forked from jaildesigner-jailgames/jaildoctors_dilemma
445 lines
12 KiB
C++
445 lines
12 KiB
C++
#include "resource.h"
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#include <algorithm> // for find_if
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#include <iostream> // for basic_ostream, operator<<, endl, cout, cerr
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#include <stdexcept> // for runtime_error
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#include "asset.h" // for Asset, AssetType
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#include "jail_audio.h" // for JA_DeleteMusic, JA_DeleteSound, JA_LoadMusic
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#include "screen.h" // for Screen
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#include "text.h" // for Text, loadTextFile
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#include "utils.h" // for getFileName, printWithDots
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#include "options.h" // for getFileName, printWithDots
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#include <SDL2/SDL_events.h> // for SDL_PollEvent
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struct JA_Music_t; // lines 10-10
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struct JA_Sound_t; // lines 11-11
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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Resource *Resource::resource_ = nullptr;
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// [SINGLETON] Crearemos el objeto screen con esta función estática
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void Resource::init()
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{
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Resource::resource_ = new Resource();
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}
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// [SINGLETON] Destruiremos el objeto screen con esta función estática
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void Resource::destroy()
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{
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delete Resource::resource_;
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}
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// [SINGLETON] Con este método obtenemos el objeto screen y podemos trabajar con él
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Resource *Resource::get()
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{
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return Resource::resource_;
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}
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// Constructor
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Resource::Resource()
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{
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load();
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}
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// Vacia todos los vectores de recursos
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void Resource::clear()
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{
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clearSounds();
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clearMusics();
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textures_.clear();
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text_files_.clear();
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texts_.clear();
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animations_.clear();
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}
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// Carga todos los recursos
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void Resource::load()
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{
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calculateTotal();
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Screen::get()->show();
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Screen::get()->setBorderColor(Color(0, 0, 0));
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std::cout << "** LOADING RESOURCES" << std::endl;
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loadSounds();
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loadMusics();
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loadTextures();
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loadTextFiles();
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loadAnimations();
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loadTileMaps();
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loadRooms();
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createText();
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std::cout << "\n** RESOURCES LOADED" << std::endl;
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}
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// Recarga todos los recursos
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void Resource::reload()
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{
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clear();
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load();
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}
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// Obtiene el sonido a partir de un nombre
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JA_Sound_t *Resource::getSound(const std::string &name)
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{
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auto it = std::find_if(sounds_.begin(), sounds_.end(), [&name](const auto &s)
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{ return s.name == name; });
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if (it != sounds_.end())
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{
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return it->sound;
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}
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std::cerr << "Error: Sonido no encontrado " << name << std::endl;
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throw std::runtime_error("Sonido no encontrado: " + name);
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}
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// Obtiene la música a partir de un nombre
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JA_Music_t *Resource::getMusic(const std::string &name)
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{
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auto it = std::find_if(musics_.begin(), musics_.end(), [&name](const auto &m)
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{ return m.name == name; });
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if (it != musics_.end())
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{
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return it->music;
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}
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std::cerr << "Error: Música no encontrada " << name << std::endl;
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throw std::runtime_error("Música no encontrada: " + name);
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}
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// Obtiene la textura a partir de un nombre
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std::shared_ptr<Texture> Resource::getTexture(const std::string &name)
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{
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auto it = std::find_if(textures_.begin(), textures_.end(), [&name](const auto &t)
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{ return t.name == name; });
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if (it != textures_.end())
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{
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return it->texture;
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}
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std::cerr << "Error: Imagen no encontrada " << name << std::endl;
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throw std::runtime_error("Imagen no encontrada: " + name);
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}
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// Obtiene el fichero de texto a partir de un nombre
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std::shared_ptr<TextFile> Resource::getTextFile(const std::string &name)
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{
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auto it = std::find_if(text_files_.begin(), text_files_.end(), [&name](const auto &t)
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{ return t.name == name; });
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if (it != text_files_.end())
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{
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return it->text_file;
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}
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std::cerr << "Error: TextFile no encontrado " << name << std::endl;
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throw std::runtime_error("TextFile no encontrado: " + name);
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}
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// Obtiene el objeto de texto a partir de un nombre
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std::shared_ptr<Text> Resource::getText(const std::string &name)
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{
