Files
jaildoctors_dilemma/source/director.cpp

247 lines
6.4 KiB
C++

#include "utils.h"
#include "director.h"
#include <iostream>
#include <string>
// Constructor
Director::Director(std::string path)
{
// Crea el objeto que controla los ficheros de recursos
asset = new Asset(path.substr(0, path.find_last_of("\\/")));
// Si falta algún fichero no inicia el programa
if (!setFileList())
{
section.name = SECTION_PROG_QUIT;
}
else
{
section.name = SECTION_PROG_GAME;
section.subsection = 0;
}
// Crea el puntero a la estructura y carga el fichero de configuración
options = new options_t;
options->fullScreenMode = 0;
options->windowSize = 3;
options->filter = FILTER_NEAREST;
options->vSync = true;
options->screenWidth = GAMECANVAS_WIDTH * options->windowSize;
options->screenHeight = GAMECANVAS_HEIGHT * options->windowSize;
options->integerScale = true;
options->keepAspect = true;
// Inicializa SDL
initSDL();
// Inicializa JailAudio
initJailAudio();
// Crea los objetos
input = new Input(asset->get("gamecontrollerdb.txt"));
initInput();
screen = new Screen(window, renderer, options, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
}
Director::~Director()
{
delete options;
delete asset;
delete input;
delete screen;
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
// Inicia las variables necesarias para arrancar el programa
void Director::initInput()
{
input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE);
input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_D);
input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE);
input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE);
input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE);
input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE);
}
// Inicializa JailAudio
void Director::initJailAudio()
{
JA_Init(48000, AUDIO_S16, 2);
}
// Arranca SDL y crea la ventana
bool Director::initSDL()
{
// Indicador de éxito
bool success = true;
// Inicializa SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0)
{
printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Inicia el generador de numeros aleatorios
std::srand(static_cast<unsigned int>(SDL_GetTicks()));
// Establece el filtro de la textura a nearest
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str()))
{
printf("Warning: Nearest texture filtering not enabled!\n");
}
// Crea la ventana
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, options->screenWidth, options->screenHeight, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
if (window == NULL)
{
printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
if (options->vSync)
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
else
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
{
printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Inicializa el color de renderizado
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
// Establece el tamaño del buffer de renderizado
SDL_RenderSetLogicalSize(renderer, options->screenWidth, options->screenHeight);
// Establece el modo de mezcla
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
}
}
}
printf("\n");
return success;
}
// Crea el indice de ficheros
bool Director::setFileList()
{
asset->add("/media/font/smb2.png", font);
asset->add("/media/font/smb2.txt", font);
asset->add("/media/font/debug.png", font);
asset->add("/media/font/debug.txt", font);
asset->add("/data/gamecontrollerdb.txt", data);
asset->add("/data/room/01.room", room);
asset->add("/data/room/02.room", room);
asset->add("/data/room/03.room", room);
asset->add("/data/room/04.room", room);
asset->add("/data/room/05.room", room);
asset->add("/data/room/01.tmx", room);
asset->add("/data/room/02.tmx", room);
asset->add("/data/room/03.tmx", room);
asset->add("/data/room/04.tmx", room);
asset->add("/data/room/05.tmx", room);
asset->add("/media/tilesets/standard.png", bitmap);
asset->add("/media/enemies/paco.png", bitmap);
asset->add("/media/enemies/paco.ani", data);
asset->add("/media/enemies/chip.png", bitmap);
asset->add("/media/enemies/chip.ani", data);
asset->add("/media/enemies/wave.png", bitmap);
asset->add("/media/enemies/wave.ani", data);
asset->add("/media/player/player01.png", bitmap);
asset->add("/media/player/player01.ani", data);
asset->add("/media/items/items.png", bitmap);
return asset->check();
}
// Obtiene el valor de la variable
Uint8 Director::getSubsection()
{
return section.subsection;
}
// Obtiene el valor de la variable
Uint8 Director::getSection()
{
return section.name;
}
// Establece el valor de la variable
void Director::setSection(section_t section)
{
this->section = section;
}
void Director::runLogo()
{
}
void Director::runIntro()
{
}
void Director::runTitle()
{
}
void Director::runGame()
{
game = new Game(renderer, screen, asset, input);
setSection(game->run());
delete game;
}
void Director::run()
{
// Bucle principal
while (getSection() != SECTION_PROG_QUIT)
{
switch (getSection())
{
case SECTION_PROG_LOGO:
runLogo();
break;
case SECTION_PROG_INTRO:
runIntro();
break;
case SECTION_PROG_TITLE:
runTitle();
break;
case SECTION_PROG_GAME:
runGame();
break;
}
}
}