neteja tidy a source/game (fixes d'arrel: BulletKind enum class, signatures, branches)
This commit is contained in:
@@ -1,8 +1,8 @@
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#include "game/scenes/title.h"
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#include <SDL3/SDL.h>
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#include <stdlib.h> // for rand
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#include <cstdlib> // for rand
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#include <iostream> // for basic_ostream, operator<<, basic_ostrea...
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#include <string> // for basic_string, operator+, char_traits
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@@ -147,10 +147,10 @@ void Title::init() {
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coffeeBitmap->setPosY(11 - 200);
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coffeeBitmap->setWidth(167);
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coffeeBitmap->setHeight(46);
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coffeeBitmap->setVelX(0.0f);
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coffeeBitmap->setVelY(2.5f);
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coffeeBitmap->setAccelX(0.0f);
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coffeeBitmap->setAccelY(0.1f);
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coffeeBitmap->setVelX(0.0F);
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coffeeBitmap->setVelY(2.5F);
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coffeeBitmap->setAccelX(0.0F);
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coffeeBitmap->setAccelY(0.1F);
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coffeeBitmap->setSpriteClip(0, 0, 167, 46);
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coffeeBitmap->setEnabled(true);
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coffeeBitmap->setEnabledCounter(0);
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@@ -163,10 +163,10 @@ void Title::init() {
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crisisBitmap->setPosY(57 + 200);
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crisisBitmap->setWidth(137);
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crisisBitmap->setHeight(46);
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crisisBitmap->setVelX(0.0f);
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crisisBitmap->setVelY(-2.5f);
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crisisBitmap->setAccelX(0.0f);
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crisisBitmap->setAccelY(-0.1f);
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crisisBitmap->setVelX(0.0F);
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crisisBitmap->setVelY(-2.5F);
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crisisBitmap->setAccelX(0.0F);
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crisisBitmap->setAccelY(-0.1F);
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crisisBitmap->setSpriteClip(0, 0, 137, 46);
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crisisBitmap->setEnabled(true);
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crisisBitmap->setEnabledCounter(0);
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@@ -202,7 +202,7 @@ void Title::init() {
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// Inicializa los valores del vector con los valores del seno
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for (int i = 0; i < 360; ++i) {
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sin[i] = SDL_sinf((float)i * 3.14f / 180.0f);
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sin[i] = SDL_sinf((float)i * 3.14F / 180.0F);
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}
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// Actualiza los textos de los menus
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@@ -313,8 +313,9 @@ void Title::update() {
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if (demo) {
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demoThenInstructions = true;
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runDemoGame();
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} else
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} else {
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section->name = SECTION_PROG_LOGO;
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}
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break;
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default:
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@@ -326,7 +327,7 @@ void Title::update() {
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updateBG();
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// Comprueba las entradas para el menu
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if (menuVisible == true && !fade->isEnabled()) {
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if (menuVisible && !fade->isEnabled()) {
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menu.active->update();
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}
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@@ -393,12 +394,13 @@ void Title::update() {
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if (menu.active->getName() == "OPTIONS") {
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switch (menu.active->getItemSelected()) {
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case 0: // Difficulty
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if (Options::settings.difficulty == DIFFICULTY_EASY)
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if (Options::settings.difficulty == DIFFICULTY_EASY) {
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Options::settings.difficulty = DIFFICULTY_NORMAL;
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else if (Options::settings.difficulty == DIFFICULTY_NORMAL)
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} else if (Options::settings.difficulty == DIFFICULTY_NORMAL) {
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Options::settings.difficulty = DIFFICULTY_HARD;
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else
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} else {
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Options::settings.difficulty = DIFFICULTY_EASY;
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}
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updateMenuLabels();
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break;
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@@ -414,8 +416,9 @@ void Title::update() {
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case 5: // Language
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Options::settings.language++;
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if (Options::settings.language == 3)
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if (Options::settings.language == 3) {
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Options::settings.language = 0;
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}
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updateMenuLabels();
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break;
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@@ -433,8 +436,9 @@ void Title::update() {
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case 8: // Windows size
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Options::window.zoom++;
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if (Options::window.zoom > Options::window.max_zoom)
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if (Options::window.zoom > Options::window.max_zoom) {
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Options::window.zoom = 1;
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}
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updateMenuLabels();
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break;
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@@ -585,7 +589,7 @@ void Title::render() {
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text2->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - (BLOCK * 2), TEXT_COPYRIGHT, 1, noColor, 1, shdwTxtColor);
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}
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if (menuVisible == true) {
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if (menuVisible) {
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menu.active->render();
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}
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@@ -593,7 +597,7 @@ void Title::render() {
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dustBitmapL->render();
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// PRESS ANY KEY!
