#include "title.h" // Constructor Title::Title(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; // Reserva memoria para los punteros eventHandler = new SDL_Event(); cheevos = new Cheevos(screen, options, asset->get("cheevos.bin")); if (options->palette == p_zxspectrum) { texture = resource->getTexture("loading_screen_color.png"); } else if (options->palette == p_zxarne) { texture = resource->getTexture("loading_screen_color_zxarne.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("debug.txt"), resource->getTexture("debug.png"), renderer); // Inicializa variables counter = 0; section->name = SECTION_PROG_TITLE; section->subsection = 0; ticks = 0; ticksSpeed = 15; marqueeSpeed = 3; initMarquee(); showCheevos = false; // Crea el cartel de PRESS ENTER #ifdef GAME_CONSOLE const std::string caption = "PRESS START TO PLAY"; #else const std::string caption = "PRESS ENTER TO PLAY"; #endif const color_t textColor = stringToColor(options->palette, "white"); const color_t strokeColor = stringToColor(options->palette, "bright_blue"); // Crea la textura pressEnterTexture = new Texture(renderer); pressEnterTexture->createBlank(renderer, text->lenght(caption) + 2, text->getCharacterSize() + 2, SDL_TEXTUREACCESS_TARGET); pressEnterTexture->setAsRenderTarget(renderer); pressEnterTexture->setBlendMode(SDL_BLENDMODE_BLEND); text->writeDX(TXT_COLOR | TXT_STROKE, 1, 1, caption, 1, textColor, 1, strokeColor); // Crea el sprite pressEnterSprite = new Sprite(128 - (pressEnterTexture->getWidth() / 2), 192 / 5 * 4, pressEnterTexture->getWidth(), pressEnterTexture->getHeight(), pressEnterTexture, renderer); // 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 cheevoHeight = iconSize + 2; // EL espacio que ocupa cada logro es igual a la altura del icono mas dos pixeles de separación const int cheevosTextureWidth = 200; const int cheevosTextureViewHeight = GAMECANVAS_HEIGHT - 32; cheevosTexture = new Texture(renderer); cheevosTexture->createBlank(renderer, cheevosTextureWidth, cheevoHeight * cheevosList.size(), SDL_TEXTUREACCESS_TARGET); cheevosTexture->setAsRenderTarget(renderer); cheevosTexture->setBlendMode(SDL_BLENDMODE_BLEND); const color_t cheevosBGColor = stringToColor(options->palette, "blue"); SDL_SetRenderDrawColor(renderer, cheevosBGColor.r, cheevosBGColor.g, cheevosBGColor.b, 0xFF); SDL_RenderClear(renderer); const std::string cheevosListCaption = "ACHIEVEMENTS (" + std::to_string(cheevos->unlocked()) + " / " + std::to_string(cheevos->count()) + ")"; infoText->writeDX(TXT_CENTER | TXT_COLOR, cheevosTexture->getWidth() / 2, 2, cheevosListCaption, 1, stringToColor(options->palette, "bright_white")); int pos = 9; const color_t cheevoLockedColor = stringToColor(options->palette, "white"); const color_t cheevoUnlockedColor = stringToColor(options->palette, "bright_white"); color_t cheevoColor; 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 += 2; infoText->writeColored(2 + iconSize + 2, pos, cheevo.caption, cheevoColor); pos += 6; infoText->writeColored(2 + iconSize + 2, pos, cheevo.description, cheevoColor); pos += 9; } 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); cheevosTextureView = {0, 0, cheevosTexture->getWidth(), cheevosTextureViewHeight}; cheevosSprite->setSpriteClip(cheevosTextureView); // Cambia el color del borde screen->setBorderColor(stringToColor(options->palette, "bright_blue")); } // Destructor Title::~Title() { delete cheevos; delete eventHandler; delete sprite; delete pressEnterSprite; delete pressEnterTexture; delete cheevosSprite; delete cheevosTexture; delete text; delete infoText; } // 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_PROG_QUIT; break; } if (eventHandler->type == SDL_KEYDOWN) { switch (eventHandler->key.keysym.scancode) { case SDL_SCANCODE_A: showCheevos = !showCheevos; 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)) { section->name = SECTION_PROG_QUIT; } else if (input->checkInput(input_toggle_border, REPEAT_FALSE)) { screen->switchBorder(); resource->reLoadTextures(); } else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE)) { screen->switchVideoMode(); resource->reLoadTextures(); } 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_swap_palette, REPEAT_FALSE)) { switchPalette(); } else if (input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_pause, REPEAT_FALSE)) { section->name = SECTION_PROG_GAME; section->subsection = 0; } } // 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; } } } } // 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->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_FIRST_QUARTER_X, 1, loginText, 1, stringToColor(options->palette, "white")); infoText->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, 1, "H: Help", 1, stringToColor(options->palette, "white")); infoText->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_THIRD_QUARTER_X, 1, "A: Achievements", 1, stringToColor(options->palette, "white")); } // 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(); // Incrementa el contador counter++; // Actualiza la marquesina updateMarquee(); // Actualiza las notificaciones screen->updateNotifier(); // Comprueba si ha terminado la marquesina y acaba con el titulo if (letters[letters.size() - 1].x < -10) { if (!showCheevos) { section->name = SECTION_PROG_CREDITS; section->subsection = 0; } else { // Inicializa la marquesina initMarquee(); } } } } // Dibuja en pantalla void Title::render() { // Prepara para empezar a dibujar en la textura de juego screen->start(); // Dibuja el fondo del titulo sprite->render(); // Dibuja el texto de PRESS ENTER TO PLAY if (counter % 80 < 60) { pressEnterSprite->render(); } // Dibuja la marquesina renderMarquee(); // Dibuja la linea de información inferior renderInfo(); // Dibuja la información de logros if (showCheevos) { cheevosSprite->render(); } // Vuelca el contenido del renderizador en pantalla screen->blit(); } // Bucle para el logo del juego void Title::run() { while (section->name == SECTION_PROG_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) { cheevosTextureView.y = direction == 0 ? cheevosTextureView.y - 1 : cheevosTextureView.y + 1; 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); }