options menu completed
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@@ -2,6 +2,7 @@
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#include "utils.h"
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#include "director.h"
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#include <iostream>
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#include <string>
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#ifdef __MIPSEL__
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#include <sys/stat.h>
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#include <dirent.h>
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@@ -31,13 +32,10 @@ Director::Director(std::string path)
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mOptions->fullScreenMode = 0;
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mOptions->windowSize = 3;
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mOptions->language = en_UK;
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mOptions->fullScreenMode = 0;
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mOptions->windowSize = 3;
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mOptions->language = en_UK;
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mOptions->difficulty = 0;
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mOptions->difficulty = DIFFICULTY_NORMAL;
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mOptions->player1Input = INPUT_USE_KEYBOARD;
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mOptions->player2Input = INPUT_USE_GAMECONTROLLER;
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mOptions->filter = 0;
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mOptions->filter = FILTER_NEAREST;
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mOptions->vSync = true;
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}
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@@ -155,7 +153,7 @@ bool Director::initSDL()
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else
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{
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// Establece el filtro de la textura a nearest
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if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"))
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if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(mOptions->filter).c_str()))
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{
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printf("Warning: Nearest texture filtering not enabled!\n");
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}
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@@ -169,8 +167,12 @@ bool Director::initSDL()
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}
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else
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{
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// Crea un renderizador para la ventana con vsync
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mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
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if (mOptions->vSync)
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mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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else
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mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED);
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if (mRenderer == NULL)
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{
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printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
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@@ -420,7 +422,7 @@ bool Director::loadConfigFile()
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mOptions->difficulty = DIFFICULTY_NORMAL;
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mOptions->player1Input = INPUT_USE_KEYBOARD;
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mOptions->player2Input = INPUT_USE_GAMECONTROLLER;
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mOptions->filter = 0;
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mOptions->filter = FILTER_NEAREST;
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mOptions->vSync = true;
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// Indicador de éxito en la carga
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