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b800ab2073
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097320cff7
| Author | SHA1 | Date | |
|---|---|---|---|
| 097320cff7 | |||
| 12711d38f0 | |||
| 50b445ad3f |
15
Makefile
15
Makefile
@@ -26,16 +26,23 @@ ifeq ($(OS),Windows_NT)
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FixPath = $(subst /,\,$1)
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SOURCES := source/*.cpp source/common/*.cpp
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CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows
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LDFLAGS := -lmingw32 -lws2_32 -lSDL2main -lSDL2
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LDFLAGS := -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32
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RM = del /Q
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MKD:= mkdir
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else
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FixPath = $1
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SOURCES := $(shell find $(DIR_SOURCES) -name '*.cpp')
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CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections -framework OpenGL -Wno-deprecated
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LDFLAGS := -lSDL2
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CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections -Wno-deprecated
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LDFLAGS := -lSDL2
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RM = rm -f
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MKD:= mkdir -p
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MKD:= mkdir -p
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UNAME_S := $(shell uname -s)
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ifeq ($(UNAME_S),Linux)
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LDFLAGS += -lGL
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endif
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ifeq ($(UNAME_S),Darwin)
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LDFLAGS += -framework OpenGL
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endif
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endif
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OBJECTS := $(subst $(DIR_SOURCES), $(DIR_BUILD), $(SOURCES))
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@@ -24,9 +24,12 @@ enum inputs_e
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input_fire_left,
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input_fire_center,
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input_fire_right,
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// Inputs estandar
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input_window_fullscreen,
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input_window_inc_size,
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input_window_dec_size,
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input_video_shaders,
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// Input obligatorio
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input_number_of_inputs
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@@ -400,4 +400,11 @@ void Screen::doFlash()
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// Actualiza la lógica del efecto
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flashEffect.counter < flashEffect.lenght ? flashEffect.counter++ : flashEffect.enabled = false;
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}
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}
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// Activa/desactiva los shaders
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void Screen::switchShaders()
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{
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options->video.shaders = !options->video.shaders;
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setVideoMode(options->video.mode);
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}
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@@ -136,6 +136,9 @@ public:
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// Pone la pantalla de color
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void flash(color_t color, int lenght);
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// Activa/desactiva los shaders
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void switchShaders();
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};
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#endif
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@@ -145,16 +145,22 @@ struct op_audio_t
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op_sound_t sound; // Opciones para los efectos de sonido
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};
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// Estructura con todas las opciones de configuración del programa
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struct options_t
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// Estructura para las opciones del juego
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struct op_game_t
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{
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Uint8 difficulty; // Dificultad del juego
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Uint8 playerSelected; // Jugador seleccionado para el modo 1P
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std::vector<input_t> input; // Modo de control (teclado o mando)
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Uint8 language; // Idioma usado en el juego
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bool console; // Indica si ha de mostrar información por la consola de texto
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op_video_t video; // Opciones relativas a la clase screen
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op_audio_t audio; // Opciones para el audio
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};
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// Estructura con todas las opciones de configuración del programa
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struct options_t
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{
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bool console; // Indica si ha de mostrar información por la consola de texto
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op_game_t game; // Opciones para el propio juego
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op_video_t video; // Opciones relativas a la clase screen
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op_audio_t audio; // Opciones para el audio
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};
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struct param_t
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@@ -56,7 +56,7 @@ Director::Director(int argc, char *argv[])
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// Crea los objetos
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lang = new Lang(asset);
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lang->setLang(options->language);
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lang->setLang(options->game.language);
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input = new Input(asset->get("gamecontrollerdb.txt"));
