#include "gamestate_title.h" // Constructor Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, Online *online, 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->online = online; this->options = options; this->section = section; // Reserva memoria para los punteros eventHandler = new SDL_Event(); cheevos = new Cheevos(screen, options, asset->get("cheevos.bin"), online); if (options->palette == p_zxspectrum) { texture = resource->getTexture("title_logo.png"); } else if (options->palette == p_zxarne) { 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); infoText = 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 bgTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); if (bgTexture == nullptr) { if (options->console) { std::cout << "Error: bgTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl; } } SDL_SetTextureBlendMode(bgTexture, SDL_BLENDMODE_BLEND); // Carga la surface con los gráficos de la pantalla de carga pInit(renderer, 256, 128); loading_screen = pLoadSurface(asset->get("loading_screen_color.gif").c_str()); pLoadPal(asset->get("loading_screen_color.gif").c_str()); pSetSource(loading_screen); // Inicializa variables counter = 0; state = section->subsection == SUBSECTION_TITLE_WITH_LOADING_SCREEN ? show_loading_screen : show_menu; section->name = SECTION_TITLE; section->subsection = 0; ticks = 0; ticksSpeed = 15; marqueeSpeed = 3; initMarquee(); showCheevos = false; // Crea y rellena la textura para mostrar los logros createCheevosTexture(); // Cambia el color del borde screen->setBorderColor(stringToColor(options->palette, "black")); // Rellena la textura de fondo con todos los gráficos fillTexture(); } // Destructor Title::~Title() { delete cheevos; delete eventHandler; delete sprite; delete cheevosSprite; delete cheevosTexture; delete text; delete infoText; pDeleteSurface(loading_screen); SDL_DestroyTexture(bgTexture); } // Inicializa la marquesina void Title::initMarquee() { letters.clear(); longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO: P.A.C.O. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?"; for (int i = 0; i < (int)longText.length(); ++i) { letter_t l; l.letter = longText.substr(i, 1); l.x = 256; l.enabled = false; letters.push_back(l); } letters[0].enabled = true; } // Comprueba el manejador de eventos void Title::checkEvents() { // Comprueba los eventos que hay en la cola while (SDL_PollEvent(eventHandler) != 0) { // Evento de salida de la aplicación if (eventHandler->type == SDL_QUIT) { section->name = SECTION_QUIT; break; } // Solo se comprueban estas teclas si no está activo el menu de logros if (eventHandler->type == SDL_KEYDOWN) { if (!showCheevos) { switch (eventHandler->key.keysym.scancode) { case SDL_SCANCODE_1: section->name = SECTION_GAME; section->subsection = 0; break; case SDL_SCANCODE_2: showCheevos = true; break; case SDL_SCANCODE_3: runEnterID(); counter = 0; cheevos->reload(); fillTexture(); createCheevosTexture(); break; default: break; } } } } } // Comprueba las entradas void Title::checkInput() { if (showCheevos) { if (input->checkInput(input_down, REPEAT_TRUE)) { moveCheevosList(1); } else if (input->checkInput(input_up, REPEAT_TRUE)) { moveCheevosList(0); } } if (input->checkInput(input_exit, REPEAT_FALSE)) { if (showCheevos) { hideCheevosList(); counter = 0; } else { section->name = SECTION_QUIT; } } else if (input->checkInput(input_toggle_border, REPEAT_FALSE)) { screen->toggleBorder(); resource->reLoadTextures(); } else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE)) { screen->toggleVideoMode(); resource->reLoadTextures(); } else if (input->checkInput(input_toggle_shaders, REPEAT_FALSE)) { screen->toggleShaders(); } else if (input->checkInput(input_window_dec_size, REPEAT_FALSE)) { screen->decWindowSize(); resource->reLoadTextures(); } else if (input->checkInput(input_window_inc_size, REPEAT_FALSE)) { screen->incWindowSize(); resource->reLoadTextures(); } else if (input->checkInput(input_toggle_palette, REPEAT_FALSE)) { switchPalette(); } else if (input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_pause, REPEAT_FALSE)) { if (state == show_loading_screen) { state = fade_loading_screen; } } } // Actualiza la marquesina void Title::updateMarquee() { for (int i = 0; i < (int)letters.size(); ++i) { if (letters[i].enabled) { letters[i].x -= marqueeSpeed; if (letters[i].x < -10) { letters[i].enabled = false; } } else { if (i > 0 && letters[i - 1].x < 256 && letters[i - 1].enabled) { letters[i].enabled = true; letters[i].x = letters[i - 1].x + text->lenght(letters[i - 1].letter) + 1; } } } // Comprueba si ha terminado la