Pequeños ajustes y detalles
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@@ -10,7 +10,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset,
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this->asset = asset;
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this->options = options;
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this->lang = lang;
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this->section = section;
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// Reserva memoria para los punteros propios
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@@ -616,6 +616,40 @@ void Title::checkEventHandler()
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break;
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}
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else if (eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0)
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{
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switch (eventHandler->key.keysym.scancode)
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{
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case SDL_SCANCODE_F:
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screen->switchVideoMode();
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reloadTextures();
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break;
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case SDL_SCANCODE_F1:
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screen->setWindowSize(1);
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reloadTextures();
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break;
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case SDL_SCANCODE_F2:
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screen->setWindowSize(2);
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reloadTextures();
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break;
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case SDL_SCANCODE_F3:
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screen->setWindowSize(3);
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reloadTextures();
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break;
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case SDL_SCANCODE_F4:
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screen->setWindowSize(4);
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reloadTextures();
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break;
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default:
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break;
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}
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}
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if (section.subsection == TITLE_SECTION_3)
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{ // Si se pulsa alguna tecla durante la tercera sección del titulo
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if ((eventHandler->type == SDL_KEYUP) || (eventHandler->type == SDL_JOYBUTTONUP))
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@@ -1000,4 +1034,14 @@ void Title::checkInputDevices()
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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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}
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// Recarga las texturas
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void Title::reloadTextures()
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{
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dustTexture->reLoad();
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coffeeTexture->reLoad();
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crisisTexture->reLoad();
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gradientTexture->reLoad();
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createTiledBackground();
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}
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