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initInput();
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@@ -108,6 +108,7 @@ void Director::initInput()
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input->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
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input->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
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input->bindKey(input_window_fullscreen, SDL_SCANCODE_F3);
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input->bindKey(input_video_shaders, SDL_SCANCODE_F4);
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// Mando - Movimiento del jugador
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input->bindGameControllerButton(input_up, SDL_CONTROLLER_BUTTON_DPAD_UP);
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@@ -169,7 +170,7 @@ bool Director::initSDL()
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}
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}
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if (options->video.shaders)
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if (options->video.shaders || true)
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if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"))
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{
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if (options->console)
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@@ -205,7 +206,7 @@ bool Director::initSDL()
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}
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// La aceleración se activa según las opciones
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if (options->video.shaders)
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if (options->video.shaders || true)
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{
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flags = flags | SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
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}
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@@ -397,18 +398,18 @@ void Director::initOptions()
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options = new options_t;
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// Pone unos valores por defecto para las opciones de control
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options->input.clear();
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options->game.input.clear();
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input_t inp;
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inp.id = 0;
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inp.name = "KEYBOARD";
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inp.deviceType = INPUT_USE_KEYBOARD;
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options->input.push_back(inp);
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options->game.input.push_back(inp);
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inp.id = 0;
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inp.name = "GAME CONTROLLER";
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inp.deviceType = INPUT_USE_GAMECONTROLLER;
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options->input.push_back(inp);
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options->game.input.push_back(inp);
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// Opciones de video
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options->video.mode = 0;
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@@ -431,9 +432,9 @@ void Director::initOptions()
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options->audio.sound.volume = 64;
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// Opciones varios
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options->playerSelected = 0;
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options->difficulty = DIFFICULTY_NORMAL;
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options->language = ba_BA;
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options->game.playerSelected = 0;
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options->game.difficulty = DIFFICULTY_NORMAL;
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options->game.language = ba_BA;
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options->console = false;
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}
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@@ -569,9 +570,9 @@ bool Director::loadConfigFile()
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options->video.window.size = 3;
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}
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if (options->language < 0 || options->language > MAX_LANGUAGES)
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if (options->game.language < 0 || options->game.language > MAX_LANGUAGES)
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{
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options->language = en_UK;
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options->game.language = en_UK;
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}
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return success;
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@@ -602,55 +603,55 @@ bool Director::saveConfigFile()
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// Opciones de video
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file << "## VIDEO\n";
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file << "## video mode can be: 0, SDL_WINDOW_FULLSCREEN, SDL_WINDOW_FULLSCREEN_DESKTOP\n";
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file << "## video.mode [0, SDL_WINDOW_FULLSCREEN, SDL_WINDOW_FULLSCREEN_DESKTOP]\n";
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file << "## video.filter [FILTER_NEAREST, FILTER_LINEAL]\n";
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file << "\n";
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if (options->video.mode == 0)
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{
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file << "mode=0\n";
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file << "video.mode=0\n";
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}
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else if (options->video.mode == SDL_WINDOW_FULLSCREEN)
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{
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file << "mode=SDL_WINDOW_FULLSCREEN\n";
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file << "video.mode=SDL_WINDOW_FULLSCREEN\n";
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}
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else if (options->video.mode == SDL_WINDOW_FULLSCREEN_DESKTOP)
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{
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file << "mode=SDL_WINDOW_FULLSCREEN_DESKTOP\n";
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file << "video.mode=SDL_WINDOW_FULLSCREEN_DESKTOP\n";
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}
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file << "window.size=" + std::to_string(options->video.window.size) + "\n";
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file << "video.window.size=" + std::to_string(options->video.window.size) + "\n";
