource::getTileMap(std::string name)
{
for (auto tileMap : tileMaps)
for (auto tileMap : tile_maps_)
{
// if (tileMap.name.find(name) != std::string::npos)
if (tileMap.name == name)
@@ -312,7 +305,7 @@ std::vector<int> *Resource::getTileMap(std::string name)
}
}
if (options->console)
if (options_->console)
{
std::cout << "NOT FOUND ON CACHE: " << name << std::endl;
}
@@ -322,7 +315,7 @@ std::vector<int> *Resource::getTileMap(std::string name)
// Obtiene una habitacion
room_t *Resource::getRoom(std::string name)
{
for (auto room : rooms)
for (auto room : rooms_)
{
// if (room.name.find(name) != std::string::npos)
if (room.name == name)
@@ -331,7 +324,7 @@ room_t *Resource::getRoom(std::string name)
}
}
if (options->console)
if (options_->console)
{
std::cout << "NOT FOUND ON CACHE: " << name << std::endl;
}
@@ -341,5 +334,5 @@ room_t *Resource::getRoom(std::string name)
// Obtiene todas las habitaciones
std::vector<res_room_t> *Resource::getAllRooms()
{
return &rooms;
return &rooms_;
}

View File

@@ -45,20 +45,19 @@ class Resource
{
private:
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
options_t *options; // Puntero a las opciones del juego
options_t *options_; // Puntero a las opciones del juego
// Variables
std::vector<res_texture_t> textures;
std::vector<res_animation_t> animations;
std::vector<res_textOffset_t> offsets;
std::vector<res_tileMap_t> tileMaps;
std::vector<res_room_t> rooms;
std::vector<res_texture_t> textures_;
std::vector<res_animation_t> animations_;
std::vector<res_textOffset_t> offsets_;
std::vector<res_tileMap_t> tile_maps_;
std::vector<res_room_t> rooms_;
public:
// Constructor
Resource(SDL_Renderer *renderer, Asset *asset, options_t *options);
Resource(options_t *options)
: options_(options) {}
// Carga las texturas de una lista
void loadTextures(std::vector<std::string> list);

View File

@@ -12,55 +12,73 @@
#include "jail_shader.h" // Para init, render
#include "notify.h" // Para Notify
// Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options)
// [SINGLETON]
Screen *Screen::screen_ = nullptr;
// [SINGLETON] Crearemos el objeto con esta función estática
void Screen::init(SDL_Window *window, SDL_Renderer *renderer)
{
// Inicializa variables
this->window = window;
this->renderer = renderer;
this->options = options;
this->asset = asset;
Screen::screen_ = new Screen(window, renderer);
}
// [SINGLETON] Destruiremos el objeto con esta función estática
void Screen::destroy()
{
delete Screen::screen_;
}
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
Screen *Screen::get()
{
return Screen::screen_;
}
// Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
: window_(window),
renderer_(renderer),
asset_(Asset::get())
{
// Crea los objetos
notify = new Notify(renderer, asset->get("notify.png"), asset->get("smb2.png"), asset->get("smb2.txt"), asset->get("notify.wav"), options);
notify_ = new Notify(renderer, asset_->get("notify.png"), asset_->get("smb2.png"), asset_->get("smb2.txt"), asset_->get("notify.wav"), options_);
gameCanvasWidth = options->gameWidth;
gameCanvasHeight = options->gameHeight;
notificationLogicalWidth = gameCanvasWidth;
notificationLogicalHeight = gameCanvasHeight;
game_canvas_width_ = options_->gameWidth;
game_canvas_height_ = options_->gameHeight;
notification_logical_width_ = game_canvas_width_;
notification_logical_height_ = game_canvas_height_;
iniFade();
iniSpectrumFade();
// Define el color del borde para el modo de pantalla completa
borderColor = {0x00, 0x00, 0x00};
border_color_ = {0x00, 0x00, 0x00};
// Crea la textura donde se dibujan los graficos del juego
gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
if (gameCanvas == nullptr)
game_canvas_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, game_canvas_width_, game_canvas_height_);