marquesina y la reinicia if (letters[letters.size() - 1].x < -10) { // Inicializa la marquesina initMarquee(); } } // Dibuja la marquesina void Title::renderMarquee() { for (auto l : letters) { if (l.enabled) { text->writeColored(l.x, 184, l.letter, stringToColor(options->palette, "white")); } } } // Dibuja la linea de información inferior void Title::renderInfo() { const std::string loginText = options->online.enabled ? "OnLine: " + options->online.jailerID : "OnLine: OFF"; infoText->write(1, 1, loginText); const std::string version = "v.1.09"; const int x = GAMECANVAS_WIDTH - infoText->lenght(version) - 1; infoText->write(x, 1, version); } // Actualiza las variables void Title::update() { // Comprueba que la diferencia de ticks sea mayor a la velocidad del juego if (SDL_GetTicks() - ticks > ticksSpeed) { // Actualiza el contador de ticks ticks = SDL_GetTicks(); // Comprueba las entradas checkInput(); // Actualiza las notificaciones screen->updateNotifier(); // Incrementa el contador counter++; switch (state) { case show_loading_screen: if (counter == 500) { counter = 0; state = fade_loading_screen; } break; case fade_loading_screen: if (counter % 4 == 0) if (pFadePal()) { counter = 0; state = show_menu; } break; case show_menu: // Actualiza la marquesina updateMarquee(); // Si el contador alcanza cierto valor, termina la seccion if (counter == 2200) { if (!showCheevos) { section->name = SECTION_CREDITS; section->subsection = 0; } } break; default: break; } } } // Dibuja en pantalla void Title::render() { // Prepara para empezar a dibujar en la textura de juego screen->start(); screen->clean(stringToColor(options->palette, "black")); if (state == show_menu) { // Dibuja la textura de fondo SDL_RenderCopy(renderer, bgTexture, nullptr, nullptr); // Dibuja la marquesina renderMarquee(); // Dibuja la información de logros if (showCheevos) { cheevosSprite->render(); } } else { // Dibuja la pantalla de carga pCls(4); pBlit(0, 0, 0, 0, 256, 128); pFlip(renderer); // Dibuja el logo del título sprite->render(); } // Vuelca el contenido del renderizador en pantalla screen->render(); } // Bucle para el logo del juego void Title::run() { while (section->name == SECTION_TITLE) { update(); checkEvents(); render(); } } // Recarga las texturas void Title::reLoadTextures() { // Carga la textura adecuada if (options->palette == p_zxspectrum) { // texture->loadFromFile(asset->get("loading_screen_color.png"), renderer); texture = resource->getTexture("loading_screen_color.png"); } else if (options->palette == p_zxarne) { // texture->loadFromFile(asset->get("loading_screen_color_zxarne.png"), renderer); texture = resource->getTexture("loading_screen_color_zxarne.png"); } texture->reLoad(); } // Cambia la paleta void Title::switchPalette() { if (options->palette == p_zxspectrum) { options->palette = p_zxarne; sprite->setTexture(resource->getTexture("loading_screen_color_zxarne.png")); } else { options->palette = p_zxspectrum; sprite->setTexture(resource->getTexture("loading_screen_color.png")); } // Cambia el color del borde screen->setBorderColor(stringToColor(options->palette, "bright_blue")); } // Desplaza la lista de logros void Title::moveCheevosList(int direction) { const int speed = 2; cheevosTextureView.y = direction == 0 ? cheevosTextureView.y - speed : cheevosTextureView.y + speed; const int bottom = cheevosTexture->getHeight() - cheevosTextureView.h; if (cheevosTextureView.y < 0) cheevosTextureView.y = 0; else if (cheevosTextureView.y > bottom) cheevosTextureView.y = bottom; cheevosSprite->setSpriteClip(cheevosTextureView); } // Ejecuta la seccion en la que se solicita al usuario su ID online void Title::runEnterID() { enterID = new EnterID(renderer, screen, asset, options, section); enterID->run(); delete enterID; } // Rellena la textura de fondo con todos los gráficos void Title::fillTexture() { // Coloca el puntero del renderizador sobre la textura SDL_SetRenderTarget(renderer, bgTexture); // Rellena la textura de color const color_t c = stringToColor(options->palette, "black"); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); SDL_RenderClear(renderer); // Pinta el gráfico del titulo a partir del sprite sprite->render(); // Borra la firma // const color_t coverColor = stringToColor(options->palette, "black"); // SDL_SetRenderDrawColor(renderer, coverColor.r, coverColor.g, coverColor.b, 0xFF); // SDL_Rect coverRect = {28, 11, 21, 5}; // SDL_RenderFillRect(renderer, &coverRect); // Escribe el texto en la textura const color_t textColor = stringToColor(options->palette, "green"); const int textSize = text->getCharacterSize(); const