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file << "## filter can be: FILTER_NEAREST, FILTER_LINEAL\n";
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if (options->video.filter == FILTER_NEAREST)
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{
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file << "filter=FILTER_NEAREST\n";
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}
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else
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{
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file << "filter=FILTER_LINEAL\n";
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}
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options->video.filter == FILTER_NEAREST ? file << "video.filter=FILTER_NEAREST\n" : file << "video.filter=FILTER_LINEAL\n";
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file << "vSync=" + boolToString(options->video.vSync) + "\n";
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file << "integerScale=" + boolToString(options->video.integerScale) + "\n";
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file << "keepAspect=" + boolToString(options->video.keepAspect) + "\n";
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file << "border.enabled=" + boolToString(options->video.border.enabled) + "\n";
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file << "border.width=" + std::to_string(options->video.border.width) + "\n";
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file << "border.height=" + std::to_string(options->video.border.height) + "\n";
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file << "video.shaders=" + boolToString(options->video.shaders) + "\n";
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file << "video.vSync=" + boolToString(options->video.vSync) + "\n";
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file << "video.integerScale=" + boolToString(options->video.integerScale) + "\n";
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file << "video.keepAspect=" + boolToString(options->video.keepAspect) + "\n";
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file << "video.border.enabled=" + boolToString(options->video.border.enabled) + "\n";
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file << "video.border.width=" + std::to_string(options->video.border.width) + "\n";
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file << "video.border.height=" + std::to_string(options->video.border.height) + "\n";
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// Opciones de audio
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file << "\n## AUDIO\n";
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file << "music.enabled=" + boolToString(options->audio.music.enabled) + "\n";
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file << "music.volume=" + std::to_string(options->audio.music.volume) + "\n";
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file << "sound.enabled=" + boolToString(options->audio.sound.enabled) + "\n";
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file << "sound.volume=" + std::to_string(options->audio.sound.volume) + "\n";
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file << "\n\n## AUDIO\n";
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file << "## volume [0 .. 128]\n";
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file << "\n";
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file << "audio.music.enabled=" + boolToString(options->audio.music.enabled) + "\n";
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file << "audio.music.volume=" + std::to_string(options->audio.music.volume) + "\n";
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file << "audio.sound.enabled=" + boolToString(options->audio.sound.enabled) + "\n";
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file << "audio.sound.volume=" + std::to_string(options->audio.sound.volume) + "\n";
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// Opciones del juego
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file << "\n## GAME\n";
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file << "language=" + std::to_string(options->language) + "\n";
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file << "difficulty=" + std::to_string(options->difficulty) + "\n";
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file << "input0=" + std::to_string(options->input[0].deviceType) + "\n";
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file << "input1=" + std::to_string(options->input[1].deviceType) + "\n";
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file << "\n\n## GAME\n";
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file << "\n";
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file << "game.language=" + std::to_string(options->game.language) + "\n";
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file << "game.difficulty=" + std::to_string(options->game.difficulty) + "\n";
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file << "game.input0=" + std::to_string(options->game.input[0].deviceType) + "\n";
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file << "game.input1=" + std::to_string(options->game.input[1].deviceType) + "\n";
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// Cierra el fichero
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file.close();
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@@ -760,7 +761,7 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
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bool success = true;
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// Opciones de video
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if (var == "mode")
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if (var == "video.mode")
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{
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if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP")
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{
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@@ -776,7 +777,7 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
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}
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}
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else if (var == "window.size")
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else if (var == "video.window.size")
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{
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options->video.window.size = std::stoi(value);
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if ((options->video.window.size < 1) || (options->video.window.size > 4))
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@@ -785,7 +786,7 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
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}
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}
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else if (var == "filter")
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else if (var == "video.filter")
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{
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if (value == "FILTER_LINEAL")
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{
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@@ -797,81 +798,81 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
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}
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}