if (game_canvas_ == nullptr)
{
if (options->console)
if (options_->console)
{
std::cout << "gameCanvas could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
// Crea la textura donde se dibuja el borde que rodea el area de juego
borderCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth + options->borderWidth * 2, gameCanvasHeight + options->borderHeight * 2);
if (borderCanvas == nullptr)
border_canvas_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, game_canvas_width_ + options_->borderWidth * 2, game_canvas_height_ + options_->borderHeight * 2);
if (border_canvas_ == nullptr)
{
if (options->console)
if (options_->console)
{
std::cout << "borderCanvas could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
setBorderColor(borderColor);
setBorderColor(border_color_);
// Establece el modo de video
setVideoMode(options->videoMode);
setVideoMode(options_->videoMode);
// Inicializa variables
notifyActive = false;
notify_active_ = false;
// Muestra la ventana
SDL_ShowWindow(window);
@@ -69,28 +87,28 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
// Destructor
Screen::~Screen()
{
delete notify;
SDL_DestroyTexture(gameCanvas);
SDL_DestroyTexture(borderCanvas);
delete notify_;
SDL_DestroyTexture(game_canvas_);
SDL_DestroyTexture(border_canvas_);
}
// Limpia la pantalla
void Screen::clean(color_t color)
{
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
SDL_RenderClear(renderer_);
}
// Prepara para empezar a dibujar en la textura de juego
void Screen::start()
{
SDL_SetRenderTarget(renderer, gameCanvas);
SDL_SetRenderTarget(renderer_, game_canvas_);
}
// Prepara para empezar a dibujar en la textura del borde
void Screen::startDrawOnBorder()
{
SDL_SetRenderTarget(renderer, borderCanvas);
SDL_SetRenderTarget(renderer_, border_canvas_);
}
// Vuelca el contenido del renderizador en pantalla
@@ -100,7 +118,7 @@ void Screen::render()
renderNotifications();
// Si está el borde activo, vuelca gameCanvas sobre borderCanvas
if (options->borderEnabled)
if (options_->borderEnabled)
{
gameCanvasToBorderCanvas();
}
@@ -113,7 +131,7 @@ void Screen::render()
void Screen::setVideoMode(int videoMode)
{
// Aplica el modo de video
SDL_SetWindowFullscreen(window, videoMode);
SDL_SetWindowFullscreen(window_, videoMode);
// Modo ventana
if (videoMode == 0)
@@ -122,23 +140,23 @@ void Screen::setVideoMode(int videoMode)
SDL_ShowCursor(SDL_ENABLE);
// Modifica el tamaño de la ventana en función del borde
if (options->borderEnabled)
if (options_->borderEnabled)
{
windowWidth = gameCanvasWidth + options->borderWidth * 2;
windowHeight = gameCanvasHeight + options->borderHeight * 2;
dest = {options->borderWidth, options->borderHeight, gameCanvasWidth, gameCanvasHeight};
window_width_ = game_canvas_width_ + options_->borderWidth * 2;
window_height_ = game_canvas_height_ + options_->borderHeight * 2;
dest_ = {options_->borderWidth, options_->borderHeight, game_canvas_width_, game_canvas_height_};
}
else
{
windowWidth = gameCanvasWidth;
windowHeight = gameCanvasHeight;
dest = {0, 0, gameCanvasWidth, gameCanvasHeight};
window_width_ = game_canvas_width_;
window_height_ = game_canvas_height_;
dest_ = {0, 0, game_canvas_width_, game_canvas_height_};
}
// Modifica el tamaño de la ventana
SDL_SetWindowSize(window, windowWidth * options->windowSize, windowHeight * options->windowSize);
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_SetWindowSize(window_, window_width_ * options_->windowSize, window_height_ * options_->windowSize);
SDL_SetWindowPosition(window_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
// Si está activo el modo de pantalla completa añade el borde
@@ -148,74 +166,74 @@ void Screen::setVideoMode(int videoMode)
SDL_ShowCursor(SDL_DISABLE);
// Obten el alto y el ancho de la ventana