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auto it = std::find_if(texts_.begin(), texts_.end(), [&name](const auto &t)
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{ return t.name == name; });
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if (it != texts_.end())
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{
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return it->text;
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}
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std::cerr << "Error: Text no encontrado " << name << std::endl;
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throw std::runtime_error("Texto no encontrado: " + name);
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}
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// Obtiene la animación a partir de un nombre
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AnimationsFileBuffer &Resource::getAnimation(const std::string &name)
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{
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auto it = std::find_if(animations_.begin(), animations_.end(), [&name](const auto &a)
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{ return a.name == name; });
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if (it != animations_.end())
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{
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return it->animation;
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}
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std::cerr << "Error: Animación no encontrada " << name << std::endl;
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throw std::runtime_error("Animación no encontrada: " + name);
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}
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// Obtiene el mapa de tiles a partir de un nombre
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std::vector<int> &Resource::getTileMap(const std::string &name)
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{
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auto it = std::find_if(tile_maps_.begin(), tile_maps_.end(), [&name](const auto &t)
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{ return t.name == name; });
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if (it != tile_maps_.end())
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{
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return it->tileMap;
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}
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std::cerr << "Error: Mapa de tiles no encontrado " << name << std::endl;
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throw std::runtime_error("Mapa de tiles no encontrado: " + name);
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}
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// Obtiene la habitación a partir de un nombre
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std::shared_ptr<room_t> Resource::getRoom(const std::string &name)
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{
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auto it = std::find_if(rooms_.begin(), rooms_.end(), [&name](const auto &r)
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{ return r.name == name; });
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if (it != rooms_.end())
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{
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return it->room;
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}
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std::cerr << "Error: Habitación no encontrada " << name << std::endl;
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throw std::runtime_error("Habitación no encontrada: " + name);
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}
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// Obtiene todas las habitaciones
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std::vector<ResourceRoom> &Resource::getRooms()
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{
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return rooms_;
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}
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// Carga los sonidos
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void Resource::loadSounds()
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{
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std::cout << "\n>> SOUND FILES" << std::endl;
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auto list = Asset::get()->getListByType(AssetType::SOUND);
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sounds_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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sounds_.emplace_back(ResourceSound(name, JA_LoadSound(l.c_str())));
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printWithDots("Sound : ", name, "[ LOADED ]");
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updateLoadingProgress();
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}
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}
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// Carga las musicas
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void Resource::loadMusics()
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{
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std::cout << "\n>> MUSIC FILES" << std::endl;
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auto list = Asset::get()->getListByType(AssetType::MUSIC);
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musics_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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musics_.emplace_back(ResourceMusic(name, JA_LoadMusic(l.c_str())));
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printWithDots("Music : ", name, "[ LOADED ]");
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updateLoadingProgress();
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}
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}
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// Carga las texturas
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void Resource::loadTextures()
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{
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std::cout << "\n>> TEXTURES" << std::endl;
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auto list = Asset::get()->getListByType(AssetType::BITMAP);
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textures_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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textures_.emplace_back(ResourceTexture(name, std::make_shared<Texture>(Screen::get()->getRenderer(), l)));
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updateLoadingProgress();
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}
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}
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// Carga los ficheros de texto
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void Resource::loadTextFiles()
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{
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std::cout << "\n>> TEXT FILES" << std::endl;
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auto list = Asset::get()->getListByType(AssetType::FONT);
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text_files_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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text_files_.emplace_back(ResourceTextFile(name, loadTextFile(l)));
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updateLoadingProgress();
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}
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}
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// Carga las animaciones
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void Resource::loadAnimations()
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{
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std::cout << "\n>> ANIMATIONS" << std::endl;
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auto list = Asset::get()->getListByType(AssetType::ANIMATION);
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animations_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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animations_.emplace_back(ResourceAnimation(name, loadAnimationsFromFile(l)));
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updateLoadingProgress();
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}
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}
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// Carga los mapas de tiles
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void Resource::loadTileMaps()
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{
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std::cout << "\n>> TILE MAPS" << std::endl;
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auto list = Asset::get()->getListByType(AssetType::TILEMAP);
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tile_maps_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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tile_maps_.emplace_back(ResourceTileMap(name, loadRoomTileFile(l)));
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printWithDots("TileMap : ", name, "[ LOADED ]");
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updateLoadingProgress();
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}
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}
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// Carga las habitaciones
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void Resource::loadRooms()