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else if (var == "vSync")
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{
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options->video.vSync = stringToBool(value);
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}
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else if (var == "integerScale")
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{
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options->video.integerScale = stringToBool(value);
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}
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else if (var == "keepAspect")
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{
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options->video.keepAspect = stringToBool(value);
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}
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else if (var == "border.enabled")
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{
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options->video.border.enabled = stringToBool(value);
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}
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else if (var == "border.width")
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{
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options->video.border.width = std::stoi(value);
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}
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else if (var == "border.height")
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{
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options->video.border.height = std::stoi(value);
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}
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else if (var == "video.shaders")
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{
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options->video.shaders = stringToBool(value);
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}
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else if (var == "video.vSync")
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{
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options->video.vSync = stringToBool(value);
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}
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else if (var == "video.integerScale")
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{
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options->video.integerScale = stringToBool(value);
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}
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else if (var == "video.keepAspect")
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{
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options->video.keepAspect = stringToBool(value);
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}
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else if (var == "video.border.enabled")
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{
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options->video.border.enabled = stringToBool(value);
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}
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else if (var == "video.border.width")
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{
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options->video.border.width = std::stoi(value);
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}
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else if (var == "video.border.height")
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{
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options->video.border.height = std::stoi(value);
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}
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// Opciones de audio
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else if (var == "music.enabled")
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else if (var == "audio.music.enabled")
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{
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options->audio.music.enabled = stringToBool(value);
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}
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else if (var == "music.volume")
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else if (var == "audio.music.volume")
|
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{
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options->audio.music.volume = std::stoi(value);
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}
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else if (var == "sound.enabled")
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else if (var == "audio.sound.enabled")
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{
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options->audio.sound.enabled = stringToBool(value);
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}
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else if (var == "sound.volume")
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else if (var == "audio.sound.volume")
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{
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options->audio.sound.volume = std::stoi(value);
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}
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// Opciones de juego
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else if (var == "language")
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else if (var == "game.language")
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{
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options->language = std::stoi(value);
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options->game.language = std::stoi(value);
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}
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else if (var == "difficulty")
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else if (var == "game.difficulty")
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{
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options->difficulty = std::stoi(value);
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options->game.difficulty = std::stoi(value);
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}
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else if (var == "input0")
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else if (var == "game.input0")
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||||
{
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options->input[0].deviceType = std::stoi(value);
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options->game.input[0].deviceType = std::stoi(value);
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}
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else if (var == "input1")
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else if (var == "game.input1")
|
||||
{
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options->input[1].deviceType = std::stoi(value);
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options->game.input[1].deviceType = std::stoi(value);
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||||
}
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||||
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||||