SDL_GetWindowSize(window, &windowWidth, &windowHeight);
SDL_GetWindowSize(window_, &window_width_, &window_height_);
// Aplica el escalado al rectangulo donde se pinta la textura del juego
if (options->integerScale)
if (options_->integerScale)
{
// Calcula el tamaño de la escala máxima
int scale = 0;
while (((gameCanvasWidth * (scale + 1)) <= windowWidth) && ((gameCanvasHeight * (scale + 1)) <= windowHeight))
while (((game_canvas_width_ * (scale + 1)) <= window_width_) && ((game_canvas_height_ * (scale + 1)) <= window_height_))
{
scale++;
}
dest.w = gameCanvasWidth * scale;
dest.h = gameCanvasHeight * scale;
dest.x = (windowWidth - dest.w) / 2;
dest.y = (windowHeight - dest.h) / 2;
dest_.w = game_canvas_width_ * scale;
dest_.h = game_canvas_height_ * scale;
dest_.x = (window_width_ - dest_.w) / 2;
dest_.y = (window_height_ - dest_.h) / 2;
}
else if (options->keepAspect)
else if (options_->keepAspect)
{
float ratio = (float)gameCanvasWidth / (float)gameCanvasHeight;
if ((windowWidth - gameCanvasWidth) >= (windowHeight - gameCanvasHeight))
float ratio = (float)game_canvas_width_ / (float)game_canvas_height_;
if ((window_width_ - game_canvas_width_) >= (window_height_ - game_canvas_height_))
{
dest.h = windowHeight;
dest.w = (int)((windowHeight * ratio) + 0.5f);
dest.x = (windowWidth - dest.w) / 2;
dest.y = (windowHeight - dest.h) / 2;
dest_.h = window_height_;
dest_.w = (int)((window_height_ * ratio) + 0.5f);
dest_.x = (window_width_ - dest_.w) / 2;
dest_.y = (window_height_ - dest_.h) / 2;
}
else
{
dest.w = windowWidth;
dest.h = (int)((windowWidth / ratio) + 0.5f);
dest.x = (windowWidth - dest.w) / 2;
dest.y = (windowHeight - dest.h) / 2;
dest_.w = window_width_;
dest_.h = (int)((window_width_ / ratio) + 0.5f);
dest_.x = (window_width_ - dest_.w) / 2;
dest_.y = (window_height_ - dest_.h) / 2;
}
}
else
{
dest.w = windowWidth;
dest.h = windowHeight;
dest.x = dest.y = 0;
dest_.w = window_width_;
dest_.h = window_height_;
dest_.x = dest_.y = 0;
}
}
// Modifica el tamaño del renderizador
SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
SDL_RenderSetLogicalSize(renderer_, window_width_, window_height_);
// Actualiza las opciones
options->videoMode = videoMode;
options->screen.windowWidth = windowWidth;
options->screen.windowHeight = windowHeight;
options_->videoMode = videoMode;
options_->screen.windowWidth = window_width_;
options_->screen.windowHeight = window_height_;
// Establece el tamaño de las notificaciones
setNotificationSize();
// Reinicia los shaders
if (options->shaders)
if (options_->shaders)
{
const std::string glsl_file = options->screen.windowHeight == 192 ? "crtpi_192.glsl" : "crtpi_240.glsl";
std::ifstream f(asset->get(glsl_file).c_str());
const std::string glsl_file = options_->screen.windowHeight == 192 ? "crtpi_192.glsl" : "crtpi_240.glsl";
std::ifstream f(asset_->get(glsl_file).c_str());
std::string source((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
if (options->borderEnabled)
if (options_->borderEnabled)
{
shader::init(window, borderCanvas, source.c_str());
shader::init(window_, border_canvas_, source.c_str());
}
else
{
shader::init(window, gameCanvas, source.c_str());
shader::init(window_, game_canvas_, source.c_str());
}
}
}
@@ -223,85 +241,85 @@ void Screen::setVideoMode(int videoMode)
// Camibia entre pantalla completa y ventana
void Screen::toggleVideoMode()
{
options->videoMode = (options->videoMode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
setVideoMode(options->videoMode);
options_->videoMode = (options_->videoMode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
setVideoMode(options_->videoMode);
}
// Cambia el tamaño de la ventana
void Screen::setWindowSize(int size)
{
options->windowSize = size;
options_->windowSize = size;
setVideoMode(0);
}
// Reduce el tamaño de la ventana
