Files
jaildoctors_dilemma/source/title.cpp

453 lines
13 KiB
C++

#include "title.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_KEYDOWN
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_scancode.h> // for SDL_SCANCODE_1, SDL_SCANCODE_2
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <iostream> // for basic_ostream, operator<<, cout, endl
#include "asset.h" // for Asset
#include "cheevos.h" // for Achievement, Cheevos
#include "defines.h" // for PLAY_AREA_CENTER_X, GAMECANVAS_WIDTH
#include "global_events.h" // for check
#include "global_inputs.h" // for check
#include "input.h" // for Input, inputs_e, REPEAT_FALSE, REPEA...
#include "options.h" // for Options, options, OptionsVideo, Sect...
#include "resource.h" // for Resource
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "text.h" // for Text, TEXT_CENTER, TEXT_COLOR
#include "texture.h" // for Texture
#include "utils.h" // for Color, stringToColor, Palette
// Constructor
Title::Title()
: screen_(Screen::get()),
renderer_(Screen::get()->getRenderer()),
resource_(Resource::get()),
input_(Input::get())
{
// Reserva memoria para los punteros
if (options.video.palette == Palette::ZXSPECTRUM)
{
texture_ = resource_->getTexture("title_logo.png");
}
else if (options.video.palette == Palette::ZXARNE)
{
texture_ = resource_->getTexture("title_logo.png");
}
sprite_ = std::make_shared<Sprite>(texture_, 0, 0, texture_->getWidth(), texture_->getHeight());
text_ = resource_->getText("smb2");
info_text_ = resource_->getText("subatomic");
// 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);
if (bg_texture_ == nullptr)
{
if (options.console)
{
std::cout << "Error: bgTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(bg_texture_, SDL_BLENDMODE_BLEND);
// Carga la surface con los gráficos de la pantalla de carga
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_);
// Inicializa variables
state_ = options.section.subsection == Subsection::TITLE_WITH_LOADING_SCREEN ? show_loading_screen : show_menu;
options.section.section = Section::TITLE;
options.section.subsection = Subsection::NONE;
initMarquee();
// Crea y rellena la textura para mostrar los logros
createCheevosTexture();
// Cambia el color del borde
screen_->setBorderColor(stringToColor(options.video.palette, "black"));
// Rellena la textura de fondo con todos los gráficos
fillTexture();
}
// Destructor
Title::~Title()
{
pDeleteSurface(loading_screen_);
SDL_DestroyTexture(bg_texture_);
}
// Inicializa la marquesina
void Title::initMarquee()
{
letters_.clear();
long_text_ = "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)long_text_.length(); ++i)
{
letter_t l;
l.letter = long_text_.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()
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
globalEvents::check(event);
// Solo se comprueban estas teclas si no está activo el menu de logros
if (event.type == SDL_KEYDOWN)
{
if (!show_cheevos_)
{
switch (event.key.keysym.scancode)
{
case SDL_SCANCODE_1:
options.section.section = Section::GAME;
options.section.subsection = Subsection::NONE;
break;
case SDL_SCANCODE_2:
show_cheevos_ = true;
break;
default:
break;
}
}
}
}
}
// Comprueba las entradas
void Title::checkInput()
{
if (show_cheevos_)
{
if (input_->checkInput(input_down, REPEAT_TRUE))
{
moveCheevosList(1);
}
else if (input_->checkInput(input_up, REPEAT_TRUE))
{
moveCheevosList(0);
}
else if (input_->checkInput(input_accept, REPEAT_FALSE))
{
hideCheevosList();
counter_ = 0;
}
}
if (input_->checkInput(input_accept, REPEAT_FALSE))
{
if (state_ == show_loading_screen)
{
state_ = fade_loading_screen;
}
}
globalInputs::check();
}
// Actualiza la marquesina
void Title::updateMarquee()
{
for (int i = 0; i < (int)letters_.size(); ++i)
{
if (letters_[i].enabled)
{
letters_[i].x -= marquee_speed_;
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.video.palette, "white"));
}
}
}
// Dibuja la linea de información inferior
void Title::renderInfo()
{
const std::string version = "v.1.09";
const int x = GAMECANVAS_WIDTH - info_text_->lenght(version) - 1;
info_text_->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_ > ticks_speed_)
{
// Actualiza el contador de ticks
ticks_ = SDL_GetTicks();
// Comprueba las entradas
checkInput();
screen_->update();
// 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 (!show_cheevos_)
{
options.section.section = Section::CREDITS;
options.section.subsection = Subsection::NONE;
}
}
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.video.palette, "black"));
if (state_ == show_menu)
{
// Dibuja la textura de fondo
SDL_RenderCopy(renderer_, bg_texture_, nullptr, nullptr);
// Dibuja la marquesina
renderMarquee();
// Dibuja la información de logros
if (show_cheevos_)
{
cheevos_sprite_->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 (options.section.section == Section::TITLE)
{
update();
checkEvents();
render();
