forked from jaildesigner-jailgames/jaildoctors_dilemma
418 lines
14 KiB
C++
418 lines
14 KiB
C++
#include "core/resources/resource.hpp"
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#include <SDL3/SDL.h>
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#include <stdlib.h> // Para exit, size_t
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#include <algorithm> // Para find_if
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#include <iostream> // Para basic_ostream, operator<<, endl, cout
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#include <stdexcept> // Para runtime_error
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#include "core/rendering/screen.hpp" // Para Screen
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#include "core/rendering/text.hpp" // Para Text, loadTextFile
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#include "core/resources/asset.hpp" // Para AssetType, Asset
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#include "external/jail_audio.h" // Para JA_DeleteMusic, JA_DeleteSound, JA_Loa...
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#include "game/options.hpp" // Para Options, OptionsGame, options
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#include "game/gameplay/room.hpp" // Para RoomData, loadRoomFile, loadRoomTileFile
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#include "utils/utils.hpp" // Para getFileName, printWithDots, PaletteColor
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struct JA_Music_t; // lines 17-17
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struct JA_Sound_t; // lines 18-18
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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() { Resource::resource = new Resource(); }
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// [SINGLETON] Destruiremos el objeto screen con esta función estática
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void Resource::destroy() { delete Resource::resource; }
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// [SINGLETON] Con este método obtenemos el objeto screen y podemos trabajar con él
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Resource* Resource::get() { return Resource::resource; }
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// Constructor
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Resource::Resource() { load(); }
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// Vacia todos los vectores de recursos
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void Resource::clear() {
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clearSounds();
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clearMusics();
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surfaces_.clear();
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palettes_.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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calculateTotal();
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Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
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std::cout << "** LOADING RESOURCES" << std::endl;
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loadSounds();
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loadMusics();
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loadSurfaces();
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loadPalettes();
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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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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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auto it = std::find_if(sounds_.begin(), sounds_.end(), [&name](const auto& s) { return s.name == name; });
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if (it != sounds_.end()) {
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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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auto it = std::find_if(musics_.begin(), musics_.end(), [&name](const auto& m) { return m.name == name; });
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if (it != musics_.end()) {
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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 surface a partir de un nombre
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std::shared_ptr<Surface> Resource::getSurface(const std::string& name) {
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auto it = std::find_if(surfaces_.begin(), surfaces_.end(), [&name](const auto& t) { return t.name == name; });
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if (it != surfaces_.end()) {
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return it->surface;
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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 la paleta a partir de un nombre
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Palette Resource::getPalette(const std::string& name) {
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auto it = std::find_if(palettes_.begin(), palettes_.end(), [&name](const auto& t) { return t.name == name; });
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if (it != palettes_.end()) {
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return it->palette;
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}
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std::cerr << "Error: Paleta no encontrada " << name << std::endl;
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throw std::runtime_error("Paleta 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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auto it = std::find_if(text_files_.begin(), text_files_.end(), [&name](const auto& t) { return t.name == name; });
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if (it != text_files_.end()) {
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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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auto it = std::find_if(texts_.begin(), texts_.end(), [&name](const auto& t) { return t.name == name; });
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if (it != texts_.end()) {
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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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Animations& Resource::getAnimations(const std::string& name) {
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auto it = std::find_if(animations_.begin(), animations_.end(), [&name](const auto& a) { return a.name == name; });
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if (it != animations_.end()) {
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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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auto it = std::find_if(tile_maps_.begin(), tile_maps_.end(), [&name](const auto& t) { return t.name == name; });
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if (it != tile_maps_.end()) {
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return it->tile_map;
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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<RoomData> Resource::getRoom(const std::string& name) {
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auto it = std::find_if(rooms_.begin(), rooms_.end(), [&name](const auto& r) { return r.name == name; });
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if (it != rooms_.end()) {
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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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return rooms_;
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}
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// Carga los sonidos
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void Resource::loadSounds() {
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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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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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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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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(1);
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}
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}
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// Carga las texturas
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void Resource::loadSurfaces() {
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std::cout << "\n>> SURFACES" << std::endl;