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if ((counter % 50 > 14) && (menuVisible == false)) {
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if ((counter % 50 > 14) && (!menuVisible)) {
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text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, PLAY_AREA_THIRD_QUARTER_Y + BLOCK, Lang::get()->getText(23), 1, noColor, 1, shdwTxtColor);
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}
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@@ -638,7 +642,7 @@ void Title::switchFullScreenModeVar() {
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}
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// Actualiza los elementos de los menus
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void Title::updateMenuLabels() {
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void Title::updateMenuLabels() const {
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int i = 0;
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// DIFFICULTY
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switch (Options::settings.difficulty) {
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@@ -673,9 +677,9 @@ void Title::updateMenuLabels() {
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case INPUT_USE_GAMECONTROLLER:
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menu.options->setItemCaption(i, Lang::get()->getText(70)); // GAME CONTROLLER
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if (!Input::get()->gameControllerFound())
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if (!Input::get()->gameControllerFound()) {
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menu.options->setGreyed(i, true);
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else {
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} else {
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menu.options->setGreyed(i, false);
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menu.options->setItemCaption(i, Options::inputs[0].name);
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}
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@@ -700,9 +704,9 @@ void Title::updateMenuLabels() {
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case INPUT_USE_GAMECONTROLLER:
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menu.options->setItemCaption(i, Lang::get()->getText(70)); // GAME CONTROLLER
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if (!Input::get()->gameControllerFound())
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if (!Input::get()->gameControllerFound()) {
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menu.options->setGreyed(i, true);
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else {
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} else {
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menu.options->setGreyed(i, false);
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menu.options->setItemCaption(i, Options::inputs[1].name);
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}
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@@ -725,11 +729,9 @@ void Title::updateMenuLabels() {
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break;
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case en_UK:
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menu.options->setItemCaption(i, Lang::get()->getText(8) + ": " + Lang::get()->getText(26)); // ENGLISH
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break;
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default:
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menu.options->setItemCaption(i, Lang::get()->getText(8) + ": " + Lang::get()->getText(26)); // ENGLISH
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// ENGLISH (i fallback per a llengües no reconegudes)
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menu.options->setItemCaption(i, Lang::get()->getText(8) + ": " + Lang::get()->getText(26));
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break;
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}
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@@ -747,17 +749,19 @@ void Title::updateMenuLabels() {
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i++;
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// SCALE MODE
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if (Options::video.scale_mode == SDL_SCALEMODE_LINEAR)
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if (Options::video.scale_mode == SDL_SCALEMODE_LINEAR) {
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menu.options->setItemCaption(i, Lang::get()->getText(60) + ": " + Lang::get()->getText(71)); // BILINEAL
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else
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} else {
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menu.options->setItemCaption(i, Lang::get()->getText(60) + ": " + Lang::get()->getText(72)); // LINEAL
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}
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i++;
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// VSYNC
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if (Options::video.vsync)
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if (Options::video.vsync) {
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menu.options->setItemCaption(i, Lang::get()->getText(61) + ": " + Lang::get()->getText(73)); // ON
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else
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} else {
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menu.options->setItemCaption(i, Lang::get()->getText(61) + ": " + Lang::get()->getText(74)); // OFF
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}
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i++;
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// HOW TO PLAY
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@@ -893,12 +897,12 @@ void Title::iterate() {
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// Procesa un evento individual
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void Title::handleEvent(const SDL_Event *event) {
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// Si hay un sub-estado activo, delega el evento
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if (instructionsActive && instructions) {
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if (instructionsActive && (instructions != nullptr)) {
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// SDL_EVENT_QUIT ya lo maneja Director
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return;
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}
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if (demoGameActive && demoGame) {
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if (demoGameActive && (demoGame != nullptr)) {
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demoGame->handleEvent(event);
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return;
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}
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@@ -944,7 +948,7 @@ void Title::runDemoGame() {
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}
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// Modifica las opciones para los controles de los jugadores
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bool Title::updatePlayerInputs(int numPlayer) {
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auto Title::updatePlayerInputs(int numPlayer) -> bool {
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const int numDevices = availableInputDevices.size();
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if (!Input::get()->gameControllerFound()) { // Si no hay mandos se deja todo de manera prefijada
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@@ -960,37 +964,36 @@ bool Title::updatePlayerInputs(int numPlayer) {
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Options::inputs[1].deviceType = INPUT_USE_GAMECONTROLLER;
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return true;
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} else { // Si hay mas de un dispositivo, se recorre el vector
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if (Options::settings.console) {
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std::cout << "numplayer:" << numPlayer << std::endl;
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std::cout << "deviceindex:" << deviceIndex[numPlayer] << std::endl;
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}
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// Incrementa el indice
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if (deviceIndex[numPlayer] < numDevices - 1) {
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deviceIndex[numPlayer]++;