}
}
// Recarga las texturas
void Title::reLoadTextures()
{
// Carga la textura adecuada
if (options.video.palette == Palette::ZXSPECTRUM)
{
texture_ = resource_->getTexture("loading_screen_color.png");
}
else if (options.video.palette == Palette::ZXARNE)
{
texture_ = resource_->getTexture("loading_screen_color_zxarne.png");
}
texture_->reLoad();
}
// Cambia la paleta
void Title::switchPalette()
{
if (options.video.palette == Palette::ZXSPECTRUM)
{
options.video.palette = Palette::ZXARNE;
sprite_->setTexture(resource_->getTexture("loading_screen_color_zxarne.png"));
}
else
{
options.video.palette = Palette::ZXSPECTRUM;
sprite_->setTexture(resource_->getTexture("loading_screen_color.png"));
}
// Cambia el color del borde
screen_->setBorderColor(stringToColor(options.video.palette, "bright_blue"));
}
// Desplaza la lista de logros
void Title::moveCheevosList(int direction)
{
const int speed = 2;
cheevos_texture_view_.y = direction == 0 ? cheevos_texture_view_.y - speed : cheevos_texture_view_.y + speed;
const int bottom = cheevos_texture_->getHeight() - cheevos_texture_view_.h;
if (cheevos_texture_view_.y < 0)
{
cheevos_texture_view_.y = 0;
}
else if (cheevos_texture_view_.y > bottom)
{
cheevos_texture_view_.y = bottom;
}
cheevos_sprite_->setClip(cheevos_texture_view_);
}
// Rellena la textura de fondo con todos los gráficos
void Title::fillTexture()
{
// Coloca el puntero del renderizador sobre la textura
SDL_SetRenderTarget(renderer_, bg_texture_);
// Rellena la textura de color
const Color c = stringToColor(options.video.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();
// Escribe el texto en la textura
const Color textColor = stringToColor(options.video.palette, "green");
const int textSize = text_->getCharacterSize();
text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 11 * textSize, "1.PLAY", 1, textColor);
text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 13 * textSize, "2.ACHIEVEMENTS", 1, textColor);
text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 15 * textSize, "3.REDEFINE KEYS", 1, textColor);
text_->writeDX(TEXT_CENTER | TEXT_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 auto cheevosList = Cheevos::get()->list();
const int cheevosTextureWidth = 200;
const int cheevosTextureViewHeight = 110;
const int cheevosTexturePosY = 73;
const int cheevosPadding = 10;
const int cheevoHeight = cheevosPadding + (info_text_->getCharacterSize() * 2) + 1;
const int cheevosTextureHeight = (cheevoHeight * cheevosList.size()) + 2 + info_text_->getCharacterSize() + 8;
cheevos_texture_ = std::make_shared<Texture>(renderer_);
cheevos_texture_->createBlank(cheevosTextureWidth, cheevosTextureHeight, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
cheevos_texture_->setAsRenderTarget(renderer_);
cheevos_texture_->setBlendMode(SDL_BLENDMODE_BLEND);
// Rellena la textura con color sólido
const Color cheevosBGColor = stringToColor(options.video.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 = "ACHIEVEMENTS";
const std::string cheevosListCaption = cheevosOwner + " (" + std::to_string(Cheevos::get()->unlocked()) + " / " + std::to_string(Cheevos::get()->count()) + ")";
int pos = 2;
info_text_->writeDX(TEXT_CENTER | TEXT_COLOR, cheevos_texture_->getWidth() / 2, pos, cheevosListCaption, 1, stringToColor(options.video.palette, "bright_green"));
pos += info_text_->getCharacterSize();
const Color cheevoLockedColor = stringToColor(options.video.palette, "white");
const Color cheevoUnlockedColor = stringToColor(options.video.palette, "bright_green");
Color cheevoColor;
SDL_SetRenderDrawColor(renderer_, cheevoLockedColor.r, cheevoLockedColor.g, cheevoLockedColor.b, 0xFF);
const int lineX1 = (cheevosTextureWidth / 7) * 3;
const int lineX2 = lineX1 + ((cheevosTextureWidth / 7) * 1);
for (auto cheevo : cheevosList)
{
cheevoColor = cheevo.completed ? cheevoUnlockedColor : cheevoLockedColor;
pos += cheevosPadding;
int half = cheevosPadding / 2;
SDL_RenderDrawLine(renderer_, lineX1, pos - half - 1, lineX2, pos - half - 1);
info_text_->writeDX(TEXT_CENTER | TEXT_COLOR, cheevosTextureWidth / 2, pos, cheevo.caption, 1, cheevoColor);
pos += info_text_->getCharacterSize() + 1;
info_text_->writeDX(TEXT_CENTER | TEXT_COLOR, cheevosTextureWidth / 2, pos, cheevo.description, 1, cheevoColor);
pos += info_text_->getCharacterSize();
}
// Crea el sprite para el listado de logros
cheevos_sprite_ = std::make_shared<Sprite>(cheevos_texture_, (GAMECANVAS_WIDTH - cheevos_texture_->getWidth()) / 2, cheevosTexturePosY, cheevos_texture_->getWidth(), cheevos_texture_->getHeight());
cheevos_texture_view_ = {0, 0, cheevos_texture_->getWidth(), cheevosTextureViewHeight};
cheevos_sprite_->setClip(cheevos_texture_view_);
}
// Oculta la lista de logros
void Title::hideCheevosList()
{
show_cheevos_ = false;
cheevos_texture_view_.y = 0;
cheevos_sprite_->setClip(cheevos_texture_view_);
}