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auto list = Asset::get()->getListByType(AssetType::BITMAP);
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surfaces_.clear();
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for (const auto& l : list) {
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auto name = getFileName(l);
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surfaces_.emplace_back(ResourceSurface(name, std::make_shared<Surface>(l)));
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surfaces_.back().surface->setTransparentColor(0);
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updateLoadingProgress();
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}
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// Reconfigura el color transparente de algunas surfaces
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getSurface("loading_screen_color.gif")->setTransparentColor();
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getSurface("ending1.gif")->setTransparentColor();
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getSurface("ending2.gif")->setTransparentColor();
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getSurface("ending3.gif")->setTransparentColor();
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getSurface("ending4.gif")->setTransparentColor();
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getSurface("ending5.gif")->setTransparentColor();
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getSurface("standard.gif")->setTransparentColor(16);
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}
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// Carga las paletas
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void Resource::loadPalettes() {
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std::cout << "\n>> PALETTES" << std::endl;
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auto list = Asset::get()->getListByType(AssetType::PALETTE);
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palettes_.clear();
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for (const auto& l : list) {
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auto name = getFileName(l);
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palettes_.emplace_back(ResourcePalette(name, readPalFile(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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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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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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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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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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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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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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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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auto name = getFileName(l);
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rooms_.emplace_back(ResourceRoom(name, std::make_shared<RoomData>(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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struct ResourceInfo {
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std::string key; // Identificador del recurso
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std::string texture_file; // Nombre del archivo de textura
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std::string text_file; // 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& t_file, const std::string& txt_file)
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: key(k),
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texture_file(t_file),
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text_file(txt_file) {}
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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.gif", "debug.txt"},
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{"gauntlet", "gauntlet.gif", "gauntlet.txt"},
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{"smb2", "smb2.gif", "smb2.txt"},
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{"subatomic", "subatomic.gif", "subatomic.txt"},
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{"8bithud", "8bithud.gif", "8bithud.txt"}};
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for (const auto& resource : resources) {
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texts_.emplace_back(ResourceText(resource.key, std::make_shared<Text>(getSurface(resource.texture_file), getTextFile(resource.text_file))));
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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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// 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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if (sound.sound != nullptr) {
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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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// 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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if (music.music != nullptr) {
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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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std::vector<AssetType> asset_types = {
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AssetType::SOUND,
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AssetType::MUSIC,
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AssetType::BITMAP,
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AssetType::PALETTE,
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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& asset_type : asset_types) {
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auto list = Asset::get()->getListByType(asset_type);
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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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constexpr float X_PADDING = 10;
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constexpr float Y_PADDING = 10;
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constexpr float BAR_HEIGHT = 10;
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const float BAR_POSITION = Options::game.height - BAR_HEIGHT - Y_PADDING;
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Screen::get()->start();
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Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
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auto surface = Screen::get()->getRendererSurface();
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const float WIRED_BAR_WIDTH = Options::game.width - (X_PADDING * 2);
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SDL_FRect rect_wired = {X_PADDING, BAR_POSITION, WIRED_BAR_WIDTH, X_PADDING};
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surface->drawRectBorder(&rect_wired, static_cast<Uint8>(PaletteColor::WHITE));
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const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * count_.getPercentage();
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SDL_FRect rect_full = {X_PADDING, BAR_POSITION, FULL_BAR_WIDTH, X_PADDING};
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surface->fillRect(&rect_full, static_cast<Uint8>(PaletteColor::WHITE));
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Screen::get()->render();
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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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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_EVENT_QUIT:
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exit(0);
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break;
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case SDL_EVENT_KEY_DOWN:
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if (event.key.key == SDLK_ESCAPE) {
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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(int steps) {
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count_.add(1);
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if (count_.loaded % steps == 0 || count_.loaded == count_.total) {
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renderProgress();
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}
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checkEvents();
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} |