std::string onlineText = options->online.jailerID == "" ? "(OFF)" : "(" + options->online.jailerID + ")"; text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, 11 * textSize, "1.PLAY", 1, textColor); text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, 13 * textSize, "2.ACHIEVEMENTS", 1, textColor); text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, 15 * textSize, "3.ONLINE MODE", 1, textColor); text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, 16 * textSize + 1, onlineText, 1, textColor); text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, 20 * textSize, "ESC.EXIT GAME", 1, textColor); // Devuelve el puntero del renderizador a su sitio SDL_SetRenderTarget(renderer, nullptr); } // Crea y rellena la textura para mostrar los logros void Title::createCheevosTexture() { // Crea la textura con el listado de logros const std::vector cheevosList = cheevos->list(); // const int iconSize = 16; // Altura del icono que representa a cada logro const int cheevosTextureWidth = 200; const int cheevosTextureViewHeight = 110; const int cheevosTexturePosY = 73; const int cheevosPadding = 10; const int cheevoHeight = cheevosPadding + (infoText->getCharacterSize() * 2) + 1; const int cheevosTextureHeight = (cheevoHeight * cheevosList.size()) + 2 + infoText->getCharacterSize() + 8; cheevosTexture = new Texture(renderer); cheevosTexture->createBlank(renderer, cheevosTextureWidth, cheevosTextureHeight, SDL_TEXTUREACCESS_TARGET); cheevosTexture->setAsRenderTarget(renderer); cheevosTexture->setBlendMode(SDL_BLENDMODE_BLEND); // Rellena la textura con color sólido const color_t cheevosBGColor = stringToColor(options->palette, "black"); SDL_SetRenderDrawColor(renderer, cheevosBGColor.r, cheevosBGColor.g, cheevosBGColor.b, 0xFF); SDL_RenderClear(renderer); // Escribe la lista de logros en la textura const std::string cheevosOwner = options->online.jailerID == "" ? "LOCAL ACHIEVEMENTS" : "ACHIEVEMENTS FOR " + toUpper(options->online.jailerID); const std::string cheevosListCaption = cheevosOwner + " (" + std::to_string(cheevos->unlocked()) + " / " + std::to_string(cheevos->count()) + ")"; int pos = 2; infoText->writeDX(TXT_CENTER | TXT_COLOR, cheevosTexture->getWidth() / 2, pos, cheevosListCaption, 1, stringToColor(options->palette, "bright_green")); pos += infoText->getCharacterSize(); const color_t cheevoLockedColor = stringToColor(options->palette, "white"); const color_t cheevoUnlockedColor = stringToColor(options->palette, "bright_green"); color_t cheevoColor; SDL_SetRenderDrawColor(renderer, cheevoLockedColor.r, cheevoLockedColor.g, cheevoLockedColor.b, 0xFF); const int lineX1 = (cheevosTextureWidth / 7) * 3; const int lineX2 = lineX1 + ((cheevosTextureWidth / 7) * 1); // Texture *iconTexture = new Texture(renderer, asset->get("notify.png")); // Sprite *sp = new Sprite({0, 0, iconSize, iconSize}, iconTexture, renderer); for (auto cheevo : cheevosList) { cheevoColor = cheevo.completed ? cheevoUnlockedColor : cheevoLockedColor; // sp->setPos({2, pos, iconSize, iconSize}); // sp->setSpriteClip({iconSize * 2, 0, iconSize, iconSize}); // sp->getTexture()->setColor(cheevoColor.r, cheevoColor.g, cheevoColor.b); // sp->render(); pos += cheevosPadding; int half = cheevosPadding / 2; SDL_RenderDrawLine(renderer, lineX1, pos - half - 1, lineX2, pos - half - 1); // infoText->writeColored(2 + iconSize + 2, pos, cheevo.caption, cheevoColor); infoText->writeDX(TXT_CENTER | TXT_COLOR, cheevosTextureWidth / 2, pos, cheevo.caption, 1, cheevoColor); pos += infoText->getCharacterSize() + 1; // infoText->writeColored(2 + iconSize + 2, pos, cheevo.description, cheevoColor); infoText->writeDX(TXT_CENTER | TXT_COLOR, cheevosTextureWidth / 2, pos, cheevo.description, 1, cheevoColor); // pos += cheevosPadding; pos += infoText->getCharacterSize(); } // delete sp; // delete iconTexture; // Crea el sprite para el listado de logros // cheevosSprite = new Sprite((GAMECANVAS_WIDTH - cheevosTexture->getWidth()) / 2, (GAMECANVAS_HEIGHT - cheevosTextureViewHeight) / 2, cheevosTexture->getWidth(), cheevosTexture->getHeight(), cheevosTexture, renderer); cheevosSprite = new Sprite((GAMECANVAS_WIDTH - cheevosTexture->getWidth()) / 2, cheevosTexturePosY, cheevosTexture->getWidth(), cheevosTexture->getHeight(), cheevosTexture, renderer); cheevosTextureView = {0, 0, cheevosTexture->getWidth(), cheevosTextureViewHeight}; cheevosSprite->setSpriteClip(cheevosTextureView); } // Oculta la lista de logros void Title::hideCheevosList() { showCheevos = false; cheevosTextureView.y = 0; cheevosSprite->setSpriteClip(cheevosTextureView); }