Un altre punteret a pendre per cul: options
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@@ -1,14 +1,14 @@
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#include "title.h"
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#include "param.h"
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#include "options.h"
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// Constructor
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Title::Title(Screen *screen, Asset *asset, Input *input, options_t *options, section_t *section, JA_Music_t *music)
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Title::Title(Screen *screen, Asset *asset, Input *input, section_t *section, JA_Music_t *music)
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{
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// Copia las direcciones de los punteros y objetos
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this->screen = screen;
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this->input = input;
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this->asset = asset;
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this->options = options;
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this->section = section;
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this->music = music;
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SDL_Renderer *renderer = screen->getRenderer();
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@@ -30,7 +30,7 @@ Title::Title(Screen *screen, Asset *asset, Input *input, options_t *options, sec
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gameLogo = new GameLogo(renderer, screen, asset, param.game.gameArea.centerX, param.title.titleCCPosition);
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gameLogo->enable();
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defineButtons = new DefineButtons(input, text2, options, section);
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defineButtons = new DefineButtons(input, text2, section);
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// Inicializa los valores
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init();
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@@ -261,7 +261,7 @@ void Title::checkInput()
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if (section->options == SECTION_OPTIONS_TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
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{
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fade->activate();
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postFade = options->controller[0].playerId;
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postFade = options.controller[0].playerId;
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}
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}
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@@ -290,10 +290,10 @@ void Title::checkInput()
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// Comprueba si se va a activar o desactivar el audio
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if (input->checkModInput(input_service, input_mute, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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{
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options->audio.sound.enabled = options->audio.music.enabled = !options->audio.music.enabled;
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JA_EnableMusic(options->audio.music.enabled);
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JA_EnableSound(options->audio.sound.enabled);
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screen->showNotification("Audio " + boolToOnOff(options->audio.music.enabled));
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options.audio.sound.enabled = options.audio.music.enabled = !options.audio.music.enabled;
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JA_EnableMusic(options.audio.music.enabled);
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JA_EnableSound(options.audio.sound.enabled);
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screen->showNotification("Audio " + boolToOnOff(options.audio.music.enabled));
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return;
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}
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@@ -317,7 +317,7 @@ void Title::checkInput()
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if (section->options == SECTION_OPTIONS_TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
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{
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fade->activate();
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postFade = options->controller[i].playerId;
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postFade = options.controller[i].playerId;
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return;
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}
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}
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@@ -379,16 +379,16 @@ void Title::swapControllers()
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// Obtiene para cada jugador el índice del mando correspondiente
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for (int i = 0; i < MAX_CONTROLLERS; ++i)
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{
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playerControllerIndex[options->controller[i].playerId - 1] = i;
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playerControllerIndex[options.controller[i].playerId - 1] = i;
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}
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// Genera el texto correspondiente
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for (int i = 0; i < MAX_CONTROLLERS; ++i)
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{
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const int index = playerControllerIndex[i];
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if (options->controller[index].name != "NO NAME")
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if (options.controller[index].name != "NO NAME")
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{
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text[i] = "Jugador " + std::to_string(i + 1) + ": " + options->controller[index].name;
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text[i] = "Jugador " + std::to_string(i + 1) + ": " + options.controller[index].name;
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}
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}
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