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} else {
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deviceIndex[numPlayer] = 0;
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}
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if (Options::settings.console) {
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std::cout << "deviceindex:" << deviceIndex[numPlayer] << std::endl;
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}
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// Si coincide con el del otro jugador, se lo intercambian
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if (deviceIndex[0] == deviceIndex[1]) {
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const int theOtherPlayer = (numPlayer + 1) % 2;
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deviceIndex[theOtherPlayer]--;
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if (deviceIndex[theOtherPlayer] < 0) {
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deviceIndex[theOtherPlayer] = numDevices - 1;
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}
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}
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// Copia el dispositivo marcado por el indice a la variable de opciones de cada jugador
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Options::inputs[0] = availableInputDevices[deviceIndex[0]];
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Options::inputs[1] = availableInputDevices[deviceIndex[1]];
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return true;
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} // Si hay mas de un dispositivo, se recorre el vector
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if (Options::settings.console) {
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std::cout << "numplayer:" << numPlayer << '\n';
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std::cout << "deviceindex:" << deviceIndex[numPlayer] << '\n';
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}
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// Incrementa el indice
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if (deviceIndex[numPlayer] < numDevices - 1) {
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deviceIndex[numPlayer]++;
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} else {
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deviceIndex[numPlayer] = 0;
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}
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if (Options::settings.console) {
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std::cout << "deviceindex:" << deviceIndex[numPlayer] << '\n';
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}
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// Si coincide con el del otro jugador, se lo intercambian
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if (deviceIndex[0] == deviceIndex[1]) {
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const int theOtherPlayer = (numPlayer + 1) % 2;
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deviceIndex[theOtherPlayer]--;
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if (deviceIndex[theOtherPlayer] < 0) {
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deviceIndex[theOtherPlayer] = numDevices - 1;
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}
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}
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// Copia el dispositivo marcado por el indice a la variable de opciones de cada jugador
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Options::inputs[0] = availableInputDevices[deviceIndex[0]];
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Options::inputs[1] = availableInputDevices[deviceIndex[1]];
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return true;
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}
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// Crea el mosaico de fondo del titulo
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@@ -1002,13 +1005,13 @@ void Title::createTiledBackground() {
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}
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if (background == nullptr) {
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if (Options::settings.console) {
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std::cout << "TitleSurface could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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std::cout << "TitleSurface could not be created!\nSDL Error: " << SDL_GetError() << '\n';
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}
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}
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// Crea los objetos para pintar en la textura de fondo
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Texture *bgTileTexture = new Texture(renderer, Asset::get()->get("title_bg_tile.png"));
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Sprite *tile = new Sprite({0, 0, 64, 64}, bgTileTexture, renderer);
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auto *bgTileTexture = new Texture(renderer, Asset::get()->get("title_bg_tile.png"));
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auto *tile = new Sprite({0, 0, 64, 64}, bgTileTexture, renderer);
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// Prepara para dibujar sobre la textura
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SDL_SetRenderTarget(renderer, background);
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@@ -1039,23 +1042,24 @@ void Title::createTiledBackground() {
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// así que aquí solo leemos la lista actual sin reescanear.
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void Title::checkInputDevices() {
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if (Options::settings.console) {
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std::cout << "Filling devices for options menu..." << std::endl;
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std::cout << "Filling devices for options menu..." << '\n';
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}
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const int numControllers = Input::get()->getNumControllers();
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availableInputDevices.clear();
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input_t temp;
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// Añade todos los mandos
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if (numControllers > 0)
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if (numControllers > 0) {
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for (int i = 0; i < numControllers; ++i) {
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temp.id = i;
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temp.name = Input::get()->getControllerName(i);
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temp.deviceType = INPUT_USE_GAMECONTROLLER;
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availableInputDevices.push_back(temp);
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if (Options::settings.console) {
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std::cout << "Device " << (int)availableInputDevices.size() << " - " << temp.name.c_str() << std::endl;
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std::cout << "Device " << (int)availableInputDevices.size() << " - " << temp.name.c_str() << '\n';
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}
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}
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}
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// Añade el teclado al final
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temp.id = -1;
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@@ -1063,8 +1067,8 @@ void Title::checkInputDevices() {
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temp.deviceType = INPUT_USE_KEYBOARD;
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availableInputDevices.push_back(temp);
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if (Options::settings.console) {
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std::cout << "Device " << (int)availableInputDevices.size() << " - " << temp.name.c_str() << std::endl;
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std::cout << std::endl;
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std::cout << "Device " << (int)availableInputDevices.size() << " - " << temp.name.c_str() << '\n';
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std::cout << '\n';
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}
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}
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Block a user