void Screen::decWindowSize()
{
--options->windowSize;
options->windowSize = std::max(options->windowSize, 1);
--options_->windowSize;
options_->windowSize = std::max(options_->windowSize, 1);
setVideoMode(0);
}
// Aumenta el tamaño de la ventana
void Screen::incWindowSize()
{
++options->windowSize;
options->windowSize = std::min(options->windowSize, 4);
++options_->windowSize;
options_->windowSize = std::min(options_->windowSize, 4);
setVideoMode(0);
}
// Cambia el color del borde
void Screen::setBorderColor(color_t color)
{
borderColor = color;
auto temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, borderCanvas);
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer, temp);
border_color_ = color;
auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, border_canvas_);
SDL_SetRenderDrawColor(renderer_, border_color_.r, border_color_.g, border_color_.b, 0xFF);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, temp);
}
// Cambia el tipo de mezcla
void Screen::setBlendMode(SDL_BlendMode blendMode)
{
SDL_SetRenderDrawBlendMode(renderer, blendMode);
SDL_SetRenderDrawBlendMode(renderer_, blendMode);
}
// Establece el tamaño del borde
void Screen::setBorderWidth(int s)
{
options->borderWidth = s;
options_->borderWidth = s;
}
// Establece el tamaño del borde
void Screen::setBorderHeight(int s)
{
options->borderHeight = s;
options_->borderHeight = s;
}
// Establece si se ha de ver el borde en el modo ventana
void Screen::setBorderEnabled(bool value)
{
options->borderEnabled = value;
options_->borderEnabled = value;
}
// Cambia entre borde visible y no visible
void Screen::toggleBorder()
{
options->borderEnabled = !options->borderEnabled;
options_->borderEnabled = !options_->borderEnabled;
setVideoMode(0);
}
// Activa el fade
void Screen::setFade()
{
fade = true;
fade_ = true;
}
// Comprueba si ha terminado el fade
bool Screen::fadeEnded()
{
if (fade || fadeCounter > 0)
if (fade_ || fade_counter_ > 0)
{
return false;
}
@@ -312,13 +330,13 @@ bool Screen::fadeEnded()
// Activa el spectrum fade
void Screen::setspectrumFade()
{
spectrumFade = true;
spectrum_fade_ = true;
}
// Comprueba si ha terminado el spectrum fade
bool Screen::spectrumFadeEnded()
{
if (spectrumFade || spectrumFadeCounter > 0)
if (spectrum_fade_ || spectrum_fade_counter_ > 0)
{
return false;
}
@@ -329,21 +347,21 @@ bool Screen::spectrumFadeEnded()
// Inicializa las variables para el fade
void Screen::iniFade()
{
fade = false;
fadeCounter = 0;
fadeLenght = 200;
fade_ = false;
fade_counter_ = 0;
fade_lenght_ = 200;
}
// Actualiza el fade
void Screen::updateFade()
{
if (!fade)
if (!fade_)
{
return;
}
fadeCounter++;
if (fadeCounter > fadeLenght)
fade_counter_++;
if (fade_counter_ > fade_lenght_)
{
iniFade();
}
@@ -352,65 +370,65 @@ void Screen::updateFade()
// Dibuja el fade
void Screen::renderFade()
{
if (!fade)
if (!fade_)
{
return;
}
const SDL_Rect rect = {0, 0, gameCanvasWidth, gameCanvasHeight};
const SDL_Rect rect = {0, 0, game_canvas_width_, game_canvas_height_};
color_t color = {0, 0, 0};
const float step = (float)fadeCounter / (float)fadeLenght;
const float step = (float)fade_counter_ / (float)fade_lenght_;
const int alpha = 0 + (255 - 0) * step;
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, alpha);
SDL_RenderFillRect(renderer, &rect);
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, alpha);
SDL_RenderFillRect(renderer_, &rect);
}
// Inicializa las variables para el fade spectrum
void Screen::iniSpectrumFade()
{
spectrumFade = false;
spectrumFadeCounter = 0;
spectrumFadeLenght = 50;
spectrum_fade_ = false;
spectrum_fade_counter_ = 0;
spectrum_fade_lenght_ = 50;
spectrumColor.clear();
spectrum_color_.clear();
// Inicializa el vector de colores
const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