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{
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std::cout << "\n>> ROOMS" << std::endl;
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auto list = Asset::get()->getListByType(AssetType::ROOM);
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rooms_.clear();
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for (const auto &l : list)
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{
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auto name = getFileName(l);
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rooms_.emplace_back(ResourceRoom(name, std::make_shared<room_t>(loadRoomFile(l))));
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printWithDots("Room : ", name, "[ LOADED ]");
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updateLoadingProgress();
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}
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}
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void Resource::createText()
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{
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struct ResourceInfo
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{
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std::string key; // Identificador del recurso
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std::string textureFile; // Nombre del archivo de textura
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std::string textFile; // Nombre del archivo de texto
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// Constructor para facilitar la creación de objetos ResourceInfo
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ResourceInfo(const std::string &k, const std::string &tFile, const std::string &txtFile)
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: key(k), textureFile(tFile), textFile(txtFile) {}
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};
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std::cout << "\n>> CREATING TEXT_OBJECTS" << std::endl;
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std::vector<ResourceInfo> resources = {
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{"debug", "debug.png", "debug.txt"},
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{"gauntlet", "gauntlet.png", "gauntlet.txt"},
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{"smb2", "smb2.png", "smb2.txt"},
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{"subatomic", "subatomic.png", "subatomic.txt"},
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{"8bithud", "8bithud.png", "8bithud.txt"}};
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for (const auto &resource : resources)
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{
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texts_.emplace_back(ResourceText(resource.key, std::make_shared<Text>(
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getTexture(resource.textureFile),
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getTextFile(resource.textFile))));
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printWithDots("Text : ", resource.key, "[ DONE ]");
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}
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}
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// Vacía el vector de sonidos
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void Resource::clearSounds()
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{
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// Itera sobre el vector y libera los recursos asociados a cada JA_Sound_t
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for (auto &sound : sounds_)
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{
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if (sound.sound)
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{
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JA_DeleteSound(sound.sound);
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sound.sound = nullptr;
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}
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}
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sounds_.clear(); // Limpia el vector después de liberar todos los recursos
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}
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// Vacía el vector de musicas
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void Resource::clearMusics()
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{
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// Itera sobre el vector y libera los recursos asociados a cada JA_Music_t
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for (auto &music : musics_)
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{
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if (music.music)
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{
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JA_DeleteMusic(music.music);
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music.music = nullptr;
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}
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}
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musics_.clear(); // Limpia el vector después de liberar todos los recursos
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}
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// Calcula el numero de recursos para cargar
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void Resource::calculateTotal()
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{
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std::vector<AssetType> assetTypes = {
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AssetType::SOUND,
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AssetType::MUSIC,
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AssetType::BITMAP,
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AssetType::FONT,
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AssetType::ANIMATION,
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AssetType::TILEMAP,
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AssetType::ROOM};
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size_t total = 0;
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for (const auto &assetType : assetTypes)
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{
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auto list = Asset::get()->getListByType(assetType);
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total += list.size();
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}
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count_ = ResourceCount(total, 0);
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}
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// Muestra el progreso de carga
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void Resource::renderProgress()
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{
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constexpr int X_PADDING = 10;
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constexpr int Y_PADDING = 10;
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constexpr int BAR_HEIGHT = 10;
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const int bar_position = options.game.height - BAR_HEIGHT - Y_PADDING;
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Screen::get()->start();
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Screen::get()->clean();
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 255, 255, 255, 255);
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const int wired_bar_width = options.game.width - (X_PADDING * 2);
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SDL_Rect rect_wired = {X_PADDING, bar_position, wired_bar_width, X_PADDING};
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SDL_RenderDrawRect(Screen::get()->getRenderer(), &rect_wired);
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const int full_bar_width = wired_bar_width * count_.getPercentage();
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SDL_Rect rect_full = {X_PADDING, bar_position, full_bar_width, X_PADDING};
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect_full);
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Screen::get()->renderWithoutNotifier();
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}
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// Comprueba los eventos de la pantalla de carga
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void Resource::checkEvents()
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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case SDL_QUIT:
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exit(0);
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.sym == SDLK_ESCAPE)
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{
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exit(0);
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}
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break;
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}
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}
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}
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// Actualiza el progreso de carga
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void Resource::updateLoadingProgress()
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{
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count_.add(1);
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renderProgress();
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checkEvents();
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} |