varies coses i detallets
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@@ -2,21 +2,7 @@
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#include <SDL3/SDL.h>
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// Tecles GUI (capa de presentació — finestra, zoom, shaders, etc.)
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namespace Defaults::KeysGUI {
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constexpr SDL_Scancode DEC_ZOOM = SDL_SCANCODE_F1;
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constexpr SDL_Scancode INC_ZOOM = SDL_SCANCODE_F2;
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constexpr SDL_Scancode FULLSCREEN = SDL_SCANCODE_F3;
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constexpr SDL_Scancode TOGGLE_SHADER = SDL_SCANCODE_F4;
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constexpr SDL_Scancode TOGGLE_ASPECT_RATIO = SDL_SCANCODE_F5;
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constexpr SDL_Scancode TOGGLE_SUPERSAMPLING = SDL_SCANCODE_F6;
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constexpr SDL_Scancode NEXT_SHADER = SDL_SCANCODE_F7;
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constexpr SDL_Scancode NEXT_SHADER_PRESET = SDL_SCANCODE_F8;
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constexpr SDL_Scancode TOGGLE_STRETCH_FILTER = SDL_SCANCODE_F9;
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constexpr SDL_Scancode TOGGLE_RENDER_INFO = SDL_SCANCODE_F10;
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constexpr SDL_Scancode PAUSE_TOGGLE = SDL_SCANCODE_F11;
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constexpr SDL_Scancode MENU_TOGGLE = SDL_SCANCODE_F12;
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} // namespace Defaults::KeysGUI
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// Tecles GUI: viuen a data/input/keys.yaml (font única — KeyConfig).
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// Tecles de joc (moviment del personatge, accions)
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namespace Defaults::KeysGame {
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@@ -58,7 +58,7 @@ void ModuleGame::onEnter() {
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// Arranca el fade-in tick-based. El `PaletteFade` avança un pas (de
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// 32) per cada tick; durant aquesta fase el gameplay no corre,
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// només Draw+fade. Substituïx la crida bloquejant `JD8_FadeToPal`.
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fade_.startFadeTo(JD8_LoadPalette(info::ctx.pepe_activat ? "frames2.gif" : "frames.gif"));
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fade_.startFadeTo(JD8_LoadPalette(info::ctx.pepe_activat ? "gfx/frames2.gif" : "gfx/frames.gif"));
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phase_ = Phase::FadingIn;
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}
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@@ -189,8 +189,6 @@ namespace Options {
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loadScancodeField(node, "down", keys_game.down);
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loadScancodeField(node, "left", keys_game.left);
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loadScancodeField(node, "right", keys_game.right);
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loadScancodeField(node, "menu_toggle", keys_gui.menu_toggle);
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loadScancodeField(node, "pause_toggle", keys_gui.pause_toggle);
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}
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}
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@@ -333,15 +331,14 @@ namespace Options {
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file << " show_title_credits: " << (game.show_title_credits ? "true" : "false") << "\n";
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file << "\n";
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// CONTROLS
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file << "# CONTROLS (noms SDL: \"Up\", \"Down\", \"W\", \"Space\", \"F12\", etc.)\n";
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// CONTROLS — només moviment del jugador. Les tecles d'UI viuen a
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// data/input/keys.yaml (defaults) + ~/.config/jailgames/aee/keys.yaml (overrides).
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file << "# CONTROLS (noms SDL: \"Up\", \"Down\", \"W\", \"Space\", etc.)\n";
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file << "controls:\n";
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file << " up: \"" << SDL_GetScancodeName(keys_game.up) << "\"\n";
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file << " down: \"" << SDL_GetScancodeName(keys_game.down) << "\"\n";
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file << " left: \"" << SDL_GetScancodeName(keys_game.left) << "\"\n";
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file << " right: \"" << SDL_GetScancodeName(keys_game.right) << "\"\n";
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file << " menu_toggle: \"" << SDL_GetScancodeName(keys_gui.menu_toggle) << "\"\n";
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file << " pause_toggle: \"" << SDL_GetScancodeName(keys_gui.pause_toggle) << "\"\n";
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file.close();
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@@ -8,23 +8,8 @@
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namespace Options {
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// Tecles GUI (finestra, zoom, shaders)
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struct KeysGUI {
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SDL_Scancode dec_zoom{Defaults::KeysGUI::DEC_ZOOM};
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SDL_Scancode inc_zoom{Defaults::KeysGUI::INC_ZOOM};
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SDL_Scancode fullscreen{Defaults::KeysGUI::FULLSCREEN};
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SDL_Scancode toggle_shader{Defaults::KeysGUI::TOGGLE_SHADER};
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SDL_Scancode toggle_aspect_ratio{Defaults::KeysGUI::TOGGLE_ASPECT_RATIO};
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SDL_Scancode toggle_supersampling{Defaults::KeysGUI::TOGGLE_SUPERSAMPLING};
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SDL_Scancode next_shader{Defaults::KeysGUI::NEXT_SHADER};
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SDL_Scancode next_shader_preset{Defaults::KeysGUI::NEXT_SHADER_PRESET};
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SDL_Scancode toggle_stretch_filter{Defaults::KeysGUI::TOGGLE_STRETCH_FILTER};
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SDL_Scancode toggle_render_info{Defaults::KeysGUI::TOGGLE_RENDER_INFO};
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SDL_Scancode pause_toggle{Defaults::KeysGUI::PAUSE_TOGGLE};
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SDL_Scancode menu_toggle{Defaults::KeysGUI::MENU_TOGGLE};
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};
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// Tecles de joc (moviment, accions)
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// Tecles de joc (moviment, accions). Les tecles d'UI viuen ara a KeyConfig
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// (carregades de data/input/keys.yaml).
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struct KeysGame {
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SDL_Scancode up{Defaults::KeysGame::UP};
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SDL_Scancode down{Defaults::KeysGame::DOWN};
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@@ -123,7 +108,6 @@ namespace Options {
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// --- Variables globals ---
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inline std::string version{};
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inline KeysGUI keys_gui{};
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inline KeysGame keys_game{};
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inline Video video{};
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inline RenderInfo render_info{};
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