for (auto v : vColors)
{
spectrumColor.push_back(stringToColor(options->palette, v));
spectrum_color_.push_back(stringToColor(options_->palette, v));
}
}
// Actualiza el spectrum fade
void Screen::updateSpectrumFade()
{
if (!spectrumFade)
if (!spectrum_fade_)
{
return;
}
spectrumFadeCounter++;
if (spectrumFadeCounter > spectrumFadeLenght)
spectrum_fade_counter_++;
if (spectrum_fade_counter_ > spectrum_fade_lenght_)
{
iniSpectrumFade();
SDL_SetTextureColorMod(gameCanvas, 255, 255, 255);
SDL_SetTextureColorMod(game_canvas_, 255, 255, 255);
}
}
// Dibuja el spectrum fade
void Screen::renderSpectrumFade()
{
if (!spectrumFade)
if (!spectrum_fade_)
{
return;
}
const float step = (float)spectrumFadeCounter / (float)spectrumFadeLenght;
const int max = spectrumColor.size() - 1;
const float step = (float)spectrum_fade_counter_ / (float)spectrum_fade_lenght_;
const int max = spectrum_color_.size() - 1;
const int index = max + (0 - max) * step;
const color_t c = spectrumColor[index];
SDL_SetTextureColorMod(gameCanvas, c.r, c.g, c.b);
const color_t c = spectrum_color_[index];
SDL_SetTextureColorMod(game_canvas_, c.r, c.g, c.b);
}
// Actualiza los efectos
@@ -430,89 +448,89 @@ void Screen::renderFX()
// Actualiza el notificador
void Screen::updateNotifier()
{
notify->update();
notifyActive = notify->active();
notify_->update();
notify_active_ = notify_->active();
}
// Muestra una notificación de texto por pantalla;
void Screen::showNotification(std::string text1, std::string text2, int icon)
{
notify->showText(text1, text2, icon);
notify_->showText(text1, text2, icon);
}
// Dibuja las notificaciones
void Screen::renderNotifications()
{
if (notifyActive)
if (notify_active_)
{
notify->render();
notify_->render();
}
}
// Establece el tamaño de las notificaciones
void Screen::setNotificationSize()
{
if (options->videoMode == 0)
if (options_->videoMode == 0)
{
if (options->windowSize == 3)
if (options_->windowSize == 3)
{
notificationLogicalWidth = (windowWidth * 3) / 2;
notificationLogicalHeight = (windowHeight * 3) / 2;
notification_logical_width_ = (window_width_ * 3) / 2;
notification_logical_height_ = (window_height_ * 3) / 2;
}
else
{
notificationLogicalWidth = windowWidth * 2;
notificationLogicalHeight = windowHeight * 2;
notification_logical_width_ = window_width_ * 2;
notification_logical_height_ = window_height_ * 2;
}
}
if (options->videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
if (options_->videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
notificationLogicalWidth = windowWidth / 3;
notificationLogicalHeight = windowHeight / 3;
notification_logical_width_ = window_width_ / 3;
notification_logical_height_ = window_height_ / 3;
}
}
// Copia el gameCanvas en el borderCanvas
void Screen::gameCanvasToBorderCanvas()
{
auto temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, borderCanvas);
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
SDL_SetRenderTarget(renderer, temp);
auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, border_canvas_);
SDL_SetRenderDrawColor(renderer_, border_color_.r, border_color_.g, border_color_.b, 0xFF);
SDL_RenderClear(renderer_);
SDL_RenderCopy(renderer_, game_canvas_, nullptr, &dest_);
SDL_SetRenderTarget(renderer_, temp);
}
// Muestra el contenido de Screen por pantalla
void Screen::renderPresent()
{
SDL_SetRenderTarget(renderer, nullptr);
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer_, nullptr);
SDL_SetRenderDrawColor(renderer_, border_color_.r, border_color_.g, border_color_.b, 0xFF);
SDL_RenderClear(renderer_);
if (options->shaders)
if (options_->shaders)
{
// Aplica shaders y renderiza el contenido
shader::render();
}
else
{
if (options->borderEnabled)
if (options_->borderEnabled)
{
SDL_RenderCopy(renderer, borderCanvas, nullptr, nullptr);
