Cambiados los printf por std::cout
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@@ -589,13 +589,13 @@ bool Game::loadScoreFile()
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// El fichero no existe
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if (file == nullptr)
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{
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printf("Warning: Unable to open %s file\n", filename.c_str());
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std::cout << "Warning: Unable to open " << filename.c_str() << " file" << std::endl;
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// Creamos el fichero para escritura
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file = SDL_RWFromFile(p.c_str(), "w+b");
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if (file != nullptr)
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{
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printf("New file (%s) created!\n", filename.c_str());
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std::cout << "New file (" << filename.c_str() << ") created!" << std::endl;
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// Inicializamos los datos
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for (int i = 0; i < TOTAL_SCORE_DATA; ++i)
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@@ -609,7 +609,7 @@ bool Game::loadScoreFile()
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}
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else
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{
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printf("Error: Unable to create file %s\n", filename.c_str());
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std::cout << "Error: Unable to create file " << filename.c_str() << std::endl;
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success = false;
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}
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}
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@@ -617,7 +617,7 @@ bool Game::loadScoreFile()
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else
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{
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// Cargamos los datos
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printf("Reading file %s\n", filename.c_str());
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std::cout << "Reading file " << filename.c_str() << std::endl;
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for (int i = 0; i < TOTAL_SCORE_DATA; ++i)
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SDL_RWread(file, &scoreDataFile[i], sizeof(Uint32), 1);
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@@ -655,13 +655,13 @@ bool Game::loadDemoFile()
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// El fichero no existe
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if (file == nullptr)
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{
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printf("Warning: Unable to open %s file\n", filename.c_str());
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std::cout << "Warning: Unable to open " << filename.c_str() << " file" << std::endl;
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// Creamos el fichero para escritura
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file = SDL_RWFromFile(p.c_str(), "w+b");
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if (file != nullptr)
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{
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printf("New file (%s) created!\n", filename.c_str());
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std::cout << "New file (" << filename.c_str() << ") created!" << std::endl;
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// Inicializamos los datos
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for (int i = 0; i < TOTAL_DEMO_DATA; ++i)
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@@ -681,7 +681,7 @@ bool Game::loadDemoFile()
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}
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else
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{
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printf("Error: Unable to create file %s\n", filename.c_str());
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std::cout << "Error: Unable to create file " << filename.c_str() << std::endl;
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success = false;
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}
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}
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@@ -689,7 +689,7 @@ bool Game::loadDemoFile()
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else
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{
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// Cargamos los datos
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printf("Reading file %s\n", filename.c_str());
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std::cout << "Reading file " << filename.c_str() << std::endl;
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for (int i = 0; i < TOTAL_DEMO_DATA; ++i)
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SDL_RWread(file, &demo.dataFile[i], sizeof(demoKeys_t), 1);
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@@ -715,14 +715,14 @@ bool Game::saveScoreFile()
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SDL_RWwrite(file, &scoreDataFile[i], sizeof(Uint32), 1);
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}
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printf("Writing file %s\n", filename.c_str());
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std::cout << "Writing file " << filename.c_str() << std::endl;
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// Cerramos el fichero
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SDL_RWclose(file);
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}
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else
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{
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printf("Error: Unable to save %s file! %s\n", filename.c_str(), SDL_GetError());
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std::cout << "Error: Unable to save " << filename.c_str() << " file! " << SDL_GetError() << std::endl;
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}
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return success;
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}
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@@ -771,14 +771,14 @@ bool Game::saveDemoFile()
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SDL_RWwrite(file, &demo.dataFile[i], sizeof(demoKeys_t), 1);
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}
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printf("Writing file %s\n", filename.c_str());
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std::cout << "Writing file " << filename.c_str() << std::endl;
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// Cerramos el fichero
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SDL_RWclose(file);
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}
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else
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{
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printf("Error: Unable to save %s file! %s\n", filename.c_str(), SDL_GetError());
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std::cout << "Error: Unable to save " << filename.c_str() << " file! " << SDL_GetError() << std::endl;
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}
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}
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return success;
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@@ -1806,7 +1806,7 @@ void Game::updateDeath()
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{
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// Hace sonar aleatoriamente uno de los 4 sonidos de burbujas
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const Uint8 index = rand() % 4;
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JA_Sound_t* sound[4] = {bubble1Sound, bubble2Sound, bubble3Sound, bubble4Sound};
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JA_Sound_t *sound[4] = {bubble1Sound, bubble2Sound, bubble3Sound, bubble4Sound};
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JA_PlaySound(sound[index], 0);
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}
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}
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@@ -1025,8 +1025,8 @@ bool Title::updatePlayerInputs(int numPlayer)
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}
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else
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{ // Si hay mas de un dispositivo, se recorre el vector
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printf("numplayer:%i\n", numPlayer);
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printf("deviceindex:%i\n", deviceIndex.at(numPlayer));
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std::cout << "numplayer:" << numPlayer << std::endl;
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std::cout << "deviceindex:" << deviceIndex.at(numPlayer) << std::endl;
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// Incrementa el indice
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if (deviceIndex.at(numPlayer) < numDevices - 1)
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@@ -1037,7 +1037,7 @@ bool Title::updatePlayerInputs(int numPlayer)
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{
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deviceIndex.at(numPlayer) = 0;
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}
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printf("deviceindex:%i\n", deviceIndex.at(numPlayer));
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std::cout << "deviceindex:" << deviceIndex.at(numPlayer) << std::endl;
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// Si coincide con el del otro jugador, se lo intercambian
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if (deviceIndex.at(0) == deviceIndex.at(1))
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@@ -1065,7 +1065,7 @@ void Title::createTiledBackground()
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background = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH * 2, GAMECANVAS_HEIGHT * 2);
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if (background == nullptr)
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{
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printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());
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std::cout << "TitleSurface could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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// Crea los objetos para pintar en la textura de fondo
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@@ -1101,7 +1101,7 @@ void Title::createTiledBackground()
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// Comprueba cuantos mandos hay conectados para gestionar el menu de opciones
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void Title::checkInputDevices()
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{
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printf("Filling devices for options menu...\n");
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std::cout << "Filling devices for options menu..." << std::endl;
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input->discoverGameController();
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const int numControllers = input->getNumControllers();
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availableInputDevices.clear();
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@@ -1115,7 +1115,7 @@ void Title::checkInputDevices()
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temp.name = input->getControllerName(i);
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temp.deviceType = INPUT_USE_GAMECONTROLLER;
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availableInputDevices.push_back(temp);
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printf("Device %i:\t%s\n", (int)availableInputDevices.size(), temp.name.c_str());
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std::cout << "Device " << (int)availableInputDevices.size() << " - " << temp.name.c_str() << std::endl;
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}
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// Añade el teclado al final
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@@ -1123,7 +1123,8 @@ void Title::checkInputDevices()
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temp.name = "KEYBOARD";
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temp.deviceType = INPUT_USE_KEYBOARD;
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availableInputDevices.push_back(temp);
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printf("Device %i:\t%s\n\n", (int)availableInputDevices.size(), temp.name.c_str());
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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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}
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// Recarga las texturas
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