// Lineas vacias o que empiezan por comentario
|
||||
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||||
@@ -20,10 +20,10 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
|
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lastStageReached = currentStage;
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if (numPlayers == 1)
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{ // Si solo juega un jugador, permite jugar tanto con teclado como con mando
|
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onePlayerControl = options->input[0].deviceType;
|
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options->input[0].deviceType = INPUT_USE_ANY;
|
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onePlayerControl = options->game.input[0].deviceType;
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options->game.input[0].deviceType = INPUT_USE_ANY;
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}
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difficulty = options->difficulty;
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difficulty = options->game.difficulty;
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||||
|
||||
// Crea los objetos
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||||
fade = new Fade(renderer, param);
|
||||
@@ -62,7 +62,7 @@ Game::~Game()
|
||||
// Restaura el metodo de control
|
||||
if (numPlayers == 1)
|
||||
{
|
||||
options->input[0].deviceType = onePlayerControl;
|
||||
options->game.input[0].deviceType = onePlayerControl;
|
||||
}
|
||||
|
||||
// Elimina todos los objetos contenidos en vectores
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||||
@@ -182,7 +182,7 @@ void Game::init()
|
||||
// Crea los jugadores
|
||||
if (numPlayers == 1)
|
||||
{
|
||||
Player *player = new Player(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[options->playerSelected], playerAnimations);
|
||||
Player *player = new Player(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[options->game.playerSelected], playerAnimations);
|
||||
players.push_back(player);
|
||||
}
|
||||
|
||||
@@ -2846,7 +2846,7 @@ void Game::checkGameInput()
|
||||
if (player->isAlive())
|
||||
{
|
||||
// Input a la izquierda
|
||||
if (input->checkInput(input_left, REPEAT_TRUE, options->input[i].deviceType, options->input[i].id))
|
||||
if (input->checkInput(input_left, REPEAT_TRUE, options->game.input[i].deviceType, options->game.input[i].id))
|
||||
{
|
||||
player->setInput(input_left);
|
||||
demo.keys.left = 1;
|
||||
@@ -2854,7 +2854,7 @@ void Game::checkGameInput()
|
||||
else
|
||||
{
|
||||
// Input a la derecha
|
||||
if (input->checkInput(input_right, REPEAT_TRUE, options->input[i].deviceType, options->input[i].id))
|
||||
if (input->checkInput(input_right, REPEAT_TRUE, options->game.input[i].deviceType, options->game.input[i].id))
|
||||
{
|
||||
player->setInput(input_right);
|
||||
demo.keys.right = 1;
|
||||
@@ -2867,7 +2867,7 @@ void Game::checkGameInput()
|
||||
}
|
||||
}
|
||||
// Comprueba el input de disparar al centro
|
||||
if (input->checkInput(input_fire_center, REPEAT_TRUE, options->input[i].deviceType, options->input[i].id))
|
||||
if (input->checkInput(input_fire_center, REPEAT_TRUE, options->game.input[i].deviceType, options->game.input[i].id))
|
||||
{
|
||||
if (player->canFire())
|
||||
{
|
||||
@@ -2883,7 +2883,7 @@ void Game::checkGameInput()
|
||||
}
|
||||
|
||||
// Comprueba el input de disparar a la izquierda
|
||||
if (input->checkInput(input_fire_left, REPEAT_TRUE, options->input[i].deviceType, options->input[i].id))
|
||||
if (input->checkInput(input_fire_left, REPEAT_TRUE, options->game.input[i].deviceType, options->game.input[i].id))
|
||||
{
|
||||
if (player->canFire())
|
||||
{
|
||||
@@ -2899,7 +2899,7 @@ void Game::checkGameInput()
|
||||
}
|
||||
|
||||
// Comprueba el input de disparar a la derecha
|
||||
if (input->checkInput(input_fire_right, REPEAT_TRUE, options->input[i].deviceType, options->input[i].id))
|
||||
if (input->checkInput(input_fire_right, REPEAT_TRUE, options->game.input[i].deviceType, options->game.input[i].id))
|
||||
{
|
||||
if (player->canFire())
|
||||
{
|
||||
@@ -2915,7 +2915,7 @@ void Game::checkGameInput()
|
||||
}
|
||||
|
||||
// Comprueba el input de pausa
|
||||
if (input->checkInput(input_cancel, REPEAT_FALSE, options->input[i].deviceType, options->input[i].id))
|
||||
if (input->checkInput(input_cancel, REPEAT_FALSE, options->game.input[i].deviceType, options->game.input[i].id))
|
||||
{
|
||||
section->subsection = SUBSECTION_GAME_PAUSE;
|
||||
}
|
||||
|
||||
@@ -79,18 +79,18 @@ void Title::init()
|
||||
demo = true;
|
||||
|
||||
// Pone valores por defecto a las opciones de control
|
||||
options->input.clear();
|
||||
options->game.input.clear();
|
||||
|
||||
input_t i;
|
||||
i.id = 0;
|
||||
i.name = "KEYBOARD";
|
||||
i.deviceType = INPUT_USE_KEYBOARD;
|
||||
options->input.push_back(i);
|
||||
options->game.input.push_back(i);
|
||||
|
||||
i.id = 0;
|
||||
i.name = "GAME CONTROLLER";
|
||||
i.deviceType = INPUT_USE_GAMECONTROLLER;
|
||||
options->input.push_back(i);
|
||||
options->game.input.push_back(i);
|
||||
|
||||
// Comprueba si hay mandos conectados
|
||||
checkInputDevices();
|
||||
@@ -103,9 +103,9 @@ void Title::init()
|
||||
// Si ha encontrado un mando se lo asigna al segundo jugador
|
||||
if (input->gameControllerFound())
|
||||
{
|
||||
options->input[1].id = availableInputDevices[deviceIndex[1]].id;
|
||||
options->input[1].name = availableInputDevices[deviceIndex[1]].name;
|
||||
options->input[1].deviceType = availableInputDevices[deviceIndex[1]].deviceType;
|
||||
options->game.input[1].id = availableInputDevices[deviceIndex[1]].id;
|
||||
options->game.input[1].name = availableInputDevices[deviceIndex[1]].name;
|
||||
options->game.input[1].deviceType = availableInputDevices[deviceIndex[1]].deviceType;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -264,6 +264,11 @@ void Title::checkInput()
|
||||
screen->incWindowSize();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_video_shaders, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchShaders();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_accept, REPEAT_FALSE))
|
||||
{
|
||||
fade->activate();
|
||||
@@ -314,13 +319,13 @@ bool Title::updatePlayerInputs(int numPlayer)
|
||||
deviceIndex[0] = 0;
|
||||
deviceIndex[1] = 0;
|
||||
|
||||
options->input[0].id = -1;
|
||||
options->input[0].name = "KEYBOARD";
|
||||
options->input[0].deviceType = INPUT_USE_KEYBOARD;
|
||||
options->game.input[0].id = -1;
|
||||
options->game.input[0].name = "KEYBOARD";
|
||||
options->game.input[0].deviceType = INPUT_USE_KEYBOARD;
|
||||
|
||||
options->input[1].id = 0;
|
||||
options->input[1].name = "GAME CONTROLLER";
|
||||
options->input[1].deviceType = INPUT_USE_GAMECONTROLLER;
|
||||
options->game.input[1].id = 0;
|
||||
options->game.input[1].name = "GAME CONTROLLER";
|
||||
options->game.input[1].deviceType = INPUT_USE_GAMECONTROLLER;
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -358,8 +363,8 @@ bool Title::updatePlayerInputs(int numPlayer)
|
||||
}
|
||||
|
||||
// Copia el dispositivo marcado por el indice a la variable de opciones de cada jugador
|
||||
options->input[0] = availableInputDevices[deviceIndex[0]];
|
||||
options->input[1] = availableInputDevices[deviceIndex[1]];
|
||||
options->game.input[0] = availableInputDevices[deviceIndex[0]];
|
||||
options->game.input[1] = availableInputDevices[deviceIndex[1]];
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user