SDL_RenderCopy(renderer_, border_canvas_, nullptr, nullptr);
}
else
{
SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
SDL_RenderCopy(renderer_, game_canvas_, nullptr, &dest_);
}
SDL_RenderPresent(renderer);
SDL_RenderPresent(renderer_);
}
}
// Cambia el estado de los shaders
void Screen::toggleShaders()
{
options->shaders = !options->shaders;
setVideoMode(options->videoMode);
options_->shaders = !options_->shaders;
setVideoMode(options_->videoMode);
}

View File

@@ -16,34 +16,37 @@ constexpr int FILTER_LINEAR = 1;
class Screen
{
private:
// [SINGLETON] Objeto privado
static Screen *screen_;
// Objetos y punteros
SDL_Window *window; // Ventana de la aplicación
SDL_Renderer *renderer; // El renderizador de la ventana
Asset *asset; // Objeto con el listado de recursos
SDL_Texture *gameCanvas; // Textura donde se dibuja el juego
SDL_Texture *borderCanvas; // Textura donde se dibuja el borde del juego
options_t *options; // Variable con todas las opciones del programa
Notify *notify; // Dibuja notificaciones por pantalla
SDL_Window *window_; // Ventana de la aplicación
SDL_Renderer *renderer_; // El renderizador de la ventana
Asset *asset_; // Objeto con el listado de recursos
SDL_Texture *game_canvas_; // Textura donde se dibuja el juego
SDL_Texture *border_canvas_; // Textura donde se dibuja el borde del juego
options_t *options_; // Variable con todas las opciones del programa
Notify *notify_; // Dibuja notificaciones por pantalla
// Variables
int windowWidth; // Ancho de la pantalla o ventana
int windowHeight; // Alto de la pantalla o ventana
int gameCanvasWidth; // Resolución interna del juego. Es el ancho de la textura donde se dibuja el juego
int gameCanvasHeight; // Resolución interna del juego. Es el alto de la textura donde se dibuja el juego
SDL_Rect dest; // Coordenadas donde se va a dibujar la textura del juego sobre la pantalla o ventana
color_t borderColor; // Color del borde añadido a la textura de juego para rellenar la pantalla
bool notifyActive; // Indica si hay notificaciones activas
int notificationLogicalWidth; // Ancho lógico de las notificaciones en relación al tamaño de pantalla
int notificationLogicalHeight; // Alto lógico de las notificaciones en relación al tamaño de pantalla
int window_width_; // Ancho de la pantalla o ventana
int window_height_; // Alto de la pantalla o ventana
int game_canvas_width_; // Resolución interna del juego. Es el ancho de la textura donde se dibuja el juego
int game_canvas_height_; // Resolución interna del juego. Es el alto de la textura donde se dibuja el juego
SDL_Rect dest_; // Coordenadas donde se va a dibujar la textura del juego sobre la pantalla o ventana
color_t border_color_; // Color del borde añadido a la textura de juego para rellenar la pantalla
bool notify_active_; // Indica si hay notificaciones activas
int notification_logical_width_; // Ancho lógico de las notificaciones en relación al tamaño de pantalla
int notification_logical_height_; // Alto lógico de las notificaciones en relación al tamaño de pantalla
// Variables - Efectos
bool fade; // Indica si esta activo el efecto de fade
int fadeCounter; // Temporizador para el efecto de fade
int fadeLenght; // Duración del fade
bool spectrumFade; // Indica si esta activo el efecto de fade spectrum
int spectrumFadeCounter; // Temporizador para el efecto de fade spectrum
int spectrumFadeLenght; // Duración del fade spectrum
std::vector<color_t> spectrumColor; // Colores para el fade spectrum
bool fade_; // Indica si esta activo el efecto de fade
int fade_counter_; // Temporizador para el efecto de fade
int fade_lenght_; // Duración del fade
bool spectrum_fade_; // Indica si esta activo el efecto de fade spectrum
int spectrum_fade_counter_; // Temporizador para el efecto de fade spectrum
int spectrum_fade_lenght_; // Duración del fade spectrum
std::vector<color_t> spectrum_color_; // Colores para el fade spectrum
// Inicializa las variables para el fade
void iniFade();
@@ -75,13 +78,22 @@ private:
// Muestra el contenido de Screen por pantalla
void renderPresent();
public:
// Constructor
Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options);
Screen(SDL_Window *window, SDL_Renderer *renderer);
// Destructor
~Screen();
public:
// [SINGLETON] Crearemos el objeto con esta función estática
static void init(SDL_Window *window, SDL_Renderer *renderer);
// [SINGLETON] Destruiremos el objeto con esta función estática
static void destroy();
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
static Screen *get();
// Limpia la pantalla
void clean(color_t color = {0x00, 0x00, 0x00});
@@ -151,4 +163,7 @@ public:
// Cambia el estado de los shaders
void toggleShaders();
// Getters
SDL_Renderer *getRenderer() { return renderer_; }
};

View File

@@ -17,17 +17,17 @@
#include "utils.h" // Para color_t, stringToColor, options_t
// Constructor
Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Input *input, options_t *options, section_t *section)
: renderer_(renderer),
screen_(screen),
Title::Title(Resource *resource, options_t *options, section_t *section)
: screen_(Screen::get()),
renderer_(Screen::get()->getRenderer()),
resource_(resource),
input_(input),
input_(Input::get()),
options_(options),
section_(section)
{
// Reserva memoria para los punteros
event_handler_ = new SDL_Event();
cheevos_ = std::make_unique<Cheevos>(screen, options, Asset::get()->get("cheevos.bin"));
cheevos_ = std::make_unique<Cheevos>(screen_, options, Asset::get()->get("cheevos.bin"));
if (options->palette == p_zxspectrum)
{
texture_ = resource->getTexture("title_logo.png");
@@ -36,12 +36,12 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Input *
{
texture_ = resource->getTexture("title_logo.png");
}
sprite_ = new Sprite(0, 0, texture_->getWidth(), texture_->getHeight(), texture_, renderer);
text_ = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
info_text_ = new Text(resource->getOffset("subatomic.txt"), resource->getTexture("subatomic.png"), renderer);
sprite_ = new Sprite(0, 0, texture_->getWidth(), texture_->getHeight(), texture_, renderer_);
text_ = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer_);
info_text_ = new Text(resource->getOffset("subatomic.txt"), resource->getTexture("subatomic.png"), renderer_);
// Crea la textura para los graficos que aparecen en el fondo de la pantalla de titulo
bg_texture_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
bg_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (bg_texture_ == nullptr)
{
if (options->console)
@@ -52,7 +52,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Input *
SDL_SetTextureBlendMode(bg_texture_, SDL_BLENDMODE_BLEND);
// Carga la surface con los gráficos de la pantalla de carga
pInit(renderer, 256, 128);
pInit(renderer_, 256, 128);
loading_screen_ = pLoadSurface(Asset::get()->get("loading_screen_color.gif").c_str());
pLoadPal(Asset::get()->get("loading_screen_color.gif").c_str());
pSetSource(loading_screen_);

View File

@@ -37,8 +37,8 @@ private:
};
// Objetos y punteros
SDL_Renderer *renderer_; // El renderizador de la ventana
Screen *screen_; // Objeto encargado de dibujar en pantalla
SDL_Renderer *renderer_; // El renderizador de la ventana
Resource *resource_; // Objeto con los recursos
Input *input_; // Objeto pata gestionar la entrada
SDL_Event *event_handler_; // Manejador de eventos
@@ -109,7 +109,7 @@ private:
public:
// Constructor
Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Input *input, options_t *options, section_t *section);
Title(Resource *resource, options_t *options, section_t *section);
// Destructor
~Title();